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 so far

Take a look at these bullet points, which describe everything we have discussed so far.

  • We will have component classes such as MovementComponent, GraphicsComponent, SpawnComponent, and InputComponent. These will be interfaces with no specific functionality.
  • There will be concrete classes that implement these interfaces, such as DiverMovement, PlayerMovement, StandardGraphics, BackgroundGraphics, PlayerInput, and so on.
  • We will have specification classes for each game object that specify the components that each object in the game will have. These specifications will also have extra details such as size, speed, name, and graphics file required for the desired appearance.
  • There will be a factory class that knows how to read the specification classes and assemble generic but internally different GameObject instances.
  • There will be a level class that will know which and how many of each type of GameObject is required and will "order" them...