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文件名称: Software Engineering and Computer Games
  所属分类: C++
  开发工具:
  文件大小: 3mb
  下载次数: 0
  上传时间: 2009-12-31
  提 供 者: os***
 详细说明: Copyright Pearson Education Foreword Abbreviations Acknowledgements Introduction Part I: Software Engineering and Computer Games Chapter 1. Projects and games Section 1.1. Features of a successful program Section 1.2. Game design Section 1.3. The Pop Framework Section 1.4. Your project Review questions Exercises Chapter 2. Basics of software engineering Section 2.1. The Constraint Triangle Secti on 2.2. Requirements and specifications Section 2.3. The software engineering process Section 2.4. The software lifecycle Section 2.5. Managing your project Section 2.6. Working in teams Section 2.7. Giving a presentation Review questions Exercises Chapter 3. The Pop Framework Section 3.1. Object-oriented simulations Section 3.2. Running and testing the Pop program Section 3.3. The Pop source code Section 3.4. The essential Pop classes Section 3.5. UML class diagrams Section 3.6. Using the Pop Framework Review questions Exercises Chapter 4. Object-oriented software engineering Section 4.1. OO is the way Section 4.2. Object-oriented analysis Section 4.3. Encapsulation, inheritance, and polymorphism Section 4.4. Composition and delegation Section 4.5. Principles for OO design Section 4.6. The code interface Review questions Exercises Chapter 5. Software design patterns Section 5.1. Strategy Section 5.2. Template Method Section 5.3. Command Section 5.4. Composite Section 5.5. Singleton Section 5.6. Bridge Section 5.7. Document-View Review questions Exercises Chapter 6. Animation Section 6.1. The endless animation loop Section 6.2. Processor-independent simulation speed Section 6.3. The animation cascade Section 6.4. Updating the views Review questions Exercises Chapter 7. Simulating physics Section 7.1. Parallelism Section 7.2. The laws of motion Section 7.3. Force and acceleration Section 7.4. Implementing forces Section 7.5. Preserving your physics Review questions Exercises Chapter 8. Critters Section 8.1. Kinds of critters Section 8.2. Overview of the critter class fields Section 8.3. Critter methods Section 8.4. Critter method overrides Section 8.5. The full cCritter prototype Review questions Exercises Chapter 9. Sprites Section 9.1. Kinds of sprite Section 9.2. The cSprite class Section 9.3. Polygons Section 9.4. Composite sprites Section 9.5. The cSpriteIcon class Section 9.6. cSpriteLoop and cSpriteDirectional Review questions Exercises Chapter 10. Games Section 10.1. The cGame class Section 10.2. The game's timestep cycle Section 10.3. The virtual methods of cGame Section 10.4. Arrays of critters: the cBiota class Review questions Exercises Chapter 11. Collisions Section 11.1. The critter Collide method Section 11.2. Collision-handling Section 11.3. Colliding spheres Section 11.4. Colliding walls Review questions Exercises Chapter 12. Listeners Section 12.1. How the critters listen to the user input Section 12.2. The listeners Section 12.3. Shooting with the listeners Section 12.4. Viewer listeners Section 12.5. How a listener initializes its owner critter Review questions Exercises Chapter 13. Shooters and bullets Section 13.1. High-level design for cCritterArmed and cCritterBullet Section 13.2. The cCritterArmed Section 13.3. The cCritterBullet Section 13.4. damage and draw Section 13.5. Armed players and armed robots Section 13.6. The two-way cCritterArmed/cCritterBullet association Review questions Exercises Chapter 14. 2D shooting games Section 14.1. The Spacewar game Section 14.2. The 2D Game Stub Section 14.3. The Worms game Exercises Chapter 15. 3D shooting games Section 15.1. The Defender3D specification and design Section 15.2. The Defender3D code Exercises Chapter 16. Sports games Section 16.1. The Airhockey game Exercises Chapter 17. Selection games Section 17.1. PickNPop specification and design Section 17.2. The PickNPop implementation Section 17.3. Other selection games Exercises Chapter 18. Interesting worlds The Ballworld side-scroller game Section 18.2. Games with walls Section 18.3. Sniffing a trail Exercises Chapter 19. More ideas for games Section 19.1. Commercial games Section 19.2. The Pop Framework games hall of fame Part II: Software Engineering and Computer Games Reference Chapter 20. Using Microsoft Visual Studio Section 20.1. Navigating with Windows Explorer Section 20.2. Which version? Section 20.3. The Visual Studio user interface Section 20.4. The Visual Studio help files Section 20.5. Correcting compiler and linker errors Section 20.6. Release and Debug builds Section 20.7. Use MFC in static library or use MFC in shared DLL? Section 20.8. Cleanup Section 20.9. Building blocks of a complete program Section 20.10. Profiling with Visual Studio, Version 6.0 Exercises Chapter 21. Tools for software engineering Section 21.1. File names and directory structure Section 21.2. Using the Visual Studio debugger Section 21.3. Windiff and merging code Section 21.4. Counting lines of code Section 21.5. Help files without tears Exercise Chapter 22. Topics in C++ Section 22.1. Classes, objects and constructors Section 22.2. Implicit arguments Section 22.3. Defining a new class Section 22.4. Destructors Section 22.5. The const function declaration Section 22.6. Pass by reference Section 22.7. Instance members and reference members Section 22.8. Parent and child class data Section 22.9. Parent and child constructors and destructors Section 22.10. Virtual methods Section 22.11. Polymorphism Section 22.12. Runtime class information Section 22.13. The scope resolution operator and global functions Section 22.14. Name-mangling Section 22.15. Preprocessor directives Section 22.16. Resizable arrays Section 22.17. Real numbers Section 22.18. A randomizer module Exercises Chapter 23. Programming Windows with MFC Section 23.1. Some Windows data structures Section 23.2. MFC utility classes Section 23.3. The MFC application framework Section 23.4. Naming conventions Section 23.5. MFC classes are shallow wrappers Section 23.6. Navigating app, doc, and view Section 23.7. Levels of Windows Section 23.8. The MFC program flow Section 23.9. Adjusting the program appearance Section 23.10. The multiple document interface layouts Section 23.11. Splitter views Section 23.12. Portable classes Exercises Chapter 24. 2D and 3D graphics Section 24.1. Vectors and matrices Section 24.2. The graphics pipeline Section 24.3. Matrices in graphics Section 24.4. Graphics in the Pop Framework Chapter 25. Windows graphics Section 25.1. The Windows sandwich Section 25.2. A CDC is like a cranky six-legged ant Section 25.3. Persistent display Section 25.4. Converting real coordinates to pixel positions Section 25.5. A memory-based device context Exercises Chapter 26. OpenGL graphics Section 26.1. Linking to OpenGL Section 26.2. The OpenGL state machine Section 26.3. Generic OpenGL code Section 26.4. OpenGL code in Windows Section 26.5. OpenGL in the Pop Framework Chapter 27. Menus and toolbars Section 27.1. Adding menu selections Section 27.2. Toolbar buttons Section 27.3. Accelerator keys Section 27.4. Writing to the status bar Exercises Chapter 28. Mouse, cursors, and keyboard Section 28.1. Mouse messages Section 28.2. Cursor tools Section 28.3. The mouse wheel Section 28.4. Focus and autofocus Section 28.5. The keyboard Exercises Chapter 29. Serialization Section 29.1. Serialization summary Section 29.2. Serialization in the Pop Framework Section 29.3. Serialize, operator<<, and operator>> Section 29.4. Serializing an array of pointers Section 29.5. Serializing pointers Section 29.6. The cCritter serialize Section 29.7. Serializing child classes Section 29.8. Serializing a CRuntimeClass Section 29.9. Serializing the view and version Exercise Chapter 30. Sound Section 30.1. Adding sound to your program Section 30.2. Adding libraries to your project file Section 30.3. An application-wide mute variable Exercises Chapter 31. Bitmaps Section 31.1. Bitmaps Section 31.2. Using a background bitmap Section 31.3. Transparent bitmaps Appendix A. The Windows keycodes Appendix B. The Pop help file About the Pop program Updates per second Overview Keyboard and mouse controls Spacewar PickNPop Airhockey Defender3D Ballworld Dambuilder Worms 2DStub 3DStub The cursor tools The menu controls The toolbar controls The status bar Using the menu and toolbar controls The motion smoothness dialog Accelerator keys Contact information Appendix C. Summary of the controls for Visual Studio ...展开收缩
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