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[JAVA][Beginning Java 8 Games Development]

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■ Contents<br />

Scene Graph Nodes: .createSplashScreenNodes( )136<br />

Adding Nodes to the Scene Graph: .addStackPaneNodes( ) 138<br />

Testing the InvinciBagel Application: Pulse the Scene Graph139<br />

Finishing an InvinciBagel UI Screen Design: Add Images139<br />

Interactivity: Wiring the InvinciBagel Buttons for Use140<br />

Testing the Final InvinciBagel UI Design 142<br />

Profiling the InvinciBagel Scene Graph for Pulse Efficiency 142<br />

Summary144<br />

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

and the Game Processing Architecture145<br />

Game Loop Processing: Harnessing a <strong>Java</strong>FX Pulse146<br />

Creating a New <strong>Java</strong> Class: GamePlayLoop.java147<br />

Creating the GamePlayLoop Class Structure: Implementing Your .handle( ) Method150<br />

Creating a GamePlayLoop Object: Adding Pulse Control152<br />

Profiling the GamePlayLoop Object: Running NetBeans Profiler153<br />

Controlling Your GamePlayLoop: .start( ) and .stop( )154<br />

InvinciBagel Diagram: Package, Classes, and Objects159<br />

Testing the GamePlayLoop: Animating the UI Container160<br />

Profiling the GamePlayLoop: Pulse Engine161<br />

Summary163<br />

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

and Define Their Capabilities165<br />

Game Actor Design: Defining the Attributes Up Front166<br />

The InvinciBagel Sprite Images: Visual Action States167<br />

Creating an Actor Superclass: Fixed Actor Attributes168<br />

Creating an .update( ) Method: Connect to GamePlayLoop Engine 170<br />

Adding Sprite Control and Definition Variables to an Actor Class 171<br />

Accessing Actor Variables: Creating Getter and Setter Methods 174<br />

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