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9781598631487

UnrealScript Game Programming All in One

by ;
  • ISBN13:

    9781598631487

  • ISBN10:

    1598631489

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2006-04-11
  • Publisher: Cengage Learning PTR
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Summary

"UnrealScript Game Programming" focuses on providing professionals, students, and hobbyists with a solid grounding in the features and development tasks characteristic of UnrealScript. A comprehensive guide to the features of programming a game, it begins with basic language features and how to set up a primary computing environment for programming and progresses through the construction of a complete, fully function game in Unreal Tournament. "UnrealScript Game Programming" gives readers a welcome alternative to the spotty, incomplete, and inconsistent treatments of basic programming and basic programming features that characterize all other sources of information about UnrealScript.

Table of Contents

Introduction xiii
The World of UnrealScript Programming
1(20)
UnrealScript
2(1)
Development Focus
3(1)
Source Sites
4(8)
Unreal Wiki
12(2)
Installing the DVD Version of UT2004
14(5)
The Windows Routine
15(1)
The Unreal Routine
15(4)
Conclusion
19(2)
Setting Up for Programming
21(26)
A General View of the Engine
22(6)
UnrealScript Interpretation
22(1)
UnrealScript Classes
22(2)
Abstraction and Class
24(2)
Game Figuration
26(2)
The UT2004 Files and Directories
28(5)
Interpreted Programs
30(1)
Packages
31(2)
Programming Concepts
33(2)
Scripts, Languages, Compilers, Interpreters
34(1)
The Process of Programming with UnrealScript
35(1)
From the Ground up with DOS
35(8)
The Command Prompt
35(4)
DOS Commands
39(2)
DOS Navigation to Reach the UT2004 System Folder
41(2)
The ucc make Command
43(2)
Compiler Actions
44(1)
Errors and Warnings
45(1)
Conclusion
45(2)
Setting Up for Development
47(26)
Creating a Hello World Program
48(8)
Creating a HelloWorld Package
48(4)
Using Notepad to Create HelloWorld.uc
52(2)
Entering the Code for HelloWorld
54(2)
Editing the UT2004.ini File
56(2)
Inspection Only---Backup
58(1)
Creating a Backup
58(1)
Emergency Replacement
59(1)
Adding an EditPackages Line to UT2004.ini
59(2)
Running ucc make with HelloWorld
61(4)
The Intermediary (*.u) File
63(1)
Running HelloWorld
64(1)
Deleting *.u Files
65(1)
Editing and Recompiling
66(4)
Starting an Editing Cycle
67(1)
Failure to Delete Old Object Files
68(2)
Cleaning Up Object Files and Compiling
70(2)
Conclusion
72(1)
Setting Up ConTEXT
73(22)
Setting Up an Editor for UnrealScript
74(9)
Obtaining ConTEXT
74(4)
Installing ConTEXT
78(3)
Installing the Highlighter for UnrealScript
81(2)
Setting ConTEXT Options
83(5)
Accessing Your UnrealScript Files
84(1)
Setting Up the Highlighter
84(2)
Setting Up Associations
86(1)
Setting the Backup Directory
87(1)
Word Wrap and the Ruler
88(1)
UnrealScript Editing Issues and ConTEXT
88(3)
Class and Package Incongruity
88(2)
Class Names and Warnings: Replace
90(1)
Conclusion
91(4)
Shell Scripts with ConTEXT
95(18)
Shell Scripts with ConTEXT
95(7)
Creating a DOS Script File
96(2)
What You Just Typed
98(3)
A Larger View of DOS Scripts
101(1)
ConTEXT for DOS Scripts
102(10)
Setting the F9 Key
104(2)
Using a Function Key to Execute a Script
106(1)
Creating a Shell Script with Parameters
107(4)
Testing a Script
111(1)
Defensive Programming
111(1)
Conclusion
112(1)
Programming the Make.bat File
113(22)
Replacing ucc make with a Script
113(2)
Back Up the System Directory
115(3)
Create Copies of the UT2004.ini File
115(1)
Copying Using the Command Prompt
116(1)
Windows Copying
116(1)
Inspecting the *.ini File
117(1)
Creating the Make.bat Script
118(1)
Verify F9 Script Settings
119(2)
Specifying Make.bat
121(5)
Developing the Code
122(2)
Comments and Conditions
124(2)
Testing the Make.bat Script
126(4)
Testing in DOS
127(1)
Test for Correct Interaction
127(2)
Test for Incorrect Interaction
129(1)
Setting the F10 Function Key for Make.bat
130(4)
Try It Out on HelloWorld
131(3)
Conclusion
134(1)
More Function Keys for ConTEXT
135(26)
Further Automation for Running Your Programs
136(1)
Reviewing Previous Work
137(1)
Creating a Script to Automate Execution
138(6)
The Code for the executeUCC.bat Program
140(1)
Testing in DOS
141(1)
Associating executeUCC with the uc F9 Key
142(2)
Generating Customized *.ini Files
144(10)
The Code for the createCustom.bat Program
146(3)
Testing in DOS
149(1)
Associating createCustomlni.bat with the F11 Key
149(5)
Programming copyCustomlni.bat
154(5)
Testing in DOS
156(1)
Assigning copyCustomlni.bat to the uc F12 Key
157(2)
The Context Key Summary
159(1)
Conclusion
160(1)
Refining Your Programming Routine
161(24)
Chapters and Packages
162(9)
Copying and Parameters
163(4)
Compile and Run Your File
167(2)
The ConTEXT Key Use Summary
169(1)
Troubleshooting
170(1)
Programming Routines
171(4)
Comments and Parameters
173(1)
Class
173(1)
Functions
173(1)
Log
174(1)
Reducing Compilation Time
175(8)
Creating a Template *.ini File
176(4)
Copying to the UT2004 System Directory
180(1)
Compiling the Short List
181(2)
Conclusion
183(2)
Fundamental UnrealScript Data Types
185(30)
Data Designations
186(1)
Once Again. . . Setting Up
186(7)
Customizing the *.ini File
189(1)
Compiling and Running
190(2)
Working with Files from the CD
192(1)
Integers as Bits and Bytes
193(7)
Integers as Identifiers
194(1)
Naming Names
195(1)
Keywords and Scope
196(1)
Names and Places
197(2)
Definition and Assignment
199(1)
Using the log() Function
200(1)
Identifiers of the byte Type
201(2)
Identifiers of the bool Type
203(1)
Identifiers of the float Type
204(1)
Scientific Notation
204(2)
Using Constants
206(3)
Identifiers of the string Type
209(5)
Conclusion
214(1)
Data Types, Operators, and Operations
215(32)
Varieties of Operators and Operations
216(1)
The Overall Picture
217(1)
Basic Operators for Quantity and Relation
218(10)
Accumulating Values
220(3)
Negation and Inequality
223(3)
Promotion, Precedence, and Associativity
226(2)
Boolean Operators
228(3)
Bitwise Operators
231(3)
Casting
234(8)
Casts to the bool Type
234(3)
Casts to Integer Values
237(3)
Casts to float Values
240(2)
Numbers as Strings
242(3)
Conclusion
245(2)
Built-In Numeric Functions
247(26)
The UnrealScript Object
248(2)
Functions Involving Integer Values
250(2)
Random Numbers and Pi
252(7)
Random Integer Numbers
256(1)
Unshifted and Shifted Random Integers
257(1)
Constants and Random Range
258(1)
Value, Exponential, Root, and Log Functions with Real Numbers
259(5)
Real Minimums and Maximums
262(1)
A Real Value Related to a Range
262(1)
Real Absolutes, Logs, and Exponents
263(1)
Squares and Roots for Real Numbers
263(1)
Interpolation, Rounding, and Ceilings for Real Numbers
264(4)
Rounding and Finding Ceilings of Numbers
266(1)
Using Linear Interpolation
266(2)
Trigonometry
268(3)
Conclusion
271(2)
Built-in String Functions
273(24)
Basic String Functions
274(7)
Locating a String within a String
278(1)
Returning Left and Right Substrings
279(1)
Lowercase, Uppercase, and the End of a String
280(1)
More String Functions
281(12)
Evaluating and Replacing
284(1)
Extracting with EatStr()
285(1)
Evaluating Strings
286(1)
Replacing Substrings with Repl()
287(1)
Replacing Substrings with ReplaceText()
287(1)
Comparison
287(3)
Comparing Complete Strings
290(1)
Comparing Parts of Strings
291(2)
Splitting and Joining
293(3)
Conclusion
296(1)
Control Statements
297(34)
Expressions and Statements
298(1)
Control Statements
299(1)
Program Flow
299(1)
Flow and Sequence
300(10)
Goto
302(2)
Functional Ordering
304(2)
Precedence
306(2)
Sequence and Incremental Operations
308(2)
Relational and Logical Operators
310(3)
Flow and Selection
313(15)
The if Control Statement
314(2)
The if. . .else Selection Structure
316(3)
The if. . .else if. . .else Statement
319(4)
The switch Structure
323(5)
Conclusion
328(3)
Repetition Control Statements
331(22)
Flow as Repetition
331(2)
The for Statement
333(3)
Varying for Count Intervals
336(3)
Using break and continue
339(3)
The while Statement
342(3)
The do. . .until Statement
345(3)
Mineral Luck with a while Loop and Selection Statements
348(4)
Conclusion
352(1)
Arrays
353(34)
Basics of Arrays
354(2)
Static Arrays
356(6)
Defining Static Arrays
358(1)
Traversal and Access Errors
359(1)
Operators and Functions with Arrays
360(2)
Dynamic Arrays
362(9)
Dynamic Array as a Template
362(1)
Attributes and Operations
363(5)
Initializing and Assigning Using Indexes
368(1)
Inserting Elements
369(2)
Deleting Elements
371(1)
Controlling Shuttles with Stacks
371(2)
Using a Stack as an Accumulator
373(6)
Tracking Customers with a Queue
379(6)
Conclusion
385(2)
Structures and Enumerations
387(38)
Structures
388(5)
Structures and Arrays
393(4)
Enumerations
397(4)
Vector Explorations
401(9)
Manual Vector Operations
403(3)
The Unit Vector
406(4)
Built-in Structs
410(1)
Using the Built-in Vector
411(7)
Adding, Subtracting, and Multiplying
412(1)
Cross and Dot Products
413(1)
Manual Operations Using Vector
414(4)
Selected Vector Functions
418(5)
Conclusion
423(2)
Classes and Objects
425(24)
Adjusting for Classes and Objects
426(1)
Class Definitions
427(8)
Expanding the View
428(4)
Standard Class Definitions
432(1)
Drawing Pictures of Class Definitions
433(2)
Instances and Objects
435(1)
Working with Play
435(10)
Setting Up a Utility Class for Testing
437(2)
Adding a Skeleton Version of Play
439(1)
Creating an Instance of the Class
440(2)
Final Round: Test the Object
442(1)
From Utility to Chapter Package
443(2)
Finish the Testing
445(2)
Conclusion
447(2)
Functions and Classes
449(36)
Function Basics
450(9)
Designing Functions
459(4)
Analysis and Abstraction
461(2)
Contexts
463(1)
Services and Responsibilities
463(5)
The Interface and Data Hiding
465(2)
Encapsulation
467(1)
Keywords Relating to Functions
468(1)
Exploring Interface Issues
469(4)
Keywords for Functions
473(9)
Static Functions
476(1)
Using the out Keyword
476(1)
Coercing an Argument
477(1)
Making Arguments Optional
478(2)
Testing the Decoration Class
480(2)
Conclusion
482(3)
Classes and Class Associations
485(40)
Associations among Classes
486(2)
A System of Classes
486(1)
The Class Hierarchy
486(2)
Candidate Entities and Events
488(11)
Scenarios and Use Cases
490(2)
Tracing Events and Finding Objects
492(2)
Collaborators and Responsibilities
494(2)
Use Case Confirmation
496(1)
Using a Sequence Diagram from the UML
497(2)
Showing a System of Associated Classes
499(5)
Contexts of Association
501(1)
How Associations Happen
502(1)
The Package Diagram
503(1)
Setting Up for Implementation
504(2)
Implementing Element
506(8)
Element Attributes
508(1)
Member Functions
509(1)
Testing the Element Class
510(4)
Implementing the Script Class
514(9)
Accessing and Adding Elements
517(1)
Viewing Element Information
518(1)
Counting and Deleting Elements
519(1)
Testing the Script Class
520(3)
Conclusion
523(2)
Associations and Generalizations
525(52)
Continuing Development
526(1)
Managing Packages and Files
526(2)
Implementing the Actor Class
528(8)
Actor Class Attributes
532(1)
Actor Class Member Functions
533(1)
Adding Interpretations
534(1)
Accessing Interpretations
535(1)
Testing the Actor Class
536(6)
The Basic Interface
539(2)
Stressing the Functions
541(1)
Implementing the Prop Class
542(3)
Prop Attributes and Functions
543(1)
Testing Prop
544(1)
Implementing the Stage Class
545(14)
Attributes
547(2)
Assigning Interpretations
549(1)
Retrieving Interpretations
549(1)
Initialization of the Script Object
550(1)
Adding New Events
551(1)
Making Script Events
552(1)
Playing Script Lines
553(2)
Prop Updating, Adding, and Positioning
555(2)
Actor Concerns
557(2)
Testing the Stage Class
559(2)
Inheritance
561(6)
Modifying the Prop Class with Protected
562(1)
Implementing SoundProp
563(3)
Testing SoundProp
566(1)
Polymorphism
567(6)
Implementing the StageProp Class
568(2)
Testing Polymorphism
570(3)
Gaining a Perspective
573(2)
Conclusion
575(2)
Index 577

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