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9781931841078

Java 2 Game Programming

by
  • ISBN13:

    9781931841078

  • ISBN10:

    1931841071

  • Edition: CD
  • Format: Paperback
  • Copyright: 2001-12-15
  • Publisher: Cengage Learning Ptr
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Summary

With the power of today's personal computer, game developers no longer need to rely on low-level "tricks" to write computer games. Increasingly, object-oriented programming languages, such as Java, are being used to create cutting-edge games. "Java 2 Game Programming" gives you an inside look at how Java can be used to create powerful gaming applications more quickly and easily than ever before. With topics ranging from Java basics for newbie Java programmers to advanced coverage of animation and scene management, this book has it all. Put your new skills to use as you create a fully functional 2D game development engine and sample game. Get ready to take your programming skills to the next level as you master the concepts you need to create the hot new game of tomorrow!

Author Biography

Andre LaMothe, CEO Xtreme Games LLC Andre LaMothe has been in the computing industry for more than 23 years and wrote his first game for the TRS-80 in 1976. He has worked in 2D/3D graphics, artificial intelligence at NASA, compiler design, robotics engineering, virtual reality, and telecommunications, and has been a consultant to various companies located in Silicon Valley. Andre is also the inventor of one of the world's first commercially available virtual reality games, CyberGate, created in the early '90s.

Table of Contents

Letter from the Series Editorp. xxiv
Introductionp. xxvii
Entering the Java Jungle: Getting Started with the Java 2 APIp. 1
The Java 2 Software Development Kitp. 3
A (Very) Brief History of Javap. 4
Why Use Java for Games?p. 6
Preparing Your System for Javap. 8
Conclusionp. 13
Priming the Pump: Learning the Java 2 APIp. 15
Game Over, Amigo!p. 16
Bits and Bytes: Primitive Java Typesp. 22
Operators in Javap. 35
Conditional Statementsp. 44
Handling Run-Time Exceptionsp. 51
Conclusionp. 58
Exercisesp. 58
A Language with Class: Object-Oriented Programming in Javap. 63
Designing a Java Classp. 64
A Method to the Madnessp. 67
More on Methodsp. 69
Inheritancep. 75
Abstract Classesp. 80
Class Modifiersp. 84
Interfacesp. 88
Creating Classes on-the-Flyp. 90
The Package Dealp. 92
Conclusionp. 94
Exercisesp. 95
At Your Service with the Java 2 Ap1: Commonly Used Java Classesp. 97
The java.lang Packagep. 98
The java.io Packagep. 121
The java.util Packagep. 123
Conclusionp. 136
Exercisesp. 136
Where We Are and Where We're Goingp. 138
Graphics Development with Java 2-0 and the Abstract Window Toolkitp. 139
Applet Basicsp. 141
What Is a Java Applet?p. 142
Applets Versus Applicationsp. 143
The Structure and Life Cycle of an Appletp. 143
A Sample Appletp. 145
Running Java Appletsp. 147
Common AWT Componentsp. 148
Layout Managementp. 163
Containersp. 168
Creating Custom Componentsp. 171
A Complete Examplep. 176
Conclusionp. 188
Exercisesp. 189
Listening to Your Usersp. 191
The EventListener Interfacep. 192
Conclusionp. 207
Exercisesp. 208
Rendering Shapes, Text, and Images with Java 2-0, Part 1p. 209
Coordinate Spacesp. 210
The Graphics2D Classp. 211
Using Affined Transformationsp. 212
Drawing Shapesp. 217
Instance Modelingp. 220
The Image Classp. 224
More Draw and Fill Operationsp. 228
Manipulating Textp. 248
Conclusionp. 256
Exercisesp. 256
Rendering Shapes, Text, and Images with Java 2-D, Part 11p. 259
Having Fun with Geometryp. 260
Setting Rendering Hintsp. 285
Image Manipulationp. 289
Conclusionp. 299
Exercisesp. 299
Where We Are and Where We're Goingp. 301
Java Gaming for the Massesp. 303
2-D Animation Techniquesp. 305
Downloading Content with the Media Tracker Classp. 306
Using Image Strips for Faster Download Timep. 314
Creating an Off-Screen Rendering Bufferp. 328
Perfecting Your Animations Using Framerate Syncingp. 350
Conclusionp. 355
Exercisesp. 355
Creating the Custom Game Object Class, Actor2Dp. 357
Prelude to the Actor2D Classp. 358
Actor2D, Front and Centerp. 360
Conclusionp. 414
Exercisesp. 415
Implementing a Scene Management Systemp. 417
Why Implement a Scene Manager?p. 418
The Scene Classp. 419
Conclusionp. 470
Exercisesp. 471
Creating Custom Visual Controls and Menusp. 473
Why Reinvent the Wheel?p. 474
Custom Control Overviewp. 475
Conclusionp. 540
Exercisesp. 540
Connecting with Others: Creating Client-Server Architecturesp. 543
Overview of Networking in Javap. 544
Connection-Oriented Versus Connectionless Networksp. 545
Conclusionp. 594
Exercisesp. 595
A Look at the Nooez! Gamep. 597
Captain Beefheart and His Magic Enginep. 598
Assembling the Nodez! Gamep. 602
Overview of the Nodez! Gamep. 604
Conclusionp. 630
Where We Are and Where We're Goingp. 631
Appendicesp. 633
Using the javaddc Utilityp. 635
Some Common Java Do's and Don'tsp. 641
Using the JN1 to Create a Gamepad Readerp. 647
Using .jar Files to Deploy Java Appletsp. 657
Correctly Running Java 2 Appletsp. 661
Source Code Listing for the Magic Game Enginep. 665
The magic.actor2d Packagep. 666
The magic.awtex Packagep. 679
The magic.debug Packagep. 708
The magic.gamelet Packagep. 712
The magic.graphics Packagep. 720
The magic.net Packagep. 740
The magic.scene Packagep. 751
The magic.util Packagep. 762
More Resourcesp. 765
What's on the CD-ROM?p. 767
Indexp. 769
Table of Contents provided by Syndetics. All Rights Reserved.

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