Java 7 for Absolute Beginners
CHAPTER 12 ■ VIDEO GAMES further? Does further separation make the code easier to understand or maintain? In this case, the code ...
CHAPTER 12 ■ VIDEO GAMES if (step == 2) { g.setColor(Color.RED); g.fillOval(drawX - 15, drawY - 15, 30, 30); } if (step == 3) { ...
CHAPTER 12 ■ VIDEO GAMES object interacts with another – usually by running into one another). I'll also show one way to achieve ...
CHAPTER 12 ■ VIDEO GAMES As you can tell from the score, I hit four 10-point targets and one 25-point target before I took the s ...
CHAPTER 12 ■ VIDEO GAMES JMenuBar menuBar = new JMenuBar(); menuBar.add(file); frame.setJMenuBar(menuBar); } // Setup and displa ...
CHAPTER 12 ■ VIDEO GAMES I try to not restrict the user's actions unless I have a good, user-friendly reason to do so. So I woul ...
CHAPTER 12 ■ VIDEO GAMES // Set up the sprites sprites = new ShootingGalleryTargetSprites(); sprites.init(); // Set a horizontal ...
CHAPTER 12 ■ VIDEO GAMES // Once a second, reset the tick counter // to keep it from overflowing the value of an int if (ticks = ...
CHAPTER 12 ■ VIDEO GAMES attention to the tick method (which removes objects as they go off the bottom and replaces them with ne ...
CHAPTER 12 ■ VIDEO GAMES targets.remove(currentTarget); } else { currentTarget.setY(currentTarget.getY() + ShootingGalleryPanel. ...
CHAPTER 12 ■ VIDEO GAMES // A reference to the row that holds the target (which // we need to use as the ImageObserver for the s ...
CHAPTER 12 ■ VIDEO GAMES // Provide a way to get the value // (used when the target is hit) public int getValue() { return value ...
CHAPTER 12 ■ VIDEO GAMES // We need to know whether the player can shoot private boolean readyToShoot; // We need to know the cu ...
CHAPTER 12 ■ VIDEO GAMES // Draw the actual position from which a shot comes g.setColor(Color.BLACK); g.fillRect(xPosition - 5, ...
CHAPTER 12 ■ VIDEO GAMES } return hit; } // We have to have this method to fulfill the MouseListener contract @Override public v ...
CHAPTER 12 ■ VIDEO GAMES currentStep++; readyToShoot = false; } else { // Otherwise, let the player shoot readyToShoot = true; } ...
CHAPTER 12 ■ VIDEO GAMES System.err.println("Couldn't load one or more sprite images"); System.exit(1); } } // Get the sprite th ...
CHAPTER 12 ■ VIDEO GAMES A timer that ends the game after some amount of time – perhaps settable by the player A target score ( ...
CHAPTER 12 ■ VIDEO GAMES Game Design (Volume 1: Theory and Practice) by Nick Schuessler and Steve Jackson (1981). You can get i ...
C H A P T E R 1 3 249 Garbage Collection Java relies on garbage collection. A garbage collector removes unused objects from memo ...
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