Book Image

Learning Java by Building Android Games - Third Edition

By : John Horton
5 (1)
Book Image

Learning Java by Building Android Games - Third Edition

5 (1)
By: John Horton

Overview of this book

Android is one of the most popular mobile operating systems today. It uses the most popular programming language, Java, as one of the primary languages for building apps of all types. Unlike most other Android books, this book doesn’t assume that you have any prior knowledge of Java programming, instead helps you get started with building Android games as a beginner. This new, improved, and updated third edition of Learning Java by Building Android Games helps you to build Android games from scratch. Once you've got to grips with the fundamentals, the difficulty level increases steadily as you explore key Java topics, such as variables, loops, methods, object-oriented programming (OOP), and design patterns while working with up-to-date code and supporting examples. At each stage, you'll be able to test your understanding by implementing the concepts that you’ve learned to develop a game. Toward the end, you’ll build games such as Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and Scrolling Shooter. By the end of this Java book, you'll not only have a solid understanding of Java and Android basics but will also have developed five cool games for the Android platform.
Table of Contents (24 chapters)

Chapter 9: The Game Engine, Threads, and the Game Loop

In this chapter, we will see the game engine come together. By the end of the chapter, we will have an exciting blank screen that draws debugging text at 60 frames per second on a real device, although probably less on an emulator. While doing so, we will learn about programming threads, try-catch blocks, the Runnable interface, the Android activity lifecycle, and the concept of a game loop.

My expression of excitement for a blank screen might seem sarcastic but once this chapter is done, we will be able to code and add game objects, almost at will. We will see how much we have achieved in this chapter when we add the moving ball and controllable bat in the next one. Furthermore, this game engine code will be used as an approximate template (we will improve it with each project) for future projects, making the realization of future games faster and easier.

We will be covering the following in this chapter:

  • Coding...