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Learning Java by Building Android  Games

You're reading from   Learning Java by Building Android Games Learn Java and Android from scratch by building six exciting games

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788839150
Length 774 pages
Edition 2nd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Toc

Table of Contents (28) Chapters Close

Preface 1. Java, Android and Game Development 2. Java: First Contact FREE CHAPTER 3. Variables, Operators and Expressions 4. Structuring Code with Java Methods 5. The Android Canvas Class – Drawing to the Screen 6. Repeating Blocks of Code with Loops 7. Making Decisions with Java If, Else and Switch 8. Object-Oriented Programming 9. The Game Engine, Threads, and The Game Loop 10. Coding the Bat and Ball 11. Collisions, Sound Effects and Supporting Different Versions of Android 12. Handling Lots of Data with Arrays 13. Bitmap Graphics and Measuring Time 14. The Stack, the Heap, and the Garbage Collector 15. Android Localization -Hola! 16. Collections, Generics and Enumerations 17. Manipulating Bitmaps and Coding the Snake class 18. Introduction to Design Patterns and much more! 19. Listening with the Observer Pattern, Multitouch and Building a Particle System 20. More Patterns, a Scrolling Background and Building the Player's ship 21. Completing the Scrolling Shooter Game 22. Exploring More Patterns and Planning the Platformer Project 23. The Singleton Pattern, Java HashMap, Storing Bitmaps Efficiently and Designing Levels 24. Sprite-sheet animations, Controllable Player and Parallax Scrolling Backgrounds 25. Intelligent Platforms and Advanced Collision Detection 26. What next? Index

Building a sound engine

This is a bit different to how we have previously handled the sound but still should seem very familiar. We will be writing code that prepares a SoundPool and plays some sound. It will be nearly identical to the sound code we have written in the other projects with the exception that there will be a method that plays each sound effect.

This means that any part of our code that has an instance of SoundEngine will be able to play whatever sound effect it needs yet at the same time all the sound code will be encapsulated.

Note

We have already seen in the GameState class that the loseLife method receives an instance of SoundEngine and calls the playPlayerExplode method.

To prepare to code SoundEngine create a new class called SoundEngine in the usual way.

Adding the sound files to the project

Before we get to the code let's add the actual sound files to the project. You can find all the files in the assets folder of the Chapter 18 folder of the download bundle. Copy...

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