You are previewing Beginning Java SE 6 Game Programming, Third Edition.

Beginning Java SE 6 Game Programming, Third Edition

Cover of Beginning Java SE 6 Game Programming, Third Edition by Jonathan S. Harbour Published by Course Technology PTR
  1. Copyright
    1. Dedication
  2. Acknowledgments
  3. About the Author
  4. Introduction
    1. What Will You Learn in This Book?
    2. What about the Programming Language?
    3. What IDE Should You Use?
    4. Conventions Used in This Book
    5. Companion Web Site Downloads
  5. I. Java for Beginners
    1. 1. Getting Started with Java
      1. Java and the Web
      2. The Casual Games Market
      3. Installing and Configuring Java
      4. Your First Java Program
      5. What You Have Learned
      6. Review Questions
      7. On Your Own
    2. 2. Java Programming Essentials
      1. Java Applets and Applications
      2. The Java Language
      3. The Essence of Class
      4. What You Have Learned
      5. Review Questions
      6. On Your Own
    3. 3. Creating Your First Java Game
      1. About the Game Project
      2. Creating the Game
      3. What You Have Learned
      4. Review Questions
      5. On Your Own
  6. II. Java Game Programming
    1. 4. Vector-Based Graphics
      1. Programming Vector Graphics
      2. What You Have Learned
      3. Review Questions
      4. On Your Own
    2. 5. Bitmap-Based Graphics
      1. Programming Bitmapped Graphics
      2. Transparency
      3. What You Have Learned
      4. Review Questions
      5. On Your Own
    3. 6. Simple Sprites
      1. Programming Simple Sprites
      2. Creating a Reusable Sprite Class
      3. What You Have Learned
      4. Review Questions
      5. On Your Own
    4. 7. Sprite Animation
      1. Sprite Animation
      2. What You Have Learned
      3. Review Questions
      4. On Your Own
    5. 8. Keyboard and Mouse Input
      1. Listening to the User
      2. Keyboard Input
      3. Mouse Input
      4. What You Have Learned
      5. Review Questions
      6. On Your Own
    6. 9. Sound Effects and Music
      1. Playing Digital Sample Files
      2. Playing MIDI Sequence Files
      3. Reusable Classes
      4. What You Have Learned
      5. Review Questions
      6. On Your Own
    7. 10. Timing and the Game Loop
      1. The Potency of a Game Loop
      2. Stepping Up to Threads
      3. What You Have Learned
      4. Review Questions
      5. On Your Own
  7. III. The Galactic War Project
    1. 11. Galactic War: From Vectors to Bitmaps
      1. Improving the Game
      2. What You Have Learned
      3. Review Questions
      4. On Your Own
    2. 12. Galactic War: Sprites and Collision Boxes
      1. Creating the Project
      2. What You Have Learned
      3. Review Questions
      4. On Your Own
    3. 13. Galactic War: Squashed by Space Rocks
      1. Being Civilized about Collisions
      2. What You Have Learned
      3. Review Questions
      4. On Your Own
    4. 14. Galactic War: Entity Management
      1. Adjusting to Event-Driven Programming
      2. Enhancing Galactic War
      3. What You Have Learned
      4. Review Questions
      5. On Your Own
    5. 15. Galactic War: Finishing the Game
      1. Let’s Talk about Power-Ups
      2. Enhancing Galactic War
      3. What You Have Learned
      4. Review Questions
      5. On Your Own
    6. 16. Galactic War: Web Deployment
      1. Packaging an Applet in a Java Archive (JAR)
      2. Creating an HTML Host File for Your Applet
      3. What You Have Learned
      4. Review Questions
      5. Epilogue
  8. Chapter Quiz Answers
    1. Chapter 1
    2. Chapter 2
    3. Chapter 3
    4. Chapter 4
    5. Chapter 5
    6. Chapter 6
    7. Chapter 7
    8. Chapter 8
    9. Chapter 9
    10. Chapter 10
    11. Chapter 11
    12. Chapter 12
    13. Chapter 13
    14. Chapter 14
    15. Chapter 15
    16. Chapter 16
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Chapter 16. Galactic War: Web Deployment

This chapter finishes the book by explaining the all-important subject of how to deploy your Java applet-based games to the web. I assume you already have some knowledge about how to use FTP to copy your game to a web server. I will show you how to prepare the applet so that it will run from your own web page! (Even if you use a free hosting service, if you can upload the files to your website, then very likely the game will run from your site.) You will also learn how to use the Java Archive tool to bundle your entire game (with class files and all media files together) in a Java Archive file.

Here are the key topics in this chapter:

  • Packaging an applet in a Java Archive (JAR)

  • Using the JAR command-line program ...

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