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Slick2D Game Development

Jacob Bevilacqua

Another title for this book could be "How to go from game programmer to game developer without really trying". It’s the complete step-by-step guide to developing simple, entertaining games with the Slick2D engine.
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Book Details

ISBN 139781783289837
Paperback116 pages

About This Book

  • Work with Slick2D game workflow
  • Learn how to develop game components with hands-on examples
  • Get to grips with game analysis and enhancement

Who This Book Is For

If you are a game programmer who would like to expand on your skills and become a game developer, this book is ideal for you. No previous knowledge of Slick 2D or any other Java game library is required. This book assumes that you have basic Java syntax and object oriented programming knowledge.

Table of Contents

Chapter 1: Setting Up Slick2D
What is Slick2D?
Downloading the Slick2D and LWJGL files
Setting up an eclipse project
Native files
Chapter 2: Game Structure
Game structures
State-based games
Setting up a state-based game
Customizing state switching
The app game container in all its greatness
Closing the window
What we learned
Starting our game
Chapter 3: The Slick2D Workflow
Game workflow
Using the workflow
The initiation method
Initializing images
The update method
The render method
Workflow in a state-based game
Chapter 4: A Deeper Look at Rendering
How Slick2D makes rendering easy
What can we render?
Using the graphics parameter
Drawing a line
Drawing rectangles
Drawing ovals and circles
Drawing Arcs
Drawing gradient lines
Drawing strings
Altering the behavior of the graphics object
Drawing textured shapes
Drawing images
Scaling images
Applying a color filter to an image
What have we learned?
Adding to our game
Chapter 5: A Look at Input
The importance of user input
Uses of input
Using input for movement
What we learned
Adding to our game
Chapter 6: Sound and Music
The importance of sound and music
How to create sound effects and music
Using music in Slick2D
Using sound in Slick2D
Utilizing sound in an example
What have we learned?
Adding to our game
Chapter 7: From Example to Game
What we will cover
The future of our game
Utilizing our delta timer
Adding lives and points
Finishing the delta timer
Checking for side collision
Adding visual feedback
Making the game unique

What You Will Learn

  • Set up the Slick2D workflow
  • Render images, primitive shapes, strings, and more, to the screen
  • Update the screen and utilize delta time
  • Utilize user input to manipulate the game state
  • Implement music and sound effects
  • Export and distribute your final game

In Detail

Most of the game development enthusiasts are ‘tinkerers’—people who are good at programming and know a lot about programming methods; however, they may have never written a complete game program, but would like to know how to create a program. Transitioning from programming to game development can often be difficult, however, Slick2D helps developers to create amazing games without having to deal with low level programming, and it simplifies many of the daunting tasks, such as rendering and window creation.

This practical guide will help you to understand the different components of Slick2D. Throughout the course of this book, you will develop different components, and by the end of the book you will combine all of these components to assemble a complete game.

Enabling you to add life to your games, this book will focus on the Slick2D game library. Starting with the installation and configuration of a game library, you will then move onto understanding the structure of a game. Throughout the book, you will be involved in developing different sections of a single game, which will help you to gain hands- on experience in understanding the Slick Workflow. Following on from this, you will be shown how to add additional features to your game such as adding input and music, while taking a detailed look at the render method.


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