Starting Out with Games and Graphics in C++

Starting Out with Games and Graphics in C++

by Tony Gaddis
     
 

ISBN-10: 032151291X

ISBN-13: 9780321512918

Pub. Date: 04/10/2009

Publisher: Addison-Wesley

Tony Gaddis’s accessible, step-by-step presentation helps beginning students understand the important details necessary to become skilled programmers at an introductory level. Gaddis motivates the study of both programming skills and the C++ programming language by presenting all the details needed to understand the “how” and the…  See more details below

Overview

Tony Gaddis’s accessible, step-by-step presentation helps beginning students understand the important details necessary to become skilled programmers at an introductory level. Gaddis motivates the study of both programming skills and the C++ programming language by presenting all the details needed to understand the “how” and the “why”—but never losing sight of the fact that most beginners struggle with this material. His approach is both gradual and highly accessible, ensuring that readers understand the logic behind developing high-quality programs.

In Starting Out with Games and Graphics in C++, Gaddis covers the essentials of programming for a novice using the C++ language. Like all Gaddis books, it covers each and every step. Throughout the book, programming topics are illustrated with graphical examples, including full chapter long case studies that implement simple, but complete, video games. This approach insures that students remain motivated by the material, while still getting a solid CS1 foundation. Only enough game- and graphics-theory is covered for students to understand the examples.

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Product Details

ISBN-13:
9780321512918
Publisher:
Addison-Wesley
Publication date:
04/10/2009
Series:
Alternative eText Formats Series
Edition description:
Older Edition
Pages:
600
Product dimensions:
7.90(w) x 9.90(h) x 1.10(d)

Table of Contents

Chapter 1: Introduction to Computers and Programming

1.1 Introduction

1.2 Hardware

1.3 How Computers Store Data

1.4 How a Program Works

1.5 C++ and the Dark GDK Library

Chapter 2: Graphics Programming with C++ and the Dark GDK Library

2.1 Getting Your Feet Wet with the Dark GDK Library

2.2 The Screen Coordinate System

2.3 Basic 2D Shapes

2.4 Displaying Text

2.5 In the Spotlight: The Orion Constellation Program

2.6 The Program Development Cycle

Chapter 3: Variables, Calculations, and Colors

3.1 Introduction
3.2 Literal Data
3.3 Variables
3.4 Calculations
3.5 In the Spotlight: Drawing Simple Bar Charts
3.6 Getting Values from Functions
3.7 Colors
3.8 In the Spotlight: Drawing the Italian Flag
3.9 Named Constants

Chapter 4: void Functions

4.1 Modularizing a Program with Functions

4.2 Defining and Calling a void Function

4.3 Designing a Program to Use Functions

4.4 Local Variables

4.5 Passing Arguments to Functions

4.6 Global Variables and Constants

Chapter 5: Working with Images

5.1 Introduction

5.2 Bitmaps

5.3 Images and Transparency

Chapter 6: Control Structures

6.1 Introduction

6.2 Single-Alternative Decision Structures: The if Statement

6.3 Dual-Alternative Decision Structures: The if-else Statement

6.4 Nested Decision Structures and the if-else-if Statement

6.5 Repetition Structures: The while Loop and the do-while Loop

6.6 The Increment and Decrement Operators

6.7 Repetition Structures: The for Loop

6.8 Using the for Loop to Process Pixels in an Image

6.9 Logical Operators

6.10 The switch Statement

6.11 Numeric Truth, Flags, and bool Variables

Chapter 7: The Game Loop and Animation

7.1 The Game Loop

7.2 Simple Animation

7.3 Controlling Objects with the Keyboard

7.4 Sprites

7.5 Cel Animation and Sprite Sheets

7.6 Sprite Collision Detection

Chapter 8: The Vulture Trouble Game: Introducing Audio, Physics, and Text Effects

8.1 Introduction

8.2 Playing Sound Effects and Music

8.3 Simulating Falling Objects

8.4 Text Effects

8.5 The Vulture Trouble Game

Chapter 9: Value-Returning Functions and Mouse Input

9.1 Writing a Value-Returning Function

9.2 Working with the Mouse

9.3 The Bug Zapper Game

Chapter 10: Arrays and Tile Mapping

10.1 Array Basics

10.2 Sorting Arrays

10.3 Two-Dimensional Arrays

10.4 Tile Maps

Chapter 11: Strings and Files

11.1 Working with Strings

11.2 Introduction to File Input and Output

11.3 Saving a Game's High Score

Chapter 12: Object-Oriented Programming

12.1 Procedural and Object-Oriented Programming

12.2 Classes and Objects

12.3 An Object-Oriented Game: Balloon Target
12.4 Inheritance

Appendix A: Downloading and Installing the Required Software

Appendix B: The ASCII Character Set

Online:

Case Study: Scones McNabb

Case Study: Object-Oriented Vulture Trouble

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