Edition |
2nd ed. |
Description |
1 online resource (775 pages) |
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data file rda |
Note |
Print version record. |
Contents |
Cover; Copyright; Contributors; Table of Contents; Preface; Chapter 1: Java, Android and Game Development; What's new in the second edition?; Why Java, Android and Games?; Java: The first stumbling block; The games you will build; Sub' Hunter; Pong; Bullet Hell; Snake Clone; Scrolling Shooter; Open-World Platformer; How Java and Android work; Setting up Android Studio; Final step; Starting the first project: Sub' Hunter; Extra step 1; Extra step 2; Android Studio and our project -- A very brief guided tour; The Project panel; The Editor window |
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Locking the game to full-screen and landscape orientationDeploying the game so far; Running the game on an Android emulator; Running the game on a real device; Summary; Chapter 2: Java: First Contact; Planning the Sub' Hunter game; Actions flowchart/diagram; Code comments; Mapping out our code using comments; Introduction to Java methods; Overriding methods; Structuring Sub' Hunter with methods; Introduction to Object Oriented Programming; Classes and Objects; The important thing about OOP, Classes, and Objects; Classes, objects, and instances |
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Final word on OOP, Classes, and Objects -- for nowUsing Java packages; Adding classes by importing packages; Linking up our methods; Summary; Chapter 3: Variables, Operators and Expressions; Handling syntax and jargon; Java Variables; Different types of variables; Primitive types; Reference variables; How to use variables; Declaring variables; Initializing variables; Making variables useful with operators; Most used operators in this book; Casting; Concatenation; Declaring and Initializing the Sub' Hunter Variables; Planning the variables; Declaring the variables |
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Handling different screen sizes and resolutionsHandling different screen resolutions part 1: Initialising the variables; Errors, warnings, and bugs; Printing Debugging Information; Testing the game; Summary; Chapter 4: Structuring Code with Java Methods; Methods; Methods revisited and explained further; The method signature; Modifier; Return type; A closer look at method names; Parameters; Doing things in the method body; Method Overloading by Example; Creating a new project; Coding the method overloading mini-app; Running the method overloading mini-app; Scope: Methods and Variables |
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Revisiting the code and methods we have used alreadyGenerating random numbers to deploy a sub; The Random class and the nextInt method; Adding Random based code to newGame; Testing the game; Summary; Chapter 5: The Android Canvas Class -- Drawing to the Screen; Understanding the Canvas class; Getting started drawing with Bitmap, Canvas, and ImageView; Canvas and Bitmap; Paint; ImageView and Activity; Canvas, Bitmap, Paint and ImageView quick summary; Using the Canvas class; Preparing the objects of classes; Initializing the objects; Setting the Activity content; Canvas Demo app |
Note |
Creating a new project |
Summary |
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 ... |
Subject |
Android (Electronic resource)
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Android (Electronic resource) (OCoLC)fst01776064
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Java (Computer program language)
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Application software -- Development.
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Computers -- Programming -- Games.
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Computers -- Programming -- Object Oriented.
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Games development & programming.
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Object-oriented programming (OOP)
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Mobile & handheld device programming -- Apps programming.
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Application software -- Development.
(OCoLC)fst00811707
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Java (Computer program language) (OCoLC)fst00982065
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Other Form: |
Print version: Horton, John. Learning Java by Building Android Games : Learn Java and Android from Scratch by Building Six Exciting Games, 2nd Edition. Birmingham : Packt Publishing Ltd, ©2018 9781788839150 |
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