List of scenarios discussed in this book About the companion website
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1 List of scenarios discussed in this book p. xiii About the companion website p. xvi Acknowledgments p. xvii About the 2<sup>nd</sup> edition p. xix Introduction $$$ Getting started p. 3 Objects and classes p. 4 Interacting with objects p. 6 Return types p. 7 Parameters p. 8 Greenfoot execution p. 9 A second example p. 10 Understanding the class diagram p. 10 Playing with asteroids p. 12 Source code p. 13 Summary p. 15 $$$ The Little Crab scenario p. 17 Making the crab move p. 19 Turning p. 20 Dealing with screen edges p. 23 Summary of program Tung techniques p. 27 Drill and practice p. 28 Improving the crab: more sophisticated programming p. 31 Adding random behavior p. 31 Adding worms p. 35 Eating worms p. 36 Creating new methods p. 38 Adding a Lobster p. 40 Keyboard control p. 41 Ending the game p. 43 Adding sound p. 45 Making your own sounds p. 46 Summary of programming techniques p. 49 Drill and practice p. 50 Finishing the crab game p. 52 Adding objects automatically p. 52 Creating new objects p. 54 Variables p. 55 Assignment p. 55
2 Object variables p. 56 Using variables p. 58 Adding objects to the world p. 58 Save the World p. 60 Animating images p. 61 Greenfoot images p. 62 Instance variables (fields) p. 63 Using actor constructors p. 66 Alternating the images p. 68 The if/else statement p. 69 Counting worms p. 70 More ideas p. 71 Summary of programming techniques p. 72 Drill and practice p. 73 Sharing your scenarios p. 75 Sharing your scenario p. 75 Publishing to the Greenfoot website p. 75 Export to a Web page p. 77 Export to application p. 78 Export to Greenfoot archive p. 78 Scoring p. 80 WBC: The starting point p. 81 WhiteCell: constrained movement p. 81 Bacteria: making yourself disappear p. 84 Bloodstream: creating new objects p. 85 Side-scroll movement p. 86 Adding viruses p. 87 Collision: removing bacteria p. 88 Variable speed p. 89 Red blood cells p. 89 Adding borders p. 90 Finally: adding a score p. 92 Scoring in the World p. 94 Abstraction: generalizing the scoring p. 97 Adding game time p. 100 Summary of programming techniques p. 100 Drill and practice p. 101 Making music: an on-screen piano p. 103 Animating the key p. 104 Producing the sound p. 107 Abstraction: creating multiple keys p. 108
3 Building the piano p. 110 Using loops: the while loop p. 111 Using arrays p. 114 Summary of programming techniques p. 119 Drill and practice p. 120 Object interaction: an Introduction p. 122 Interacting objects p. 123 Object references p. 123 Interacting with the world p. 124 Interacting with actors p. 124 The null value p. 125 Interacting with groups of actors p. 126 Using Java library classes p. 127 The List type p. 129 A list of leaves p. 130 The for-each loop p. 130 Summary of programming techniques p. 132 Drill and practice p. 133 Interacting objects: Newton's Lab p. 134 The starting point: Newton's Lab p. 134 Helper classes; SmoothMover and Vector p. 136 The existing Body class p. 139 First extension: creating movement p. 141 The Color class p. 142 Adding gravitational force p. 143 Applying gravity p. 146 Trying it out p. 149 Gravity and music p. 151 Summary of programming techniques p. 152 Drill and practice p. 153 Collision detection: Asteroids p. 154 Investigation: what is there? p. 155 Painting stars p. 156 Turning p. 159 Flying forward p. 160 Colliding with asteroids p. 162 Game Over p. 165 Adding fire power: the proton wave p. 168 Growing the wave p. 169 Interacting with objects in range p. 172 Further development p. 175
4 Summary of programming techniques p. 176 Drill and practice p. 177 The Greeps competition p. 179 How to get started p. 180 Programming your Greeps p. 181 Running the competition p. 182 Technicalities p. 183 Creating images and sound p. 184 Preparation p. 184 Working with sound p. 186 Sound recording in Greenfoot p. 187 External sound recording and editing p. 187 Sound file formats and file sizes p. 189 More control: the GreenfootSound class p. 191 Working with images p. 192 Image files and file formats p. 192 Drawing images p. 194 Combining image files and dynamic drawing p. 196 Summary p. 198 Drill and practice p. 199 Simulations p. 202 Foxes and rabbits p. 204 Ants p. 206 Collecting food p. 208 Setting up the world p. 211 Adding pheromones p. 211 Path forming p. 213 Summary p. 214 Greenfoot and the Kinect p. 216 What the Kinect can do p. 217 Installing the software p. 219 Getting started p. 220 The simple camera p. 221 The next step: greenscreen p. 222 Stick-figure: tracking users p. 223 Painting with your hands p. 227 A simple Kinect game: Pong p. 231 Summary p. 235 Drill and practice p. 235 Additional scenario ideas p. 237 Marbles p. 237
5 Lifts p. 239 Boids p. 239 Explosion p. 241 Breakout p. 241 Platform Jumper p. 242 Wave p. 243 Map p. 244 Summary p. 245 Installing Greenfbot p. 247 Installing Greenfoot p. 247 Installing the book scenarios p. 247 Greenfoot API p. 248 Collision detection p. 255 Method summary p. 255 Convenience methods p. 255 Low versus high resolution p. 256 Intersecting objects p. 256 Objects at offset p. 257 Neighbors p. 258 Objects in range p. 259 Some Java details p. 260 Java data types p. 260 Java control structures p. 262 Java control structures p. 264 Index p. 271 Table of Contents provided by Blackwell's Book Services and R.R. Bowker. Used with permission.
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Acknowledgements p. a About the Author p. e Starting off on the Right Foot p. 1 Basic Terminology p. 2 Title Bar p. 3 Menu Bar p. 3 Active Cell p. 3 Toolbar Collections p. 3 Toolbar Collections p. 4 Help
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