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首页通过构建安卓游戏学习Java
"Learning Java by Building Android Games" 是一本由 John Horton 编写的书籍,旨在通过构建安卓游戏来教授 Java 编程。本书适合没有编程经验的初学者,也适合有其他平台Java经验或对象导向编程经验的人作为复习。书中包含410页的内容,分为1版,使用英文撰写,并由Packt Publishing于2015年1月26日出版,ISBN号码分别为1784398853和9781784398859。 这本书以轻松有趣的方式引导读者学习Java,通过创建适用于手机和平板的四款游戏(包括数学测试游戏、Simon类记忆游戏、复古乒乓球游戏和Snake风格的街机游戏)来逐步掌握编程基础和游戏开发技巧。读者将了解如何设置Android开发环境,以及如何利用Java的关键概念,如循环、方法和面向对象编程(OOP),来构建游戏。 书中的章节涵盖了选择Java、Android和游戏开发的原因,Android的入门,初次尝试编写游戏,学习使用循环和方法,掌握游戏开发的基础知识,运用面向对象编程,开发复古游戏,以及如何让游戏更受欢迎。此外,书后还附有自我测试问题和答案,帮助读者巩固所学知识。 通过阅读这本书,读者不仅可以学习到Java语言的基础,还能了解到Android应用开发的关键技术,同时获得实际的游戏开发经验。这本书的实践性强,通过截图和逐步指导,使得学习过程更加直观和易于理解。无论是想成为专业Android游戏开发者,还是单纯对游戏编程感兴趣,都能从中受益。
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Preface
If you are completely new to any one of Java, Android, or game programming, and
are aiming at publishing Android games for fun or for a business purpose, but you
have no clue as to where to start, then this book is for you. This book also acts as a
refresher for those who already have experience in Java on other platforms.
Android is the fastest growing operating system, and Android devices can empower,
entertain, and educate the planet. Android uses one of the most popular programming
languages—Java, which is a high-performance, secure, and object-oriented language.
In each chapter, we will build on what you learned from the previous chapter,
steadily gaining an understanding of more advanced Java concepts and putting
them to work by building Android games.
What this book covers
Chapter 1, Why Java, Android, and Games?, tells us why we might choose Java,
Android, and games over other languages, platforms, and types of apps. Then we
quickly prepare our Android and Java development environment by installing the
Java Development Kit and Android Studio.
Chapter 2, Getting Started with Android, shows us how to design, build, and run a game
menu UI on a real Android device. This is the rst part of our math game project.
Chapter 3, Speaking Java – Your First Game, covers the Java fundamentals and their use
in an Android environment to make a simple math quiz game.
Chapter 4, Discovering Loops and Methods, contains more Java fundamentals such as
decision-making and looping. Then we use them to add features to our math game.
This chapter also covers some basic Android game essentials such as locking and
handling screen rotation, and introduces the device sensors.
Preface
[ 2 ]
Chapter 5, Gaming and Java Essentials, takes us on a quick ride through some vital
essentials for any game. We also make the UI more exciting with animation and by
storing player scores. Demonstrated with a Simon-style memory game, storing
the sequence with Java arrays and a for loop.
Chapter 6, OOP – Using Other People's Hard Work, is the chapter where everything
you have learned so far is tied up with a pretty ribbon. You should nd yourself
muttering phrases like, "Oh, I see" and "So that's how it works." We explore
object-oriented programming (OOP) in this chapter.
Chapter 7, Retro Squash Game, teaches us how to draw graphics pixel by pixel with the
Android Canvas class. We can then combine these new skills with what we already
know and make a retro, pong-style squash game.
Chapter 8, The Snake Game, covers the beginning of our most advanced game project—
an animated Snake-style arcade game. We will also be able to practice more of the
important Java fundamentals that you learned in the previous chapters.
Chapter 9, Making Your Game the Next Big Thing, puts the icing on the cake by teaching
you how to publish your game and add online leaderboards and achievements. This
will also let you examine the concept of Java libraries.
Appendix, Self-test Questions and Answers, contains all the answers to the questions to
test your understanding of the topic.
What you need for this book
You will need a modest version of Windows (XP, Vista, 7, or 8), and a Mac, Linux
PC, or laptop. Both 32-bit and 64-bit systems are compatible. All of the software
needed in excess of this is free and acquiring it is fully explained in the book.
Who this book is for
This book is for you if you are completely new to any one of Java, Android, or game
programming. As the book assumes no previous knowledge, it is also for you if you
are new to all three (Java, Android, and game programming).
If you want to publish Android games for fun or for business and are not sure where
to start, then this book will show you what to do, step by step from the start.
If you have experience in Java on another platform (perhaps PC or Mac), then this
book will be a good Java refresher, and will also show you how to apply your
existing skills in an Android context.
Preface
[ 3 ]
If you have previously programmed in another language but want to learn Java for
any platform from the start, then you will be able to learn from this book and move
through the practical examples more quickly.
The book does assume that you are fairly condent in using your operating system
of choice. The step-by-step tutorials are in Windows, but if you have a decent
understanding of Mac or Linux, you can probably follow along quite easily with
them too.
Conventions
In this book, you will nd a number of text styles that distinguish between different
kinds of information. Here are some examples of these styles and explanations of
their meanings.
Code words in text, database table names, folder names, lenames, le extensions,
pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "In
the Android Studio Project Explorer, double-click on the layout folder to reveal the
activity_main.xml le within it."
A block of code is set as follows:
import android.support.v7.app.ActionBarActivity;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;
When we wish to draw your attention to a particular part of a code block, the
relevant lines or items are set in bold:
int partA = 9;
int partB = 9;
correctAnswer = partA * partB;
int wrongAnswer1 = correctAnswer - 1;
int wrongAnswer2 = correctAnswer + 1;
Any command-line input or output is written as follows:
info﹕ a = 10
info﹕ b = Alan Turing
info﹕ c = true
Preface
[ 4 ]
New terms and important words are shown in bold. Words that you see on the
screen, for example, in menus or dialog boxes, appear in the text like this: "When
prompted to import another class, click on OK."
Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
Reader feedback
Feedback from our readers is always welcome. Let us know what you think about
this book—what you liked or disliked. Reader feedback is important for us as it
helps us develop titles that you will really get the most out of.
To send us general feedback, simply e-mail feedback@packtpub.com, and mention
the book's title in the subject of your message.
If there is a topic that you have expertise in and you are interested in either writing
or contributing to a book, see our author guide at www.packtpub.com/authors.
Customer support
Now that you are the proud owner of a Packt book, we have a number of things to
help you to get the most from your purchase.
Downloading the example code
You can download the example code les from your account at http://www.
packtpub.com for all the Packt Publishing books you have purchased. If you
purchased this book elsewhere, you can visit http://www.packtpub.com/support
and register to have the les e-mailed directly to you.
Downloading the color images of this book
We also provide you with a PDF le that has color images of the screenshots/
diagrams used in this book. The color images will help you better understand the
changes in the output. You can download this le from: http://www.packtpub.
com/sites/default/files/downloads/8859OS_ColoredImages.pdf.
Preface
[ 5 ]
Errata
Although we have taken every care to ensure the accuracy of our content, mistakes
do happen. If you nd a mistake in one of our books—maybe a mistake in the text or
the code—we would be grateful if you could report this to us. By doing so, you can
save other readers from frustration and help us improve subsequent versions of this
book. If you nd any errata, please report them by visiting http://www.packtpub.
com/submit-errata, selecting your book, clicking on the Errata Submission Form
link, and entering the details of your errata. Once your errata are veried, your
submission will be accepted and the errata will be uploaded to our website or added
to any list of existing errata under the Errata section of that title.
To view the previously submitted errata, go to https://www.packtpub.com/books/
content/support and enter the name of the book in the search eld. The required
information will appear under the Errata section.
Piracy
Piracy of copyrighted material on the Internet is an ongoing problem across all
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If you come across any illegal copies of our works in any form on the Internet, please
provide us with the location address or website name immediately so that we can
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Please contact us at copyright@packtpub.com with a link to the suspected
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We appreciate your help in protecting our authors and our ability to bring you
valuable content.
Questions
If you have a problem with any aspect of this book, you can contact us at
questions@packtpub.com, and we will do our best to address the problem.
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