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Beginning Java 8 Games Development

Publisher: Apress Publishing
Author: Wallace Jackson
ISBN-10:1484204166
ISBN-13:978-1484204160
Pages: 514
Language: English
Year: 2014
File: eBook PDF

The Basics of Creating a Visual Game Using the Java 8 Programming Language

ENRUTable of contentsFilesAdditionally

Book Description:

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.

About the Author

Wallace Jackson has been writing for leading multimedia publications about his work in new media content development since the advent of Multimedia Producer Magazine nearly two decades ago, when he wrote about computer processor architectures for centerfolds (removable «mini-issue» insert) distributed at SIGGRAPH. Since then, Wallace has written for several other publications about his work in interactive 3D and new media advertising campaign design, including 3D Artist,Desktop Publishers Journal, CrossMedia, AVvideo and Kiosk Magazine.

Beginning Java 8 Games Development

Описание книги:

В этой книге вы будете использовать программное обеспечение с открытым исходным кодом в качестве инструментов, которые помогут вам быстро и эффективно создавать свои игровые приложения Java. Вы узнаете, как использовать векторную и побитовую графику; создавать спрайты и анимацию спрайтов; обрабатывать события; входы процесса; создавать и вставлять мультимедийные и аудиофайлы; и т.д.

Кроме того, вы узнаете о JavaFX 8, теперь интегрированном в Java 8 и предоставляющем дополнительные API-интерфейсы, которые сделают ваше игровое приложение более увлекательным и динамичным, а также уменьшат его след; Итак, ваше игровое приложение может работать на вашем ПК, мобильных и встроенных устройствах.

Beginning Java 8 Games Development

Table of contents

  • Chapter 1: Setting Up a Java 8 Game Development Environment
  • Chapter 2: Setting Up Your Java 8 IDE: An Introduction to NetBeans 8.0
  • Chapter 3: A Java 8 Primer: An Introduction to Java 8 Concepts and Principles
  • Chapter 4: An Introduction to JavaFX 8: Exploring the Capabilities of the Java 8 Multimedia Engine
  • Chapter 5: An Introduction to Game Design: Concepts, Multimedia, and Using Scene Builder
  • Chapter 6: The Foundation of Game Design: The JavaFX Scene Graph and the InvinciBagel Game Infrastructure
  • Chapter 7: The Foundation of Game Play Loop: The JavaFX Pulse System and the Game Processing Architecture
  • Chapter 8: Creating Your Actor Engine: Design the Characters for Your Game and De?ne Their Capabilities
  • Chapter 9: Controlling Your Action Figure: Implementing Java Event Handlers and Using Lambda Expressions
  • Chapter 10: Directing the Cast of Actors: Creating a Casting Director Engine and Creating the Bagel Actor Class
  • Chapter 11: Moving Your Action Figure in 2D: Controlling the X and Y Display Screen Coordinates
  • Chapter 12: Setting Boundaries for Your Action Figure in 2D: Using the Node Class LocalToParent Attribute
  • Chapter 13: Animating Your Action Figure States: Setting the Image States Based on KeyEvent Processing
  • Chapter 14: Setting Up the Game Environment: Creating Fixed Sprite Classes Using the Actor Superclass
  • Chapter 15: Implementing Game Audio Assets: Using the JavaFX AudioClip Class Audio Sequencing Engine
  • Chapter 16: Collision Detection: Creating SVG Polygons for the Game Actors and Writing Code to Detect Collision
  • Chapter 17: Enhancing Game Play: Creating a Scoring Engine, Adding Treasure and an Enemy Auto-Attack Engine
  • Index

Beginning Java 8 Games Development

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Beginning Java 8 Games Development

Java Game Development

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