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C- Game Programming For The Absolute Beginner

معرفی کتاب «C- Game Programming For The Absolute Beginner» نوشتهٔ Microsoft FrontPage 5.0، منتشرشده توسط نشر Microsoft Press. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است. «C- Game Programming For The Absolute Beginner» در دستهٔ بدون دسته‌بندی قرار دارد.

Header......Page 1 Table of Contents......Page 3 Microsoft C# Programming for the Absolute Beginner......Page 12 Overview......Page 15 Project: The Mini Adventure......Page 16 Reviewing Basic C# Concepts......Page 17 Statements......Page 18 .NET Documentation......Page 19 Saying fiHello, World!fl......Page 23 Getting into the Visual Studio .Net Environment......Page 24 Creating a Custom Namespace......Page 27 Creating the Class......Page 28 Moving from Code to a Program......Page 30 Compiling Your Program......Page 31 Looking for Bugs......Page 32 Getting Input from the User......Page 33 Getting a Value with the Console.ReadLine() Method......Page 35 Incorporating a Variable in Output......Page 36 Combining String Values......Page 37 Displaying Quotation Marks......Page 38 Creating the Variables......Page 39 Writing the Output......Page 40 Finishing the Program......Page 41 Summary......Page 42 The Math Game......Page 43 The Simple Math Game......Page 44 Numeric Variable Types......Page 45 Integer Variables......Page 46 Floating-Point Variables......Page 47 Converting Variables......Page 48 The Convert Object......Page 50 The Hi Bill Game......Page 52 Condition Testing......Page 54 Multiple Conditions......Page 55 The Switch Demo Program......Page 56 Examining How Switch Statements Work......Page 57 Introducing the Die Roller......Page 58 Creating a Random Double with the .NextDouble() Method......Page 59 Getting the Values of Dice......Page 60 Creating the Variables......Page 61 Managing Addition......Page 62 Managing Multiplication and Division......Page 63 Waiting for the Carriage Return......Page 64 Summary......Page 65 Project: The Pig Latin Program......Page 66 A Closer Look at Strings......Page 67 Using the Object Browser......Page 68 Experimenting with String Methods......Page 69 Performing Common String Manipulations......Page 70 Examining The Bean Counter Program......Page 71 Examining the Behavior of the For Loop......Page 72 Varying the For LoopTMs Behavior......Page 73 The Fancy Beans Program......Page 74 Counting Backwards......Page 75 Using a While Loop......Page 76 The Magic Word Program......Page 77 Writing an Effective While Loop......Page 79 T: Tool Identification......Page 81 I: Implementation......Page 82 Applying STAIR to the Pig Latin Program......Page 83 Creating the Algorithm......Page 84 Setting Up the Variables......Page 85 Dividing the Phrase into Words......Page 86 Adding Debugging Code......Page 87 Summary......Page 88 Introducing the Critter Program......Page 89 The Song Program......Page 91 Building the Main() Method......Page 92 Creating a Simple Method......Page 93 Adding a Parameter......Page 94 Returning a Value......Page 95 Creating a Main Loop......Page 96 Calling a Method......Page 97 Getting Input from the User......Page 98 Handling Exceptions......Page 99 Creating the Basic Critter......Page 100 Using a Public Instance Variable......Page 101 Adding a Method......Page 102 Creating a Property in the CritterProp Program......Page 103 Creating the Critter with a Name Property......Page 104 Using Properties as Filters......Page 106 Adding More Private Variables......Page 107 Adding the Eat() Method......Page 108 Making Changes in the Main Class......Page 109 Summary......Page 110 Introducing the Snowball Fight......Page 112 Creating a Constructor......Page 113 Adding a Constructor to the Critter Class......Page 114 Creating the CritViewer Class......Page 115 Reviewing the Static Keyword......Page 116 Examining CritViewerTMs Constructor......Page 117 Working with Multiple Files......Page 118 Viewing the Improved Critter Class......Page 119 Adding Polymorphism to Your Objects......Page 120 Modifying the Critter Viewer in CritOver to Demonstrate Overloaded Constructors......Page 121 Using Inheritance to Make New Classes......Page 122 Creating a Class to View the Clone......Page 123 Improving an Existing Class......Page 124 Introducing the Glitter Critter......Page 125 Calling the Base ClassTMs Constructors......Page 126 Using Polymorphism to Alter a ClassTMs Behavior......Page 127 Creating the Snowball Fight......Page 128 Building the Fighter......Page 129 Building the Robot Fighter......Page 131 Creating the Main Menu Class......Page 133 Summary......Page 136 Introducing the Visual Critter......Page 138 Creating a Windows-Style Program with a GUI......Page 145 Thinking Like a GUI Programmer......Page 146 Creating a Graphical User Interface (GUI)......Page 147 Examining the Code of a Windows Program......Page 150 Adding New Namespaces......Page 151 Creating the Form Object......Page 153 Creating a Destructor......Page 154 Creating the Components......Page 155 Setting Up the Form......Page 156 Writing the Main() Method......Page 157 Responding to a Simple Event......Page 158 Adding an Event to the Program......Page 159 Creating an Event Handler......Page 160 Choosing a Font with Selection Controls......Page 161 Creating the User Interface......Page 162 Examining Selection Tools......Page 164 Creating Instance Variables in the Font Chooser......Page 165 Writing the AssignFont() Method......Page 166 Working with Images and Scroll Bars......Page 168 Changing an ImageTMs Size......Page 169 Setting Up the Picture Box......Page 170 Revisiting the Visual Critter......Page 172 Designing the Program......Page 173 Designing the Form......Page 174 Writing the Code......Page 175 Summary......Page 178 Introducing the Lunar Lander......Page 179 Introducing the Key Reader Program......Page 180 Coding the KeyPress Event......Page 182 Coding the KeyDown Event......Page 184 Animating Images......Page 186 Introducing the ImageList Control......Page 187 Setting Up an Image List......Page 188 Looking at the Image Collection......Page 189 Displaying an Image from the Image List......Page 190 Introducing the Timer Control......Page 191 Configuring the Timer......Page 192 Adding Motion......Page 193 Working with the Location Property......Page 195 Detecting Collisions between Objects......Page 197 Coding the Crasher Program......Page 199 Extracting a Rectangle from a Component......Page 200 Introducing the MsgDemo Program......Page 201 The Visual Design......Page 203 The Designer-Generated Code......Page 204 Class-Level Variables......Page 205 The timer1_Tick() Method......Page 206 The moveShip() Method......Page 207 The checkLanding() Method......Page 208 The theForm_KeyDown() Method......Page 210 The killShip() Method......Page 211 The initGame() Method......Page 212 Summary......Page 213 The Soccer Game......Page 214 Introducing Arrays......Page 215 Exploring the Counter Program......Page 216 Creating an Array of Strings......Page 218 Using the Array Demo Program to Explore Arrays......Page 219 Sorting the Array......Page 220 Designing the Soccer Game......Page 225 Solving a Subset of the Problem......Page 226 Setting Up the Shot Demo Program......Page 227 Setting Up the List Boxes......Page 228 Using a Custom Event Handler......Page 229 Kicking the Ball......Page 230 Examining the Form by Hand Program......Page 231 Adding Components in the Constructor......Page 232 Setting Up the Variables......Page 233 Setting Up the Players......Page 236 Setting Up the Opponents......Page 238 Responding to Player Clicks......Page 239 Handling Good Shots......Page 240 Setting a New Current Player......Page 241 Handling the Passage of Time......Page 242 Updating the Score......Page 245 Summary......Page 246 Viewing the Main Screen......Page 247 Loading an Adventure......Page 248 Playing an Adventure......Page 249 Creating an Adventure......Page 251 Reading and Writing Text Files......Page 252 Importing the IO Namespace......Page 253 Writing to a Stream......Page 254 Reading from a Stream......Page 255 Exploring the Menu Demo Program......Page 256 Adding a MainMenu Object......Page 257 Adding a Submenu......Page 258 Setting Up the Properties of Menu Items......Page 259 Writing Event Code for Menus......Page 260 Exploring the Dialog Demo Program......Page 261 Using the File Dialog Controls......Page 264 Responding to File Dialog Events......Page 265 Using the Font Dialog Control......Page 266 Exploring the Serialization Demo Program......Page 267 Creating the Contact Class......Page 268 Storing a Class......Page 269 Returning to the Adventure Kit Program......Page 270 Examining the Room Class......Page 271 Creating the Dungeon Class......Page 274 Writing the Game Class......Page 275 Writing the Editor Class......Page 280 Writing the MainForm Class......Page 285 Summary......Page 287 Taking a Quiz......Page 288 Investigating XML......Page 289 Defining XML......Page 290 Creating an XML Document in .NET......Page 294 Creating an XML Schema for Your Language......Page 295 Exploring the XmlNode Class......Page 296 Exploring the XmlDocument Class......Page 297 Reading an Existing XML Document......Page 298 Creating the XML Viewer Program......Page 304 Designating the Class-Level Variables......Page 309 Building the Document Structure......Page 310 Adding an Element to the Document......Page 311 Displaying the XML Code......Page 312 Examining the Quizzer Program......Page 313 Building the Main Form......Page 314 Writing the Quiz Form......Page 315 Writing the Editor Form......Page 321 Summary......Page 328 Introducing the SpyMaster Program......Page 329 Accessing the Data Server......Page 332 Accessing the Data in a Program......Page 337 Limiting Data with the SELECT Statement......Page 344 Using an Existing Database......Page 349 Adding the Capability to Display Queries......Page 350 Creating a Visual Query Builder......Page 351 Working with Relational Databases......Page 356 Improving Your Data with Normalization......Page 357 Using a Join to Connect Two Tables......Page 358 Creating a View......Page 361 Incorporating the Agent Specialty Attribute......Page 364 Creating a New Connection......Page 366 Converting a Data Set to XML......Page 370 Reading from XML to a Data Source......Page 371 Building the Main Form......Page 372 Editing the Assignments......Page 373 Editing the Specialties......Page 374 Viewing the Agents......Page 375 Editing the Agent Data......Page 376 Summary......Page 385 List of Figures......Page 386 List of Tables......Page 393 List of Sidebars......Page 394
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