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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

Preparing to make the retro squash game


Now we are ready to discuss the making of our next game. We actually know everything we need to. We just need to think about how to use the different techniques we have learned.

Let's first look at exactly what we want to achieve so that we have something to aim for.

The design of the game

Let's look at a screenshot of the game as a good starting point. When you design your own games, drawing sketches of the in-game objects and mechanics of the game will be an invaluable part of the design process. Here, we can cheat a bit by taking a look at the end result.

The UI

Starting from the top, we have Score. Every time the player successfully hits the ball, a point is added. Next, we have Lives. The player starts with three lives, and every time they let a ball go past their racket, they lose one life. When the player has zero lives, their score is set to zero, lives are set back to three, and the game begins again. Next to this, we have FPS. FPS stands for frames...

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