Unit - 4
Unit - 4
Syllabus:
2.Learn what Flash excels at: Flash is best-suited for 2D games. It is possible to
create 3D games in Flash, but it is very advanced and requires significant
knowledge of the language. Almost every successful Flash game has been 2D.
3.Familiarize yourself with the ActionScript3 (AS3) language: Flash games
are programmed in AS3, and you will need to have some basic
understanding of how it works in order to successfully create a game. You
can create a simple game with a rudimentary understanding of AS3.
4.Download Flash Professional: This program costs money, but is the best
way to create Flash programs quickly. There are other options available,
including open-source options, but they often lack compatibility or take
longer to accomplish the same tasks.
2.Writing a Basic Game:
1.Understand the basic building blocks of AS3 code: When you are creating a
basic game, there are several different code structures that you will be using.
There are three main parts of any AS3 code:
• Variables - This is how your data is stored. Data can be numbers, words
(strings), objects, and more. Variables are defined by the code var and must
be one word.
Eg: var playerHealth:Number = 100;
• Event Handlers - Event handlers look for specific things to occur, and then
tells the rest of the program. This is essential for player input and repeating
code. Event handlers typically call upon functions.
Eg: addEventListener(MouseEvent.CLICK, swingSword);
• Function - Sections of code assigned to a keyword that can be called
upon later. Functions handle the bulk of your game's programming, and
complex games can have hundreds of functions while simpler games may
only have a few.
Eg: function swingSword (e:MouseEvent):void; { //Your code goes
here }
4.Learn how you can change the properties of an instance: Once you have
an instance made, you can adjust the properties through AS3. This can let
you move the object around the screen, resize it, and so on. You can
adjust properties by typing the instance, followed by a period ".",
followed by the property, followed by the value.
5.Examine the trace() command: This command will return the current
values for specific objects, and is useful for determining if everything is
running as it should. You may not want to include the Trace command in
your final code, but it is useful for debugging.
6.Build a basic game using the above information: Now that you have a
basic understanding of the core functions, you can create a game where
the enemy changes size every time you click on it, until it runs out of
health.
7.Try it out: Once you've created the code, you can test your new game.
Click the Control menu and select Test Movie. Your game will begin,
and you can click the enemy object to change its size. Your Trace
outputs will be displayed in the Output window.
3. Learning Advanced Techniques:
1.Learn how packages work: ActionScript is based off Java, and uses a very
similar package system. Packages allow you to store variables, constants,
functions, and other information in separate files, and then import these files
into your program.
2.Build your project folders: If you're creating a game with multiple images
and sound clips, you'll want to create a folder structure for your game. This
will allow you to easily store your different elements, as well as store
different packages to call on.
3.Add sound to your game: A game without sound or music will quickly become
boring to the player. You can add sound to objects to Flash using the Layers tool.
4.Create a Constants file: If your game has a lot of values that will remain the same
throughout the game, you can create a Constants file to store all of them in one
place so that you can easily call on them. Constants can include values such as
gravity, player speed, and any other value that you may need to call on repeatedly.
5. Look at other people's games: While many developers won't reveal the code for
their games, there are a variety of project tutorials and other open projects that will
allow you to see the code and how it interacts with game objects. This is a great
way to learn some advanced techniques that can help your game stand out.
2D And 3D Game Development Using
DirectX
Introduction:
DirectX is a collection of APIs that are used for creating games on the Windows
platform. It provides low-level access to hardware, making it ideal for creating high-
performance games. The tools and frameworks for creating games with DirectX:
1. DirectX Tool Kit: The DirectX Tool Kit is a collection of helper classes and functions
for creating games with DirectX.
2. XNA Game Studio: It is a set of tools for creating games for Windows and Xbox 360
using C# and DirectX.
3. Unity: It is a popular game engine that provides built-in support for DirectX graphics.
4. Unreal Engine: It is another popular game engine that provides support for DirectX
graphics.
5. DirectX 11: It is the latest version of DirectX, and it provides support for advanced
graphics features.
Steps involved in Game Development:
1.Familiarize yourself with DirectX APIs: DirectX provides a wide range of
APIs for creating games, including Direct3D for 3D graphics, Direct2D for
2D graphics, DirectSound for audio, and DirectInput for input handling.
Familiarize yourself with these APIs to understand how to use them to create
your game.
The game will be using system resources not controlled by the JVM. An example
of this is a texture currently rendered to the screen. This texture will be loaded into
the memory of the graphics card. To correctly release these resources you can’t put
your trust in the Java garbage collector. Before the game exits it will call the
dispose method. This call must be propagated to all assets that implement the
Disposable interface.
3. The Menu Screen & Scene2D:
Scene2D is one of the supporting libraries in LibGDX. Scene2D operates on a
Stage which binds to the default viewport of the game. The Stage is a container
holding all objects currently in the scene. The UI elements of Scene2D need a
Skin to render the components.
The skin can be found in the assets directory and contains images and json files
describing how to render UI elements. Scene2D offers an HTML-like approach to
create and layout a UI. I used a table the size of the screen and added two buttons,
one to start the game, and one to exit it. I assigned the stage as InputProcessor to
GDX, so the UI receives all input events. In the render method use two OpenGL
methods to clear the screen to a certain color before drawing the stage. In the
dispose method, dispose of all disposables is created.
4. Creating the Game:
The Game World is the root of the game itself. It will contain all the objects and
systems in the Game. I’ve created an abstract Game Object class to hold some
shared functionality and utility for the objects. The Game Object has an abstract
update- and render method making the implementation responsible for what
happens during these steps.
The Game World manages the complete game state. I added just the player, but
the number of Game Objects will increase. I also added a Sprite Batch. A sprite
batch can be used to draw images to the screen. Only one Sprite Batch can be
active at any given moment, because the Sprite Batch loads the textures it draws
to the graphics card.
5. Adding a camera:
The game is rendering the texture directly on the pane which is our screen. To
navigate the world let’s add a Camera. When given to the Sprite Batch, the
sprite batch can render textures as if it were looking through the camera. It
does this by transforming positions using a set of matrices in the camera.
Because every Game Object in the scene will create a body for itself and add it to
the world, the Player will pass the World to its super constructor. For debug
purposes use a Box2DDebugRenderer. This object can render the polygons
describing the physics bodies. The physics world calculates everything in "units".
The maximum number of units anything can move in the physics world is 2.
7. GameLogic:
Game logic refers to the set of rules and behaviors that govern how a game
works. In Java, game logic can be implemented using object-oriented
programming concepts. Steps for implementing game logic in Java:
1. Define classes for game objects
2. Use a game loop
3. Implement collision detection
4. Use event-driven programming
5. Use game development frameworks such as LWJGL and jMonkeyEngine
2D And 3D Game Development Using
Python
Introduction:
Python is a popular programming language for game development due to its
simplicity, ease of use, and powerful libraries. Steps for developing 2D and 3D
games using Python:
2.Use a graphics library: Pygame and PyOpenGL both provide support for
graphics in Python. Pygame is specifically designed for 2D game development,
while PyOpenGL provides support for 3D graphics.
3.Use a physics engine: Use a physics engine such as PyBullet or PyODE. These
libraries provide support for physics simulations in Python, allowing you to
create realistic physics-based gameplay.
4.Use a sound library: Pygame provides built-in support for audio in Python,
making it a popular choice for game development. Other sound libraries, such as
PyAudio or PyOgg, provide additional functionality and support for different
audio formats.
4.Programming: Write code for the game logic, graphics, sound effects,
user interface, input handling, and game physics. Use object-oriented
programming (OOP) techniques to organize the code and make it reusable
and modular.
5.Testing and Debugging: Test the game for bugs, errors, glitches, and performance
issues. Use debugging tools and techniques to identify and fix any problems in the code.
6.Optimization and Refactoring: Optimize the game for better performance, stability,
and user experience. Refactor the code to improve readability, maintainability, and
scalability.
7.Publishing and Distribution: Publish the game on game distribution platforms, such as
Steam, Itch.io, or Google Play Store, or distribute it through your own website or social
media channels. Create marketing materials, such as screenshots, trailers, and gameplay
videos, to promote the game.
Game Engines:
The different Game Engines can be used for Game Development using Python:
3. Pygame: It is a cross platform Python library which wraps SDL. It provides many
features like Sprite groups and sound/image loading and easy changing of an objects
position.
4. Panda3D: It is a 3D game engine. It's a library written in C++ with Python
bindings. Panda3D is designed in order to support a short learning curve and rapid
development.
6. Rabbyt: A fast Sprite library for Python with game development in mind. With
Rabbyt Anims, even old graphics cards can produce very fast animations.
2.Sprites: Sprites are 2D graphic objects. You use Sprites for all types of
games. For example, you can import an image of your main character as a
Sprite. You can also use a collection of Sprites to build a character. This
allows you greater control over the movement and animation of your
characters.
3.Building in-game environments: Environment design refers to the
process of building your game’s levels and environments. You can
combine the environment design tools in this section in whichever way
makes the most sense for your game; for example, you can make a top-
down game using only 9-slice, or you can make a side on platformer with
Tilemap and SpriteShape.
5.Graphics:
a. Lighting: Because you’re using URP with the 2D Renderer, you can use the
Light 2D component to apply optimized 2D lighting to Sprites.
b. Shadows: To define the shape and properties that a Light uses to determine
the shadows it casts, use the Shadow Caster 2D component. Increase the
Light’s Shadow Intensity above zero.
c. Enhanced look and feel: Particle systems and post-processing are
optional tools that you can use to add polish to your game.
7. Audio: You can add background music and sound effects to your game
in Unity; see Audio Overview. Use third-party software to create your
audio and import it into Unity with the recommended settings.
8. User interface: If you want to add a menu or help to your game, you
need to set up a user interface. To set up a user interface, use Unity UI.
9. Profiling, optimizing and testing a build:
a. Profiling: Profiling allows you to see how resource intensive the
different parts of your game are. You should always profile your game on its
target release platform.
c. Testing: Test your game and your code with the Unity Test
Framework.
10. Publishing: When you’ve finished your game, you’re ready to publish it.
References:
1. https://www.wikihow.com/Make-a-Flash-Game
2. https://blog.jdriven.com/2020/10/gamedevelopment-in-java/
3. https://www.pangea.ai/resources/java-game-development/#resource-article-3
4. https://wiki.python.org/moin/GameProgramming
5. https://opensource.com/article/18/4/easy-2d-game-creation-python-and-arcade
6. https://enlear.academy/python-for-game-development-why-is-it-a-good-choice-a4845
832cfc2
7. https://www.studytonight.com/3d-game-engineering-with-unity/introduction
8. https://docs.unity3d.com/Manual/Quickstart2DCreate.html
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