DarkBasic Pro Game Progamming. için kapak resmi
DarkBasic Pro Game Progamming.
Başlık:
DarkBasic Pro Game Progamming.
Yazar:
Harbour, Jonathan S.
ISBN:
9781598637748
Yazar Ek Girişi:
Basım Bilgisi:
2nd ed.
Fiziksel Tanımlama:
1 online resource (616 pages)
İçerik:
Contents -- Introduction -- PART I: THE BASICS OF COMPUTER PROGRAMMING -- Chapter 1 Introduction to Computer Programming with DarkBASIC Professional -- DarkBASIC Professional -- Features of the DarkBASIC Language -- Summary -- Chapter 2 Programming Basics: Variables, Data Types, and Scope -- Short Course on Programming -- Video Game Basics -- Writing Some DarkBASIC Code -- Understanding Variables -- Summary -- Chapter 3 More Variables: Strings and User-Defined Types -- Programming Strings -- User-Defined Data Types -- Summary -- Chapter 4 Program Logic: Branching Statements, Functions, and Algorithms -- Introduction to Program Logic -- Branching Statements: Decisions, Decisions -- Dividing and Conquering with Functions -- Advanced Logic Programming: Algorithms -- Summary -- Chapter 5 Repetition: Looping Statements, Data Sequences, and Arrays -- Understanding Looping Statements -- Using Looping Statements -- Introduction to Data Sequences and Arrays -- Data Sequences -- Arrays -- Summary -- Chapter 6 Number Crunching: Math Operators and Commands -- Mathematical Operators -- Relational Operators -- Basic Math Commands -- Random Numbers -- Reading the Date and Time -- Higher Math Commands -- Summary -- Chapter 7 Reading and Writing Data: File Input/Output Commands -- Introduction to File Input/Output -- Drive and Directory Commands -- Introduction to Files -- Basic File Commands -- File Input/Output Commands -- Using the Clipboard -- Summary -- PART II: 2D GAME PROGRAMMING -- Chapter 8 Introduction to 2D Graphics: Basic Vector Drawing Commands -- Graphics in Abundance! -- System and Video Card Commands -- Display Mode Commands -- Basic Graphics Programming -- Summary -- Chapter 9 Bitmapped Graphics: Bitmaps and Images -- Introduction to Bitmaps -- Creating and Loading Bitmaps -- Bitmap Information Commands -- Basic Bitmap Commands.

Special Effects Commands -- ImageShuffle: A Complete Bitmap-Based Game -- Summary -- Chapter 10 2D Actors: Basic Sprite Commands -- Introduction to Sprites -- Creating and Loading Sprites -- Drawing and Moving Sprites -- The All-Powerful Game Loop -- Starting Work on Darkanoid (Your First Complete Game Project) -- Summary -- Chapter 11 2D Acting: Sprite Animation -- Animated Sprites -- Creating and Editing Sprites Using Pro Motion -- Manipulating Sprites: Rotation and Scaling -- Darkanoid: The Continuing Saga -- Summary -- Chapter 12 2D Game Physics: Sprite Collision Testing -- Detecting Sprite Collisions -- Darkanoid Revisited -- Summary -- Chapter 13 Getting Input: Keyboard, Mouse, and Joystick Commands -- Introduction to User Input -- Keyboard Commands -- Mouse Commands -- Joystick Commands -- Defining Control Devices -- Force Feedback -- Summary -- Chapter 14 Game Audio: Sound Effects and Music -- Sound Effects -- Music -- Enhancing Darkanoid -- Summary -- Chapter 15 2D Game Worlds: Level Editing and Tile-Based Scrolling -- Introduction to Scrolling -- Tile-Based Backgrounds -- Dynamic Tile-Based Scrolling -- Summary -- Chapter 16 Advanced Sprite Programming: Alpha Channel Transparency and Angular Motion -- Alpha Channel Transparency -- Angular Motion -- Summary -- Chapter 17 Playing Intro Movies and Cut-Scenes -- Introduction to Movies -- Loading and Playing Movie Files -- Changing the Position and Size of a Movie -- Movie Trailers -- Summary -- PART III: 3D GAME PROGRAMMING -- Chapter 18 Fundamentals of 3D Graphics Programming -- Introduction to 3D Graphics -- Basic 3D Graphics Commands -- Summary -- Chapter 19 Lights, Camera, Action: 3D Lighting and Camera Control -- Lighting the Scene -- Controlling the Camera -- Summary -- Chapter 20 3D Actors: Loading and Rendering 3D Models -- Learning about 3D Models -- Testing 3D Animation -- Summary.

Chapter 21 Landscaping: Building 3D Terrain Using Matrices -- Using Bumpy Terrain -- Following the Contour -- Summary -- Chapter 22 Multiplayer LAN and Internet Programming -- Introduction to Multiplayer Games -- Packet Transport -- Establishing a Network Connection -- Passing the Data -- Additional Multiplayer Commands -- Memory Blocks -- Summary -- Chapter 23 Battle Checkers -- Getting to Know Battle Checkers -- Building the Game's Source Code -- Summary -- Epilogue -- PART IV: APPENDICES -- Appendix A: ASCII Chart -- Appendix B: Recommended Books and Websites -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W-Z.
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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