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Game Programming
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Table of Contents

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.

About the Author

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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