Pro Java 9 Games Development Leveraging the JavaFX APIs

(Michael S) #1
Chapter 18 ■ 3D Gameplay DesiGn: CreatinG your Game Content usinG Gimp anD Java

Figure 18-27. The game board squares 4, 5, 9, 10, 14, 15, 19, and 20 will need to use an image rotated
clockwise 90 degrees


The digital image content inside of your colored square perimeter decoration for the fourth and fifth
(and ninth, tenth, fourteenth, fifteenth, nineteenth, and twentieth) game board squares will need to be
rotated clockwise 90 degrees, as shown in Figure 18-27, for the digital image content to face your players
after each game board spin.


In this case, we will still scale your high-definition square image down to 192 pixels, add the 64 extra
pixels around the perimeter (32 when centered), and, as you can see in the second and third layer preview
images in Figure 18-27, use the Layer ➤ Transform ➤ Rotate 90° Clockwise menu sequence. Once you
have five texture maps created, you will reference them in your loadImageAssets() method and use the
Run ➤ Project work process to test them to see how they map onto the quadrant 1 game board square child
elements, as shown in Figure 18-28.

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