Hands-on Rust /
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Raleigh :
The Pragmatic Bookshelf,
[2021]
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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