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621

Index

2D arrays, 210

A

ActionScript 2 (AS2), 6-7 ActionScript 3.0 (AS3), 6-7

Adobe Flash Platform Distribution service, 579

Adobe Flash Platform Shibuya service, 579 Adobe Flash Platform Social service, 579 ads, in games and web pages, 575 AI for computer players, 379, 389–90, 395–

400, 405

AIR-based applications, distributing, 579 Amayeta SWF Encrypt, 580

animated objects, 521–30 animated sprites, 166–71 API licenses, 577

application background. See background arrays, 210

art-based scrolling, 411 AS2 (ActionScript 2), 6-7 AS3 (ActionScript 3.0), 6-7 assets

accessing from library, 144–47, 232 adding to library, 140–44

for Balloon Saw game, 17–18 for Blaster Mines game, 508, 518–21

for Color Drop game, 333–34 for Dice Battle game, 371–72 for Drive She Said game, 427–29 for Flak Cannon game, 140–47 for No Tanks! game, 209–11,

231–33, 305

for Pixel Shooter game, 31–32 for Tunnel Panic game, 587–92, 609 Atari, history of, 138–39

auto racing. See Drive She Said game

B

background, 63, 93

for No Tanks! game, 217, 219, 246–48, 304

for Super Click game, 110

See also tile sheets background fill variables, 61 Balloon Saw game, 17–30

assets, 17–18 balloons creating, 27 moving, 28 code, 19–22 collision detection, 28–29 ending, 30 game constructor, 24 game timer, 26

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Balloon Saw game (continued) graphics, 17–18 importing classes, 23 project settings, 19 scoreboard, 25 sounds, 18 state loop, 25 testing, 22 variables, 24 basic screen, 46, 47, 70–73 Bit Boy game, 478

Bit Trip Beat game, 477 Bit Trip Core game, 477 Blaster Mines game, 478–570

animated objects, 521–30 assets, 508, 518–21 collision detection, 557 designing, 478

frame rate profiler, 485–92, 507–8 frame rate, monitoring, 493–97 game initialization and

startup, 538–52 Game.as class, 497–98 look-up tables, 514–16 Main.as class, 500–510 memory conservation, 510, 514 memory usage, monitoring, 493–97 mines, 531, 537

muting, 481, 506, 509 object pooling, 510–13 optimizations, 510–18

particles from explosions, 533–34 pausing, 481, 506 player, moving, 526–30 project, creating, 498–500 projectiles, 535–37 radar screen, 517 scoreboard, 505

screen-based blit scrolling, 516 single-unit processing, 513 stage availability, 481, 506 state loop, 552–54

time-based step timer, 482–85, 507, 552–54

blit scrolling

screen-based, 516 tile-based, 411 blitting, 233, 234, 235–38

combining methods of, 236 full-screen blit, 235, 237 hardware blitting, 234

individual object blitting, 235–7 performance of, 236–38 bounding box collision detection, 28 buttons, in game framework, 46, 47,

74–81

C

car racing. See Drive She Said game casual games, 329–31. See also Color

Drop game; Dice Battle game classes package, 48

collision detection,

for Balloon Saw game, 28–29 for Blaster Mines game, 557 for Flak Cannon game, 196-203 for Pixel Shooter game, 41-42 tile-based

for Drive She Said game, 414, 431-32, 466-69

for No Tanks! game, 260, 316–17 Color Drop game, 331–64

assets, 333–34 blocks

adding, 350–52 class for, 336–40

click events for, 340, 353–58 graphics for, 333

removing, 358–61

testing for connections, 355–58 updating, 352 designing, 331 difficulty levels, 341, 362–63 ending, 362–63 game structure, 342–44 initializing, 345–46 Main class, 334–36 sounds, 333 state constants, 341 state machine, 347–50 testing, 364

complex custom events, 103

constructor for game. See game constructor contests for games, 575

copyright, 365–66 core gaming, 330 countdown clock, 429–31

D

debugging, 7 design patterns, 45

(3)

design specification, 100-105 designing games

Blaster Mines game, 478 Color Drop game, 331 Dice Battle game, 369–70 Drive She Said game, 407–10 Flak Cannon game, 139 No Tanks! game, 207 Super Click game, 100–105 Tunnel Panic game, 598–600 Dice Battle game, 369–405

assets, 371–72 characters, 371, 384 computer player, 379, 389–90, 395–400 designing, 369–70 dice, 371, 379–83 dice click events, 383 difficulty levels, 379, 401, 405 ending, 401

Game.as class, 385–89 graphics, 371–72 Main.as class, 375

player moves, capturing, 392–94 scoreboard, 373, 392–94 sounds, 372, 374–75 state constants, 385 state machine, 390–91 testing, 405 difficulty levels

array of classes for, 341, 362–63 for Color Drop game, 341, 362–63 for Dice Battle game, 379, 401, 405 for Flak Cannon game, 152-54, 183,

187, 203-4, 206 level data for, 240–43 level in screen for, 47, 95 level maps for, 216–21 setting, 67, 81

for Super Click game, 101, 102, 103, 115, 117–19, 126

in tile sheets

Drive She Said game, 415–16, 425–26, 437–39, 449, 471 No Tanks! game, 207, 210–16,

230–33, 306, 310, 320, 327 for Tunnel Panic game, 603 variables controlling, 102, 115 Digg.com web site, 572

dirty rect erase, 602

distributing viral web games, 572–74

Distribution service, Adobe Flash Platform, 579

Drive She Said game, 407–72 assets, 427–29 buffering, 412, 435 camera, 412, 434–35, 463 car moving, 416–18, 432–34, 453–57, 458–62 rendering, 462–65 restarting, 452 collision detection, 414, 431–32, 466–69 countdown clock, 429–31 designing, 407–10 difficulty levels, 415–16, 425–26, 437–39, 449, 471 directional keypresses, 442 frame rate, 426 Game class, 439–70 hearts, adding, 427 initializing, 445–47 Main.as class, 420–26 output canvas, 412–13, 435 project, creating, 418–20 scoreboard, 424 screen, rendering, 462–65 sounds, 424, 443 sprites, 413–14 starting, 447–52 state machine, 442, 445, 457 testing, 471

tile sheet for, 410-13

tile-based blit scrolling, 411, 453–57

E

eCPM (effective Cost Per Mille), 575 encapsulation, 8

encryption for games, 580 ending games, 66, 94

Balloon Saw game, 30 Color Drop game, 362–63 Dice Battle game, 401 Flak Cannon game, 205 No Tanks! game, 320 Super Click game, 126 Tunnel Panic game, 604 engine. See game engine error handling, 7

event model, 7, 11, 13–16, 103-4 events, 47, 68–69

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examples

Balloon Saw. See Balloon Saw game Blaster Mines. See Blaster Mines game Color Drop. See Color Drop game Dice Battle. See Dice Battle game Drive She Said. See Drive She Said

game

Flak Cannon. See Flak Cannon game No Tanks!. See No Tanks! game Pixel Shooter. See Pixel Shooter game space shooter. See space shooter game stub game using framework, 89–98 Super Click. See Super Click game Tunnel Panic. See Tunnel Panic game exclusive licenses, 577

F

Facebook, distributing viral web games on, 573

finite state machine. See state machine Flak Cannon game, 137–71, 173–206

animated sprites, 166–71 assets accessing, 144–47 adding, 140–44 bonus planes, 192 collision detection, 196–203 crosshairs, 184–86 designing, 139 difficulty levels ending, 203–4 improving, 206 setting, 152–54, 187 starting, 183 ending, 205 enemies, creating, 189–92 game constructor, 182 game-specific code, 176–87 graphics, 140–42 mouse events, 184–86 possible improvements, 206 removing objects from screen, 196 rendering moving objects, 203 ships, 186–87 sound manager, 147–52, 174–76 sounds, 143–44, 177, 179 state loop, 173, 188–205 static sprites, 155–66 testing, 188 updating objects, 194–96

Flash Builder (Flex Builder) creating projects, 52 requirements for, 7 Flash Develop creating projects, 51, 222, 419, 583 file structure, 107, 113, 222 projects, creating, 499 Flash IDE accessing graphics, 145 accessing sounds, 147 adding assets, 232 creating projects, 50, 105, 221, 419, 582 file structure, 107, 113 package structure, 49 preloading games, 587–95 projects, creating, 498 requirements for, 7 testing games, 16, 22 FlashGameDistribution.com, 578 FlashGameLicense.com, 578 Flex Builder. See Flash Builder Flex SDK accessing graphics, 146 accessing sounds, 147 adding assets, 231 file structure, 107, 113, 222, 231 package structure, 50 preloading games, 584–87 FlyWrench game, 477

frame rate profiler, 485–92, 507–8 frame rate, monitoring, 493–97 frame timer tick, 52, 426

framework. See game framework free-form tile-based movement, 410–13 full-screen blit, 235, 237

function reference pattern, 52 functions (methods), 8

G

Galaga Legions game, 477 game constructor

for Balloon Saw game, 24 for Flak Cannon game, 182 for space shooter game, 14 for Super Click game, 116–17 game contests, 575 game engine, 8 game framework, 8–16, 45–47, 88, 174–76, 562–69 background, 63 basic screen, 46, 47, 70–73

(5)

game framework (continued)

design patterns in, 45 events, 47, 68–69

frame rate profiler, 485–92, 507–8 game timer, 46, 52, 61, 63, 68, 95 mute functionality, 481, 506, 509 package structure, 48–50 pause functionality, 481, 506 scoreboard, 46, 47, 62, 82–88, 90, 93 simple button, 46, 47, 74–81 state constants, 46, 53–54 state functions, 46, 54–55, 65–68 state machine, 46, 52, 64

time-based step timer, 482–85, 507, 552-54

using, example of, 89–98 variable defintions, 60–63 game loop. See state loop

game portals, distributing viral web games on, 573

game timer, 11, 46, 52, 61, 63, 68, 95 for Balloon Saw game, 26 for No Tanks! game, 266–67 for space shooter game, 12 time-based step timer, 482–85, 507,

552-54

Gamer Blips web site, 572 GamerSafe.com web site, 578 games

ads in, 575

casual games, 329–31

designing. See designing games difficulty levels for. See difficulty levels ending. See ending games

examples of. See examples

finishing development, importance of, 3, 5

iterative development process, 3–5, 254 legal issues regarding, 365

licenses for, 576–79 post-retro games, 473-78 preloading, 584–95

projects for. See projects, creating reasons for developing, 5

sponsorships for, 576–79 testing, 16, 22, 37, 98 viral web games, 571–82 GAS (GotoAndStop) scrolling, 411 Geometry Wars game, 476 GIMP tool, 212–16

golden rule of intellectual property, 368–69

Google Ad Sense, 575 graphics

accessing with Flash IDE, 145–46 accessing with Flex SDK, 146 for Balloon Saw game, 17–18 for Color Drop game, 333 creating with GIMP tool, 212–16 for Dice Battle game, 371–72 for Flak Cannon game, 140–42 for Pixel Shooter game, 31 Spritelib GPL library, 140–42, 209

See also assets; sprites grid format. See tile sheets

H

hardcore games, 329 hardware blitting, 234 hardware sprites, 234

I

image tiles. See tile sheets

individual object blitting, 235, 236, 237 in-game ads, 575

inheritance, 9 in-page ads, 575

intellectual property law, 365–69 iterative process of game development,

3–5, 254

L

leader boards, Mochi, 595–98 legal issues for game

development, 365–69 levels. See difficulty levels library assets. See assets licenses for games, 576–79 look-up tables, 514–16

M

Mappy map editor, 216–21 marketing viral web games, 580 match-three games, 331

maze games. See No Tanks! game memory conservation, 510, 514 memory usage, monitoring, 493–97 methods. See functions

microtransactions, 576 minimax AI, 395–400

(6)

Mochi Media, 575

Mochi preloader ads and leader boards, 595–98 MP3 silence space, 428 muting games, 481, 506, 509

N

No Tanks! game, 207–50,253-330 assets, 209–11, 231–33, 305 background, 217, 219, 246–48, 304 collision detection, 260, 316–17 creating project, 221–23 designing, 207 difficulty levels, 207, 210-16, 230-33, 306, 310, 320, 327 ending, 320 enemy tanks adding, 282–86 moving, 286–300 explosions, 324 game timer, 266–67 GameDemo.as class, 226–30, 243–50 keypress logic, 268 levels in, 306, 310, 320, 327 Main.as class, 300–304 missiles, firing, 321–23 NoTanks.as class, 307–25 performance, 236–38, 250 players adding, 260–65

move states of, 267, 269–76 moving, 266–81 restarting, 263, 311 regions in, 283–85 scoreboard, 304 sounds, 304–6 testing, 326

tile sheets in. See tile sheets variables, 243, 308

nonexclusive licenses, 577 n-way movement. See free-form

tile-based movement

O

obfuscation, 580 object model, 9 object pooling, 510–13

object-oriented (OO) methodology, 8–11

object-oriented state machine, 52

objects

animated, 521–30

collisions between, detecting, 28–29, 41–42

creating at random frequency, 27 moving, 28, 194–96, 203 multiple, tracking, 39

new, starting in motion, 189–92 removing from screen, 196 updating, 194–96

See also sprites

OO (object-oriented) methodology, 8–11

optimization

look-up tables, 514–16 object pooling, 510–13 for radar screen, 517

for screen-based blit scrolling, 516 single-unit processing, 513

See also performance

P

package structure, 48–50 packages, 8 Pac-Man CE game, 476 patents, 367 pausing games, 481, 506 performance of AS3, 7 of blitting, 236–38 of object creation, 250 recursive functions and, 355

See also optimization Pixel Shooter game, 31–42

assets, 31–32 code, 32–37 collision detection, 41–42 explosions, 42 firing missles, 40 graphics, 31 sounds, 32 state loop, 38 testing, 37

tracking multiple objects, 39 variables, 38

PMGs (Player Missile Graphics), 233 pooling objects, 510–13

portals, distributing viral web games on, 573, 574

post-retro games, 473–78. See also Blaster Mines game

(7)

preloader ads, Mochi, 595–98 preloading games, 584–95 prior art, 368

projects package, 48–50 projects, creating, 48-52

Blaster Mines game, 498-500 Drive She Said game, 418–20 No Tanks! game, 221–23 Super Click game, 105–6 Tunnel Panic game, 582–83 properties. See variables

puzzle games. See casual games

R

radar screen, 517 recursive functions, 355

Retro Game Challenge game, 477 retro games. See post-retro games

S

scoreboard, 46, 47, 62, 82–88, 90, 93 for Balloon Saw game, 25 for Blaster Mines game, 505 for Dice Battle game, 373, 392–94 for Drive She Said game, 424 for Super Click game, 102, 110, 124 screen definition variables, 62

screen invalidation, 234

scrolling tile sheets. See tile scrolling second game theory, 3, 4

security for viral web games, 579–80 SFXR program, 143–44

Shibuya service, Adobe Flash Platform, 579 simple custom events, 103

simple events, 47 single-player games, 329 single-unit processing, 513 site locking, 579

smooth tile-to-tile movement, 255 social gaming sites, distributing viral web

games on, 573

social news sites, distributing viral web games on, 572

Social service, Adobe Flash Platform, 579 software requirements, 7

sound manager, 147–52, 174–76 sounds

accessing from library, 147 for Balloon Saw game, 18 for Color Drop game, 333

for Dice Battle game, 372, 374–75 for Drive She Said game, 424, 443 for Flak Cannon game, 143–44, 177,

179

MP3 silence space, 428 muting, 150, 481, 506, 509 for Pixel Shooter game, 32 SFXR program, 143–44

for Tunnel Panic game, 587–92, 609

Seealso assets soundtrack, 149–51 Space Giraffe game, 476

Space Invaders Extreme game, 477 space shooter game, 9–17

event model, 13–16 game constructor, 14 game timer, 12 object model, 9 state loop, 11–12 testing, 16

sponsorships for games, 576–79 sprite sheets, 235. See also tile sheets Spritelib GPL library, 140–42, 209, 413 sprites, 234

animated, 166–71

blocks as, in Color Drop game, 333 circles as, in Super Click

game, 127–31

in Drive She Said game, 413-14 hardware sprites, 234

moving between two points, 155–61 moving on continuous

vector, 161–66 rendering, 234, 257–58

ship as, in Tunnel Panic game, 600, 601–3 static, 155–66 in tile sheets, 212, 218–19, 220 adding, 255–57, 260–65 moving, 254–55, 258–60, 266–81 stage, scrolling, 411 state constants, 46, 53–54 state control variables, 61 state functions, 46, 54–55, 65–68 state loop, 11

for Balloon Saw game, 25 for Blaster Mines game, 552-54 for Flak Cannon game, 173,

188–205

(8)

state loop (continued)

for space shooter game, 11–12 for Super Click game, 119–22 state machine, 46, 52, 64 static sprites, 155–66 stub, 48

Super Click game, 99–133 background, 110 circles adding, 121 defining, 127–31 fading out, 124 removing, 122, 130 updating, 121, 130 creating project, 105–6 design specification, 100–105 difficulty levels ending, 103, 126 setting, 117–19 specifying, 101 variables controlling, 102, 115 ending the game, 126

events, 103–4 Game class, 113–27 game constructor, 116–17 Main.as class, 106–13 scoreboard, 102, 110, 124 scores, in circles, 121, 122, 131–33 state loop, 119–22 testing, 133 variables, 101, 115 SWF encryption, 580

T

technical design specification, 100–105 testing games, 16, 22, 37, 98

Tetris game, 330 tick. See frame timer tick tile jumping, 254 tile scrolling, 410–13 tile sheets, 209–11, 235

blitting, 233, 234, 235–38 creating, 212–16

dynamic movement in, 208 free-form movement in, 410–13

hard-coded movement logic in, 207, 259 layers in, 217–21

level data for, 240–43 level maps for, 216–21

levels in

Drive She Said game, 415–16, 425– 26, 437–39, 449 No Tanks! game, 207, 210–16, 230– 33, 306, 310, 320, 327 sprites in, 212, 218–19, 220 adding, 255–57, 260–65 moving, 254–55, 258–60, 266–81 XML data for, 223–30

tile-based blit scrolling, 411, 453–57 tile-based collision detection, 260 TileSheet class, 238–50

tile-to-tile movement, smooth, 255

time-based step timer, 482–85, 507, 552-54 timer tick. See Frame timer tick

timer variables, 61 title screen, 65, 93 trademarks, 366

Tunnel Panic game, 582–619 assets, 587–92, 609 creating project, 582–83 designing, 598–600 difficulty levels, 603 ending, 604 Game.as class, 605, 610–19 Main.as class, 592–95, 605–9 obstacles, 601 play field, 601 player ship, 600, 601–3 preloader ads and leader

boards, 595–98 preloading, 584–95 sounds, 587–92, 609 testing, 619

Twitter, distributing viral web games on, 572 two-dimensional arrays, 210

V

variables, 8, 24

for game difficulty, 102, 115 for game framework, 60–63 for game logic, 101, 115 viral web games, 571–82

distributing, 572–74

making money from, 575–79 marketing, 580

post-retro games as, 478 security for, 579–80 web site resources, 581

(9)

W

wait variables, 63 web sites

about viral web games, 581 distributing viral web games on, 572 site locking, 579

X-Y-Z

XML data

creating, 223–25 reading, 225–30 for tile sheets, 223–30 Yahoo Buzz web site, 572 zero-relative arrays, 210

References

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