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Sams Teach Yourself Game Programming in 24 Hours
Sams Teach Yourself Game Programming in 24 Hours
ISBN: 067232461X
EAN: 2147483647
Year: 2002
Pages: 271
Authors:
Michael Morrison
BUY ON AMAZON
Main Page
Table of content
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
QA
Workshop
Hour 2. A Windows Game Programming Primer
Windows Programming Essentials
Peeking Inside a Windows Program
Building the Skeleton Example Program
Summary
QA
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
QA
Workshop
Hour 4. Learning to Draw Basic Graphics
Graphics Essentials
Examining Graphics in Windows
Painting Windows
Building the Trippy Example Program
Summary
QA
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
QA
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
QA
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
QA
Workshop
Hour 8. Example Game: Brainiac
How Does the Game Play?
Designing the Game
Building the Game
Testing the Game
Summary
QA
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
QA
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
QA
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
QA
Workshop
Hour 12. Example Game: Henway
How Does the Game Play?
Designing the Game
Building the Game
Testing the Game
Summary
QA
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
QA
Workshop
Hour 14. Playing Wave Sounds
Accessing Wave Sounds
Playing Wave Sounds
Building the Brainiac 2 Program Example
Summary
QA
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
QA
Workshop
Hour 16. Example Game: Battle Office
How Does the Game Play?
Designing the Game
Building the Game
Testing the Game
Summary
QA
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
QA
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
QA
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
QA
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
QA
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
QA
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
QA
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
QA
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
QA
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 CBuilder
Bloodshed Dev-C
DJGPP
Index
Index SYMBOL
Index A
Index B
Index C
Index D
Index E
Index F
Index G
Index H
Index I
Index J
Index K
Index L
Index M
Index N
Index O
Index P
Index R
Index S
Index T
Index U
Index V
Index W
Sams Teach Yourself Game Programming in 24 Hours
ISBN: 067232461X
EAN: 2147483647
Year: 2002
Pages: 271
Authors:
Michael Morrison
BUY ON AMAZON
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Appendix A. Language Elements by Category
Section B.1. Color Constants
Section B.7. Message Box Constants
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