Table of content


   
  Table of Contents
  Index
  Examples
Sams Teach Yourself Game Programming in 24 Hours
By Michael Morrison
 
Publisher : Sams Publishing
Pub Date : December 24, 2002
ISBN : 0-672-32461-X
Pages : 512


    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


Sams Teach Yourself Game Programming in 24 Hours
Sams Teach Yourself Game Programming in 24 Hours
ISBN: 067232461X
EAN: 2147483647
Year: 2002
Pages: 271

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