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)

Summary

This was probably the most technical chapter so far. Threads, game loops, timing try and catch blocks, using interfaces, the activity lifecycle, and so on… that's an awfully long list of topics to cram into a chapter. If the exact interrelationships between these things are not entirely clear, it is not a problem. All you need to know is that when the player starts and stops the game, the PongActivity class will handle starting and stopping the thread by calling the PongGame class's pause and resume methods. It achieves this via the overridden onPause and onResume methods, which are called by the operating system.

Once the thread is running, the code inside the run method executes alongside the user interface thread that is listening for player input. Once we call the update and draw methods from the run method, at the same time as keeping track of how long each frame is taking, our game is ready to rock and roll. We just need to add some game objects to...