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دسته بندی: برنامه نویسی: بازی ها ویرایش: 3 نویسندگان: John Horton سری: ISBN (شابک) : 9781800565869 ناشر: Packt Publishing سال نشر: 2021 تعداد صفحات: 686 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 5 مگابایت
کلمات کلیدی مربوط به کتاب یادگیری جاوا با ساخت بازی های اندروید: جاوا، اندروید، بازی
در صورت تبدیل فایل کتاب Learning Java by Building Android Games به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب یادگیری جاوا با ساخت بازی های اندروید نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
با توسعه بازی برای پلتفرم اندروید، برای یادگیری جاوا به روش سرگرم کننده آماده شوید ویژگی های کلیدی جاوا، اندروید و برنامه نویسی شی گرا را از ابتدا یاد بگیرید نحوه ساخت بازی هایی از جمله Sub Hunter، Retro Pong، Bullet Hell، Classic Snake و Scrolling Shooters را بیاموزید. ایجاد و طراحی بازی های خود را با یادگیری تمام مفاهیم توضیحات کتاب اندروید یکی از محبوب ترین سیستم عامل های موبایل امروزی است. این زبان از محبوب ترین زبان برنامه نویسی، جاوا، به عنوان یکی از زبان های اصلی برای ساخت برنامه های مختلف استفاده می کند. برخلاف سایر کتابهای اندروید، این کتاب فرض نمیکند که شما هیچ دانش قبلی از جاوا داشته باشید، و در عوض به شما کمک میکند تا بهعنوان مبتدی شروع به ساخت بازیهای اندروید کنید. این نسخه سوم جدید، بهبود یافته و به روز شده Learning Java by Building Games به شما نشان می دهد که چگونه ساخت بازی های اندروید را از ابتدا شروع کنید. پس از دستیابی به اصول اولیه، سطح دشواری به طور پیوسته افزایش مییابد با بررسی موضوعات کلیدی جاوا، مانند متغیرها، حلقهها، روشها، برنامهنویسی شی گرا (OOP)، و الگوهای طراحی، از جمله کدهای بهروز و مفید. مثال ها. در هر مرحله، با توسعه یک بازی، آنچه را که آموختهاید در عمل به کار خواهید برد. با پیشروی، بازی هایی مانند بازی های سبک Minesweeper، Retro Pong، Bullet Hell، Classic Snake و Scrolling Shooter را خواهید ساخت. در پایان این کتاب جاوا، شما نه تنها درک کاملی از مبانی جاوا و اندروید خواهید داشت، بلکه پنج بازی جالب را برای پلتفرم اندروید توسعه خواهید داد. آنچه خواهید آموخت یک محیط بازی سازی در اندروید استودیو راه اندازی کنید به لمس بازیکن پاسخ دهید و دشمنان هوشمندی را برنامه ریزی کنید که می توانند بازیکن را به روش های مختلف به چالش بکشند کاوش تشخیص برخورد، متحرک سازی صفحات جن، ردیابی و دنبال کردن ساده، هوش مصنوعی، پسزمینه اختلاف منظر، و انفجار ذرات اشیاء را با سرعت 60 فریم در ثانیه متحرک کنید و چندین شی مستقل را با استفاده از OOP مدیریت کنید با الگوهای طراحی مانند OOP و singleton، استراتژی و الگوهای موجودیت-مولفه کار کنید از API Android، شناسایی شماره نسخه، SoundPool API، Paint، Canvas و کلاسهای Bitmap استفاده کنید. این کتاب برای چه کسی است یادگیری جاوا با ساخت بازیهای اندروید برای هر کسی است که به تازگی با برنامهنویسی جاوا، اندروید یا بازی آشنا است و میخواهد بازیهای اندرویدی را توسعه دهد. این کتاب همچنین برای کسانی که قبلاً تجربه استفاده از جاوا را در اندروید یا هر پلتفرم دیگری بدون تجربه ساخت بازی دارند، به عنوان یک تجدید کننده عمل می کند.
Get ready to learn Java the fun way by developing games for the Android platform Key Features Learn Java, Android, and object-oriented programming from scratch Find out how to build games including Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and Scrolling Shooters Create and design your own games learning all the concepts Book Description 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 other Android books, this book doesn’t assume you have any prior knowledge of Java, and instead helps you get started with building Android games as a beginner. This new, improved, and updated third edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. After getting to grips with the fundamentals, the difficulty level increases steadily as you explore key Java topics, such as variables, loops, methods, object-oriented programming (OOP), and design patterns, including up-to-date code along with helpful examples. At each stage, you will put what you’ve learned into practice by developing a game. As you advance, you’ll build games such as Minesweeper-style, Retro Pong, Bullet Hell, Classic Snake and Scrolling Shooter games. By the end of this Java book, you will not only have a solid understanding of Java and Android basics but also developed five cool games for the Android platform. What you will learn 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 Use the Android API, detecting version number, SoundPool API, Paint, Canvas, and Bitmap classes Who This Book Is For 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 also acts as a refresher for those who already have experience of using Java on Android or any other platform without game development experience.
Cover Title Page Copyright Contributors Table of Contents Preface Chapter 1: Java, Android, and Game Development Technical requirements Windows Mac Linux What's new in the third edition? Why Java, Android, and games? The Java stumbling block The games we will build Sub' Hunter Pong Bullet Hell Snake Clone Scrolling Shooter How Java and Android work together Run that by me again – what, exactly, is Android? Setting up Android Studio Starting the first project – Sub' Hunter Android Studio and our project – a very brief guided tour The Project panel The Editor window Refactoring MainActivity to SubHunter Locking the game to full screen and landscape orientation Amending the code to use the full screen and the best Android class Deploying 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 The actions flowchart/diagram Mapping out our code using comments Introducing Java methods Overriding methods Structuring Sub' Hunter with methods Introducing OOP Classes and objects Classes, objects, and instances A final word on OOP, classes, and objects – for now Using 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 How to use variables Declaring variables Initializing variables Making variables useful with operators Most used operators in this book Declaring and initializing the Sub' Hunter variables Planning the variables Declaring the variables Handling different screen sizes and resolutions Handling different screen resolutions, part 1 – initializing 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 Method overloading by example Creating a new project Coding the method overloading mini-app Running the method overloading mini-app Scope – methods and variables Method recursion Revisiting the code and methods we have used already Generating random numbers to deploy a sub The Random class and the nextInt method 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 Using the Canvas class Preparing the objects of classes Initializing the objects Setting the Activity content Canvas Demo app Creating a new project Android coordinate system Plotting and drawing Drawing the Sub' Hunter graphics and text Preparing to draw Initializing Canvas, Paint, ImageView, and Bitmap objects Drawing some gridlines Drawing the HUD Upgrading the printDebuggingText method Summary Chapter 6: Repeating Blocks of Code with Loops Making decisions with Java Keeping things tidy More operators Java loops While loops Do while loops For loops Using for loops to draw the Sub' Hunter grid Summary Chapter 7: Making Decisions with Java If, Else, and Switch If they come over the bridge, shoot them Else do this instead Switching to make decisions Switch example Combining different control flow blocks Using the continue keyword Making sense of screen touches Coding the onTouchEvent method Final tasks Coding the takeShot method Explaining the takeShot method Coding the boom method Drawing the shot on the grid Running the game Summary Chapter 8: Object-Oriented Programming Basic object-oriented programming Humans learn by doing Introducing OOP Why do we do it like this? Class recap Looking at the code for a class Class implementation Declaring, initializing, and using an object of the class Basic classes mini-app Creating your first class More things we can do with our first class Encapsulation Controlling class use with access modifiers Controlling variable use with access modifiers Methods have access modifiers too Accessing private variables with getters and setters Setting up our objects with constructors Using "this" Static methods Encapsulation and static methods mini-app OOP and inheritance Inheritance mini-app Polymorphism Abstract classes Interfaces Starting the Pong game Planning the Pong game Setting up the Pong project Refactoring MainActivity to PongActivity Locking the game to fullscreen and landscape orientation Amending the code to use the full screen and the best Android class Summary Chapter 9: The Game Engine, Threads, and the Game Loop Coding the PongActivity class Coding the PongGame class Thinking ahead about the PongGame class Adding the member variables Coding the PongGame constructor Coding the startNewGame method Coding the draw method Understanding the draw method and the SurfaceView class The game loop Getting familiar with threads Problems with threads Java try-catch exception handling Implementing the game loop with a thread Implementing Runnable and providing the run method Coding the thread Starting and stopping the thread The activity lifecycle A simplified explanation of the Android lifecycle Lifecycle phases – what we need to know Lifecycle phases – what we need to do Using the activity lifecycle to start and stop the thread Coding the run method Running the game Summary Chapter 10: Coding the Bat and Ball The Ball class Communicating with the game engine Representing rectangles and squares with RectF Coding the variables Coding the Ball constructor Coding the RectF getter method Coding the Ball update method Coding the Ball helper methods Coding a realistic-ish bounce Using the Ball class The Bat class Coding the Bat variables Coding the Bat constructor Coding the Bat helper methods Coding the Bat's update method Using the Bat class Coding the Bat input handling Running the game Summary Chapter 11: Collisions, Sound Effects, and Supporting Different Versions of Android Handling collisions Collision detection options Optimizing the detection methods Best options for Pong The RectF intersects method Handling different versions of Android Detecting the current Android version The SoundPool class Initializing SoundPool the new way Generating sound effects Adding sound to the Pong game Adding the sound variables Initializing the SoundPool Coding the collision detection and playing sounds The bat and the ball The four walls Playing the game Summary Chapter 12: Handling Lots of Data with Arrays Planning the project Starting the project Refactoring MainActivity to BulletHellActivity Locking the game to full-screen and landscape orientation Amending the code to use the full screen and the best Android class Creating the classes Reusing the Pong engine Coding the BulletHellActivity class Coding the BulletHellGame class Testing the Bullet Hell engine Coding the Bullet class Spawning a bullet Getting started with Java arrays Arrays are objects Simple array example mini-app Getting dynamic with arrays Dynamic array example Entering the nth dimension with arrays Multidimensional array mini app Array out of bounds exceptions Spawning an array of bullets Running the game Summary Chapter 13: Bitmap Graphics and Measuring Time The Bob (player's) class Add the Bob graphic to the project Coding the Bob class Using the Bob class Coding the spawnBullet method (again) Running the game The Android Studio Profiler tool Summary Chapter 14: Java Collections, the Stack, the Heap, and the Garbage Collector Managing and understanding memory Variables revisited Introduction to the Snake game Looking ahead to the Snake game Getting started with the Snake game Refactoring MainActivity to SnakeActivity Locking the game to fullscreen and landscape orientation Adding some empty classes Coding SnakeActivity Adding the sound effects Coding the game engine Coding the members Coding the constructor Coding the newGame method Coding the run method Coding the updateRequired method Coding the update method Coding the draw method Coding the OnTouchEvent method Coding pause and resume Running the game Summary Chapter 15: Android Localization – Hola! Making the Snake game Spanish, English, or German Adding Spanish support Adding German support Adding the string resources Amending the Java code Running the game in German or Spanish Summary Chapter 16: Collections and Enumerations Adding the graphics Coding the Apple class The Apple constructor Using the Apple class Running the game Using arrays in the Snake game Understanding ArrayList class The enhanced for loop Arrays and ArrayLists are polymorphic Introducing enumerations Summary Chapter 17: Manipulating Bitmaps and Coding the Snake Class Rotating Bitmaps What is a Bitmap exactly? The Matrix class Adding the sound to the project Coding the Snake class Coding the constructor Coding the reset method Coding the move method Coding the detectDeath method Coding the checkDinner method Coding the draw method Coding the switchHeading method Using the snake class and finishing the game Running the completed game Summary Chapter 18: Introduction to Design Patterns and Much More! Introducing the Scrolling Shooter project Game programming patterns and the structure of the Scrolling Shooter project Starting the project Refactoring MainActivity to GameActivity Locking the game to fullscreen and landscape orientation Coding the GameActivity class Getting started on the GameEngine class Controlling the game with a GameState class Passing GameState from GameEngine to other classes Communicating from GameState to GameEngine Giving partial access to a class using an interface Interface refresher What we will do to implement the interface solution Coding the GameState class Saving and loading the high score forever Pressing the "special button" – calling the method of the interface Finishing off the GameState class Using the GameState class Building a sound engine Adding the sound files to the project Coding the SoundEngine class Using the SoundEngine class Testing the game so far Building a HUD class to display the player's control buttons and text Coding the prepareControls method Coding the draw method of the HUD class Coding drawControls and getControls Building a Renderer class to handle the drawing Using the HUD and Renderer classes Running the game Summary Chapter 19: Listening with the Observer Pattern, Multitouch, and Building a Particle System The Observer pattern The Observer pattern in the Scrolling Shooter project Coding the Observer pattern in Scrolling Shooter Coding the Broadcaster interface Coding the InputObserver interface Making GameEngine a broadcaster Coding a multitouch UI controller and making it a listener Coding the required handleInput method Using UIController Running the game Implementing a particle system explosion Coding the Particle class Coding the ParticleSystem class Adding a particle system to the game engine and drawing it with the Renderer class Building a physics engine to get things moving Running the game Summary Chapter 20: More Patterns, a Scrolling Background, and Building the Player's Ship Meeting the game objects A reminder of how all these objects will behave The Entity-Component pattern Why lots of diverse object types are hard to manage The first coding nightmare Using a generic GameObject for better code structure Composition over inheritance The Simple Factory pattern At last, some good news Summary so far The object specifications Coding the ObjectSpec parent class Coding all the specific object specifications Coding the component interfaces GraphicsComponent InputComponent MovementComponent SpawnComponent Coding the player's and the background's empty component classes StdGraphicsComponent PlayerMovementComponent PlayerSpawnComponent PlayerInputComponent and the PlayerLaserSpawner interface LaserMovementComponent LaserSpawnComponent BackgroundGraphicsComponent BackgroundMovementComponent BackgroundSpawnComponent Every GameObject has a transform Every object is a GameObject Completing the player's and the background's components The player's components Coding a scrolling background GameObject/Component reality check Building the GameObjectFactory class Coding the Level class Putting everything together Updating GameEngine Updating PhysicsEngine Updating the renderer Running the game Summary Chapter 21: Completing the Scrolling Shooter Game Adding the alien's components AlienChaseMovementComponent AlienDiverMovementComponent AlienHorizontalSpawnComponent AlienPatrolMovementComponent AlienVerticalSpawnComponent Spawning the aliens Updating the GameEngine class Updating the Level class Updating the GameObjectFactory class Running the game Detecting collisions Running the completed game Summary Chapter 22: What Next? Publishing Using the assets from the book Future learning My other channels Thanks Why subscribe? About Packt Other Books You May Enjoy Index