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 18-28. Render six quadrant and square texture maps to check their orientation and quality


The last thing that I am going to do is to change the Image object references for diffuse6 through
diffuse10, as well as for diffuse 22, to test how the texture maps are going to be applied to the game board
squares attached to quadrant 2. This will tell me if, and how, I will need to change my image rotation
values as I develop the vegetable quadrant texture maps. This is done using the work process shown in
Figures 18-10, 18-15, and 18-23, and half of your diffuse texture maps will be referencing texture maps you
are developing, temporarily, using your loadImageAssets() method body code. For the real board gameplay,
this will be done inside event handling method bodies, interactively, based on mouse clicks by the players
combined with conditional processing and random number generation.
Copy the file names referenced in diffuse1 through diffuse5 and in diffuse6 through diffuse10,
respectively, and change the last number from zero to one (or vice versa, if you wish, to mix up the images
used). You can see the result of the Run ➤ Project work process after you have completed this process at the
end of the chapter, in Figure 18-29.

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