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Godot开源游戏引擎24小时快速入门掌握2D和3D多平台游戏开发PDF版.pdf

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About This E-Book
Title Page
Copyright Page
Table of Contents
Foreword
Preface
About the Authors
Contributors
Dedication
Acknowledgments
We Want to Hear from You!
Reader Services
Hour 1: Introducing the Godot Engine
Installing Godot
Creating a Project
Using the Visual Editor
Setting Up a Main Scene
Summary
Q&A
Workshop
Exercises
Hour 2: Scene System
Nodes and Scenes
Resources
Combining Scenes
Managing Subscenes
Summary
Q&A
Workshop
Exercises
Hour 3: 2D Graphics
Sprites and Draw Order
Vectors and Transforms
Cameras
TileMaps
Summary
Q&A
Workshop
Exercises
Hour 4: Scripting
Node and Script Relationship
Introduction to GDScript
Signals and Groups
Summary
Q&A
Workshop
Exercises
Hour 5: Game 1: Space Shooter
Concept and Design
Making the Scenes
Summary
Q&A
Workshop
Exercises
Hour 6: More Scripting
Notifications
Singletons and Autoloads
Summary
Q&A
Workshop
Exercises
Hour 7: Handling Input
Input Basics
InputEvent Class
Keyboard and Joystick Input
Mouse and Touch Input
Input Mapping
InputEventAction
Summary
Q&A
Workshop
Exercises
Hour 8: Physics System
Bodies and Shapes
Types of Physics Bodies
Areas and Presence Detection
Ray Casting
Navigation and Path Finding
Summary
Q&A
Workshop
Exercises
Hour 9: User Interface
Control
Know Your Controls
Containers
Making an Interface
Theme
Custom Control
Summary
Q&A
Workshop
Exercises
Hour 10: Animation
Animation Editor
Timeline and Keyframes
Blending and Transitioning Animations
Summary
Q&A
Workshop
Exercises
Hour 11: Game Flow
After Launching the Game
Pausing the Game
Switching Scenes
Background Loading
Handling a Quit Request
Summary
Q&A
Workshop
Exercises
Hour 12: File System
Special Paths
Game Configuration
Dealing with Files
Dealing with Directories
Summary
Q&A
Workshop
Exercises
Hour 13: 3D Graphics
Spatial Node
Importing Meshes and Models
3D Editor
Cameras
Summary
Q&A
Workshop
Exercises
Hour 14: Project Management
Importing Resources
Organizing Project Directories
Version Control Software
Summary
Q&A
Workshop
Exercises
Hour 15: Materials and Shaders
Canvas Item Materials
Spatial Materials
Shader Basics
Summary
Q&A
Workshop
Exercises
Hour 16: Lights and Shadows
Light Sources
Shadows
Lights in 2D
Summary
Q&A
Workshop
Exercises
Hour 17: Game 2: Bloxorz Clone
Concept and Design
Making the Scenes
Scripts and Input
Summary
Q&A
Workshop
Exercises
Hour 18: Environments
World Environment
Global Illumination
Reflection Probes
Summary
Q&A
Workshop
Exercises
Hour 19: Sound
Playing Sounds
Positional Audio
Audio Buses
Area Effects
Dynamic Audio
Summary
Q&A
Workshop
Exercises
Hour 20: Particle System
2D Particles
3D Particles
Summary
Q&A
Workshop
Exercises
Hour 21: Viewports and Canvas
Viewports
Canvas Layers
Split-Screen
Summary
Q&A
Workshop
Exercises
Hour 22: Networking
TCP, UDP, and Why It Matters
Managing Connections
Remote Procedure Call
Remote and Sync Keywords
Slaves and Masters
Visual Script
Summary
Q&A
Workshop
Exercises
Hour 23: Game 3: Networked Bomberman Clone
Concept and Design
Making the Scenes
Scripts and Input
Enter Multiplayer
Synchronization in Player, Bomb, and Explosion
Summary
Q&A
Workshop
Exercises
Hour 24: Exporting the Project
Platform-specific Considerations
Export Presets
Export Options
Summary
Q&A
Workshop
Exercises
Bonus Hour 25: Native Code
GDNative
Summary
Q&A
Workshop
Exercises
Index
About This E-Book EPUB is an open, industry-standard format for e-books. However, support for EPUB and its many features varies across reading devices and applications. Use your device or app settings to customize the presentation to your liking. Settings that you can customize often include font, font size, single or double column, landscape or portrait mode, and figures that you can click or tap to enlarge. For additional information about the settings and features on your reading device or app, visit the device manufacturer’s Web site. Many titles include programming code or configuration examples. To optimize the presentation of these elements, view the e-book in single-column, landscape mode and adjust the font size to the smallest setting. In addition to presenting code and configurations in the reflowable text format, we have included images of the code that mimic the presentation found in the print book; therefore, where the reflowable format may compromise the presentation of the code listing, you will see a “Click here to view code image” link. Click the link to view the print- fidelity code image. To return to the previous page viewed, click the Back button on your device or app.
Sams Teach Yourself, Godot Engine Game Development in 24 Hours Ariel Manzur George Marques CONTRIBUTORS: Poommetee Ketson Thomas Herzog Emmanuel Leblond Tiamo Pastoor (Pandaqi) Anna Daubenspeck Jakob Schwab 800 E. 96th St., Indianapolis, IN 46240 USA
Sams Teach Yourself Godot Engine Game Development in 24 Hours Copyright © 2018 by Pearson Education, Inc. All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. For information regarding permissions, request forms, and the appropriate contacts within the Pearson Education Global Rights & Permissions Department, please visit www.pearsoned.com/permissions/. No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Nor is any liability assumed for damages resulting from the use of the information contained herein. ISBN-13: 978-0-13-483509-9 ISBN-10: 0-13-483509-3 Library of Congress Control Number: 2017963657 1 18 Trademarks All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. Sams Publishing cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark. Warning and Disclaimer Every effort has been made to make this book as complete and as accurate as possible, but no warranty or fitness is implied. The information provided is on an “as is” basis. Special Sales For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions, custom cover designs, and content particular to your business, training goals, marketing focus, or branding interests), please contact our corporate sales department at corpsales@pearsoned.com or (800) 382-3419. For government sales inquiries, please contact
governmentsales@pearsoned.com. For questions about sales outside of the U.S., please contact intlcs@pearson.com. Publisher Mark Taub Acquisitions Editor Laura Lewin Managing Editor Sandra Schroeder Project Editor Prathiba.R/Pearson CSC Copy Editor Pearson CSC Indexer Pearson CSC Proofreader Pearson CSC Technical Editor Ariel Manzur Editorial Assistant Courtney Martin Cover Designer Chuti Prasertsith Compositor Pearson CSC
Contents at a Glance Foreword Preface HOUR 1 Introducing the Godot Engine HOUR 2 Scene System HOUR 3 2D Graphics HOUR 4 Scripting HOUR 5 Game 1: Space Shooter HOUR 6 More Scripting HOUR 7 Handling Input HOUR 8 Physics System HOUR 9 User Interface HOUR 10 Animation HOUR 11 Game Flow HOUR 12 File System HOUR 13 3D Graphics HOUR 14 Project Management HOUR 15 Materials and Shaders HOUR 16 Lights and Shadows HOUR 17 Game 2: Bloxorz Clone HOUR 18 Environments HOUR 19 Sound HOUR 20 Particle System HOUR 21 Viewports and Canvas HOUR 22 Networking HOUR 23 Game 3: Networked Bomberman Clone HOUR 24 Exporting the Project BONUS HOUR 25 Native Code Index
Table of Contents Foreword Preface HOUR 1: Introducing the Godot Engine Installing Godot Creating a Project Using the Visual Editor Setting Up a Main Scene Summary Q&A Workshop Exercises HOUR 2: Scene System Nodes and Scenes Resources Combining Scenes Managing Subscenes Summary Q&A Workshop Exercises HOUR 3: 2D Graphics Sprites and Draw Order Vectors and Transforms Cameras TileMaps Summary Q&A
Workshop Exercises HOUR 4: Scripting Node and Script Relationship Introduction to GDScript Signals and Groups Summary Q&A Workshop Exercises HOUR 5: Game 1: Space Shooter Concept and Design Making the Scenes Summary Q&A Workshop Exercises HOUR 6: More Scripting Notifications Singletons and Autoloads Summary Q&A Workshop Exercises HOUR 7: Handling Input Input Basics InputEvent Class Keyboard and Joystick Input Mouse and Touch Input Input Mapping
InputEventAction Summary Q&A Workshop Exercises HOUR 8: Physics System Bodies and Shapes Types of Physics Bodies Areas and Presence Detection Ray Casting Navigation and Path Finding Summary Q&A Workshop Exercises HOUR 9: User Interface Control Know Your Controls Containers Making an Interface Theme Custom Control Summary Q&A Workshop Exercises HOUR 10: Animation Animation Editor Timeline and Keyframes Blending and Transitioning Animations
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