Chapter 2. Java: First Contact

In this chapter, we will make significant progress with the Sub' Hunter game even though this is the first lesson on Java. We will look in detail at exactly how Sub' Hunter will be played and the steps/flow that our completed code will need to take to implement it.

We will also learn about Java code comments for documenting the code, take a brief initial glimpse at methods to structure our code and an even briefer first glimpse at object-oriented programming that will begin to reveal the power of Java and the Android API

The auto-generated code we saw in the previous chapter will also be explained as we proceed and add more code too. Here is what you can expect to learn in this chapter:

  • Planning the Sub' Hunter game
  • Introduction to Java methods
  • Structuring Sub' Hunter with methods
  • Introduction to Object-Oriented Programming
  • Using Java Packages
  • Linking up the Sub' Hunter methods

First, let's do some planning.

Planning the Sub' Hunter game

The objective of the game is to find and destroy the enemy sub' in as few moves as possible. The player takes shots and each time guesses the location of the sub' by taking in to account the distance feedback (sonar ping) from all previous shots.

The game starts with the player facing an empty grid with a randomly placed (hidden) submarine lurking somewhere within.

Planning the Sub' Hunter game

The grid represents the sea and each place on the grid is a possible hiding place for the submarine the player is hunting. The player takes shots at the sub' by guessing where it might be hiding and tapping one of the squares on the grid. The tapped square is shown highlighted and the distance to the sub' from the tapped square is shown.

Planning the Sub' Hunter game

This feedback means the sub' is hiding somewhere on (not within) the radius of 15 squares as demonstrated in the previous image.

Note

Note that the dashed-circle in the previous image is not part of the game. It is my attempt to explain the possible hiding places of the sub' based on the distance.

As the player takes more shots he can build up a better mental picture of the likely location of the sub' until eventually, he guesses the exact square and the game is won.

Planning the Sub' Hunter game

Once the player has destroyed the sub' the next tap on the screen will spawn a new sub' in a random location and the game starts again.

In addition to the game itself we will be writing code to display debugging information, so we can test the game and see if everything is working as it should be. This next image shows the game running with debugging information enabled.

Planning the Sub' Hunter game

Let's look more closely at the player's actions and how the game will need to respond to them.

Actions flowchart/diagram

We need to plan our code before we start hammering away at the keyboard. You might be wondering how you can plan your code before you have learned how to code but, it is quite straightforward. Study this flowchart and then we will discuss it and introduce a new Java concept to help us put the plan into action. Follow the path of the arrows and note the diamond shape on the flowchart where a decision is made, and execution of the code could go either way.

Actions flowchart/diagram

The flowchart shows the steps the game will take:

  • The game is launched by tapping its icon in the app drawer(or running it in Android Studio).
  • The sub' is placed at a random location by generating random horizontal and vertical numbers. The score is set to zero- in case this is not the first play of the game.
  • Next everything is drawn to the screen; the grid-lines and the text (HUD heads-up-display) including debugging text (if enabled).
  • At this point the game does nothing, it is waiting for the player to tap the screen.
  • When the player taps the screen, the pixel tapped is converted into a location on the grid and that location is compared to the location of the sub'. The "Hit?" diamond illustrates this comparison. The program then branches either back to the drawing phase where the grid, the HUD, and added an extra square to show the shot location is drawn.
  • If there was a hit then the "BOOM!" screen is shown.
  • Actually, the Boom part isn't exactly as we see it there. The "Wait for input" phase also handles waiting for a screen tap at this point as well. When the screen is tapped again it is considered the first shot of the next game and the flow of the code moves back to the "Spawn Sub' Reset Score" code and the whole process starts again.

The next two sections of this chapter will show how to flesh out this design with real Java code, and in the next chapter, we will see real results on the screen.

Code comments

As you become more advanced in writing Java programs, the solutions you use to create your programs will become longer and more complicated. Furthermore, as we will see starting in this chapter and throughout the book, Java was designed to manage complexity by having us divide our code into separate chunks, very often across multiple files.

Comments are a part of the Java program that does not have any function in the program itself. The compiler ignores them. They serve to help the programmer to document, explain, and clarify their code to make it more understandable to themselves later, maybe a long time later, or to other programmers who might need to refer to or modify the code. So, a good piece of code will be liberally sprinkled with lines like this:

// This is a comment explaining what is going on

The preceding comment begins with the two forward slash characters, //. The comment ends at the end of the line. It is known as a single-line comment. So, anything on that line is for humans only, while anything on the next line (unless it's another comment) needs to be syntactically correct Java code:

// I can write anything I like here
but this line will cause an error unless it is valid code

We can use multiple single-line comments:

// Below is an important note
// I am an important note
// We can have many single line comments

Single-line comments are also useful if we want to temporarily disable a line of code. We can put // in front of the code and it will not be included in the program. This next code is valid code which causes Android to draw our game on the screen, we will see it in many of the projects throughout the book.

// setContentView(gameView);

In the preceding situation, the code will not run, as the compiler considers it a comment and the screen will be blank. There is another type of comment in Java—the multiline comment. This is useful for longer comments and to add things such as copyright information at the top of a code file. Also, like the single-line comment, it can be used to temporarily disable code, in this case usually multiple lines.

Everything in between the leading /* signs and the ending */ signs is ignored by the compiler. Here are some examples:

/*
A Java expert wrote this program.
You can tell I am good at this because
the code has so many helpful comments in it.
*/

There is no limit to the number of lines in a multiline comment. Which type of comment is best to use will depend upon the situation. In this book, I will always explain every line of code explicitly, but you will also find liberally sprinkled comments within the code itself that add further explanation, insight or clarification. So, it's always a clever idea to read all the code:

/*
The winning lottery numbers for next Saturday are
9,7,12,34,29,22
But you still want to learn Java? Right?
*/

Tip

All the best Java programmers liberally sprinkle their code with comments.

Let's add some useful comments to the Sub' Hunter project.

Mapping out our code using comments

Now we will add some single line and multi-line comments to our code, so we know where we will be adding code throughout the project and what its intended purpose is.

In the previous chapter, we left the code having just added a couple of lines to the AndroidManifest.xml file to lock the player's screen to landscape and use the full screen.

Open Android Studio and click on the SubHunter.java tab in the editor window. You can now see the code as shown in this image.

Mapping out our code using comments

Android Studio is folding the code to help keep it organized. Look at the two little + icons in the previous image. Click on each of them to reveal the full code and then we will add some more to it.

Referring to our flowchart we have the "One-time Setup" element. In Android, the operating system dictates where some parts of our program must take place. For this reason, add the highlighted multi-line comment as shown next amongst the existing code. We will explore why this part of the code is where we do the one-time setup later in the chapter when we talk about Linking up our meth ods.

Note

The complete code as it stands at the end of this chapter is in the download bundle in the Chapter 2 folder.

Add the highlighted code shown next.

package com.gamecodeschool.c2subhunter;

import android.app.Activity;
import android.os.Bundle;

public class SubHunter extends Activity {

    /*
        Android runs this code just before 
        the player sees the app.
        This makes it a good place to add 
        the code for the one-time setup phase.
     */
    
@Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
    }
}

Now, immediately before the final curly brace } of the code add the following highlighted comments. I have shown some of the existing code highlighted before the new comments to make it clear exactly where to add the new comments.


@Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
    }

    /*
        This code will execute when a new
        game needs to be started. It will
        happen when the app is first started
        and after the player wins a game.
     */


    /*
        Here we will do all the drawing.
        The grid lines, the HUD and
        the touch indicator
     */


    /*
        This part of the code will
        handle detecting that the player
        has tapped the screen
     */


    /*
        The code here will execute when
        the player taps the screen. It will
        calculate the distance from the sub'
        and decide a hit or miss
     */

    // This code says "BOOM!"


    // This code prints the debugging text

}

The comments above serve a few purposes. First, we can see that each aspect of our flowchart plan has a place where its code will go, second, the comments will be a useful reminder of what the code that follows does and finally, when we get around to adding the code for each section, I will be able to demonstrate where to type the new code because it will be in context with these comments.

Tip

Be sure you have read the comments and studied the flowchart before going ahead.

We will also add more comments to explain specific lines of code within each of the sections.

I keep mentioning sections. Java has a word for that, methods.

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