PC Game Programming Explorer by Dave Roberts ============================================ PC Game Programming Explorer, by Dave Roberts, is your training manual for the exciting world of game programming. PC Game Programming Explorer gives you the necessary technical instruction to learn how to program your own game using simple projects and example programs. As you progress through each chapter, you'll develop library modules that are used later to develop a complete game program. All source code is provided on disk and can be incorporated into your own programs and altered to suit your needs. PC Game Programming Explorer covers the PC's input devices (keyboard, mouse, and joystick), graphics, bitmaps, animation, the VGA color palette, collision detection, game speed control, sound, and scrolling backgrounds. PC Game Programming Explorer, by Dave Roberts, is available for $34.95 from your local bookstore or directly from Coriolis Group Books. The Coriolis Group 7721 E. Acoma, Suite 7 Scottsdale, AZ 85260 USA (800) 410-0192 (602) 483-0192 FAX: (602) 483-0193 Table of Contents ================= PART 1: LET THE GAMES BEGIN 1. The Great Adventure Game Programming Versus Game Design The Structure of a Game Program Assumed Knowledge Example Code Other Materials 2. Mastering the Keyboard The Secret is Buttons Introducing the Keyboard Controller The Keyboard Button Project Using the Keyboard Routines 3. Catching the Mouse Working With the Mouse The Built-In Mouse Functions You Cannot Live Without Creating a Mouse Interface Module Wiring the Mouse Into Your Programs 4. Joystick Magic Joystick Electrical Stuff Reading a Joystick Multiple Input Device Example PART 2: THE GRAPHICS ADVENTURE 5. VGA Basics Getting Organized Understanding Multiple Display Pages A Look at the VGA Data Path The VGA Register Map The Standard VGA Modes Introducing Mode X Some Guidance 6. Bitmaps and Bitblts Bitmap Basics Drawing Bitmaps: The Bitblt Dealing with Mode X and Y Planar Bitmaps Mode X Bitblt Extra Storage: Video Memory Bitmaps Creating Video Memory Bitmaps Clipping Optimizations 7. Adventures in Animation Introduction to Animation Understanding Video Displays Page-Flipping Virtual Screen Buffers Dirty Rectangles Other Animation Problems Object Internal Animation 8. Color Your World Computers and Color The VGA Color Palette Setting Your Own Colors Fade To Black: Palette Effects PART 3: INTO THE ACTION 9: Detecting Collisions Analyzing the Basic Problem Reducing Tests with Game Rules Other Test-Reducing Techniques Collision Testing with Bounding Rectangles Bitmaps Testing 10: Controlling Game Speed Synchronizing to Vertical Retrace Synchronizing to the System Clock Reprogramming PC Timers Synchronizing a Timer to Vertical Retrace 11: Creating Alien Alley The Main Game Loop Intro Screens and Title The Animation Loop Setting Up Mode X Getting Input Moving Sprites Collision Detection Erasing and Drawing The High-Score Screen Creating the Graphics Possible Improvements PART 4: ADVANCED TECHNIQUES 12. Audio Immersion Surfing the Sonic Wave Just What is MIDI? A Little Help From Our Friends: DigPak and MidPak Enhancing Alien Alley Creating Your Own Audio Sound Effects Licensing DigPak and MidPak 13. Scrolling Along Introduction to Scrolling A Bit of Background: Using Tiles Modifications to Alien Alley A: Game Programming Resources Index