A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts.
John M. Quick is an expert in the strategic enhancement of motivation, learning, and performance. He collaborates with industry and university clients to strategically solve the greatest challenges in motivation, learning, and performance. John earned a PhD in Educational Technology at Arizona State University, where he researched enjoyment and individual differences in games. He created the Gameplay Enjoyment Model (GEM) and Gaming Goal Orientations (GGO) model to guide the design of effective game-based solutions. John has released more than 15 digital games. His games focus on innovative topics, such as learner engagement, employee performance improvement, and cutting-edge interfaces. John has over 5 years of classroom experience at the higher education level. He has instructed courses on computer literacy, game design, and programming at Michigan State University (East Lansing), Arizona State University (Tempe), and DigiPen Institute of Technology Singapore.
Our Hero Is Stuck! Goals Required Files Demo Unity Game Engine Challenge: Make Luna Move Hint: Visualizing the Game World Hint: Visualization and Code Hint: Position Problem-Solving Techniques A Note about Example Solutions Example Solution: Make Luna Move Bonus Challenge: Make Luna Move Faster (or Slower) Bonus Hint: User Input in Unity Summary Reference Characters and Characteristics Goals Required Files Challenge: Data Types Hint: Data Type Descriptions Hint: How Computers Think Challenge Extension: Data Types Example Solution: Data Types Challenge: Defining Variables Hint: Access Levels Hint: Naming Variables Hint: Declaring Variables Challenge Extension: Defining Variables Example Solution: Defining Variables Challenge: Initializing Variables Hint: Initialization Hint: Unity's Start ( ) Function Hint: Comments Example Solution: Initializing Variables Summary References The Bounds of the World Goals Required Files Challenge: Detecting Boundary Collisions Hint: 2D Collisions Hint: Operators Hint: Expressions Hint: Screen Size in Unity Example Solution: Boundary Collisions Challenge: Accounting for the Character Hint: Origin Point Hint: Game Components in Unity Example Solution: Accounting for the Character Summary Reference Sprinting and Sneaking Goals Required Files Challenge: Making Luna Sprint Hint: Function Calls Hint: The Unity Update ( ) Function Hint: Conditional Statements Hint: Increment and Decrement Operators Hint: Getters and Setters Hint: Unity's GetComponent Command and Dot Notation Example Solution: Making Luna Sprint Challenge: Making Luna Invisible Hint: Boolean Flags Hint: Boolean Operators Hint: Unity's Time.time Command Hint: Local Variables Example Solution: Making Luna Invisible Summary References Collectables Goals Required Files Challenge: Collecting Objects Hint: Primitive and Composite Data Types Hint: Unity Tags Hint: Axis-Aligned Bounding Box Collisions Hint: Unity Destroy ( ) Function Example Solution: Collecting Objects Summary Reference Spawning Objects Goals Required Files Challenge: Spawning Collectables Hint: Unity Prefabs Hint: Unity Prefab Instantiation Hint: Random Number Generation Hint: Parent Objects in Unity Hint: for and while Loops Example Solution: Spawning Collectables Summary References Taking Inventory Goals Required Files Challenge: Keeping Track of Collectables in an Inventory Hint: The using Directive Hint: The C# List Hint: Add and Remove Functions Hint: Access by Index Hint: The Count Property Hint: Function Argument Usage Example Solution: Keeping Track of Collectables in an Inventory Summary References A Party of Heroes Goals Required Files Challenge: Managing a Group of Heroes Hint: Unidimensional Arrays Hint: Unity Tags for Multiple Objects Hint: foreach Loops Example Solution: Managing a Group of Heroes Summary Reference Generating a Tile Map Goals Required Files Challenge: Generating a Tile Map Hint: Tile Maps in Games Hint: Multidimensional Arrays Hint: Nested Loops Hint: Nested Loops with Multidimensional Arrays Example Solution: Generating a Tile Map Summary Reference Spawning Objects on a Tile Map Goals Required Files Challenge: Spawning Objects on a Tile Map Hint: Functions Hint: Functions with Return Values Hint: Functions with Arguments Example Solution: Spawning Objects on a Tile Map Summary References Level Generation Goals Required Files Challenge: Generating the Map Scene Hint: Coupling and Cohesion Hint: Refactoring for Better Management Example Solution: Generating the Map Scene Summary Game State Management Goals Required Files Challenge: Managing the Game State Hint: Singleton Design Pattern Hint: The Unity Awake ( ) and DontDestroyOnLoad ( ) Functions Hint: The Unity Application.LoadLevel ( ) Function Hint: Unity Physics 2D Collisions Example Solution: Managing the Game State Summary References Gameplay Goals Required Files Challenge: Bringing the Gameplay Together Hint: Obstacles and Artificial Intelligence Hint: Game State and Score Hint: More Collisions Hint: More Spawns Hint: Reset the Game Example Solution: Bringing the Gameplay Together Summary Appendix A: Pseudocode Reference Appendix B: Process Mapping Reference
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