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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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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

Summary

The phone screen is still blank, but we have achieved our first output to the Logcat window. In addition, we have laid out the entire structure of the Sub' Hunter game. All we need to do now is learn more about Java, and then use it to add code to each of the methods.

In this chapter, we learned that Java methods are used to divide up the code into logical sections, each with a name. We don't know the full details of Java methods yet. However, if you understand that you can define methods and then execute them by calling them, then you know all you need to make further progress.

We also took a first glimpse at OOP. It doesn't matter whether OOP seems a little baffling at this stage. If you know that we can code a class and create usable objects in our code based on that class, then you know enough to continue.

In the next chapter, we will learn about our game's data, for example, how the game "remembers" values such as the position of the submarine or the size of the grid. We will learn that our data can take many forms but can generally be referred to as variables.

You have been reading a chapter from
Learning Java by Building Android Games - Third Edition
Published in: Mar 2021
Publisher: Packt
ISBN-13: 9781800565869
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