battlefront 2 game modes

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Unity Learning--005: emulation of several game operation modes

appropriate coefficients for testing. public float speed = 10.0F; Transform Camerafirst; Make the mouse disappear void Awake () {screen.showcursor = false; Camerafirst = Gameobject.find ("Camera"). Transform; } void Update () {Charactercontroller controller = getcomponentThis makes it easy to implement the next first view.2. World of Warcraft type control, through the third view of the camera with keyboard control WASD and mouse c

Unity3D Game Development 5: basic game creation scenario 2

(orthogonal) cameras. We can understand that they are used in 3D and 2D. Let's look at the camera attributes, for example: Let's take a look at the parameters of the Camera component. Clear Flags: Clear the flag to determine which part of the screen will be cleared. This option is generally used to describe different game objects using multiple cameras. There are three modes. Skybox: The sky box. This mod

Android game guidance (2. Basic game settings)

Android game guidance (2. Basic game settings) The previous section has learned a basic OpenGL framework. Today, we will further set up 2D game-related things. I love 2D games more than 3D games. I believe most people do the same.Table of contents 1 game full screen displa

DirectX 9.0c Game Development Notes: longshu version 2 Study Notes 8: Chap10: Lighting, longshu chap10

DirectX 9.0c Game Development Notes: longshu version 2 Study Notes 8: Chap10: Lighting, longshu chap10 This chapter is about illumination. Lighting is a very important concept in Direct3D, And it corresponds to the concept of material. If there is no material, the effect of illumination cannot be reflected. In earlier programming tutorials on DirectX 9, The D3DLIGHT9 struct is generally used to create a lig

DirectX 9.0c Game Development Notes: longshu version 2 Study Notes: Chapter 10: Lighting

that the main error was that I forgot to set it after updating technique! However, I think the current code is still a bit flawed, that is, for fun, I allow users to switch under three modes: press the 0 key is to enable the first light source, press 1 to enable the second light source, while press 2 to enable both light sources at the same time. Then I found that to achieve this effect, it seems that thre

"Ios-cocos2d game development Five" "2" multiple contacts and touch screen event detailed (single monitor, event distribution)

Then probably introduced after the monitoring event, then the touch screen of the most concerned should be more contact; -----get multi-touch nsset *alltouches = [Event Alltouches]; Uitouch *touchone = [[Alltouches allobjects]objectatindex:0]; Uitouch *touchtwo = [[Alltouches allobjects]objectatindex:1]; //... Analogy Get more ruthless simple, then the basic commonly used to write down the following: 1-to determine whether the user clicks or double click (for a contact point) if ([alltouchesco

Cocos2dx game development-do not step on the white block learning notes (2)-Implementation of the Classic Mode

1. Create gamescene and gamelayer Simply create a scene. I will not talk about it here ~, For more information, see my study notes (2 ). 2. Add a start Column It's easy to call the create method in the block ~, You only need to input parameters such as size and color. Void gamelayer: addstartline () {auto block = block: createwithargs (color3b: yellow, size (visiblesize. width, visiblesize. height/4), "Touc

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