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E-raamat: Programming 2D Games

(Monroe County Community College, Michigan, USA)
  • Formaat: EPUB+DRM
  • Ilmumisaeg: 21-Jun-2012
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781040060131
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 21-Jun-2012
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781040060131
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A resource chock full of code examples explains how use the programming language C++ to design complete games that utilize Direct X.

Kelly (game programming and computer science, Monroe County Community College, Michigan) walks students through the process of creating a complete two-dimensional game engine, and demonstrates with several game examples. In his course, he goes through the book in 10 weeks and leaves the final five weeks for students to complete their game projects. All the coding is in C++. His topics include getting started, introduction to DirectX, sprites and animation, sound, tiled games, and network programming. Annotation ©2012 Book News, Inc., Portland, OR (booknews.com)

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.

Introduction ix
1 Getting Started
1(12)
1.1 Overview
1(1)
1.2 The Development Environment
2(1)
1.3 What Is DirectX?
2(1)
1.4 Why C++?
2(7)
1.5 Naming Conventions
9(1)
1.6 Game Engine
10(1)
1.7 Tips and Tools
10(3)
Chapter Review
11(1)
Review Questions
12(1)
Exercises
12(1)
2 Windows Programming Fundamentals
13(26)
2.1 Windows Programming Fundamentals
13(1)
2.2 "Hello World" Windows Style
13(13)
2.3 Device Context
26(1)
2.4 Keyboard Input with Windows API
27(7)
2.5 Using a Mutex to Prevent Multiple Instances
34(1)
2.6 Multitasking in Windows
35(4)
Chapter Review
35(1)
Review Questions
36(1)
Exercises
37(1)
Examples
37(2)
3 Introduction to DirectX
39(34)
3.1 Introduction to DirectX
39(1)
3.2 Initializing DirectX
39(1)
3.3 Creating a Device
40(3)
3.4 Clearing a Display Buffer
43(1)
3.5 Page Flipping
44(1)
3.6 A Clean Exit
45(2)
3.7 The Graphics Class
47(4)
3.8 Our First DirectX Program
51(7)
3.9 Fullscreen or Windowed
58(7)
3.10 Debug vs. Retail DLLs
65(1)
3.11 Determining Device Capabilities
65(8)
Chapter Review
70(1)
Review Questions
70(1)
Exercises
71(1)
Examples
71(2)
4 The Game Engine
73(36)
4.1 The Game Engine, Part 1
73(1)
4.2 The Game Class
73(13)
4.3 The Input Class
86(17)
4.4 The Spacewar Class
103(6)
Chapter Review
105(1)
Review Questions
106(1)
Exercises
107(1)
Examples
107(2)
5 Sprites and Animation
109(36)
5.1 Obtaining Game Graphics
109(1)
5.2 The Graphics Pipeline
110(1)
5.3 Drawing with Transparency
110(14)
5.4 The Texture Manager Class
124(2)
5.5 The Image Class
126(5)
5.6 Game Engine
131(4)
5.7 Simple Animation
135(10)
Chapter Review
141(1)
Review Questions
142(1)
Exercises
143(1)
Examples
144(1)
6 Collisions and Entities
145(36)
6.1 Vectors
145(3)
6.2 Collisions
148(12)
6.3 The Entity Class
160(5)
6.4 Physics for 2D Games
165(16)
Chapter Review
177(1)
Review Questions
178(1)
Exercises
179(1)
Examples
179(2)
7 Sound
181(24)
7.1 Obtaining Audio Files
181(1)
7.2 Creating Audio Files
182(2)
7.3 Using XACT
184(4)
7.4 Adding Audio to the Game Engine
188(9)
7.5 Adding Sound to the Game
197(1)
7.6 Adjusting Audio Playback
198(7)
Chapter Review
202(1)
Review Questions
203(1)
Exercises
204(1)
Examples
204(1)
8 Text
205(52)
8.1 Sprite Text
205(7)
8.2 Creating Custom Fonts
212(1)
8.3 Text Class Details
213(13)
8.4 DirectX Text
226(6)
8.5 TextDX Class Details
232(4)
8.6 Adding an FPS Display
236(2)
8.7 Adding a Console
238(5)
8.8 Console Class
243(7)
8.9 Incorporating the Console into the Game Engine
250(7)
Chapter Review
253(2)
Review Questions
255(1)
Exercises
255(1)
Examples
256(1)
9 Enhanced Appearance
257(46)
9.1 Bitmap Scrolling
257(5)
9.2 Painter's Algorithm
262(1)
9.3 Parallax Scrolling
263(2)
9.4 Shadows and Reflections
265(3)
9.5 Message Dialog
268(11)
9.6 Input Dialog
279(3)
9.7 Windows Dialogs in Fullscreen DirectX Applications
282(1)
9.8 Dashboard
283(20)
Chapter Review
299(1)
Review Questions
300(1)
Exercises
301(1)
Examples
301(2)
10 Tiled Games
303(24)
10.1 Why Tiled?
303(2)
10.2 Creating a Tile Set
305(1)
10.3 Creating Levels
305(1)
10.4 Displaying the Tiles
305(1)
10.5 Orthogonal Projection
306(3)
10.6 Oblique Projection
309(2)
10.7 Isometric Projection
311(4)
10.8 Isometric Terrain
315(6)
10.9 Elevation Layers
321(6)
Chapter Review
323(1)
Review Questions
324(1)
Exercises
325(1)
Examples
325(2)
11 Building a Complete Game
327(36)
11.1 Evolutionary Prototyping
327(1)
11.2 Project Management
328(2)
11.3 Design Document
330(1)
11.4 Prototype Textures
331(1)
11.5 Spacewar Tasks
332(1)
11.6 Spacewar v1.0
333(22)
11.7 Saving and Loading
355(8)
Chapter Review
359(1)
Review Questions
360(1)
Exercises
360(1)
Examples
361(2)
12 Network Programming
363(54)
12.1 Network Overview
363(2)
12.2 The Net Class
365(1)
12.3 Initialize the Network
365(5)
12.4 Creating a Server
370(2)
12.5 Creating a Client
372(2)
12.6 Get the Local IP Address
374(2)
12.7 Sending
376(3)
12.8 Receiving
379(4)
12.9 Closing a Socket
383(2)
12.10 Get Error
385(2)
12.11 Client/Server Chat
387(7)
12.12 Client/Server Spacewar
394(2)
12.13 Spacewar Server
396(10)
12.14 Spacewar Client
406(11)
Chapter Review
413(2)
Review Questions
415(1)
Exercises
416(1)
Examples
416(1)
The Journey 417(2)
Index 419
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 masters degree in computer science from the University of Michigan-Dearborn, where he is also an adjunct instructor.