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 moving platform component class


All we need to do to bring this new object to life is code a UpdateComponent. We already have the specification in the GOSpec package and a regular graphics-related component class has already been coded.

MoveableBlockUpdateComponent

Create a new class called MoveableBlockUpdateComponent, extend UpdateComponent and add the required update method as shown next.

import android.graphics.PointF;

class MovableBlockUpdateComponent implements UpdateComponent {

    @Override
    public void update(long fps, 
                       Transform t, 
                       Transform playerTransform) {

        PointF location = t.getLocation();
        if (t.headingUp()) {
            location.y -= t.getSpeed() / fps;
        } else if (t.headingDown()) {
            location.y += t.getSpeed() / fps;
        } else {
            // Must be first update of the game 
            // so start with going down
            t.headDown();
        }

        // Check if...