Learn JavaFX Game and App Development: With FXGL 17
Book information
Description
Understand real-world game development concepts using JavaFX game engine called FXGL. The core focus of the book is on developing a standalone game or application with FXGL. We will start with an overview of the book followed by requisite concepts from Java and JavaFX that will be used throughout this book. Next, we will learn about the FXGL game engine and its wide range of real-world game development techniques. In the following chapter, we learn about entity-component model used in FXGL to create a powerful abstraction of the game world. The next chapter builds on this, where we develop a platformer game using the physics engine and a popular external tool called Tiled. An important concept of games AI is covered in the following chapter. Visually complex features related to graphics and rendering as well as UI elements and animation system in FXGL will be discussed in the next chapter. The following chapter is dedicated to non-game applications that can be developed using FXGL. The last two chapters cover packaging and deployment of JavaFX and FXGL applications and discussion on future projects. The key take-away skill from this book is the ability to develop professional-level applications and games with FXGL. During the course of this book, you will have produced a range of cross-platform applications and games using FXGL, reinforcing the game development concepts covered throughout. What You Will Learn• Understand use of advanced Java and JavaFX concepts • Learn about real-world game development concepts in a general-purpose programming language• Master professional cross-platform, desktop and mobile, games using the FXGL game engine Who Is This Book ForThis book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills. Table of Contents About the Author About the Technical Reviewer Chapter 1: Introduction Chapter 2: Requisite Concepts Java Basics Classes Methods Adding External Libraries JavaFX Basics: Creating a Simple Application FXGL Basics: Creating a Simple Application Requirement 1: Opening a Window Requirement 2: Adding the Player Requirement 3: Adding Input Requirement 4: Adding UI Requirement 5: Updating UI Summary Chapter 3: Entity-Component Case Study: Develop Pong Entity Components As Data Components As Behavior Custom Components Component Injection Game World World Queries Pong Building the Player Bat Component Building the Enemy Bat Component Building the Ball Component Building the Entity Factory Building the Application Class Game Structure Review Summary Chapter 4: Physics Case Study: Platformer Game Collision Detection Collision Handling Physics World Platformer Game Logic Game Visuals: Subscenes Combining Logic and Visuals Summary Chapter 5: AI Case Study: Develop a Maze Action Game Graph Theory and Pathfinding Concepts A* Pathfinding in FXGL Behavior Maze Action Game Custom Components Building the Level and Entities Building the UI Building the Application Class Summary Chapter 6: Graphics, Visual Effects, and User Interfaces High-Level Rendering and UI Retained Mode Immediate Mode Low-Level Rendering and Viewport Visual Effects Systems Particle System Animation System Interpolation System Summary Chapter 7: General-Purpose Applications and Packaging Business Application Graph Data Visualizer Solar System in 3D Celestial Object Data and Logic Celestial Object Construction Building the 3D Application Class Packaging and Deployment Summary Chapter 8: Conclusion Frequently Asked Questions Future Projects and Extra Resources Concluding Remarks Index
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