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Sprite Programming - Sprite Animation
 

Sprite Programming - Sprite Animation

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Curriculum Design and Instruction To Teach

Game Programming: Sprite Programming:

Sprite Animation:



Author: Charles Hayes:


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.










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:


* Sprite Programming:

@ Sprite Animation:

A. Introduction:

B. Animated Sprites:

1. Drawing an Animated Sprite:

2. Creating a Sprite Handler:

3. Grabbing Sprite Frames from an Image:

4. The Next Step: Multiple Animated Sprites:

C. Drawing Sprite Frames Directly:

1. The Drawframe Function:

2. Testing the drawframe Function:

D. Enhancing Tank War:

E. 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:

* TRANSPARENT FRONT PAGE:

* BLACK OR WHITE BACK PAGE COVER:

* BINDED: BLACK OR WHITE COIL:

* 150 WHITE PAGES: 8x11"

* ALLOW 10 TO 14 DAYS TO RECEIVE ITEM:

* ORDER EARLY WHILE SUPPLIES LAST:
Last Updated: 28 May 2020 04:32:07 PDT home  |  about  |  terms  |  contact
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