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)

Declaring and initializing the Sub' Hunter variables

We know lots about variables, types, and how to manipulate them, but we haven't considered what variables and types the Sub' Hunter game will need. It will help to first consider all the different values and types we need to keep track of and manipulate; then, we can come up with a list of names and types before actually adding the declaration code to the project. After that, we will initialize the variables.

Planning the variables

Let's have a think about what our game needs to keep track of. This will dictate the variables, types, and names that we will declare:

  • We need to know how many pixels wide and high the screen is comprised of. We will call these variables numberHorizontalPixels and numberVerticalPixels. They will be of the int type.
  • Once we have calculated the size (in pixels) of one block on the game grid, we will want to remember it. We will use an int variable called blockSize for...