Kelly | Programming 2D Games | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 438 Seiten

Kelly Programming 2D Games


1. Auflage 2012
ISBN: 978-1-4665-0870-5
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 438 Seiten

ISBN: 978-1-4665-0870-5
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



A First Course in Game Programming
Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game.
Enables Students to Create 2D Games
The text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.

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Zielgruppe


Students in game programming courses, computer game developers, and computer hobbyists.


Autoren/Hrsg.


Weitere Infos & Material


Getting Started

Overview

The Development Environment

What Is DirectX?

Why C++?
Naming Conventions

Game Engine

Tips and Tools

Windows Programming Fundamentals

Windows Programming Fundamentals

"Hello World" Windows Style

Device Context

Keyboard Input with Windows API

Using a Mutex to Prevent Multiple Instances

Multitasking in Windows

Introduction to DirectX

Introduction to DirectX

Initializing DirectX

Creating a Device

Clearing a Display Buffer

Page Flipping

A Clean Exit

The Graphics Class

Our First DirectX Program

Fullscreen or Windowed

Debug vs. Retail DLLs

Determining Device Capabilities

The Game Engine

The Game Engine, Part 1

The Game Class

The Input Class

The Spacewar Class

Sprites and Animation

Obtaining Game Graphics
The Graphics Pipeline

Drawing with Transparency

The TextureManager Class

The Image Class

Game Engine

Simple Animation

Collisions and Entities

Vectors

Collisions

The Entity Class

Physics for 2D Games

Sound

Obtaining Audio Files

Creating Audio Files

Using XACT

Adding Audio to the Game Engine
Adding Sound to the Game
Adjusting Audio Playback

Text

Sprite Text

Creating Custom Fonts
Text Class Details
DirectX Text

TextDX Class Details

Adding an FPS Display

Adding a Console

Console Class
Incorporating the Console into the Game Engine

Enhanced Appearance

Bitmap Scrolling

Painter's Algorithm

Parallax Scrolling

Shadows and Reflections
Message Dialog
Input Dialog
Windows Dialogs in Fullscreen DirectX Applications
Dashboard

Tiled Games

Why Tiled?

Creating a Tile Set

Creating Levels
Displaying the Tiles
Orthogonal Projection

Oblique Projection
Isometric Projection
Isometric Terrain
Elevation Layers

Building a Complete Game

Evolutionary Prototyping

Project Management

Design Document

Prototype Textures

Spacewar Tasks
Spacewar v1.0

Saving and Loading

Network Programming

Network Overview

The Net Class

Initialize the Network

Creating a Server

Creating a Client

Get the Local IP Address

Sending

Receiving

Closing a Socket

Get Error

Client/Server Chat

Client/Server Spacewar

Spacewar Server

Spacewar Client
The Journey

Index
Questions and Exercises appear at the end of each chapter.


Charles Kelly is an associate professor at Monroe County Community College, where he teaches game programming and other computer science courses. He is also the project lead of and major contributor to the open source assembler/simulator "EASy68K." He earned a master’s degree in computer science from the University of Michigan-Dearborn, where he is also an adjunct instructor.



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