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More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming PDF

1311 Pages·2015·5.08 MB·English
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Copyright Copyright © 2014, 2015 Annette Godtland SECOND EDITION All rights reserved. No part of this book shall be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission from the author. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in the book, and the author was aware of a trademark claim, the designations have been printed in initial caps or all caps. No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of the information contained herein. You can use and redistribute example code from this book only for non- commercial purpose and as long as you acknowledge its source and authorship. The source of the code should be noted in any documentation as well as in the program code itself (as a comment). The attribution should include author: Annette Godtland, title: More Do-It-Yourself Java Games, and publisher: Godtland Software Corporation. First Published on 08/28/2014 Last Updated 11/14/2015 Published by: Godtland Software Corporation, Publishing Division Rochester, MN 55901 More Do-It-Yourself Java Games An Introduction to Java Graphics and Event-Driven Programming by Annette Godtland Godtland Software Corporation, Publishing Division Rochester, Minnesota TABLE OF CONTENTS Copyright Introduction The Programs Do You Know Basic Java? Setup Download MoreDIYJava.zip Project 1 - Wizard of Yes/No Lesson 1.1 - A Standard Window Lesson 1.2 - Add Text, Window Size Lesson 1.3 - Font Lesson 1.4 - Align Text Lesson 1.5 - Pack a Window Lesson 1.6 - Disable Resizing Lesson 1.7 - Window Title, Center Lesson 1.8 - Serial Version UID Lesson 1.9 - Event Queue Lesson 1.10 - Cross Platform Look and Feel Project 2 - Guess My Color Lesson 2.1 - Border Layout Lesson 2.2 - Panels, Predefined Colors Lesson 2.3 - Multiple Panels, Preferred Size, Dimension Lesson 2.4 - Foreground Color Lesson 2.5 - Opacity Lesson 2.6 - Custom Colors Lesson 2.7 - Buttons Lesson 2.8 - Message Dialogs Lesson 2.9 - A Custom Label Project 3 - Wizard of Yes/No Disclaimer Lesson 3.1 - Text Areas Lesson 3.2 - Scroll Bars Project 4 - Framed Lesson 4.1 - A Custom Button, this Lesson 4.2 - Grid Layout Lesson 4.3 - Event Source Lesson 4.4 - Confirm Dialogs Project 5 - Watch Your Step Lesson 5.1 - Another Custom Button Lesson 5.2 - In Focus Mark Project 6 - Sliding Tiles Lesson 6.1 - Buttons with Images Lesson 6.2 - Read Image Files, Subimages, Image Icons Lesson 6.3 - Add and Remove Components Project 7 - Maze Generator and Anti-Maze Lesson 7.1 - A Painted Panel: Color, Rectangles, Lines, Circles, and Preferred Size Lesson 7.2 - Key Listeners Lesson 7.3 - Button Focus Project 8 - Sliding Tiles Menu Bar Lesson 8.1 - Menu Bars Lesson 8.2 - File Choosers Lesson 8.3 - An Image File Filter Lesson 8.4 - New Graphics, Scale an Image Lesson 8.5 - System Look and Feel Project 9 - Greedy Lesson 9.1 - Mouse Listeners Lesson 9.2 - Box Layout, Combined Layouts Project 10 - Maze Generator Options Dialog Lesson 10.1 - A Custom Dialog Lesson 10.2 - Text Fields, Radio Buttons Lesson 10.3 - Get Dialog Data Lesson 10.4 - Modal and Non-Modal Dialogs Lesson 10.5 - Cancel Dialog Changes Lesson 10.6 - A Default Button Project 11 - Word Builder Lesson 11.1 - Dictionary, Compare Strings Lesson 11.2 - Draw Strings, Font Metrics Lesson 11.3 - Space Between Components Lesson 11.4 - Current Date, Date Format Lesson 11.5 - Component Listeners, Window State Listeners, Resize a Window Lesson 11.6 - Window Size and Position Lesson 11.7 - Put Data Files in the JAR File Project 12 - Image Resizer Lesson 12.1 - Toolbars Lesson 12.2 - Save an Image Lesson 12.3 - Focus Listeners Lesson 12.4 - XOR Mode Lesson 12.5 - Draw with a Mouse, Mouse Motion Listeners Project 13 - Baker's Dozen Solitaire Lesson 13.1 - Transparent Colors, PNG Images Lesson 13.2 - Objects on a Panel Lesson 13.3 - Move Objects I Hope You Enjoyed this Book Questions, Comments, or Suggestions Other Books I've Written Appendix A - Glossary Appendix B - Completed Listings Appendix C - Setup Create a Java Work Folder Download and Install Java Download and Install Eclipse Download MoreDIYJava.zip Detailed Instructions Appendix D - Using Eclipse Create a First Project Create a First Package Create A First Program Add a Project to the Build Path Export a Program Appendix E - Conventions Used and Other Tips Introduction This is the second book in the Do-It-Yourself Java Games series. The first book's programs were text-based so you could develop basic Java programming skills. With that background, you should be ready for the next level of programming: Java graphics and event-driven programming. Java graphics add color and images to games. But what is event-driven programming? An event-driven program creates an initial screen, then waits for the program user to take an action. The user may click a button, click on an image, drag something, or press a key on the keyboard. The program then responds to that action; whatever that action may be. Writing such a program is called event- driven programming. The event-driven programs in this book will teach you how to respond to user input from: Windows and dialogs Buttons and input fields Images and drawings Keyboard input Mouse clicks and drags As in the previous book in this series, the lessons in each project are presented using a “try-it” approach: do the steps shown and see what happens. You'll be given programming tasks, each followed by a program code listing. The listings have fill-in blanks to allow you to write much of the program code yourself. But don't worry if you're unsure of how to fill in the blanks; simply click the completed listing's link to see the missing code. Don't skip any lessons. Each lesson explains a new programming technique, which may be used again in later lessons. Doing all the lessons will make later lessons easier. Appendix A - Glossary has definitions of Java programming terms and links to more information. The first use of each term, like “graphics” and “event-driven programming” used above, will include a clickable link to the word in the glossary. Several different approaches can often accomplish the same programming task. You don't have to use the code shown in the answer if your code does what was asked or if you prefer your code's results. Feel free to experiment with the code and see what happens. Half the fun of programming is making programs do what you want them to do. The Do-It-Yourself Java Games books are designed for e-readers. Click the image below or follow this link to watch a video showing the features in these electronic books that would not be possible in a print book. More Do-It-Yourself Java Games was updated to a second edition to work in Windows 10 and Java 8, and to make sure the games will run as designed across multiple platforms, including Windows, OS X, and Linux. The Programs You'll create ten computer programs that use graphics and event-driven programming: Wizard of Yes/No Learn how to create a window, add text, change fonts, and add scroll bars. The Wizard of Yes/No can help with making yes or no decisions. Guess My Color

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More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming is the second book of the Do-It-Yourself Java Games series. In event-driven programming, the program lays out all the game pieces then waits. The user then takes an action and the program responds to that a
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