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 apple


Let's start with the Apple class as we often do by adding the required import statements and the member variables. Add the code and study it and then we will discuss it.

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Point;
import java.util.Random;

class Apple {

    // The location of the apple on the grid
    // Not in pixels
    private Point mLocation = new Point();

    // The range of values we can choose from
    // to spawn an apple
    private Point mSpawnRange;
    private int mSize;

    // An image to represent the apple
    private Bitmap mBitmapApple;
}

The Apple class has a Point object that we will use to store the horizontal and vertical location of the apple. Note that this will be a position on our virtual grid and not a specific pixel position.

There is a second Point variable called mSpawnRange as well which will...