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quick john m. - learn to code with games
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Learn to Code with Games




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 12/2015
Edizione: 1° edizione





Note Editore

A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts.




Sommario

Our Hero Is Stuck!GoalsRequired FilesDemoUnity Game EngineChallenge: Make Luna MoveHint: Visualizing the Game WorldHint: Visualization and CodeHint: PositionProblem-Solving TechniquesA Note about Example SolutionsExample Solution: Make Luna MoveBonus Challenge: Make Luna Move Faster (or Slower)Bonus Hint: User Input in UnitySummaryReferenceCharacters and CharacteristicsGoalsRequired FilesChallenge: Data TypesHint: Data Type DescriptionsHint: How Computers ThinkChallenge Extension: Data TypesExample Solution: Data TypesChallenge: Defining VariablesHint: Access LevelsHint: Naming VariablesHint: Declaring VariablesChallenge Extension: Defining VariablesExample Solution: Defining VariablesChallenge: Initializing VariablesHint: InitializationHint: Unity’s Start ( ) FunctionHint: CommentsExample Solution: Initializing VariablesSummaryReferencesThe Bounds of the WorldGoalsRequired FilesChallenge: Detecting Boundary CollisionsHint: 2D CollisionsHint: OperatorsHint: ExpressionsHint: Screen Size in UnityExample Solution: Boundary CollisionsChallenge: Accounting for the CharacterHint: Origin PointHint: Game Components in UnityExample Solution: Accounting for the CharacterSummaryReferenceSprinting and SneakingGoalsRequired FilesChallenge: Making Luna SprintHint: Function CallsHint: The Unity Update ( ) FunctionHint: Conditional StatementsHint: Increment and Decrement OperatorsHint: Getters and SettersHint: Unity’s GetComponent Command and Dot NotationExample Solution: Making Luna SprintChallenge: Making Luna InvisibleHint: Boolean FlagsHint: Boolean OperatorsHint: Unity’s Time.time CommandHint: Local VariablesExample Solution: Making Luna InvisibleSummaryReferencesCollectablesGoalsRequired FilesChallenge: Collecting ObjectsHint: Primitive and Composite Data TypesHint: Unity TagsHint: Axis-Aligned Bounding Box CollisionsHint: Unity Destroy ( ) FunctionExample Solution: Collecting ObjectsSummaryReferenceSpawning ObjectsGoalsRequired FilesChallenge: Spawning CollectablesHint: Unity PrefabsHint: Unity Prefab InstantiationHint: Random Number GenerationHint: Parent Objects in UnityHint: for and while LoopsExample Solution: Spawning CollectablesSummaryReferencesTaking InventoryGoalsRequired FilesChallenge: Keeping Track of Collectables in an InventoryHint: The using DirectiveHint: The C# ListHint: Add and Remove FunctionsHint: Access by IndexHint: The Count PropertyHint: Function Argument UsageExample Solution: Keeping Track of Collectables in an InventorySummaryReferencesA Party of HeroesGoalsRequired FilesChallenge: Managing a Group of HeroesHint: Unidimensional ArraysHint: Unity Tags for Multiple ObjectsHint: foreach LoopsExample Solution: Managing a Group of HeroesSummaryReferenceGenerating a Tile MapGoalsRequired FilesChallenge: Generating a Tile MapHint: Tile Maps in GamesHint: Multidimensional ArraysHint: Nested LoopsHint: Nested Loops with Multidimensional ArraysExample Solution: Generating a Tile MapSummaryReferenceSpawning Objects on a Tile MapGoalsRequired FilesChallenge: Spawning Objects on a Tile MapHint: FunctionsHint: Functions with Return ValuesHint: Functions with ArgumentsExample Solution: Spawning Objects on a Tile MapSummaryReferencesLevel GenerationGoalsRequired FilesChallenge: Generating the Map SceneHint: Coupling and CohesionHint: Refactoring for Better ManagementExample Solution: Generating the Map SceneSummaryGame State ManagementGoalsRequired FilesChallenge: Managing the Game StateHint: Singleton Design PatternHint: The Unity Awake ( ) and DontDestroyOnLoad ( ) FunctionsHint: The Unity Application.LoadLevel ( ) FunctionHint: Unity Physics 2D CollisionsExample Solution: Managing the Game StateSummaryReferencesGameplayGoalsRequired FilesChallenge: Bringing the Gameplay TogetherHint: Obstacles and Artificial IntelligenceHint: Game State and ScoreHint: More CollisionsHint: More SpawnsHint: Reset the GameExample Solution: Bringing the Gameplay TogetherSummaryAppendix A: Pseudocode ReferenceAppendix B: Process Mapping Reference




Autore

John M. Quick is an expert in the strategic enhancement of motivation, learning, and performance. He collaborates with industry and university clients to strategically solve the greatest challenges in motivation, learning, and performance. John earned a PhD in Educational Technology at Arizona State University, where he researched enjoyment and individual differences in games. He created the Gameplay Enjoyment Model (GEM) and Gaming Goal Orientations (GGO) model to guide the design of effective game-based solutions. John has released more than 15 digital games. His games focus on innovative topics, such as learner engagement, employee performance improvement, and cutting-edge interfaces. John has over 5 years of classroom experience at the higher education level. He has instructed courses on computer literacy, game design, and programming at Michigan State University (East Lansing), Arizona State University (Tempe), and DigiPen Institute of Technology Singapore.










Altre Informazioni

ISBN:

9781498704687

Condizione: Nuovo
Dimensioni: 9.25 x 6.25 in Ø 0.97 lb
Formato: Brossura
Illustration Notes:68 b/w images and 13 tables
Pagine Arabe: 292
Pagine Romane: xx


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