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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

Handling collisions


As collision detection is something we will need to implement for all the remaining projects in this book I thought a broader discussion beyond that which will be required for Pong might be useful. Furthermore, I am going to use some images from the 5th game project to visually demonstrate some topics around collision detection.

Collision detection is quite a broad subject. So here is a quick look at our options for collision detection and in which circumstances different methods might be appropriate.

Essentially, we just need to know when certain objects from our game touch other objects. We can then respond to that event by bouncing the ball, adding to the score, playing a sound or whatever is appropriate. We need a broad understanding of our different options, so we can make the right decisions in any particular game.

Collision detection options

First, here are a few of the different ways we can use mathematics to detect collisions, how we can utilize and when they might...

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