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[JAVA][Beginning Java 8 Games Development]

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Contents at a Glance<br />

About the Author xix<br />

About the Technical Reviewer xxi<br />

Acknowledgments xxiii<br />

Introduction xxv<br />

■■Chapter 1: Setting Up a <strong>Java</strong> 8 Game <strong>Development</strong> Environment1<br />

■■Chapter 2: Setting Up Your <strong>Java</strong> 8 IDE: An Introduction to NetBeans 8.019<br />

■■Chapter 3: A <strong>Java</strong> 8 Primer: An Introduction to <strong>Java</strong> 8 Concepts and Principles43<br />

■■Chapter 4: An Introduction to <strong>Java</strong>FX 8: Exploring the Capabilities<br />

of the <strong>Java</strong> 8 Multimedia Engine75<br />

■■Chapter 5: An Introduction to Game Design: Concepts, Multimedia,<br />

and Using Scene Builder101<br />

■■Chapter 6: The Foundation of Game Design: The <strong>Java</strong>FX Scene Graph<br />

and the InvinciBagel Game Infrastructure123<br />

■■Chapter 7: The Foundation of Game Play Loop: The <strong>Java</strong>FX Pulse System<br />

and the Game Processing Architecture145<br />

■■Chapter 8: Creating Your Actor Engine: Design the Characters for Your Game<br />

and Define Their Capabilities165<br />

■■Chapter 9: Controlling Your Action Figure: Implementing <strong>Java</strong> Event Handlers<br />

and Using Lambda Expressions187<br />

■■Chapter 10: Directing the Cast of Actors: Creating a Casting Director Engine<br />

and Creating the Bagel Actor Class207<br />

■■Chapter 11: Moving Your Action Figure in 2D: Controlling the X and Y<br />

Display Screen Coordinates229<br />

www.it-ebooks.info<br />

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