Part Four: Advanced Games and Topics


Chapter List

Chapter 10: Artificial Intelligence: Tic Tac Toe
Chapter 11: Physics: Pachinko
Chapter 12: Server-Side Support for Flash: Highscore Boards

Part Overview

So far, we've covered a great deal of the ActionScript programming language. In this part, we'll move away from ActionScript and start talking about games that require general game development theory.

This part contains three chapters that cover some additional elements for making games in Flash. What follows is a brief rundown of those chapters:

  • Chapter 10, "Artificial Intelligence: Tic Tac Toe ," deals with Artificial Intelligence (AI) and teaches you how to develop games that play against the user .

  • Chapter 11, "Physics: Pachinko ," covers game physics so that you can model real-life things like bouncing balls.

  • Chapter 12, "Server-Side Support for Flash: Highscore Boards," goes back into ActionScript again so that you can learn to develop games that load data dynamically from the server. This allows you to implement highscore boards and other interesting features.




Macromedia Flash MX 2004 Game Programming
Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)
ISBN: 1592000363
EAN: 2147483647
Year: 2004
Pages: 161

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