Game Programming All in One 2 nd Edition phần 10 ppsx

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Game Programming All in One 2 nd Edition phần 10 ppsx

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6. Which function is used to initialize the mouse handler? A. install_mouse 7. Which values or functions are used to read the mouse position? A. mouse_x and mouse_y 8. Which function is used to read the mouse x and y mickeys for relative motion? D. get_mouse_mickeys 9. What is the name of the main JOYSTICK_INFO array? B. joy 10. Which struct contains joystick button data? C. JOYSTICK_BUTTON_INFO Chapter 6 1. What is the best way to get started creating a new game? D. Play other games to engender some inspiration. 2. What types of games are full of creativity and interesting technology that PC gamers often fail to notice? A. Console games 3. What phrase best describes the additional features and extras in a game? C. Bells and whistles 4. What is usually the most complicated core component of a game, also called the graphics renderer? D. The game engine 5. What is the name of an initial demonstration of a game that presents the basic gameplay elements before the actual game has been completed? B. Prototype 6. What is the name of the document that contains the blueprints for a game? C. Design document 7. What are the two types of game designs presented in this chapter? A. Mini and complete Chapter 6 637 8. What does NPC stand for? D. Non-Player Character 9. What are the chances of a newcomer finding a job as a full-time game program- mer or designer? D. Negligible 10. What is the most important aspect of game development? A. Design Chapter 7 1. What does “blit” stand for? B. Bit-block transfer 2. What is a DHD? C. Dial home device 3. How many pixels are there in an 800×600 screen? A. 480,000 4. What is the name of the object used to hold a bitmap in memory? D. BITMAP 5. Allegorically speaking, why is it important to destroy bitmaps after you’re done using them? C. Because the trash will pile up over time. 6. Which Allegro function has the potential to create a black hole if used improperly? A. acquire_bitmap 7. What types of graphics files are supported by Allegro? B. BMP, PCX, LBM, and TGA 8. What function is used to draw a scaled bitmap? B. stretch_blit 9. Why would you want to lock the screen while drawing on it? A. If it’s not locked, Allegro will lock and unlock the screen for every draw. 10. What is the name of the game you’ve been developing in this book? D. Tank War Appendix A ■ Chapter Quiz Answers638 Chapter 8 1. What is the term given to a small image that is moved around on the screen? B. Sprite 2. Which function draws a sprite? A. draw_sprite 3. What is the term for drawing all but a certain color of pixel from one bitmap to another? C. Transparency 4. Which function draws a scaled sprite? A. stretch_sprite 5. Which function draws a vertically-flipped sprite? B. draw_sprite_v_flip 6. Which function draws a rotated sprite? D. rotate_sprite 7. Which function draws a sprite with both rotation and scaling? B. rotate_scaled_sprite 8. What function draws a pivoted sprite? C. pivot_sprite 9. Which function draws a pivoted sprite with scaling and vertical flip? A. pivot_scaled_sprite_v_flip 10. Which function draws a sprite with translucency (alpha blending)? B. draw_trans_sprite Chapter 9 1. Which function draws a standard sprite? C. draw_sprite 2. What is a frame in the context of sprite animation? A. A single image in the animation sequence Chapter 9 639 3. What is the purpose of a sprite handler? A. To provide a consistent way to animate and manipulate many sprites on the screen 4. What is a struct element? D. A variable in a structure 5. Which term describes a single frame of an animation sequence stored in an image file? B. Tile 6. Which Allegro function is used frequently to erase a sprite? A. rectfill 7. Which term describes a reusable activity for a sprite that is important in a game? D. Behavior 8. Which function converts a normal sprite into a run-length encoded sprite? B. get_rle_sprite 9. Which function draws a compiled sprite to a destination bitmap? C. draw_compiled_sprite 10. What is the easiest (and most efficient) way to detect sprite collisions? A. Bounding rectangle intersection Chapter 10 1. Does Allegro provide support for background scrolling? A. Yes, but the functionality is obsolete. 2. What does a scroll window show? A. A small part of a larger game world 3. Which of the programs in this chapter demonstrated bitmap scrolling for the first time? C. ScrollScreen 4. Why should a scrolling background be designed? D. To achieve the goals of the game Appendix A ■ Chapter Quiz Answers640 5. Which process uses an array of images to construct the background as it is displayed? C. Tiling 6. What is the best way to create a tile map of the game world? A. By using a map editor 7. What type of object comprises a typical tile map? C. Numbers 8. What was the size of the virtual background in the GameWorld program? A. 800×800 9. How many virtual backgrounds are used in the new version of Tank War? B. 1 10. How many scrolling windows are used in the new Tank War? C. 2 Chapter 11 1. Why is it important to use a timer in a game? A. To maintain a consistent frame rate 2. Which Allegro timer function slows down the program using a callback function? D. rest_callback 3. What is the name of the function used to initialize the Allegro timer? B. install_timer 4. What is the name of the function that creates a new interrupt handler? D. install_int 5. What variable declaration keyword should be used with interrupt variables? C. volatile 6. What is a process that runs within the memory space of a single program but is executed separately from that program? C. Thread 7. What helps protect data by locking it inside a single thread, preventing that data from being used by another thread until it is unlocked? A. Mutex Chapter 11 641 8. What does pthread stand for? C. Posix Thread 9. What is the name of the function used to create a new thread? B. pthread_create 10. What is the name of the function that locks a mutex? D. pthread_mutex_lock Chapter 12 1. What is the home site for Mappy? C. http://www.tilemap.co.uk 2. What kind of information is stored in a map file? A. Data that represent the tiles comprising a game world 3. What name is given to the graphic images that make up a Mappy level? D. Tiles 4. What is the default extension of a Mappy file? C. FMP 5. Where does Mappy store the saved tile images? B. Inside the map file 6. What is one example of a retail game that uses Mappy levels? B. Hyperspace Delivery Boy 7. What is the recommended format for an exported Mappy level? D. Text map data 8. Which macro in Mappy fills a map with a specified tile? A. Solid Rectangle 9. How much does a licensed copy of Mappy cost? D. It’s free! 10. Which MappyAL library function loads a Mappy file? A. MapLoad Appendix A ■ Chapter Quiz Answers642 Chapter 13 1. In which game genre does the vertical shooter belong? A. Shoot-em-up 2. What is the name of the support library used as the vertical scroller engine? C. MappyAL 3. What are the virtual pixel dimensions of the levels in Warbirds Pacifica? D. 640×48,000 4. What is the name of the level-editing program used to create the first level of Warbirds Pacifica? B. Mappy 5. How many tiles comprise a level in Warbirds Pacifica? A. 30,000 6. Which of the following games is a vertical scrolling shooter? B. Mars Matrix 7. Who created the artwork featured in this chapter? C. Ari Feldman 8. Which MappyAL function loads a map file? B. MapLoad 9. Which MappyAL function removes a map from memory? D. MapFreeMem 10. Which classic arcade game inspired Warbirds Pacifica? C. 1942 Chapter 14 1. Which term is often used to describe a horizontal-scrolling game with a walking character? B. Platform 2. What is the name of the map-editing tool you have used in the last several chapters? A. Mappy Chapter 14 643 3. What is the identifier for the Mappy block property representing the background? A. BG1 4. What is the identifier for the Mappy block property representing the first foreground layer? A. FG1 5. Which dialog box allows the editing of tile properties in Mappy? D. Block Properties 6. Which menu item brings up the Range Alter Block Properties dialog box? B. Range Edit Blocks 7. What is the name of the MappyAL struct that contains information about tile blocks? C. BLKSTR 8. What MappyAL function returns a pointer to a block specified by the (x,y) parameters? A. MapGetBlock 9. What is the name of the function that draws the map’s background? A. MapDrawBG 10. Which MappyAL block struct member was used to detect collisions in the sample program? C. tl Chapter 15 1. What is the name of the function that initializes the Allegro sound system? A. install_sound 2. Which function can you use to play a sound effect in your own games? C. play_sample 3. What is the name of the function that specifically loads a RIFF WAV file? B. load_wav 4. Which function can be used to change the frequency, volume, panning, and looping properties of a sample? D. adjust_sample Appendix A ■ Chapter Quiz Answers644 5. What function would you use to shut down the Allegro sound system? B. remove_sound 6. Which function provides the ability to change the overall volume of sound output? A. set_volume 7. What is the name of the function used to stop playback of a sample? D. stop_sample 8. Within what range must a panning value remain? D. 0 to 255 9. What parameter should you pass to install_sound to initialize the standard digital sound driver? C. DIGI_AUTODETECT 10. What is the name of the function that plays a sample through the sound mixer? B. play_sample Chapter 16 1. What is the shorthand term for an Allegro data file? B. datafile 2. What compression algorithm does Allegro use for compressed datafiles? A. LZSS 3. What is the command-line program that is used to manage Allegro datafiles? D. dat.exe 4. What is the Allegro datafile object struct called? B. DATAFILE 5. What function is used to load a datafile into memory? D. load_datafile 6. What is the data type format shortcut string for bitmap files? C. BMP 7. What is the data type constant for wave files, defined by Allegro for use in reading datafiles? C. DAT_SAMPLE Chapter 16 645 8. What is the dat option to specify the type of file being added to the datafile? A. -t <type> 9. What is the dat option to specify the color depth of a bitmap file being added to the datafile? C. -bpp <depth> 10. What function loads an individual object from a datafile? D. load_datafile_object Chapter 17 1. Which company developed the FLI/FLC file format? A. Autodesk 2. Which product first used the FLI format? C. Animator 3. Which product premiered the more advanced FLC format? A. Animator Pro 4. What is the common acronym used to describe both FLI and FLC files? D. FLIC 5. Which function plays an FLIC file directly? A. play_fli 6. How many FLIC files can be played back at a time by Allegro? A. 1 7. Which function loads an FLIC file for low-level playback? C. open_fli 8. Which function moves the animation to the next frame in an FLIC file? A. next_fli_frame 9. What is the name of the variable used to set the timing of FLIC playback? D. fli_timer 10. What is the name of the variable that contains the bitmap of the current FLIC frame? B. fli_bitmap Appendix A ■ Chapter Quiz Answers646 [...]... Position Value 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 1 2 4 8 16 32 64 128 25 6 5 12 1, 024 2, 048 4,096 8,1 92 16,384 32, 768 65,536 131,0 72 2 62, 144 524 ,28 8 1,048,576 2, 097,1 52 4,194,304 8,388,608 16,777 ,21 6 33,554,4 32 67 ,108 ,864 134 ,21 7, 728 26 8,435,456 536,870,9 12 1,073,741, 824 2, 147,483,648 Hexadecimal Using this table you can decode any binary number as... 665 666 Appendix D I Recommended Books and Web Sites thought to your engine Instead, you’ll be able to concentrate on your game and the gameplay experience.” 3D Game Programming All in One Kenneth Finney; Premier Press; ISBN 1-5 920 0-136-X An introduction to programming 3D games using the Torque engine by GarageGames AI Techniques for Game Programming Mat Buckland; Premier Press; ISBN 1-931841-08-X “[This... excellent introduction to Windows game programming with DirectX High Score! The Illustrated History of Electronic Games Rusel DeMaria and Johnny L Wilson; McGraw-Hill/Osborne; ISBN 0-07 -22 2 428 -2 This is a gem of a book that covers the entire video game industry, including arcade machines, consoles, and computer games It is jam-packed with wonderful interviews with famous game developers and is chock... scenarios Linux Game Programming Mark Collins, et al; Premier Press; ISBN 0-7615- 325 5 -2 “This book offers Linux users the information they need to create a game using their OS of choice Featuring an overview of the game development cycle, using tools and libraries, developing graphics applications, and adding extras such as sound, this book provides clear, concise information on developing games for and with... This book provides a good introduction to programming Direct3D, the 3D graphics component of DirectX, using the C language Beginning C++ Game Programming Michael Dawson; Premier Press; ISBN 1-5 920 0 -20 5-6 “If you’re ready to jump into the world of programming for games, [this book] will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals... highly recommend and have found useful, relaxing, funny, or essential on many an occasion You will find this list of recommended books useful as references to the C language and as complementary titles and references to subjects covered in this book, such as Linux and Mac game programming (with a few unrelated but otherwise interesting titles thrown in for good measure) 3D Game Engine Programming Oliver... right to left and add up each value How about an example? The number 101 01 110 can be decoded as: 0*1=0 1 *2= 2 1*4=4 1*8=8 0 * 16 = 0 1 * 32 = 32 0 * 64 = 0 1 * 128 = 128 Adding up the values 2 + 4 + 8 + 32 + 128 = 174 Anyone can read a binary number in this way, as long as it is read from right to left With a little practice you will be converting binary numbers in your head in only a few seconds Decimal... PC games Recommended Books Programming Role Playing Games with DirectX, Second Edition Jim Adams; Premier Press; ISBN 1-5 920 0-315-X In the second edition of this popular book, you’ll learn how to use DirectX 9 to create a complete role-playing game Everything you need to know is included! You’ll begin by learning how to use the various components of DirectX 9… Once you have a basic understanding... device interface meant to supercharge 2D sprite programming for normal applications, the book delves into DirectX 7.0 and 8.1 and covers every component of DirectX in detail, including Direct3D Four complete games are included, demonstrating the code developed in the book 669 This page intentionally left blank Appendix E Configuring Allegro for Microsoft Visual C++ and Other Compilers his appendix provides... Appendix D I Recommended Books and Web Sites NeHe Productions: http://nehe.gamedev.net NeXe: http://nexe.gamedev.net Game Institute: http://www.gameinstitute.com Game Developer: http://www.gamedeveloper.net Wotsit’s Format: http://www.wotsit.org Publishing, Game Reviews, and Download Sites Keeping up with all that is happening is a daunting task, to say the least New things happen every minute all . and extras in a game? C. Bells and whistles 4. What is usually the most complicated core component of a game, also called the graphics renderer? D. The game engine 5. What is the name of an initial. backgrounds are used in the new version of Tank War? B. 1 10. How many scrolling windows are used in the new Tank War? C. 2 Chapter 11 1. Why is it important to use a timer in a game? A. To maintain. collisions? A. Bounding rectangle intersection Chapter 10 1. Does Allegro provide support for background scrolling? A. Yes, but the functionality is obsolete. 2. What does a scroll window show? A. A small

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  • Appendix B Useful Tables

  • Appendix G Using the CD-ROM

  • Index

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