توضیحاتی در مورد کتاب Hands-on Rust: Effective Learning through 2D Game Development and Play
نام کتاب : Hands-on Rust: Effective Learning through 2D Game Development and Play
ویرایش : 1
عنوان ترجمه شده به فارسی : Hands-on Rust: یادگیری موثر از طریق توسعه و بازی دو بعدی بازی
سری :
نویسندگان : Herbert Wolverson
ناشر : Pragmatic Bookshelf
سال نشر : 2021
تعداد صفحات : 0
ISBN (شابک) : 9781680508161
زبان کتاب : English
فرمت کتاب : epub درصورت درخواست کاربر به PDF تبدیل می شود
حجم کتاب : 15 مگابایت
بعد از تکمیل فرایند پرداخت لینک دانلود کتاب ارائه خواهد شد. درصورت ثبت نام و ورود به حساب کاربری خود قادر خواهید بود لیست کتاب های خریداری شده را مشاهده فرمایید.
فهرست مطالب :
Cover
Table of Contents
Acknowledgments
Preface
Who Should Read This Book
What’s in This Book
What’s Not in This Book
How to Read This Book
Conventions Used in This Book
Online Resources
Wrap-Up
Part I—Getting Started with Rust
1. Rust and Your Development Environment
Installing Rust
Installing and Configuring Your Development Environment
Managing Projects with Cargo
Creating Your First Rust Program
Using Cargo to Build, Check, or Run Your Project
Formatting Your Code
Finding Common Mistakes with Clippy
Package Management with Cargo
Wrap-Up
2. First Steps with Rust
Creating a New Project
Capturing User Input
Moving Input to a Function
Trimming Input
Storing Strings in an Array
Grouping Data with Structs
Storing a Variable Amount of Data with Vectors
Categorizing with Enumerations
Wrap-Up
3. Build Your First Game with Rust
Understanding the Game Loop
Creating Different Game Modes
Adding the Player
Creating Obstacles and Keeping Score
Wrap-Up
Part II—Building a Dungeon Crawler
4. Design a Dungeon Crawler
Adding Headings to Your Design Document
Wrap-Up
5. Build a Dungeon Crawler
Dividing Your Code Into Modules
Organizing Your Imports With a Prelude
Storing the Dungeon Map
Adding the Adventurer
Building a Dungeon
Graphics, Camera, Action
Wrap-Up
6. Compose Dungeon Denizens
Understanding Terminology
Composing Entities
Installing and Using Legion
Composing the Player
Managing Complexity with Systems
Adding Monsters
Collision Detection
Wrap-Up
7. Take Turns with the Monsters
Making Monsters Wander Randomly
Moving Entites in a Turn-Based Game
Sending Messages of Intent
Wrap-Up
8. Health and Melee Combat
Giving Entities Hit Points
Adding a Heads-up Display
Implementing Combat
Waiting as a Strategy
Wrap-Up
9. Victory and Defeat
Building a Smarter Monster
Implementing a Game Over Screen
Finding the Amulet of Yala
Wrap-Up
10. Fields of View
Defining an Entity’s Field of View
Limiting Monsters’ Fields of View
Adding Spatial Memory
Wrap-Up
11. More Interesting Dungeons
Creating Traits
Creating Cellular Automata Maps
Creating Drunkard’s Walk Maps
Prefabricating Map Sections
Wrap-Up
12. Map Themes
Theming Your Dungeon
Rendering with Themes
Unleashing Your Imagination
Wrap-Up
13. Inventory and Power-Ups
Designing Items
Managing Inventory
Wrap-Up
14. Deeper Dungeons
Adding Stairs to the Map
Tracking Game Level
Displaying the Current Level on the HUD
Wrap-Up
15. Combat Systems and Loot
Designing Data-Driven Dungeons
Extending the Combat System
Adding More Swords
Wrap-Up
16. Final Steps and Finishing Touches
Packaging Your Game for Distribution
Making the Dungeon Crawler Your Own
Additional Content
Wrap-Up
Part III—Additional Resources
A1. ASCII/Codepage 437 Chart
A2. Short Game Design Documents
Make a Note of Every Idea
Why You Need a Design Document
Design Document Headings
You Aren’t Gonna Need It
Wrap-Up
A3. Rust Cheat Sheet
Bibliography
Index
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