Learning Java by Building Android Games - Second Edition

Learning Java by Building Android Games - Second Edition

by John Horton

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Product Details

ISBN-13: 9781788839150
Publisher: Packt Publishing
Publication date: 08/28/2018
Pages: 774
Sales rank: 483,868
Product dimensions: 7.50(w) x 9.25(h) x 1.54(d)

About the Author

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.

Table of Contents

Table of Contents

  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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