Book 2014

Beginning Java 8 Games Development

Authors:

ISBN: 978-1-4842-0416-0 (Print) 978-1-4842-0415-3 (Online)

Table of contents (17 chapters)

  1. Front Matter

    Pages i-xxvii

  2. No Access

    Chapter

    Pages 1-17

    Setting Up a Java 8 Game Development Environment

  3. No Access

    Chapter

    Pages 19-41

    Setting Up Your Java 8 IDE: An Introduction to NetBeans 8.0

  4. No Access

    Chapter

    Pages 43-74

    A Java 8 Primer: An Introduction to Java 8 Concepts and Principles

  5. No Access

    Chapter

    Pages 75-99

    An Introduction to JavaFX 8: Exploring the Capabilities of the Java 8 Multimedia Engine

  6. No Access

    Chapter

    Pages 101-122

    An Introduction to Game Design: Concepts, Multimedia, and Using Scene Builder

  7. No Access

    Chapter

    Pages 123-144

    The Foundation of Game Design: The JavaFX Scene Graph and the InvinciBagel Game Infrastructure

  8. No Access

    Chapter

    Pages 145-164

    The Foundation of Game Play Loop: The JavaFX Pulse System and the Game Processing Architecture

  9. No Access

    Chapter

    Pages 165-186

    Creating Your Actor Engine: Design the Characters for Your Game and Define Their Capabilities

  10. No Access

    Chapter

    Pages 187-206

    Controlling Your Action Figure: Implementing Java Event Handlers and Using Lambda Expressions

  11. No Access

    Chapter

    Pages 207-227

    Directing the Cast of Actors: Creating a Casting Director Engine and Creating the Bagel Actor Class

  12. No Access

    Chapter

    Pages 229-249

    Moving Your Action Figure in 2D: Controlling the X and Y Display Screen Coordinates

  13. No Access

    Chapter

    Pages 251-271

    Setting Boundaries for Your Action Figure in 2D: Using the Node Class LocalToParent Attribute

  14. No Access

    Chapter

    Pages 273-298

    Animating Your Action Figure States: Setting the Image States Based on KeyEvent Processing

  15. No Access

    Chapter

    Pages 299-321

    Setting Up the Game Environment: Creating Fixed Sprite Classes Using the Actor Superclass

  16. No Access

    Chapter

    Pages 323-341

    Implementing Game Audio Assets: Using the JavaFX AudioClip Class Audio Sequencing Engine

  17. No Access

    Chapter

    Pages 343-391

    Collision Detection: Creating SVG Polygons for the Game Actors and Writing Code to Detect Collision

  18. No Access

    Chapter

    Pages 393-453

    Enhancing Game Play: Creating a Scoring Engine, Adding Treasure and an Enemy Auto-Attack Engine

  19. Back Matter

    Pages 455-461