Adding Animated Movement to Your Java Application
Learn how to add animated movement into your program where multiple objects chase a lead object as it moves randomly in a given environment.
Learn how to add animated movement into your program where multiple objects chase a lead object as it moves randomly in a given environment.
Learn how to write a Java program to apply a blurring or softening filter to your digital photos. The amount of softening is controlled by the user with a slider.
Learn about color distance, projecting 3D coordinates onto a 2D display plane, and edge detection. Understanding these concepts will help you to better understand modern image processing.
Examine a new program written entirely in Java that you can use to edit the pixels in your digital photos on a pixel-by-pixel basis.
Learn more about the methods and the properties of a Turtle object from Ericson's Java multimedia library.
Learn how the World class and the Turtle class of the multimedia library implement a practical version of the Model-View-Control programming paradigm. Investigate the differences between placing a turtle in a world and placing a turtle in a picture.
Learn about the behavior of the Turtle class, its superclass named SimpleTurtle, and what they can do for you.
Learn about first-person computer games in general, and learn how to use the game-math library to write a first-person game in a 3D world in Java.
Getting started with a new technology can be daunting. Learn how you can benefit from a Java multimedia library and a lightweight Java IDE named DrJava, which has the ability to interactively evaluate Java code.
Learn how to use the dot product to compute nine different angles of interest that a vector makes with various elements in 3D space, to find six of the infinite set of vectors that are perpendicular to a given vector, and to perform back-face culling of an image.
Learn the fundamentals of the vector dot product in both 2D and 3D. Discover how to update your game-math library to support various aspects of the vector dot product. And lastly, see how to write 2D and 3D programs that use the vector dot product methods in the game-math library.
Learn how to write your first interactive 3D game using the game-math library. You will also see how to write a Java program that simulates flocking behavior such as that exhibited by birds and fish and how to incorporate that behavior in a game.
Learn how to paint images, draw graphics, and do event handling on a cell phone screen.
Learn the basics of creating your own custom GUI components by creating a pair of buttons used to turn pages.
Learn the essentials of programming the math involved in 2D and 3D game development.
Discover a Java IDE good enough to win a Dukes Choice Award at the 2007 JavaOne conference.
Learn how to use methods of the Canvas class along with methods of the Graphics class to draw text and lines on the cell phone screen. You will also see how to use anchor point coordinates to control the position of text that is drawn on the screen and how to handle keyPressed events fired by a Canvas object.
Learn how to use the game-math library for translation and animation in two dimensions.
Discover how to add commands to a MIDlet and how those commands are presented to the user in the Sun cell phone emulator. You will also learn how to produce interactive behavior within a MIDlet.
Learn how to develop a game-programming math library by adding and manipulating vectors.
Create a form in your midlets that can be populated with a variety of objects ranging from strings to images to interactive gauges.
Game programming isn't only about code. You must also have a solid understanding of the math within the code. Luckily, you can get that knowledge here.
Learn about the Choice interface and the List class including the use of implicit, exclusive, and multiple Choice types. Your Mobile apps will never be the same!
Learn how to update the game-math library to provide new capabilities including the addition of graphics and set methods for column matrices, points, vectors, and lines. Also, study sample programs that illustrate the use of the new capabilities and learn how to draw on off-screen images.
Learn how to program an Alert for a MIDlet, add an image to the Alert, add a Gauge to the Alert to act as a progress or activity meter, and how to use a Timer to control when an Alert becomes visible on the screen.
Examine two sample programs and a sample game-programming math library intended to provide aspiring game programmers with the mathematical skills required for game programming.
Learn to program MIDlet user interfaces that minimize the MIDlet's memory footprint while the MIDlet is paused making consistent use of the MIDlet class methods to satisfy the life cycle rules of MIDlets.
Learn the fundamentals of user interfaces for MIDlets, how to instantiate user interface components, how to cause them to become visible on the cell phone screen, the difference between a Screen and a Display, and much more.
Learn how the CLDC and the MIDP fit into the grand scheme of things in MIDlet programming. See how to change the behavior of a Java program by replacing the classes in the Java standard library with custom classes of your own design.
Learn how to capture and display the standard output and the error output produced by programs executing in a child process resulting from a call to the exec method.
Learn how to write a Java programming framework that makes it easy to experiment with MIDlets (Java programs for embedded devices) and the Sun Java Wireless Toolkit for CLDC (Connected Limited Device Configuration).
Understand the concept of transforms in Java 3D and learn how to write Java 3D code using that knowledge.
Gain an understanding of transforms in Java 2D in a way that you can extend to an understanding of transforms in Java 3D.
Understanding rotation and translation individually in Java 3D is not too difficult. When you combine the two, things quickly become very complicated. If you don't understand what you are doing when you combine the two, the chance that you will get it right is probably less than fifty percent. In this lesson, you will learn to get it right the first time.