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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

Coding the PongActivity class

In this project, as discussed previously, we will have multiple classes. Four to be exact. The Activity class provided by the Android API is the class that interacts with the operating system. We have already seen how the OS interacts with onCreate when the player clicks the app icon to start an app (or our game). Furthermore, we have seen how the operating system calls the onTouchEvent method when the user interacts with the screen, giving us the opportunity to make our game respond appropriately.

As this game is more complicated and needs to respond in real-time it is necessary to use a slightly more in-depth structure. At first this seems like a complication but in the long run, it makes our code more simple and easy to understand.

Rather than have a class called Pong (analogous to SubHunter) that does everything, we will have a class which just handles start-up and shutdown of our game as well as help a bit with initialization by getting the screen resolution...

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