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

Using the Canvas class


Let's look at the code and the different stages required to get drawing then we can quickly move on to drawing something, for real, with the Canvas demo app.

Preparing the objects of classes

Remember back in chapter two I said this:

In Java, a blueprint is called a class. When a class is transformed into a real working thing, we call it an object or an instance of the class.

The first step is to turn the classes(blueprints) we need into real working things, objects/instances. This step is analogous to declaring variables.

Note

We have already done this with the Random class in the previous chapter and will explore more deeply in Chapter 8, Object-Oriented Programming.

First, we state the type, which in this case happens to be a class and then we state the name we would like our working object to have.

// Here are all the objects(instances)
// of classes that we need to do some drawing
ImageView myImageView;
Bitmap myBlankBitmap;
Canvas myCanvas;
Paint myPaint;

The previous...