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9781592008346

Game Programming for Teens, Second Edition

by
  • ISBN13:

    9781592008346

  • ISBN10:

    1592008348

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2005-05-06
  • Publisher: Cengage Learning PTR
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Supplemental Materials

What is included with this book?

Summary

You've played plenty of games. Now it's time to create your own! "Game Programming for Teens, Second Edition" helps you develop the skills you need to create every element of your first video game - from graphics and animation to sound and music. You'll even learn how to incorporate artificial intelligence. You don't have to have any programming experience to get started. You'll learn everything you need to know along the way using BlitzPlus, an easy-to-learn programming language that the author will teach you. By the end of the book, you will have created your first computer game. Game programming doesn't have to be difficult. With a copy of this book and your own curiosity, you're off to the perfect start!

Author Biography

Maneesh Sethi is a high school student in California who will be attending Stanford University in 2006. He has worked with Web design and development since he was in fifth grade and was the founder and head designer of Standard Design, a Web site design company. Sethi has taught game programming on TechTV's Call for Help and at game programming conferences such as the Xtreme Game Developer's Xpo. He is the author of Web Design for Teens and the first edition of Game Programming for Teens, both from Thomson Course Technology, as well as How to Succeed as a Lazy Student. Learn more about him at www.maneeshsethi.com.

Table of Contents

Introduction xi
Part I: The Basics of Basic
1(104)
Getting Started
3(16)
A Brief History of Basic
3(4)
Installing BlitzPlus
4(1)
Windows and Panels
5(1)
Toolbars
6(1)
Menus
7(1)
The First Game: KONG
7(11)
Compiling the Code
16(2)
Summary
18(1)
Getting to Know Basic
19(22)
Hello, World!
19(4)
Variables
23(3)
Declaring Variables
23(1)
Using Variables
24(2)
Input
26(2)
Conditionals
28(5)
Truth and Falsehood
28(1)
If...Then
29(1)
If...Then...Else
30(2)
Select...Case
32(1)
Logical Operators
33(2)
The NOT Operator
35(1)
The Goto Command
35(2)
A Text-Based Guessing Game
37(2)
Summary
39(2)
Loops, Functions, Arrays, and Types
41(54)
Understanding Loops
41(10)
For...Next
42(4)
While...Wend
46(2)
Repeat...Until
48(3)
Understanding Functions
51(7)
Scope Considerations
53(4)
When to Use Functions
57(1)
Understanding Arrays
58(9)
Multi-Dimensional Arrays
64(3)
Using Types
67(12)
Coordinate Systems
75(2)
For...Each...Next
77(2)
Putting It All Together: Textanoid!
79(14)
Summary
93(2)
The Style Factor
95(10)
Developing Style
95(2)
White Space and Indentation
96(1)
Comments
97(4)
Pre-Program Comments
99(1)
Main Program Comments
100(1)
Function Comments
100(1)
Function and Variable Names
101(4)
Names
101(1)
Naming Format
101(2)
Summary
103(2)
Part II: Getting Graphical
105(170)
Beginning Graphics
107(26)
Creating the Graphics Window
107(7)
Width and Height
108(1)
Color Depth
109(1)
[Mode]
110(4)
Images
114(11)
LoadImage
114(2)
DrawImage
116(2)
CreateImage
118(4)
MaskImage
122(3)
Colors
125(6)
RGB
126(2)
Color
128(2)
Cls and ClsColor
130(1)
Summary
131(2)
Page Flipping and Pixel Plotting
133(48)
Page Flipping
133(23)
Buffers
136(1)
SetBuffer
137(6)
CreateImage
143(13)
Locking and Unlocking Buffers
156(10)
Lock/Unlock
156(1)
ReadPixel()/ReadPixelFast()
157(4)
WritePixel/WritePixelFast
161(5)
Using Buffers: A Paint Program
166(14)
Initialization
168(2)
Main Loop
170(2)
Functions
172(8)
Summary
180(1)
Basic Image Programming
181(46)
Transformations
181(36)
Translating
181(5)
Scaling
186(23)
Rotation
209(8)
Parallaxing
217(8)
TileBlock and TileImage
218(7)
Summary
225(2)
Animation
227(22)
Using Bitmaps in Animation
227(20)
Making Bitmaps
234(5)
Displaying Movement
239(8)
Summary
247(2)
Collision Detection
249(26)
Basic Collisions
249(4)
Bounding Circles
253(7)
Distance between Points
253(2)
Radii
255(5)
Bounding Boxes
260(8)
Pixel-Imperfect Collisions
268(4)
Pixel-Perfect Collisions
272(2)
Summary
274(1)
Part III: Completing the Puzzle
275(96)
Handling Input
277(36)
Handling the Keyboard
277(17)
KeyDown()
278(7)
KeyHit()
285(9)
Mapping the Mouse to the Screen
294(16)
Displaying the Mouse Cursor
295(3)
What Was That? Handling Mouse Key Presses
298(8)
The Middle Mouse Wheel
306(4)
Handling Joystick Input
310(2)
Summary
312(1)
Sounds and Music
313(24)
Sound
313(17)
Loading Sounds
314(2)
Listen Closely---Playing Sounds
316(14)
Music
330(5)
Channels and PlayMusic()
330(1)
Messing With 'Da Channels
331(4)
Summary
335(2)
Artificial Intelligence
337(22)
Random Numbers
337(12)
Creating a MilliSecs() Timer
342(7)
Chasing and Evading
349(7)
Chasing
349(5)
Evading
354(2)
Summary
356(3)
The Final Frontier: Invaderz!!!
359(12)
Let's Bust It: Planning the Game
359(3)
Constants, Functions, and Types in Invaderz!!!
362(4)
Playing Invaderz!!!
366(2)
Epilogue
368(3)
Part IV: Appendixes
371(13)
Appendix A Scan Code Reference
373(6)
Appendix B Useful Links
379(2)
Blitz Basic Links
379(1)
General Game Programming Links
380(1)
Appendix C What's on the CD
381(3)
Source
382(1)
Art
382(1)
Sounds
382(1)
Games
382(1)
Programs
383(1)
Index 384

Supplemental Materials

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The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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