 Game Development for Human Beingsin Preload.js. 5 in here means the frequency of the change. For info in the documentation for Animation. 1 //player initial score of zero 2 this.playerScore = 0; Initial score. 1 //enable player We need the camera to follow the player, so add the following in the create method, after the animation code: 1 //the camera will follow the player in the world 2 this.game.camera.follow(this.player); that isn’t affected by the gravity. Also, since your flying enemy asset is different, we have an animation too. File FlyingEnemy.js in js/prefabs: 1 var Platformer = Platformer || {}; 2 3 Platformer0 码力 | 472 页 | 8.46 MB | 10 月前3 Game Development for Human Beingsin Preload.js. 5 in here means the frequency of the change. For info in the documentation for Animation. 1 //player initial score of zero 2 this.playerScore = 0; Initial score. 1 //enable player We need the camera to follow the player, so add the following in the create method, after the animation code: 1 //the camera will follow the player in the world 2 this.game.camera.follow(this.player); that isn’t affected by the gravity. Also, since your flying enemy asset is different, we have an animation too. File FlyingEnemy.js in js/prefabs: 1 var Platformer = Platformer || {}; 2 3 Platformer0 码力 | 472 页 | 8.46 MB | 10 月前3
 Unity for Human Beingstutorial will focus on 2D animations, and a subsequent tutorial in the future will discuss 3D animation techniques. As always, I have broken this tutorial down into two distinct segments. The first my previous tutorial) Segment 1: Animation Basics Unity3D allows for multiple animations to play at the same time in multiple layers or a single animation to play on a base layer. This makes for ship that tilts left and right according to movement trigger and auto fires constantly. Unity3D’s animation allows you to do this with relative ease. Let’s explore how to start working with animations0 码力 | 239 页 | 27.39 MB | 10 月前3 Unity for Human Beingstutorial will focus on 2D animations, and a subsequent tutorial in the future will discuss 3D animation techniques. As always, I have broken this tutorial down into two distinct segments. The first my previous tutorial) Segment 1: Animation Basics Unity3D allows for multiple animations to play at the same time in multiple layers or a single animation to play on a base layer. This makes for ship that tilts left and right according to movement trigger and auto fires constantly. Unity3D’s animation allows you to do this with relative ease. Let’s explore how to start working with animations0 码力 | 239 页 | 27.39 MB | 10 月前3
 Godot Game Development for BeginnersGodot - Part 2 Introduction Project Files Creating the Enemy Scripting the Enemy Sword Animation Attacking the Enemy Creating the UI Scripting the UI Conclusion Make a Strategy Game in pop- up. In the animations list there will be an animation called default. Double click on it and rename it to IdleDown. For this animation, we're going to drag in the player_s_0 sprite. • MoveLeft • MoveRight Here's what the MoveDown animation will look like. Click on the New Animation button to create a new animation. Go through now and create all of the idle and0 码力 | 199 页 | 12.53 MB | 10 月前3 Godot Game Development for BeginnersGodot - Part 2 Introduction Project Files Creating the Enemy Scripting the Enemy Sword Animation Attacking the Enemy Creating the UI Scripting the UI Conclusion Make a Strategy Game in pop- up. In the animations list there will be an animation called default. Double click on it and rename it to IdleDown. For this animation, we're going to drag in the player_s_0 sprite. • MoveLeft • MoveRight Here's what the MoveDown animation will look like. Click on the New Animation button to create a new animation. Go through now and create all of the idle and0 码力 | 199 页 | 12.53 MB | 10 月前3
 Back to Basics: The Factory Patterninteresting use case case of real-time systems.Real time systems (1/2) ● So just looking at the animation on the right--there is a lot going on. ○ There are many different types of objects ■ Some of taking place 12 Command and Conquer Red AlertReal time systems (2/2) ● So just looking at the animation on the right--there is a lot going on. ○ There are many different types of objects ■ Some of0 码力 | 93 页 | 3.92 MB | 6 月前3 Back to Basics: The Factory Patterninteresting use case case of real-time systems.Real time systems (1/2) ● So just looking at the animation on the right--there is a lot going on. ○ There are many different types of objects ■ Some of taking place 12 Command and Conquer Red AlertReal time systems (2/2) ● So just looking at the animation on the right--there is a lot going on. ○ There are many different types of objects ■ Some of0 码力 | 93 页 | 3.92 MB | 6 月前3
 Data Structures That Make Video Games Go Round0 0 0 0 PSL PSL - Probe Sequence Length X X X X X X X X 0 0 0 3 1 1 1 Better animation -> Here! Core algorithm, 1. Every bucket contains metadata about it’s probe sequence length, world. Multiple systems ticking, ● Entity Component Systems (ECS) ● Artificial Intelligence ● Animation ● Physics ● Gameplay specific We’ve simulated everything and all that’s left is to send them0 码力 | 196 页 | 3.03 MB | 6 月前3 Data Structures That Make Video Games Go Round0 0 0 0 PSL PSL - Probe Sequence Length X X X X X X X X 0 0 0 3 1 1 1 Better animation -> Here! Core algorithm, 1. Every bucket contains metadata about it’s probe sequence length, world. Multiple systems ticking, ● Entity Component Systems (ECS) ● Artificial Intelligence ● Animation ● Physics ● Gameplay specific We’ve simulated everything and all that’s left is to send them0 码力 | 196 页 | 3.03 MB | 6 月前3
 Back to Basics: Design Patternsthe data will be the same! Let’s see if this solved our problemSuccess! ● If you watch this animation from the start, you’ll notice we have a circles that spawn the whole range of the screen ● Ah--much0 码力 | 96 页 | 2.10 MB | 6 月前3 Back to Basics: Design Patternsthe data will be the same! Let’s see if this solved our problemSuccess! ● If you watch this animation from the start, you’ll notice we have a circles that spawn the whole range of the screen ● Ah--much0 码力 | 96 页 | 2.10 MB | 6 月前3
 Back to Basics: Pointers(on pen and paper) our memory ○ Let’s represent our variables as boxes for now. ○ Here’s an animation of what is going on in memory when we assign a pointer to the address of a variable. So the major0 码力 | 152 页 | 5.61 MB | 6 月前3 Back to Basics: Pointers(on pen and paper) our memory ○ Let’s represent our variables as boxes for now. ○ Here’s an animation of what is going on in memory when we assign a pointer to the address of a variable. So the major0 码力 | 152 页 | 5.61 MB | 6 月前3
 Many Ways to Kill an Orc (or a Hero)and many types of Monster • The algorithm to pick will depend on both types • This could be an animation • For us, it will simply be a matter of printing an appropriate message on screen 197What to make0 码力 | 202 页 | 1.26 MB | 6 月前3 Many Ways to Kill an Orc (or a Hero)and many types of Monster • The algorithm to pick will depend on both types • This could be an animation • For us, it will simply be a matter of printing an appropriate message on screen 197What to make0 码力 | 202 页 | 1.26 MB | 6 月前3
 Building a Coroutine-Based Job System Without Standard Librarycode. This time, I strip out the most of the graph, and let’s look at those piece one at a time. [animation] But focus on how the parent coroutine handle changes. First for this part, this is where SetContinuation0 码力 | 120 页 | 2.20 MB | 6 月前3 Building a Coroutine-Based Job System Without Standard Librarycode. This time, I strip out the most of the graph, and let’s look at those piece one at a time. [animation] But focus on how the parent coroutine handle changes. First for this part, this is where SetContinuation0 码力 | 120 页 | 2.20 MB | 6 月前3
 Oracle VM VirtualBox 4.1.40 User Manualbject support • 3D support: added OpenGL 2.1 support • 3D support: fixed Final frame of Compiz animation not updated to the screen (Mac OS X only) (bug #4653) • 3D support: fixed blank screen after loading memory leak in IDisplay::takeScreenShotSlow() (bug #6549) • 3D support: fixed Final frame of Compiz animation not updated to the screen (Mac OS X only) (bug #4653) • VRDP: allow to bind to localhost only on graphics corruption in World of Warcraft (bug #2816) • 3D support: fixed Final frame of Compiz animation not updated to the screen (bug #4653) • 3D support: fixed incorrect rendering of non ARGB textures0 码力 | 310 页 | 4.87 MB | 6 月前3 Oracle VM VirtualBox 4.1.40 User Manualbject support • 3D support: added OpenGL 2.1 support • 3D support: fixed Final frame of Compiz animation not updated to the screen (Mac OS X only) (bug #4653) • 3D support: fixed blank screen after loading memory leak in IDisplay::takeScreenShotSlow() (bug #6549) • 3D support: fixed Final frame of Compiz animation not updated to the screen (Mac OS X only) (bug #4653) • VRDP: allow to bind to localhost only on graphics corruption in World of Warcraft (bug #2816) • 3D support: fixed Final frame of Compiz animation not updated to the screen (bug #4653) • 3D support: fixed incorrect rendering of non ARGB textures0 码力 | 310 页 | 4.87 MB | 6 月前3
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