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· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484270387
· 쪽수 : 382쪽
· 출판일 : 2021-06-12
목차
Part 1: Low-Level 2D Game Engine Review
Chapter 1: Base Classes
? mmgobj
? mmgcolor
? mmgrect
? mmgfont
? mmgpen? mmgvector2
? mmgbmp
Chapter 2: Helper Classes
? mmgapiutils? mmghelper
? mmgscreendata
? mmgfontdata
? mmgdebug
? mmgbmpscaler
? mmgmediatracker
Chapter 3: Other Classes
? mmgcfgfileentry
? mmgevent
? mmgeventhandler
Chapter 4: Advanced Classes
? mmg9slice
? mmgcontainer
? mmglabelvaluepair? mmgloadingbar
? mmgsprite
? mmgdrawablebmpset
Chapter 5: Widget/UI Classes
? mmgtextfield
? mmgtextblock
? mmgscrollvert/hor/horvert
? mmgmenucontainer
? mmgmenuitem
Chapter 6: Animation Classes
? mmgpositiontween (position animation over specified distance and time)
? mmgsizetween (size animation over specified scale and time)
? mmgpulse (pulse function, start ? end → end ? start → repeat)
Chapter 7: Game Screen Classes
? mmggamescreen (base game screen with drawing routine and menu support)
? mmgsplashscreen (specialized game screen for logo splashes)
? mmgloadingscreen (specialized game screen for loading resources)
Part 2: Mid-Level Game Engine Review
Chapter 8: Static Main Entry Point
? mmgapigame (static main entry point with support for data driven settings etc.)
? Main frame (base class for window support)
? Game panel (base class for game screen support and input)
? Launching a game window
Chapter 9: Game Settings/Run-Time Settings Loading
? dat constants entry (game specific data, runtime loading)
? dat external strings (central repository for game strings, text)
? Game settings (application, input, game specific data, runtime loading)
? Game settings importer (part of the settings import process)
Chapter 10: Game Resources/Automatic Loading, Manual Loading
? Automatic resource loading ? global resources (images and sounds)
? Automatic resource loading ? game specific resources (images and sounds)
? Manually accessing resources (images, sounds)
Chapter 11: Game Screens/Worker Threads
? Run resource load (resource loading internals)
? Run frame rate (frame rate control thread)
? Screen (a higher level extension of the mmggamescreen class with concrete connections to application level classes, resources)
? Screen main menu (a higher level extension of the screen class with a concrete main menu implementation)
? Screen splash (a higher level extension of the mmgsplashscreen class with concrete slash screen implementation)
? Screen loading (a higher level extension of the mmgloadingscreen class with concrete loading screen implementation)
Part 3: Building Some 2D Games
Chapter 12: Pong Clone: Project Setup
? Introduction (introduction to the game, rules, goals, resources, etc.)
? Creating a new game project (creating a new project in the IDE and linking the API libraries)? Setting up resource folders (creating a resource folder for global and game specific resources, images, and sound)
? Setting up game setting files (creating game settings files and linking them into the project)
? Launching the game window (launching the game window)
Chapter 13: Pong Clone: Game Screens
? Splash screen (creating and linking in the splash screen)
? Loading screen (creating and linking in the loading screen and resource loading thread)
? Main menu screen (creating and linking in the main menu screen)? Launching and testing (launching the game window and verifying the splash screen, loading screen, and main menu functionality)
Chapter 14: Pong Clone: Game Implementation
? Game screen (creating the game board and information bar)
? User input (connecting user input, controlling the game)
? Computer opponent (computer opponent logic)
? Game logic (expressing the rules of the game in code)
? In-game screens (adding sub screens to the game screen to support get ready prompt, game exit, and game winner information)
Chapter 15: Pong Clone: Conclusion
? Conclusion (general concluding thoughts on the game project)
? Ideas for enhancements (ideas for new features the reader can explore)
Chapter 16: Dungeon Trap: Project Setup
? Introduction (introduction to the game, rules, goals, resources, etc.)
? Creating a new game project (creating a new project in the IDE and linking the API libraries)
? Setting up resource folders (creating a resource folder for global and game specific resources, images, and sound)
? Setting up game setting files (creating game settings files and linking them into the project)
? Launching the game window (launching the game window)
Chapter 17: Dungeon Trap: Game Screens
? Splash screen (creating and linking in the splash screen)
? Loading screen (creating and linking in the loading screen and resource loading thread)
? Main menu screen (creating and linking in the main menu screen)
? Launching and testing (launching the game window and verifying the splash screen, loading screen, and main menu functionality)
Chapter 18: Dungeon Trap: Supporting Classes ? Base, Objects, Items
? Base class for all game objects:
mdtbase
? Items:
mdtitembomb
mdtitemchest
mdtitemcoinbag
mdtitempotiongreen
mdtitempotionredmdtitempotionyellow
? Objects:
mdtobject
mdtobjbarrel
mdtobjtablelarge
mdtobjtablesmall
mdtobjtorch
Chapter 19: Dungeon Trap: Supporting Classes ? Player, Enemies, Weapons
? Player:
mdtchar
? Enemies:
mdtenemydemon
mdtenemybanshee
mdtenemywarlock
? Weapons:
mdtweaponaxe
mdtweaponspearmdtweaponsword
Chapter 20: Dungeon Trap: Game Screens
? Splash screen (creating and linking in the splash screen)
? Loading screen (creating and linking in the loading screen and resource loading thread)
? Main menu screen (creating and linking in the main menu screen)
? Launching and testing (launching the game window and verifying the splash screen, loading screen, and main menu functionality)
Chapter 21: Dungeon Trap: Game Implementation
? Game screen (creating the game board and information bar)
? User input (connecting user input, controlling the game)
? Computer opponent (computer opponent logic)
? Game logic (expressing the rules of the game in code)? In-game screens (adding sub screens to the game screen to support get ready prompt, game exit, and game winner information)
Chapter 22: Dungeon Trap: Conclusion
? Conclusion (general concluding thoughts on the game project)
? Ideas for enhancements (ideas for new features the reader can explore)
Chapter 23: Book Conclusion
? Conclusion (general concluding thoughts on the game project)
? Resources for free game art (links for image resources)? Resources for free game sounds (links for sound resources)
? Ideas for enhancements (ideas for new features the reader can explore)














