Beginning Java Game Programming

  • AUTHOR: Jonathan S. Harbour
  • ISBN-13: 9781435458086 
  • Grade(s): 9 | 10 | 11 | 12
  • 368 Pages  Paperback 
  • 3rd Edition  |  Previous Editions: 2008, 2006
  • ©2012     Published
  • Level(s): Flesch-Kincaid
  • Prices are valid only in the respective region


About The Product

BEGINNING JAVA SE 6 GAME PROGRAMMING, THIRD EDITION is perfect for beginner level game programmers with some Java experience who want to quickly and easily learn how to create games using the latest version of the Java SDK, Java 6. Written in simple language, the book teaches each new skill using engaging tutorials in which you'll write short programs that demonstrate the topics being covered to reinforce what you've just learned. Each chapter builds upon the previous ones, allowing you to repeat and practice the techniques covered. You'll begin with the basics of writing a simple game using vector graphics, move on to utilizing Java's advanced library to add animation and sound effects, and end by creating a professional, sprite-based game full of interesting artwork and details that you can share with others on the web. And you'll be able to use the skills and techniques you've learned to create your own games to play and share. All you need to get started is a basic understanding of Java and your imagination!


  • Uses the latest Java SDK, Java 6.
  • Written in simple and accessible language with engaging tutorials to teach new skills.

About the Contributor

  • Jonathan S. Harbour

    Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony ( and Aquaphobia: Mutant Brain Sponge Madness (

Table of Contents

1. Getting Started with Java.
2. Java Programming Essentials.
3. Creating Your First Java Game.
4. Vector-Based Graphics.
5. Bitmap-Based Graphics.
6. Simple Sprites.
7. Sprite Animation.
8. Keyboard and Mouse Input.
9. Sound Effects and Music.
10. Timing and the Game Loop.
PART III: The Galactic War Project.
11. Galactic War: From Vectors to Bitmaps.
12. Galactic War: Sprites and Collision Boxes.
13. Galactic War: Squashed by Space Rocks.
14. Galactic War: Entity Management.
15. Galactic War: Finishing the Game.
16. Galactic War: Web Development.
Appendix: Chapter Quiz Answers.

New to this Edition

  • Teaches students how to quickly and easily professional looking sprite-based games.

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