Book Image

Learning Java by Building Android Games - Second Edition

By : John Horton
Book Image

Learning Java by Building Android Games - Second Edition

By: John Horton

Overview of this book

Android is one of the most popular mobile operating systems presently. It uses the most popular programming language, Java, as the primary language for building apps of all types. However, this book is unlike other Android books in that it doesn’t assume that you already have Java proficiency. This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The difficulty level will grow steadily as you explore key Java topics, such as variables, loops, methods, object oriented programming, and design patterns, including code and examples that are written for Java 9 and Android P. At each stage, you will put what you’ve learned into practice by developing a game. You will build games such as Minesweeper, Retro Pong, Bullet Hell, and Classic Snake and Scrolling Shooter games. In the later chapters, you will create a time-trial, open-world platform game. By the end of the book, you will not only have grasped Java and Android but will also have developed six cool games for the Android platform.
Table of Contents (30 chapters)
Learning Java by Building Android Games Second Edition
Contributors
Preface
Index

Coding the PongActivity class


In this project, as discussed previously, we will have multiple classes. Four to be exact. The Activity class provided by the Android API is the class that interacts with the operating system. We have already seen how the OS interacts with onCreate when the player clicks the app icon to start an app (or our game). Furthermore, we have seen how the operating system calls the onTouchEvent method when the user interacts with the screen, giving us the opportunity to make our game respond appropriately.

As this game is more complicated and needs to respond in real-time it is necessary to use a slightly more in-depth structure. At first this seems like a complication but in the long run, it makes our code more simple and easy to understand.

Rather than have a class called Pong (analogous to SubHunter) that does everything, we will have a class which just handles start-up and shutdown of our game as well as help a bit with initialization by getting the screen resolution...