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CODERS ARE ROCK STARS Coders are the people who are building the future. You can stake your own claim on the future by learning pro coding techniques. Take a look inside to figure out how and why coders think a bit differently, the basics of building a working application with a professional coding language, and how to test your app to make sure it works. Get a jump on your future as a rock-star coder today! * See the big picture - get a grip on how pro coders start and finish a project * Know the code - get your hands on a pro coding language and put it to work * Make things happen - create a working application you can share with friends…mehr
CODERS ARE ROCK STARS Coders are the people who are building the future. You can stake your own claim on the future by learning pro coding techniques. Take a look inside to figure out how and why coders think a bit differently, the basics of building a working application with a professional coding language, and how to test your app to make sure it works. Get a jump on your future as a rock-star coder today! * See the big picture - get a grip on how pro coders start and finish a project * Know the code - get your hands on a pro coding language and put it to work * Make things happen - create a working application you can share with friends
Sarah Guthals, Ph.D., has dedicated her life to coding education. She builds technology for kids to learn, create, and share safely online. She loves to help teachers demonstrate coding in the classroom, and she wishes she could teach her cats how to code!
Inhaltsangabe
Introduction xi About This Book xi Foolish Assumptions xii Icons Used in This Book xii Where to Go from Here xii Chapter 1: Getting Started with Java and Processing 1 Getting Started with Processing 2 Save and Reopen Processing Programs 9 Chapter 2: Writing Your First Program 13 Getting to Know the Canvas 14 Calling Methods in Java 21 Creating Variables 23 Chapter 3: Drawing with Code 25 Drawing a Triangle 26 Drawing a Rectangle 30 Drawing a Quadrilateral 32 Drawing an Ellipse 34 Drawing an Arc 36 Creating a Unique Drawing 38 Chapter 4: Adding Color to the Canvas 39 Adding Color to Your Canvas 40 Learning about RGB Values 43 Adding Color to Shapes 45 Chapter 5: Coding Your First Animation 51 Learning about Methods 52 Writing Your First Two Methods 54 Writing Your First Two Original Methods 57 Adding Parameters to Your Method 63 Chapter 6: Allowing User Interaction 67 Moving with the Mouse 68 Interacting with Mouse Clicks 72 Making a Horizontal Slider 74 Working with Conditional Statements 75 Moving Shapes with the Keyboard 79 Chapter 7: Coding Your First Game 85 Creating a Scene 86 Adding a Character to Your Game 90 Adding Movement to Your Videogame 96 Updating the Background 99 Adding Gravity to Your Videogame 101 Making Lava Pits 104 Chapter 8: Making Artificial Intelligence 111 Adding an Enemy to Your Videogame 112 Making the Enemy Move 114 Creating Your Own Java Class 116 Creating a Second Java Class 123 Adding Health to Your Character 128 Giving Your Enemies Collision Detection 131 Chapter 9: Planning Your Ninja Bird Game 135 Making Sense of the Flappy Bird Code 138 Outlining Your Ninja Bird 140 Designing Your Java Classes 141 Chapter 10: Planning Your Ninja Bird Methods 147 Designing Your Setup Method 148 Designing Your Draw Method 151 Designing Your Collision Methods 156 Adding Helper Methods 159 Chapter 11: Coding the Ninja Bird Basics 165 Converting Comments to Code 166 Chapter 12: Coding the Final Ninja Bird Code 191 Adding Randomness to Your Pipes 192 Detecting Collision 194 Keeping Score in Your Game 201 Cleaning Up the Code 208
Introduction xi About This Book xi Foolish Assumptions xii Icons Used in This Book xii Where to Go from Here xii Chapter 1: Getting Started with Java and Processing 1 Getting Started with Processing 2 Save and Reopen Processing Programs 9 Chapter 2: Writing Your First Program 13 Getting to Know the Canvas 14 Calling Methods in Java 21 Creating Variables 23 Chapter 3: Drawing with Code 25 Drawing a Triangle 26 Drawing a Rectangle 30 Drawing a Quadrilateral 32 Drawing an Ellipse 34 Drawing an Arc 36 Creating a Unique Drawing 38 Chapter 4: Adding Color to the Canvas 39 Adding Color to Your Canvas 40 Learning about RGB Values 43 Adding Color to Shapes 45 Chapter 5: Coding Your First Animation 51 Learning about Methods 52 Writing Your First Two Methods 54 Writing Your First Two Original Methods 57 Adding Parameters to Your Method 63 Chapter 6: Allowing User Interaction 67 Moving with the Mouse 68 Interacting with Mouse Clicks 72 Making a Horizontal Slider 74 Working with Conditional Statements 75 Moving Shapes with the Keyboard 79 Chapter 7: Coding Your First Game 85 Creating a Scene 86 Adding a Character to Your Game 90 Adding Movement to Your Videogame 96 Updating the Background 99 Adding Gravity to Your Videogame 101 Making Lava Pits 104 Chapter 8: Making Artificial Intelligence 111 Adding an Enemy to Your Videogame 112 Making the Enemy Move 114 Creating Your Own Java Class 116 Creating a Second Java Class 123 Adding Health to Your Character 128 Giving Your Enemies Collision Detection 131 Chapter 9: Planning Your Ninja Bird Game 135 Making Sense of the Flappy Bird Code 138 Outlining Your Ninja Bird 140 Designing Your Java Classes 141 Chapter 10: Planning Your Ninja Bird Methods 147 Designing Your Setup Method 148 Designing Your Draw Method 151 Designing Your Collision Methods 156 Adding Helper Methods 159 Chapter 11: Coding the Ninja Bird Basics 165 Converting Comments to Code 166 Chapter 12: Coding the Final Ninja Bird Code 191 Adding Randomness to Your Pipes 192 Detecting Collision 194 Keeping Score in Your Game 201 Cleaning Up the Code 208
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