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HTML5 Game Development with GameMaker
Table of Contents
HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
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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
Errata
Piracy
Questions
1. Getting to Know the Studio with Your First Game
Making HTML game development easy
Setting up the software
Our first look at the Studio
The Menu
The Toolbar
The Resource tree
The Workspace
Exploring the resource editors
Loading your art assets with the Sprite Properties editor
The wall sprite
The player sprite
Creating game objects with the Object Properties editor
The Wall object
The Player object
Creating worlds with the Room Properties editor
Running the game
Introducing code with the Script Properties editor
Filling the scene with the Background Properties editor
Bringing noise with the Sound Properties editor
A little background music
Controlling the game with the Overlord
The collectible
Writing text and the Font Properties editor
Creating complex movements with the Path Properties editor
Using the Time Line Properties editor to spawn collectibles
Tools for debugging your games
Using the HTML5 DEBUG console
Using the Windows version debugger
Taking a look at the JavaScript code
Summary
2. Triple 'A' Games: Art and Audio
Manufacturing art assets
Understanding the image file formats
Importing sprite sheets
Introducing the image editor
Creating backgrounds with tilesets
Animating and creating sprites
The illusion of action
Maximize the sprite space
Looping an animation
Manufacturing audio
Understanding the audio file formats
Using the GM:S Audio engine
Raising the quality bar
Consistency
Readability
Polish
Summary
3. Shoot 'em Up: Creating a Side-scrolling Shooter
Coding conventions
Building the player
Setting up the player sprite
Controlling the player object
Building the bullet
Firing the bullet
Removing bullets from the world
Constructing three little enemies
Making the enemy parent
Building the FloatBot
Creating the SpaceMine
Making the Strafer
Controlling the game with the Overlord
Spawning waves of enemies
Building the Overlord
Dealing with the life and death of the player
Setting up the win condition
Respawning with a Ghost object
Drawing the user interface
Adding the finishing details to the game
Adding the game music
Making the background move
Creating the explosions
Summary
4. The Adventure Begins
Creating animated characters
Simplifying the character movement
Implementing a melee attack
Navigating between rooms
Setting up the rooms
Creating Room Portals
Teleporting a persistent player
Bringing enemies to life
Summoning the Ghost Librarian
Building a wandering Brawl
Creating the Coach
Adding finishing details to the game
Summary
5. Platform Fun
Structuring systems-based code
Creating gravity
Building an animation system
Creating a collision forecasting system
Checking the keyboard
Building the player
Setting up the room
Building a boss battle
Creating the indestructible Gun
Constructing the first phase: The Cannons
Building the second phase: The giant LaserCannon
Setting the final stage: The shielded Boss Core
Winding it up
Summary
6. Toppling Towers
Understanding the physics engine
Activating the world
Defining properties with fixtures
Connecting objects with Joints
Applying forces to objects
Building a tower toppling game
Constructing the Pillars and Debris
Breaking the Pillars into Debris
Adding in the collision sounds
Building the demolition equipment
Creating a Wrecking Ball
Making a Magnetic Crane
Completing the game
Setting the win condition
Creating the Equipment Menu
Constructing the towers
Summary
7. Dynamic Front Ends
Setting up the rooms
Initializing the main menu
Selecting levels with 2D arrays
Preparing the Shop using data structures
Rebuilding the HUD
Adding risk and reward to destruction
Adding introductory text to each level
Saving the player's progress
Understanding local storage
Writing to local storage
Saving multiple game profiles
Summary
8. Playing with Particles
Introducing particle effects
Understanding particle systems
Utilizing particle emitters
Applying particles
HTML5 limitations
Adding particle effects to the game
Creating a Dust Cloud
Adding in Shrapnel
Making the TNT explosion
Cleaning up the particles
Summary
9. Get Your Game Out There
Releasing a game on your own site
Creating the application
Hosting the game
Uploading the game with FTP
Integrating with Facebook
Adding a Facebook login button
Tracking the game with Flurry Analytics
Setting up Flurry Analytics
Tracking events in the game
Sending the data to Flurry
Understanding the Analytics
Making money with your games
Summary
Index
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