Cover image for Slick2D Game Development.
Slick2D Game Development.
Title:
Slick2D Game Development.
Author:
Bevilacqua, Jacob.
ISBN:
9781783289844
Personal Author:
Physical Description:
1 online resource (156 pages)
Contents:
Slick2D Game Development -- Table of Contents -- Slick2D Game Development -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Setting Up Slick2D -- What is Slick2D? -- Downloading the Slick2D and LWJGL files -- Setting up an eclipse project -- Native files -- What if I want my game to be platform-specific? -- Summary -- 2. Game Structure -- Game structures -- The basic game structure -- The first step to creating a basic game -- Next we need to add the Slick2D workflow -- Next we need to complete the main method -- Let's break down the main method -- State-based games -- The uses of a state-based game -- Game states -- Setting up a basic game state -- Switching between states -- Setting up a state-based game -- Customizing state switching -- Pre/Post state transition workflow -- The app game container in all its greatness -- Closing the window -- What we learned -- Starting our game -- Summary -- 3. The Slick2D Workflow -- Game workflow -- Using the workflow -- The initiation method -- Using the initiation method -- Initializing images -- Loading images using a sprite sheet -- Converting buffered images to Slick2D images -- The update method -- Using the update method -- Delta and how to utilize delta time -- Utilizing the delta variable in player movement -- Delta timers -- Input handling -- The render method -- Using the render method -- Uses for rendering -- Rendering is for another day! -- Workflow in a state-based game -- What we learned.

Adding to our game -- Adding the delta timer -- Loading an image -- Summary -- 4. A Deeper Look at Rendering -- Rendering -- How Slick2D makes rendering easy -- What can we render? -- Using the graphics parameter -- Drawing primitive shapes -- Drawing a line -- Drawing rectangles -- Rounded rectangles -- Drawing ovals and circles -- Alternative parameter list -- Drawing Arcs -- Alternative parameter list -- Drawing gradient lines -- Option 1 - Slick2D's color class -- Option 2 - define custom colors -- Drawing strings -- Altering the behavior of the graphics object -- Anti-Aliasing -- Color -- Line width -- Drawing textured shapes -- Drawing images -- Scaling images -- Applying a color filter to an image -- What have we learned? -- Adding to our game -- Summary -- 5. A Look at Input -- The importance of user input -- Uses of input -- Using input for movement -- Basic overview of vectors -- Vector position -- Vector direction -- Vector magnitude -- Vectors in Slick2D -- Keyboard input -- Single press -- Key down -- Key codes -- Using isKeyDown() to implement movement -- Mouse input -- Mouse location -- Mouse click -- Combining mouse location and mouse click -- What we learned -- Adding to our game -- Summary -- 6. Sound and Music -- The importance of sound and music -- Using music and sound as a game mechanic -- How to create sound effects and music -- Sound effect software -- SFXR -- BFXR -- Music creation software -- Musagi -- Fruity Loops studio -- Using music in Slick2D -- Music positioning -- Fading music -- Altering and reviewing music variables -- Using sound in Slick2D -- Utilizing sound in an example -- What have we learned? -- Adding to our game -- Summary -- 7. From Example to Game -- What we will cover -- The future of our game -- Utilizing our delta timer -- Adding lives and points -- Lives -- Point system -- Finishing the delta timer.

Checking for side collision -- Adding visual feedback -- Making the game unique -- Summary -- A. Full Source Code -- The use of this Appendix -- Full source code -- B. Packaging Our Game -- Exporting a Slick2D game -- Software -- Packaging our game -- Platform specific -- Index.
Abstract:
A simple guide, packed with tutorials that ease you into learning about the Slick game workflow and Slick game library.If you are a game programmer who would like to expand on your skills and become a game developer, this book is ideal for you. No previous knowledge of Slick 2D or any other Java game library is required. This book assumes that you have basic Java syntax and object oriented programming knowledge.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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