Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning Java by Building Android Games

You're reading from   Learning Java by Building Android Games Learn Java and Android from scratch by building five exciting games

Arrow left icon
Product type Paperback
Published in Mar 2021
Publisher Packt
ISBN-13 9781800565869
Length 686 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
John Horton John Horton
Author Profile Icon John Horton
John Horton
Arrow right icon
View More author details
Toc

Table of Contents (24) Chapters Close

Preface 1. Chapter 1: Java, Android, and Game Development 2. Chapter 2: Java – First Contact FREE CHAPTER 3. Chapter 3: Variables, Operators, and Expressions 4. Chapter 4: Structuring Code with Java Methods 5. Chapter 5: The Android Canvas Class – Drawing to the Screen 6. Chapter 6: Repeating Blocks of Code with Loops 7. Chapter 7: Making Decisions with Java If, Else, and Switch 8. Chapter 8: Object-Oriented Programming 9. Chapter 9: The Game Engine, Threads, and the Game Loop 10. Chapter 10: Coding the Bat and Ball 11. Chapter 11: Collisions, Sound Effects, and Supporting Different Versions of Android 12. Chapter 12: Handling Lots of Data with Arrays 13. Chapter 13: Bitmap Graphics and Measuring Time 14. Chapter 14: Java Collections, the Stack, the Heap, and the Garbage Collector 15. Chapter 15: Android Localization – Hola! 16. Chapter 16: Collections and Enumerations 17. Chapter 17: Manipulating Bitmaps and Coding the Snake Class 18. Chapter 18: Introduction to Design Patterns and Much More! 19. Chapter 19: Listening with the Observer Pattern, Multitouch, and Building a Particle System 20. Chapter 20: More Patterns, a Scrolling Background, and Building the Player's Ship 21. Chapter 21: Completing the Scrolling Shooter Game 22. Chapter 22: What Next? 23. Other Books You May Enjoy

Summary

In this chapter, we covered more theory than in any other chapter. If you haven't memorized everything or some of the code seemed a bit too in-depth, then you have still succeeded completely. If you just understand that OOP is about writing reusable, extendable, and efficient code through encapsulation, inheritance, and polymorphism, then you have the potential to be a Java master.

Simply put, OOP enables us to use other people's code even when those other people were not aware of exactly what we would be doing at the time they did the work. All you need to do is keep practicing. We will regularly be using what we have learned in this chapter throughout the book. This will reinforce what we have been talking about.

We also got started with the Pong project by creating an empty project along with all the classes that we will code over the next three chapters.

In the next chapter, we will implement a basic game engine that can handle our Pong game objects...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime