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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

Planning the Sub' Hunter game

The objective of the game is to find and destroy the enemy sub' in as few moves as possible. The player takes shots and each time guesses the location of the sub' by taking in to account the distance feedback (sonar ping) from all previous shots.

The game starts with the player facing an empty grid with a randomly placed (hidden) submarine lurking somewhere within.

Planning the Sub' Hunter game

The grid represents the sea and each place on the grid is a possible hiding place for the submarine the player is hunting. The player takes shots at the sub' by guessing where it might be hiding and tapping one of the squares on the grid. The tapped square is shown highlighted and the distance to the sub' from the tapped square is shown.

Planning the Sub' Hunter game

This feedback means the sub' is hiding somewhere on (not within) the radius of 15 squares as demonstrated in the previous image.

Note

Note that the dashed-circle in the previous image is not part of the game. It is my attempt to explain...

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