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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

Android Coordinate system

As a graphical means for explaining the Android coordinate drawing system, I will use a cute spaceship graphic. We will not suddenly be adding spaceships to Sub' Hunter but we will use the graphics that follow in the fifth project starting in Chapter 18, Introduction to Design Patterns and much more!.

As we will see, drawing a Bitmap is trivial. But the coordinate system that we use to draw our graphics onto needs a brief explanation.

Plotting and drawing

When we draw a Bitmap object to the screen we pass in the coordinates we want to draw the object at. The available coordinates of a given Android device depend upon the resolution of its screen.

For example, the Google Pixel phone has a screen resolution of 1920 pixels (across) by 1080 pixels (down) when held in landscape view.

The numbering system of these coordinates starts in the top left-hand corner at 0,0 and proceeds down and to the right until the bottom right corner is pixel 1919, 1079. The apparent 1...

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