Download e-book for kindle: Java game programming for dummies by Wayne Holder

By Wayne Holder

This reference advisor presents details on tips to create video games, upload photos and sound and extra utilizing the homes of the programming language Java. in addition to technical details, the booklet additionally describes the good judgment in the back of a video game and the connected CD comprises pattern online game codes, HTML websites and Java applets from the e-book

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When the player or the computer wins the game, you need to provide time to bask in the thrill of victory. To provide this time, code in the WA I T case initializes a variable called w i n_s h ow to a value of 100. The code also counts down wi n show's value in the code for the PW0N and GWON states. The code is the same for both states, so the case statements fall through, like this: case PW0N: case GW0N: // Delay while we show who won i f ( win show < 0) 1 gstate = WAIT; gScore = pScore = 0; Chapter 2: Ponglet Tracking User Input Now that you have constructed the game logic, you need to add code to handle input from the user.

Starting gain a Circle Your golf simulation requires code to simulate both a ball and a hole in the putting green. The code for simulating a hole shares many things in common with the code for a ball. For example, to calculate when the ball rolls into the hole, you need code to compute the distance between the hole and the ball. So thinking along object-oriented lines, why not start by creating a common base class called C i r c 1 e to contain the code that is common to both a hole and a ball? Chapter 3: Hole In One Creating the C i r c 1 e class Your C i r c 1 e class needs to define x, y, and d i a m values to store its location and size.

In many cases, you want the screen cleared before p a i n t ( ) is called, and so this default behavior can be useful. 5 6 Part I: Steppin' Out by the momentary screen flicker). Because you're drawing over the applet's entire visible area with the offscreen I m a g e, the u p d ate () method screen clear is unnecessary. To remove the screen clear caused by the default version of u p d a t e ( ), you write a new update ( ) method in your applet. Your new u p d a t e () omits the screen clear code and, instead, simply calls p a i n t ( ), like this: public void update (Graphics g) { paint(g); 1 Drawing the background and the ball The code to draw the 2 x 2 checkerboard pattern computes two variables x2 and y 2 that are the center points of the offscreen I ma g e.

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