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Jackson Wallace. Beginning Java 8 Games Development

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Jackson Wallace. Beginning Java 8 Games Development
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3.
Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll learn how to utilize vector and bit-wise graphics; create sprites and sprite animations; handle events; process inputs; create and insert multimedia and audio files; and more.
Furthermore, you'll learn about JavaFX 8, now integrated into Java 8 and which gives you additional APIs that will make your game application more fun and dynamic as well as give it a smaller foot-print; so, your game application can run on your PC, mobile and embedded devices.
After reading and using this tutorial, you'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun.
What you’ll learn
- How to develop games using Java 8
- How to employ vector-based graphics or bitmap graphics
- How to create your 2D game sprites
- How to animate those game sprites
- How to handle events to process player input
- How to optimize and implement digital audio assets
About the Author
About the Technical Reviewer
Setting Up a Java 8 Game Development Environment
Setting Up Your Java 8 IDE: An Introduction to NetBeans 80
A Java 8 Primer: An Introduction to Java 8 Concepts and Principles
An Introduction to JavaFX 8: Exploring the Capabilities of the Java 8 Multimedia Engine
An Introduction to Game Design: Concepts, Multimedia, and Using Scene Builder
The Foundation of Game Design: The JavaFX Scene Graph and the InvinciBagel Game Infrastructure
The Foundation of Game Play Loop: The JavaFX Pulse System and the Game Processing Architecture
Creating Your Actor Engine: Design the Characters for Your Game and Define Their Capabilities
Controlling Your Action Figure: Implementing Java Event Handlers and Using Lambda Expressions
Directing the Cast of Actors: Creating a Casting Director Engine and Creating the Bagel Actor Class
Moving Your Action Figure in 2D: Controlling the X and Y Display Screen Coordinates
Setting Boundaries for Your Action Figure in 2D: Using the Node Class LocalToParent Attribute
Animating Your Action Figure States: Setting the Image States Based on KeyEvent Processing
Setting Up the Game Environment: Creating Fixed Sprite Classes Using the Actor Superclass
Implementing Game Audio Assets: Using the JavaFX AudioClip Class Audio Sequencing Engine
Collision Detection: Creating SVG Polygons for the Game Actors and Writing Code to Detect Collision
Enhancing Game Play: Creating a Scoring Engine, Adding Treasure and an Enemy Auto-Attack Engine
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