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Hands-on Rust /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Wolverson, Herbert (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Raleigh : The Pragmatic Bookshelf, [2021]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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505 0 |a 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 
505 8 |a 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 
505 8 |a 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 
505 8 |a 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 
505 8 |a 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 
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