Developer Student Clubs NUK - Flutter for BeginnersJiaxuan Lin
This document provides an introduction and overview of Flutter for beginners. It covers topics like building native mobile apps across platforms using Flutter and Dart, the basic project structure in Flutter, common widgets like Scaffold, AppBar and Container, basic layouts using Row and Column, fetching and displaying data from APIs, and navigating between screens using the Navigator. The document aims to get beginners started with building their first Flutter app and provides additional resources for learning more about Flutter development.
Developer Student Clubs NUK - Flutter for BeginnersJiaxuan Lin
This document provides an introduction and overview of Flutter for beginners. It covers topics like building native mobile apps across platforms using Flutter and Dart, the basic project structure in Flutter, common widgets like Scaffold, AppBar and Container, basic layouts using Row and Column, fetching and displaying data from APIs, and navigating between screens using the Navigator. The document aims to get beginners started with building their first Flutter app and provides additional resources for learning more about Flutter development.
WebGL allows for 3D graphics rendering within web browsers using JavaScript and standard web technologies. It provides an API for accessing a computer's GPU similarly to Canvas for 2D drawing. THREE.js makes WebGL programming easier by abstracting away complexities like shader programming and matrix computations. A simple example creates a 3D cube in THREE.js with just a few lines of code versus the longer WebGL example. THREE.js provides high-level objects for cameras, lights, materials and more to build 3D scenes efficiently in the browser.
State-Based Scripting in Uncharted 2: Among ThievesNaughty Dog
This document discusses state-based scripting in games. It provides an introduction and history of state scripts, including their use on the Uncharted series. The author discusses why scripts are used in games and characteristics of scripting languages. Extending game object models through scripting and Naughty Dog's approach are also covered.
How to create a camera2
more detail blog: http://vinta.ws/booch/?p=30
reference:
Camera 2
Google I/o video:https://www.youtube.com/watch?v=92fgcUNCHic#t=1758
Camera basic demo code: https://developer.android.com/preview/samples.html
Camera2 sdk reference (Need download 60mb): http://storage.googleapis.com/androiddevelopers/preview/l-developer-preview-reference.zip
Set up android l: https://developer.android.com/preview/setup-sdk.html
Camera
HAL3:https://source.android.com/devices/camera/camera3.html
HAL Subsystem https://source.android.com/devices/camera/camera3_requests_hal.html
https://source.android.com/devices/camera/camera.html
WebGL allows for 3D graphics rendering within web browsers using JavaScript and standard web technologies. It provides an API for accessing a computer's GPU similarly to Canvas for 2D drawing. THREE.js makes WebGL programming easier by abstracting away complexities like shader programming and matrix computations. A simple example creates a 3D cube in THREE.js with just a few lines of code versus the longer WebGL example. THREE.js provides high-level objects for cameras, lights, materials and more to build 3D scenes efficiently in the browser.
State-Based Scripting in Uncharted 2: Among ThievesNaughty Dog
This document discusses state-based scripting in games. It provides an introduction and history of state scripts, including their use on the Uncharted series. The author discusses why scripts are used in games and characteristics of scripting languages. Extending game object models through scripting and Naughty Dog's approach are also covered.
How to create a camera2
more detail blog: http://vinta.ws/booch/?p=30
reference:
Camera 2
Google I/o video:https://www.youtube.com/watch?v=92fgcUNCHic#t=1758
Camera basic demo code: https://developer.android.com/preview/samples.html
Camera2 sdk reference (Need download 60mb): http://storage.googleapis.com/androiddevelopers/preview/l-developer-preview-reference.zip
Set up android l: https://developer.android.com/preview/setup-sdk.html
Camera
HAL3:https://source.android.com/devices/camera/camera3.html
HAL Subsystem https://source.android.com/devices/camera/camera3_requests_hal.html
https://source.android.com/devices/camera/camera.html
The document discusses using a micro:bit for light sensing applications. It explains how the micro:bit can sense light levels using its LEDs as photodiodes. When an LED pin is set as an analog input, the voltage measured corresponds to the ambient light level. Two example projects are described - an automatic night light that adjusts its brightness based on light levels, and a magic face panel display that changes expressions when the LED is covered and uncovered.
The document provides instructions and examples for using switches, capacitive touch, and game controls on the micro:bit. It includes tutorials for building guessing games where the micro:bit guesses a number by narrowing the range, adjusting LED brightness with touch pins, and creating a dodgeball game where the player character avoids falling balls. Code snippets and step-by-step explanations are given for each example project.
This document discusses LED display control on the micro:bit board. It covers LED principles and applications, the micro:bit LED matrix, LED display control commands including displaying numbers, text, images and arrows. It provides examples of breathing lights, fireworks, and a dynamic screen using variables, conditional and counting loops.
The document describes how to create a 2D platformer game in Unity, including:
1) Adding background animations and music
2) Creating and controlling the player character
3) Spawning random enemies
4) Implementing a health bar UI to display the player's health
25. Q Hand Tool
W Move Tool
E Rotate Tool
R Scale Tool
T Rect Tool
Ctrl+ Z Undo
Ctrl + Y Redo
Ctrl + X Cut
Ctrl + C Copy
Ctrl + V Paste
Ctrl + D Duplicate
Shift + Del Delete
Ctrl + A Select all
Ctrl + P Play
Ctrl + Shift + P Pause
快速鍵
25
39. Help選單
A. 關於Unity的版本、授權等資訊
B. 使用手冊及API參考手冊
C. Vuforia AR引擎資源入口
D. Unity官方輔助資源入口
E. 檢查更新及下載測試版
F. Unity授權的管理
G. 版本說明及錯誤回報
H. 回復套件到預設狀態
I. 常見問題排除說明
系統選單 7/7
39
A
B
C
D
E
G
I
H
F
55. Unity程式腳本使用C#語言,預設腳本程式碼如下:
using UnityEngine;
using System.Collections;
public class ScriptFilename : MonoBehaviour {
// Use this for initialization
void Start (){
}
// Update is called once per frame
void Update (){
}
}
Unity程式腳本 2/2
55
61. 編輯Main.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Main : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0)) SceneManager.LoadScene("level_one");
}
}
Lab 場景切換測試 2/5
61
63. 編輯Level_one.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Level_one : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0)) SceneManager.LoadScene("main");
}
}
儲存場景level one.unity
Lab 場景切換測試 4/5
63
64. 選單命令File> Building Settings…,將main及level_one場景加
入Scenes In Build清單中
執行測試
點擊滑鼠左鍵可切換場景
Lab 場景切換測試 5/5
64