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Jacob Bevilacqua - Slick2D Game Development

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Jacob Bevilacqua Slick2D Game Development
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Most of the game development enthusiasts are tinkererspeople 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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Slick2D Game Development

Slick2D Game Development

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: October 2013

Production Reference: 1211013

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78328-983-7

www.packtpub.com

Cover Image by Jarek Blaminsky (<>)

Credits

Author

Jacob Bevilacqua

Reviewers

Jeff Lunt

Kyle Newton

Ernest Pazera

Acquisition Editor

Pramila Balan

James Jones

Commissioning Editor

Govindan K

Technical Editors

Jinesh Kampani

Aman Preet Singh

Project Coordinator

Michelle Quadros

Proofreader

Kevin McGowan

Indexer

Tejal Daruwale

Graphics

Disha Haria

Production Coordinator

Melwyn D'sa

Cover Work

Melwyn D'sa

About the Author

Jacob Bevilacqua is a student who works on open source projects as well as game development projects in his free time. He has worked on several open source projects and has started one himself. Jacob is proficient in Java and Java game development, using both Slick2D and LibGDX.

A big thanks to my family for helping me fix spelling and grammar mistakes. I couldn't have done it without them.

About the Reviewers

Jeff Lunt got a start in programming as a kid, hacking away on his family's second-hand Apple computer, desperately trying to read and understand any code that was available to him. He pursued game programming as a serious hobby for over 10 years, using a number of languages and tools with Apple, MS DOS, MS Windows, and OS X. He's now happily living in the world of Debian-flavored Linux most of the time.

Jeff currently makes his living as a web developer of clinical research tools for Northwestern University's Feinberg School of Medicine in Chicago.

Kyle Newton is a games enthusiast. When he can't find time to make them, he's usually reading or talking about them or, on the rare occasion, actually playing them. He has a small family and is looking forward to teaching his children the joys of playing. More information about Kyle can be found at his blog http://n3wt0n.com/ and his games at http://waggsoft.com/.

Ernest Pazera lives and works as a senior web developer in southeast Wisconsin, and has dabbled in game development since he was thirteen, which is one third of his age at the time of writing.

He is the author of Isometric Game Programming with DirectX 7.0 (published by Muska & Lipman, 2001), Game Developer's Guide to Cybiko (published by Wordware Publishing, Inc., 2001), Focus On 2D in Direct3D (published by Muska & Lipman, 2002), and Focus on SDL (published by Muska & Lipman, 2003). He also served as a contributing author on Beginning Game Programming (published by Cengage Learning, 2009), and was the Technical Reviewer for RPG Game Programming (published by Muska & Lipman, 2002).

I would like to acknowledge Kevin Glass, the creator of Slick 2D, and congratulate Kevin.

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Preface

Thanks to the group of great community members, Slick2D has become a simple and useful tool in game development. Slick2D is an open source project run completely by the community.

Slick2D allows people from every game development background, including programmers, artists, and game designers, to easily and efficiently, create great games no matter what their skill level is. This book will help you get started in the wonderful world of game development.

What this book covers

, Setting Up Slick2D , covers how to download all the necessary libraries and files for Slick2D programming.

, Game Structure , introduces the two types of game structures Slick2D allows us to use. We will also cover how to set up a game using both game structures.

, The Slick2D Workflow , explains all of the tasks included in the Slick2D workflow and how we can set them up.

, A Deeper Look at Rendering , covers in-depth how to render an array of different things to the screen, including primitive shapes and images.

, A Look at Input , explains how we can utilize user input to bring games to life. We will cover how to incorporate both keyboard and mouse input into games.

, Sound and Music , introduces the techniques we can use to play both sound and music in our games.

, From Example to Game , covers all the things we need to do to bring the game we will work on throughout the book to life.

, Full Source Code ,includes the completed source code for the game we create in the book. This should be used for reference only, you should try to complete the game without referencing the book if possible.

, Packaging our Game ,covers the steps to take when we are ready to package a Slick2D game for distribution.

What you need for this book

To work along with the examples in this book and to create the game throughout the book, it is necessary to have a current version of the Java JDK available at http://www.oracle.com/technetwork/java/javase/downloads/index.html

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