Creative Greenfoot

Build engaging interactive applications, games, and simulations using Java and Greenfoot

Creative Greenfoot

Michael Haungs

Build engaging interactive applications, games, and simulations using Java and Greenfoot
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Book Details

ISBN 139781783980383
Paperback310 pages

Book Description

The worlds of computers and art are merging in new and complex ways. Greenfoot is designed to ease the transition into this immerging field, allowing for the easy development of two-dimensional graphical applications, such as simulations and interactive games.

This book provides you with the knowledge and processes necessary to create engaging interactive applications in Greenfoot. It systematically covers essential technologies and algorithms used in creative programming, such as collision detection, easing, and particle effects. You will not only learn to use best practices, but also learn about how these practices were developed and how to augment them to suit your individual needs. After learning the ins and outs of designing and implementing interactive applications, you will see how to interface gamepad controllers to provide an unparalleled immersive experience.

The book will take you through the advanced, creative, and engaging functions of Greenfoot while teaching object-orientated Java.

Table of Contents

Chapter 1: Let's Dive Right in…
The Avoider Game tutorial
Basic game elements
Summary
Chapter 2: Animation
Revisiting Avoider Game
Image swapping and movement
Timing and synchronization
Easing
Avoider Game
Your assignment
Summary
Chapter 3: Collision Detection
ZombieInvasion interactive simulation
Built-in collision detection methods
Border-based collision detection methods
Hidden-sprite collision detection methods
Challenge
Summary
Chapter 4: Projectiles
Cupcake Counter
Launching actors
Challenge
Summary
Chapter 5: Interactive Application Design and Theory
Meaningful play
User conditioning
Storytelling
The interactive entertainment iterative development process
Avoider Game
Challenge
Additional readings
Summary
Chapter 6: Scrolling and Mapped Worlds
Chapter scenario examples
Dynamically generated worlds
Mapped worlds
Tile-based worlds
Summary
Chapter 7: Artificial Intelligence
The MazeWorld scenario
Intelligently behaving actors
Summary
Chapter 8: User Interfaces
UIWorld
Adding a UI to MazeWorld
Adding menus and buttons
Adding a HUD
Implementing game difficulty settings and HUD controls
Summary
Chapter 9: Gamepads in Greenfoot
Gamepad overview
Windows setup
The Greenfoot Gamepad API
Avoider Game with Gamepad
OS X setup/workarounds
Exporting games with gamepads
Summary
Chapter 10: What to Dive into Next…
Build something larger
Share your work
Explore other input devices
Learn more Java
Summary

What You Will Learn

  • Use various methods of animation to breathe life into all aspects of a game or simulation
  • Evaluate the different methods of collision detection and choose the right method for the task at hand
  • Design and implement scrolling and mapped environments
  • Incorporate simple techniques to give the illusion of intelligence to actors in Greenfoot scenarios
  • Create user-friendly and intuitive user interfaces
  • Heighten the user's experience by providing gamepad support for your Greenfoot scenarios

Authors

Table of Contents

Chapter 1: Let's Dive Right in…
The Avoider Game tutorial
Basic game elements
Summary
Chapter 2: Animation
Revisiting Avoider Game
Image swapping and movement
Timing and synchronization
Easing
Avoider Game
Your assignment
Summary
Chapter 3: Collision Detection
ZombieInvasion interactive simulation
Built-in collision detection methods
Border-based collision detection methods
Hidden-sprite collision detection methods
Challenge
Summary
Chapter 4: Projectiles
Cupcake Counter
Launching actors
Challenge
Summary
Chapter 5: Interactive Application Design and Theory
Meaningful play
User conditioning
Storytelling
The interactive entertainment iterative development process
Avoider Game
Challenge
Additional readings
Summary
Chapter 6: Scrolling and Mapped Worlds
Chapter scenario examples
Dynamically generated worlds
Mapped worlds
Tile-based worlds
Summary
Chapter 7: Artificial Intelligence
The MazeWorld scenario
Intelligently behaving actors
Summary
Chapter 8: User Interfaces
UIWorld
Adding a UI to MazeWorld
Adding menus and buttons
Adding a HUD
Implementing game difficulty settings and HUD controls
Summary
Chapter 9: Gamepads in Greenfoot
Gamepad overview
Windows setup
The Greenfoot Gamepad API
Avoider Game with Gamepad
OS X setup/workarounds
Exporting games with gamepads
Summary
Chapter 10: What to Dive into Next…
Build something larger
Share your work
Explore other input devices
Learn more Java
Summary

Book Details

ISBN 139781783980383
Paperback310 pages
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