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HTML5游戏开发技术——Egret Engine PDF下载

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本书针对的是对HTML5游戏开发或应用开发感兴趣的初学者,书中有意弱化了对概念、定义的精确描述和堆叠,避免了很多初学者面对陌生的技术名词时产生恐惧和障碍心理。不论是手机页游、微信游戏还是APP游戏,也不论你是没有任何编程开发经验的新手还是跨领域的开发学习者,这本书都会为你学习HTML5、Egret Engine和游戏开发带来帮助,并为进一步实践和提升指出了方向。

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内容简介

本书以案例教学的方式,讲解了如何使用白鹭引擎(Egret Engine)及配套工具开发HTML5游戏。案例由简至繁,选取了当前应用领域常见的摇奖游戏、卡牌游戏、平台游戏、塔防游戏以及在线聊天,讲解了白鹭引擎支持图形图 像、多媒体、交互与事件、粒子特效、EUI、物理引擎、人工智能及网络通信方面的功能,讨论了程序开发时的调试、面向对象设计、设计模式及应用程序框架等应用方法。本书*后介绍了实际项目开发中的一些应用技巧。本书适合从事H TML5开发的初级技术人员,也可供HTML5开发培训机构参考。

作者简介

辛子俊,现北京智慧谷文化传媒有限公司总经理,中国传媒大学外聘教师,致力于新媒体教育及游戏人才培养工作,曾作为Adobe开发者社区版主,负责引入国外相关技术类文章及其翻译工作,主持过的项目包括《长征课堂VR》《情商加油站》《职场演兵》《脑健操》《养生厨房》《漆艺·再造物》《雕栏砌筑》等。

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林雪莹,中国传媒大学计算机应用专业硕士研究生,专攻游戏设计,曾任腾讯游戏和乐元素实习策划,作品《昔:Yesterday》获“中国优秀游戏制作人大赛”非专业组*游戏创意奖、“中国大学生原创动漫大赛”一等奖、“中国学院奖”三等奖,获苹果App Store在全球市场推荐。

HTML5游戏开发技术——Egret Engine PDF下载

目录


 

前言


第1章认识当代互联网核心技术—HTML5··········· 1

1.1 ; 为什么使用HTML5开发游戏···················· 1

1.1.1 ; 游戏!游戏!········································ 2

1.1.2 ; 微信中的应用和小程序························ 2

1.1.3 ; 全平台的HTML5应用·························· 3

1.2 ; EgretEngine与游戏开发···························· 4

1.2.1 ; 如何学习游戏开发································ 4

1.2.2 ; 为什么使用Egret Engine······················ 5

1.2.3 ; EgretEngine还可以做什么·················· 5

1.3 ; 如何使用本书············································· 5

1.3.1 ; 如果你是游戏开发新手························ 5

1.3.2 ; 如果你有开发经验································ 5

1.3.3 ; 获取相关网络资源································ 6

第2章就这么简单—10分钟开发
一个HTML5应用························································· 7

2.1 ; 开发前的准备工作····································· 7

2.1.1 ; 软件下载················································ 7

2.1.2 ; 安装配置················································ 7

2.1.3 ; 软件界面················································ 9

2.2 ; 开发“Hello world”应用························ 11

2.2.1 ; 新建项目·············································· 12

2.2.2 ; 运行项目·············································· 14

2.2.3 ; 编辑项目内容······································ 15

2.3 ; 把应用发布到网络上······························· 20

2.4 ; TypeScript基础·········································· 21

2.4.1 ; TypeScript简介···································· 21

2.4.2 ; 对象的属性和方法······························ 22

2.4.3 ; 对象的事件及运行流程······················ 23

2.4.4 ; 编程基础·············································· 24

第3章互动与特效—摇奖游戏制作···················· 47

3.1 ; 使用多媒体元素······································· 47

3.1.1 ; 使用图片·············································· 49

3.1.2 ; 使用资源管理器实现预加载·············· 52

3.1.3 ; 显示图像·············································· 54

3.2 ; 特效制作与应用······································· 58

3.2.1 ; 粒子特效介绍······································ 58

3.2.2 ; EgretFeather使用······························ 59

3.2.3 ; 花瓣飘落及元宝掉落特效·················· 60

3.3 ; 事件机制··················································· 65

3.3.1 ; 什么是事件(Event)························· 65

3.3.2 ; 使用事件监听器(EventListener)··· 66

第4章多样的交互界面—卡牌游戏制作············ 69

4.1 ; 所见即所得的界面编辑··························· 69

4.1.1 ; 准备设计资源······································ 72

4.1.2 ; EXML可视化编辑器···························· 74

4.1.3 ; 皮肤分离机制······································ 79

4.2 ; 交互界面开发··········································· 80

4.2.1 ; 主要界面开发······································ 80

4.2.2 ; 界面逻辑实现······································ 85

4.3 ; EUI详细介绍············································· 96

4.3.1 ; EXML····················································· 96

4.3.2 ; 控件和容器·········································· 99

4.3.3 ; 自定义组件········································ 121

第5章模拟物理—动作类平台游戏制作·········· 123

5.1 ; 游戏设计思路及任务分解····················· 123

5.2 ; 素材准备················································· 124

5.3 ; 设计游戏界面········································· 131

5.3.1 ; 游戏加载界面···································· 131

5.3.2 游戏开始界面······································ 133

5.4 ; 场景逻辑················································· 133

5.4.1 ; 载入界面············································ 133

5.4.2 ; 开始界面············································ 135

5.5 ; 使用p2物理引擎··································· 137

5.5.1 ; 导入第三方库···································· 138

5.5.2 ; 角色制作············································ 138

5.5.3 ; 制作游戏场景···································· 143

5.5.4 ; 碰撞检测与开发································ 144

5.6 ; 运行时错误调试····································· 148

5.6.1 ; Chrome调试······································ 148

5.6.2 ; “调试”视图···································· 150

第6章人工智能—经典塔防游戏制作·············· 156

6.1 ; 塔防游戏设计及任务分解····················· 156

6.1.1 ; 塔防游戏元素分析···························· 156

6.1.2 ; 面向对象编程···································· 158

6.1.3 ; MVC设计模式··································· 165

6.2 ; 塔防游戏开发········································· 167

6.2.1 ; 地图制作方法···································· 167

6.2.2 ; 炮塔与子弹制作································ 171

6.2.3 ; 游戏图形渲染机制分析···················· 175

6.3 ; 让炮塔更加智能····································· 176

6.3.1 ; 人工智能的应用································ 176

6.3.2 ; 智能炮塔设计开发···························· 178

第7章建立通信—网络多人聊天······················ 180

7.1 ; 应用设计及分析····································· 180

7.1.1 ; 网络资源设计···································· 180

7.1.2 ; 多人聊天逻辑设计···························· 181

7.1.3 ;WebSocket原理及配置···················· 182

7.1.4 ; 开放平台原理及使用························ 184

7.2 ; 游戏聊天室开发····································· 185

7.3 ; 通过微信分享········································· 190

7.3.1 ; 配置JS-SDK第三方库······················· 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章高级技巧······················································ 195

8.1 ; 实际开发中的常见问题························· 195

8.1.1 ; 屏幕适配与自动布局························ 195

8.1.2 ; 如何使用第三方库···························· 198

8.2 ; 跨平台开发与发布································· 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 ; 接下来做什么········································· 208

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前沿



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