Mastering Roblox Coding Год издания: 2022 Автор: Mark Kiepe Издательство: Packt ISBN: 978-1-80181-404-1 Язык: Английский Формат: PDF / EPUB Качество: Издательский макет или текст (eBook) Интерактивное оглавление: Да Количество страниц: 724 Описание: Roblox is a game platform with over 47 million daily active users. Something unique to Roblox is that you're playing games made by other gamers! This means that you can make your own games, even if you have no experience. In addition, Roblox provides a free engine that allows you to create and publish a simple game in less than five minutes and get paid while at it. Most Roblox games require programming. This book starts with the basics of programming in Roblox Luau. Each chapter builds on the previous one, which eventually results in you mastering programming concepts in Lua. Next, the book teaches you complex technologies that you can implement in your game. Each concept is explained clearly and uses simple examples that show you how the technology is being used. This book contains additional exercises for you to experiment with the concepts you've learned. Using best practices, you will understand how to write and build complex systems such as databases, user input controls, and all device user interfaces. In addition, you will learn how to build an entire game from scratch. By the end of this book, you will be able to program complex systems in Roblox from the ground up by learning how to write code using Luau and create optimized code. What you will learn Understand and learn the basics of Roblox Luau Discover how to write efficient and optimized Luau code to avoid bad smells Explore how to optimize your game for PC, consoles, phones, and tablets Get up to speed with how to build databases using Luau Understand client and server functionalities and learn how to securely establish communication Discover how to build an advanced Roblox game from scratch Who this book is for This book is for fairly experienced Roblox developers who have basic programming knowledge and want to take their skills to the next level with advanced concepts in a simple and effective way. Basic knowledge of Roblox, Roblox Studio, and Roblox Luau is recommended before getting started with this book. A short refresher is provided for those who have not used Roblox in a while.
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Preface Part 1: Start Programming with Roblox Chapter 1: Getting Up to Speed with Roblox and Luau Basics Technical requirements Understanding Roblox and Luau Creating an account Introducing Luau Understanding and using data types in Luau Creating a script Hello, world! Numbers Math operations Combining math operations String concatenation Escape characters Casting data types Booleans Logical operators Introducing and using variables Lower and upper camel case Updating variables Removing magic numbers Introducing constants Using conditionals Relational operators if-else conditionals Using elseif Nested if statements Understanding scopes Exercise 1.1 – Changing properties on a part Exercise 1.2 – Police system part I Exercise 1.3 – Understanding a script Summary Chapter 2: Writing Better Code Technical requirements Using functions Making a function Parameters and arguments Multiple parameters Default parameter values Returning functions Multiple return values Nested functions Best practices when using functions Storing data types in tables Storing data in a table Reading data from a table Setting data in a table Using dictionaries Multi-dimensional tables Functions in a table Programming loops while loops repeat until loops for loops Continuing and stopping a loop Large oops Using modules Creating a module script Requiring the module from another script Exercise 2.1 – simple elevator Exercise 2.2 – converting loops Exercise 2.3 – Police System II (difficult) Summary Chapter 3: Event-Based Programming Technical requirements Introduction to events Functions on instances Listening to events Using properties for missing events Creating custom events Using bindable events Using bindable functions Comparing events to modules (advanced) Using bindable events in modules (advanced) Exercise 3.1 – event-based game Summary Part 2: Programming Advanced Systems Chapter 4: Securing Your Game Technical requirements Understanding the client and server Introducing LocalScripts FilteringEnabled Replication exceptions to FilteringEnabled Client and server responsibilities Using RemoteEvents and RemoteFunctions Setting up the GUI Client-sided Team Changer Using RemoteEvents Using RemoteEvents from the server to the client Using RemoteFunctions Implementing security Server checks Implementing debounces Honeypots Filtering user text TextObject The GetNonChatStringForBroadcastAsync function The GetChatForUserAsync function Exercise 4.1: Securing your game Exercise: Summary Chapter 5: Optimizing Your Game Technical requirements Understanding and using StreamingEnabled Enabling StreamingEnabled Programming with StreamingEnabled Working with animations Uploading animations Understanding the Animator object Programming an AnimationTrack Animations on NPCs Working with tweens Setting up the gate Setting up the server scripts Getting tween data Understanding TweenInfo Creating a tween Client-sided debounces Custom yielding functions Exercise 5.1 – greeting an NPC Exercise 5.2 – falling block Summary Chapter 6: Creating User Interfaces for All Devices Technical requirements Creating GUIs Using ScreenGuis Using SurfaceGuis Using BillboardGuis Optimizing UIs Testing GUIs Small UI improvements Working with color-blindness Displaying controls Improving GUI navigation Using images Using Tweens Core GUIs Exercise 6.1 – Creating a shop GUI Summary Chapter 7: Listening to User Input Technical requirements Working with ClickDetectors Working with ProximityPrompts Working with tools Implementing advanced user input Keyboard input Gamepad input Mouse input ContextActionService Choosing how to listen to user input Exercise 7.1 – Eating food Summary Chapter 8: Building Data Stores Technical requirements Introduction to data stores Saving data Error handling Reading data Creating default player data Saving tables Saving dictionaries Saving user data in data stores Removing data Writing safer data stores Caching data Autosaving Improving error handling Data store limitations Creating a DataManager Setting versus updating data Working with ordered data stores Exercise 8.1 – Building and testing data stores Exercise 8.2 – Simple obby Summary Chapter 9: Monetizing Your Game Technical requirements Programming game passes Prompting game passes Rewarding game passes Instant game pass reward Implementing developer products Prompting developer products Rewarding developer products Working with PolicyService Giving Premium Benefits Implementing Premium Benefits Third-party sales Implementing third-party sales Exercise 9.1 – building a currency system Summary Part 3: Creating Your Own Simulator Game Chapter 10: Creating Your Own Simulator Game Technical requirements Introduction to the game Creating data stores Getting keys for our data stores DataManager functions DataManager events Implementing server scripts Implementing leader stats Implementing monetization scripts Implementing character upgrades Claiming orbs Implementing rebirths Selling orbs Programming GUIs Programming the SideButtons GUI Programming the Rebirthing GUI Programming the DeveloperProducts GUI Programming the GamePasses GUI Programming the Upgrade GUI Updating your game Summary Index
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