Introduction
A brief introduction to what you’ll learn in this course and the prerequisites required for this course.
We'll cover the following
Prerequisites
This course assumes that you already know about the following basic Java programming tasks:
- Create a Java
class
. - Inherit from a superclass (
extend
another class). - Add projects to the build path.
- Create a
main()
method and one or more constructors. Import
other classes.- Create and use variables:
String
,int
,double
,char
, andboolean
. - Create and use instance variables:
private
,public
,protected
,static
, and/orfinal
. - Create and use methods:
private
,public
,protected
,static
, with or without parameters, and with or without areturn
value. - Use
if
/else
statements andswitch
statements. - Use
while
loops andfor
loops. - Use the
not
operator, logicalAND
operator, and logicalOR
operator. - Add, subtract, multiply, and divide numbers.
- Change the order of operations using parentheses.
- Convert a
string
value to aninteger
value. - Convert an
integer
orcharacter
value to astring
value. - Use
try
/catch
blocks to handle one or more exceptions. - Use different string methods.
- Use the
Random
class to generate a random number. - Add
comments
. Print
to the output console.- Use
arrays
andArrayLists
. Read
from andwrite
to a file.- End a program using System’s
exit()
method. - Locate and fix syntax errors and runtime errors.
This course is definitely feasible for you if you have the above knowledge, but in case you do not, there is no need to worry - we have you covered. You can learn it from our other Java courses.
What will you learn in the course?
With your background and experience in java, you should be ready for the next level of programming: Java graphics and event-driven programming. Java graphics add color and images to games. But what is event-driven programming?
An event-driven program creates an initial screen, then waits for the program to take action. The user may click a button, click on an image, drag something, or press a key on the keyboard. The program then responds to that action, whatever that action may be. Writing such a program is called event-driven programming.
One could say that event-driven programming is user-interaction programming.
We will explore event-driven programming by developing ten games with a variety of features. Further details will be revealed in the upcoming lessons. These event-driven games will teach you how to respond to user input from:
- Windows and dialogs
- Buttons and input fields
- Images and drawings
- Keyboard input
- Mouse clicks and drags
Learning outcomes of the course
After completing this course, you will be able to write code for a wide variety of features and actions. Some of those are:
- Creating a window
- Changing text size
- Adding a scroll bar
- Making clickable buttons
- Changing button’s text and color upon click or other events
- Drawing different shapes
- Moving shapes on the screen with arrow keys
- Showing message or confirm dialogs
- Dividing images into sub-images and scrambling them
- Creating dice with the help of shapes and colors
- Creating a menu bar for features like selecting images from user files
- Displaying only specific kinds of images from user files
- Checking whether a word is in a file or not
- Scaling images
- Cropping images
- Resizing images.
- Dragging items and dropping them somewhere else on the screen.
You will learn all these concepts by implementing and practicing them in code.