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Game Programming: The L Line, The Express Line to Learning

ISBN: 978-0-470-06822-9
570 pages
February 2007
Game Programming: The L Line, The Express Line to Learning (0470068221) cover image
Get on the fast track to creating computer games


Ever want to develop your own computer game? Learn the practical concepts of object-oriented programming for game design using Python(r) in this easy-to-follow, content-filled guide. Whether you're a student, aspiring game developer, or veteran programmer, you'll gain skills as you progress from station to station in a series of clear-cut tutorials on different styles of games. The last stop will be a finished game program for you to show off. Start your journey today on The Express Line to Learning and see where it takes you!
* Learn the basics of programming and 2D graphics as you go
* Plan programs, write and test code, and manage data
* Create text-based games, racing games, arcade games, and more
* Add sound, set up scorekeeping, and design avatars

All aboard for valuable online extras

Visit The L Line Web site at www.wiley.com/go/thelline for valuable online supplementary materials:
* Test bank with challenging review questions
* PowerPoint(r) slides with chapter outlines
* Programming code from the book

Along The L Line
* Complete tutorial coverage
* Ample illustrations and examples
* Real-world applications and hints for avoiding pitfalls
* Practice exams that help evaluate your progress
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Preface.

Chapter 1: Writing Your First Program.

Chapter 2: Working with Data.

Chapter 3: Taking Control.

Chapter 4: Building a Game Foundation.

Chapter 5: Drawing and Events.

Chapter 6: Audio and Basic Sprites.

Chapter 7: Building a Working Game.

Chapter 8: Making Animated Sprites.

Chapter 9: Realistic Movement.

Chapter 10: Building a Game Engine.

Appendix A: The Practice Exam Answers.

Appendix B: GameEngine Documentation.

Appendix C: Distributing Modules and Programs.

Appendix D: Creating Graphics and Sound.

Index.

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Andy Harris is a lecturer in computer science at Indiana University-Purdue University Indianapolis (IUPUI), where he manages the streaming media laboratory and teaches classes in several programming languages. His primary interests are game development, Python, Flash, PHP, Java, Microsoft languages, Perl, JavaScript/AJAX, Web-enabled data applications, virtual reality, and programming on portable devices. He has written books on many of these technologies, including Beginning Flash Game Programming For Dummies.
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UNIQUE SERIES FEATURES! Chapter objectives, pre-assessment exercises, tutorial coverage, terminology overviews, real-world case studies and applications, review questions, practice exams, and plentiful illustrations and examples.

THE EXPRESS LINE TO LEARNINGThe L Line uses the universally recognized motif and symbols of a subway map, professional design and ample figures to guide readers through the start to finish lessons of game programming.  

MAKES PROGRAMMING FUN! Code will be shown in several different languages including Python, Java and C. The book takes students from introductory topics to more advanced. By the end of the course, students will have programmed their own game!

INTRODUCTORY COVERAGE: The technologies covered in are object-oriented programming, as well as basic math and physics concepts.

VALUABLE ANCILLARY MATERIALS  - Online components include test databases and question and answer sessions.

GET A NEW JOB, IMPROVE SKILLS, LEARN NEW SKILLS! Topics are tied to emerging multidisciplinary topics that enable readers to master critical career-enhancing and marketable skills.

A START TO FINISH APPROACH TO LEARNING GAME PROGRAMMING – Guides readers interested in gaining professional-level programming and game development skills by evaluating current knowledge, learning skills taught in schools, and testing knowledge against real-world examples and challenges.

STUDENTS WILL LEARN HOW TO: Plan programs, write and test code, and manage complicated data; Create text-based games, racing games, arcade games; Review Newton's Laws and build spacecraft motion and gravity; Add sound, set up scorekeeping, and design avatars.

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Download Code

Download a .zip archive of all the code used in the book.

17.31 MB Click to Download
Appendix B

Download Appendix B: GameEngine Documentation

425.78 KB Click to Download
Appendix C

Download Appendix C: Distributing Modules and Programs

847.41 KB Click to Download
Appendix D

Download Appendix D: Creating Graphics and Sound

902.58 KB Click to Download
PowerPoint slides Chapter 1 1.61 MB Click to Download
PowerPoint slides Chapter 2 1.54 MB Click to Download
PowerPoint slides Chapter 3 1.51 MB Click to Download
PowerPoint slides Chapter 4 1.52 MB Click to Download
PowerPoint slides Chapter 5 1.52 MB Click to Download
PowerPoint slides Chapter 6 2.03 MB Click to Download
PowerPoint slides Chapter 7 1.93 MB Click to Download
PowerPoint slides Chapter 8 2.06 MB Click to Download
PowerPoint slides Chapter 9 1.60 MB Click to Download
PowerPoint slides Chapter 10 1.65 MB Click to Download
Review Questions 47.50 KB Click to Download
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Instructors Resources
Wiley Instructor Companion Site
Online Instructor's Manual and Test Bank
Downloadable Power Point Slides
Sample Syllabi
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