Free Course Image Create a Java Tower Defence game

Free online courseCreate a Java Tower Defence game

Duration of the online course: 14 hours and 9 minutes

New

Build real Java game dev skills with a free tower defense course: game loop, UI, pathfinding, waves, combat, and save/load—finish a playable project.

In this free course, learn about

  • Build a Java Swing game window, render loop, and basic project structure for a tower defense
  • Render sprites/shapes in JPanel (override paintComponent) and manage buffered drawing
  • Implement a fixed-timestep game loop with target UPS/FPS for consistent game speed
  • Handle mouse input and route events across scenes (Menu/Playing/Settings) and UI bars
  • Create a 32x32 tile level editor with grid snapping, tile preview, and rotation handling
  • Represent levels as 2D tile-ID grids; save/load via 1D arrays and robust parsing
  • Load and compose sprites (multi-layer), rotate layers, and add animations without tile bloat
  • Implement enemies with float positions, path following, correct corner turns, and start/end points
  • Add towers: asset management, placement rules (valid tiles, no overlap), upgrade/sell logic
  • Implement combat: tower stats, target selection, health bars, range circles, and angled projectiles
  • Add effects and VFX: AOE explosions, freeze/slow with timers, and indicators
  • Build wave spawning (including endless waves), transitions, and prevent immediate wave starts
  • Implement economy: passive gold generation, rewards, and correct sell refund calculations
  • Package and run as a runnable JAR; handle external file paths for levels outside the IDE

Course Description

Turn Java fundamentals into a complete, playable tower defense game by building a project that feels like a real product, not a throwaway demo. In this free online course, you will create a grid-based game using Java and Swing, learning how to organize code so it stays maintainable as features grow. Instead of focusing on isolated snippets, you will work through the practical decisions every game developer faces: rendering sprites smoothly, reacting to player input accurately, and keeping the experience consistent across different machines.

You will develop a solid game foundation with a reliable loop structure and clean scene handling, so menus, settings, editing, and gameplay behave predictably. Along the way, you will tackle common problems that trip up new developers, such as coordinate offsets with mouse input, drawing and rotating sprites correctly, and animating tiles without creating messy, duplicated asset definitions. By working directly with a tile grid, you will see how data structures and rendering logic connect, which makes your project easier to extend.

A major milestone is bringing the world to life with enemies that follow paths across the map. You will implement and refine path logic so movement and turns look correct, while keeping positions precise for smooth motion. From there, you will add towers with placement rules, prevent invalid or overlapping builds, and create combat interactions that feel responsive. Projectiles, range indicators, damage, health bars, explosions, and slow effects are introduced in a way that highlights reusable architecture rather than one-off hacks.

To make the game feel complete, you will add wave progression, an economy with income and spending choices, upgrades and selling logic, pause and game-over behavior, and sensible replay handling. You will also implement saving and loading levels and learn what changes are needed to package and run the game outside the IDE. By the end, you will have a working Java tower defense game and the confidence to evolve it into your own original version with new enemies, towers, levels, and balancing.

Course content

  • Video class: Java Game Development TUTORIAL - Episode #01 18m
  • Exercise: Which method must you override in a JPanel to render shapes or sprites for a Java Tower Defence game?
  • Video class: Java Game Development TUTORIAL - Episode #02 - IMAGES 27m
  • Exercise: What window size should you set to display a 20 by 20 grid when each sprite is 32 by 32 pixels?
  • Video class: Java Game Development TUTORIAL - Episode #03 - the GAME LOOP 32m
  • Exercise: In the tower defense game's loop setup, what target Updates Per Second (UPS) ensured consistent game speed?
  • Video class: Java Game Development TUTORIAL - Episode #04 - INPUTS 32m
  • Exercise: How should the game manage and render Menu, Playing, and Settings scenes?
  • Video class: Java Game Development TUTORIAL - Episode #05 - LEVEL EDITOR 20m
  • Exercise: Which component provides the 2D grid of tile IDs used to render the level?
  • Video class: Java Game Development TUTORIAL - Episode #06 - Custom Buttons! 30m
  • Exercise: Fixing inaccurate mouse coordinates in the Swing game menu
  • Video class: Java Game Development TUTORIAL - Episode #07 - Bottom Bar PART 1/2 23m
  • Exercise: Routing mouse events to the bottom bar in the Java Tower Defense UI
  • Video class: Java Game Development TUTORIAL - Episode #07 - PART 2/2 26m
  • Exercise: How do you make the selected tile preview snap to the 32x32 grid while moving the mouse in the Java Tower Defense editor?
  • Video class: Java Game Development TUTORIAL - Episode #08 - LOAD, SAVE and CREATE files - PART 1 / 2 16m
  • Exercise: What is the correct length of the 1D int array to save a 20x20 tile level?
  • Video class: Java Game Development TUTORIAL - Episode #08 - LOAD, SAVE and CREATE files - PART 2 / 2 19m
  • Exercise: Why switch from sc.nextInt to Integer.parseInt(sc.nextLine) when reading level tile IDs?
  • Video class: Java Game Development TUTORIAL - Episode #09 - The EDIT Scene 29m
  • Exercise: Displaying the level in the Editing scene
  • Video class: Java Game Development TUTORIAL - Episode #10 MORE SPRITES 25m
  • Exercise: How do you rotate only the second layer when building a composite sprite from two images?
  • Video class: Java Game Development TUTORIAL - Episode #11 - ROTATION! 32m
  • Exercise: Which UI approach was implemented to handle rotated tiles in the level editor?
  • Video class: Java Game Development TUTORIAL - Episode #12 - ANIMATIONS 24m
  • Exercise: Which approach adds water tile animation with minimal code changes and no tile list bloat?
  • Video class: Java Game Development TUTORIAL - Episode #13 - ENEMY 18m
  • Exercise: Why are enemy positions stored as floats in the Java Tower Defence game?
  • Video class: Java Game Development TUTORIAL - Episode #14 - Pathfinding 37m
  • Exercise: In the Java Tower Defence pathfinding, what change ensured correct turns at corners when the enemy hit a grass edge?
  • Video class: Java Game Development TUTORIAL - Episode #15 - More Enemies 23m
  • Exercise: Handling enemy initial direction for pathfinding
  • Video class: Java Game Development TUTORIAL - Episode #16 - Finishing Pathfinding 20m
  • Exercise: Where can you place the start and end path points in the editor?
  • Video class: Java Game Development TUTORIAL - Episode #17 - Towers - Part #1 13m
  • Exercise: Where should tower sprite images be stored and loaded in the game's architecture?
  • Video class: Java Game Development TUTORIAL - Episode #18 - Towers - Part #2 18m
  • Exercise: How is tower placement restricted to valid tiles in the Java Tower Defence game?
  • Video class: Java Game Development TUTORIAL - Episode #19 - Towers - Part #3 16m
  • Exercise: How is tower placement blocked on an occupied tile?
  • Video class: Java Game Development TUTORIAL - Episode #20 - Combat - Part #1 14m
  • Exercise: Which properties should each tower define to enable basic combat functionality?
  • Video class: Java Game Development TUTORIAL - Episode #21 - Combat - Part #2 13m
  • Exercise: In a Java Tower Defense game, how should you compute the enemy health bar width so it shrinks with damage?
  • Video class: Java Game Development TUTORIAL - Episode #22 - Combat - Part #3 15m
  • Exercise: Why should the tower range circle be drawn with width and height doubled?
  • Video class: Java Game Development TUTORIAL - Episode #23 - Deadly Projectiles! 26m
  • Exercise: How are projectile xSpeed and ySpeed calculated to aim toward an enemy at any angle?
  • Video class: Java Game Development TUTORIAL - Episode #24 - Mastering the Matrix! 13m
  • Video class: Java Game Development TUTORIAL - Episode #25 - Explosions! 25m
  • Exercise: Implementing AOE bomb damage and explosion handling
  • Video class: Java Game Development TUTORIAL - Episode #26 - Freeze! 09m
  • Exercise: How is a temporary slow effect and its visual indicator best implemented for enemies in a Java Tower Defense game?
  • Video class: Java Game Development TUTORIAL - Episode #27 - Waves! 19m
  • Exercise: In the wave system, what is the simplest way to represent a wave's enemies for spawning?
  • Video class: LEARN HOW TO make a GAME - TOWER DEFENCE in JAVA - 2021 00m
  • Exercise: What is typically the first step when starting the Java tower defense game project?
  • Video class: Java Game Development TUTORIAL - Episode #28 - ENDLESS of WAVES 28m
  • Exercise: Transitioning to the next wave in a Java Tower Defense game
  • Video class: Java Game Development TUTORIAL - Episode #29 - MONEY! 27m
  • Exercise: How is passive gold generation implemented in the Java tower defense economy
  • Video class: Java Game Development TUTORIAL - Episode #30 - SELL and UPGRADE towers! 30m
  • Exercise: When selling an upgraded tower, how is the gold refund calculated?
  • Video class: Java Game Development TUTORIAL - Episode #31 - Game Paused! 12m
  • Exercise: How should the Pause button toggle the game state in the Java Tower Defense game?
  • Video class: Java Game Development TUTORIAL - Episode #32 - GAME OVER! 29m
  • Exercise: What is the correct way to implement Replay after Game Over in a Java Tower Defense game
  • Video class: Java Game Development TUTORIAL - THE END! 06m
  • Exercise: Preventing Immediate Wave Spawn in Java Tower Defense
  • Video class: Java Game Development TUTORIAL - BONUS #01 06m
  • Exercise: Reusing Projectiles to Prevent List Growth
  • Video class: Pathfinding 2.0 - BONUS Episode #02 - Java Game Development 47m
  • Exercise: In a Java tower defense game, what is the main advantage of precomputing a road direction array for pathfinding?
  • Video class: How To Make a Runnable Jar in Eclipse for Java - Bonus #3 14m
  • Exercise: Running the Tower Defence game outside the IDE: how should you handle the level file path?

This free course includes:

14 hours and 9 minutes of online video course

Digital certificate of course completion (Free)

Exercises to train your knowledge

100% free, from content to certificate

Ready to get started?Download the app and get started today.

Install the app now

to access the course
Icon representing technology and business courses

Over 5,000 free courses

Programming, English, Digital Marketing and much more! Learn whatever you want, for free.

Calendar icon with target representing study planning

Study plan with AI

Our app's Artificial Intelligence can create a study schedule for the course you choose.

Professional icon representing career and business

From zero to professional success

Improve your resume with our free Certificate and then use our Artificial Intelligence to find your dream job.

You can also use the QR Code or the links below.

QR Code - Download Cursa - Online Courses

More free courses at Game development

Free Ebook + Audiobooks! Learn by listening or reading!

Download the App now to have access to + 5000 free courses, exercises, certificates and lots of content without paying anything!

  • 100% free online courses from start to finish

    Thousands of online courses in video, ebooks and audiobooks.

  • More than 60 thousand free exercises

    To test your knowledge during online courses

  • Valid free Digital Certificate with QR Code

    Generated directly from your cell phone's photo gallery and sent to your email

Cursa app on the ebook screen, the video course screen and the course exercises screen, plus the course completion certificate