| | Copyright |
| | About the Author |
| | About the Technical Editor |
| | Acknowledgments |
| | We Want to Hear from You! |
| | | Reader Services |
|
| | Introduction |
| | How This Book Is Structured |
| | What You'll Need |
| | Part I: Getting Started |
| | | Hour 1. Learning the Basics of Game Creation |
| | | Getting to Know Video Games |
| | | Game Design Essentials |
| | | Object-Oriented Programming and Games |
| | | Exploring the Tools of the Trade |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 2. A Windows Game Programming Primer |
| | | Windows Programming Essentials |
| | | Peeking Inside a Windows Program |
| | | Building the Skeleton Example Program |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 3. Creating an Engine for Games |
| | | What Is a Game Engine? |
| | | Pondering the Role of a Game Engine |
| | | Developing a Game Engine |
| | | Building the Game Skeleton Example Program |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 4. Learning to Draw Basic Graphics |
| | | Graphics Essentials |
| | | Examining Graphics in Windows |
| | | Painting Windows |
| | | Building the Trippy Example Program |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 5. Drawing Graphical Images |
| | | The Basics of Bitmap Images |
| | | Peeking Inside a Bitmap |
| | | Developing a Bitmap Class |
| | | Building the Slideshow Example Program |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part II: Interacting with Game Players |
| | | Hour 6. Controlling Games with the Keyboard and Mouse |
| | | Gaming and User Input |
| | | Taking a Look at User Input Devices |
| | | Assessing Keyboard Input for Games |
| | | Tracking the Mouse |
| | | Revamping the Game Engine for Input |
| | | Building the UFO Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 7. Improving Input with Joysticks |
| | | Joystick Basics |
| | | Calibrating Joysticks |
| | | Tracking Joystick Movements |
| | | Revamping the Game Engine for Joysticks |
| | | Building the UFO 2 Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 8. Example Game: Brainiac |
| | | How Does the Game Play? |
| | | Designing the Game |
| | | Building the Game |
| | | Testing the Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part III: Animating Games with Sprites |
| | | Hour 9. A Crash Course in Game Animation |
| | | What Is Animation? |
| | | 2D Versus 3D Animation |
| | | Types of 2D Animation |
| | | Applying Animation in Games |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 10. Making Things Move with Sprites |
| | | Evaluating the Role of Sprites in Games |
| | | Designing an All-Purpose Sprite |
| | | Creating the Sprite Class |
| | | Building the Fore Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 11. Managing a World of Sprites |
| | | Assessing the Need for Sprite Management |
| | | Designing a Sprite Manager |
| | | Adding the Sprite Manager to the Game Engine |
| | | Eliminating Flicker with Double Buffering |
| | | Building the Fore 2 Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 12. Example Game: Henway |
| | | How Does the Game Play? |
| | | Designing the Game |
| | | Building the Game |
| | | Testing the Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part IV: Making Noise with Sound and Music |
| | | Hour 13. Getting Acquainted with Digital Sound and Music |
| | | Understanding Digital Sound |
| | | Getting to Know Windows Waves |
| | | Feeling the Music with MIDI |
| | | Exploring Sound Tools |
| | | Creating and Editing Sounds |
| | | Finding Sounds and Music |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 14. Playing Wave Sounds |
| | | Accessing Wave Sounds |
| | | Playing Wave Sounds |
| | | Building the Brainiac 2 Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 15. Playing MIDI Music |
| | | Understanding the Windows Media Control Interface |
| | | Using the MCI to Play MIDI Music |
| | | Adding MIDI Music Support to the Game Engine |
| | | Building the Henway 2 Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 16. Example Game: Battle Office |
| | | How Does the Game Play? |
| | | Designing the Game |
| | | Building the Game |
| | | Testing the Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part V: Taking Animation to the Next Level |
| | | Hour 17. Animating the Appearance of Sprites |
| | | Frame Animation Revisited |
| | | Designing an Animated Sprite |
| | | Adding Animated Sprite Support to the Game Engine |
| | | Building the Battle Office 2 Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 18. Creating Backgrounds for Your Sprites |
| | | Assessing the Significance of Game Backgrounds |
| | | Understanding the Types of Game Backgrounds |
| | | Adding Background Support to the Game Engine |
| | | Building the Roids Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 19. Example Game: Meteor Defense |
| | | How Does the Game Play? |
| | | Designing the Game |
| | | Enhancing Sprites in the Game Engine |
| | | Building the Game |
| | | Testing the Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part VI: Adding Brains to Your Games |
| | | Hour 20. Teaching Games to Think |
| | | Understanding Artificial Intelligence |
| | | Exploring Types of Game AI |
| | | Developing an AI Strategy |
| | | Building the Roids 2 Program Example |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 21. Example Game: Space Out |
| | | How Does the Game Play? |
| | | Designing the Game |
| | | Adding One Last Sprite Feature to the Game Engine |
| | | Building the Game |
| | | Testing the Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part VII: Spicing up Your Games |
| | | Hour 22. Adding Pizzazz to Your Game with a Splash Screen |
| | | The Importance of a Splash Screen |
| | | Looking Behind a Splash Screen |
| | | Building the Space Out 2 Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 23. Showing Off Your Game with Demo Mode |
| | | What Is Demo Mode? |
| | | The Nuts and Bolts of Demo Mode |
| | | Building the Space Out 3 Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
| | | Hour 24. Keeping Track of High Scores |
| | | The Significance of Keeping Score |
| | | Modeling High Score Data |
| | | Storing and Retrieving High Score Data |
| | | Building the Space Out 4 Game |
| | | Summary |
| | | Q&A |
| | | Workshop |
|
|
| | Part VIII: Appendixes |
| | | Appendix A. Quiz Answers |
| | | Hour 1, "Learning the Basics of Game Creation" |
| | | Hour 2, "A Windows Game Programming Primer" |
| | | Hour 3, "Creating an Engine for Games" |
| | | Hour 4, "Learning to Draw Basic Graphics" |
| | | Hour 5, "Drawing Graphical Images" |
| | | Hour 6, "Controlling Games with the Keyboard and Mouse" |
| | | Hour 7, "Improving Input with Joysticks" |
| | | Hour 8, "Example Game: Brainiac" |
| | | Hour 9, "A Crash Course in Game Animation" |
| | | Hour 10, "Making Things Move with Sprites" |
| | | Hour 11, "Managing a World of Sprites" |
| | | Hour 12, "Example Game: Henway" |
| | | Hour 13, "Getting Acquainted with Digital Sound and Music" |
| | | Hour 14, "Playing Wave Sounds" |
| | | Hour 15, "Playing MIDI Music" |
| | | Hour 16, "Example Game: Battle Office" |
| | | Hour 17, "Animating the Appearance of Sprites" |
| | | Hour 18, "Creating Backgrounds for Your Sprites" |
| | | Hour 19, "Example Game: Meteor Defense" |
| | | Hour 20, "Teaching Games to Think" |
| | | Hour 21, "Example Game: Space Out" |
| | | Hour 22, "Adding Pizzazz to Your Game with a Splash Screen" |
| | | Hour 23, "Showing Off Your Game with Demo Mode" |
| | | Hour 24, "Keeping Track of High Scores" |
|
| | | Appendix B. Selecting a Game Development Tool |
| | | Microsoft Visual C++ |
| | | Borland C++Builder |
| | | Bloodshed Dev-C++ |
| | | DJGPP |
|
|
| | Index |