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Flash Game Development by Example.
Başlık:
Flash Game Development by Example.
Yazar:
Feronato, Emanuele.
ISBN:
9781849690911
Yazar Ek Girişi:
Basım Bilgisi:
1st ed.
Fiziksel Tanımlama:
1 online resource (399 pages)
İçerik:
Flash Game Development by Example -- Table of Contents -- Flash Game Development by Example -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Concentration -- Defining game design -- Setting stage size, frame rate, and background color -- Welcome to Concentration ("Hello World") -- Creating the tiles -- Adding randomness: shuffling the tiles -- Placing the tiles on stage -- Picking tiles -- Checking for matching tiles -- Making the player see what happened -- Preventing the player from cheating -- Fine-tuning the game: adding educational content -- Summary -- Where to go now -- 2. Minesweeper -- Defining game design -- Creating the empty field -- Placing the mines -- Adding the digits -- Optimization needed -- Placing tiles on stage -- Showing tile contents -- Auto showing adjacent empty tiles -- Flagging tiles -- Timer and game over -- No sudden death -- Summary -- Where to go now -- 3. Connect Four -- Defining game design -- The game field -- Showing smooth animations -- Splitting the code -- Adding the board -- Placing the board to stage -- Creating more classes -- Placing the disc -- Moving the disc -- Applying game rules -- Checking for possible columns -- It's raining discs -- Determining a cell value (if any) -- Making your move -- Waiting for the disc to be added to stage -- Checking for victory -- Animating discs -- The animation itself -- Making computer play -- Unleashing CPU power -- Playing with AI: defensive play -- Summary -- Where to go now -- 4. Snake -- Defining game design.

Array-based games versus Movie Clip-based games -- Preparing the field -- Drawing the graphics -- Placing the snake -- The snake itself -- Simplifying the code -- Letting the snake move -- Controlling the snake -- Placing fruits -- Eating fruits -- Making the snake grow -- Placing walls -- Making the snake die -- Summary -- Where to go now -- 5. Tetris -- Defining game design -- Importing classes and declaring first variables -- Drawing game field background -- Drawing a better game field background -- Creating the tetrominoes -- Placing your first tetromino -- Moving tetrominoes horizontally -- Moving tetrominoes down -- Managing tetrominoes landing -- Managing tetrominoes collisions -- Rotating tetrominoes -- Removing completed lines -- Managing remaining lines -- Making tetrominoes fall -- Checking for game over -- Showing NEXT tetromino -- Summary -- Where to go now -- 6. Astro-PANIC! -- Defining game design -- Creating the game and drawing the graphics -- Adding and controlling the spaceship -- Adding a glow filter -- Making spaceship fire -- Making the bullet fly -- Adding enemies -- Moving enemies -- Being killed by an enemy -- Killing an enemy -- Killing an enemy-for good -- Killing an enemy-with style -- Advancing levels -- Managing current score and high score -- Saving data on your local computer -- Summary -- Where to go now -- 7. Bejeweled -- Creating documents and objects -- Placing the gems -- Placing the gems for real -- Selecting a gem -- Preparing to swap gems -- Swapping gems -- Swapping gems for real -- Selecting which gems to remove -- Removing gems -- Making gems fall -- Adding new gems -- Dealing with combos -- Giving hints -- Summary -- Where to go now -- 8. Puzzle Bobble -- Creating documents and assets -- Placing and moving the cannon -- Drawing the game field -- Drawing the game field with alternate rows.

Drawing the game field according to Pythagoras -- Loading the cannon with a bubble -- Firing the bubble -- Letting bubble bounce and stop -- Adjusting bubble position and reloading -- Allowing bubbles to stack -- Detecting bubble chains -- Removing the chain -- Removing unlinked bubbles -- Summary -- Where to go now -- 9. BallBalance -- Creating files and assets -- Adding the balance -- Choosing where to drop spheres -- Dropping the spheres -- Stacking spheres -- Removing spheres -- Adjusting floating spheres -- Moving the balance -- Summary -- Where to go now -- A. Where to Go Now -- Index.
Özet:
Build 10 classic Flash games and learn game development along the way.
Notlar:
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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