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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 memory problem and the BitmapStore

In all the projects since we introduced the Bitmap class back in Chapter 13 the class representing the object in the game also held a copy of the Bitmap. It is slightly different in the previous project because each GameObject instance had a graphics-related component class of some type which held the Bitmap. It still amounts to the same thing because each game object still has/needed a copy of the appropriate Bitmap.

When we have just a few of each alien type as we did in the previous project this is not a problem but, in this project, we will have more than a hundred of some of the Bitmaps representing the tiles that make the platforms. At best this is inefficient and will waste memory, device power and make the game run more slowly and at worst (especially on older devices) the game will crash because it has run out of memory.

We need a way to share Bitmap instances between objects. This suggests a central store. Hey; what about that HashMap and Singleton...

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