dreamworks animation games

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C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (42)

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (42) make exquisite mini map ② The previous chapters include the Object Avatar Panel, mini radar maps and other forms are fixed position, in a variety of ways and simple, and RPG, SLG, leisure and other types of games are often used in a large number of suspension and can be fr

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (45)

C # Development of Wpf/silverlight Animation and games series (Game Tutorial): (45) The production of exquisite can be arbitrarily drag and drop objects and equipment bar In the usual online games, items, equipment, skills, shortcut buttons and other icons in the window can be dragged and placed, different columns have different restrictions, such as the skill i

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (40)

C # development Wpf/silverlight animation and games series (Game Tutorial): (40) to Silverlight transplant ② Third, new features: 1 Add the game music and sound objects: public static MediaElement gameMusic, gameAudio; 2 Add game mouse cursor: //设置游戏鼠标光标 GameCursor.Stretch = Stretch.Fill; GameCursor.Source = Super.GetImage("/Image/Cursor/0.png"); Updates the mouse cursor picture position in the mouse

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (36)

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (36) Map custom slices and export As an important part of improving the performance of the game is the optimization of the map, as a web-based game, you can cut the map by cutting a number of pieces of the same size, according to the position of the protagonist to load on demand. To give a simple example, like a map of 20

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (30)

C # development Wpf/silverlight animation and games series (Game Course): (30) Great master – the reincarnation of the Magnificent classics From red and white machines to PS3, from 286 to Pentium n cores; Remember the memory of a child? Play with Playmates. The classics of the past have been translated into ephemeral, are the mythical characters still hovering in your dreams? UO created a new era of online

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (26)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (26) General role Avatar Panel The current development progress of the game has basically realized the common interaction between the Elf objects, then we need to move towards the goal of the combat system. The prerequisite for the realization of it is to improve the basic attributes of the wizard control, such as adding li

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (13)

C # development Wpf/silverlight animation and game series Tutorials (Game Course): (13) Traction Map Movement mode ① In many of the previous chapters, I explained the implementation of the map structure, which left a key question: is the role moving or the map moving in the game? How are the moving (displacement) relationships between them implemented? So in the next chapters I'll do a detailed analysis of these two questions. First of all, we have

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (17)

C # development Wpf/silverlight animation and games series (Game Course): (17) The slick of the Perfect Elf (WPF only) ① Develop Wpf/silverlight animation and game tutorials through C # (Game Course): (14) Wizard control turned out! ①, C # development Wpf/silverlight animation and

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (28)

C # development Wpf/silverlight animation and game series Tutorials (Game Course): (28) Classic attribute design and perfect physical attack system The battle is about to begin! To implement the attack system in MMORPG, it is necessary to add the relevant parameters and attributes to the elves, which determines the novelty and the game-playing nature of the games; like the legend of the year, the system is

Native js implements typing animation games

(). height-letDiv.offsetHeight) {that. y = 0; that. x = Math. random () * 900 + 100;} if (! Gameover) {letDiv. style. left = that. x + "px"; letDiv. style. top = that. y + "px";} else {clearInterval (that. timer) ;}}, 15)} // obtain the width and height of the visible window. compatibility problem: function client () {return {width: window. innerWidth | document.doc umentElement. clientWidth | document. body. clientWidth | 0, height: window. innerHeight | document.doc umentElement. clientHeight

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (20)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (20) The first part expands the summary article Wrote 20 verses, all the way to chasing the devil did not stop, simply also want to take a break to tidy up and finish the second part of the more exciting content: such as follow-map mobile mode, NPC Monster and protagonist interaction, object AI, Attack and magic, various t

Seven animation effects of the WPF series of games (2)

four icons above the program.window.triggers> -- ... eventtrigger sourcename = "Closeimage" routedevent = "Image.mouseleftbuttondown" > beginstoryboard name = "Closequerycanvasstoryboard" storybo ARD = "{ staticresource closequerycanvas }"; beginstoryboard > eventtrigger > --EventTriggerSourceName= "MyHome"RoutedEvent= "Image.mouseleftbuttondown" > BeginStoryboardStoryboard="{StaticResourceShowquerycanvas} ">BeginStoryboard> EventTrigger> EventTriggerSourceName= "Myshop"R

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (43)

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (43) Making Game main Menu single-sided board and mouse key fast skill bar Each MMORPG has a main menu, which is usually placed at the bottom of the window. Most of the characters in the game are set to operate from here. such as character attributes, objects (parcels), skills, tasks, teams, maps, family, Mempai, shopping

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (10)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (10) Construction and algorithm of tilt α map In the current network game, the map is basically to take a certain angle of the assembly map, which there are two kinds of slope map construction Way: The first I call pseudo-tilt map: This type of map presentation layer picture is the slope, but the map base obstacles, such a

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (31)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (31) Super Cool million vector magic Remember that year's classic online games Miracle (MU)? Brilliance is as deep in my mind as its name. The days of fighting all night with my friends have become a thing of the past, leaving me with a memorable picture of the classic immortalit

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (38)

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (38) transmission and switching between maps Finally to the last section of the map processing, this section I will explain how to achieve the main role of the map through the transfer point between the transfer and map between the switch. The key to map conversion is to grasp and add: To remove all objects except the pro

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (23)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (23) Adaptive windowing and Full-screen (WPF only) As mentioned in the previous section, one of the criteria for testing system architecture is the expansion of the system. In the. NET Web site application, an excellent architecture can be converted from one database to another, easily docking with different banking interfa

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (14)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (14) Wizard control turned out! ① In the previous section, we achieved a map traction movement, while still leaving behind a small tail: how can the protagonist and the obstacle move along with the map movement? A bit to the last section, as long as the map moving at the same time, always according to the protagonist and o

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (ix)

C # development Wpf/silverlight animation and games series (Game Course): (ix) 2D game role on the map movement This section will use the knowledge of the first two sections to the actual 2D game characters moving on the map, but also for the content of the front eight a comprehensive use of it. Then start at the bottom of the map. First I add a map to the game window, where I also use the image control:

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (27)

C # development Wpf/silverlight animation and games series (Game Course): (27) The construction of dynamic obstacle system on the eve of battle In standard MMORPG, each Elf object occupies an area (a small area of the base of the foot), which is also part of the obstacle system, and is dynamic, changing as the sprite moves. The realization of the dynamic obstacle construction in the game to make the obstac

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