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Learning Java by Building Android Games - Third Edition

You're reading from  Learning Java by Building Android Games - Third Edition

Product type Book
Published in Mar 2021
Publisher Packt
ISBN-13 9781800565869
Pages 686 pages
Edition 3rd Edition
Languages
Author (1):
John Horton John Horton
Profile icon John Horton

Table of Contents (24) Chapters

Preface 1. Chapter 1: Java, Android, and Game Development 2. Chapter 2: Java – First Contact 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

Thinking ahead about the PongGame class

We will be returning to this class constantly over the course of this project. What we will do in this chapter is get the fundamentals set up ready to add the game objects (the bat and ball) as well as collision detection and sound effects over the next two chapters.

To achieve this, first we will add a bunch of member variables, and then we will add some code inside the constructor to set the class up when it is instantiated/created by PongActivity.

After this, we will code a startNewGame method that we can call every time we need to start a new game, including the first time we start a game after the app is started by the user.

Following on, we get to code the draw method, which will reveal the new steps that we need to take to draw to the screen 60 times per second, and we will also see some familiar code that uses our old friends Canvas, Paint, and drawText.

At this point, we will need to discuss some more theory, things such...

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