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Love2d for lua game programming.

This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LÖVE framework as well as everything you need to know about game development using the Lua programming language. LÖVE2d for Lua Game Programming is for anyone who is interested...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Mishra, Brij Bhushan
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Place of publication not identified] : Packt Publishing, 2013.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Mishra, Brij Bhushan. 
245 1 0 |a Love2d for lua game programming. 
260 |a [Place of publication not identified] :  |b Packt Publishing,  |c 2013. 
300 |a 1 online resource (1 volume) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
520 |a This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LÖVE framework as well as everything you need to know about game development using the Lua programming language. LÖVE2d for Lua Game Programming is for anyone who is interested in learning about desktop game development. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with LÖVE; Downloading LÖVE; For Windows users; For Linux users; For Mac users; Choosing your editor; Running a LÖVE game; Basic structure of LÖVE; Examples; Conf.lua; Summary; Chapter 2: LÖving Up!; Drawing 2D objects; Moving objects; Rotating objects; Moving left, right, up, or down; Sprites; Animation; Summary; Chapter 3: Before You Build a Game; Planning your game; Strategy; Role-playing games; Adventure; Action; Simulation; Summary. 
505 8 |a Chapter 4: Making Your First GameBasic level design; Getting your assets ready; Player; Coin; Antagonist; Diamond; Tile set; Getting started with Tiled; Exporting your tile map; Loading the game level; Conf.lua; Summary; Chapter 5: More About Making the Game; Bump on it!; Loading solid tiles into the bump; Loading the character objects (player and enemy); A player character; The anim8 library; Frames; Animation; Player movement; Gravitation physics; Player collision with platform; Player's death; Draw player; Summary; Chapter 6: Meeting the Bad Guy!; Bad guy. 
505 8 |a Updating the enemy position and animationEnemy collision configuration; Enemy death function; Drawing the enemy character to the screen; Summary; Chapter 7: Pickups and Head-Up Display and Sounds; Pickups; Coins; Diamonds; Life; Audio system; Enemy collision sounds; Item pick sounds; Coin sound; Diamond sound; Head-Up Display (HUD); Menu HUD; On clicking a button; Life HUD; Score HUD; Summary; Chapter 8: Packaging and Distributing Your Game; Windows executable; Mac apps; Linux; LÖVE on browsers; LÖVE on Android mobile phones; Summary; Index. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games  |x Programming. 
650 0 |a Lua (Computer program language) 
650 0 |a Mobile computing. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Lua (Langage de programmation) 
650 6 |a Informatique mobile. 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Lua (Computer program language)  |2 fast 
650 7 |a Mobile computing  |2 fast 
776 0 8 |i Erscheint auch als:  |n Druck-Ausgabe  |t Akinlaja, Darmie. Löve for lua game programming 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1394961  |z Texto completo 
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