This book will teach you how to create games with the awesome Java language.
Previous editions emphasized the casual game market with chapter projects
designed to run in AppletViewer or in a web browser. While still relevant, the
code in this new edition is a bit simpler, using a JFrame more often instead of an
applet, so that examples can be run as a Java application. Some chapters still
feature applet projects, while many others are now JFrame-based applications.
The final Galactic War project in Part III is still an applet, since a focus of the book
is an emphasis on the casual game market. Game programming is a challenging
subject, and it can be difficult to figure out how to get started. This book takes
away some of the mystery of game programming by explaining how to create a
game in Java. I assume that you have a little Java programming experience, but if
you have never used Java before you should be able to keep up. Chapter 2 provides
a quick summary of the language.
This book takes the approach that we can have fun while learning how to program
games. Typing in long source code listings out of a book is not fun, so I don’t ask
you to do that very much. Instead, you will learn to write short programs that
demonstrate the major topics, and over time you will get the hang of it. There is
no memorization required here, as I’m a firm believer that repetition and practice
is the best way to learn, not theory and memorization.
BEGINNING JAVA SE 6 GAME PROGRAMMING, THIRD EDITION is perfect for beginner level game programmers with some Java experience who want to quickly and easily learn how to create games using the latest version of the Java SDK, Java 6. Written in simple language, the book teaches each new skill using engaging tutorials in which you'll write short programs that demonstrate the topics being covered to reinforce what you've just learned. Each chapter builds upon the previous ones, allowing you to repeat and practice the techniques covered. You'll begin with the basics of writing a simple game using vector graphics, move on to utilizing Java's advanced library to add animation and sound effects, and end by creating a professional, sprite-based game full of interesting artwork and details that you can share with others on the web. And you'll be able to use the skills and techniques you've learned to create your own games to play and share. All you need to get started is a basic understanding of Java and your imagination!