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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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Toc

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

Chapter 9: The Game Engine, Threads, and the Game Loop

In this chapter, we will see the game engine come together. By the end of the chapter, we will have an exciting blank screen that draws debugging text at 60 frames per second on a real device, although probably less on an emulator. While doing so, we will learn about programming threads, try-catch blocks, the Runnable interface, the Android activity lifecycle, and the concept of a game loop.

My expression of excitement for a blank screen might seem sarcastic but once this chapter is done, we will be able to code and add game objects, almost at will. We will see how much we have achieved in this chapter when we add the moving ball and controllable bat in the next one. Furthermore, this game engine code will be used as an approximate template (we will improve it with each project) for future projects, making the realization of future games faster and easier.

We will be covering the following in this chapter:

  • Coding...
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