BlitzMax for Absolute Beginners
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1 BlitzMax for Absolute Beginners Games Programming for the Absolute Beginner Sloan Kelly
2 BlitzMax for Absolute Beginners: Games Programming for the Absolute Beginner Sloan Kelly Placeholder, New York, USA ISBN-13 (pbk): ISBN-13 (electronic): DOI / Library of Congress Control Number: Copyright 2016 by Sloan Kelly This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image, we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the author nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Managing Director: Welmoed Spahr Lead Editor: Steve Anglin Technical Reviewer: Massimo Nardone Editorial Board: Steve Anglin, Pramila Balan, Laura Berendson, Aaron Black, Louise Corrigan, Jonathan Gennick, Robert Hutchinson, Celestin Suresh John, Nikhil Karkal, James Markham, Susan McDermott, Matthew Moodie, Natalie Pao, Gwenan Spearing Coordinating Editor: Mark Powers Copy Editor: Michael G. Laraque Compositor: SPi Global Indexer: SPi Global Artist: SPi Global Cover image designed by Freepik Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY Phone SPRINGER, fax (201) , orders-ny@springer-sbm.com, or visit Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation. For information on translations, please rights@apress.com, or visit Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. ebook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales ebook Licensing web page at Any source code or other supplementary materials referenced by the author in this text are available to readers at For detailed information about how to locate your book s source code, go to Readers can also access source code at SpringerLink in the Supplementary Material section for each chapter. Printed on acid-free paper
3 Contents at a Glance About the Author...xix About the Technical Reviewer...xxi Chapter 1: Computer System... 1 Chapter 2: How BlitzMax Works Chapter 3: The BlitzMax IDE Chapter 4: Literals, Constants, and Variables Chapter 5: The Great Escape Chapter 6: Reusing Code with Functions Chapter 7: Using the File System Chapter 8: Tank Attack: The Second Game Chapter 9: Object-Oriented Programming Chapter 10: Project File Management Chapter 11: Graphics Chapter 12: User Input Chapter 13: Keyboard Input Chapter 14: Joystick Chapter 15: Common Input Routine Chapter 16: Collision Detection Chapter 17: OpenGL Special Effects Chapter 18: Paratrooper: Retro Involved iii
4 at a Glance Chapter 19: Sound Effects and Audio Chapter 20: Putting It All Together Chapter 21: Game Design Chapter 22: Storyboarding Chapter 23: Project Management Appendix A: Web Site Addresses Appendix B: BlitzMax Key Codes Appendix C: ASCII Table Appendix D: Controller Abstraction Classes Appendix E: Compiler Directives Index iv
5 Contents About the Author...xix About the Technical Reviewer...xxi Chapter 1: Computer System... 1 Input... 2 Process... 2 Output... 2 The Computer System... 2 Computer Memory... 3 Disk... 3 Random Access Memory... 4 Read-Only Memory... 4 Cache... 4 The Hardware/Software Stack... 4 Keyboard... 5 Mouse... 5 Screen... 5 Resolution... 6 Number Systems... 7 The Decimal System... 7 The Binary System... 8 Binary Numbering... 8 Groups of Binary Digits... 9 Groups of Bytes... 9 v
6 Hexadecimal... 9 Larger Numbers Chapter 2: How BlitzMax Works Computers Can t Read English Translating English to Computerese (Machine Code) Compilation Process Application/Game/Program Chapter 3: The BlitzMax IDE Launching the IDE Menu Bar Toolbar The Tab Panel Editing Insert File Operations Save Close Open Clipboard Cut Undo Getting Help Chapter 4: Literals, Constants, and Variables Variables Data Types Variable Names Variable Types Variable Values Why Do We Use Variables? vi
7 Variable Scope Local Global Field Literals Constants Changing Variables Arithmetic Operators The Plus Operator String Concatenation The Minus Operator The Multiplication Operator The Divide Operator The Modulo Operator Using the Colon Boolean Mathematics The AND Operator The OR Operator The NOT Operator The Exclusive OR Operator String Methods Find FindLast Trim Replace StartsWith EndsWith Contains Join Split vii
8 ToLower ToUpper...37 ToInt, ToLong, ToFloat, ToDouble ToCString ToWString FromInt, FromLong, FromFloat, FromDouble, FromBytes FromCString FromShorts FromWString Length of String Going with the Flow Simple Decisions IF Conditions Always Equate to One of Two Values: TRUE or FALSE Testing for Equality Using Boolean Logic Nesting IFs Select Case Iteration Making the Computer Repeat Itself The for Loop For EachIn Next While/Wend Repeat Until Repeat Forever Exit Continue A Note on Exit and Continue viii
9 Chapter 5: The Great Escape Game Elements Creating the Graphic Elements Windows Mac All Platforms Splitting Up the Tasks Initial Setup The Main Loop Starting the Game Giving the Player Feedback The Linear Gradient Debugging Your Code Stopping Execution Printing Output Other Debug Methods Chapter 6: Reusing Code with Functions Where Would I Use a Function? Declaring a Simple Function Drawing a Line Specifying Parameters Optional Parameters Extending Existing Keywords Returning Values from Functions Recursion Returning Multiple Values ix
10 Chapter 7: Using the File System Reading a Directory CurrentDir ChangeDir ReadDir, NextFile, and CloseDir LoadDir FileType...73 CreateDir DeleteDir File Manipulation with OpenFile ReadLine Eof CloseStream WriteLine Chapter 8: Tank Attack: The Second Game Information/Splash Screen Main Game Loop Reset Game Draw Endgame Remaining Functions The Graphics The Data The Stub Code The Splash Screen PrintMessage DrawSplash Loading and Drawing the Map The Brick Graphic Map Positions x
11 Getting the Map Data The Main Game Loop Adding Combat Updating the Tanks Collision Detection Drawing the Tanks Main Game Loop Adding Tension Drawing Information Resetting the Game Decrementing the Counter The End Screen The Endgame State Chapter 9: Object-Oriented Programming What Is an Object? What Is a Class? What Is an Attribute? What Is a Method? What Is the Difference Between an Object and a Class? What Is Inheritance? What Is an Interface? Classes in BlitzMax Defining a User-Defined Type A Simple Class Fields Methods Functions Consts and Globals or Static Attributes Inheritance and Polymorphism xi
12 A Simple Object Polymorphism Self and Super New and Delete Abstract and Final Differences Between Abstract and Inheritance And Finally Summary Chapter 10: Project File Management Include IncBin Chapter 11: Graphics Graphics Modes CountGraphicsModes GraphicsModeExists(width, height, depth=0, hertz=0) Graphics EndGraphics GraphicsWidth and GraphicsHeight GetGraphics Some Advice Flip Cls SetClsColor GetClsColor Drawing Simple Objects Plot DrawRect DrawLine DrawOval xii
13 DrawPoly DrawText Images Images and BlitzMax LoadImage LoadAnimImage DrawImage TileImage SetViewport GetViewport Fonts LoadImageFont SetImageFont GetImageFont Example of Font Use in BlitzMax Chapter 12: User Input MouseX and MouseY Showing and Hiding the System Mouse MouseZ MouseDown MouseHit WaitMouse MoveMouse Chapter 13: Keyboard Input KeyDown KeyHit WaitKey WaitChar GetChar xiii
14 Chapter 14: Joystick Joystick Information JoyCount JoyName JoyAxisCaps JoyButtonCaps Getting Direction Chapter 15: Common Input Routine The Classes IController Name FireMethods AddFire Fire ButtonCount TStick and TKeyboard TStickFire and TKeyFire Sample Application Using Controller.bmx Chapter 16: Collision Detection Simple Collisions The First Rule Collision Detection A Simple Game Chapter 17: OpenGL Special Effects Rotating Images SetRotation Scaling Images Collisions Revisited Blending Modes Blend Mode Effects xiv
15 Chapter 18: Paratrooper: Retro Involved Project Management Game Dynamics Lots of Options Graphics The Paratrooper The Gun Emplacement Joystick vs. Keyboard? Sound FX On with the Game Paratroops.bmx TMenuScreen.bmx Controller.bmx TParatroopGame.bmx Create CheckCollisions DrawScore DrawLanded Draw Update DoQuit DoGameOver DrawOutline GameLoop TGameBackdrop.bmx TParatrooper.bmx TParatrooper TTroops Create Draw xv
16 xvi Update Landed TDome.bmx TBullet Create Draw Update TDome Chapter 19: Sound Effects and Audio WAV OGG BlitzMax and Sound LoadSound PlaySound SetChannelVolume PauseChannel ResumeChannel BlitzMax Sound Example Installing Audacity Music.Ogg Argh.Ogg and Ugh.Ogg Altering the Paratrooper Game Collisions Playing the Music Chapter 20: Putting It All Together Chapter 21: Game Design What s the Big Idea? High Concept Low Concept So What Is Flood?
17 Chapter 22: Storyboarding Writing a Specification for a Game Flood Game Specification Introduction The Screen Main Actor Jasper Enemies The Wave The Orchids Entities Next Steps Object-Oriented Design Introduction Use Cases What Is a Use Case? Sample Use Case What Is the Purpose of Use Cases? Class Diagrams Class Relationships Aggregation and Composition Aggregation Composition Multiplicity Naming the Attribute Inheritance Summary Implementing OOP in BlitzMax Were Do We Get the Methods From? Player Enemy Platform xvii
18 Orchid Wave Putting It All Together TFloodGame Converting Class Diagrams to UDTs Stub Code for TFloodGame Testing Modules Testing the Code Creating Stub Code Chapter 23: Project Management Using the Include Keyword Advantages of Using the Include Keyword Embedding Binary Resources The IncBin Keyword Appendix A: Web Site Addresses Appendix B: BlitzMax Key Codes Appendix C: ASCII Table Appendix D: Controller Abstraction Classes Appendix E: Compiler Directives Strict Operating-System-Specific Code Processor-Specific Code Endian-Specific Code Debug Mode Code Index xviii
19 About the Author Sloan Kelly has been programming computers since His first computer was a ZX Spectrum 16K where he learned Sinclair BASIC and soon moved onto Z80 machine code. At the end of the 8-bit era he progressed to the Commodore Amiga where he coded some small games in a language called Blitz. After graduating college and spending nine years in traditional IT working in senior or lead positions, Sloan went back to school and was awarded a Masters in Informatics (Game Technology) to allow him to pursue a career in the games industry where he has remained for almost ten years. He is currently working for PixelNAUTS Games in the beautiful Niagara Region of Canada as senior programmer. Their debut game, LOST ORBIT, was released in 2015 to critical acclaim. xix
20 About the Technical Reviewer Massimo Nardone has more than 22 years of experience in security, web/mobile development, cloud, and IT architecture. His true IT passions are security and Android. He has been programming and teaching how to program with Android, Perl, PHP, Java, VB, Python, C/C++, and MySQL for more than 20 years. He holds a master of science degree in computer science from the University of Salerno, Italy. He has worked as a project manager, software engineer, research engineer, chief security architect, information security manager, PCI/SCADA auditor, and senior lead IT security/cloud/scada architect for many years. He has technical proficiency in security, Android, cloud, Java, MySQL, Drupal, Cobol, Perl, web and mobile development, MongoDB, D3, Joomla, Couchbase, C/C++, WebGL, Python, Pro Rails, Django CMS, Jekyll, Scratch, among others. He currently works as chief information security officer for Cargotec Oyj. He was a visiting lecturer and supervisor for exercises at the Networking Laboratory of Helsinki University of Technology (Aalto University). He holds four international patents (in PKI, SIP, SAML, and Proxy areas). Massimo has reviewed more than 40 IT books for various publishing companies, and he is the coauthor of Pro Android Games (Apress, 2015). xxi
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