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Developing Games in Java™
book

Developing Games in Java™

by David Brackeen, Bret Barker, Laurence Vanhelsuwé
August 2003
Intermediate to advanced
1008 pages
16h 46m
English
New Riders
Content preview from Developing Games in Java™

Chapter 3. Interactivity and User Interfaces

KEY TOPICS

  • The AWT Event Model

  • Keyboard Input

  • Mouse Input

  • Mouselook-Style Mouse Movement

  • Creating an Input Manager

  • Using the Input Manager

  • Designing Intuitive User Interfaces

  • Using Swing Components

  • Creating a Simple Menu

  • Letting the Player Configure the Keyboard

  • Summary

If you've ever played a chess game by yourself in which the chess pieces were glued to the board, you know what it's like to play a game without any interactivity. It's boring.

Interactivity is essentially taking input from the user and changing what's displayed on the screen based on that input. Without interactivity, there would be no games—or, at least, the games would be really boring.

In this chapter, you'll learn how to receive input—namely, ...

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Publisher Resources

ISBN: 1592730051Purchase book