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00000cam a2200000Ia 4500 |
001 |
EBSCO_ocn726872870 |
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OCoLC |
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20231017213018.0 |
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m o d |
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cr cnu---unuuu |
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110524s2011 enka o 001 0 eng d |
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|a 772399275
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|z (OCoLC)816879448
|z (OCoLC)823131435
|z (OCoLC)961544327
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050 |
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4 |
|a QA76.76.C672
|b F47 2011eb
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|a GAM
|x 013000
|2 bisacsh
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082 |
0 |
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|a 794.81526
|2 22
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|a UAMI
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100 |
1 |
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|a Feronato, Emanuele.
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245 |
1 |
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|a Flash game development by example :
|b build 9 classic Flash games and learn game development along the way /
|c Emanuele Feronato.
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260 |
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|a Birmingham, UK :
|b Packt,
|c Ã2011.
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300 |
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|a 1 online resource (311 pages) :
|b illustrations.
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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490 |
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|a Community experience distilled
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520 |
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|a 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're building working, fun games right from Chapter 1. If you've never developed a game before or you've made a start but want to refine your skills and build complete, successful projects then this book is just what you need.
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|a 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
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|a 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
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|a 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
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|a 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
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|a 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
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
0 |
|a Flash (Computer file)
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630 |
0 |
7 |
|a Flash (Computer file)
|2 fast
|0 (OCoLC)fst01388687
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650 |
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0 |
|a Computer games
|x Programming.
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650 |
|
0 |
|a Computer games
|x Design.
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650 |
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6 |
|a Jeux d'ordinateur
|x Programmation.
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650 |
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6 |
|a Jeux d'ordinateur
|x Conception.
|
650 |
|
7 |
|a GAMES
|x Video & Electronic.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Design.
|2 fast
|0 (OCoLC)fst00872112
|
650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
830 |
|
0 |
|a Community experience distilled.
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856 |
4 |
0 |
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|a Askews and Holts Library Services
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|b IDEB
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