Android Poker Game Source Code: Step-by-Step Build Guide with Kotlin and Clean Architecture
As a professional content creator and SEO strategist, this article walks you through building a feature-rich Android poker game from scratch. You will learn a practical approach that blends clean software architecture with real-world game mechanics, including sample source code you can drop into your project. The goal is not only to deliver working code but to present it in a way that helps search engines understand the topic, improves discoverability, and provides value to developers who want to understand Android game development with Kotlin.
Why you should build an Android poker game and what you’ll gain
Poker remains one of the most beloved card games worldwide. For Android developers, creating a poker game is an excellent way to learn about game loops, real-time input, animation, and networked multiplayer. A well-structured poker project teaches you about:
- Card and deck modeling and how to ensure data integrity.
- Game state management across different rounds and betting rounds.
- Artificial intelligence (AI) logic for computer opponents.
- UI/UX design that feels responsive on small screens and scales for larger devices.
- Performance optimization, memory management, and smooth animations.
- Secure project organization with clean architecture patterns and testability.
Technology stack and why Kotlin shines for Android poker games
The following stack is commonly used for modern Android poker games and helps with Google SEO by aligning with popular search terms:
- Language: Kotlin (primary) with optional Java interop for legacy modules.
- UI toolkit: Jetpack Compose (modern UI) or XML-based layouts for broad compatibility.
- Architecture: MVVM or Clean Architecture to separate concerns between UI, domain, and data layers.
- Coroutines for asynchronous game actions, networking, and event streams.
- Networking: WebSocket or HTTP-based APIs for local multiplayer or online play, with libraries like OkHttp/Ktor.
- Persistence: DataStore or Room for saving game progress and user preferences.
- Testing: JUnit for unit tests, Robolectric or AndroidX Test for UI tests.
High-level architecture: clean layers for a robust poker game
A solid architecture sets you up for long-term maintainability. Here is a practical breakdown you can implement in your Android studio project:
- Presentation layer (UI): Uses the MVVM pattern with LiveData or StateFlow to render the user interface. If you choose Jetpack Compose, you’ll rely on state-driven UI recomposition.
- Domain layer (game rules): Encapsulates the poker rules, hand evaluation, betting logic, round progression, and AI decision-making. This layer should be free of Android-specific dependencies to maximize testability.
- Data layer (models and persistence): Contains data classes for Card, Deck, Hand, Player, and persisted preferences or saved games. Access patterns can be implemented with repositories.
Core data models: a practical Kotlin foundation
In a poker game, you primarily model cards, decks, hands, and players. The following Kotlin snippets illustrate a straightforward approach you can adapt. They are intentionally compact for learning purposes; you can expand them for production use with additional validations and features.
// Card.kt
package com.example.poker
enum class Suit { HEARTS, DIAMONDS, CLUBS, SPADES }
enum class Rank(val value: Int) {
TWO(2), THREE(3), FOUR(4), FIVE(5), SIX(6),
SEVEN(7), EIGHT(8), NINE(9), TEN(10),
JACK(11), QUEEN(12), KING(13), ACE(14)
}
data class Card(val rank: Rank, val suit: Suit) {
override fun toString(): String {
val r = when (rank) {
Rank.JACK -> "J"
Rank.QUEEN -> "Q"
Rank.KING -> "K"
Rank.ACE -> "A"
Rank.TWO, Rank.THREE, Rank.FOUR, Rank.FIVE, Rank.SIX,
Rank.SEVEN, Rank.EIGHT, Rank.NINE, Rank.TEN -> rank.value.toString()
}
val s = when (suit) {
Suit.HEARTS -> "H"
Suit.DIAMONDS -> "D"
Suit.CLUBS -> "C"
Suit.SPADES -> "S"
}
return r + s
}
}
// Deck.kt
package com.example.poker
import kotlin.random.Random
class Deck {
private val cards: MutableList = mutableListOf()
init {
reset()
}
fun reset() {
cards.clear()
for (s in Suit.values()) {
for (r in Rank.values()) {
cards.add(Card(r, s))
}
}
}
fun shuffle(seed: Long? = null) {
val rnd = if (seed != null) Random(seed) else Random
cards.shuffle(rnd)
}
fun deal(n: Int): List {
require(n <= cards.size) { "Not enough cards to deal" }
val dealt = cards.take(n)
cards.removeAll(dealt)
return dealt
}
fun remaining(): Int = cards.size
}
Note: The above Card and Deck classes are intentionally simple to illustrate the structure. For a full production game, you might add validation, immutable data patterns, and more robust error handling. You may also implement a separate Hand class to represent a player's two hole cards plus community cards, depending on your poker variant (Texas Hold’em, Omaha, etc.).
A pragmatic hand evaluator: simplified but useful for learning
Hand evaluation in Texas Hold’em can be quite involved. Here is a compact, easy-to-understand evaluator that focuses on the core ideas and can be extended. This version detects a simplified set of hands and returns a basic ranking. It is suitable for educational purposes and for building your first playable prototype.
// HandEvaluator.kt
package com.example.poker
enum class HandRank(val value: Int) {
HIGH_CARD(1),
ONE_PAIR(2),
TWO_PAIRS(3),
THREE_OF_A_KIND(4),
STRAIGHT(5),
FLUSH(6),
FULL_HOUSE(7),
FOUR_OF_A_KIND(8),
STRAIGHT_FLUSH(9)
}
data class EvaluatedHand(val rank: HandRank, val tiebreakers: List)
object HandEvaluator {
// Extremely simplified evaluator: only detects ONE_PAIR or HIGH_CARD correctly.
// This is intentionally small for educational use. Extend for full poker rules.
fun evaluate(cards: List): EvaluatedHand {
require(cards.size in 5..7) { "Need 5-7 cards to evaluate." }
val ranks = cards.map { it.rank.value }
val rankCounts = ranks.groupingBy { it }.eachCount().values.sortedDescending()
val hasPair = rankCounts.firstOrNull() ?: 0 >= 2
return if (hasPair) {
// Find the highest pair rank for tiebreaker
val pairRank = cards.groupBy { it.rank.value }
.filter { it.value.size >= 2 }
.keys.maxOrNull() ?: 0
EvaluatedHand(HandRank.ONE_PAIR, listOf(pairRank))
} else {
// High card: use the top five ranks
val topRanks = ranks.sortedDescending().take(5)
EvaluatedHand(HandRank.HIGH_CARD, topRanks)
}
}
}
Game engine and flow: the core loop in plain language with a skeleton
A playable poker game requires a game engine that handles rounds, blinds, betting actions, and progression through pre-flop, flop, turn, river, and showdown. The following Kotlin skeleton shows the essential structure. This is a starting point you can expand with proper betting logic, AI decisions, and UI hooks.
// GameEngine.kt
package com.example.poker
class Player(val id: Int, var chips: Int = 1000, var hand: List = emptyList()) {
var isActive: Boolean = true
var isAllIn: Boolean = false
}
class GameEngine(private val playerCount: Int) {
private val deck = Deck()
private val players = MutableList(playerCount) { Player(it) }
private var pot = 0
private var community: MutableList = mutableListOf()
fun startNewRound() {
deck.reset()
deck.shuffle()
community.clear()
pot = 0
players.forEach { it.hand = deck.deal(2) ; it.isActive = true; it.isAllIn = false }
// Blinds could be posted here
// Next: deal flop, turn, river per game rules
}
fun dealFlop() {
// Burn one card and deal three community cards
deck.deal(1)
community.addAll(deck.deal(3))
}
fun dealTurnRiver() {
deck.deal(1) // burn
community.addAll(deck.deal(1))
}
fun betAllIn(playerId: Int, amount: Int) {
val p = players.find { it.id == playerId } ?: return
p.chips -= amount
pot += amount
// If chips go negative, handle all-in logic
}
fun showdown(): List> {
// Evaluate each player's best hand from hole cards + community
val results = mutableListOf>()
for (p in players) {
val cards = p.hand + community
val eval = HandEvaluator.evaluate(cards)
results += p.id to eval
}
return results
}
}
User interface and user experience: UI patterns for poker on Android
A polished user interface should present cards clearly, indicate bets, show pot size, and animate card dealing. Consider the following suggestions to create an engaging UI:
- Card visuals: use vector drawables or Compose Canvas to render stylized cards with suits and ranks. Provide both face-up and face-down states.
- Animation: animate card dealing with a quick tween to give a tactile feel. Subtle shadows and elevation enhance depth on surfaces.
- Responsive layout: support portrait and landscape; in Compose, use adaptive layouts to arrange hero sections, player zones, and the central table gracefully.
- Accessibility: ensure screen reader compatibility and color contrast for players with vision differences.
- UI feedback: show status banners for betting rounds, highlights for winning hands, and sound cues for actions (bet, fold, win).
Sample UI code in Kotlin using Jetpack Compose
Jetpack Compose makes it straightforward to render a card and respond to user actions. The snippet below demonstrates a minimal CardView and a simple hand display. This is a starting point you can expand with animations and interactions.
@Composable
fun CardView(card: Card, faceUp: Boolean) {
val color = when (card.suit) {
Suit.HEARTS, Suit.DIAMONDS -> Color.Red
else -> Color.Black
}
Box(
modifier = Modifier
.size(64.dp, 90.dp)
.padding(4.dp)
.border(BorderStroke(1.dp, Color.Gray), shape = RoundedCornerShape(8.dp))
.background(Color.White, shape = RoundedCornerShape(8.dp)),
contentAlignment = Alignment.Center
) {
if (faceUp) {
Text(
text = card.toString(),
color = color,
fontWeight = FontWeight.Bold
)
} else {
Box(modifier = Modifier.fillMaxSize(), contentAlignment = Alignment.Center) {
Text("Back", color = Color.Gray)
}
}
}
}
@Composable
fun HandView(cards: List) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
cards.forEach { CardView(it, faceUp = true) }
}
}
If you prefer XML layouts, you would typically define CardViews and a RecyclerView or a custom view to render the table and players. The Compose approach is increasingly common for new Android projects because of its expressiveness and state-driven rendering.
Local vs online multiplayer: networking considerations
Spinning up a poker game often requires deciding between local multiplayer (hot-seat) and online multiplayer. Each approach has trade-offs:
- Local multiplayer is simpler and excellent for kiosk apps or single-device demos. The main concern is keeping the UI responsive while players take turns on screen.
- Online multiplayer introduces latency, synchronization, and security concerns. A robust solution uses a central server to manage rooms, blinds, pot state, and hand histories. WebSocket-based real-time communication is common, with Kotlin coroutines and a library like OkHttp or Ktor client.
Key networking tips for Android developers:
- Design a reliable message protocol: define events like PLAYER_JOIN, BET, FOLD, DISCONNECT, SHOWDOWN, and UPDATE_STATE.
- Handle network interruptions gracefully with timeouts and reconnection logic. Use exponential backoff for retries.
- Keep latency low and ensure deterministic game state by modeling all rules server-side where possible; the client should be a faithful renderer of the state.
Persistence and saving progress
Saving game progress can be essential for user retention. A clean approach uses DataStore for preferences and Room for more complex saved-game states. You might store things like:
- Player name and avatar
- chip counts and current round state
- Board configuration and community cards for resume
- Game settings (sound, animations, AI difficulty)
Here is a minimal example of a data store usage for user preferences:
// Preferences: Kotlin + DataStore (proto or preferences)
val Context.dataStore: DataStore<Preferences> = context.createDataStore(name = "preferences")
object PreferencesKeys {
val SOUND_ENABLED = booleanPreferencesKey("sound_enabled")
val AI_DIFFICULTY = stringPreferencesKey("ai_difficulty")
}
AI opponents: crafting believable poker strategies
Poker AI is a core differentiator for a compelling game. A practical approach is to implement a tiered AI system with a few simple strategies that feel credible:
- Conservative AI: folds with weak hands, bets with strong hands.
- Aggressive AI: frequently bets or raises to pressure players.
- Balanced AI: mixes decisions based on simple hand strength and position.
Rather than a monolithic AI, consider a rule-based system that factors in:
- Your hand strength (evaluated by a simplified HandEvaluator)
- Stage in the hand (pre-flop, flop, turn, river)
- Chip stack, pot odds, and position
Step-by-step development plan
- Set up your Android Studio project with Kotlin support and choose Jetpack Compose or XML for the UI.
- Create the core data models: Card, Deck, Hand, Player, and GameEngine (as shown above).
- Implement a minimal UI to render a two-card hand per player and a shared community board.
- Build the game loop with pre-flop, flop, turn, and river stages. Integrate betting actions (fold, check/call, bet/raise).
- Develop a basic AI opponent using a simple rule set and the HandEvaluator to drive decisions.
- Add persistence for user preferences and optional saved games using DataStore or Room.
- Enable local multiplayer on a single device or networked multiplayer via WebSocket. Start with a small number of players and symmetric rules.
- Polish the UI with animations, sound effects, and accessibility improvements.
- Test on multiple screen sizes and use unit/UI tests to ensure correctness of core game rules.
Testing, debugging, and performance optimization tips
- Isolate the domain logic from Android dependencies to make unit testing easier. Keep the game rules in the domain layer.
- Write tests for the evaluation logic in HandEvaluator, including edge cases like straight flushes, full houses, and ace-low straights (if you implement them).
- Profile UI rendering to keep frame rates smooth. Use tools like Android Studio Profiler and Systrace to identify bottlenecks in animation or layout passes.
- Minimize allocations inside the game loop; reuse objects where appropriate and avoid creating new Card/Deck instances in hot paths.
- Compress or optimize image assets and use vector drawables when possible to reduce memory usage.
Project structure and directory layout (a practical starter)
Organizing your code well helps both readability and SEO for developers who search for best practices. A sensible layout might look like this:
- src/main/kotlin/com/example/poker/ - Core Kotlin code (model, domain, engine)
- src/main/kotlin/com/example/poker/ui/ - Composition-based UI components or Android Views
- src/main/kotlin/com/example/poker/ai/ - AI decision logic
- src/main/kotlin/com/example/poker/utils/ - Helpers and utils
- src/main/res/ - Resources (layouts, drawables, strings) if not using Compose exclusively
- src/test/ - Unit tests
- build.gradle.kts - Dependency management and Gradle configuration
Deployment considerations and monetization basics
Before launching your poker game, consider monetization strategies and compliance:
- Free-to-play with cosmetic purchases or in-app purchases for customization.
- Offer optional premium AI modes or shortcuts for a one-time purchase.
- Be mindful of gambling regulations and ensure your app complies with local laws. If real-money wagering is not offered, clearly mark it as a social or free-to-play game.
- Provide a privacy policy and a terms of service page to protect users and your app.
Sample build instructions to get you started quickly
These are practical steps you can follow to bootstrap the project in Android Studio. Adjust versions to your environment and preferences:
- Create a new Android Studio project with Kotlin support. Choose a minimum API level compatible with your target devices (e.g., API 23+).
- Enable Jetpack Compose in your build.gradle and start with a simple Compose activity, or set up traditional XML layouts if you prefer.
- Add dependencies for Kotlin Coroutines, ViewModel, and optionally Compose UI tooling:
// build.gradle (Module: app)
plugins {
id("com.android.application")
kotlin("android")
}
android {
compileSdk = 34
defaultConfig {
applicationId = "com.example.poker"
minSdk = 23
targetSdk = 34
versionCode = 1
versionName = "1.0"
}
buildFeatures {
compose true
}
composeOptions {
kotlinCompilerExtensionVersion = "1.4.0"
}
}
dependencies {
implementation("org.jetbrains.kotlin:kotlin-stdlib:1.9.0")
implementation("androidx.activity:activity-compose:1.8.0")
implementation("androidx.compose.ui:ui:1.5.0")
implementation("androidx.compose.material:material:1.5.0")
implementation("androidx.lifecycle:lifecycle-viewmodel-compose:2.7.0")
// Add networking or persistence dependencies as needed
}
How to ensure your blog post ranks well on Google (on-page SEO tips embedded in the article)
While writing this article, we followed best practices to help search engines understand the content and users discover it. Here are some real-world SEO ideas baked into the content you’ve read:
- Targeted keywords: Android poker game, Kotlin poker, poker game source code, Android Studio, MVVM, Clean Architecture, game engine, AI opponent, local multiplayer.
- Structured headers: Clear H1, H2, and H3 sections to guide readers and search engines through the topic.
- Descriptive meta information: The title emphasizes the core topic and includes relevant terms readers may search for.
- Code snippets: Inline code blocks and full examples provide long-form content that can be indexed for code-related queries.
- Content depth: A long-form, detailed guide with architecture patterns, data models, and practical steps adds value and reduces bounce rates.
Final thoughts and next steps
Building an Android poker game from scratch is an excellent learning exercise that blends software architecture, game design, and user experience. The sample code and architecture patterns in this article are a starting point to help you kick off your project. As you extend the game, you can add more sophisticated hand evaluators, richer AI strategies, online play, and a polished UI that delights players. The journey from a minimal prototype to a full-featured, scalable Android poker game is iterative: refine the data layer, strengthen the game loop, optimize rendering, and continuously test on real devices. Now it’s time to dive into your IDE, clone this structure, and start coding your own poker experience on Android.
Next steps you can take today
- Set up a local project with the provided data models and a basic game loop.
- Experiment with the UI by implementing a simple card table layout in Compose.
- Enhance the AI with a few difficulty levels and a more complete evaluation function.
- Iterate on the networking layer to enable one-on-one online matches.
- Write unit tests for the core game logic to ensure future changes don’t regress gameplay rules.
Whether you are building a learning project or a commercial-grade Android poker game, adopting a clean architecture, a solid game loop, and a thoughtful UI will pay dividends. Use the sample source code as a learning scaffold, adapt the patterns to your own design philosophy, and iterate toward a robust, delightful poker experience on Android.
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