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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

Using the apple

The Apple class is done, and we can now put it to work in SnakeEngine.

Add the code to initialize the apple object in the constructor at the end as shown.

// Call the constructors of our two game objects
mApple = new Apple(context,
   new Point(NUM_BLOCKS_WIDE,
               mNumBlocksHigh),
               blockSize);

Notice we pass in all the data required by the Apple constructor so it can set itself up.

We can now spawn an apple as shown next in the newGame method by calling the spawn method that we added when we coded the Apple class previously. Add the highlighted code to the newGame method.

// Called to start a new game
public void newGame() {

   // reset the snake


   // Get the apple ready for dinner
   mApple.spawn();

   // Reset the mScore
   mScore = 0;

   // Setup mNextFrameTime so an update can triggered
   mNextFrameTime = System.currentTimeMillis();
}

Next, we can draw the apple by calling its draw method from the draw method of SnakeGame as shown highlighted...

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