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Android game programming by example
Android game programming by example
Autore Horton John
Edizione [First edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (389 pages)
Disciplina 005.258
Collana Community experience distilled
Soggetto topico Androids
Computer games -- Programming
Computer games
Engineering & Applied Sciences
Computer Science
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Player 1 UP; A closer look at the games; Tappy Defender; Tough retro platformer; Asteroids simulator; Setting up your development environment; Installing the JDK; Installing Android Studio; Summary; Chapter 2: Tappy Defender - First Step; Planning the first game; Backstory; The game mechanics; Rules for the game; The design; Control; Model; View; Design pattern reality check; The game code structure; The Android Activity lifecycle; The Android Studio file structure
Building the home screenCreating the project; What we did; Building the home screen UI; What we did; Coding the functionality; Creating GameActivity; What we did; Configuring the AndroidManifest.xml file; What we did; Coding the game loop; Building the view; Creating a new class for the view; What we did; Structuring the class code; The game activity; The PlayerShip object; Drawing the scene; Plotting and drawing; Drawing PlayerShip; The Canvas and Paint objects; Controlling the frame rate; Deploying the game; Debugging on an Android device; Summary; Chapter 3: Tappy Defender - Taking Flight
Controlling the spaceshipDetecting touches; Adding boosters to the spaceship; Detecting the screen resolution; Building the enemies; Designing the enemy; Spawning the enemy; Making the enemy think; The thrill of flight - scrolling the background; Things that go bump - collision detection; Collision detection options; Rectangle intersection; Radius overlapping; The crossing number algorithm; Optimizations; Multiple hitboxes; Neighbor checking; Best options for Tappy Defender; Summary; Chapter 4: Tappy Defender - Going Home; Displaying a HUD; Implementing the rules; Ending the game
Restarting the gameAdding sound FX; Generating the FX; The SoundPool class; Coding the sound FX; Adding persistence; Iteration; Multiple different enemy graphics; An exercise in balance; Format time; Handle the back button; The finished game; Summary; Chapter 5: Platformer - Upgrading the Game Engine; The game; The backstory; The game mechanics; Rules for the game; Upgrading the game engine; The platform activity; Locking the layout to landscape; The PlatformView class; The basic structure of PlatformView; The GameObject class; The view through a viewport; Creating the levels
The enhanced update methodThe enhanced draw method; Summary; Chapter 6: Platformer - Bob, Beeps, and Bumps; The SoundManager class; Introducing Bob; Multiphase collision detection; Player input; Animating Bob; Summary; Chapter 7: Platformer - Guns, Life, Money, and the Enemy; Ready aim fire; Pickups; The drone; The guard; Summary; Chapter 8: Platformer - Putting It All Together; Bullet collision detection; Adding some fire tiles; Eye candy; The new platform tiles; The new scenery objects; Scrolling parallax backgrounds; Pause menu with moveable viewport; Levels and game rules
Traveling between levels
Altri titoli varianti Harness the power of the Android SDK by building three immersive and captivating games
Record Nr. UNINA-9911126455903321
Horton John  
Birmingham : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming by example
Android game programming by example
Autore Horton John
Edizione [First edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (389 pages)
Disciplina 005.258
Collana Community experience distilled
Soggetto topico Androids
Computer games -- Programming
Computer games
Engineering & Applied Sciences
Computer Science
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Player 1 UP; A closer look at the games; Tappy Defender; Tough retro platformer; Asteroids simulator; Setting up your development environment; Installing the JDK; Installing Android Studio; Summary; Chapter 2: Tappy Defender - First Step; Planning the first game; Backstory; The game mechanics; Rules for the game; The design; Control; Model; View; Design pattern reality check; The game code structure; The Android Activity lifecycle; The Android Studio file structure
Building the home screenCreating the project; What we did; Building the home screen UI; What we did; Coding the functionality; Creating GameActivity; What we did; Configuring the AndroidManifest.xml file; What we did; Coding the game loop; Building the view; Creating a new class for the view; What we did; Structuring the class code; The game activity; The PlayerShip object; Drawing the scene; Plotting and drawing; Drawing PlayerShip; The Canvas and Paint objects; Controlling the frame rate; Deploying the game; Debugging on an Android device; Summary; Chapter 3: Tappy Defender - Taking Flight
Controlling the spaceshipDetecting touches; Adding boosters to the spaceship; Detecting the screen resolution; Building the enemies; Designing the enemy; Spawning the enemy; Making the enemy think; The thrill of flight - scrolling the background; Things that go bump - collision detection; Collision detection options; Rectangle intersection; Radius overlapping; The crossing number algorithm; Optimizations; Multiple hitboxes; Neighbor checking; Best options for Tappy Defender; Summary; Chapter 4: Tappy Defender - Going Home; Displaying a HUD; Implementing the rules; Ending the game
Restarting the gameAdding sound FX; Generating the FX; The SoundPool class; Coding the sound FX; Adding persistence; Iteration; Multiple different enemy graphics; An exercise in balance; Format time; Handle the back button; The finished game; Summary; Chapter 5: Platformer - Upgrading the Game Engine; The game; The backstory; The game mechanics; Rules for the game; Upgrading the game engine; The platform activity; Locking the layout to landscape; The PlatformView class; The basic structure of PlatformView; The GameObject class; The view through a viewport; Creating the levels
The enhanced update methodThe enhanced draw method; Summary; Chapter 6: Platformer - Bob, Beeps, and Bumps; The SoundManager class; Introducing Bob; Multiphase collision detection; Player input; Animating Bob; Summary; Chapter 7: Platformer - Guns, Life, Money, and the Enemy; Ready aim fire; Pickups; The drone; The guard; Summary; Chapter 8: Platformer - Putting It All Together; Bullet collision detection; Adding some fire tiles; Eye candy; The new platform tiles; The new scenery objects; Scrolling parallax backgrounds; Pause menu with moveable viewport; Levels and game rules
Traveling between levels
Altri titoli varianti Harness the power of the Android SDK by building three immersive and captivating games
Record Nr. UNINA-9911137337603321
Horton John
Birmingham : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming for dummies / / by Derek James
Android game programming for dummies / / by Derek James
Pubbl/distr/stampa Hoboken, N.J., : Wiley, c2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies
Soggetto topico Computer games -- Programming
Application software -- Development
Mobile computing
ISBN 1-118-22218-0
9781118222188
Classificazione 798.5
794.8/1526
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9911090853303321
Hoboken, N.J., : Wiley, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming for dummies / / by Derek James
Android game programming for dummies / / by Derek James
Pubbl/distr/stampa Hoboken, N.J., : Wiley, c2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies
Soggetto topico Computer games -- Programming
Application software -- Development
Mobile computing
ISBN 1-118-22218-0
9781118222188
Classificazione 798.5
794.8/1526
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9911131604203321
Hoboken, N.J., : Wiley, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Flash 5 Cartoons & Games F/X & Design [[electronic resource]]
Flash 5 Cartoons & Games F/X & Design [[electronic resource]]
Autore Turner Bill
Pubbl/distr/stampa Phoenix, : Paraglyph Press, 2001
Descrizione fisica 1 online resource (350 p.)
Disciplina 006.6/96
Altri autori (Persone) BazleyRichard
RobertsonJames
Soggetto topico Computer animation
Computer games -- Programming
Flash (Computer file)
Soggetto genere / forma Electronic books.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""About the Authors""; ""Acknowledgments""; ""Contents at a Glance""; ""Table of Contents""; ""Foreword""; ""Introduction""; ""Getting and Planning Your Story""; ""Character Development""; ""Sound""; ""Background Scenery""; ""Character Animation""; ""Lip-Synching and Facial Expressions""; ""It�s a Wrap""; ""Introduction to Game Design""; ""Designing Trivia Games""; ""Designing Adventure Games""; ""Collaboration Across the Internet""; ""Using Active Server Pages (ASP) with Flash Games""; ""Artificial Intelligence""; ""Links""
Record Nr. UNINA-9910449878603321
Turner Bill  
Phoenix, : Paraglyph Press, 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Flash 5 Cartoons & Games F/X & Design [[electronic resource]]
Flash 5 Cartoons & Games F/X & Design [[electronic resource]]
Autore Turner Bill
Pubbl/distr/stampa Phoenix, : Paraglyph Press, 2001
Descrizione fisica 1 online resource (350 p.)
Disciplina 006.6/96
Altri autori (Persone) BazleyRichard
RobertsonJames
Soggetto topico Computer animation
Computer games -- Programming
Flash (Computer file)
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""About the Authors""; ""Acknowledgments""; ""Contents at a Glance""; ""Table of Contents""; ""Foreword""; ""Introduction""; ""Getting and Planning Your Story""; ""Character Development""; ""Sound""; ""Background Scenery""; ""Character Animation""; ""Lip-Synching and Facial Expressions""; ""It�s a Wrap""; ""Introduction to Game Design""; ""Designing Trivia Games""; ""Designing Adventure Games""; ""Collaboration Across the Internet""; ""Using Active Server Pages (ASP) with Flash Games""; ""Artificial Intelligence""; ""Links""
Record Nr. UNINA-9910777390903321
Turner Bill  
Phoenix, : Paraglyph Press, 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Flash 5 Cartoons & Games F/X & Design
Flash 5 Cartoons & Games F/X & Design
Autore Turner Bill
Pubbl/distr/stampa Phoenix, : Paraglyph Press, 2001
Descrizione fisica 1 online resource (350 p.)
Disciplina 006.6/96
Altri autori (Persone) BazleyRichard
RobertsonJames
Soggetto topico Computer animation
Computer games -- Programming
Flash (Computer file)
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""About the Authors""; ""Acknowledgments""; ""Contents at a Glance""; ""Table of Contents""; ""Foreword""; ""Introduction""; ""Getting and Planning Your Story""; ""Character Development""; ""Sound""; ""Background Scenery""; ""Character Animation""; ""Lip-Synching and Facial Expressions""; ""It�s a Wrap""; ""Introduction to Game Design""; ""Designing Trivia Games""; ""Designing Adventure Games""; ""Collaboration Across the Internet""; ""Using Active Server Pages (ASP) with Flash Games""; ""Artificial Intelligence""; ""Links""
Record Nr. UNINA-9911102320503321
Turner Bill  
Phoenix, : Paraglyph Press, 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Flash 5 Cartoons & Games F/X & Design
Flash 5 Cartoons & Games F/X & Design
Autore Turner Bill
Pubbl/distr/stampa Phoenix, : Paraglyph Press, 2001
Descrizione fisica 1 online resource (350 p.)
Disciplina 006.6/96
Altri autori (Persone) BazleyRichard
RobertsonJames
Soggetto topico Computer animation
Computer games -- Programming
Flash (Computer file)
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""About the Authors""; ""Acknowledgments""; ""Contents at a Glance""; ""Table of Contents""; ""Foreword""; ""Introduction""; ""Getting and Planning Your Story""; ""Character Development""; ""Sound""; ""Background Scenery""; ""Character Animation""; ""Lip-Synching and Facial Expressions""; ""It�s a Wrap""; ""Introduction to Game Design""; ""Designing Trivia Games""; ""Designing Adventure Games""; ""Collaboration Across the Internet""; ""Using Active Server Pages (ASP) with Flash Games""; ""Artificial Intelligence""; ""Links""
Record Nr. UNINA-9911131282403321
Turner Bill
Phoenix, : Paraglyph Press, 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
GameMaker : Studio for dummies / / by Michael Rohde
GameMaker : Studio for dummies / / by Michael Rohde
Pubbl/distr/stampa Hoboken, NJ, : Wiley, c2014
Descrizione fisica 1 online resource (356 p.)
Disciplina 794.8
Collana --For dummies
Soggetto topico Computer games -- Programming
ISBN 1-118-85215-X
1-118-85210-9
9781118852156
Classificazione 798.5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Table of Contents; Introduction; About This Book; Foolish Assumptions; Icons Used in This Book; Beyond This Book; Where to Go from Here; Part I: Getting Started with GameMaker: Studio; Chapter 1: Introducing GameMaker: Studio; Dragging and Dropping Your Way to Making a Game; Understanding the GameMaker Language; Publishing Games to Different Platforms; Highlighting the Key Features of GameMaker: Studio; Creating a Game, Step by Step; Chapter 2: Discovering GameMaker: Studio Features and Tools; Navigating the GameMaker Interface
Pump Up the Volume: Adding Sounds to Your GameMaking Things Sparkle with Sprites; Populating Your Game with Objects; Placing Objects in the Game Room; Part II: Basic Tools and Techniques; Chapter 3: Creating Events; How to Add an Event to an Object; The Create Event; The Destroy Event; The Alarm Event; The Step Event; The Collision Event; The Mouse Event; The Other Event; The Draw Event; The Key Events; The Asynchronous Event; Chapter 4: Adding Actions to Events; How to Assign an Action to an Object; Move Actions; Main1 Actions; Main2 Actions; Control Actions; Score Actions; Extra Actions
Draw ActionsChapter 5: Working with Views; Using Speed and Movement with Views; Creating a Room with a View; Using a Controller Object to Move the View; Reaching the End of the Room; Positioning the Score Display in a Room with a View; Setting Object Boundaries for Rooms with Views; Destroying Instances When They Leave a Room; Shooting Guided Bullets in a Room with Views; Creating Enemy Planes in a Room with Views; Creating Patterns of Enemy Planes in a Room with Views; Transitioning to the Next Room; Chapter 6: Working with Time Lines; Creating a Time Line; Creating a Time Line Object
Creating the Time Line RoomTransitioning to the Next Room with Time Lines; Adding a Boss Battle to a Time Line; Part III: Creating Special Effects; Chapter 7: Using Actions to Create Special Effects with Particles; Coding a Button to Trigger the Particles; Using the Create Effect Action; Using the Particle Actions and Emitters; Chapter 8: Coding Special Effects with Particles; Coding the Particle System and the Smoke Trail; Coding the Simple Firework Effect; Coding Emitters; Coding Complex Particle Effects; Chapter 9: Using Surfaces to Create Effects; Understanding the Surface Function
Creating Shadows with SurfacesUsing Decals with Surfaces; Lighting Effects with Surfaces; Using Surfaces as a View; Chapter 10: Applying Scaling; Configuring the Global Game Settings; Scaling to the Window; Scaling with Draw GUI Events; HTML5 Scaling; Part IV: Coding Physics, Mobile Controls, and More; Chapter 11: Coding with GameMaker Language; Displaying Sub-Images with Code; Adding Code to Objects; Coding a Score Display and Lives; Coding to Start and End Games; Chapter 12: Using Physics; Understanding Fixtures; Adding Movement to an Object with Physics; Adding Physics to Rooms
Physics and Shooting Bullets
Record Nr. UNINA-9911089979703321
Hoboken, NJ, : Wiley, c2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
GameMaker : Studio for dummies / / by Michael Rohde
GameMaker : Studio for dummies / / by Michael Rohde
Pubbl/distr/stampa Hoboken, NJ, : Wiley, c2014
Descrizione fisica 1 online resource (356 p.)
Disciplina 794.8
Collana --For dummies
Soggetto topico Computer games -- Programming
ISBN 1-118-85215-X
1-118-85210-9
9781118852156
Classificazione 798.5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Table of Contents; Introduction; About This Book; Foolish Assumptions; Icons Used in This Book; Beyond This Book; Where to Go from Here; Part I: Getting Started with GameMaker: Studio; Chapter 1: Introducing GameMaker: Studio; Dragging and Dropping Your Way to Making a Game; Understanding the GameMaker Language; Publishing Games to Different Platforms; Highlighting the Key Features of GameMaker: Studio; Creating a Game, Step by Step; Chapter 2: Discovering GameMaker: Studio Features and Tools; Navigating the GameMaker Interface
Pump Up the Volume: Adding Sounds to Your GameMaking Things Sparkle with Sprites; Populating Your Game with Objects; Placing Objects in the Game Room; Part II: Basic Tools and Techniques; Chapter 3: Creating Events; How to Add an Event to an Object; The Create Event; The Destroy Event; The Alarm Event; The Step Event; The Collision Event; The Mouse Event; The Other Event; The Draw Event; The Key Events; The Asynchronous Event; Chapter 4: Adding Actions to Events; How to Assign an Action to an Object; Move Actions; Main1 Actions; Main2 Actions; Control Actions; Score Actions; Extra Actions
Draw ActionsChapter 5: Working with Views; Using Speed and Movement with Views; Creating a Room with a View; Using a Controller Object to Move the View; Reaching the End of the Room; Positioning the Score Display in a Room with a View; Setting Object Boundaries for Rooms with Views; Destroying Instances When They Leave a Room; Shooting Guided Bullets in a Room with Views; Creating Enemy Planes in a Room with Views; Creating Patterns of Enemy Planes in a Room with Views; Transitioning to the Next Room; Chapter 6: Working with Time Lines; Creating a Time Line; Creating a Time Line Object
Creating the Time Line RoomTransitioning to the Next Room with Time Lines; Adding a Boss Battle to a Time Line; Part III: Creating Special Effects; Chapter 7: Using Actions to Create Special Effects with Particles; Coding a Button to Trigger the Particles; Using the Create Effect Action; Using the Particle Actions and Emitters; Chapter 8: Coding Special Effects with Particles; Coding the Particle System and the Smoke Trail; Coding the Simple Firework Effect; Coding Emitters; Coding Complex Particle Effects; Chapter 9: Using Surfaces to Create Effects; Understanding the Surface Function
Creating Shadows with SurfacesUsing Decals with Surfaces; Lighting Effects with Surfaces; Using Surfaces as a View; Chapter 10: Applying Scaling; Configuring the Global Game Settings; Scaling to the Window; Scaling with Draw GUI Events; HTML5 Scaling; Part IV: Coding Physics, Mobile Controls, and More; Chapter 11: Coding with GameMaker Language; Displaying Sub-Images with Code; Adding Code to Objects; Coding a Score Display and Lives; Coding to Start and End Games; Chapter 12: Using Physics; Understanding Fixtures; Adding Movement to an Object with Physics; Adding Physics to Rooms
Physics and Shooting Bullets
Record Nr. UNINA-9911134432603321
Hoboken, NJ, : Wiley, c2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui