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Titlebook: Beginning Java 8 Games Development; Wallace Jackson Book 2014 Wallace Jackson 2014

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楼主: onychomycosis
发表于 2025-3-27 00:50:09 | 显示全部楼层
The Foundation of Game Design: The JavaFX Scene Graph and the InvinciBagel Game Infrastructure,the functional "engines" that drive the game are all coded logically, using their own classes and proper Java 8 programming conventions, structures, variables, constants, and modifiers (see Chapter 3).
发表于 2025-3-27 03:37:55 | 显示全部楼层
The Foundation of Game Play Loop: The JavaFX Pulse System and the Game Processing Architecture,ame play in mind; the efficient, optimal implementation of the JavaFX . system is of paramount importance at this stage of the game (no pun intended). For this reason, I will be going into great detail in this chapter regarding the . package, and how all of its functional classes differ from each other.
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Controlling Your Action Figure: Implementing Java Event Handlers and Using Lambda Expressions,r electronics devices), the ., a . or trackball, a ., ., or even advanced hardware, such as . and .. One of the choices you will make for your game development will be how a player will . with the game, using the hardware device they are playing the game on, and the . it supports.
发表于 2025-3-27 16:38:51 | 显示全部楼层
Setting Up the Game Environment: Creating Fixed Sprite Classes Using the Actor Superclass,rious challenges for the primary game hero character to overcome. We will also need these fixed objects in the Scene to use in our collision detection program logic, and to test our CastingDirector class (object).
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Peter Ehrhard,David S. Riley,Paul H. Steenour Actor and Hero abstract classes. It is important to know what game components (actors) are currently on the screen (or stage, or set, if you like the film production lingo that we are using) at any given time (or level) in the game.
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