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GAME 110 - Flash Gaming
Description: This course is designed to present the skills and to provide the hands-on
experience required to create computer games utilizing Flash MX 2004.
Typical topics to be covered include 2D coordinate systems, basic game
physics, game trigonometry, motion techniques, collision detection,
collision reaction, conservation of momentum and energy, and tile based
worlds. Typical tasks include creation of angle conversion functions;
projection functions; controlling speed, velocity, and acceleration;
applying Newton's three laws of motion, affecting gravity and friction;
and creation of grid management systems. 3 hrs. lecture and 1.5 hrs.
lab/wk.
Supplies: Refer to the instructor’s course syllabus for details about any supplies that may be required. Prerequisites: NONE Textbook(s): For information see - http://bookstore.jccc.net Course Fees: NONE Course Objectives: Upon successful completion of this course the student should be able to:
Content Outline & Competencies: I. Game Math
A. Flash coordinate system
1. Place objects on Cartesian coordinates
2. Define angles
B. Pythagorean Theorem
C. Trigonometry
1. Define and use Sine, Cosine, and Tangent
2. Create projection in objects
D. Vectors
II. Basic Physics
A. Create and control speed
B. Change velocity
C. Accelerate and decelerate objects
D. Newton’s three laws of motion
1. Demmonstrate Newton’s First law
2. Demonstrate Newton’s Second law
3. Demonstrate Newton’s Third law
E. Gravity
1. Create real gravity
2. Create good enough gravity
F. Friction
1. Apply real friction
2. Apply good enough friction
III. Collision Detection Using HitTest()
A. Detect collisions between Movie clip-movie clip
B. Detect collisions between Movie clip-point
C. Detect collisions between Shape-point
IV. Collision Detection Using Math
A. Detect collisions between Point-circle and Circle-circle
B. Detect collisions between Line-line and Circle-line
C. Detect collisions between Point-rectangle and Rectangle-rectangle
V. Collision Reactions
A. Detect Object-wall reactions
B. Detect Circle-line reactions
VI. Conservation of Momentum and Energy
A. Use conservation laws to animate efficiently
VII. Conservation Laws
A. Apply rectangle-rectangle reactions
B. Apply circle-circle reactions
VIII. Tile Based Worlds
A. Create a view
B. Build a world with seamless tiles
C. Change scale
D. Creation and management
1. Create the grid
2. Store the view information to a file
E. Selective processing
1. Identify the tile
2. Get the position within the tile
F. Tile independent objects
1. Create objects
2. Manage objects
3. Destroy objects
4. Alter the world
IX. Isometric Worlds
A. Define orientation of Isometric world
B. Place an object in an Isometric world
C. Use Z-sorting to organize the objects in the world
X. Use the HighScoreList Class
XI. Artificial Intelligence
A. Identify different types of AI
B. Create pathfinding alogorithms
Methods of Evaluation of Competencies: Evaluation of student mastery of course competencies will be accomplished using the following methods: Examinations 50% of grade Projects/Assignments 50% of grade Total 100% Grade Criteria: A = 90 - 100% B = 80 – 89% C = 70 – 79% D = 60 – 69% F = 0 – 59% Caveats:
Disabilities: If you are a student with a disability, and if you will be requesting accommodations, it is your responsibility to contact Access Services. Access Services will recommend any appropriate accommodations to your professor and his/her director. The professor and director will identify for you which accommodations will be arranged. JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you desire support services, contact the office of Access Services for Students With Disabilities (913) 469-8500, ext. 3521 or TDD (913) 469-3885. The Access Services office is located in the Success Center on the second floor of the Student Center. |
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