LEADER 05456oam 2200697I 450 001 9910820765603321 005 20230912122911.0 010 $a1-138-42749-7 010 $a1-136-13694-0 010 $a1-283-07432-X 010 $a9786613074324 010 $a0-240-81769-9 024 7 $a10.4324/9780240817699 035 $a(CKB)2670000000082408 035 $a(EBL)683633 035 $a(OCoLC)714569558 035 $a(SSID)ssj0000492027 035 $a(PQKBManifestationID)11308337 035 $a(PQKBTitleCode)TC0000492027 035 $a(PQKBWorkID)10478799 035 $a(PQKB)10789059 035 $a(OCoLC)720643566 035 $a(OCoLC)746294217 035 $a(CaSebORM)9780240817682 035 $a(MiAaPQ)EBC4689089 035 $a(MiAaPQ)EBC683633 035 $a(EXLCZ)992670000000082408 100 $a20180706d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aReal-world Flash game development $ehow to follow best practices and keep your sanity /$fChristopher Griffith 205 $a2nd ed. 210 1$aWaltham, Mass. :$cFocal Press,$d2012. 215 $a1 online resource (433 p.) 300 $aIncludes index. 311 $a1-136-13693-2 311 $a0-240-81768-0 327 $aCover; Real-World Flash Game Development: How to Follow BestPractices and KeepYour Sanity; Copyright; CONTENTS; INTRODUCTION; 1 COMPUTER SCIENCE ISN'T FOR EVERYONE; A Little Groundwork; Common Game Types; General Development Terms; Game-Specific Development Terms; Flash Development Terms; You Can Wake Up Now; 2 THE BEST TOOL FOR THE JOB; Flash Back; The Case for Flash; Nobody's Perfect; Stop Fighting It; Things Flash Was Built to Do; The Best Tool for the Job; 3 A PLAN IS WORTH A THOUSAND ASPIRIN; Step 1; Step 2; Step 3; Step 4; Step 5; Step 6 (Optional); 4 //COMMENTS FTW!; Fair Warning 327 $aPart 1: ClassesPart 2: Events; Part 3: Errors; Part 4: Data Structures and Lists; Part 5: Keep Your Comments to Everyone Else!; Part 6: Why Does Flash Do That?; Conclusion; 5 THE LEAST YOU CAN DO VERSUS AN ARCHITECT'S APPROACH; Basic Encapsulation: Classes and Containers; Store Relevant Values as Variables and Constants; Don't Rely on Your Stage; Don't Use Frameworks or Patterns You Don't Understand or That Don't Apply; Know When It's Okay to Phone It In and When It Definitely Isn't; Transitioning to Architecture; OOP Concepts; Practical OOP in Game Development 327 $aThe Singleton: A Good Document PatternSummary; 6 MANAGING YOUR ASSETS AND WORKING WITH GRAPHICS; A Better File Format; A Few Words about Organization; Working with Graphics; Raster Formats to Use; Key Points to Remember; 7 MAKE IT MOVE-ACTIONSCRIPT ANIMATION; A Little Terminology; To Tween or Not to Tween? Is That a Question?; A Simple Scripted Shooter; Memory: Tweening Animation; Summary; 8 TURN IT UP TO 11: WORKING WITH AUDIO; Formats to Use; Export Settings to Use; Using External Files; Tools for Working with Sounds; Scripting Sounds; 9 PUT THE VIDEO BACK IN ""VIDEO GAME""; Video Codecs 327 $aExternal Video Uses: Cutscenes and MenusCutsceneManager; Video on the Timeline; Setting Up an Internal Video; Summary; 10 XML AND DYNAMIC CONTENT; Bringing Data In: Understanding the URLLoader Class; XML; E4X; Crossword Puzzle; Content Is a Two-Way Street: A Crossword Builder; Sending Data Back Out; One More Example: XML versus Flash Vars; Summary; 11 FOUR-LETTER WORD: M-A-T-H; The Math Class; Part One: Geometry and Trigonometry; A Quick Explanation of Radians and Pi; 3D in Flash; Perspective Projection; The SimpleTunnelShooter Example; Part Two: Physics; Example: A Top-Down Driving Engine 327 $aExample: Top-Down Driving Game with DriftReview; 12 DON'T HIT ME: COLLISION DETECTION TECHNIQUES; What You Can Do versus What You Need; HitTestObject-The Most Basic Detection; HitTestPoint-One Step Up; Radius/Distance Testing-Great for Circles; Rect Testing; Pixel-Perfect Collision Detection and Physics; When All Else Fails, Mix 'N Match; 13 MIXUP-A SIMPLE ENGINE; The Main Document; The MixUp Class; The Title Class; The RulesPanel Class; The Game Class; The Interfaces; The GameBoard Class; The SourceImageEmbedded Class; The GameHistory and Results Classes; The SourceImageCamera Class; Review 327 $a14 BRINGING IT ALL TOGETHER: A PLATFORMER 330 $aYour deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to k 606 $aVideo games$xProgramming 606 $aComputer animation 615 0$aVideo games$xProgramming. 615 0$aComputer animation. 676 $a794.8/1526 676 $a794.81526 700 $aGriffith$b Christopher$f1979-,$01594777 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910820765603321 996 $aReal-world Flash game development$93915428 997 $aUNINA