
Résumé
With this book, learn how to:
- Create a primary surface in DirectDraw and display a background image.
- Implement page flipping to produce smooth transitions between frames.
- Regulate animation speed using the timer class.
- Enhance your sprite animation using clipping and transparent butting.
- Simulate AI using timers and pseudorandom number generators.
- Wrap a game shell around your game engine.
- Set up DirectSound for playing and mixing sounds.
- Manage user input from the mouse, buttons, or joystick.
Contents
- Preface
- 1. Read This First
- 2. Displaying the Background
- 3. Page Flipping
- 4. Full-screen Animation
- 5. Sprite Animation
- 6. Sprite Clipping
- 7. Parallax Scrolling
- 8. Artificial Intelligence
- 9. The Game Shell
- 10. Sound
- 11. The Mouse
- 12. The Joystick
- 13. Winning and Losing
- 14. High Score List
- 15. Pausing the Game
- Index
L'auteur - Ian Parberry
Ian Parberry is a professor of computer science at the University of North Texas in Denton, Texas, where he specializes in a unique curriculum focusing on the computer game industry. Parberry is internationally recognized as one of the top academics in this field.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Wordware Publishing, Inc |
Auteur(s) | Ian Parberry |
Parution | 01/11/2000 |
Nb. de pages | 572 |
Format | 19 x 23 |
Couverture | Broché |
Poids | 1222g |
Intérieur | Noir et Blanc |
EAN13 | 9781556227417 |
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