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Beginning Game Programming

Beginning Game Programming


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About the Book

Beginning Game Programming teaches you to design and construct your own computer games. Without putting you to sleep with programming theory, the book guides you through building a "plug-and-play" game engine that you enhance and reuse to build a variety of games for your PC. The book includes detailed explanations and example code for seven complete games and gets you ready to embark on your own ambitious game projects. If you think playing games is fun, just wait until you learn how to create them! Design and develop seven complete games *Create a reusable game engine *Capture keyboard, mouse, and joystick input *Animate graphical objects with sprites *Detect collisions between sprites *Play digital sound effects and music *Teach games to think *Dress up games with splash screens *Keep track of high scores *Create scrolling backgrounds CD-ROM includes: *Bloodshed Dev-C++ Development Environment *Complete source code and executable program files for the examples and games developed in the book *Programming primers for the C++ language and Windows programming

Table of Contents:
Introduction. I. GETTING STARTED. 1. Learning the Basics of Game Creation. 2. Creating an Engine for Games. 3. Learning to Draw Basic Graphics. 4. Drawing Graphical Images. II. INTERACTING WITH GAME PLAYERS. 5. Controlling Games with the Keyboard and Mouse. 6. Example Game: Brainiac. 7. Improving Input with Joysticks. 8. Example Game: Light Cycles. III. ANIMATING GAMES WITH SPRITES. 9. Making Things Move with Sprite Animation. 10. Managing a World of Sprites. 11. Example Game: Henway. IV. MAKING NOISE WITH SOUND AND MUSIC. 12. Playing Digital Sound Effects. 13. Playing MIDI Music. 14. Example Game: Battle Office. V. TAKING ANIMATION TO THE NEXT LEVEL. 15. Animating the Appearance of Sprites. 16. Creating Backgrounds for Your Sprites. 17. Example Game: Meteor Defense. VI. ADDING BRAINS TO YOUR GAMES. 18. Teaching Games to Think. 19. Example Game: Space Out. VII. SPICING UP YOUR GAMES. 20. Adding Pizzazz to Your Game with a Splash Screen. 21. Showing Off Your Game with Demo Mode. 22. Keeping Track of High Scores. VIII. ONE FOR THE ROAD. 23. Changing Perspective with Scrolling Backgrounds. 24. Example Game: Stunt Jumper. IX. APPENDIXES ON CD-ROM. Appendix A: Selecting a Game Development Tool. Appendix B: A C++ Programming Primer. Appendix C: A Windows Game Programming Primer. Appendix D: Creating Graphics for Games. Index.

About the Author :
Michael Morrison is a writer, developer, toy inventor and author of a variety of computer technology books and interactive Web-based courses. In addition to his primary profession as a writer and freelance nerd for hire, Michael is the creative lead at Stalefish Labs, an entertainment company he co-founded with his wife, Masheed. The first commercial debut for Stalefish Labs is a traditional social/trivia game called Tall Tales: The Game of Legends and Creative One-Upmanship (http://www.talltalesgame.com). When not glued to his computer, playing hockey, skateboarding or watching movies with his wife, Michael enjoys hanging out by his koi pond. You can visit Michael on the Web at http://www.michaelmorrison.com.


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Product Details
  • ISBN-13: 9780672326592
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Sams Publishing
  • Height: 234 mm
  • No of Pages: 624
  • Weight: 1044 gr
  • ISBN-10: 0672326590
  • Publisher Date: 05 Aug 2004
  • Binding: SA
  • Language: English
  • Spine Width: 33 mm
  • Width: 186 mm


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