
Creative Greenfoot: RAW
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Michael Haungs is a professor at California Polytechnic State University, San Luis Obispo, where he teaches and conducts research in game design, game development, web application development, and distributed systems. He received his bachelor's degree in science in industrial engineering and operations research from UC Berkeley, his master's degree in science in computer science from Clemson University, and his PhD from UC Davis. He is the author of PolyXpress (http://mhaungs.github.io/PolyXpress)a system that allows the writing and sharing of location-based stories. Haungs is actively involved in curriculum development and undergraduate education. Through industry sponsorship, he has led several K-12 outreach programs to inform and inspire both students and teachers about opportunities in computer science. Haungs is also a co-director of the liberal arts and engineering studies (LAES) program. LAES is a new, multidisciplinary degree offered jointly by the College of Liberal Arts and the College of Engineering at Cal Poly and represents a unique focus on graduating creative engineers.
Inhalt
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Let's Dive Right in.
- The Avoider Game tutorial
- Basic game elements
- Creating a scenario
- Creating our world
- Creating our hero
- What have we just done?
- Adding our hero
- Using the mouse as a game controller
- Adding enemies
- Unbounding the world
- Memory management
- Your assignment
- Making it a game
- Collision detection
- Adding a game-over screen
- Adding an introduction screen
- Adding background music
- Your assignment
- Next.
- Enhancing playability
- Game scoring
- Adding levels
- Your assignment
- Next.
- Summary
- Chapter 2: Animation
- Revisiting Avoider Game
- Image swapping and movement
- Using setImage()
- Making enemies less happy
- Using setLocation()
- Creating a star field
- Timing and synchronization
- Delay variables
- Hurting the avatar
- Random actions
- Blinking
- Triggered events
- Adding eyes
- Giving our hero sight
- Easing
- Power-ups and power-downs
- Base class
- Linear easing
- Exponential easing
- Sinusoidal easing
- Changes to the Avatar class
- Changes to the AvoiderWorld class
- Avoider Game
- Your assignment
- Summary
- Chapter 3: Collision Detection
- ZombieInvasion interactive simulation
- Dynamically creating actors in ZombieInvasionWorld
- Creating obstacles
- Creating our main actor framework
- Creating an explosion
- Test it out
- Built-in collision detection methods
- Detecting a collision with a single object
- isTouching() and removeTouching()
- Detecting a collision with multiple objects
- Detecting multiple objects in range
- Time to test it out
- Border-based collision detection methods
- Detecting single-object collisions at an offset
- Detecting multiple object collisions at an offset
- Hidden-sprite collision detection methods
- Challenge
- Summary
- Chapter 4: Projectiles
- Cupcake Counter
- How to play
- Implementing Cupcake Counter
- The CupcakeWorld class
- Enemies
- Fountains
- Turrets
- Rewards
- Jumpers
- Platforms
- Test it out
- Your assignment
- Launching actors
- Gravity and jumping
- Bouncing
- Particle effects
- Bullets and turrets
- Your assignment
- Challenge
- Summary
- Chapter 5: Interactive Application Design and Theory
- Meaningful play
- Complexity
- Goals
- User conditioning
- Storytelling
- Fictional worlds
- Narrative descriptors
- The interactive entertainment iterative development process
- Game pitch and initial design
- Prototype
- Playtest
- Evaluation
- Refinement
- Benefits
- Avoider Game
- Avoider Game recap
- High-score list
- Achievement badges
- Player conditioning
- Storytelling
- Adding a story screen
- Changing the score
- Adding sound effects
- Playtesting
- Challenge
- Additional readings
- Summary
- Chapter 6: Scrolling and Mapped Worlds
- Chapter scenario examples
- Dynamically generated worlds
- Side-scrolling
- The Rocket class
- The CloudsWorld class
- Side-scrolling actors
- Try it out
- Mapped worlds
- Side-scrolling
- The HikingWorld class
- The Hiker class
- The ScrollingActor class
- Try it out
- 2D scrolling
- The HikingWorld2D class
- The Hiker class
- The ScrollingActor class
- Try it out
- Tile-based worlds
- Actors as tiles
- The HikingWorld class
- The Hiker class
- The ScrollingActor class
- Other game sprites
- Summary
- Chapter 7: Artificial Intelligence
- The MazeWorld scenario
- The MazeWorld class
- The Hiker class
- Scrolling actor
- The ScrollingObstacle class
- Intelligently behaving actors
- The ScrollingEnemy class
- Randomness
- Spider
- Behavior heuristics
- The Snake class
- A* pathfinding
- Overview
- Algorithm
- The Mouse class
- Play test
- Summary
- Chapter 8: User Interfaces
- UIWorld
- The Button class
- The TextBox class
- The Menu class
- Heads-up display
- Adding a UI to MazeWorld
- Adding menus and buttons
- Adding a HUD
- Implementing game difficulty settings and HUD controls
- Summary
- Chapter 9: Gamepads in Greenfoot
- Gamepad overview
- Windows setup
- Connecting your controller
- Greenfoot gamepad software
- The Greenfoot Gamepad API
- Overview
- The GamePad and Direction classes
- Avoider Game with Gamepad
- Try it out
- OS X setup/workarounds
- Gamepad mapper software
- Exporting games with gamepads
- Summary
- Chapter 10: What to Dive into Next.
- Build something larger
- Share your work
- Publishing on Greenfoot.org
- Desktop application
- Exporting as a web page
- Explore other input devices
- Learn more Java
- Summary
- Index
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