Book

Learning Java by Building Android Games

Android is one of the most popular mobile Operating systems presently. It uses the Java programming language. The problem is that most Android books assume the reader is already proficient with Java. This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The difficulty level will grow steadily as you explore key Java topics, such as variables, loops, methods, object oriented programming, and design patterns, including code and examples that are written for Java 9 and Android P.

Offered byPackt Logo

Difficulty Level
Intermediate
Completion Time
25h48m approx.
Language
English
Certification
Not available

About Course

Book Content

chapters 25h48m total length

1. Java, Android & Games
2. Java Basics & An Introduction to Object Oriented Programming - Starting the Sub Hunter Game
3. Java Variables, Operators, Expressions and Android Debugging - Spawning a Sub to Hunt
4. Making Decisions with Java If, Else & Switch - Getting the Player's Input
5. The Android Canvas Class, Drawing to The Screen - Firing Depth Charges
6. While, Do While, For Loops, Break & Continue - Enhancing Sub Hunter Game
7. Java Methods - Finishing Sub Hunter Game
8. Object Oriented Programming - Starting the Pong Game
9. Interfaces, Threads & Exceptions - Coding the Pong Game Loop
10. Coding a class for the player's bat & Handling Input
11. Collisions, Sound FX and Supporting Different Android Versions - Finishing the Pong Game
12. Handling LOTS of Objects with Arrays - Welcome to Bullet HELL
13. Drawing with Bitmap Graphics - Coding the Player and Finishing the Game
14. Java Collections, The Stack, the Heap & Garbage Collection - Starting the Snake Game
15. Using Java Enumerations - Building the Snake Class
16. Android Localization, Hola! - Building a Retro Game Loop
17. Finishing the Snake Game
18. More Advanced OOP using Inheritance, Polymorphism & the Entity Component Pattern - Starting the Scrolling Shooter Game
19. Managing Sound Better & Pausing the Game
20. Coding The player's ship and Scrolling Stars
21. Persisting Data & Finishing the Game
22. Using More Advanced OOP with Singleton Pattern & the AssetManager Class - Starting the Platformer Game
23. Viewing Huge Worlds Through a Camera
24. Improving Performance with Object Pools & Animating with Sprite Sheets - Adding Enemies and Bullets
25. Handling Multiple Screens & Communicating Between Objects - Finishing the Platform Game
26. What next

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