LEADER 02306nem 2200481Ia 450 001 9910695459803321 005 20061129134413.0 035 $a(CKB)5470000002370162 035 $a(OCoLC)76821819 035 $a(EXLCZ)995470000002370162 100 $a20061129d2005 ca 101 0 $aeng 120 $ab|||||||||||| 121 $a||||||||| 124 $bd 135 $aurcn|---||||| 181 $ccrd$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aTopographic map of quadrangles 3764 and 3664, Jalajin (117), Kham-Ab (118), Char Shangho (123), and Sheberghan (124) quadrangles, Afghanistan$b[electronic resource] /$fcompiled by Robert G. Bohannon ; prepared in cooperation with the U.S. Geological Survey and the Afghanistan Geodesy and Cartography Head Office under the auspices of the U.S. Agency for International Development and the U.S. Trade and Development Agency 210 1$a[Reston, VA] :$cU.S. Dept. of the Interior, U.S. Geological Survey ;$a[Kabul, Afghanistan] :$cAfghan Geological Survey,$d2005. 215 $a1 map $cdigital, PDF file 225 1 $aUSGS open-file report ;$v2005-1092-B 225 1 $aUSGS Afghanistan project product ;$vno. 039 300 $aRelief shown by contours and spot heights. 300 $aTitle from title screen (viewed on Nov. 9. 2006). 300 $a"AGS open-file report (117/118/123/124) 2005-1092-B." 300 $a"Base from Shuttle Radar Topography Mission (STRM) 85-meter digital data, cultural data from digital files from ATMS web site." 300 $aIncludes location map. 517 $aTopographic map of quadrangles 3764 and 3664, Jalajin 607 $aAfghanistan$vMaps 608 $aTopographic maps.$2lcgft 608 $aMaps.$2lcgft 701 $aBohannon$b Robert G$01389793 712 02$aAfghanistan.$bIda?rah-i ?Umu?mi?-i Jiyu?di?zi? va Ka?rtu?gra?fi?. 712 02$aUnited States.$bAgency for International Development. 712 02$aUnited States.$bTrade and Development Agency. 801 0$bGPO 801 1$bGPO 906 $aBOOK 912 $a9910695459803321 996 $aTopographic map of quadrangles 3764 and 3664, Jalajin (117), Kham-Ab (118), Char Shangho (123), and Sheberghan (124) quadrangles, Afghanistan$93547908 997 $aUNINA LEADER 05469nam 2200721 a 450 001 9910970681603321 005 20240516171132.0 010 $a9786613555496 010 $a9781280377587 010 $a1280377585 010 $a9781849692090 010 $a1849692092 035 $a(CKB)2670000000174090 035 $a(EBL)932949 035 $a(OCoLC)794492035 035 $a(SSID)ssj0000657475 035 $a(PQKBManifestationID)12198398 035 $a(PQKBTitleCode)TC0000657475 035 $a(PQKBWorkID)10657259 035 $a(PQKB)11408628 035 $a(Au-PeEL)EBL932949 035 $a(CaPaEBR)ebr10555102 035 $a(CaONFJC)MIL355549 035 $a(PPN)228048834 035 $a(FR-PaCSA)88850712 035 $a(MiAaPQ)EBC932949 035 $a(FRCYB88850712)88850712 035 $a(DE-B1597)723065 035 $a(DE-B1597)9781849692090 035 $a(EXLCZ)992670000000174090 100 $a20120516d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aMonkey game development $ebeginner's guide : create monetized 2D games deployable to almost any platform /$fMichael Hartlef 205 $a1st ed. 210 $aBirmingham [England] $cPackt Pub.$d2012 215 $a1 online resource (403 p.) 225 0 $aLearn by doing : less theory, more results 300 $aIncludes index. 311 08$a9781849692038 311 08$a1849692033 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Monkey-Huh?; Game development for the rest of us; Cross-platform development; Compiler or translator?; The Monkey toolbox; Time for action - installing Monkey; Please welcome... Monk; MSERVER-Monkey's own web server; Let's have a little playtime; Time for action - playing Pirate TriPeaks; Time for action - playing Surviball; Playing to have fun, playing to study; So let's go for something big? No!; The alternative; Time for action - read the manual 327 $aThe Trans tool and the supported target platformsHTML5; FLASH; iOS; Android; XNA; GLFW; The Monkey standard modules; Lang; Lists; Map; Math; Random; Set; Stack; Mojo - The 2D framework/modules; App; Audio; Graphics; Input; Monkey is extendable; Your own modules; Native source code; Third-party modules; Your own targets; Your game is easily portable; Summary; Chapter 2: Getting to Know your Monkey-a Trip to the Zoo; Call the Monk and start praying-the Monkey IDE; Why learn about Monk?; Starting up Monk; Monk's user interface; The toolbar; The code editor area; The info box 327 $aTime for action - opening a sample scriptWhere is my navi?; Time for action - navigating to the Main() function; Save... save... save!; Time for action - saving a script; Projects-bringing in some organization; Time for action - creating a project; The Monkey programming language; Time for action - Monkey's Hello World; Running your first script in a browser; Our first little game... PONGO; Time for action - the basic structure of your game; Pongo's data structure; Time for action - adding some data fields; Time for action - rendering the game field 327 $aTime for action - drawing the ball and the paddlesTime for action - player paddle movement; Time for action - moving the enemy paddles; Time for action - moving the ball; Time for action - controlling the ball with the player's paddle; Time for action - letting the enemy paddles fight back; Time for action - acting on the different game modes; Exporting your game as an HTML5 website; One more thing... comment your code!; Summary; Chapter 3: Game #2, Rocket Commander; The game objects; The basic file structure; Time for action - building the basic file structure of the game 327 $aHold that data-RocketCommander's data structureTime for action - creating the general data structure of the game; Detailing the Update process; Time for action - detailing the Update process; Detailing the Render process; Time for action - detailing the Render event; Enhancing the OnCreate event; Time for action - detailing the OnCreate process; Let's build some cities; Time for action - building some cities; Implementing the city class into the game; Time for action - changing the gameClasses file; Modifying the RocketCommander class; Time for action - spawning some cities in the game 327 $aRendering the ground and the cities 330 $aThe first two chapters will provide you with grounding in Monkey. In each subsequent chapter you will create a complete game deployable to either iOS, Android, HTML5, FLASH, OSX, Windows and XNA. The last chapter will show you how to monetize the games so you can be commercially successful in the app development world. Do you want to quickly create games deployable to all the major desktop and mobile platforms?, if so look no further. You will learn how to utilize the highly versatile Monkey compiler to create 2d games deployable almost anywhere. No game development or programming experience i 606 $aVideo games$xDesign$vHandbooks, manuals, etc 615 0$aVideo games$xDesign 676 $a004.019 676 $a794.8/1526 700 $aHartlef$b Michael$01795142 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910970681603321 996 $aMonkey game development$94336205 997 $aUNINA