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Html5 game development for dummies /

Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learnin...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Harris, Andrew, 1964-
Autor Corporativo: OverDrive, Inc
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York : Wiley, 2013.
Colección:--For dummies.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • HTML5 Game Development For Dummies®; About the Author; Table of Contents; Introduction; About This Book; What You Will Need; How to Read This Book; How This Book Is Organized; We Even Use the Internet Thingy!; Icons Used in This Book; Where to Go from Here; Part I: Building the Foundation; Chapter 1: Playing on the Web; Building the Framework; Setting Up Your Workshop; Building Your First Game; Building a Basic Page; Chapter 2: Talking to the User; Making an Interactive Form; Adding JavaScript to Your Page; Building the Word Story Game; Chapter 3: Coding Like a Pro; Working with Variables.
  • Making Choices with ifManaging Repetition with for loops; Building While Loops; Sending Data to and from Functions; Using Arrays to Simplify Data; Chapter 4: Random Thoughts: Building a Simple Game; Creating Random Numbers; Building the Number Guesser; Part II: Basic Game Development; Chapter 5: Introducing simpleGame.js; Using a Game Engine; Building an Animation with simpleGame.js; Considering Objects; Bringing Your Game; Chapter 6: Creating Game Elements; Building Your Own Sprite Objects; Sound Programming Principles; Game Programming's Greatest Hits!; It's All About Timing ...
  • Chapter 7: Getting to a GameBuilding a Real Game; Planning Your Game; Programming On the Fly; Clearly, We Need an Amphibian; Combining the Frog and the Fly; When Sprites Collide; Working with Multiple Flies; Adding the Final Touches; Part III: Diving Deeper; Chapter 8: Motion and Animation; Physics
  • Even More Fun Than You Remember; Lost in Space; Don't Be a Drag
  • Adding Drag Effects; Do You Catch My Drift?; Recognizing the Gravity of the Situation; Houston, We've Achieved Orbit; Does This Car Come with a Missile Launcher?; Building a Multi-State Animation; Chapter 9: Going Mobile.
  • Using HTML5 as a Mobile LanguagePutting Your Game on a Server; Making Your Game App-Ready; Managing Alternate Input; Reading the Virtual Joystick; Chapter 10: Documenting simpleGame; Overview of SimpleGame; The Scene Object; The Sprite Class; Utility Classes; Making the Game Engine Your Own; Part IV: The Part of Tens; Chapter 11: Ten Great Game Asset Resources; Dia Diagramming Tool; GIMP
  • A Powerful Image Editor; Ari's SpriteLib; Reiner's Tilesets; OpenGameArt; Blender; Audacity
  • Useful for Sound Effects; Freesound.org; SoundJay.com; BFXR Incredible Eight-Bit Sound Effects; InkScape.
  • Chapter 12: Ten Concepts Behind simpleGameUsing the Canvas Tag; Creating an Animation Loop; Angles in the Outfield; Transformations in Canvas; Vector Projection; Using the Sound Object; Reading the Keyboard; Managing the Touch Interface; Collision Detection; Boundary Checking; Chapter 13: Ten Game Starters; Lunar Lander; Mail Pilot; The Marble-Rolling Game; Whack-a-Mole; Jump and Run on Platforms; Pong
  • the Granddaddy of Them All; I'm a Fighter, Not a Lover
  • RPGs; Tanks
  • and You're Welcome!; Miles and Miles of Tiles and Tiles; Tic-Tac-Toe Is the Way to Go; Index.