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 Entity-Component pattern

We will now spend 5 minutes wallowing in the misery of an apparently unsolvable muddle. Then, we will see how the Entity-Component pattern comes to the rescue.

Why lots of diverse object types are hard to manage

This project design raises multiple problems that need to be discussed before we can start tapping away at the keyboard. The first is the diversity of the game objects. Let's consider how we might handle all the different objects.

In the previous projects, we coded a class for each object. We had classes such as Bat, Ball, Snake, and Apple. Then, in the update method, we would update them, while in the draw method, we would draw them. In the most recent project, Snake, we took a step in the right direction and had each object handle itself in both the updating and drawing phases.

We could just get started and use the same structure for this project. It would work, but a few major coding nightmares would become apparent toward the...