E-Book, Englisch, 563 Seiten, eBook
Xu Learning Java with Games
1. Auflage 2018
ISBN: 978-3-319-72886-5
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 563 Seiten, eBook
ISBN: 978-3-319-72886-5
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Lower undergraduate
Autoren/Hrsg.
Weitere Infos & Material
1 Java programming and game development: a project HelloWorld 2 Basics of Java programming: a project PrintXmasCard 3 Java operators: a game GuessInt in text 4 UML and its usage: a game WheelFortune in text 5 GUI programming with graphical drawing: a project PaintXmasCard 6 Software components and event handling: projects CalculatorApp and ImageSlider 7 Event driven: a game Anagram in text 8 Event driven with an update-paint chain: a game Blackjack 9 Key control: a game Sudoku 10 Mouse control: a game Agnes 11 Animation programming: a digital clock and an analog clock 12 Merge visualization, event-driven, and animation: a game WheelVideo 13 Animated sprites and collisions: a game Pong 14 Multiple screens: an extension of the game Pong 15 A three-layer software structure for games: a game PongStruTwo 16 Usage of the framework: projects SymBall and Tornado 17 Image sprite and UML state machine: a game Breakout 18 Sound effect and composite class: enriching the game Breakout 19 Dynamically changed sprite’s structure: a game Worm 20 Chess-like game: a game Othello 21 An introduction of artificial intelligence: extensions of the game Othello 22 Visualizing array sorting algorithms 23 Animating conversions between binary and decimal 24 Animating binary arithmetic computations Appendix A: References Appendix B: The three-layer software structure for games