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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 Table of Contents 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 objectoriented 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 Part III, Game Gallery file:///D Game%20Programming/index.html (1 von 3) [13.03.2002 13:17:32]

Black Art of Java Game Programming:Introduction 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. 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. file:///D Game%20Programming/index.html (2 von 3) [13.03.2002 13:17:32]

Black Art of Java Game Programming:Introduction 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. 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. Table of Contents file:///D Game%20Programming/index.html (3 von 3) [13.03.2002 13:17:32]

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 Introduction What's on the CD-ROM? About the Authors Part I—Fundamentals of Java Game Development 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 Exceptions Major Differences Between Java, C, and C The Java API file:///D me%20Programming/ewtoc.html (1 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents java.applet java.awt java.awt.image java.awt.peer java.io java.lang java.net java.util The Java Interpreter Three Sample Applications Program 1: Your First Java Program Program 2: Parameter Passing Program 3: A Linked List Understanding Applets Executing an Applet Creating Graphics Drawing Filling Color A Graphics Applet The Applet Life Cycle Suggestion Box Summary Chapter 2—Using Objects for Animation What Is Animation? Creating Our First Animation Applet Using the Universal Animation Loop Tracing the Applet’s Execution Path Improving Animation Quality Understanding Animation Flicker Using Double-Buffering to Eliminate Flicker Using Clipping to Improve Performance Adding Complexity to Your Animation Using Objects Defining the Class The this Keyword Using this in Constructors Using the DancingRect Class Using Inheritance When to Use Inheritance When Not to Use Inheritance file:///D me%20Programming/ewtoc.html (2 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents Inheritance Details The Object Class Method Overriding The super Keyword Using super in Constructors Final Classes and Methods Using Inheritance in Our Example Applet Using Dynamic Method Binding Putting It Together Suggestion Box Summary Chapter 3—Animating Sprites What Are Sprites? Sprite States Sprite Behaviors Using Abstract Classes Defining the Sprite Class Using Access Specifiers Public Access Private Access Protected Access Package/Default Access Accessor Methods Applying the Sprite Class to an Example Applet Using Interfaces What Is an Interface? Java Interfaces Multiple Interfaces Abstract Classes vs. Interfaces Creating a Moveable Interface Creating an Applet with Bouncing Sprites Using Bitmaps Bitmaps in Java Loading and Drawing a Bitmap Image Specifying the Location of a Bitmap Image Creating Bitmap Sprites Using Sound Loading an AudioClip Playing the Sound Four Rectangles and a Sushi Chef Suggestion Box file:///D me%20Programming/ewtoc.html (3 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents Summary Chapter 4—Adding Interactivity How Input Devices Work What Is an Event? Mouse Events Keyboard Events The Event Class Handling Function Keys Handling Modifier Keys Event Handling in the AWT Overview of Component classes How the AWT Handles Events Displaying Text Defining Strings Choosing Fonts Drawing Strings Inserting a Text String into an Applet Clicking and Dragging Sprites Creating Bitmap Loops Using MediaTracker Defining the BitmapLoop Class An Interactive Applet Using BitmapLoop Sprites Suggestion Box Summary Chapter 5—Building a Video Game Overview of the Alien Landing Game The Video Game Loop Dividing Responsibility Among Functional Units The GunManager Unit The UFOManager Unit The GameManager Unit Interplay Among the Functional Units Defining the GunManager GunSprite The BitmapSprite Class The Moveable Interface The Intersect Interface Determining Intersections with Bounding Boxes Implementing GunSprite MissileSprite The RectSprite Class file:///D me%20Programming/ewtoc.html (4 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents Incorporating the Intersect Interface Implementing MissileSprite GunManager Computing Variables Defining the UFOManager The UFO Class The BitmapLoop Sprite Class The Four UFO Behavioral States Transitioning Between States Implementing the UFO Sprite Class The UFOManager Class Defining the GameManager Two Responsibilities of the GameManager Class Passing Mouse Input to the GunManager Implementing the Video Game Loop Implementing the GameManager Class Suggestion Box Summary Chapter 6—Extending Your Video Game Changing the UFO Animations Extending the UFO Class Modifying GameManager and UFOManager Adding Levels of Difficulty Tracking Game Status Modifying GunManager Creating an Opening and Closing Source Code for Modified Classes Suggestion Box Summary Chapter 7—Creating Customizable Games with the AWT Creating Graphical Interfaces with the AWT Overview of the AWT Creating Graphical Interfaces Handling Action Events Defining the Action Handler in the Container Defining the Action Handler in the Component Using Components, LayoutManagers, and Containers Components Buttons Checkboxes Checkbox Groups file:///D me%20Programming/ewtoc.html (5 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents Labels Text Fields LayoutManagers FlowLayout BorderLayout GridLayout Other Layout Managers Containers Panels Frames Dialogs Customizing Alien Landing Defining the GameFrame Container Creating a Menu Bar Handling Menu Actions Defining the Customization Dialog Customized Source Code for GameManager Using Applet Parameters What Are Applet Parameters? Reading Applet Parameters Quick AWT Reference The Component and Container Classes Components Containers Cursors Menu, MenuBar, and MenuItem The Event Class Suggestion Box Summary Part II—Advanced Game and Graphics Techniques Chapter 8—Implementing a High Score Server on a Network Why Use Java for Network Programming? What Is Client-Server Networking? Basic Client-Server Terminology Some Additional Concepts Exception Handling Streams Implementing Our Client Server Game Model Implementing Client Features Creating the HighScoreManager Class file:///D me%20Programming/ewtoc.html (6 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents How HighScoreManager Reduces Calculations Implementing Server Features Effect of Client Design on Server Performance Tasks Performed by the Server Creating the High Score Objects The HighScoreList Class Scoring Variables The HSob Object Class Data Parsing The StringTokenizer Class Converting Data to Objects The parseData() Method The addScore() Method The tryScore() Method The getScore() Method Creating the HighScoreManager Class The getScores() Method The paintScores() Method Methods for Creating Colors Methods for Creating Fonts Adding New Scores to HighScoreList Creating a Testing Applet Double-Buffering the Testing Applet The testApp GUI Threading HighScoreManager Using Threads Converting HighScoreManager to a Thread Writing the Networking Code Creating a New Socket Establishing the Connection Updating and Requesting Information: The HighScore Protocol Understanding Blocking Terminating the Link Creating a Server Application The HighScoreServer Class The ServerThread Class Server Initialization Routine Coding the run() Method Trying Out the New Server Writing Scores Out to a File Running the New Server file:///D me%20Programming/ewtoc.html (7 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents Suggestion Box Summary Chapter 9—Advanced Networking and Multiplayer Gaming Concepts Why Create a Chat Room? Fundamentals of Multiplayer Gaming Types of Multiplayer Games: The User’s Perspective Cooperative Gaming Competitive Gaming Types of Multiplayer Games: The Programmer’s Perspective Local Games Remote Games Choosing the Proper Networking Architecture Peer-to-Peer Networking Networking Rings Peer-to-Peer Networking in Java Adapting Client-Server Architecture to Multiplayer Games Understanding the Chat Room Server Functions of a Chat Room Server ChatServer Classes Implementing the Chat Room Server Creating the ChatServer Class Creating the ChatServerThread Class Creating the sClientGroup Class The Vector Class The sClientGroup.java Startup File The sendMessage( ) Methods The calcList( ) Method The StringBuffer Class Automatic Garbage Collection (Reclaiming Unused Memory) The cleanHouse( ) Method Creating the sClientThread Class Writing the Real sClientThread Code The parent Variable The run( ) Method The finalize( ) Method The message( ) Method The Alias Handling Methods The Final Server Compile Creating the Chat Room Client General Design Considerations file:///D me%20Programming/ewtoc.html (8 von 20) [13.03.2002 13:17:36]

Black Art of Java Game Programming:Table of Contents User Interface Components User Interface Design Considerations Component Commands and Methods Common Component Methods Methods Unique to List Planning Your Event-Handling Strategy Basic Events and Their Properties Event Constants Implementing the Client Chat Room Applet Code The ChatClient.java Startup File Text Output GUI Setup Event Handling The run( ) Method Command Parsing Server Input The stop( ) Method Suggestion Box Summary Chapter 10—Advanced Techniques Using Packages Importing Packages and Classes Creating Packages Nested Packages and Directory Structure Using Threads A Quick Review of Threads Creating Threads Creating a Subclass of Thread Creating a Class That Implements Runnable Understanding Thread Scheduling Creating a Simple Multithreaded Animation Structuring Games with Multiple Threads Incorporating Multiple Threads into the Alien Landing Game Using the synchronized Keyword Considering the Pros and Cons of Using Multiple Threads Improving Performance with Image Processing Why Be Concerned with Image Processing? Creating Image Strips Filtering the Images Extracting Images from an Image Strip Using the java.util Classes file:///D me%20Programming/ewtoc.html (9 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents The Date Class The Vector Class The Stack Class The Hashtable Class The Random Class Writing for Multiple Platforms Yield Threads Aligning Text Determining System Properties Determining Screen Parameters Obtaining System Properties Ask the Player Allowing Customization Testing Your Games on Multiple Platforms Suggestion Box Summary Chapter 11—Into the Third Dimension Performance Issues with 3D in Java Improving Performance Through Simple Rendering Improving Performance Through Optimizing the Overall Model Future Optimization of Java Itself Polygon-Based Modeling The Polyhedron Vertices Understanding the Structure of a Polyhedron Implementing an Array of 3D Points Polygons Understanding Polygon Orientation and Visible Surface Determination Implementing an Indexing Polygon (fIndexingPolygon) Why Is the Indexing Polygon an Abstract Class? The Static “Scratch-Pad” Polygon The Abstract paint() and copyIndexedPoints() Methods The Static orientation() Method Implementing a Filled Polygon The paint() Method The fColor Class Implementing the Polyhedron Class The Abstract paint() Method Reading and Writing Polyhedrons from/to Streams A Two-Dimensional Point Array file:///D me%20Programming/ewtoc.html (10 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents The Convex Polyhedron and Polygon Sorting What Does Convex Mean? The Advantages of Using Convex Polyhedrons Implementing a Convex Polyhedron (fConvexPolyhedron) The Classes Used So Far Constructing a Simple 3D Pipeline The Four Coordinate Systems The Model Coordinate System (MCS) The World Coordinate System (WCS) The View Coordinate System (VCS) Projecting 3D Points on a Plane The Screen Coordinate System (SCS) The Camera Implementing a Generic Camera (fGenericCamera) The Static Buffers Calculating Screen Distance with Respect to the View Angle The Private updateMatrix() Method The project() Method Implementing the 3D Point Class (fPoint3d) Implementing the 3D Angle Class (fAngle3d) Implementing the 3D Matrix Class (fMatrix3d) The Complete Chain of Transforms The Polyhedron Instance Class Implementing the Polyhedron Instance The Array transformedVertices Understanding the paint() Method Putting It All Together Implementing the Rotating Cubes Applet Initiating the Applet The run() Method Suggestion Box Summary Chapter 12—Building 3D Applets with App3Dcore What Is the App3Dcore? The Core’s Internal Structure Understanding the Virtual World in the Core Understanding the 3D Engine in the Core Building an Application on Top of the Core A Small Example: The Bouncing Boxes The BouncingBox Constructor The Overridden Update file:///D me%20Programming/ewtoc.html (11 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents The initiateClass() Method The BouncingBoxWorld Constructor The initiateClasses() Method The init() Method The run() Method The paint() Method Building on the Example: Collisions and Object Interactions The Constructor The update() Method Collision Handling The interestedOfCollisionWith() Method The handleCollisionWith() Method Using a Template to Simplify Designing New Objects Creating the Game Layer How the Game Layer Works The Game Layer Classes The cmAbstractStaticObject Class The cmAbstractMovingObject Class The cmAbstractStaticStructure Class The cmAbstractMovingStructure Class The cmAbstractStaticScenery Class The cmAbstractMovingScenery Class The cmAbstractVehicle Class The cmAbstractPlayer Class The cmAbstractWeapon Class The cmAbstractRound Class Implementing a Simple 3D Game The Tank, Extending cmAbstractPlayer The Constructor The die() Method The Tank Remains, Extending cmAbstractMovingScenery The Constructor The update() Method The Glider, Extending cmAbstractPlayer The Constructor The update() Method The die() Method The Glider Remains, Extending cmAbstractMovingScenery The Buildings, Extensions of cmAbstractStaticStructure The Missile Launcher, Extension of cmAbstractWeapon The Constructor file:///D me%20Programming/ewtoc.html (12 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents The fire() Method The Missile, Extension of cmAbstractRound The Constructor The update() Method The die() Method The Mini-Cannon, Extension of cmAbstractWeapon The Mini-Cannon Round, Extension of cmAbstractRound The Constructor The update() Method The die() Method The Abstract Shell, Extension of cmAbstractMovingScenery The Constructor The update() Method The Mini-Cannon Empty Shell, Extension of cmAbstractShell The Constructor The Bomb Bay, Extension of cmAbstractWeapon The Bomb, Extension of cmAbstractMovingScenery The Constructor The update() Method The die() Method The Explosion, Extension of cmAbstractRound The Constructor The Explosion, Extension of cmAbstractMovingScenery The Constructor The update() Method Putting Together a Virtual World The cmWorld, Extension of fWorld The Display Panel The Applet Suggestion Box Summary Part III—Game Gallery Chapter 13—Building the JAVAroids Game The Game Plot Video Game Paradigms Deriving Sprites Choosing a Parent for the PolygonSprite Class Defining PolygonSprite Doing a Little Vector Math Local vs. Screen Coordinates file:///D me%20Programming/ewtoc.html (13 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Cartesian vs. Polar Coordinates Moving and Rotating Polygons The MoveablePolygon Class The RotateablePolygon Class Allocating Responsibility The Top-Level Organization Handling Collisions Building the Game Sprites The Enemy Sprite The Fire Sprite The Asteroid Sprite The Ship Sprite The Explosion Sprite Defining the Managers The Asteroid Manager The Ship Manager The Enemy Manager The Effect Manager The Game Manager Suggestion Box Summary Chapter 14—Daleks! Playing the Game Setting Up the Game Animating the Title Screen Preparing to Animate Creating a New Thread The Animation Loop The Game Begins Starting a Turn Directing Traffic Making the Right Moves Analyzing Input The Daleks Pursue Between-Move Animations Redrawing the Board Painting by Number Better Housekeeping Customizing the Game Changing the Title Screen Changing the Board Size file:///D me%20Programming/ewtoc.html (14 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Balancing Play Allowing Customization Suggestion Box Comments Chapter 15—NetOthello Why Othello? Implementing a Board Game Implementing the Class Hierarchy The GamePiece Class The gameBoard Class The NetOthello Class Controlling Game Play Taking Turns Teaching a Computer the Rules The Server Side The Client Side Writing the Client Code Writing the Game Code The GamePiece Class The GameBoard Class The NetOthello Class Creating Game-Specific Functionality Writing the GUI Code NetOthello’s GUI Layout Handling Events Implementing a Dialog Box Writing the Networking Code Threading NetOthello Getting the User Info Connecting to the Server Handling Server Input Sending Moves Writing the GameServer Step 1: Creating GameServer.class Step 2: Writing GameServerThread.class Step 3: Coding GameGroup.class Step 4: Building GameClientThread.class Adding Some Features Multimedia Enhancements Adding Graphics Suggestion Box file:///D me%20Programming/ewtoc.html (15 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Summary Chapter 16—WordQuest What Is WordQuest? Plan of Attack Building an Action Environment Simulating 3D Understanding Sprite Theory Writing the Code Implementing Sprite.java Variables Defining Sprite IDs Initializing the Variables Defining the Sprite Images Animating the Sprites Scrolling the Background Understanding the Terrain Class Coding the Terrain Class Declaring Variables Initializing Creating the nextPoly() Method Drawing Terrain onto the Screen Using copyArea() to Enhance Performance Finishing the Thread Methods Adding Functionality Coding the StarField Class Checking Out the Environment On with the Quest Creating the Question Class Getting the Question Data Writing the Prompt Frame Using ThreadGroups to Synchronize Enemy Sprites Extending the Sprite Class The statusBar Class The userSprite Class Writing WordQuest Getting Started Variable Declarations The init() Method Using Double-Buffered Graphics Double-Buffering the Sprite Class Double-Buffering StarField See WordQuest Run file:///D me%20Programming/ewtoc.html (16 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Handling the Rules Selecting a Question Initializing Once More Creating a Firing Mechanism Giving the User Control A Few Enhancements The syncSprite Class That’s All Folks! Beautiful Friend, the End Suggestion Box Summary Chapter 17—The Magic Squares Puzzle Playing Magic Squares The Classes The game board Class The game board Class Constructors The randomize() Method Three Methods Used to Apply a Move to the Board The draw board() Method The fill square() Method The copy board() Method The is completed() Method The squares Class The init() Method The paint() Method The mouseDown() Method The action() Method Buttons The solver Class The solver Class Constructor The solver Class run() Method The try all squares() Method The print solution() Method The is repeat() Method The undo move() Method Suggestion Box Summary Chapter 18—The Internet MahJong Server A Brief Introduction to MahJong Game Pieces and Components Rules of Play file:///D me%20Programming/ewtoc.html (17 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Overall Game Design Classes, Protocols, and Packets Threads Source Code Tree Structure Protocols and Packets The Packet Class Sending Packets Receiving Packets Other Possible Approaches The Basic Server The Server Class The Player and PlayerOutput Classes The Listener Thread The Replier Thread The Table Class: A Simple Version Handling Login Requests Synchronization and Deadlock Prevention The Basic Client The Greeting Class and the HTML Document The Client Class The Client GUI Incorporating MahJong Setting Up the MahJong Table on the Client The Tile and Hand Classes A Generic Shuffling Algorithm MahJong Tile Images Displaying and Manipulating a Hand A Client-Server Model for MahJong Starting a New Game Adding the Server Code for Game Play Checking for a MahJong Pattern Adding Finishing Touches A Flexible Scoring System A Player Database Dealing with Bad Connections Adding Timeout Functionality Debugging the Game Comments Suggestion Box Summary Chapter 19—Slider Puzzle file:///D me%20Programming/ewtoc.html (18 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Creating the Basic Program Understanding the Game’s Logic Creating the Graphics Loading the Graphics Displaying the Graphics Moving the Blocks Adding the Sound Adding Some Complexity The Image Observer The Randomize Button Adding Enhancements Adding a Solve Button Using Pictures Instead of Numbers Improving the Sounds Creating Smoother Animation Suggestion Box Summary Chapter 20—The Game of Worm What Is Worm? Game Play Designing Worm The Playing Surface-Three Possible Approaches The Graphical Attribute Approach The Rectangular Array Approach The Ring Buffer Approach Interfacing to the Worm Breathing Life into the Game Java-centric Programming for Worm Multithreading Issues Java Programming Gotchas Returning Values Object Instance Assignments Optimizing Performance Under Java Worm Game Class Components Constructing a Worm Adding a Queue Reinitializing After Each Game Adding Worker Functions The DoYouHaveSegmentAt() Function The GetNextPoint() and SetNextPoint() Functions The DropLastPoint() Function file:///D me%20Programming/ewtoc.html (19 von 20) [13.03.2002 13:17:37]

Black Art of Java Game Programming:Table of Contents Returning Worm Segments Through Iterators Setting Direction from Player Input Controlling Input from the Keyboard Controlling Input with

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.

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