Flash 10 Multiplayer Game Essentials : Create Exciting Real-Time Multiplayer Games Using Flash. için kapak resmi
Flash 10 Multiplayer Game Essentials : Create Exciting Real-Time Multiplayer Games Using Flash.
Başlık:
Flash 10 Multiplayer Game Essentials : Create Exciting Real-Time Multiplayer Games Using Flash.
Yazar:
Hirematada, Prashanth.
ISBN:
9781847196613
Yazar Ek Girişi:
Basım Bilgisi:
1st ed.
Fiziksel Tanımlama:
1 online resource (371 pages)
İçerik:
Flash 10 Multiplayer Game Essentials -- Table of Contents -- Flash 10 Multiplayer Game Essentials -- Credits -- About the author -- About the reviewers -- Preface -- What this book covers -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Getting Started -- Development environment -- Pulse SDK -- Installing Flash Builder 4 -- Downloading the Pulse SDK -- Installing Pulse SDK -- Post-installation checks -- Running the samples -- Starting the server -- Starting the client -- A high-level architecture of multiplayer game server -- Simple deployment architecture -- Enterprise deployment architecture -- The session server process -- The balancer process -- Server game programming -- Zero server-side programming -- Network programming paradigm -- Client-to-client interaction -- The server modules -- Game server modules -- Persistence -- Session and session manager -- Avatar manager -- Lobby and room manager -- Friends -- Chat -- Object synchronization -- Object serialization -- Security -- Connection management and message dispatcher -- Message -- The game client -- The overall structure of a multiplayer game -- The main game loop -- Processing messages from the server -- The programming API -- Summary -- 2. Game Interface Design -- Overview of Pulse library components -- The Pulse API design -- Creating the Hello World sample -- Setting up the project -- The Hello World specification -- The schema file -- Code generator -- Project directory structure -- Introduction to PulseUI -- Screen management in PulseUI -- The PulseGame class -- Exploring the Hello World sample -- HelloGame.as -- The login screen -- The screen class -- The skinner class -- The outline class -- Player registration -- Exploring the game server deployment -- Registration and login -- Registration -- The login.

Dealing with multiple logins -- Guest logins -- Summary -- 3. Avatar and Chat -- Introduction to Pulse modeler -- Example schema -- Design of a game avatar -- Modeling the avatar -- Avatar display in Hello World -- Customizing Player Display -- Avatar-related APIs -- PulseGame client APIs -- Pulse game client callbacks -- Friends management -- Friends in Hello World -- The friends API -- Customizing friends display -- The chat feature -- The chat API -- Chatting in Hello World -- Customizing chat display -- Implementing high scores -- High scores in Hello World -- Skinning the user interface -- Skinning for Hello World -- Summary -- 4. Lobby and Room Management -- Introduction to lobby and room management -- Modeling game room -- Game room management -- Seating order -- Room states -- Player states -- Kicking out a player -- Room types -- Audience -- Room properties -- The lobby screen implementation -- Lobby screen in Hello World -- Customizing lobby screen -- Customizing game room display -- Filtering rooms to display -- Lobby and room-related API -- New game screen implementation -- New game screen in Hello World -- Customizing the new game screen -- New game room API -- Designing the game screen -- Implementing the game screen -- Customizing the game screen -- Summary -- 5. Game Logic -- Gameplay implementation -- Modeling game states -- Game states types -- Game states in Hello World -- Code walk-through -- GameStateSprite class -- General flow of events -- Game state schema -- Adding a new game state -- Updating game state -- Removing a game state -- Game state API -- Miscellaneous classes -- The Button Effect class -- The Slider class -- The ShakeEffect class -- Summary -- 6. Multiplayer Game Example: Tic-tac-toe -- Running the game from sample directory -- The Pulse UI framework -- Setting up the project -- Getting started: Modeling the game.

Project directory structure -- Code walk-through -- TictactoeGame -- Overriding the constructor -- Overriding the initNetClient method -- Implementing a turn-based game -- Sending and receiving player actions -- TictactoeSkinner -- TictactoeNewGameScreen -- TictactoeGameScreen -- Initializing the game screen -- Displaying player turn -- Letting the player make the move -- Who won? -- Finding the winner -- Other screens and features -- Lobby screen -- Chat -- TopTen -- Registration screen -- Summary -- 7. Multiplayer Game Example: Jigsaw -- Setting up the project -- Files in the project -- The game graphics -- DisplayManager -- Managing pieces-Group -- The PieceSprite class -- Creating a piece -- Dragging of pieces -- Checking for matches -- Multiplayer and networking -- Code generation -- Screen classes -- The JigsawGame class -- Overriding the constructor -- Overriding the initNetClient method -- Server communication -- The JigsawSkinner class -- The NewJigsawGameScreen class -- The JigsawGameScreen class -- Summary -- 8. Card-based Racing Game Tutorial -- Implementation -- Graphics -- The map and frog movement -- The step class -- The frog class -- Card management -- Screen management -- Class Skin -- Class JJF -- Class NewGame -- Multiplayer design -- Card distribution -- Frog position -- Assigning player color -- Schema -- Gameplay implementation -- Assigning colors -- Determining the initial frog positions -- Getting the initial three cards -- Playing the game -- Summary -- 9. Real-time Racing Game Tutorial -- Game design -- The game client -- The main game loop -- The spaceship class -- Controlling movement -- Skinning the ship -- The racetrack module -- Mapping coordinates -- Loading quadrants -- The mini-map class -- The Radar class -- Implementing items -- Detecting collisions -- Implementing the shield -- Finishing the race.

Multiplayer implementation -- Designing the schema -- The ShipMask class -- The ShipPos class -- The item class -- The ShipWin class -- Assigning ship color -- Putting items on the map -- Ship prediction and interpolation -- Winning the race -- Summary -- A. Introduction to FlashBuilder and AS3 -- Installing Flash Builder 4 -- AS2 versus AS3 -- Exploring Flash Builder 4 -- Hello World! -- Defining a class -- Classes-defining game objects -- Creating game objects -- Variables and properties -- Magic numbers and constants -- Methods -- Property and method access -- Taming the inheritance monster -- Interface class -- Static properties and methods -- B. Graphics Programming in AS3 -- Flash object hierarchy -- Object -- EventDispatcher -- DisplayObject and DisplayObjectContainer -- InteractiveObject -- Sprite, in detail -- Which way is up? -- Let the fun begin -- Events -- Timers -- Trace -- Embedding pictures -- Mouse events -- What do we need to handle mouse events for? -- How to register for a mouse event -- What are the events we can handle in Flash? -- Handling mouse events in many objects -- Where is the Mouse? -- Drag-and-drop -- Keyboard events -- Arrow key handling: The basics -- Arrow key handling: The professional way -- Labels, text fields, and sprite buttons -- Filters: Adding effects to sprites -- Transparency: Playing with the alpha channel -- Cool fading screens -- Cutting up assets -- Index.
Özet:
Create exciting real-time multiplayer games using Flash.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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