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Black Art of Java Game Programming:Introduction
Black Art of Java Game Programming:Introduction
Black Art of Java Game Programming
by Joel Fan
Sams, Macmillan Computer Publishing
ISBN: 1571690433 Pub Date: 11/01/96
Introduction
Gaming on the Web is the next blockbuster business. Have any doubts? The video game industry, which
already eclipses Hollywood in terms of revenue, targets the Web as the next huge growth area. Software
developers are busily porting games to the online environment, or developing entirely new ones. And
numerous popular Web sites, many of which charge fees, are devoted to game entertainment.
With Black Art of Java Game Programming , you’ll learn how to create your own dynamic online
entertainment using the Java programming language. Java heralds a revolutionary shift in gaming, away
from the desktop and into the network. Using Java, you’ll create games that people can download
through the Web and play. Using Java, you’ll enable players from around the world to compete against
one another. As Java enters its maturity, the possibilities of creating innovative entertainment are endless,
and the potential for profit unbounded.
This book provides you with the foundations for creating Java games of all types, such as board games,
video games, and networked/multiplayer games. We recommend that you have some basic knowledge of
C, C++, or Java before diving in. The underlying thread of this book is that good object-oriented design
and good Java games go hand in hand, so we devote the early chapters of the book to covering and
applying object-oriented principles to graphics and games. Once the foundations have been laid, we build
a wide variety of games. As you will see, game programming is almost a game in itself, and once you
learn the basics, you’ll be well equipped to write innovative games on your own.
Organization
Black Art of Java Game Programming is divided into three parts:
Part I, Fundamentals of Java Game Development
Part II, Advanced Game and Graphics Techniques
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Black Art of Java Game Programming:Introduction
Part III, Game Gallery
Part I, Fundamentals
Part I takes you on a whirlwind tour of Java, graphics, and object-oriented game programming. This
section is for you if you’re learning Java, if you’re new to object-oriented design, or if you want to see
how to build a game step by step.
This is what’s covered in the Fundamentals section:
Chapter 1, “Fundamental Java,” delivers a turbocharged introduction to the Java language, the API, and
object-oriented design. By the end, you’ll create graphics applets.
Chapter 2, “Using Objects for Animation,” shows you how classes, inheritance, and dynamic method
binding help you animate objects. You’ll also learn about clipping and double-buffering, two basic
graphics techniques.
Chapter 3, “Animating Sprites,” teaches you to create a simple abstract class for representing graphics
objects called sprites. In addition, you’ll learn about interfaces, bitmap animation, and sound.
Chapter 4, “Adding Interactivity,” shows you how to create applets that respond in real time to player
input.
Chapter 5, “Building a Video Game,” shows you how to apply what you’ve learned in the first four
chapters to create a shoot-’em-up video game. What you learn here can be applied to creating many other
types of games.
Chapter 6, “Extending Your Video Game,” shows you how to take a game that you’ve developed and
add new features to it without starting from scratch.
Chapter 7, “Creating Customizable Games with the AWT,” demonstrates how Java’s Abstract
Windowing Toolkit allows players to change parameters in your games. What you learn here about the
AWT will be applied throughout the rest of the book.
Part II, Advanced Game and Graphics Techniques
In Part II, you’ll learn the skills necessary to bring your games into the next dimension, such as
multithreading, networking and multiplayer techniques, and 3D.
Chapter 8, “Implementing a High Score Server on a Network,” takes you through Java’s networking and
GUI facilities, and teaches you to build a high score server for your games.
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Black Art of Java Game Programming:Introduction
Chapter 9, “Advanced Networking and Multiplayer Gaming Concepts,” illustrates techniques for
enabling multiuser game play over the Web. In addition, you’ll deepen your understanding of Java’s
networking capabilities by implementing a chat room.
Chapter 10, “Advanced Techniques,” covers features of Java and the Java API that are useful in writing
games and organizing programs.
Chapter 11, “Into the Third Dimension,” demonstrates the process of defining, transforming, projecting,
and painting three-dimensional models, and builds classes that can be used to make a simple 3D engine.
Chapter 12, “Building 3D Applets with App3Dcore,” shows how the App3Dcore (a set of classes) works
and how it can be used to develop some simple 3D applets and an advanced 3D game.
Part III, Game Gallery
In Part III, you’ll apply the skills you’ve learned in earlier chapters as leading Java game designers take
you step by step through the creation of a wide spectrum of cool games.
Chapter 13,“Building the JAVAroids Game,” shows you how to create a Java version of the video game
classic Asteroids.
Chapter 14, “Daleks!,” takes you through the creation of an enhanced Java version of a classic computer
game.
Chapter 15, “NetOthello,” builds on your networking skills learned in earlier chapters to create a
networked implementation of the classic game Othello.
Chapter 16, “WordQuest,” takes you through the creation of a Java game specifically designed to teach
vocabulary, but which could easily be extended to teach a plethora of other concepts, demonstrating
Java’s potential as a learning tool.
Chapter 17, “The Magic Squares Puzzle,” is an example of a deceptively simple, yet challenging puzzle
game that will delight Rubik’s Cube enthusiasts (and many others).
Chapter 18, “The Internet MahJong Server,” demonstrates a software package that allows people to play
the classic Chinese strategy game MahJong with each other online.
Chapter 19, “Slider Puzzle,” shows you how to write a Java applet for a simple slider puzzle enhanced
with animation and sound.
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Black Art of Java Game Programming:Introduction
Chapter 20, “The Game of Worm,” develops a game in which you control the direction of a virtual worm
on a rectangular playing surface, collecting treats while avoiding collision with solid objects.
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Black Art of Java Game Programming:Table of Contents
Black Art of Java Game Programming
by Joel Fan
Sams, Macmillan Computer Publishing
ISBN: 1571690433 Pub Date: 11/01/96
Chapter 1—Fundamental Java
What Is Java?
The World Wide Web
What Is a Java Applet?
Advantages to Writing Games in Java
Other Benefits
Current Limitations to Writing Games in Java
Object-Oriented Fundamentals
Thinking with States and Behaviors
Defining a Class
Variables
Methods
Constructors
Creating an Object
Accessing Object Variables and Methods
Inheritance
Java Summary
The Java Core
Primitive Data Types
Arrays
Classes and Objects
Instance, Static, and Final Variables and Methods
Memory Management
Packages
Operators
Control Flow
Threads
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