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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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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

Summary

That was a big chapter, but much was achieved. We were introduced to the Java HashMap class and the Singleton pattern which together enabled us to code the BitmapStore class to save memory by avoiding duplicate copies of Bitmap instances. We coded the component classes for all the platforms that Bob will walk on as well as the decorative component classes that will handle things like trees and stalagmites.

We coded a new GameObjectFactory that was like the previous project except it handles multiple different types of Transform. We saw and added the code for the level designs. They are represented by extending a parent Level class.

We also coded the slightly familiar GameObject, GameState, SoundEngine, PhysicsEngine and Renderer classes.

We learned about and coded the all-new Camera class which tracks the player's position, keeping him in the centre of all the action and translating floating point world coordinates to integer pixel coordinates.

Next, we coded the HUD and the UIController...

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