index of game design flash - part 2
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Chapter 6: Controlling a Player Character- Setting up the project files
- Controlling a player character with the keyboard
- Setting screen boundraies
- Scrolling
- Taking it further
- Sumarry
Chapter 7: Bumping into Things
- Setting up the project files
- Ouch!
- Changing a dynamic text field
- Triggering s change of state
- Reducing a health meter
- Updating a score
- Picking up and dropping objects
- Learning the bad news about hitTestObject
- Using hitTestObject
- Creating objects that block movement
- Working eith axis- based collision detection
- Summary
Chapter 8: Object-Oriented Game Design
- Introducing object- oriented programming
- Case study: Dungeon Maze Adventure
- Modifying the game
- Removing objects from the game
- Summary
Chapter 9: Platform Game: Physics and Data Management
- Natural motion using physic
- Case study: Bug Catcher
- New CollisionplayerAndPlatfrom utility
- Summary
Chapter 10: Advanced Object and Character Control
- Dragging and dropping objects
- Moving objects with the mouse
- Easing—advanced
- Case study: Complex mouse- driven player control
- Object factories
- Enemy AI systems
- Using other player control systems
- Dispatching events
- Case study: Space Shooter
- Summary
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