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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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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

Giving partial access to a class using an interface

The solution is an interface. While it is possible to pass a reference of the GameEngine from GameEngine, to GameState this isn't desirable. What we need is a way to give GameState, direct but limited control. If it had a full reference to GameEngine it is likely that as the project progressed it would end up creating problems because GameState had too much access to GameEngine. For example, what if GameState decided to pause the game at the wrong time?

Interface refresher

If you think back to Chapter 8, Object-Oriented Programming, an interface is a class without any method bodies. A class can implement an interface and when it does, it must provide the body (including the code) for that method or methods. Furthermore, when a class implements an interface it is an object of that type. When a class is a specific type it can be used polymorphically as that type even if it is other types as well. Here are some examples of this phenomenon...

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