31
Oct
Black Art of Java Game Programming by Joel
of messages. Perhaps add shouts or other emotional messages. One feature of many similar programs is an emote command that allows the user to do things rather than say them (i.e., Eric jumps up and down). Summary In this chapter, we explored a more advanced networking program than the one we created in Chapter 8, Implementing a High Score Server on a Network. The principles and skills required to implement the Java chat room are the same fundamental concepts you must understand to do any kind of multiplayer gaming on the Internet. Although a chat room is not technically a game (although it certainly is fun), the concepts used in creating it can easily be applied to nearly any online game. From this foundation, you open the door to creating a whole new kind of gaming experience for your user. In addition to networking concepts, we explored some facets of the Java AWT more fully than we did in previous chapters. Once you understand how to implement the basic AWT Components, you can implement them all by simply reading the Java API specifications to learn what specific methods each Component uses. Perhaps most importantly, we explored the use of Events to control the flow of an applet, which is terribly important for game developers to understand properly. From here, you can do anything. Once you have firmly mastered the AWT and Sockets, your games can progress from clunky to sophisticated and, most importantly, from local to global! Previous Table of Contents Next
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