Summary: You can start game programming in a flash Here's how to create five different cool games - no experience necessary! Ever think you could come up with a better computer game? Then this book is for you! No boring programming theory here just the stuff you need to know to actually make something happen and all in plain English. Build a brain-teasing math game go classic with Pong create monsters and mayhem and much more. Discover how to Build and control basic movie clips Make text appe
ar and change Generate random numbers Add sound effects Create cars and space vehicles that move realistically Blow up stuff onscreen
Summary: You can start game programming in a flash Here's how to create five different cool games - no experience necessary! Ever think you could come up with a better computer game? Then this book is for you! No boring programming theory here just the stuff you need to know to actually make something happen and all in plain English. Build a brain-teasing math game go classic with Pong create monsters and mayhem and much more. Discover how to Build and control basic movie clips Make text appear and change Generate random numbers Add sound effects Create cars and space vehicles that move realistically Blow up stuff onscreen ...show less
Edition/Copyright:05 Cover: Print On Demand Publisher:John Wiley & Sons, Inc. Published: 11/07/2005 International: No
View Table of Contents
Part I: Basic Flash. Chapter 1: Why You Want to Write Games in Flash. Chapter 2: Cruising and Using the Flash Environment.
Part II: The Next Steps. Chapter 3: Altered States. Chapter 4: Getting with the Program. Chapter 5: Making an Interactive Game.
Part III: Sprites or Movie Clips. Chapter 6: Introducing Sprites and Movie Clips. Chapter 7: Won't Be Long 'Til You Write Pong.
Part IV: Getting Control of the Situation. Chapter 8: Keyboard Input and Audio Output. Chapter 9: It's Alive! Animating Your Sprites. Chapter 10: Building the Monster Traffic Game.
Part V: Phun with Phuzzy Physics. Chapter 11: Vectors and Gravity. Chapter 12: Vehicle Motion. Chapter 13: The Life and Death of Sprites.
Part VI: The Part of Tens. Chapter 14: Ten Math Concepts for Game Programmers. Chapter 15: Ten Game Starters.
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