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Game Programming for Teens
Game Programming for Teens
ISBN: 1598635182
EAN: 2147483647
Year: 2004
Pages: 94
Authors:
Maneesh Sethi
BUY ON AMAZON
Main page
Table of contents
Dedication
Acknowledgments
About the Author
Letter from the Series Editor
Introduction
What s in the book?
Who Are You?
Who am I?
Conventions Used in this Book
Let s Get Ready to Rumble
Part ONE: The Basics of BASIC
Chapter 1. Getting Started
A Brief History of BASIC
The First Game: KONG
Summary
Chapter 2. Getting to Know BASIC
Hello, World
Variables
Input
Conditionals
Logical Operators
The Goto Command
A Text-Based Guessing Game
Summary
Chapter 3. Loops, Functions, Arrays, and Types
Loops
Functions
Arrays
Types
Putting It All Together: Textanoid
Summary
Chapter 4. The Style Factor
Developing Style
Comments
Function and Variable Names
Summary
Part TWO: Getting Graphical
Chapter 5. Beginning Graphics
Creating the Graphics Window
Images
Colors
Summary
Chapter 6. Page Flipping and Pixel Plotting
Page Flipping
Locking and Unlocking Buffers
Using Buffers: A Paint Program
Summary
Chapter 7. Basic Image Programming
Transformations
Parallaxing
Summary
Chapter 8. Animation
Using Bitmaps in Animation
Summary
Chapter 9. Collision Detection
Basic Collisions
Bounding Circles
Bounding Boxes
Pixel-Imperfect Collisions
Pixel-Perfect Collisions
Summary
Part THREE: Completing the Puzzle
Chapter 10. Handling Input
Handling the Keyboard
Mapping the Mouse to the Screen
Joystick Input
Summary
Chapter 11. Sounds and Music
Sound
Music
Summary
Chapter 12. Artificial Intelligence
Random Numbers
Chasing and Evading
Summary
Chapter 13. The Final Frontier: Invaderz
Let s Bust It: Planning the Game
Constants, Functions, and Types in Invaderz
Playing Invaderz
Conclusion
Part FOUR: APPENDIXES
Appendix A. SCAN CODE REFERENCE
Appendix B. Useful Links
Blitz Basic Links
General Game Programming Links
Appendix C. What s on the CD
Source
Art
Sounds
Games
Programs
Game Programming for Teens
ISBN: 1598635182
EAN: 2147483647
Year: 2004
Pages: 94
Authors:
Maneesh Sethi
BUY ON AMAZON
Beginning Cryptography with Java
Symmetric Key Cryptography
Asymmetric Key Cryptography
Distinguished Names and Certificates
Certificate Revocation and Path Validation
Appendix C Using the Bouncy Castle API for Elliptic Curve
Metrics and Models in Software Quality Engineering (2nd Edition)
The Cleanroom Methodology
Software Quality Metrics Overview
Pareto Diagram
Cause-and-Effect Diagram
Keep It Simple or Face Decomplexification
Postfix: The Definitive Guide
Inbound Mail Gateway
UUCP, Fax, and Other Deliveries
Postfix Configuration
Postfix and SASL
TLS Certificates
Twisted Network Programming Essentials
Responding to HTTP Requests
Mail Clients
Downloading Usenet Articles
Posting a Message to an NNTP Server
Running a Basic NNTP Server
Python Standard Library (Nutshell Handbooks) with
The code Module
Overview
Mail and News Message Processing
The select Module
The anydbm Module
Digital Character Animation 3 (No. 3)
Conclusion
Conclusion
Conclusion
Chapter Six. Walking and Locomotion
Chapter Eight. Animal Motion
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