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Game Programming for Teens
By Maneesh Sethi
 
Publisher : Premier Press
Pub Date : 2003
ISBN : 1-59200-068-1
Pages : 392
   


If you're interested in jumping into the exciting world of game programming, then you've found the perfect book! "Game Programming for Teens" doesn't expect you to have any experience with programming. You'll learn everything you need to know along the way. You'll use Blitz Basic, an easy-to-learn programming language that the author will teach you. As you work your way through the book, you'll learn everything you need to know to create a complete game. Graphics, animation, sound and music, and artificial intelligence are all covered. By the end of the book, you will have created your very first computer game! Game programming doesn't have to be difficult. With a copy of this book and your own curiosity , you're off to the perfect start.

Features

  • This will be the first widely available game programming books for kids

  • Easy and fun to read

  • Allows the reader to grow on his own, shows step-by-step process of creating a game

  • Uses BASIC language--very simple and easy to read

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[ LiB ]
   
   
   
  Table of Contents
Game Programming for Teens
By Maneesh Sethi
 
Publisher : Premier Press
Pub Date : 2003
ISBN : 1-59200-068-1
Pages : 392
   
    Dedication
    Acknowledgments
    About the Author
    Letter from the Series Editor
    Introduction
      What's in the book?
      Who Are You?
      Who am I?
      Conventions Used in this Book
      Let's Get Ready to Rumble
    Part ONE:  The Basics of BASIC
      Chapter 1.  Getting Started
      A Brief History of BASIC
      The First Game: KONG
      Summary
      Chapter 2.  Getting to Know BASIC
      Hello, World!
      Variables
      Input
      Conditionals
      Logical Operators
      The Goto Command
      A Text-Based Guessing Game
      Summary
      Chapter 3.  Loops, Functions, Arrays, and Types
      Loops
      Functions
      Arrays
      Types
      Putting It All Together: Textanoid!
      Summary
      Chapter 4.  The Style Factor
      Developing Style
      Comments
      Function and Variable Names
      Summary
    Part TWO:  Getting Graphical
      Chapter 5.  Beginning Graphics
      Creating the Graphics Window
      Images
      Colors
      Summary
      Chapter 6.  Page Flipping and Pixel Plotting
      Page Flipping
      Locking and Unlocking Buffers
      Using Buffers: A Paint Program
      Summary
      Chapter 7.  Basic Image Programming
      Transformations
      Parallaxing
      Summary
      Chapter 8.  Animation
      Using Bitmaps in Animation
      Summary
      Chapter 9.  Collision Detection
      Basic Collisions
      Bounding Circles
      Bounding Boxes
      Pixel-Imperfect Collisions
      Pixel-Perfect Collisions
      Summary
    Part THREE:  Completing the Puzzle
      Chapter 10.  Handling Input
      Handling the Keyboard
      Mapping the Mouse to the Screen
      Joystick Input
      Summary
      Chapter 11.  Sounds and Music
      Sound
      Music
      Summary
      Chapter 12.  Artificial Intelligence
      Random Numbers
      Chasing and Evading
      Summary
      Chapter 13.  The Final Frontier: Invaderz!!!
      Let's Bust It: Planning the Game
      Constants, Functions, and Types in Invaderz!!!
      Playing Invaderz!!!
      Conclusion
    Part FOUR:  APPENDIXES
      Appendix A.  SCAN CODE REFERENCE
      Appendix B.  Useful Links
      Blitz Basic Links
      General Game Programming Links
      Appendix C.  What's on the CD
      Source
      Art
      Sounds
      Games
      Programs
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