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Learn Pixi.js : create great interactive graphics for games and the Web /

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, a...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Van der Spuy, Rex (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York, NY : Apress, 2015.
Colección:Expert's voice in game development.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.