Macromedia® Flash™ MX Game Design Demystified: The Official Guide to Creating Games with Flash |
By Jobe Makar |
| |
Publisher | : Peachpit Press |
Pub Date | : September 09, 2002 |
ISBN | : 0-201-77021-0 |
Pages | : 648 |
| Copyright |
| | Acknowledgments |
| | About the Contributors |
| | | Derek Baird |
| | | Eric Dolecki |
| | | Robert Firebaugh |
| | | Michael Grundvig |
|
| | Introduction |
| | | Why Flash? |
| | | How to use this book |
|
| | Part 1. Getting Started with Flash Game Design |
| | | Chapter 1. First Steps |
| | | Inspirational Kick-Start |
| | | Terminology |
| | | Game Genres |
| | | Flash Limitations |
| | | Points to Remember |
|
| | | Chapter 2. The Plan: From Idea to Design |
| | | The Design Process |
| | | Points to Remember |
|
|
| | Part 2. Examining the Nuts and Bolts |
| | | Chapter 3. Trigonometry 101 |
| | | Why Learn Trigonometry? |
| | | The Flash Coordinate System |
| | | Anatomy of a Triangle |
| | | The Pythagorean Theorem |
| | | The Heart of Trig |
| | | Vectors |
| | | Points to Remember |
|
| | | Chapter 4. Basic Physics |
| | | Introduction to Physics |
| | | Speed, Velocity, and Acceleration |
| | | Newton's Three Laws of Motion |
| | | Gravity |
| | | Friction |
| | | Points to Remember |
|
| | | Chapter 5. Collision Detection |
| | | What Is a Collision? |
| | | Detection Using hitTest() |
| | | Detection Using Math |
| | | Collision Detection with Advanced Shapes |
| | | Points to Remember |
|
| | | Chapter 6. Collision Reactions |
| | | Bouncing Off the Walls |
| | | Conservation of Momentum and Energy |
| | | Applying the Conservation Laws |
| | | Points to Remember |
|
| | | Chapter 7. Tile-Based Worlds |
| | | Introduction to Tiles |
| | | Top-Down Tile Creation and Management |
| | | Adding a Character to the World |
| | | Externalizing the World Data |
| | | Points to Remember |
|
| | | Chapter 8. The Isometric Worldview |
| | | Introduction to Isometrics |
| | | A Technical Look at Isometrics |
| | | Z-sorting |
| | | Deconstruction of a Simple World |
| | | Points to Remember |
|
| | | Chapter 9. Artificial Intelligence |
| | | Types of AI |
| | | Homegrown AI |
| | | The Perfect Maze |
| | | Pathfinding Algorithms |
| | | Points to Remember |
|
| | | Chapter 10. Using a High Score List |
| | | Administration of the High Score Lists |
| | | The List in Action |
| | | Points to Remember |
|
| | | Chapter 11. Graphics in Games |
| | | Taking a Graphic Approach |
| | | Stages of Graphic Development |
| | | Trouble-Free Techniques |
| | | Points to Remember |
|
| | | Chapter 12. The Sound of Games |
| | | Why Sound Is Important |
| | | Managing Sound Effects |
| | | Creating Sound Effects |
| | | Creating Music Loops |
| | | Points to Remember |
|
| | | Chapter 13. Dissecting a Chat |
| | | Introduction to the Chat |
| | | Hands-On Tour of the Chat |
| | | Points to Remember |
|
|
| | Part 3. The Games |
| | | Chapter 14. Word Search |
| | | Game Overview |
| | | Game Logic |
| | | Points to Remember |
|
| | | Chapter 15. Ice World: A Platform Game |
| | | Game Overview |
| | | The XML and the Level Editor |
| | | Game Structure and Resource Files |
| | | Game Code |
| | | Possible Game Enhancements |
| | | Points to Remember |
|
| | | Chapter 16. Pinball |
| | | Game Overview |
| | | Game Code |
| | | Possible Game Enhancements |
| | | Points to Remember |
|
| | | Chapter 17. Tic-Tac-Toe: Your First Multiplayer Game |
| | | Game Overview |
| | | The Multiplayer Aspect |
| | | Game Code |
| | | Points to Remember |
|
| | | Chapter 18. 9-Ball |
| | | Game Overview |
| | | Multiplayer Aspects of the Game |
| | | Game Code |
| | | Possible Game Enhancements |
| | | Points to Remember |
|
| | | Chapter 19. Don't Fall! |
| | | Game Overview |
| | | Multiplayer Actions |
| | | Game Actions |
| | | Possible Game Enhancements |
| | | Points to Remember |
|
|
| | Appendixes |
| | | Appendix A. Protecting Your Games |
| | | Theft and Antitheft |
| | | So You Found Your Game on Another Web Site? |
|
| | | Appendix B. Multiuser Servers |
| | | What Is a Socket Server? |
| | | Introducing ElectroServer |
|
| | | Appendix C. The ElectroServerAS Object |
| | | Click-and-Drag Actions |
| | | Methods and Properties of ElectroServerAS |
|
| | | Appendix D. XML Basics in Flash |
| | | Learning XML Basics |
| | | Using the XML Object |
| | | Introducing Socket Servers |
| | | Using the XML Socket Object |
|
| | | Appendix E. Developer Resources |
| | | General Game Resources |
| | | Flash Resource Sites |
| | | AI |
| | | Isometric |
| | | Math |
| | | Physics |
| | | Audio |
|
| | | Appendix F. Other Games |
| | | 3D_race.fla |
| | | asteroids |
| | | cards.fla |
| | | foxandgeese.fla |
| | | fruit_smash.fla |
| | | invaders |
| | | iso_maze.fla |
| | | jigsaw.fla |
| | | matching.fla |
| | | pacman |
| | | projectile_motion.fla |
| | | raiseTheBlocks.fla |
| | | robust_tracing |
| | | shared_object_highscore_list |
| | | ship.fla |
| | | shuffle_deck.fla |
| | | tic_tac_toe_ai.fla |
| | | tile_boat |
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