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)

Game programming patterns and the structure of the Scrolling Shooter project

Before we dive in too deeply, it is probably worth stating exactly what a design pattern is.

A design pattern is a solution to a programming problem. More specifically, a design pattern is a tried and tested solution to a programming problem.

What makes design patterns special is that the solutions have already been found by someone else, documented in books and other media (such as websites), and they even have names, so they can be readily discussed.

There are lots of design patterns. We will be learning about the Observer, Strategy/Entity-Component, Singleton, and Factory design patterns.

Design patterns are already-proven ways of enabling the ideas we have already discussed, such as reusing code, encapsulating code, and designing classes that represent things. Patterns often amount to a best-practice way of encapsulating, allowing reuse, and allowing a group of classes to interact.

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