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Getting Input From The Player
 

Getting Input From The Player

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Curriculum Design and Instruction To Teach

Game Programming: Cross-Platform Game

Programming With the Allegro Game Library:

Getting Input From The Player:



Game programming, is a subset of game

development, is the programming of

computer, console or arcade games.

Though often engaged in by professional

game programmers, many novices may program

games as a hobby. Most software engineering

students program games as exercises for

learning a programming language or operating

system:


Allegro is a free software/open source software

library for video game development, with functions

for basic 2D graphics, image manipulation, text

output, audio output, midi music, input and timers,

as well as additional routines for things like

fixed-point and floating-point matrix arithmetic,

unicode strings, file system access, file

manipulation, data files, and

(limited, software-only) 3D graphics.

As of version 4.0, programs that use the

library work on DOS, Microsoft Windows,

BeOS, Mac OS X, and various Unix-like

systems with (or without) X Window System,

abstracting their application programming

interfaces (APIs) into one portable interface.

The library is written in the C programming

language and designed to be used with C or C++.

It comes with extensive documentation and many

examples.




Author: Charles Hayes:






Special Features Include:


Phases For Conducting A Needs Assessment:

Curriculum Design Supplement:

Curriculum Design Plan:

Lesson Plans:

Test:

Instructional Goals:

Instructional Objectives:

Instructional Activities:

Instructional Evaluation Techniques:

Standard Vocabulary:

A Limited Glimpse:



Topics Include:


* Cross-Platform Game Programming With

The Allegro Game Library:

@ Getting Input From The Player:

A. Introduction:

B. Handling Keyboard Input:

1. The Keyboard Handler:

2. Detecting Key Presses:

3. The Stargate Program:

4. Buffered Keyboard Input:

5. Simulating Key Presses:

C. Handling Mouse Input:

1. The Mouse Handler:

2. Reading the Mouse Position:

3. Detecting Mouse Buttons:

4. Showing and Hiding the Mouse Pointer:

5. The Strategic Defense Game:

6. Setting the Mouse Position:

7. Limiting Mouse Movement and Speed:

8. Relative Mouse Motion:

9. Using a Mouse Wheel:

D. Handling Joystick Input:

1. The Joystick Handler:

2. Detecting Controller Stick Movement:

3. Detecting Controller Buttons:

4. Testing the Joystick Routines:

F. Summary:

* STATE OF THE ART CURRICULUM DESIGN:

* NEW:

* BIBLIOGRAPHICAL REFERENCES & INDEX:

* ASCII TABLE:

* NUMBERING SYSTEMS: BINARY, DECIMAL, AND

HEXADECIMAL:

* RECOMMENDED BOOKS AND WEBSITES

* DIAGRAMS:

* ILLUSTRATIONS:

* PHOTOS:

* PAPERBACK:

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* BLACK OR WHITE BACK PAGE COVER:

* BINDED: BLACK OR WHITE COIL:

* 150 WHITE PAGES: 8x11"

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Last Updated: 28 May 2020 04:32:07 PDT home  |  about  |  terms  |  contact
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