🎮 Dive into game dev with Game Programming All in One, 3rd Ed. by Jonathan S. Harbour!
Learn 2D graphics, input, sound, AI, and more using Allegro.
Perfect for C/C++ devs.
启程游戏开发!全方位掌握编程技能。深入理解游戏设计原理
и научись создавать свои игры с нуля. 🚀
📘 What fundamental programming concepts are covered in relation to game development?
This book ain’t just a flex on retro vibes — it’s a full-spectrum bootcamp for game development. Here’s what you’ll pick up from it:
💻 Programming Language Foundation
The book assumes prior exposure to C or C++, and it’s all based around those. Sprinklings of C++ are introduced (hello, sprite class 👋), but mostly it’s that low-level, efficient C game dev energy.
🖼️ Graphics Fundamentals
- Pixels: The building block of everything visual.
- Vector Graphics: Learn to draw with lines, curves, and splines.
- Bitmaps: The heart of 2D graphics in Allegro — creating, drawing, and blitting (fast rendering).
- Sprites: Reusable, animated graphics — scaled, rotated, flipped, and compressed for performance.
小贴士: 图像的操作基于 bitmap 和 sprite 是游戏开发的基础.
🕹️ Input Handling
Handling keyboard, mouse, and joystick input is 🔑:
- Read key states
- Track mouse movement/clicks
- Handle joystick axes and buttons
Управление вводом — это то, что делает игру интерактивной. Без этого, это просто анимация.
🔊 Sound Programming
- Sound effects + background music
- Sample playback
- Stream music or use low-level routines
Audio brings your game to life. No one wants to play a silent platformer. 🧏
🔁 The Game Loop
This is the core of every game engine. The book teaches:
- How to build a consistent loop
- Frame rate management
- Timers and interrupt handlers
⏱️ Keep it real-time. Keep it smooth.
🎯 Collision Detection
Making objects actually interact:
- Bounding box checks (rectangular collision)
- Efficiency > pixel-perfect in most indie games
没有碰撞检测,你的游戏只是一个动画。想象下,子弹飞过去却没有影响?LOL。
🌍 Tile-Based Scrolling Backgrounds
How to:
- Build levels using tiles
- Scroll across worlds
- Use editors like Mappy to design levels
Classic RPG and platformer style. Big retro feels 💾
🧠 Advanced Topics
🛠️ Game Design Principles
Not just how, but why:
- Choose game mechanics wisely
- Avoid overengineering (“feature glut”)
- Use design docs & prototype early
📈 Game Dev Lifecycle
From idea → engine → prototype → polish → publish:
- Covers project phases & team roles
- Encourages testing and feedback loops
🤖 AI Intro
- Deterministic AI
- FSMs (Finite State Machines)
- Fuzzy logic & pattern-based AI
AI может и не сделает игру автоматически крутой, но она может сделать её умной. Или жуткой. Или просто весёлой.
🔄 Multi-threading
- Intro to concurrency in games
- Useful for physics, audio, or AI in parallel
- Short but essential primer on managing threads safely
📚 Allegro Game Library
Why reinvent the wheel? Allegro gives:
- Cross-platform support
- Low-level access with simplicity
- Easy bitmap/audio/input/sprite handling
Highly recommended for DIY devs working close to the metal ⚙️
🎧 Why listen to the audiobook?
If you’re the type who learns by hearing + imagining rather than reading line after line of code, this audiobook hits different:
- Great as a companion while prototyping
- Helps absorb concepts faster
- Useful even while commuting or gymming 🏋️♂️
Absolutely, fam 😎! Let’s drop some 🔥 code examples straight from the vibes of Game Programming All in One, 3rd Ed., adapted for modern readers but keeping it OG with Allegro 4-style C programming. Below you’ll find snippets covering:
- Initializing Allegro
- Drawing basic graphics
- Handling input
- Playing a sound
- Game loop
- Sprite animation
- Simple collision detection
⚠️ These are based on the Allegro 4 API (not Allegro 5+), so you’ll need to install Allegro 4 headers/libs if you’re building locally. Compiles with
gcc
org++
.
🧱 1. Init Allegro + Setup Display
#include <allegro.h>
int main() {
allegro_init();
install_keyboard();
set_color_depth(16);
set_gfx_mode(GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0);
clear_to_color(screen, makecol(0, 0, 0)); // Black screen
textout_ex(screen, font, "Hello Game Dev!", 200, 240, makecol(255,255,255), -1);
readkey(); // Wait for key press
return 0;
}
END_OF_MAIN()
🎨 2. Drawing Shapes
void draw_shapes() {
line(screen, 100, 100, 200, 200, makecol(255, 0, 0));
rect(screen, 220, 100, 320, 200, makecol(0, 255, 0));
circle(screen, 400, 150, 40, makecol(0, 0, 255));
}
Call it after setup or in your game loop to see it pop off 🧑🎨
🕹️ 3. Keyboard Input Example
void handle_input() {
if (key[KEY_ESC]) {
exit(0); // quit game if Esc is pressed
}
if (key[KEY_SPACE]) {
textout_ex(screen, font, "Space pressed!", 10, 10, makecol(255,255,0), -1);
}
}
🔊 4. Playing a Sound Sample
SAMPLE *sound;
void init_audio() {
install_sound(DIGI_AUTODETECT, MIDI_AUTODETECT, 0);
sound = load_sample("laser.wav");
}
void play_sfx() {
if (key[KEY_L]) play_sample(sound, 255, 128, 1000, 0); // play sound on "L" key
}
Make sure
laser.wav
exists in the working dir.
🔁 5. Game Loop w/ Timer Cap
volatile int ticks = 0;
void ticker() { ticks++; }
END_OF_FUNCTION(ticker);
int main() {
// ... Allegro init
install_timer();
LOCK_VARIABLE(ticks);
LOCK_FUNCTION(ticker);
install_int_ex(ticker, BPS_TO_TIMER(60)); // 60 FPS
while (!key[KEY_ESC]) {
while (ticks > 0) {
// update logic
ticks--;
}
// draw frame
acquire_screen();
clear(screen);
draw_shapes(); // call your draw funcs
release_screen();
}
return 0;
}
END_OF_MAIN()
🌀 6. Sprite Animation Example
BITMAP *sprite;
int x = 0, y = 100;
void load_sprite() {
sprite = load_bitmap("player.bmp", NULL);
}
void update_sprite() {
x++;
draw_sprite(screen, sprite, x, y);
}
Add update_sprite();
in your main loop to move it across the screen like a side-scroller.
🧱 7. Simple Collision Detection (Rectangular)
int check_collision(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2) {
return (x1 < x2 + w2 &&
x1 + w1 > x2 &&
y1 < y2 + h2 &&
y1 + h1 > y2);
}
Use like:
if (check_collision(player.x, player.y, 32, 32, enemy.x, enemy.y, 32, 32)) {
textout_ex(screen, font, "Collision!", 300, 10, makecol(255, 0, 0), -1);
}
🔧 Compile Command (Linux/macOS)
gcc -o game main.c -lalleg -lalleg_unsharable
For Windows, use MinGW with appropriate Allegro 4 libs, or use Code::Blocks with Allegro set up.
💭 Final Thought
Allegro 4 hits different. You learn how games work — not just how to drag prefabs in Unity. 学好基础,以后上手任何引擎都轻松。Основа важнее всего.
Wanna see a full game built with this setup? Ping me — I’ll whip up a sample project 💯 Let me know if you want Allegro 5, SDL, or ported versions in Python (via PyAllegro/pygame) or Golang.
🔥 Peace out, stay coding.