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HTML5游戲開發技術——Egret Engine 版權信息
- ISBN:9787517059349
- 條形碼:9787517059349 ; 978-7-5170-5934-9
- 裝幀:一般膠版紙
- 冊數:暫無
- 重量:暫無
- 所屬分類:>>
HTML5游戲開發技術——Egret Engine 本書特色
本書以案例教學的方式,講解了如何使用白鷺引擎(Egret Engine)及配套工具開發HTML5游戲。案例由簡至繁,選取了當前應用領域常見的搖獎游戲、卡牌游戲、平臺游戲、塔防游戲以及在線聊天,講解了白鷺引擎支持圖形圖 像、多媒體、交互與事件、粒子特效、EUI、物理引擎、人工智能及網絡通信方面的功能,討論了程序開發時的調試、面向對象設計、設計模式及應用程序框架等應用方法。本書*后介紹了實際項目開發中的一些應用技巧。本書適合從事H TML5開發的初級技術人員,也可供HTML5開發培訓機構參考。
HTML5游戲開發技術——Egret Engine 內容簡介
本書以案例教學的方式, 講解了如何使用白鷺引擎 (Egret Engine) 及配套工具開發HTML5游戲。案例由簡至繁, 選取了當前應用領域常見的搖獎游戲、卡牌游戲、平臺游戲、塔防游戲以及在線聊天, 講解了白鷺引擎支持圖形圖像、多媒體、交互與事件、粒子特效、EUI、物理引擎、人工智能及網絡通信方面的功能, 討論了程序開發時的調試、面向對象設計、設計模式及應用程序框架等應用方法。本書*后介紹了實際項目開發中的一些應用技巧。
HTML5游戲開發技術——Egret Engine 目錄
一個HTML5應用························································· 7 2.1 開發前的準備工作····································· 7 2.1.1 軟件下載················································ 7 2.1.2 安裝配置················································ 7 2.1.3 軟件界面················································ 9 2.2 開發“Hello world”應用························ 11 2.2.1 新建項目·············································· 12 2.2.2 運行項目·············································· 14 2.2.3 編輯項目內容······································ 15 2.3 把應用發布到網絡上······························· 20 2.4 TypeScript基礎·········································· 21 2.4.1 TypeScript簡介···································· 21 2.4.2 對象的屬性和方法······························ 22 2.4.3 對象的事件及運行流程······················ 23 2.4.4 編程基礎·············································· 24 第3章互動與特效—搖獎游戲制作···················· 47 3.1 使用多媒體元素······································· 47 3.1.1 使用圖片·············································· 49 3.1.2 使用資源管理器實現預加載·············· 52 3.1.3 顯示圖像·············································· 54 3.2 特效制作與應用······································· 58 3.2.1 粒子特效介紹······································ 58 3.2.2 Egret Feather使用······························ 59 3.2.3 花瓣飄落及元寶掉落特效·················· 60 3.3 事件機制··················································· 65 3.3.1 什么是事件(Event)························· 65 3.3.2 使用事件監聽器(Event Listener)··· 66 第4章多樣的交互界面—卡牌游戲制作············ 69 4.1 所見即所得的界面編輯··························· 69 4.1.1 準備設計資源······································ 72 4.1.2 EXML可視化編輯器···························· 74 4.1.3 皮膚分離機制······································ 79 4.2 交互界面開發··········································· 80 4.2.1 主要界面開發······································ 80 4.2.2 界面邏輯實現······································ 85 4.3 EUI詳細介紹············································· 96 4.3.1 EXML····················································· 96 4.3.2 控件和容器·········································· 99 4.3.3 自定義組件········································ 121 第5章模擬物理—動作類平臺游戲制作·········· 123 5.1 游戲設計思路及任務分解····················· 123 5.2 素材準備················································· 124 5.3 設計游戲界面········································· 131 5.3.1 游戲加載界面···································· 131 5.3.2 游戲開始界面······································ 133 5.4 場景邏輯················································· 133 5.4.1 載入界面············································ 133 5.4.2 開始界面············································ 135 5.5 使用p2物理引擎··································· 137 5.5.1 導入第三方庫···································· 138 5.5.2 角色制作············································ 138 5.5.3 制作游戲場景···································· 143 5.5.4 碰撞檢測與開發································ 144 5.6 運行時錯誤調試····································· 148 5.6.1 Chrome調試······································ 148 5.6.2 “調試”視圖···································· 150 第6章人工智能—經典塔防游戲制作·············· 156 6.1 塔防游戲設計及任務分解····················· 156 6.1.1 塔防游戲元素分析···························· 156 6.1.2 面向對象編程···································· 158 6.1.3 MVC設計模式··································· 165 6.2 塔防游戲開發········································· 167 6.2.1 地圖制作方法···································· 167 6.2.2 炮塔與子彈制作································ 171 6.2.3 游戲圖形渲染機制分析···················· 175 6.3 讓炮塔更加智能····································· 176 6.3.1 人工智能的應用································ 176 6.3.2 智能炮塔設計開發···························· 178 第7章建立通信—網絡多人聊天······················ 180 7.1 應用設計及分析····································· 180 7.1.1 網絡資源設計···································· 180 7.1.2 多人聊天邏輯設計···························· 181 7.1.3 WebSocket原理及配置···················· 182 7.1.4 開放平臺原理及使用························ 184 7.2 游戲聊天室開發····································· 185 7.3 通過微信分享········································· 190 7.3.1 配置JS-SDK第三方庫······················· 190 7.3.2 微信JS-SDK的使用··························· 191 7.3.3 微信分享接口使用···························· 193 第8章高級技巧······················································ 195 8.1 實際開發中的常見問題························· 195 8.1.1 屏幕適配與自動布局························ 195 8.1.2 如何使用第三方庫···························· 198 8.2 跨平臺開發與發布································· 202 8.2.1 iOS和Android APP生成方法··········· 202 8.2.2 微信小程序生成方法························ 204 8.3 接下來做什么········································· 208
HTML5游戲開發技術——Egret Engine 作者簡介
辛子俊,現北京智慧谷文化傳媒有限公司總經理,中國傳媒大學外聘教師,致力于新媒體教育及游戲人才培養工作,曾作為Adobe開發者社區版主,負責引入國外相關技術類文章及其翻譯工作,主持過的項目包括《長征課堂VR》《情商加油站》《職場演兵》《腦健操》《養生廚房》《漆藝·再造物》《雕欄砌筑》等。 林雪瑩,中國傳媒大學計算機應用專業碩士研究生,專攻游戲設計,曾任騰訊游戲和樂元素實習策劃,作品《昔:Yesterday》獲“中國優秀游戲制作人大賽”非專業組最佳游戲創意獎、“中國大學生原創動漫大賽”一等獎、“中國學院獎”三等獎,獲蘋果App Store在全球市場推薦。
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