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Learning Java by Building Android Games

You're reading from   Learning Java by Building Android Games Extend your game development skills while learning Java – follow this book and learn Java for Android to enter the world of Android games development with greater confidence

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784398859
Length 392 pages
Edition 1st 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 (12) Chapters Close

Preface 1. Why Java, Android, and Games? FREE CHAPTER 2. Getting Started with Android 3. Speaking Java – Your First Game 4. Discovering Loops and Methods 5. Gaming and Java Essentials 6. OOP – Using Other People's Hard Work 7. Retro Squash Game 8. The Snake Game 9. Making Your Game the Next Big Thing A. Self-test Questions and Answers Index

Chapter 7. Retro Squash Game

This chapter is where the fun starts. Although a retro squash game is obviously a step or two down from the latest big-budget game, it is the point when we start to look at some fundamentals—drawing, detecting when objects we have drawn bump into each other, and having animation that is actually controlled by us.

Once you can draw a pixel and move it, it only needs a bit of imagination and work and you have the potential to draw anything. Then, when we combine this knowledge with some really simple math to simulate the physics of collision and gravity, we will be close to being able to implement our squash game.

Tip

Sadly, this book does not have the time to go into the mathematics of turning a dot on the screen into realistic three-dimensional characters moving around in a three-dimensional world. Certainly, the technology and math behind big-budget titles is very advanced and complicated. However, the basics of turning pixels into lines and lines...

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