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HTML5 games : novice to ninja /

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Castledine, Earle (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Collingwood, VIC Australia : SitePoint, [2018]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Castledine, Earle,  |e author. 
245 1 0 |a HTML5 games :  |b novice to ninja /  |c Earle Castledine. 
246 3 |a HTML 5 games 
246 3 |a HyperText Markup Language five games 
264 1 |a Collingwood, VIC Australia :  |b SitePoint,  |c [2018] 
264 4 |c ©2018 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
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588 0 |a Online resource; title from title page (Safari, viewed March 6, 2018). 
505 0 |a Intro; HTML5 Games: Novice to Ninja; Notice of Rights; Notice of Liability; Trademark Notice; About Earle Castledine; About SitePoint; Table of Contents; Preface; Who Should Read This Book?; Acknowledgments; Conventions Used; Code Samples; Tips, Notes, and Warnings; Hey, You!; Ahem, Excuse Me ... ; Make Sure You Always ... ; Watch Out!; Supplementary Materials; Press Space to Start; ; This Might Seem Strange to You; Game Design; A Brief History; Games and JavaScript; Strengths of JavaScript; Limitations of JavaScript; Bringing Static Typing to JavaScript; The Future of HTML5 Games; Enough Talk. 
505 8 |a Make GamesThese Are Just Guidelines; Modules; Making Art; Rasterizing; Copyright; Build Tools and Workflow; Bypassing Budo; Version Control Systems; Valuable Time Spent; Staying Motivated; Get Ready!; Drawing Things; ; Don Get Pigeonholed; DOM vs Canvas vs WebGL; Plain O; DOM; Finding DOM Elements; Why Not DOM?; Canvas API; Using the Console; Using the Context; Drawing Some Shapes; Skim the Following if You are Super Impatient; Degrees vs Radians; Images; Transformations; HSL; Blending and Alpha; Performance Considerations; Game Engines vs Reinventing the Wheel. 
505 8 |a Game Libraries and EnginesGodot; Quick, Draw; Game Loops & User Input; ; The Loop; The Loop Exists; The Old-school Way; Looping with HTML5; Commit This Loop to Memory; An Even More Accurate Loop; Tiny Movement; Switch Tabs; User Input; Keyboard Input; Structuring the Code, or Not?; Game Genre Doesn't Really Matter; Mouse Controls; Why are we doing this every frame?; Creating Your Game Library; When to Add Things to Your Library; Our Game Architecture Idea; One Approach of Many; Variable Names; Returning the Same Item; The Renderer; Following Canvas's Conventions; Thinking Beyond Canvas. 
505 8 |a Font BaselineBonus Renderer Features; Adding the Loop; The update Method; Game Entities; Adding Some Action; A Space Shoot-em-up; Setting Up the Game; A Controllable Player; Moving Things; A Player That Shoots; Playing Fast and Loose, for Now; Removing Entities; Optimization; The Bad Guys Strike Back; A Neat Randomization Trick; Collisions at Last!; Imperfect Collisions; Game Over; Animation, Levels, Maps, Camerasâ#x80;Œ; ; An Unexpected Proposition; De-boilerplating Our Prototypes; Starting a New Game; Skip Ahead if You are Impatient; A Little Help with the Children. 
505 8 |a Sprites with Zing!Affine Transitions; Sprite Translation; Scaling Sprites; Creating and Adding to the Scene in One line; Math Helper Functions; Zero-based Random Numbers; Anchor Points; Sprite Rotation; An Unexpected Assignment; Sprite Sheets & Animation; Sprite Sheets; Where to Get Sprite Sheets; Creating the TileSprite; Why is it called a sprite?; Different Sprite Sheet Formatting; Cell-based Animation: the Easy Way; Using Remainder; Cell-based Animation: A More Powerful Way; You Can Use This Mechanism Everywhere; Adjusting the Anchor Point; The Animation Manager; Tile Maps. 
520 8 |a Annotation  |b This book will teach you how to create awesome video games. Games from scratch. Games that run cross-platform, in web browsers, and on phones. Games filled with dynamic sound and music. Games overflowing with impressive visual effects. Fun games. More importantly, this book will teach you how to think about making games. You'll learn to analyze and dissect games; to understand what it is that makes great games great. By the end of the journey you'll have all the knowledge and tools needed to produce engaging, polished products that people will love to play. What's inside?Learn the basics: game loops and inputDraw graphics on the screen using CanvasAdd amazing sound effects and music using the Web Audio APIDevelop several fun games: a platformer, a shoot em up, a dungeon crawler, and a physics-based gameCreate your own JavaScript game libraryJazz up your game up with "juice": screen shakes, particle effects, and more 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a HTML (Document markup language) 
650 0 |a Computer games  |x Programming. 
650 0 |a Computer games  |x Design. 
650 6 |a HTML (Langage de balisage) 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 6 |a Jeux d'ordinateur  |x Conception. 
650 7 |a HTML.  |2 aat 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112 
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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