Flash game development by example : build 9 classic Flash games and learn game development along the way /
In each chapter you'll build a complete game, starting with simple puzzlers and working your way up to games similar to the most popular online casual games. Each game introduces a range of essential skills that all Flash game developers should know. There's never a dull moment -- you'...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt,
Ã2011.
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Colección: | Community experience distilled.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Concentration; Defining game design; Setting stage size, frame rate, and background color; Welcome to Concentration (""Hello World""); Creating the tiles; Adding randomness: shuffling the tiles; Placing the tiles on stage; Picking tiles; Checking for matching tiles; Making the player see what happened; Preventing the player from cheating; Fine-tuning the game: adding educational content; Summary; Where to go now; Chapter 2: Minesweeper; Defining game design
- Creating the empty fieldPlacing the mines; Adding the digits; Optimization needed; Placing tiles on stage; Showing tile contents; Auto showing adjacent empty tiles; Flagging tiles; Timer and game over; No sudden death; Summary; Where to go now; Chapter 3: Connect Four; Defining game design; The game field; Showing smooth animations; Splitting the code; Adding the board; Placing the board to stage; Creating more classes; Placing the disc; Moving the disc; Applying game rules; Checking for possible columns; It's raining discs; Determining a cell value (if any); Making your move
- Waiting for the disc to be added to stageChecking for victory; Animating discs; The animation itself; Making computer play; Unleashing CPU power; Playing with AI: defensive play; Summary; Where to go now; Chapter 4: Snake; Defining game design; Array-based games versus Movie Clip-based games; Preparing the field; Drawing the graphics; Placing the snake; The snake itself; Simplifying the code; Letting the snake move; Controlling the snake; Placing fruits; Eating fruits; Making the snake grow; Placing walls; Making the snake die; Summary; Where to go now; Chapter 5: Tetris; Defining game design
- Importing classes and declaring first variablesDrawing game field background; Drawing a better game field background; Creating the tetrominoes; Placing your first tetromino; Moving tetrominoes horizontally; Moving tetrominoes down; Managing tetrominoes landing; Managing tetrominoes collisions; Rotating tetrominoes; Removing completed lines; Managing remaining lines; Making tetrominoes fall; Checking for game over; Showing NEXT tetromino; Summary; Where to go now; Chapter 6: Astro-PANIC!; Defining game design; Creating the game and drawing the graphics; Adding and controlling the spaceship
- Adding a glow filterMaking spaceship fire; Making the bullet fly; Adding enemies; Moving enemies; Being killed by an enemy; Killing an enemy; Killing an enemy-for good; Killing an enemy-with style; Advancing levels; Managing current score and high score; Saving data on your local computer; Summary; Where to go now; Chapter 7: Bejeweled; Creating documents and objects; Placing the gems; Placing the gems for real; Selecting a gem; Preparing to swap gems; Swapping gems; Swapping gems for real; Selecting which gems to remove; Removing gems; Making gems fall; Adding new gems; Dealing with combos