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Titlebook: Learning C# by Programming Games; Arjan Egges,Jeroen D. Fokker,Mark H. Overmars Textbook 20131st edition Springer-Verlag GmbH Germany, par

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發(fā)表于 2025-3-21 19:55:31 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Learning C# by Programming Games
編輯Arjan Egges,Jeroen D. Fokker,Mark H. Overmars
視頻videohttp://file.papertrans.cn/583/582697/582697.mp4
概述Unique combined presentation of general programming techniques and computer game development, organized along the structure of games.Additional website http://www.csharpprogramminggames.com with numer
圖書封面Titlebook: Learning C# by Programming Games;  Arjan Egges,Jeroen D. Fokker,Mark H. Overmars Textbook 20131st edition Springer-Verlag GmbH Germany, par
描述.Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience..Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual
出版日期Textbook 20131st edition
關(guān)鍵詞Animation; C#; Game Programming; Games; Microsoft? XNA?; Object-Oriented Programming
版次1
doihttps://doi.org/10.1007/978-3-642-36580-5
isbn_ebook978-3-642-36580-5
copyrightSpringer-Verlag GmbH Germany, part of Springer Nature 2013
The information of publication is updating

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Textbook 20131st editione creation of computer games – and without requiring any previous programming experience..Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a fr
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發(fā)表于 2025-3-22 01:32:18 | 只看該作者
nal website http://www.csharpprogramminggames.com with numer.Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience..
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Basic Game Objectss and what the . keyword means in that context. Finally, we will show the difference between a class and a struct. We further develop the Painter game in this chapter to incorporate classes that are used to create the instances of the various game objects in the game.
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Game Objects in a Structurepart of a hierarchy. For example, a tire object is part of a wheel object, which, in turn, could be a part of a car object. In this chapter we show how to create these kinds of structure using the collection classes. We introduce the . as a representation of this structure. We also talk about local and global (world) positions of game objects.
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Gameplay Programmingthem in a list or in a hierarchy. We also introduce a few new game objects that are used in the game, such as the jewel cart. Finally, we will tackle the main gameplay element of this game: finding combinations of jewels and removing those jewels from the board once the player has found them.
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