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Java 2 game programming

✍ Scribed by Thomas Petchel


Publisher
Premier Press
Year
2001
Tongue
English
Leaves
817
Series
Game development
Edition
1
Category
Library

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✦ Synopsis


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!

✦ Table of Contents


Contents......Page 14
LETTER FROM THE SERIES EDITOR......Page 25
INTRODUCTION......Page 28
Part One: Entering the Java Jungle: Getting Started with the Java 2 API......Page 34
CHAPTER 1 THE JAVA 2 SOFTWARE DEVELOPMENT KIT......Page 36
A (Very) Brief History of Java......Page 37
Why Use Java for Games?......Page 39
Preparing Your System for Java......Page 41
Conclusion......Page 46
CHAPTER 2 PRIMING THE PUMP: LEARNING THE JAVA 2 API......Page 48
Game Over, Amigo!......Page 49
Bits and Bytes: Primitive Java Types......Page 55
Operators in Java......Page 68
Conditional Statements......Page 77
Handling Run-Time Exceptions......Page 84
Exercises......Page 91
CHAPTER 3 A LANGUAGE WITH CLASS: OBJECT-ORIENTED PROGRAMMING IN JAVA......Page 96
Designing a Java Class......Page 97
A Method to the Madness......Page 100
More on Methods......Page 102
Inheritance......Page 108
Abstract Classes......Page 113
Class Modifiers......Page 117
Interfaces......Page 121
Creating Classes on-the-Fly......Page 123
The Package Deal......Page 125
Conclusion......Page 127
Exercises......Page 128
CHAPTER 4 AT YOUR SERVICE WITH THE JAVA 2 AP1: COMMONLY USED JAVA CLASSES......Page 130
The java.lang Package......Page 131
The java.io Package......Page 154
The java.util Package......Page 156
Exercises......Page 169
Where We Are and Where We’re Going......Page 171
Part Two: Graphics Development with Java 2-D and the Abstract Window Toolkit......Page 172
CHAPTER 5 APPLET BASICS......Page 174
What Is a Java Applet?......Page 175
The Structure and Life Cycle of an Applet......Page 176
A Sample Applet......Page 178
Running Java Applets......Page 180
Common AWT Components......Page 181
Layout Management......Page 196
Containers......Page 201
Creating Custom Components......Page 204
A Complete Example......Page 209
Conclusion......Page 221
Exercises......Page 222
CHAPTER 6 LISTENING TO YOUR USERS......Page 224
The EventListener Interface......Page 225
Conclusion......Page 240
Exercises......Page 241
CHAPTER 7 RENDERING SHAPES, TEXT, AND IMAGES WITH JAVA 2-D, PART 1......Page 242
Coordinate Spaces......Page 243
The Graphics2D Class......Page 244
Using Affined Transformations......Page 245
Drawing Shapes......Page 250
Instance Modeling......Page 253
The Image Class......Page 257
More Draw and Fill Operations......Page 261
Manipulating Text......Page 281
Exercises......Page 289
CHAPTER 8 RENDERING SHAPES, TEXT, AND IMAGES WITH JAVA 2-D, PART II......Page 292
Having Fun with Geometry......Page 293
Setting Rendering Hints......Page 318
Image Manipulation......Page 322
Exercises......Page 332
Where We Are and Where We’re Going......Page 334
Part Three: Java Gaming for the Masses......Page 336
CHAPTER 9 2-D ANIMATION TECHNIQUES......Page 338
Downloading Content with the MediaTracker Class......Page 339
Using Image Strips for Faster Download Time......Page 347
Creating an Off-Screen Rendering Buffer......Page 361
Perfecting Your Animations Using Framerate Syncing......Page 383
Exercises......Page 388
CHAPTER 10 CREATING THE CUSTOM GAME OBJECT CLASS, ACTOR2D......Page 390
Prelude to the Actor2D Class......Page 391
Actor2D, Front and Center......Page 393
Conclusion......Page 447
Exercises......Page 448
CHAPTER 11 IMPLEMENTING A SCENE MANAGEMENT SYSTEM......Page 450
Why Implement a Scene Manager?......Page 451
The Scene Class......Page 452
Conclusion......Page 503
Exercises......Page 504
CHAPTER 12 CREATING CUSTOM VISUAL CONTROLS AND MENUS......Page 506
Why Reinvent the Wheel?......Page 507
Custom Control Overview......Page 508
Exercises......Page 573
CHAPTER 13 CONNECTING WITH OTHERS: CREATING CLIENT-SERVER ARCHITECTURES......Page 576
Overview of Networking in Java......Page 577
Connection-Oriented Versus Connectionless Networks......Page 578
Conclusion......Page 627
Exercises......Page 628
CHAPTER 14 A LOOK AT THE NODEZ! GAME......Page 630
Captain Beefheart and His Magic Engine......Page 631
Assembling the Nodez! Game......Page 635
Overview of the Nodez! Game......Page 637
Conclusion......Page 663
Where We Are and Where We’re Going......Page 664
Part Four: Appendices......Page 666
APPENDIX A: USING THE JAVADOC UTILITY......Page 668
APPENDIX B: SOME COMMON JAVA DO'S AND DON'TS......Page 674
APPENDIX C: USING THE JNI TO CREATE A GAMEPAD READER......Page 680
APPENDIX D: USING .JAR FILES TO DEPLOY JAVA APPLETS......Page 690
APPENDIX E: CORRECTLY RUNNING JAVA 2 APPLETS......Page 694
APPENDIX F: SOURCE CODE LISTING FOR THE MAGIC GAME ENGINE......Page 698
The magic.actor2d Package......Page 699
The magic.awtex Package......Page 712
The magic.debug Package......Page 741
The magic.gamelet Package......Page 745
The magic.graphics Package......Page 753
The magic.net Package......Page 773
The magic.scene Package......Page 784
The magic.util Package......Page 795
APPENDIX G: MORE RESOURCES......Page 798
APPENDIX H: WHAT'S ON THE CD-ROM?......Page 800
A......Page 802
C......Page 803
E......Page 805
G......Page 807
I......Page 808
J......Page 809
M......Page 810
P......Page 812
S......Page 813
T......Page 814
X......Page 815


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