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)

The SoundPool class

The SoundPool class allows us to hold and manipulate a collection of sound effects; literally, a pool of sounds. The class handles everything from decompressing a sound file such as a .wav or .ogg file, keeping an identifying reference to it via an integer ID, and, of course, playing the sound. When the sound is played it is done so in a non-blocking manner (using a thread behind the scenes) that does not interfere with the smooth running of our game or our user's interaction with it.

The first thing we need to do is add the sound effects to a folder called assets in the main folder of the game project. We will do this for real shortly.

Next, in our Java code, we would declare an object of type SoundPool and an int identifier for every sound effect we intend to use. In this theoretical case, we also declare another int called nowPlaying, which we can use to track which sound is currently playing and we will see how we do this shortly:

// create an...