This is the code repository for Learning Java by Building Android Games - Third Edition, published by Packt.
Learn Java and Android from scratch by building five exciting games
Android is one of the most popular mobile operating systems today. It uses the most popular programming language, Java, as one of the primary languages for building apps of all types. Unlike most other Android books, this book doesn’t assume that you have any prior knowledge of Java programming, instead helps you get started with building Android games as a beginner.
This book covers the following exciting features:
- Set up a game development environment in Android Studio
- Respond to a player's touch and program intelligent enemies who can challenge the player in different ways
- Explore collision detection, animating sprite sheets, simple tracking and following, AI, parallax backgrounds, and particle explosions
- Animate objects at 60 FPS and manage multiple independent objects using OOP
- Work with design patterns such as OOP and singleton, strategy, and entity-component patterns
If you feel this book is for you, get your copy today!
All of the code is organized into folders. For example, Chapter02.
The code will look like the following:
/*
This part of the code will
handle detecting that the player
has tapped the screen
*/
@Override
public boolean onTouchEvent(MotionEvent motionEvent) {
return true;
}
Following is what you need for this book:
Learning Java by Building Android Games is for anyone who is new to Java, Android, or game programming and wants to develop Android games. The book will also serve as a refresher for those who already have experience using Java on Android or any other platform but are new to game development.
Windows:
- Microsoft® Windows® 7/8/10 (64-bit)
- 4 GB RAM as a minimum; 8 GB RAM recommended
- 2 GB of available disk space as a minimum; 4 GB recommended (500 MB for the IDE + 1.5 GB for the Android SDK and emulator system image)
- 1,280 x 800 minimum screen resolution
Mac:
- Mac® OS X® 10.10 (Yosemite) or higher, up to 10.14 (macOS Mojave)
- 4 GB RAM as a minimum; 8 GB RAM recommended
- 2 GB of available disk space as a minimum; 4 GB recommended (500 MB for the IDE + 1.5 GB for the Android SDK and emulator system image)
- 1,280 x 800 minimum screen resolution
Linux:
- GNOME or KDE desktop Tested on gLinux based on Debian
- A 64-bit distribution capable of running 32-bit applications
- The GNU C Library (glibc) 2.19 or later
- 4 GB RAM as a minimum; 8 GB RAM recommended
- 2 GB of available disk space as a minimum; 4 GB recommended (500 MB for the IDE + 1.5 GB for the Android SDK and emulator system image)
- 1,280 x 800 minimum screen resolution
With the following software and hardware list you can run all code files present in the book (Chapter 1-22).
Chapter | Software required | OS required |
---|---|---|
1-22 | Android Studio | Windows, Mac OS X, and Linux (Any) |
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
- Learning Java by Building Android Games
- Learning Java by Building Android Games - Second Edition
- Android Programming with Kotlin for Beginners
- Beginning C++ Game Programming - Second Edition
- Beginning C++ Game Programming
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