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|a Van der Spuy, Rex,
|e author.
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|a Learn Pixi.js :
|b create great interactive graphics for games and the Web /
|c Rex Van der Spuy.
|
264 |
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|a New York, NY :
|b Apress,
|c 2015.
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|c ©2015
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|a 1 online resource
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|a text
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|a Expert's voice in game development
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|a Includes index.
|
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|
520 |
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|a Create and display interactive graphics, build scenes and animated transitions, make cross-platform, responsive games and applications for multiple screen resolutions, and use Pixi.js's spectacular WebGL rendering effects. Learn how to create applications for desktop and touch-screen devices, and how to use the best open-source plugins to extend Pixi.js's capabilities in a myriad of exciting ways. If you've ever wondered what you need to know to start making games, or what technology you need to build high-performance mobile apps, this book will show you the way. Learn Pixi.js is your one-stop shop for everything you need to know to quickly start making spectacular cross-platform interactive games and animations. Take a step-by-step tour of Pixi.js's features by building fun game projects. Learn how to use Pixi.js to make richly interactive graphics and all kind of cross-platform applications. Learn Pixi.js is a fun and practical brief introduction to using the powerful Pixi.js graphics-rendering engine for making websites, games and mobile apps.
|
505 |
0 |
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|a Learn Pixi.js; Contents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Making Sprites; Creating the Renderer and Stage; Render Options; Customizing the Canvas; Scaling the Canvas to the Browser Window; Pixi Sprites; Understanding Textures and the Texture Cache; Loading Images; Displaying Sprites; Removing Sprites; Using Aliases; A Little More About Loading Things; Making a Sprite from an Ordinary HTML Image Object or Canvas; Assigning a Name to a Loading File; Monitoring Load Progress; More About Pixi's Loader.
|
505 |
8 |
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|a Positioning Sprites X and Y Properties; Size and Scale; Rotation; Making a Sprite from a Tileset Sub-image; Preventing Texture Bleed; Using a Texture Atlas; Creating the Texture Atlas; Loading the Texture Atlas; Creating Sprites from a Loaded Texture Atlas; Making the Blob Monsters; The Complete Code; Summary; Chapter 2: Moving Sprites; Create a Game Loop; Using Velocity Properties; Game States; Keyboard Movement; Adding Acceleration and Friction; Adding Gravity; Containing Movement Inside a Fixed Area; Using ES6 Sets; The contain Function; Summary.
|
505 |
8 |
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|a Chapter 3: Shapes, Text, and Groups Making Shapes; Rectangles ; Rounded Rectangles; Circles ; Ellipses; Straight Lines ; Polygons ; Curved Lines; Quadratic Curves; Local and Global Coordinates ; Bezier Curves; Drawing Arcs ; Improving Graphics Rendering; Antialiasing for WebGL Graphics; Drawing on a Single Graphics Context ; Redrawing Animated Graphics Each Frame; Displaying Text; The Text Object; Loading Font Files; Using Bitmap Fonts ; Grouping Sprites ; Using a Container ; Local and Global Positions ; Using a ParticleContainer; Summary; Chapter 4: Making Games.
|
505 |
8 |
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|a Collision Detection Installing and Setting Up Bump; Using the hitTestRectangle Method; Collision Detection in Action; Treasure Hunter; The Code Structure; Initialize the Game in the Setup Function; Creating the Game Scenes; Making the Dungeon, Door, Explorer, and Treasure; Making the Blob Monsters; Making the Health Bar; Making the Message Text; Playing the Game; Moving the Explorer; Moving the Monsters; Checking for Collisions; Reaching the Exit Door and Ending the Game; Summary; Chapter 5: Animating Sprites; Using SpriteUtilities; MovieClip Sprites; The Even Easier Way.
|
505 |
8 |
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|a Using MovieClip Sprites MovieClip Properties and Methods; Make MovieClip Sprites Using a Texture Atlas; Using the frameSeries Utility Function; Animation States; Making a Sprite with a State Player; Defining Sprite States; The Static States; The Animation States; Making a Walking Sprite; Creating Frames for Animations; Particle Effects; Add a Little Pixi Dust; Making Particles; Using ParticleContainer; Customizing the Particle Options; Using a Particle Emitter; Summary; Chapter 6: Visual Effects and Transitions; Tiling Sprites ; Tools for Working with Textures.
|
590 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Interactive computer graphics.
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
6 |
|a Infographie interactive.
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
7 |
|a Programming & scripting languages: general.
|2 bicssc
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650 |
|
7 |
|a Computer programming
|x software development.
|2 bicssc
|
650 |
|
7 |
|a Web programming.
|2 bicssc
|
650 |
|
7 |
|a COMPUTERS
|x General.
|2 bisacsh
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650 |
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|a COMPUTERS
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650 |
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650 |
|
7 |
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|2 fast
|
650 |
|
7 |
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|2 fast
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|a Expert's voice in game development.
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