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Index
Flash Game Development by Example
Flash Game Development by Example Credits About the Author About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe? Free Access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Errata Piracy Questions
1. Concentration
Defining game design Setting stage size, frame rate, and background color Welcome to Concentration ("Hello World") Creating the tiles Adding randomness: shuffling the tiles Placing the tiles on stage Picking tiles Checking for matching tiles Making the player see what happened Preventing the player from cheating Fine-tuning the game: adding educational content Summary Where to go now
2. Minesweeper
Defining game design Creating the empty field Placing the mines Adding the digits Optimization needed Placing tiles on stage Showing tile contents Auto showing adjacent empty tiles Flagging tiles Timer and game over No sudden death Summary Where to go now
3. Connect Four
Defining game design The game field Showing smooth animations Splitting the code Adding the board Placing the board to stage Creating more classes Placing the disc Moving the disc Applying game rules Checking for possible columns It's raining discs Determining a cell value (if any) Making your move Waiting for the disc to be added to stage Checking for victory Animating discs The animation itself Making computer play Unleashing CPU power Playing with AI: defensive play Summary Where to go now
4. Snake
Defining game design Array-based games versus Movie Clip-based games Preparing the field Drawing the graphics Placing the snake The snake itself Simplifying the code Letting the snake move Controlling the snake Placing fruits Eating fruits Making the snake grow Placing walls Making the snake die Summary Where to go now
5. Tetris
Defining game design Importing classes and declaring first variables Drawing game field background Drawing a better game field background Creating the tetrominoes Placing your first tetromino Moving tetrominoes horizontally Moving tetrominoes down Managing tetrominoes landing Managing tetrominoes collisions Rotating tetrominoes Removing completed lines Managing remaining lines Making tetrominoes fall Checking for game over Showing NEXT tetromino Summary Where to go now
6. Astro-PANIC!
Defining game design Creating the game and drawing the graphics Adding and controlling the spaceship Adding a glow filter Making spaceship fire Making the bullet fly Adding enemies Moving enemies Being killed by an enemy Killing an enemy Killing an enemy— for good Killing an enemy— with style Advancing levels Managing current score and high score Saving data on your local computer Summary Where to go now
7. Bejeweled
Creating documents and objects Placing the gems Placing the gems for real Selecting a gem Preparing to swap gems Swapping gems Swapping gems for real Selecting which gems to remove Removing gems Making gems fall Adding new gems Dealing with combos Giving hints Summary Where to go now
8. Puzzle Bobble
Creating documents and assets Placing and moving the cannon Drawing the game field Drawing the game field with alternate rows Drawing the game field according to Pythagoras Loading the cannon with a bubble Firing the bubble Letting bubble bounce and stop Adjusting bubble position and reloading Allowing bubbles to stack Detecting bubble chains Removing the chain Removing unlinked bubbles Summary Where to go now
9. BallBalance
Creating files and assets Adding the balance Choosing where to drop spheres Dropping the spheres Stacking spheres Removing spheres Adjusting floating spheres Moving the balance Summary Where to go now
A. Where to Go Now
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