《游戏编程精粹》光盘源代码Author: Steve Rabin E-mail: stevera@noa.nintendo.com Last revised: 5-20-00 This MS Visual C++ project is the AI engine described in the book Game Programming Gems within the article "Designing a General Robust AI Engine". Please r efer
#include #include #include #include /************************************************************/ int menu(); int Level(); void start(int x); void list(); void help(); int quit(); struct PLAYER { cha r name[10]; int plscore; }; int s=1; /**********
C O N T E N T S -------------------------------------------------------------------------------- Introduction WEEK 1 At a Glance Chapter 1 Games on the Web The State of the Net What the Web Has to Offer Web-Based versus Non-Web Based Games Non -Java
api's folder contains api's used in this project. Include them in your Flash CS3 build path. Package application.view.components.* contains classes for each symbol in library. There is no need in most of them unless you're using FlexBuilder to write
1 Introduction 1 1.1 What is this book? 1 1.2 But why? 2 1.3 Who am I? 2 1.4 Who are you? 3 1.5 So what will you read about? 3 1.6 A brief history of games 4 1.6.1 The time that land forgot 4 1.6.2 It’s all academic 6 1.6.3 My! Hasn’t he grown? 7 1.
Special informations about it: 1. It supports all funnctions of common image-mapping games. 2. It supports user-defined game settings, such as image, size, game difficulty, how to split image and so on. All which can be reset are processed by progra