Chapter 3. Interactivity and User Interfaces

KEY TOPICS

  • The AWT Event Model

  • Keyboard Input

  • Mouse Input

  • Mouselook-Style Mouse Movement

  • Creating an Input Manager

  • Using the Input Manager

  • Designing Intuitive User Interfaces

  • Using Swing Components

  • Creating a Simple Menu

  • Letting the Player Configure the Keyboard

  • Summary

If you've ever played a chess game by yourself in which the chess pieces were glued to the board, you know what it's like to play a game without any interactivity. It's boring.

Interactivity is essentially taking input from the user and changing what's displayed on the screen based on that input. Without interactivity, there would be no games—or, at least, the games would be really boring.

In this chapter, you'll learn how to receive input—namely, ...

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