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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)
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