首頁(yè) > 計(jì)算機(jī)網(wǎng)絡(luò) >
編程語(yǔ)言與程序設(shè)計(jì)
> Mastering LibGDX Game Development最新章節(jié)目錄
舉報(bào)

會(huì)員
Mastering LibGDX Game Development
最新章節(jié):
Index
Ifyouareanintermediate-levelgamedeveloperwhowantstocreateanRPGvideogamebutfoundthecreationprocessoverwhelming,eitherbylackoftutorialsorbygettinglostinaseaofgame-relatedtechnologies,engines,orframeworks,thenthisbookisforyou.ThisbookassumesfamiliaritywithJavaandsomebasicknowledgeofLibGDX.
目錄(82章)
倒序
- 封面
- 版權(quán)頁(yè)
- Credits
- About the Author
- Acknowledgments
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. As the Prophecy Foretold a Hero is Born
- Understanding the fundamentals of role-playing games
- Technologies used when developing a role-playing game
- Understanding the basics of a game architecture
- Understanding the high-level component layout of LibGDX
- Understanding the application lifecycle of LibGDX
- Setting up your development environment
- Understanding the build environment and project structure
- Running the default demo project
- See also
- Summary
- Chapter 2. Welcome to the Land of BludBourne
- Creating and editing tile-based maps
- Implementing the starter classes for BludBourne
- Implementing asset management with loading textures and tile-based maps
- Implementing the camera and displaying a map in the render loop
- Implementing map management with spawn points and a portal system
- Implementing your player character with animation
- Implementing input handling for player character movement
- Summary
- Chapter 3. It's Pretty Lonely in BludBourne…
- The Entity Component System design pattern
- Map design
- Summary
- Chapter 4. Where Do I Put My Stuff?
- Inventory and HUD layouts with skins
- Save and load game profiles
- Summary
- Chapter 5. Time to Breathe Some Life into This Town
- Speech windows with dialog trees
- Shop store UI with items and money transactions
- Summary
- Chapter 6. So Many Quests So Little Time…
- The theory of dependency graphs
- The dependency graph implementation
- QuestUI
- The steps involved in creating a quest
- Summary
- Chapter 7. Time to Show These Monsters Who's the Boss
- The battle system implementation
- BattleState
- BattleUI
- LevelTable
- GameOverScreen
- Summary
- Chapter 8. Oh No! Looks Like Drama!
- Class diagram overview
- Sound and music
- Creating cutscenes
- Summary
- Chapter 9. Time to Set the Mood
- Screen transitions
- Camera shake
- Static lighting
- Day-to-night cycle
- Particle effects
- Summary
- Chapter 10. Prophecy Fulfilled Our Hero Awaits the Next Adventure
- Digital distribution platforms
- Obfuscating the save game profiles
- Creating an executable JAR
- Native launchers
- Obfuscating the packaged JAR
- Debugging tips
- Testing builds before release
- Summary
- Index 更新時(shí)間:2021-07-30 10:29:08
推薦閱讀
- Vue 3移動(dòng)Web開發(fā)與性能調(diào)優(yōu)實(shí)戰(zhàn)
- DB2 V9權(quán)威指南
- Boost C++ Application Development Cookbook(Second Edition)
- 深入淺出Java虛擬機(jī):JVM原理與實(shí)戰(zhàn)
- Django開發(fā)從入門到實(shí)踐
- Visual Basic程序設(shè)計(jì)教程
- Practical Game Design
- VMware虛擬化技術(shù)
- PySpark Cookbook
- C語(yǔ)言程序設(shè)計(jì)
- Visual Studio Code 權(quán)威指南
- SQL Server 2008中文版項(xiàng)目教程(第3版)
- CodeIgniter Web Application Blueprints
- Java7程序設(shè)計(jì)入門經(jīng)典
- Oracle Data Guard 11gR2 Administration Beginner's Guide
- Java高并發(fā)編程詳解:深入理解并發(fā)核心庫(kù)
- Spring Boot 2+Thymeleaf企業(yè)應(yīng)用實(shí)戰(zhàn)
- 深入淺出Rust
- Neo4j High Performance
- 區(qū)塊鏈社會(huì):區(qū)塊鏈助力國(guó)家治理能力現(xiàn)代化
- 智能優(yōu)化算法與MATLAB編程實(shí)踐
- Angular Router
- Web前端開發(fā)技術(shù):HTML、CSS、JavaScript(第2版)
- 湖南省大學(xué)生計(jì)算機(jī)程序設(shè)計(jì)競(jìng)賽試題與應(yīng)用軟件開發(fā)類作品集萃(2005—2016)
- Mastering Python Data Visualization
- Mastering Swift
- Learning Ceph
- UML與Rose建模實(shí)用教程
- Mastering Selenium WebDriver 3.0
- Python數(shù)據(jù)挖掘入門與實(shí)踐(第2版)