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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
Tools
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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

Android Studio and our project – A very brief guided tour

I won't go into all the dozens of different windows and menu options because we will cover them as we need them but here are a few details to help begin getting familiar with Android Studio.

Have a look at the screen below and you will notice two major sections. One on the left and a larger window on the right:

Android Studio and our project – A very brief guided tour

Let's have a look at the panel on the left

The Project panel

The panel on the left can be changed to various different views. We will need it just as it is for virtually the whole book. This is the Project panel/window. Let's take a closer look.

The Project panel

As you can see there are a few folders and sub-folders. For around 90% of every project, we will only need one folder. The folder I am referring to is the Java | com.gamecodeschool.subhunter folder. It is the one with the SubHunter file in it. The little blue C icon to the left of SubHunter indicates that this file is a class and we will explore classes throughout the entirety of this book. The extension of all class files is .java. The extension for class files is not shown in the Project panel. All we need to know for now is that a class file is a file with code in it.

Notice that below the com.gamecodeschool.subhunter folder (with the SubHunter class file in it) there are two more folders with the same name. These folders, however, are postfixed with the words (androidTest) and (test), respectively. Whenever we add new code files it will always be to the top folder, the one without any prefix, that contains the SubHunter class/file.

Feel free to explore the other folders. We will also be using the res folder in later projects to add sound files and graphics. We will be making brief adjustments to the file in the manifests folder in a moment as well.

The important points to take away from this section is that this is the Project panel and all our code will go in the top com.gamecodeschool.subhunter folder. If you entered a different company domain back in the Starting the first project – Sub Hunter section, then the name of the folders in your Project panel will be different but the exact same principle applies – use the top one.

Let's explore the place where the real action happens – the Editor window.

The Editor window

This is where, as the name suggests, we will edit our code. Typically, we will add multiple code files to the com.gamecodeschool.subhunter folder and add code to them through the editor window. We can have multiple code files ready for editing at once. Have a look at the next image of the code editor as it stands now.

The Editor window

Now, in preparation for the next section, open the manifests folder at the top of the Project panel. You do this by left-clicking on the little triangle to the left of the folder. I have highlighted this in the next image.

The Editor window

Inside the manifests folder, there is a single file, AndroidManifest.xml. Double-click the file and notice that it has been opened in the editor window and that we now have two tabs so that we can quickly switch between AndroidManifest.xml and SubHunter.java. This next image makes this clear.

The Editor window

Also, note that you can now see the .java extension of SubHunter. Now that we know where our code files will go, how to get to them and how to edit them we can move on to the Sub Hunter project.

You have been reading a chapter from
Learning Java by Building Android Games - Second Edition
Published in: Aug 2018
Publisher:
ISBN-13: 9781788839150
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