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

We have expanded our knowledge of the stack and the heap. We know that local variables are on the stack and are only accessible while in scope and that classes and their member variables are on the heap and are accessible at any time, provided the currently executing code has a reference to the required instance. We also know that if an object has no reference on the stack, it will be garbage collected. This is good because it frees up memory but is also potentially problematic because it uses processor time, which can affect the performance of our game.

We have made a good start with the Snake game, though most of the code we wrote was similar to previous projects. The exception was the way in which we selectively called the update method only when one-tenth of a second had elapsed since the previous call to the update method.

In the next chapter, we will do something a little bit different and see how we can localize a game (using Snake as an example) to provide text...