Cover image for Unreal Tournament Game Programming for Teens.
Unreal Tournament Game Programming for Teens.
Title:
Unreal Tournament Game Programming for Teens.
Author:
Flynt, John P.
Personal Author:
Physical Description:
1 online resource (305 pages)
Contents:
Contents -- Introduction -- Chapter 1 Getting Started -- Development Focus -- Programming -- The Unreal Level Editor -- Practices -- Resources -- Conclusion -- Chapter 2 The Basics of UnrealEd -- Unreal Level Editor -- A Starter Session with the Level Editor -- Opening a Level for Your Viewports -- Select a Map -- Manipulating 2D Viewports -- Manipulating the 3D Viewport -- Building and Running -- Adjusting Resolution -- Closing a Map and Exiting the Editor -- Conclusion -- Chapter 3 Basic Programming Activities -- Starting Points for Writing Code -- Properties -- Deriving Properties -- Class Objects and Distinct Properties -- Programming Hello World -- Classes, Packages, and Renaming Your Map -- Trigger Generalities -- The Actor Class Browser -- Deriving a Class and Creating a Package -- Comments for Code -- Compiling or Checking Your Syntax -- Signature Lines -- Defining a Class -- Saving and Adding Your Class and Package -- Placing a HelloWorldTrigger Object in Your Map -- Trigger Property Settings -- Compiling and Testing Your Code -- Editing Your Code -- Accessing Code from the Package -- Editing Starting with the Icon -- Conclusion -- Chapter 4 Developing Your Own Level -- Creating a Working Area -- Position, Lights, and Starting Point -- Camera Preliminaries -- Surface Textures -- Enhancing Your Level -- Adding a Pad and Decoration Texture -- Working with Versions of a Level -- Defining a Trigger -- Adding the StandUpTrigger to Your Level -- Conclusion -- Chapter 5 Data Types -- Another Version of the Working Area -- Revisiting the Code -- Variables and Accessing Them -- Scope -- Scope Concerns -- Data Types -- Conventions for Naming -- Naming Practices and Syntax -- Declaration -- Initialization -- Casting and Promotion -- Operations -- String Operators -- Compiling and Testing -- Constants -- Conclusion.

Chapter 6 Functions and Composition -- Another Version of the Working Area -- Adding Another Pad -- Function Fundamentals -- The Math Class and Its Functions -- Math Class Functions -- Local Function Scope -- Calling Functions within a Function -- Built-in Functions -- Classes by Composition -- Coding the AddNumbersTrigger Class -- Creating an Instance of a Class -- Calling a Function by Using a Class Object -- Generating Random Numbers -- Optimization and Default Values -- Setting Defaults -- Multiple Instances -- Conclusion -- Chapter 7 Controls, Logic, and Arrays -- Program Flow -- Sequential Flow -- Selection and Repetition Flow -- The Syntax of Control Statements -- Flags -- Return Values' Control Values -- The CommandTouchTrigger Class -- Implementing the CommandTouchTrigger Class -- Data Members -- Abstract Classes and Functions -- Member Functions and Overriding -- The Super Keyword -- Detecting Touching -- Detecting a State Using Selection -- Casting a Class Object Down to a Subclass Object -- Enumerations and Values for TriggerType -- Selection Using a Case Statement -- Compounded Boolean Expressions -- Testing the CommandTouchTrigger Object -- Refactoring to Create Random Messages -- Data Members -- Member Functions -- Using if…else if…else -- Working with Arrays -- Testing the CommandMessageTrigger Objects -- Conclusion -- Chapter 8 Controls, Arrays, and Structures -- Preparations for the Work Ahead -- Adding to the Map -- Adding a New Package -- The CommandCodeTrigger Class -- Data Members -- Code Creation -- Message Making -- Reporting Clues Found -- Refactoring Random Number Generation -- Testing the CommandCodeTrigger Object -- Revision -- Detecting Messages -- Deriving a Class from Actor -- Dependencies -- UnrealEd Strategies -- Working with Structures -- Making a Code -- Assembling Everything.

Visiting Individual Letters and Getting Status -- Finding Letters in Ciphers -- The Whole Code -- If You're Down, Listen to a Story -- Conclusion -- Chapter 9 Disco World and Other Items -- Getting Started with Disco World -- Adding a Tetrahedron -- Saving the Object as a Static Mesh -- Replacing the Preliminary Object -- Extending the KActor Class -- Writing the Code -- The SetTimer() Function -- Values for Vectors -- The Built-in Vector Data Type -- Associating Your Static Mesh with a KActor Object -- Replace the Old Mesh -- Setting DiscoBall Object Properties -- Testing Your Object and Its Code -- Revising the DiscoBall Class -- Programming the DiscoBallB Class -- Data Members -- Initial Conditions -- Vector Use -- Conclusion -- Chapter 10 The KActor and KHinge Classes -- Preparing for Work -- TriggerLight Objects -- Adding a Jump Pad -- Another Version of the DiscoBall Class -- Setting the Light Colors and Styles -- Testing Your Lights -- Iterating through Objects -- Defining the DiscoLightTrigger -- One More TriggerLight Property -- Add the DiscoLightTrigger Object -- Settings for the DiscoLightTrigger Object -- Testing the New DiscoWorld -- Adding a Message to the DiscoLightTrigger -- Testing DiscoLightTriggerB -- DiscoLightTriggerC -- Adding a KHinge Object -- Implementing Rotation -- Finale -- Conclusion -- Appendix A: Notes on Exporting -- Appendix B: Notes on Restoring Packages -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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