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Learning Java by Building Android Games

Learning Java by Building Android Games

By : John Horton
4 (13)
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Learning Java by Building Android Games

Learning Java by Building Android Games

4 (13)
By: John Horton

Overview of this book

Android is one of the most popular mobile operating systems today. It uses the most popular programming language, Java, as one of the primary languages for building apps of all types. Unlike most other Android books, this book doesn’t assume that you have any prior knowledge of Java programming, instead helps you get started with building Android games as a beginner. This new, improved, and updated third edition of Learning Java by Building Android Games helps you to build Android games from scratch. Once you've got to grips with the fundamentals, the difficulty level increases steadily as you explore key Java topics, such as variables, loops, methods, object-oriented programming (OOP), and design patterns while working with up-to-date code and supporting examples. At each stage, you'll be able to test your understanding by implementing the concepts that you’ve learned to develop a game. Toward the end, you’ll build games such as Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and Scrolling Shooter. By the end of this Java book, you'll not only have a solid understanding of Java and Android basics but will also have developed five cool games for the Android platform.
Table of Contents (24 chapters)
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Chapter 21: Completing the Scrolling Shooter Game

In this chapter, we will complete the Scrolling Shooter game. We will achieve this by coding the remaining component classes, which represent the three different types of aliens and the lasers that they can shoot at the player. Once we have completed the component classes, we will make minor modifications to the GameEngine, Level, and GameObjectFactory classes to accommodate these newly completed entities.

The final step to complete the game is the collision detection that we will add to the PhysicsEngine class.

Here are the topics we will be covering in this chapter:

  • Coding the alien's components
  • Spawning the aliens
  • Coding the collision detection

We are nearly done, so let's get coding.

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