The book moves quickly into hands-on programming with the first program, showing a bouncing ball moving across the screen. This is followed by some utilities which will be used repetitively throughout the book.
The concept of Character Graphics is discussed, and character graphic figures generated by the provided programs. Initially these are in fixed positions, merely changing appearance. Subsequently displacement animation is also introduced. Finally, in this section, there is a race between two character graphic developed figures.
The subject of Pixel Graphics is discussed, as well as the use of the mouse and the joystick for generating objects which can then be used. The pattern is to again address in-place animation, followed by displacement animation.
In the next section, Advanced Displacement Animation, the pace picks up as we examine Tweening, Morphing, Page Swapping, Zooming, Panning, Color Cycling, and moving three dimensional objects.
This section continues with programs on mouse and joystick control of sprites, the use of sound, and development of a game incorporating some of these concepts. Following this the basic pattern for simulations is introduced, and a simple illustrative program developed.
The final section touches on the growth path available to the QBASIC programmer. The path includes QuickBASIC, Windows, Hypermedia, and Multimedia.
The Appendix includes supportive material such as Flowcharting information, Animation Packages, and Graphic Boards.
Overall, the book is comprehensive for those concepts that can
successfully be treated at the beginner to intermediate level.
At the same time, however, the degree of complexity is
sufficiently low that the material is readily understandable by
the target audience.
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