Gideros mobile game development
With Gideros you can develop games for both iOS and Android faster and more simply. This book shows you how with a real-life project you undertake yourself. All that’s required is a little familiarity with Lua. Develop engaging iOS and Android mobile games quickly and efficiently Build your very fir...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
2013.
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Edición: | 1st edition |
Colección: | Community experience distilled
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627670706719 |
Tabla de Contenidos:
- Intro
- Gideros Mobile Game Development
- Table of Contents
- Gideros Mobile Game Development
- Credits
- Foreword
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- 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
- Errata
- Piracy
- Questions
- 1. Setting Up the Environment
- About Gideros
- Installing Gideros
- Requirements
- Installing Gideros on Windows
- Installing Gideros on Mac OS X
- Installing Gideros on Linux
- Creating your first project
- Trying out Gideros Studio
- Using the Gideros desktop player
- Displaying graphical objects in Gideros Player
- Displaying text
- Displaying images
- Drawing shapes
- Using the Sprite class for groups and layers
- Managing project settings
- Automatic scaling
- Automatic image resolution
- Input settings
- iOS-specific settings
- Installing the device player
- Installing the Android player
- Installing the iOS player
- Running the project on a device player
- Exporting Gideros project
- Summary
- 2. Managing Scenes and Gideros OOP
- Setting up our project
- Handling scaled graphics with AutoScaling
- Handling whitespaces
- Ignoring automatic scaling for positioning
- Creating scenes
- Gideros OOP
- Creating our first class
- Gideros scene manager
- Creating a global configuration file
- Creating the start scene
- Creating the about scene
- Creating the options scene
- Creating the settings class
- Summary
- 3. Implementing Game Logic
- Implementing the main game scene
- Using texture packs
- Packing our textures
- Using texture packs inside project
- Using physics in Gideros.
- Creating physical bodies
- Running the world
- Setting up world boundaries
- Interaction with physical bodies
- Handling Box2D collisions
- Managing packs and levels
- Defining packs
- Creating LevelSelectScene
- Generating a grid of levels
- Switching between packs
- Creating the GameManager class
- Implementing unlocked levels logic
- Reading level definitions
- Completing the level
- Summary
- 4. Polishing the Game
- Adding sounds
- Adding background music
- Adding sound effects
- Adding high scores
- Retrieving high scores
- Updating high score on the screen
- Creating animated game elements
- Frame animations using MovieClip
- Tweening elements with GTween
- Improving gameplay
- Changing level packs by using the swipe gesture
- Starting with MouseDown
- Continue with MouseMove
- Ending with MouseUp
- Adding event listeners
- Modifying code for selecting levels
- Implementing Mashballs magnet
- Summary
- Index.