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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

If they come over the bridge, shoot them

As we saw in the previous chapter, operators are used in determining whether and how often a loop should execute the code in its body.

We can now take things a step further. Let's look at putting the most common operator, ==, to use with the Java if and else keywords. Then, we can start to see the powerful yet fine control that they offer us.

We will use if and a few conditional operators, along with a small story, to demonstrate their use. The following diagram illustrates how we can devise conditions to determine whether a block of code should execute:

Figure 7.1 – Determining the execution of a block of code

The following is a made-up military situation that is kind of game-like in nature.

The captain is dying and, knowing that his remaining subordinates are not very experienced, he decides to write a Java program to convey his last orders after he has died. The troops must hold one side of a...

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