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 PongGame class


We will be returning to this class constantly over the course of this project. What we will do in this chapter is get the fundamentals set up ready to add the game objects (bat and ball) as well as collision detection and sound effects over the next two chapters.

To achieve this, first we will add a bunch of member variables, then we will add some code inside the constructor to set the class up when it is instantiated/created by PongActivity.

After this, we will code a startNewGame method that we can call every time we need to start a new game including the first time we start a game after the app is started by the user.

Following on, we get to code the draw method which will reveal the new steps that we need to take to draw to the screen 60 times per second and we will also see some familiar code that uses our old friends Canvas, Paint and drawText.

At this point, we will need to discuss some more theory. Things like how we will time the animations of the bat and...