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Mastering LibGDX Game Development
Table of Contents
Mastering LibGDX Game Development
Credits
About the Author
Acknowledgments
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
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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