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Mastering LibGDX Game Development电子书

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作       者:Patrick Hoey

出  版  社:Packt Publishing

出版时间:2015-11-26

字       数:261.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title About This Book Learn game architecture and design patterns with concrete examples using proper software engineering principles Save time and money with this handy reference guide for future game development with LibGDX Design and develop a fully functional RPG video game from scratch with a hands on, step-by-step approach using LibGDX Who This Book Is For If you are an intermediate-level game developer who wants to create an RPG video game but found the creation process overwhelming, either by lack of tutorials or by getting lost in a sea of game-related technologies, engines, or frameworks, then this book is for you. This book assumes familiarity with Java and some basic knowledge of LibGDX. What You Will Learn Develop characters with stat attributes, player movement, animation, physics, and collision detection Create interactive NPC characters with speech windows and build immersion via dialog trees Build inventory management system UIs with drag and drop items to sell, buy, and equip Design a quest system to expand out the content of your game Form interesting enemies with battle mechanics and spawn points Devise *ed cutscenes to add an element of story and drama Develop save and load game profiles Create special effects to give the game extra “juiciness” and polish, and help build the atmosphere In Detail LibGDX is a Java-based framework developed with a heavy emphasis on performance, and includes cross-platform support out of the box (Windows, OS X, Linux, iOS, Android, and HTML5) as well as providing all the low-level functionality so that you can focus on developing your game and not battling with the platform. LibGDX also has an engaged and responsive community, active maintenance, and is available for free without a prohibitive license. Starting from the beginning, this book will take you through the entire development process of creating an RPG video game using LibGDX. First, this book will introduce you to the features specific to RPG games, as well as an overview of game architecture. Then, you will create map locations, develop character movement, add animation, integrate collision detection, and develop a portal system. Next, you will learn and develop a HUD and other UI components, as well as an inventory management system. You will then develop NPC interactions including dialog trees, shopkeepers, and quest givers. After this, you will design and create battle features for fighting enemies, as well as event triggers for world events. Finally, you will add the final polish with sound, music, and lighting effects. By the end of this book, you will have learned and applied core components from the LibGDX framework, as well as have a finished game to use as a springboard for customization and story development for your own commercial video game. Style and approach This book walks you through the concepts and implementation of developing a complete RPG game, unfolding chapter by chapter and building upon previous concepts. Each chapter can be used as an individual reference with diagrams to explain core concepts with concrete example code explained in detail.
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Mastering LibGDX Game Development

Table of Contents

Mastering LibGDX Game Development

Credits

About the Author

Acknowledgments

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. As the Prophecy Foretold, a Hero is Born

Understanding the fundamentals of role-playing games

History

RPG features

Technologies used when developing a role-playing game

Commercial game versus technology demo

Target platforms

Game framework versus game engine

Budget

Understanding the basics of a game architecture

The high-level game loop of Adventure

The high-level event-based loop

The high-level game loop for a graphic-based video game

Understanding the high-level component layout of LibGDX

LibGDX backend modules

LibGDX core modules

Understanding the application lifecycle of LibGDX

Setting up your development environment

Prerequisite tool installation

Running the LibGDX setup tool

Understanding the build environment and project structure

Why Gradle?

Benefits of Gradle

Project structure

Version control systems

Running the default demo project

See also

Summary

2. Welcome to the Land of BludBourne

Creating and editing tile-based maps

Implementing the starter classes for BludBourne

DesktopLauncher

BludBourne

Implementing asset management with loading textures and tile-based maps

Utility

Implementing the camera and displaying a map in the render loop

MainGameScreen

Implementing map management with spawn points and a portal system

MapManager

Implementing your player character with animation

Entity

Implementing input handling for player character movement

PlayerController

Summary

3. It's Pretty Lonely in BludBourne…

The Entity Component System design pattern

Using JSON scripts for NPC properties

Entity

Component interface

PhysicsComponent

GraphicsComponent

InputComponent

Entity selection

Map design

Summary

4. Where Do I Put My Stuff?

Inventory and HUD layouts with skins

PlayerHUD with Scene2D

Developing UIs with LibGDX

Widget styles

Texture atlas

9-patch

Skins

Developing UI summary

StatusUI

Drag and drop

InventorySlot

InventoryItem

InventorySlotSource

InventorySlotTarget

InventoryUI

Drag and drop usage

Tooltip usage

Menu screens

Save and load game profiles

Observer pattern

Observer pattern usage example

Summary

5. Time to Breathe Some Life into This Town

Speech windows with dialog trees

Theory behind conversation trees

An overview of class hierarchy

Conversation

ConversationChoice

ConversationGraphSubject and ConversationGraphObserver

ConversationGraph

UI structure

Script support for conversations

Triggering events

Shop store UI with items and money transactions

Summary

6. So Many Quests, So Little Time…

The theory of dependency graphs

The dependency graph implementation

QuestTask

QuestTaskDependency

QuestGraph

QuestUI

The steps involved in creating a quest

Summary

7. Time to Show These Monsters Who's the Boss

The battle system implementation

BattleState

BattleSubject

BattleObserver

InventorySubject

Consuming items

MonsterFactory

Monster entity

MonsterZone

BattleUI

AnimatedImage

LevelTable

GameOverScreen

Summary

8. Oh, No! Looks Like Drama!

Class diagram overview

Sound and music

AudioObserver

AudioSubject

AudioManager

Creating cutscenes

Action

CutSceneScreen

Summary

9. Time to Set the Mood

Screen transitions

The ScreenTransitionActor class

The ScreenTransitionAction class

The PlayerHUD class

The MainGameScreen class

Camera shake

Static lighting

Lightmap creation

The Map class

The MapManager class

The MainGameScreen class

Day-to-night cycle

The ClockActor class

The MapManager class

Particle effects

Particle Editor

The ParticleEffectFactory class

The BattleUI class

Summary

10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure

Digital distribution platforms

Obfuscating the save game profiles

Logging levels

Creating an executable JAR

Gradle

IntelliJ IDEA

Native launchers

Packr

Obfuscating the packaged JAR

The proguard.cfg file

Debugging tips

The command line

Attach to the running process

Testing builds before release

A smoke test

BludBourne start and main menu

Cutscene

New game

Inventory

Town NPCs

Conversation

Quest

Item purchase

Battle

Game over

Consuming items

Wand attack

Lightmaps and day-to-night cycle

Save game profiles

The burn-in test

Summary

Index

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