Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3.
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.
What you'll learn- How to develop games using Java 8
- How to employ vector-based graphics or bitmap graphics
- How to create your 2D game sprites
- How to animate those game sprites
- How to handle events to process player input
- How to optimize and implement digital audio assets
Setting Up a Java 8 Game Development Environment
Setting Up Your Java 8 IDE: An Introduction to NetBeans 80
A Java 8 Primer: An Introduction to Java 8 Concepts and Principles
An Introduction to JavaFX 8: Exploring the Capabilities of the Java 8 Multimedia Engine
An Introduction to Game Design: Concepts, Multimedia, and Using Scene Builder
The Foundation of Game Design: The JavaFX Scene Graph and the InvinciBagel Game Infrastructure
The Foundation of Game Play Loop: The JavaFX Pulse System and the Game Processing Architecture
Creating Your Actor Engine: Design the Characters for Your Game and Define Their Capabilities
Controlling Your Action Figure: Implementing Java Event Handlers and Using Lambda Expressions
Directing the Cast of Actors: Creating a Casting Director Engine and Creating the Bagel Actor Class
Moving Your Action Figure in 2D: Controlling the X and Y Display Screen Coordinates
Setting Boundaries for Your Action Figure in 2D: Using the Node Class LocalToParent Attribute
Animating Your Action Figure States: Setting the Image States Based on KeyEvent Processing
Setting Up the Game Environment: Creating Fixed Sprite Classes Using the Actor Superclass
Implementing Game Audio Assets: Using the JavaFX AudioClip Class Audio Sequencing Engine
Collision Detection: Creating SVG Polygons for the Game Actors and Writing Code to Detect Collision
Enhancing Game Play: Creating a Scoring Engine, Adding Treasure and an Enemy Auto-Attack Engine