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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
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