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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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The game loop

What is a game loop anyway? Almost every game has a game loop. Even games you might suspect do not, such as turn-based games, still need to synchronize player input with drawing and processing AI while following the rules of the underlying operating system.

There is a constant need to update the objects in a game, perhaps by moving them, rotating them, and so on. And then everything must be drawn in its new position, all the while responding to user input. A visual might help:

Figure 9.2 – Visualizing the game loop

Figure 9.2 – Visualizing the game loop

Our game loop comprises three main phases:

  1. Update all game objects by moving them, detecting collisions, and processing AI if used.
  2. Based on the just-updated data, draw the objects (current frame of animation) in their latest state.
  3. Respond to screen touches from the player.

We already have a draw method for handling that part of the loop. This suggests that we will have a method to do all the...

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