Abstract
Now that you have finished the Scene Graph hierarchy for the splash screen and user interface design, let’s get back into our JavaFXGame primary application class coding here in Chapter 10 and finish implementing the event-handling framework that you have in place but that is essentially “empty” (except for a few System.out.println calls to test your Button Control Node objects). The Java and JavaFX event handling that we will take an overview of during this chapter will implement the user interface that the player will use to learn about and start your Java 9 game. During the book you will use other types of event handling (keystroke and mouse) that we will look at during this chapter. You will be adding Java game UI programming logic that could be looked at as an interactivity engine for your game. There are many ways to interface with a game, including arrow keys, known as the DPAD (direction pad) for consumer electronics devices and modern remote controls; a keyboard; a mouse; a trackball; a game controller; a touchscreen; or even advanced hardware, including gyroscopes and accelerometers. One of the important choices that you will make for your pro Java 9 game development will be how your players will interface with your Java game using hardware devices that they are playing your game on and the hardware input capabilities the game supports.
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© 2017 Wallace Jackson
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Jackson, W. (2017). User Interface Design Interactivity: Event Handling and Imaging Effects. In: Pro Java 9 Games Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-0973-8_10
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DOI: https://doi.org/10.1007/978-1-4842-0973-8_10
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-0974-5
Online ISBN: 978-1-4842-0973-8
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