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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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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

The Simple Factory pattern

The Entity-Component pattern along with using composition in preference to inheritance sounds great at first glance but brings with it some problems of its own. Not least of which it exacerbates all the problems we discussed in Chapter 18, Introduction to Design Patterns and much more!. It would mean that our new GameObject class would need to know about all the different types of component and every single type of object in the game. How would it add all the correct components to itself?

It is true that if we are to have this universal GameObject class that can be anything we want it to be whether a Diver, Patroller, PlayerShip, PinkElephant or whatever then we are going to have to code some logic that "knows" about constructing these super-flexible GameObject instances and composes them with the correct components. But adding all this code into the class itself would make it exceptionally unwieldy and defeat the entire reason for using the Entity-Component...

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