More Do It Yourself Java Games

Author: Annette Godtland
Publisher: Createspace Independent Publishing Platform
ISBN: 9781519187994
Format: PDF, Docs
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More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming is the second book of the Do-It-Yourself Java Games series. In event-driven programming, the program lays out all the game pieces then waits. The user then takes an action and the program responds to that action, whatever that action may be, and in whatever order the actions are taken. You'll learn to create windows and dialogs, to add buttons and input fields, to use images and drawings, and to respond to keyboard input and mouse clicks and drags. You'll create 10 more games including several puzzles, a maze, a dice game, a word game, a card game, and an image resizer program. This book assumes you either have an understanding of basic Java programming or you have read the first book, Do-It-Yourself Java Games: An Introduction to Java Computer Programming. The Do-It-Yourself Java Games series of books uses a unique "discovery learning" approach to teach computer programming: learn Java programming techniques more by doing Java programming than by reading about them. Through extensive use of fill-in blanks, with answers at the back of the book, you will be guided to write complete programs yourself, starting with the first lesson. You'll create puzzle and game programs and discover how, when, and why Java programs are written the way they are.

Do it yourself Java Games

Author: Annette Godtland
Publisher: Createspace Independent Publishing Platform
ISBN: 9781518789137
Format: PDF, ePub
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Do-It-Yourself Java Games uses a unique "discovery learning" approach to teach computer programming: learn Java programming techniques more by doing Java programming than by reading about them. Through extensive use of fill-in blanks, with answers in the back of the book, you will be guided to write complete programs yourself, starting with the first lesson. You'll create puzzle and game programs like Choose An Adventure, Secret Code, Hangman, Crazy Eights, and many more, and discover how, when, and why Java programs are written the way they are.

Killer Game Programming in Java

Author: Andrew Davison
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596552909
Format: PDF, ePub, Mobi
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Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.

Advanced Do It Yourself Java Games

Author: Annette Godtland
Publisher: Createspace Independent Publishing Platform
ISBN: 9781537130972
Format: PDF, ePub
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Advanced Do-It-Yourself Java Games: An Introduction to Java Threads and Animated Video Games is the third book of the Do-It-Yourself Java Games series. The previous book in the series, More Do-It-Yourself Java Games, taught event-driven programming. Those games started with an initial window, then waited for the program user to take an action. The games in this book require the same kind of event-driven user interfaces, but add threads to perform automated, simultaneous activity, whether the user takes an action or not. You'll learn more advanced programming techniques as you create 8 new games with sound and animation. You'll learn to use abstract classes, interfaces, state-driven programming, and the model/view/controller design. This book assumes you either have experience creating event-driven user interfaces with Java Swing or you have read the second book, More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming. The Do-It-Yourself Java Games series of books uses a unique "discovery learning" approach to teach computer programming: learn Java programming techniques more by doing Java programming than by reading about them. Through extensive use of fill-in blanks, with easy one-click access to answers, you will be guided to write complete programs yourself, starting with the first lesson. You'll create puzzle and game programs and discover how, when, and why Java programs are written the way they are.

This Little Program Went to Market

Author: Annette M. Godtland
Publisher:
ISBN: 9780615345833
Format: PDF, Kindle
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Interested in selling your own products on the Internet? This book may be just what you need. Do you have a computer program that others might want to buy? This book explains how you can transform your personal program into a market-ready software package. Have you ever dreamed of owning a Web site, complete with a shopping cart and a safe method of receiving payments? This book can help you set those up for yourself. The freeware and open source tools and services demonstrated in this book make it easy for one person to handle the entire creation-to-sales process in a professional manner: * create a Web site that meets XHTML and CSS compliance standards * optimize your Web site for search engines and control their access * create download links, buy now buttons, and a shopping cart * accept credit card payments through PayPal * monitor visitor activity * increase downloads and sales per visitor using various marketing strategies. To make a computer program market-ready: * define an easily repeatable, one-step build process with automatic backup * provide integrated, searchable help documentation * draw your own icons or create them from a photo * create a trial version of your program and market it as shareware * learn strategies to help protect your program from piracy * create an install wizard that requires acceptance of your license agreement, creates file associations, avoids Microsoft Windows Vista and Windows 7 access control errors, and verifies minimum system requirements. Step-by-step instructions are provided for each of these activities and many more. Detailed HTML, CSS, and JavaScript listings are provided to help you with the Web page programming.

Event Based Programming

Author: Ted Faison
Publisher: Apress
ISBN: 9781430201564
Format: PDF, Docs
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This book shows how to develop software based on parts that interact primarily through an event mechanism. The book demonstrates the use of events in all sorts of situations to solve recurring development problems without incurring coupling. A novel form of software diagram is introduced, called Signal Wiring Diagram. These diagrams are similar to the circuit diagrams used by hardware designers. A series of case studies concludes the book, bringing all the next concepts introduced together. Source code is provided in both C# and VB.NET

Programming Fundamentals Using Java

Author: William McAllister
Publisher: Stylus Publishing, LLC
ISBN: 1938549791
Format: PDF, ePub, Docs
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This is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics concept to realize their advantages. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to student whose majors are within an outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students’ interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course. Features: Uses an objects-early approach to learning Java. Follows the 2013 ACM/IEEE computer science curriculum guidelines Integrates game programming as central pedagogical tool to improve student engagement, learning outcomes, and retention Includes a companion DVD with projects created with the popular Java Development Environments; also includes a set of executable games, source code, and figures Uses working programs to illustrate concepts under discussion Complete instructor’s resource package available upon adoption

Learn JavaFX 8

Author: Kishori Sharan
Publisher: Apress
ISBN: 1484211421
Format: PDF, Kindle
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Learn JavaFX 8 shows you how to start developing rich-client desktop applications using your Java skills and provides comprehensive coverage of JavaFX 8's features. Each chapter starts with an introduction to the topic at hand, followed by a step-by-step discussion of the topic with small snippets of code. The book contains numerous figures aiding readers in visualizing the GUI that is built at every step in the discussion. The book starts with an introduction to JavaFX and its history. It lists the system requirements and the steps to start developing JavaFX applications. It shows you how to create a Hello World application in JavaFX, explaining every line of code in the process. Later in the book, author Kishori Sharan discusses advanced topics such as 2D and 3D graphics, charts, FXML, advanced controls, and printing. Some of the advanced controls such as TableView, TreeTableView and WebView are covered at length in separate chapters. This book provides complete and comprehensive coverage of JavaFX 8 features; uses an incremental approach to teach JavaFX, assuming no prior GUI knowledge; includes code snippets, complete programs, and pictures; covers MVC patterns using JavaFX; and covers advanced topics such as FXML, effects, transformations, charts, images, canvas, audio and video, DnD, and more. So, after reading and using this book, you'll come away with a comprehensive introduction to the JavaFX APIs as found in the new Java 8 platform.

Game Programming Patterns

Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Format: PDF, ePub, Mobi
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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.