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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 five exciting games

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Product type Paperback
Published in Mar 2021
Publisher Packt
ISBN-13 9781800565869
Length 686 pages
Edition 3rd 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 (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

Java loops

It would be completely reasonable to ask what loops have to do with programming. But they are exactly what the name implies. They are a way of repeating the same part of the code more than once or looping over the same part of code, although potentially for a different outcome each time.

This can simply mean doing the same thing until the code being looped over (iterated) prompts the loop to end. It could be a predetermined number of iterations, as specified by the loop code itself, or it might be until a predetermined situation or condition is met. Or, it could be a combination of more than one of these things. Along with if, else, and switch, which we will learn about in the next chapter, loops are part of Java's control flow statements.

Here, we will learn how to repeatedly execute portions of our code in a controlled and precise way by looking at diverse types of loops in Java. Think about the conundrum of drawing all the grid lines in the Sub' Hunter...

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