Beginning Flash Game Programming For Dummies
For Dummies (Verlag)
978-0-7645-8962-1 (ISBN)
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You can start game programming in a flash
Here's how to create five different cool games - no experience necessary!
Ever think you could come up with a better computer game? Then this book is for you! No boring programming theory here, just the stuff you need to know to actually make something happen, and all in plain English. Build a brain-teasing math game, go classic with Pong, create monsters and mayhem, and much more.
Discover how to
* Build and control basic movie clips
* Make text appear and change
* Generate random numbers
* Add sound effects
* Create cars and space vehicles that move realistically
* Blow up stuff onscreen
Andy Harris earned a degree in Special Education from Indiana University/Purdue University–Indianapolis (IUPUI). He taught young adults with severe disabilities for several years. He also taught himself enough computer programming to support his teaching habit with freelance programming. Those were the exciting days when computers started to have hard drives, and some computers connected to each other with arcane protocols. He taught programming in those days because it was fun. Eventually, Andy decided to teach computer science full time, and he still teaches at IUPUI. He lectures in the applied computing program and runs the streaming media lab. He also teaches classes in whatever programming language is in demand at the time. He has developed a large number of online video-based courses and international distance education projects. Andy has written several books on various computing topics and languages including Java, C#, mobile computing, JavaScript, and PHP/MySQL. Andy welcomes comments and suggestions about his books. He can be reached at aharris@cs.iupui.edu.
Introduction 1
Part I: Basic Flash 7
Chapter 1: Why You Want to Write Games in Flash 9
Chapter 2: Cruising and Using the Flash Environment 19
Part II: The Next Steps 43
Chapter 3: Altered States 45
Chapter 4: Getting with the Program 61
Chapter 5: Making an Interactive Game 85
Part III: Sprites, or Movie Clips 111
Chapter 6: Introducing Sprites and Movie Clips 113
Chapter 7: Won’t Be Long ’Til You Write Pong 141
Part IV: Getting Control of the Situation 173
Chapter 8: Keyboard Input and Audio Output 175
Chapter 9: It’s Alive! Animating Your Sprites 193
Chapter 10: Building the Monster Traffic Game 219
Part V: Phun with Phuzzy Physics 245
Chapter 11: Vectors and Gravity 247
Chapter 12: Vehicle Motion 279
Chapter 13: The Life and Death of Sprites 317
Part VI: The Part of Tens 341
Chapter 14: Ten Math Concepts for Game Programmers 343
Chapter 15: Ten Game Starters 351
Index 377
Erscheint lt. Verlag | 11.11.2005 |
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Zusatzinfo | Screen captures: 50 B&W, 0 Color |
Sprache | englisch |
Maße | 188 x 234 mm |
Gewicht | 626 g |
Einbandart | Paperback |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
ISBN-10 | 0-7645-8962-8 / 0764589628 |
ISBN-13 | 978-0-7645-8962-1 / 9780764589621 |
Zustand | Neuware |
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