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Mastering AndEngine Game Development
Table of Contents
Mastering AndEngine Game Development
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. Setting Up the Project
Project requirements
Application basics
Creating the scene
Running Android applications
Debugging
Our goals
Summary
2. Replacing 2D Sprites with 3D Models
Why 3D in a 2D game makes sense
2D and 3D compared
Dealing with the third dimension
Setting up the environment
Importing a model
Building our library
Basic Android OpenGL ES
MainActivity
ModelData
Renderer
Scene
Camera
ShaderProgram
Mesh
Actor
Adding 3D models to AndEngine
MainActivity
Scene3D
ShaderProgram3D
The result
Summary
3. Physics Engine Integration
Integrating physics with AndEngine
Integrating Box2D
MainActivity.java
Actor3D.java
A discussion on 2D physics
Summary
4. Frame-based Animation Sequences
Different frame types
Sprite sheets
Full sequence
AnimationPack
The key frame sequence
Object-based animations
Universal Tween Engine
Summary
5. Skeletal Animations
Bones and joints
Defining bones
Defining joints
Animating
Inverse kinematics
Forward kinematics
Limits (constraints)
Rigging
Skinning
3D skeletal animation
Key frames and interpolation
Applying transformations
Interpolation types
2D skeletal animation
Loading skeletal animations
FBX
Assimp
Spine
Spriter
Morph target animation
Summary
6. Creating 3D Effects in 2D
Perspective
Zero-point perspective
Rotation
AndEngine rotation example
Parallax
Parallax scrolling with AndEngine
Axonometric and oblique projection
AndEngine isometric projection (TMX)
Shadows
Summary
7. Static Lighting
Defining lighting
2D static lighting
3D static lighting
The benefits of static lighting and shadows
Lightmaps
Baking lightmaps
Shadow mapping
Shadow volumes
Lights
Common AndEngine lighting effects
Summary
8. Dynamic Lighting
Making lighting dynamic
Dynamic 2D lighting
Ambient lighting
Edge (rim) lighting
Normal mapping
Dynamic 3D lighting
Lightmaps
Shadow mapping
Shadow volumes
Cheap dynamic shadows
Reflections
Combining static and dynamic lighting
Summary
9. User Interfaces
Menu systems
Submenus
Dynamic text-based menus
The on-screen user interface
Visual matching
Controls
Motion
Touch
Digital control
Analog control
Text input
Summary
10. Shading, Aliasing, and Resolutions
Handling different resolutions
Picking a policy
Obtaining display details
OpenGL ES shaders
Adding anti-aliasing
Summary
11. Adding Sounds and Effects
AndEngine's sound classes
The SoundPool implementation
The SoundManager wrapper
OpenSL ES
Manual OpenSL ES usage
OpenAL
Positional audio
Sound effects
Reverb
Managing audio resources
Summary
12. Building Worlds for Our Project
Scene managers
The implementation
The scene file format
Text-based scene files
Parsing and scene construction
INI-format-based scene files
TMX tile maps
Resource management
Transitions
Scene-manager-based transition
Backgrounds
Hierarchies
Constraints
Summary
13. Networking and Latency
Network types
Using a network
Ensuring a network is available
Latency compensation
Server-side lag
Do nothing
Complete synchronization
Relying on client extrapolation
Hybrid
Multiplayer implementations
Real-time multiplayer
Server-based
Peer-to-peer
Hybrid
AndEngine's multiplayer extension
Sending a message
Bluetooth-based
Summary
14. Adding Custom Functionality
The point of noninvasive additions
Extending classes
Limitations
Using native code
A plugin system
Native plugins
A native plugin system
Loading/unloading libraries
Summary
Index
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