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HTML5遊戲開發技術‧Egret Engine(簡體書)
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HTML5遊戲開發技術‧Egret Engine(簡體書)

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:NT$ 210 元
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作者簡介
名人/編輯推薦
目次

商品簡介

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遊戲。案例由簡至繁,選取了當前應用領域常見的搖獎遊戲、卡牌遊戲、平臺遊戲、塔防遊戲以及在線聊天,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、面向物件設計、設計模式及應用程序框架等應用方法。本書*後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。

作者簡介

辛子俊

現北京智能谷文化傳媒有限公司總經理,中國傳媒大學外聘教師,致力於新媒體教育及遊戲人才培養工作,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,專攻遊戲設計,曾任騰訊遊戲和樂元素實習策劃,作品《昔:Yesterday》獲“中國優秀遊戲制作人大賽”非專業組*遊戲創意獎、“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。

名人/編輯推薦

本書針對的是對HTML5遊戲開發或應用開發感興趣的初學者,書中有意弱化了對概念、定義的精確描述和堆疊,避免了很多初學者面對陌生的技術名詞時產生恐懼和障礙心理。不論是手機頁遊、微信遊戲還是APP遊戲,也不論你是沒有任何編程開發經驗的新手還是跨領域的開發學習者,這本書都會為你學習HTML5、Egret Engine和遊戲開發帶來幫助,並為進一步實踐和提升指出了方向。

目次

前言


第1章認識當代互聯網核心技術—HTML5··········· 1

1.1 為什麼使用HTML5開發遊戲···················· 1

1.1.1 遊戲!遊戲!········································ 2

1.1.2 微信中的應用和小程序························ 2

1.1.3 全平臺的HTML5應用·························· 3

1.2 EgretEngine與遊戲開發···························· 4

1.2.1 如何學習遊戲開發································ 4

1.2.2 為什麼使用Egret Engine······················ 5

1.2.3 EgretEngine還可以做什麼·················· 5

1.3 如何使用本書············································· 5

1.3.1 如果你是遊戲開發新手························ 5

1.3.2 如果你有開發經驗································ 5

1.3.3 獲取相關網絡資源································ 6

第2章就這麼簡單—10分鐘開發
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 物件的屬性和方法······························ 22

2.4.3 物件的事件及運行流程······················ 23

2.4.4 編程基礎·············································· 24

第3章互動與特效—搖獎遊戲制作···················· 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 EgretFeather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 什麼是事件(Event)························· 65

3.3.2 使用事件監聽器(EventListener)··· 66

第4章多樣的交互界面—卡牌遊戲制作············ 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—動作類平臺遊戲制作·········· 123

5.1 遊戲設計思路及任務分解····················· 123

5.2 素材準備················································· 124

5.3 設計遊戲界面········································· 131

5.3.1 遊戲加載界面···································· 131

5.3.2 遊戲開始界面······································ 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 制作遊戲場景···································· 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—經典塔防遊戲制作·············· 156

6.1 塔防遊戲設計及任務分解····················· 156

6.1.1 塔防遊戲元素分析···························· 156

6.1.2 面向物件編程···································· 158

6.1.3 MVC設計模式··································· 165

6.2 塔防遊戲開發········································· 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 遊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 遊戲聊天室開發····································· 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 接下來做什麼········································· 208

 

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