E-Book, Englisch, 300 Seiten
Jordan JavaFX Special Effects
1. ed
ISBN: 978-1-4302-2624-6
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
Taking Java(TM) RIA to the Extreme with Animation, Multimedia, and Game Elements
E-Book, Englisch, 300 Seiten
ISBN: 978-1-4302-2624-6
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
Enough about learning the fundamentals of the intriguing JavaFX platform; it's now time to start implementing visually stunning and dynamic Java-based rich Internet applications (RIAs) for your desktop or mobile front end. This book will show you what the JavaFX platform can really do for Java desktop and mobile front ends. It presents a number of excellent visual effects and techniques that will make any JavaFX application stand out-whether it's animation, multimedia, or a game. The techniques shown in this book are invaluable for competing in today's market, and they'll help set your RIAs apart from your competitor's. Create visual effects that perform well. Add subtle animations to bring any application to life. Use the graphical power of the JavaFX platform.
Lucas L. Jordan is a lifelong computer enthusiast and has worked for many years as a Java developer, focusing on user interface. He has previously written JavaFX Special Effects: Taking Java RIA to the Extreme with Animation, Multimedia, and Game Elements. Lucas is interested in mobile application development in its many forms.
Autoren/Hrsg.
Weitere Infos & Material
1;Contents at a Glance;5
2;Table of Contents ;6
3;Foreword;12
4;About the Author;13
5;About the Technical Reviewer;14
6;Acknowledgments;15
7;Introduction;16
7.1;Goal of This Book;16
7.1.1;Who This Book Is For;16
7.1.2;Who This book Is By;17
7.2;Chapter Overview;18
8;CHAPTER 1 JavaFX Design Considerations;19
8.1;Graphics and Animations in Applications;19
8.1.1;Controls and Layout;19
8.1.2;Graphics;23
8.1.3;Animations;26
8.2;Designers and Developers;27
8.2.1;Workflow;27
8.2.2;Showing off the Platform;30
8.2.3;Setting Realistic Expectations;30
8.3;JavaFX;31
8.3.1;Scene Graph;31
8.3.2;Designer Tools;32
8.3.3;Deployment;36
8.3.4;NetBeans;36
8.4;Open Source Tools;38
8.4.1;GIMP;38
8.4.2;ImageMagick;39
8.4.3;Blender;39
8.4.4;Inkscape;39
8.4.5;Audacity;39
8.5;Summary;39
9;CHAPTER 2 Effect: Particle Systems;40
9.1;Basic Principles;40
9.1.1;Visual Density;42
9.1.2;Particle Appearance and Behavior;42
9.1.3;Animation Implementation;42
9.2;Example 1: Core Classes;42
9.3;Example 2: Adding Some Controls;46
9.4;Example 3: Transparency;52
9.5;Example 4: Blend Mode;55
9.6;Example 5: Nonuniform Nodes;57
9.7;Example 6: Direction;61
9.8;Example 7: Nonlinear Paths;63
9.9;Further Considerations;64
9.10;Summary;65
10; CHAPTER 3 Effect: Visual Transitions;66
10.1;Getting Started;66
10.2;Example 1: Fade Replace;70
10.3;Example 2: Slide Replace;73
10.4;Example 3: Flip Replace;75
10.5;Example 4: Wipe Replace;80
10.6;Example 5: Burn Replace;83
10.7;Further Considerations;86
10.8;Summary;86
11; CHAPTER 4 Effect: Animated Lighting;87
11.1;Lighting Basics;87
11.2;Animating Light;89
11.2.1;Distant Light Example;91
11.2.2;Point Light Example;93
11.2.3;Spot Light Example;96
11.2.4;Light and Shadow Example;99
11.2.5;Further Considerations;102
11.3;Summary;102
12; CHAPTER 5 Effect: Advanced Interpolators;103
12.1;The Basics;103
12.1.1;Visualizing Interpolators;104
12.1.2;Built-In Interpolators;107
12.2;Custom Interpolators;110
12.2.1;Extending Interpolator;111
12.2.2;Quadratic Interpolator;112
12.2.3;Cubic Interpolator;113
12.2.4;Polynomial Interpolator;115
12.2.5;Windup-Overshoot Interpolator;117
12.2.6;Step Interpolator;119
12.3;Transition Example;124
12.3.1;Fade Transition;126
12.3.2;Slide Transition;126
12.3.3;Flip Transition;127
12.3.4;Further Considerations;127
12.4;Summary;128
13; CHAPTER 6 Effect: Physics;129
13.1;Simulation;129
13.2;Third-Party Implementation;130
13.2.1;Simple Example;131
13.2.2;Pendulum Example;138
13.2.3;Teeter Totter Example;142
13.3;Transition Example;144
13.4;Further Considerations;151
13.5;Summary;151
14;CHAPTER 7 Effect: Animated Image Sequences;152
14.1;Creating Images;152
14.2;Implementation;158
14.3;Further Considerations;166
14.4;Summary;167
15;CHAPTER 8 Effect: Animated Gradients;168
15.1;The Basics;168
15.1.1;Paint Types;168
15.1.2;Proportional;170
15.2;Animations;174
15.2.1;Simple Color Example;174
15.2.2;Simple Linear Gradient;175
15.2.3;Simple Radial;178
15.2.4;Multi-Colored Linear;180
15.2.5;Animated Stops;181
15.2.6;Animate Opacity and Stops;184
15.2.7;Progress Bar;187
15.3;Summary;190
16;CHAPTER 9 Effect: Audio Visualizer;191
16.1;What Is an Audio Visualizer?;191
16.2;Audio and the JVM;193
16.2.1;Audio and JavaFX;193
16.2.2;Java Sound;194
16.2.3;JavaFX and Java;200
16.3;Audio Visualizations;202
16.3.1;Controlling the Audio;204
16.3.2;Bars;206
16.3.3;Disco;208
16.3.4;Wave;212
16.4;Summary;214
17;CHAPTER 10 Effects: Physics and Particles;215
17.1;Particles as Bodies;215
17.2;Emitters as Bodies;223
17.3;Summary;228
18;CHAPTER 11 Pulling It All Together: Clown Cannon;229
18.1;Design Phase;229
18.1.1;Game Design;229
18.1.2;Graphic Design;231
18.2;Implementation;236
18.2.1;Game Life Cycle;237
18.2.2;Round Life Cycle;244
18.3;Summary;254
19;Index;255




