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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

Every object is a GameObject

This class will become a living-breathing (or flying-shooting or diving etc) combination of our various components.

Create the GameObject class and add the import statements and constructor shown next.

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PointF;

class GameObject {

    private Transform mTransform;
    private boolean isActive = false;
    private String mTag;

    private GraphicsComponent graphicsComponent;
    private MovementComponent movementComponent;
    private SpawnComponent spawnComponent;
}

We can see in the previous code that we have an instance of the Transform class called mTransform. In addition, we have a boolean called isActive which will act as an indicator whether the object is currently in use or not. The mTag variable will be the same value as the tag from the specification classes we coded back in the section Coding all the specific object specifications.

The...

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