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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
Languages
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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 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

Platform Game: Bob Was in A Hurry

This is the most advanced game in the book. It has multiple levels and hundreds of game objects per level. The player must get from the start of the level, find and then reach the exit. Fastest times are kept as high scores for each of the three levels. However, there are also collectable coins scattered throughout the levels and a time penalty is added on to the finish time for each one left uncollected. Precise jumps are required, and the best route is not always obvious so a player wanting to do well will need to explore and experiment. The whole level is not visible on screen all at once. The level can be dozens of times the size of the screen, so exploration is required to see the whole thing.

Let's have a look at some screen-shots to understand the game better.

Platform Game: Bob Was in A Hurry

In the previous image you can see the home screen. The text labelled as number one is the fastest times for each of the three levels, Underground, Mountains and Cave. Double tapping on...

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