万本电子书0元读

万本电子书0元读

顶部广告

SDL Game Development电子书

售       价:¥

27人正在读 | 0人评论 9.8

作       者:Shaun Ross Mitchell

出  版  社:Packt Publishing

出版时间:2013-06-24

字       数:110.7万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:数字商品不支持退换货,不提供源文件,不支持导出打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C++ and you’re looking to make great games from the ground up, then this book is perfect for you.
目录展开

SDL Game Development

Table of Contents

SDL Game Development

Credits

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. Getting Started with SDL

Why use SDL?

What is new in SDL 2.0?

Migrating SDL 1.2 extensions

Setting up SDL in Visual C++ Express 2010

Using Mercurial to get SDL 2.0 on Windows

Cloning and building the latest SDL 2.0 repository

I have the library; now what?

Hello SDL

An overview of Hello SDL

SDL initialization flags

SDL renderer flags

What makes up a game

Breaking up the Hello SDL code

What does this code do?

The Game class

Fullscreen SDL

Summary

2. Drawing in SDL

Basic SDL drawing

Getting some images

Creating an SDL texture

Source and destination rectangles

Animating a sprite sheet

Flipping images

Installing SDL_image

Using SDL_image

Tying it into the framework

Creating the texture manager

Using texture manager as a singleton

Summary

3. Working with Game Objects

Using inheritance

Implementing polymorphism

Using abstract base classes

Should we always use inheritance?

Could the same thing be achieved with a simpler solution?

Derived classes should model the "is a" relationship

Possible performance penalties

Putting it all together

Summary

4. Exploring Movement and Input Handling

Setting up game objects for movement

What is a vector?

Some common operations

Addition of two vectors

Multiply by a scalar number

Subtraction of two vectors

Divide by a scalar number

Normalizing a vector

Adding the Vector2D class

Adding velocity

Adding acceleration

Creating fixed frames per second

Input handling

Creating our input handler class

Handling joystick/gamepad input

SDL joystick events

Initializing joysticks

Listening for and handling axis movement

Dealing with joystick button input

Handling mouse events

Using mouse button events

Handling mouse motion events

Implementing keyboard input

Wrapping things up

Summary

5. Handling Game States

A simple way for switching states

Implementing finite state machines

A base class for game states

Implementing FSM

Implementing menu states

Function pointers and callback functions

Implementing the temporary play state

Pausing the game

Creating the game over state

Summary

6. Data-driven Design

Loading XML files

Basic XML structure

Implementing Object Factories

Using Distributed Factories

Fitting the factory into the framework

Parsing states from an XML file

Loading the menu state from an XML file

Loading other states from an XML file

Loading the play state

Loading the pause state

Loading the game over state

Summary

7. Creating and Displaying Tile Maps

What is a tile map?

Getting familiar with the Tiled application

Parsing and drawing a tile map

Creating the TileLayer class

Creating the LevelParser class

Parsing tilesets

Parsing a tile layer

Drawing the map

Scrolling a tile map

Parsing object layers

Developing the ObjectLayer class

Summary

8. Creating Alien Attack

Using the SDL_mixer extension for sound

Creating the SoundManager class

Setting up the basic game objects

GameObject revamped

SDLGameObject is now ShooterObject

Player inherits from ShooterObject

Lots of enemy types

Adding a scrolling background

Handling bullets

Two types of bullets

The BulletHandler class

Dealing with collisions

Creating a CollisionManager class

Possible improvements

Summary

9. Creating Conan the Caveman

Setting up the basic game objects

No more bullets or bullet collisions

Game objects and map collisions

ShooterObject is now PlatformerObject

The Camera class

Camera-controlled map

The Player class

Possible additions

Summary

Index

累计评论(0条) 0个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部