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C# and Game Programming - Salvatore A. Buono

C# and Game Programming

A Beginner's Guide
Buch | Hardcover
532 Seiten
2019 | 2nd edition
CRC Press (Verlag)
978-1-138-42810-2 (ISBN)
CHF 296,75 inkl. MwSt
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The second edition of C-sharp and Game Programming offers the same practical, hands-on approach as the first edition to learning the C-sharp language through classic arcade game applications.
The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples

Buono, Salvatore A.

Preface, PART ONE: Programming Basics, Chapter One: C# from the Beginning, An Overview of the C# Language, A Little History on the Cs, What is the Net Framework?, Managed Code and Assemblies, Algorithms, The Net Compiler, Compiling and Executing, Comments, Screen Output, The Newline Character, The WriteLine Command, The Semicolon, Whitespaces, Preprocessor Directives, Indenting, Naming Variables, Declaring Variables and the Integer Data Types, The Data Types float and double, The Data Type decimal, The Data Types character and string, Keywords sizeof and unsafe, Enabling unsafe mode in C#, The Data Type void, Assignment Statements, Type Compatibility: Implicit Conversions, Formatting Strings, Arithmetic, Keyboard Input, Uninitialized Variables, Access Modifiers: constant, Readonly, and volatile, Incrementing and Decrementing Operators, Type Safety versus Metonym Data Types, Keyword Defaults, Using, System, and Namespace, Hungarian Notation, Things to Remember, Troubleshooting, Questions, Chapter Two: Branches, Loops, and Functions, The if Statement, The else Statement, The else-if Statement, Program Walkthrough, Compound if Statements, and, or, and not, Nested if Statements, Mathematical Abbreviations, The while Loop, Battle Bit, The do-while Loop, The for Loop, The switch Statement, Converting from C++ to C#, Boolean Expressions, Short Circuit Evaluation, The Conditional Operator, Predefined Functions, Type Casting: Explicit Conversions, References, Values, and the Boxing Technique, Introduction to User-Defined Functions, Writing Our First User-Defined Function, Variable Scope, Functions that Return Values, Passing Variables: Calls-By-Value, Writing Functions as Black Boxes, Passing Variables: Calls-By-Reference, The Keyword out, An Introduction to Polymorphism, Introducing Recursion, Inline Functions, Troubleshooting, Things to Remember, Questions, PART TWO: Game Programming Basics, Chapter Three: Introducing DirectX, Writing Games, Game 1—Paddle Tennis, Brainstorming, Drawing Characters, Plotting Motions, Writing an Algorithm, Displaying Graphics Using Native C++, Displaying Graphics Using C#, Displaying Graphics Using DirectDraw, Introducing Object-Oriented Programming, Adding Files to Our Projects, Programming a Character, Directlnput: the Keyboard, Erasing Residual Images, Collision Detection: The Players’ Boundaries, Collision Detection: The Ball in Motion, Collision Detection: Deflecting the Ball, A Few Minor Details: Scores, Speed Settings, and Additional Graphics, Adding Colors, Adding Sounds Using Windows Multimedia, Adding Sounds Using DirectSound, Adding in the Mouse, Directlnput: The Mouse, Directlnput: The Joystick, Introducing Menus, Introduction to Artificial Intelligence, Paddle Tennis: Putting It All Together, Bonus Games, Game 2—Space Fighters, Brainstorming, Selecting Characters & Plotting Motions, Writing the Algorithm, Animating Characters: Animating Spaceships, Animating Characters: Projectiles and Explosions, Adding Directlnput: The Keyboard and Joystick, OnPaint, Defining Hyperspace, Boundaries & Projectile Limits, Drawing with DirectDraw, Artificial Intelligence: Evasion, Including Obstacles: The Sun, Gaining Momentum, Including More Obstacles: Asteroids as Extra Credit, Menus, Space Fighters: Putting It All Together, Game 3—Asteroid Miner, Brainstorming, Asteroid Miner: Putting it All Together, Troubleshooting, Things to Remember, Questions, Chapter Four: Arrays, Pointers and Strings, Arrays, Declaring and Referencing Arrays, Assigning Values to Arrays, Passing Arrays to Functions, Multidimensional Arrays, Three-Dimensional Arrays, Searching Arrays, Dynamic Arrays in C#, The foreach loop, Enumerating Constant Integers, Pointers, Enabling unsafe Mode, Pointer Variables, Call-By-Reference Values with Pointer Arguments, Pointer Arithmetic, String and Address Arithmetic, The void Pointer, Finding the Mean, Median, Mode, and Range, Pointers as Arrays: The Keyword Stackalloc, Double Asterisk Pointers, Functions Returning Pointers, Storage Class Specifiers: extern and static, Manipulating String Data, Converting and Safeguarding Data, From Strings to Streams: System.IO, Exampling Object Types, The Keywords checked and unchecked, The goto Statement, Game 4—Battle Wave, Brainstorming, Brainstorming, Drawing Characters and Defining Motions, Drawing Characters, Alternative Rendered Designs, Animating Characters: Displaying Characters, Animating Our Characters: Patterns of Movement, Defining Character Limitation, Keyboard Controls, Force Feedback Controls, Artificial Intelligence, Resetting Levels, Saving and Retrieving Data, Expanding Our Arsenal, Brainstorming, Battle Wave: The Heart of the Game, Game 5—Battle Tennis, Adding Graphics, Input Devices: Keyboard, Joystick, and Mouse, The Properties of Sound, Three-Dimensional Sound, Using Sound Effects, Changing Levels, Completing the Game, Troubleshooting, Things to Remember, Questions, Chapter Five: Object-Oriented Design, Structures, Declaring and Assigning Fields, Multiple Structures, Complex Structures, Structures as Function Arguments: Calls-by-Value, Structures as Function Arguments: Calls-by-Reference, Passing Entire Structures, Storing and Retrieving Data, Introducing Classes, Replacing Structures with Classes, private and protected Fields, The Internal Access Modifier, Arrays as Member Fields, Overloading Member Functions, private and protected Member Functions, Constructors, Overloading Constructors, Assigning Instances, Reading and Writing to Private Members, The Keyword this, Destructors, Introducing Operator Overloading, Overloading Comparison Operators, Nesting Overloaded Operators, Overloading Unary Operators, Introducing Inheritance, Inheritance versus Composition, Inheriting Constructors and Destructors, private versus protected Inheritance, Using Multiply Linked Single-Inheritance, Overriding and Virtual Methods, Abstract, The Keyword base, Exception Handling, Nested try Blocks, The Keyword throw, User-Defined Exception Classes, Nested Exceptions, The Binary Operator as, Delegates, Preprocessor Directives, The external Modifier, The explicit Operator, The implicit Operator, Fixed Pointers, The get and set Accessors, Linking Interfaces, The is Operator, The Keyword lock, The Keyword params, The Keyword sealed, The Keyword stackalloc, Metafiles Defined, Building Game Classes, Game Classes—Animatedlmage.cs, Animation, Displaying, Adding Substance to Characters, Creating Infinite Space, Other Types of Deflection, Inheriting from Animatedlmage.cs—Player.cs, Inheriting from Player.cs—PlayerlmageArray.cs, Inheriting from PlayerlmageArray.cs-MultilmagePlayer.cs, Inheriting from PlayerlmageArray.cs—Shapes.cs, Inheriting from Shapes.cs—Patterns.cs, GameState.cs, GameTimer.cs, TimedEvent.cs, Utils.cs, Wall.cs, Introducing Direct3D, Brainstorming, Game 6—Ground Assault, Brainstorming, Graphics, Game 7—Rat Racer, Adding Animation, Brainstorming, Troubleshooting, Assignments, Conclusion, Questions, Appendix A: Keywords/Reserved Identifiers, Appendix B: Reserved Identifiers Defined, Appendix C: Accessors, Appendix D: Order of Precedence, Appendix E: Displaying Message Boxes, Appendix F: Graphics, Appendix G: Colors, Appendix H: Algorithms, Appendix I: Adding DirectX References, Index

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Gewicht 1052 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Programmiersprachen / -werkzeuge C#
Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Theorie / Studium
ISBN-10 1-138-42810-8 / 1138428108
ISBN-13 978-1-138-42810-2 / 9781138428102
Zustand Neuware
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