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3D Game Programming All in One- P1

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No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy- ing, recording, or by any information storage or retrieval system with- out written permission from Course PTR, except for the inclusion of brief quotations in a review.. Audacity and QuArK 6.3 use are subject to the GNU General...

3D Game Programming All in One- P2

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We’ll move on to examining the 3D concepts that you will need to understand some of the more sophisticated activities later in the book. Once you’ve been powered up with sufficient knowledge and understanding of the main concepts in 3D game development, we’ll get into using the Torque Engine in detail. Although we will cover some of the more intricate...

3D Game Programming All in One- P3

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by tracking the portion of the beer used.. list in the Beer object in case we need to cancel the. non-zero as long as there is beer left in the tankard.. In the upper-left corner, the text that says "Client 1.62". The Torque Game Engine initializes libraries and game functions and then cycles in the main game loop until the...

3D Game Programming All in One- P4

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A library manages the display and animation of shape models in the world. Animations can also contain visibility tracks so that some meshes in the shape are not visible until an animation is played.. and server, it still behaves as a client connected to a server, but the netcode has a short-cir- cuit link to other netcode in the same...

3D Game Programming All in One- P5

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Display the known statistics of the fruit collection. You should also notice that all the variables in the program are local, rather than global, in scope. This is more reasonable for a program of this nature, where having everything contained in one function puts all variables in the same scope.. Also, I have assigned appropriately named variables to carry the...

3D Game Programming All in One- P6

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of the FruitLoopy.cs module designed to demonstrate how to use. PARAMETERS: %numTypes –the number of different fruit that are tracked. This program is a variation of the program FruitLoopy. Display the known statistics of the fruit collection for (%index = 0. In this version all the array initialization has been moved out of the main function and into the new...

3D Game Programming All in One- P7

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Keep a change log of your work so you can keep track of the evolution of your programs.. You've learned a new tool—in fact, a new kind of tool—the programmer's editor. We'll also cover the stages and some of the components of the rendering pipeline—a con- ceptual way of thinking of the steps involved in converting an abstract mathematical model...

3D Game Programming All in One- P8

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Next, the scale of the shape is changed to the new values using the %shape.setScale(). The DoAnimTest() function first inserts the new instance of the shape object using the. InsertTestShape() function and saves the handle to the new object in the variable %as . It then calls the AnimShape() function, specifying which shape to animate by passing in the handle...

3D Game Programming All in One- P9

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playerKeymap.Bind(keyboard, down, BackUp);. playerKeymap.Bind(keyboard, left, GoLeft);. playerKeymap.Bind(keyboard, right, GoRight);. We create the new ActionMap with the intent to populate it later in the module.. It basically uses a profile defined in the common code—something we'll explore in a later chapter. noCursor property of the control to 1, or true . Next, we define a callback method for the GameConnection object...

3D Game Programming All in One- P10

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%this.camera.SetTransform(%player.GetEyeTransform());. Give the client control of the player. %this.player = %player;. %this.setControlObject(%player);. if (IsObject(%this.camera) &&. IsObject(%this.player)). %this.setControlObject(%this.camera);. %this.player = 0;. The next function, OnMissionEnded , is called at the conclusion of the running of a mission, usually in the DestroyServer function. This method is called when the client has been accepted into the game by the server—the client has not...

3D Game Programming All in One- P11

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When the server receives a message from the client via the. It then calls that function, setting the first parameter to the GameConnection handle of the client that sent the message. It then sets the rest of the parameters to be the parameters passed in the message from the client, which in this case is %msg stuffed with the string....

3D Game Programming All in One- P12

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Exec("./server/missionDownload.cs");. Exec("./server/clientConnection.cs");. Exec("./server/kickban.cs");. Exec("./server/game.cs");. BanList::Export("./server/banlist.cs");. Exec("./server/audio.cs");. Exec("./server/server.cs");. Exec("./server/message.cs");. Exec("./server/commands.cs");. Exec("./server/missionInfo.cs");. Exec("./server/missionLoad.cs");. Exec("./client/message.cs");. Exec("./client/mission.cs");. Exec("./client/missionDownload.cs");. Exec("./client/actionMap.cs");. Exec("./editor/editor.cs");. Exec("./client/scriptDoc.cs");. The Server Module. You need to specify the server type (single- [default] or multi- player) and the mission name. The PortInit function is called from here, if the server will. deletes all of the server objects in MissionGroup , MissionCleanup , and. AddToServerGuidList...

3D Game Programming All in One- P13

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These can be sent using the message func- tions in the server-side Message module. The next function, addMessageCallback , is used to register callback functions in the $MSGCB. If it isn't there, addMessageCallback stores a handle to the function in the next available slot.. Figure 8.1 shows a castle with towers and walls that appear to be made of blocks...

3D Game Programming All in One- P14

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The Clone Brush is the eighth tool from the top of the Tool palette. Position the cursor over the part of the image that you want to copy. This can be within the same image or in another image of the same color depth.. Remember that the location of the source area depends on the clone mode.. Refer back to...

3D Game Programming All in One- P15

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Next we'll tackle the hair and hands of the Standard Male.. Once these are done, we are finished with the skin part of the skin. Both of the next subsections will be using the skin layer in addition to other layers.. Locate the hair portion of the UV template in your working file, player.psp.. Draw an object that encompasses the...

3D Game Programming All in One- P16

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Finally, type 1.00 in the text box next to the Free button, and click OK. However, in house B in Figure 11.15 there is another obvious artifact of tiling, this time caused by asymmetric lighting effects in the texture shading. A reflective texture simulates the effect of a light source in the scene reflecting strongly off the surface of the...

3D Game Programming All in One- P17

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You will then get a layout of the can's triangles (like that in Figure 13.7), with a rectangular block of triangles across the middle and a circle of triangles at both top and bottom.. Set the options boxes as shown in Table 13.1 and click OK.. Table 13.1 UVMapper OBJ Export Options Values. Table 13.2 UVMapper BMP Export Options Values....

3D Game Programming All in One- P18

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Figure 14.1 The initial cylinder.. Figure 14.2 Selecting the bottom vertices.. Figure 14.3 Tapering the cylinder.. Figure 14.4 Shifting the layers.. Figure 14.5 Shaping the jaw.. Figure 14.6 Shaping the head.. Figure 14.7 Back of the head/upper neck.. Figure 14.11 shows the results we are looking for here.. Figure 14.8 The smaller back of the head area.. Figure 14.9 The...

3D Game Programming All in One- P19

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Starting with the base node and moving on to the pelvis, hips, and shoulders (in that order), adjust the joints of the skeleton.. Pay particular attention to the placement of the pelvis, lower spine, and hip nodes. The pelvis should be well below the level of the hip nodes, and they should be just a tad higher than the lower...

3D Game Programming All in One- P20

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the midline of the tire are aligned with the origin bug.. In the Launch dialog box, make sure that the Multiplayer Mission box is cleared.. The Health Kit is little more than a fancy-looking box, as you can see from Figure 16.1. Use the Box tool to create a box, as shown in Figure 16.2.. Align the box to be...