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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
Languages
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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

Drawing the Sub' Hunter graphics and text

Now we can use everything we have learned about Canvas and the Android coordinate system to get started drawing our game. We will meet another method of the Canvas class called drawLine. Unsurprisingly this will be used to draw the grid lines.

Drawing the Sub' Hunter graphics and text

We will, however, stumble upon a slight problem to do with the practicality of drawing so many lines.

We will also draw the HUD text and the debugging text.

Preparing to draw

Add the declaration of all the graphics related reference variables we will need. The new code is highlighted amongst the previous code.

public class SubHunter extends Activity {

    // These variables can be "seen"
    // throughout the SubHunter class
    int numberHorizontalPixels;
    int numberVerticalPixels;
    int blockSize;
    int gridWidth = 40;
    int gridHeight;
    float horizontalTouched = -100;
    float verticalTouched = -100;
    int subHorizontalPosition;
    int subVerticalPosition;
    boolean hit = false...
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