What this book covers Chapter 1, Player 1 UP, is an introduction to the three cool games that we will build. We will also get the development environment set up. [ vii ] Preface Chapter 2, Tappy Defender – First Step, is about planning the game project and getting the code for our first game engine up and running. We will implement a main game loop, control the frame rate, and draw to the screen. Chapter 3, Tappy Defender – Taking Flight, teaches us to add lots of new objects and some features like player controls, enemies, and scrolling stars in the background. In the Things that go bump – collision detection section, we will discuss our collision detection options and implement an efficient solution for this game. Chapter 4, Tappy Defender – Going Home, completes the game, including adding high scores, victory conditions, sound FX, and more. Chapter 5, Platformer – Upgrading the Game Engine, provides a good understanding of what is needed in a simple game engine. We can quickly learn about and build a more advanced and flexible engine, suitable for a really tough, retro 2D platform game. Chapter 6, Platformer – Bob, Beeps, and Bumps, uses our new game engine to add a class to manage the sound FX and a class to implement the more complex player controls that are required by a game of this type. We can then make Bob, our playable character, an animated running, jumping hero. Chapter 7, Platformer – Guns, Life, Money, and the Enemy, continues the subject of the previ
Librarian Note: There is more than one author in the Goodreads database with this name.Librarian Note: There is more than one author in the Goodreads database with this name.