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Game Programming All in One / Edition 2

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Overview

Get ready to create your own high-caliber games with some of the same tools used by professional game developers! If you have a working knowledge of C or C++, then Game Programming All in One, 2nd Edition is the ideal book to get you started on your journey. This practical programming book uses hands-on projects to explain each new subject and includes many sample programs to reinforce the material in each chapter. You'll begin by learning about cross-platform game programming, writing code that will run under Windows, Linux, Mac OS X, and many other systems. Enhance your skills by working through the core features of the Allegro game library and writing code to load images, manipulate sprites, scroll the background, use double-buffering, read a joystick, detect collisions, and implement other core features of any game. You will gain experience by creating a complete game and adding features to it in each new chapter. You will also learn how to write a scrolling platform game and a vertical shooter.
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Product Details

  • ISBN-13: 9781592003839
  • Publisher: Cengage Learning
  • Publication date: 6/17/2004
  • Edition description: Older Edition
  • Edition number: 2
  • Pages: 752
  • Product dimensions: 7.36 (w) x 8.88 (h) x 1.84 (d)

Meet the Author


Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).
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Table of Contents

Ch. 1 Demystifying game development 3
Ch. 2 Getting started with Dev-C++ and Allegro 33
Ch. 3 Basic 2D graphics programming with Allegro 71
Ch. 4 Writing your first Allegro game 119
Ch. 5 Programming the keyboard, mouse, and joystick 145
Ch. 6 Introduction to game design 187
Ch. 7 Basic bitmap handling and blitting 215
Ch. 8 Basic sprite programming : drawing scaled, flipped, rotated, pivoted, and translucent sprites 237
Ch. 9 Advanced sprite programming : animation, compiled sprites, and collision detection 279
Ch. 10 Programming tile-based backgrounds with scrolling 339
Ch. 11 Timers, interrupt handlers, and multi-threading 381
Ch. 12 Creating a game world : editing tiles and levels 429
Ch. 13 Vertical scrolling arcade games 455
Ch. 14 Horizontal scrolling platform games 489
Ch. 15 Mastering the audible realm : Allegro's sound support 511
Ch. 16 Using datafiles to store game resources 539
Ch. 17 Playing FLIC movies 551
Ch. 18 Introduction to artificial intelligence 563
Ch. 19 The mathematical side of games 585
Ch. 20 Publishing your game 611
App Numbering systems : binary and hexadecimal 657
App Configuring Allegro for Microsoft Visual C++ and other compilers 671
App Compiling the Allegro source code 685
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  • Anonymous

    Posted July 27, 2006

    Amazing!

    This book is amazing! If you want to start game programming, or just want to brush up on old techniques, this is the book to get! This is the only programming book I own where I can type in the examples word for word, and it will work with no errors. This book gives you step by step instructions on how to begin programming, and in-depth explanations of everything from basic to expert topics. This book was very easy for me to understand, and the unique style of writing actually kept me interested in reading.

    Was this review helpful? Yes  No   Report this review
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