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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 FREE CHAPTER 2. Java: First Contact 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

How we will build the platformer

Many things about this project will use things we learned during the Scrolling Shooter project and many things will be completely new. By going through a few things in advance albeit not in great detail will give a clearer picture of how the project will eventually turn into the fully-fledged game by the end of chapter 25.

Level design files example

In all the previous projects we spawned objects like bats, balls, snakes, apples, aliens, bullets and lasers based on logic in our code. With this game we need a way to sit back a little and design each level. There are a few different ways we could have done this. We could draw the levels in a graphics application like Paint or Photoshop and then write code to turn a level design image into the game. Another option is to write an entire app that allows the user to select different game objects and then drag and drop them around the screen. The application could then save the design and use it in the game. Both...

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