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Professional HTML5 mobile game development /

Create mobile game apps for the lucrative gaming market If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rettig, Pascal K.
Otros Autores: Karlins, David, Wilson, Brad
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, IN : WIley Pub. Inc., 2012.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Rettig, Pascal K. 
245 1 0 |a Professional HTML5 mobile game development /  |c Pascal Rettig, David Karlins, Brad Wilson. 
260 |a Indianapolis, IN :  |b WIley Pub. Inc.,  |c 2012. 
300 |a 1 online resource (xxviii, 523 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a data file  |2 rda 
504 |a Includes bibliographical references and index. 
505 0 |a Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes. 
505 8 |a Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js. 
505 8 |a Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus. 
520 |a Create mobile game apps for the lucrative gaming market If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so you can modify. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Canvas (Computer file) 
630 0 7 |a Canvas (Computer file)  |2 fast  |0 (OCoLC)fst01378904 
650 0 |a HTML (Document markup language) 
650 0 |a Computer games  |x Programming. 
650 6 |a HTML (Langage de balisage) 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 7 |a HTML.  |2 aat 
650 7 |a COMPUTERS  |x Enterprise Applications  |x Business Intelligence Tools.  |2 bisacsh 
650 7 |a COMPUTERS  |x Intelligence (AI) & Semantics.  |2 bisacsh 
650 7 |a Video games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114 
650 7 |a HTML (Document markup language)  |2 fast  |0 (OCoLC)fst00949997 
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700 1 |a Karlins, David. 
700 1 |a Wilson, Brad. 
776 0 8 |i Print version:  |z 9781118301326 
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