Advanced 2D Game Development (Paperback)

Jonathan S. Harbour

  • 出版商: Course Technology
  • 出版日期: 2008-06-01
  • 定價: $1,580
  • 售價: 5.0$790
  • 語言: 英文
  • 頁數: 336
  • 裝訂: Paperback
  • ISBN: 1598633422
  • ISBN-13: 9781598633429
  • 立即出貨(限量) (庫存=2)




This book is a comprehensive guide to 2D game programming, covering every significant 2D game subject in one volume. It includes coverage of 2D animated sprites, tile-based scrolling, level editing, vector graphics, 2D physics, and the major game genres--real time strategy (Command & Conquer), turn based strategy (Civilization IV), vertical scrolling shoot-em-ups (Mars Matrix), horizontal shoot-em-ups (R-Type), scrolling platform-style games (Mario), and of course, role-playing games (Ultima). It includes discussion of overall game theory and development, explaining how to create a real time strategy game from concept to completion. Readers will create their own professional-quality RTS game using a royalty-free library of RTS artwork, C++, and the cross-platform game library Allegro. In addition to the basic graphics engine (which will run in 2D), this book covers each key feature of an RTS game, including pathfinding, enemy AI, grouping, unit formations, and other related subjects, each covered in a dedicated chapter. Each chapter's skills will be applied to the final game created by the reader.

Table of Contents

Part I : 2D Vector and Bitmapped Graphics
Chapters 1-3 : Vector graphics programming topics
Chapters 4-6 : Animated sprite programming topics

Part II : Game Logistics
Chapter 7-9 : Sound, music, keyboard/mouse input, networking (multiplayer)

Part III : 2D Tile-Based Game Theory
Chapters 10-12 : Tile Theory--Rectangular, Isometric, Hexagonal
Chapters 13-17 : Tile-based genres--scrolling shooters, platform-style, role-playing games, military hex-map games

Part IV : Real Time Strategy Game--The Game World
Chapter 18 : Building The RTS Engine
Chapters 19-21 : Constructing the game world, level editing, random maps, moving one unit, fog of war, building structures, workers, combat units

Part V : RTS Game--Game Interface and Unit Control
Chapters 22-24 : selecting units, unit formations, gathering resources, attacking enemy units

Part VI : RTS Game--Enemy A.I.