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Learning HTML5 by creating fun games : learn one o the most popular markup languages by creating simple yet fun games /

By teaching HTML5 by developing exciting games, the reader will see concrete applications for each of the concepts, and will also have a powerful deliverable at the end of each chapter - a fully functional game. We learn the various concepts using very abstract examples - how to model animals, foods...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Silveira, Rodrigo Formigone
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2013.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Silveira, Rodrigo Formigone. 
245 1 0 |a Learning HTML5 by creating fun games :  |b learn one o the most popular markup languages by creating simple yet fun games /  |c Rodrigo Silveira. 
260 |a Birmingham :  |b Packt Publishing,  |c 2013. 
300 |a 1 online resource (374 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of HTML5; What is HTML?; A brief history of HTML; The evolution of the World Wide Web; What is HTML5?; HTML5 -- the next step in the evolution; HTML5 is not a single feature; More semantic document structure; A warning about performance; Native features to the browser; Automatic form validation; New input types; Telephone-friendly hyperlinks; CSS-based DOM selectors; Text-to-speech; CSS 3; Separation of concerns; Reusability of visual design; Ease of maintenance. 
505 8 |a ScalabilityThe evolution of CSS; Experimental features and vendor prefixes; CSS Preprocessors; CSS 3 modules; Style attributes; Selectors; Colors; Media queries; JavaScript APIs; New JavaScript APIs; The Web as a platform; The Open Web; HTML5 -- a game changer; Learning HTML5 through game development; Summary; Chapter 2: HTML5 Typography; The game; Game elements; Options widget; Game title; Boat; Sky; Waves; Tracks; Players; Main container; Words to write; Words written; Message container; Message title; New champion form; Leaderboard; Game controls; HTML; Web form; Data attributes; CSS. 
505 8 |a Web fontsTransitions; Animations; Text shadows; Box shadows; Border radius; JavaScript; Query selectors; API usage; Web forms; New input types; Form validation; Used in the game; Data attributes; Used in the game; Query selectors; Used in the game; Web fonts; Transitions; Animations; Text shadow; Box shadow; Border radius; The code; HTML structure; JavaScript and logic; Summary; Chapter 3: Understanding the Gravity of HTML5; Browser compatibility; Supporting different browsers; HTML5 libraries and frameworks; jQuery; Google Web Toolkit; Supporting browsers with limited HTML5. 
505 8 |a Gracefully degradePolyfills; Modernizr; The game; Code structure; API usage; Web audio; Scalable Vector Graphics (SVG); Drag-and-drop; Web audio; How to use it; SVG; How to use it; Drag-and-drop; How to use it; Summary; Chapter 4: Using HTML5 to Catch a Snake; The game; API usage; How to use it; Typed arrays; How to use it; ArrayBuffer and ArrayBufferView; Typed array view types; Canvas; How to use it; clearRect; Fill and stroke; Lines; Shapes; Text; Transformations; Drawing images; Manipulating pixels; Web workers; How to use it; Offline application cache; How to use it; The code; Summary. 
505 8 |a Chapter 5: Improving the Snake GameThe game; API usage; Web messaging; How to use it; Web storage; Local storage; Session storage; IndexedDB; IDBFactory; IDBOpenDBRequest; IDBTransaction; readwrite; readonly; versionchange; Getting elements; Deleting elements; The code; Saving the high score; Taking screen shots of the game; Summary; Chapter 6: Adding Features to Your Game; Advanced HTML5 APIs; WebGL; Hello, World!; Web sockets; The connection; Server side code; Client side code; Video; Attributes; Events; Geolocation; Google maps example; Upcoming CSS features. 
500 |a Programming in the bleeding edge. 
520 |a By teaching HTML5 by developing exciting games, the reader will see concrete applications for each of the concepts, and will also have a powerful deliverable at the end of each chapter - a fully functional game. We learn the various concepts using very abstract examples - how to model animals, foods, or fictitious machines. This makes learning and understanding a lot easier, and much more enjoyable. If you are are looking to get a good grounding in how to use the new awesome technology that is HTML5, this book is for you. Basic knowledge of HTML and/or HTML5 is welcome, but optional. The book i. 
588 0 |a Print version record. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a HTML (Document markup language) 
650 0 |a Video games  |x Programming. 
650 6 |a HTML (Langage de balisage) 
650 6 |a Jeux vidéo  |x Programmation. 
650 7 |a HTML.  |2 aat 
650 7 |a COMPUTERS  |x Programming  |x Object Oriented.  |2 bisacsh 
650 7 |a COMPUTERS  |x Programming  |x General.  |2 bisacsh 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a HTML (Document markup language)  |2 fast 
776 0 8 |i Print version:  |a Silveira, Rodrigo Formigone.  |t Learning HTML5 by Creating Fun Games.  |d Birmingham : Packt Publishing, ©2013  |z 9781849696029 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1214967  |z Texto completo 
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