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)

Building a sound engine

This is a bit different from how we have previously handled the sound but still should seem familiar. We will be writing code that prepares a SoundPool instance and plays some sound. It will be nearly identical to the sound code we have written in the other projects with the exception that there will be a method that plays each sound effect.

This means that any part of our code that has an instance of SoundEngine will be able to play whatever sound effect it needs, yet at the same time, all the sound code will be encapsulated.

Important note

We have already seen in the GameState class that the loseLife method receives an instance of SoundEngine and calls the playPlayerExplode method.

Adding the sound files to the project

Before we get to the code, let's add the actual sound files to the project. You can find all the files in the assets folder of the Chapter 18 folder on the GitHub repo. Copy the entire assets folder, then using your operating...