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)

Thinking ahead about the PongGame class

We will be returning to this class constantly over the course of this project. What we will do in this chapter is get the fundamentals set up ready to add the game objects (the bat and ball) as well as collision detection and sound effects over the next two chapters.

To achieve this, first we will add a bunch of member variables, and then we will add some code inside the constructor to set the class up when it is instantiated/created by PongActivity.

After this, we will code a startNewGame method that we can call every time we need to start a new game, including the first time we start a game after the app is started by the user.

Following on, we get to code the draw method, which will reveal the new steps that we need to take to draw to the screen 60 times per second, and we will also see some familiar code that uses our old friends Canvas, Paint, and drawText.

At this point, we will need to discuss some more theory, things such...