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)

Final tasks

We only have a few more methods to complete, and we have already coded the trickiest bits. The takeShot method that's just been passed the player's shot coordinates will compare them to the position of the Sub' and either call draw or boom, depending on whether the sub' was hit. We will learn how we translate the floating-point coordinates we retrieved from onTouchEvent into a position on the grid.

After that, we will code the super-simple boom method, which is just a case of increasing the font size, drawing a different color background, and then waiting for the player to start another game.

The final bit of coding will be to draw the player's shot on the grid. They can then analyze the last shot compared to the distance and guess their next shot.

Coding the takeShot method

Let's redo the entire takeShot method since the signature is changing too. Adapt the takeShot method so that it looks like this; then, we will analyze the code...