Learning Java by Building Android Games - Second Edition: Learn Java and Android from scratch by building six exciting games

Learning Java by Building Android Games - Second Edition: Learn Java and Android from scratch by building six exciting games

by John Horton

Paperback(New Edition)

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Get ready for a fun-filled experience of learning Java by developing games for the Android platform

Key Features

  • Learn Java, Android, and object-oriented programming from scratch
  • Build games including Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and a 2D Scrolling Shooter
  • Create and design your own games, such as an open-world platform game

Book Description

Android is one of the most popular mobile operating systems presently. It uses the most popular programming language, Java, as the primary language for building apps of all types. However, this book is unlike other Android books in that it doesn't assume that you already have Java proficiency.

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.

At each stage, you will put what you've learned into practice by developing a game. You will build games such as Minesweeper, Retro Pong, Bullet Hell, and Classic Snake and Scrolling Shooter games. In the later chapters, you will create a time-trial, open-world platform game.

By the end of the book, you will not only have grasped Java and Android but will also have developed six cool games for the Android platform.

What you will learn

  • Set up a game development environment in Android Studio
  • Implement screen locking, screen rotation, pixel graphics, and play sound effects
  • Respond to a player's touch, and program intelligent enemies who challenge the player in different ways
  • Learn game development concepts, such as collision detection, animating sprite sheets, simple tracking and following, AI, parallax backgrounds, and particle explosions
  • Animate objects at 60 frames per second (FPS) and manage multiple independent objects using Object-Oriented Programming (OOP)
  • Understand the essentials of game programming, such as design patterns, object-oriented programming, Singleton, strategy, and entity-component patterns
  • Learn how to use the Android API, including Activity lifecycle, detecting version number, SoundPool API, Paint, Canvas, and Bitmap classes
  • Build a side-scrolling shooter and an open world 2D platformer using advanced OOP concepts and programming patterns

Product Details

ISBN-13: 9781788839150
Publisher: Packt Publishing
Publication date: 08/28/2018
Edition description: New Edition
Pages: 774
Sales rank: 904,703
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

  1. Java, Android and Game Development
  2. Java: First Contact
  3. Variables, Operators and Expressions
  4. Structuring Code with Java Methods
  5. The Android Canvas Class - Drawing to the Screen
  6. Repeating Blocks of Code with Loops
  7. Making Decisions with Java If, Else and Switch
  8. Object-Oriented Programming
  9. The Game Engine, Threads, and The Game Loop
  10. Coding the Bat and Ball
  11. Collisions, Sound Effects and Supporting Different Versions of Android
  12. Handling Lots of Data with Arrays
  13. Bitmap Graphics and Measuring Time
  14. The Stack, the Heap, and the Garbage Collector
  15. Android Localization -Hola!
  16. Collections, Generics and Enumerations
  17. Manipulating Bitmaps and Coding the Snake class
  18. Introduction to Design Patterns and much more!
  19. Listening with the Observer Pattern, Multitouch and Building a Particle System
  20. More Patterns, a Scrolling Background and Building the Player's ship
  21. Completing the Scrolling Shooter Game
  22. Exploring More Patterns and Planning the Platformer Project
  23. The Singleton Pattern, Java HashMap, Storing Bitmaps Efficiently and Designing Levels
  24. Sprite-sheet animations, Controllable Player and Parallax Scrolling Backgrounds
  25. Intelligent Platforms and Advanced Collision Detection
  26. What next?

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