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 Observer pattern

What we need is a way for the GameEngine class to send touch data to the UIController class, which we will code later in this chapter, and then (in the next chapter) to the PlayerController class. We need to separate responsibility for different parts of touch handling because we want UIController and PlayerController to be responsible for handling the aspects of control related to them. This makes sense. UIController knows all about the UI and how to respond, while PlayerController knows all about controlling the player's spaceship. Putting the GameEngine class in charge of all such things is bad encapsulation and very hard to achieve anyway.

In the first three projects, our main game engine-like class did handle all the touch data, but the price of that was that each and every object was declared and managed from the game engine-like class. We don't want to do it like that this time. We are moving on to a better encapsulated place. In the Snake...