├── .gitignore
├── 1_1_get_started.md
├── 1_2_basics.md
├── 1_3_representation.md
├── 1_4_game_play.md
├── 1_5_game_play_behaviors.md
├── 1_design_a_game.md
├── 2_1_setup_dev_env.md
├── 2_2_create_project.md
├── 2_3_create_maze.md
├── 2_4_create_hero.md
├── 2_5_create_enemy.md
├── 2_6_create_gift.md
├── 2_7_win_and_lose.md
├── 2_8_test_on_device.md
├── 2_create_the_prototype.md
├── 3_1_more_hero_behaviors.md
├── 3_2_enemy_ai.md
├── 3_3_use_assets.md
├── 3_4_more_scenes.md
├── 3_5_make_a_complete_game.md
├── 3_complete_the_game.md
├── 4_1_lua.md
├── 4_2_cocos2d_lua_api.md
├── 4_3_index.md
├── 4_appendix.md
├── LICENSE
├── README.md
├── SUMMARY.md
└── img
├── 1-3-game-overview.png
├── 1-3-hero-sight-1.png
└── 1-3-hero-sight-2.png
/.gitignore:
--------------------------------------------------------------------------------
1 | .*
2 | _book/
3 |
4 |
--------------------------------------------------------------------------------
/1_1_get_started.md:
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1 | # 开始
2 |
3 | 某天晚上,你正坐在马桶上思考人生的意义。
4 |
5 | 突然,就像有人用平底锅拍中你的脑袋。一个念头出现在脑海里:我他妈的要做游戏!
6 |
7 | 你冲到电脑面前,打开华丽的IDE,创建了一个崭新的工程。然后。。。
8 |
9 | 然后你就开始茫然了!
10 |
11 | 是先写一行 Hello, world 呢,还是写一行 Show me the money 呢?
12 |
13 | ~
14 |
15 | ## 故事
16 |
17 | 现在离开屏幕,闭上眼睛想像一下吧:
18 |
19 | 你是一个大美妞,正独自在古墓里探险(对,胸和劳拉一样大\^O^/)。突然,你在角落里发现了一个看上去就很古老的箱子。你心跳加速、面色潮红,仰头大吼:这一定是宝藏!我要发财!我要阅尽天下高帅富!
20 |
21 | 打开箱子,一本闪闪发光的小册子出现在眼前。上书大字《论程序猿的自我修养》!
22 |
23 | 这时转角冲出一只獒犬,张开脸盆那么大的狗嘴就向你扑过来。你举起册子,大吼一声:般若波罗蜜,产品狗去死!一道金光闪过,产品狗被瞬间秒杀。
24 |
25 | 经历各种艰难险阻,你终于到达了古墓的核心处。打开石棺,亲吻了躺在里面的都教授。这一刻,你只觉得心都融化了。。。。。。
26 |
27 | ~
28 |
29 | ## 游戏要素
30 |
31 | 不管上面的故事多么扯淡,但是这个故事描述了一个游戏需要的各种要素:
32 |
33 | * 角色
34 | * 场景
35 | * 目标
36 | * 奖励
37 | * 挑战
38 | * 结果
39 |
40 | 这些要素,构成了游戏的核心玩法。而核心玩法是决定一个游戏是否能够吸引玩家的决定性因素。
41 |
42 | 接下来,我们就以上面的故事为蓝本,一步步创建这个奇葩的游戏。
43 |
44 | ~
45 |
46 | 游戏是一种为玩家创造快乐的娱乐形式。
47 |
48 | 所以我希望读者朋友们能够像玩游戏一样阅读本书内容,并跟着书中步骤进行实践。整个过程应该是轻松有趣的。
49 |
50 | 因此,不要紧张,就当看故事一样看待本书吧。
51 |
52 | \-EOF\-
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/1_2_basics.md:
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1 | # 了解游戏的基本概念
2 |
3 | 这不是一本讲如何设计游戏的书,所以我不会涉及太多有关游戏设计的内容。
4 |
5 | 但是,了解一些游戏的基本概念绝对可以帮助我们更好的去实现游戏。
6 |
7 | ~
8 |
9 | ## 玩法
10 |
11 | 一个游戏,最重要的就是玩法。玩法实际上就是游戏接受到玩家的输入后怎么反馈给玩家。
12 |
13 | 例如一个猜数字的游戏,玩家每次输入一个数字后,游戏就会告诉玩家输入的数字与游戏预先设定的目标数字相比较,是偏大还是偏小。然后再次等待玩家输入,直到玩家猜到预设的数字。
14 |
15 | 本书里将要制作的游戏当然比猜数字复杂多了。这个游戏有一个迷宫,里面会有玩家控制的角色,还有程序控制的怪物,以及宝箱等物品。
16 |
17 | 玩家需要控制角色在迷宫中移动。移动过程中,角色会遇到怪物,并与怪物发生战斗。而当角色接触到宝箱等物品时,又会改变角色具有的能力。最终,玩家需要控制角色到达迷宫的深处。
18 |
19 | 比较两个游戏,我们会发现它们都有一个共同点:接收玩家输入、根据输入做出反馈,重复上述步骤。
20 |
21 | 很明显,这是一个“循环”!
22 |
23 | ~
24 |
25 | ## 游戏循环
26 |
27 | 几乎所有的游戏都是构建在一个循环之上:
28 |
29 | 
30 |
31 | 上图中,输入不仅仅是指用户对游戏的操作,而是还包括了通过硬件和程序产生的输入。
32 |
33 | 例如迷宫里的怪物发现玩家控制的角色进入了自己的攻击范围,那么控制怪物的程序代码就会触发怪物的攻击动作,这也是一种输入。游戏在接收到这个输入后,需要更新画面来反馈怪物对角色的攻击。
34 |
35 | ~
36 |
37 | 由于处理输入和更新画面是交替进行的,这造成了几个问题:
38 |
39 | 1. 必须以固定的频率来更新画面,否则用户会觉得画面出现闪烁和停顿。
40 |
41 | 2. 游戏逻辑需要分割为一小段一小段来执行。并且每一次执行游戏逻辑的时间不能超过两次更新画面之间的间隔,否则就会影响画面更新的频率。
42 |
43 | 为了解决上述问题,cocos2d 采取提供了多种工具来帮助开发者。
44 |
45 | ~
46 |
47 | ### 60fps
48 |
49 | 60fps 是 60 frames per second 的缩写,表示帧率为 60,也就是每秒更新 60 次画面。
50 |
51 | 虽然传统电影只有 24fps,但实践证明游戏以每秒 60 次的频率更新画面时,玩家可以看到最平滑的运动画面。
52 |
53 | 关于屏幕更新频率是一个可以深入很多篇幅的话题,这里我们只需要知道尽量保证游戏以 60fps 更新画面就可以了。
54 |
55 | ~
56 |
57 | cocos2d 引擎已经内建了一个游戏循环,并且按照 60fps 的频率更新画面。
58 |
59 |
60 |
61 |
62 | 将游戏循环和画面更新结合起来考虑。我们的游戏可以在每两次更新画面期间完成对输入的处理。
63 |
64 | 但是这就造成了我们的
65 |
66 | 实际上,由于更新画面还要消耗时间,所以用于执行游戏逻辑的时间会短得多。
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 |
76 |
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/1_3_representation.md:
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1 | # 确定游戏的表现形式
2 |
3 | 回顾一下前面的故事内容,我们可以想像出各种不同的游戏表现形式。也许是第一人称视角,也许是跟随视角,或者是上帝模式的俯视视角。
4 |
5 | 同一个游戏主题,选择不同的表现形式,会为玩家带来完全不一样的体验。
6 |
7 | 但是选择表现形式不仅仅只考虑玩家体验问题,还需要考虑实现这种表现形式需要的技术、美术、资金和人力等资源。
8 |
9 | 考虑到本书的目标读者:一群初次接触游戏开发的菜鸟。我想上帝视角的2D俯视模式是最理性的选择。
10 |
11 | ~
12 |
13 | ## 游戏的样貌
14 |
15 | 上面一大堆废话,为我们的游戏决定了一个核心设定:游戏看上应该像什么样。
16 |
17 | 而我们就要根据这个设定,构思出游戏的基本样貌。下面是一张游戏表现形式的草图:
18 |
19 | 
20 |
21 | 这张草图包含了游戏绝大部分要素:
22 |
23 | * 角色:左上角那个看上去蠢蠢的家伙就是玩家要控制的角色。
24 | * 场景:看起来角色正处于一个迷宫里面。
25 | * 目标:看到最下面的睡美男了吗?那就是我们的目标。
26 | * 奖励:迷宫里有几个箱子,里面一定装着好东西。
27 | * 挑战:好吧,路上还有几个像毛球一样的东西,它们肯定会阻止角色达成目标。
28 | * 结果:结果?结果当然是成功到达睡美男那里,给他一个吻(呕≥﹏≤)。
29 |
30 | 嗯,按照上面的描述,这张图看起来棒极了。我们的游戏一定会非常有趣!
31 |
32 | 但是请冷静一点,还有很多关键的内容在这张图里面没有表现出来:
33 |
34 | * 角色怎么行动?
35 | * 玩家是否一直可以看到整个迷宫,以及其中的宝箱、怪物?
36 | * 角色怎么发现怪物?
37 | * 怪物怎么发现角色?
38 | * 怪物发现角色后会有什么反应?
39 | * 怪物怎么阻止角色完成任务,是攻击角色吗?
40 | * 角色怎么对抗怪物呢?
41 | * 怪物被打倒时,会发生什么事情?
42 | * 角色被打倒时,会发生什么事情?
43 | * 角色怎么发现宝箱?
44 | * 角色怎么打开宝箱?
45 | * 打开宝箱后,会发生什么事情?
46 | * 宝箱会给予角色什么奖励,给角色带来什么好处?
47 | * 。。。。。
48 |
49 | 好吧,我们还有太多太多问题没有确定。所以不要急着写代码,我们继续画一些草图。画这些草图的过程,实际上就是帮助我们思考,并将思考的结果展示出来。
50 |
51 | ## 确定玩法
52 |
53 | 因为游戏最终需要靠画面来表现(除了那些纯文字游戏),所以从画面来入手构思整个游戏的细节是最有效的方式。当然,我们可以配上一些简短的说明,针对细节进行描述。
54 |
55 | ### 运行环境对游戏玩法的影响
56 |
57 | ~
58 |
59 | ### 操作方式
60 |
61 | ~
62 |
63 | ### 角色和怪物的行动
64 |
65 | ~
66 |
67 | ### 角色和怪物的可视范围
68 |
69 | 下图中,角色和怪物都具有视野的设定。视野由角色或怪物的当前朝向、视野角度决定:
70 |
71 | 
72 |
73 | 因此,如果怪物位于角色的视野之外,那么角色是看不到怪物的。从游戏画面上,就是没有怪物的存在。对怪物而言,视野的效果一样。
74 |
75 | 有限的视野范围大大增加了游戏的刺激度和紧张感。玩家在游戏里会时刻小心翼翼的行动,避免被怪物觉察。
76 |
77 | 通过为玩家制造障碍来提升游戏的难度和探索性,是常用的手段。但是仅仅制造障碍还不够,我们还得为玩家提供某种解决障碍的途径:
78 |
79 | 
80 |
81 | 图中,角色只能看到宝箱,而下方的怪物还处于阴影中。但屏幕上有一个包含感叹号的图标出现,提醒玩家这里会有某些需要注意的东西。
82 |
83 | 这个感叹号图标不会一直可见,而是在怪物移动时不定期的出现在怪物当前位置附近。同时,只有在角色接近到怪物一定距离后,才会看到感叹号出现。
84 |
85 | 因此,我们通过这些设定强迫玩家在行动之前仔细观察周围环境,并采取可行的行动方案。
86 |
87 | 而这样一种玩法,既符合我们古墓探险的游戏主题,又为玩家达成目标的过程增加了挑战性。当玩家通过这些挑战后,就能够体验到愉悦的成就感。
88 |
89 | 可以看出,利用草图和简短的文字描述,我们就勾勒出了游戏进行时的大致体验。而这就是确定游戏玩法的基本方法。
90 |
91 | ~
92 |
93 | ### 角色和怪物的战斗
94 |
95 | ~
96 |
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/1_4_game_play.md:
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1 | # 从玩法中抽取游戏核心元素
2 |
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/1_5_game_play_behaviors.md:
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1 | # 规划核心元素的行为
2 |
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/1_design_a_game.md:
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1 | # 设计游戏
2 |
3 | 在这个章节里,我会以尽可能简单易懂的语言,向读者朋友们解释开发一个游戏所需要了解的基本概念。以及开发的主要步骤和方法。
4 |
5 | ~
6 |
7 |
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/2_1_setup_dev_env.md:
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1 | # 准备开发环境
2 |
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/2_2_create_project.md:
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1 | # 创建游戏项目
2 |
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/2_3_create_maze.md:
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1 | # 生成迷宫
2 |
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/2_4_create_hero.md:
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1 | # 在迷宫中放置玩家控制的角色
2 |
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/2_5_create_enemy.md:
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1 | # 在迷宫中放置敌人
2 |
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/2_6_create_gift.md:
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1 | # 在迷宫中放置奖励
2 |
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/2_7_win_and_lose.md:
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1 | # 胜利和死亡
2 |
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/2_8_test_on_device.md:
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1 | # 在移动设备上测试游戏原型
2 |
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/2_create_the_prototype.md:
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1 | # 创建游戏原型
2 |
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/3_1_more_hero_behaviors.md:
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1 | # 赋予玩家角色更细腻的行为
2 |
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/3_2_enemy_ai.md:
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1 | # 让敌人变得更聪明
2 |
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/3_3_use_assets.md:
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1 | # 整合美术素材
2 |
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/3_4_more_scenes.md:
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1 | # 创建更多场景
2 |
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/3_5_make_a_complete_game.md:
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1 | # 组合为完整的游戏
2 |
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/3_complete_the_game.md:
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1 | # 完成游戏
2 |
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/4_1_lua.md:
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1 | # Lua 语言基本用法
2 |
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/4_2_cocos2d_lua_api.md:
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1 | # Cocos2d_Lua 常用 API
2 |
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/4_3_index.md:
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1 | # 本书重点索引
2 |
--------------------------------------------------------------------------------
/4_appendix.md:
--------------------------------------------------------------------------------
1 | # 附录
2 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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123 |
124 | Thus, it is not the intent of this section to claim rights or contest
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129 | In addition, mere aggregation of another work not based on the Program
130 | with the Program (or with a work based on the Program) on a volume of
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133 |
134 | 3. You may copy and distribute the Program (or a work based on it,
135 | under Section 2) in object code or executable form under the terms of
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138 | a) Accompany it with the complete corresponding machine-readable
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189 | 6. Each time you redistribute the Program (or any work based on the
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197 | 7. If, as a consequence of a court judgment or allegation of patent
198 | infringement or for any other reason (not limited to patent issues),
199 | conditions are imposed on you (whether by court order, agreement or
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210 | If any portion of this section is held invalid or unenforceable under
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226 | This section is intended to make thoroughly clear what is believed to
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228 |
229 | 8. If the distribution and/or use of the Program is restricted in
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231 | original copyright holder who places the Program under this License
232 | may add an explicit geographical distribution limitation excluding
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234 | countries not thus excluded. In such case, this License incorporates
235 | the limitation as if written in the body of this License.
236 |
237 | 9. The Free Software Foundation may publish revised and/or new versions
238 | of the General Public License from time to time. Such new versions will
239 | be similar in spirit to the present version, but may differ in detail to
240 | address new problems or concerns.
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242 | Each version is given a distinguishing version number. If the Program
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245 | either of that version or of any later version published by the Free
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248 | Foundation.
249 |
250 | 10. If you wish to incorporate parts of the Program into other free
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253 | Software Foundation, write to the Free Software Foundation; we sometimes
254 | make exceptions for this. Our decision will be guided by the two goals
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256 | of promoting the sharing and reuse of software generally.
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258 | NO WARRANTY
259 |
260 | 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
261 | FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
262 | OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
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266 | TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
267 | PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
268 | REPAIR OR CORRECTION.
269 |
270 | 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
271 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
272 | REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
273 | INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
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275 | TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
276 | YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
277 | PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
278 | POSSIBILITY OF SUCH DAMAGES.
279 |
280 | END OF TERMS AND CONDITIONS
281 |
282 | How to Apply These Terms to Your New Programs
283 |
284 | If you develop a new program, and you want it to be of the greatest
285 | possible use to the public, the best way to achieve this is to make it
286 | free software which everyone can redistribute and change under these terms.
287 |
288 | To do so, attach the following notices to the program. It is safest
289 | to attach them to the start of each source file to most effectively
290 | convey the exclusion of warranty; and each file should have at least
291 | the "copyright" line and a pointer to where the full notice is found.
292 |
293 | {description}
294 | Copyright (C) {year} {fullname}
295 |
296 | This program is free software; you can redistribute it and/or modify
297 | it under the terms of the GNU General Public License as published by
298 | the Free Software Foundation; either version 2 of the License, or
299 | (at your option) any later version.
300 |
301 | This program is distributed in the hope that it will be useful,
302 | but WITHOUT ANY WARRANTY; without even the implied warranty of
303 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
304 | GNU General Public License for more details.
305 |
306 | You should have received a copy of the GNU General Public License along
307 | with this program; if not, write to the Free Software Foundation, Inc.,
308 | 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
309 |
310 | Also add information on how to contact you by electronic and paper mail.
311 |
312 | If the program is interactive, make it output a short notice like this
313 | when it starts in an interactive mode:
314 |
315 | Gnomovision version 69, Copyright (C) year name of author
316 | Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
317 | This is free software, and you are welcome to redistribute it
318 | under certain conditions; type `show c' for details.
319 |
320 | The hypothetical commands `show w' and `show c' should show the appropriate
321 | parts of the General Public License. Of course, the commands you use may
322 | be called something other than `show w' and `show c'; they could even be
323 | mouse-clicks or menu items--whatever suits your program.
324 |
325 | You should also get your employer (if you work as a programmer) or your
326 | school, if any, to sign a "copyright disclaimer" for the program, if
327 | necessary. Here is a sample; alter the names:
328 |
329 | Yoyodyne, Inc., hereby disclaims all copyright interest in the program
330 | `Gnomovision' (which makes passes at compilers) written by James Hacker.
331 |
332 | {signature of Ty Coon}, 1 April 1989
333 | Ty Coon, President of Vice
334 |
335 | This General Public License does not permit incorporating your program into
336 | proprietary programs. If your program is a subroutine library, you may
337 | consider it more useful to permit linking proprietary applications with the
338 | library. If this is what you want to do, use the GNU Lesser General
339 | Public License instead of this License.
340 |
341 |
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/README.md:
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1 | # 前言
2 |
3 | 这是一本为菜鸟开发者编写的迷你书。介绍如何用 Cocos2d-Lua 开发一个结构完整的手机游戏。
4 |
5 | **读者需要具备的知识基础:**
6 | 了解基本的编程知识,能够编写简单的代码。
7 |
8 | **本书主题:**
9 | 从零开始设计一个游戏的玩法,并最终实现这个游戏。
10 |
11 | **游戏玩法:**
12 | 在一个随机生成的迷宫里,玩家控制的角色要成功找到出口。在寻找出口的过程中,你会遇到各种敌人和奖励。
13 |
14 | **关注作者微博:**
15 | 关注 [http://weibo.com/dualface](http://weibo.com/dualface) ,随时了解本书更新,以及后续迷你书的进展。
16 |
17 | PS:欢迎吐槽!
18 |
19 |
20 |
21 |
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/SUMMARY.md:
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1 | # Summary
2 |
3 | * [前言](README.md)
4 | * [设计游戏](1_design_a_game.md)
5 | * [开始](1_1_get_started.md)
6 | * [了解游戏的基本概念](1_2_basics.md)
7 | * [确定游戏的表现形式](1_3_representation.md)
8 | * [从玩法中抽取游戏核心元素](1_4_game_play.md)
9 | * [规划核心元素的行为](1_5_game_play_behaviors.md)
10 | * [创建游戏原型](2_create_the_prototype.md)
11 | * [准备开发环境](2_1_setup_dev_env.md)
12 | * [创建游戏项目](2_2_create_project.md)
13 | * [生成迷宫](2_3_create_maze.md)
14 | * [在迷宫中放置玩家控制的角色](2_4_create_hero.md)
15 | * [在迷宫中放置敌人](2_5_create_enemy.md)
16 | * [在迷宫中放置奖励](2_6_create_gift.md)
17 | * [胜利和死亡](2_7_win_and_lose.md)
18 | * [在移动设备上测试游戏原型](2_8_test_on_device.md)
19 | * [完成游戏](3_complete_the_game.md)
20 | * [赋予玩家角色更细腻的行为](3_1_more_hero_behaviors.md)
21 | * [让敌人变得更聪明](3_2_enemy_ai.md)
22 | * [整合美术素材](3_3_use_assets.md)
23 | * [创建更多场景](3_4_more_scenes.md)
24 | * [组合为完整的游戏](3_5_make_a_complete_game.md)
25 | * [附录](4_appendix.md)
26 | * [Lua 语言基本用法](4_1_lua.md)
27 | * [Cocos2d_Lua 常用 API](4_2_cocos2d_lua_api.md)
28 | * [本书重点索引](4_3_index.md)
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