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Beginning HTML5 games with CreateJS /

Beginning HTML5 Games with CreateJS provides a hands-on approach to get you up and running withthe most comprehensive tools available for HTML5 Canvas game development. Whether you are brand new to making games or an experienced game developer, you'll learn to fully utilize the CreateJS suite t...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Manderscheid, Brad (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berkeley, CA : Apress, 2014.
Colección:Expert's voice in Web development.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Manderscheid, Brad,  |e author. 
245 1 0 |a Beginning HTML5 games with CreateJS /  |c Brad Manderscheid. 
264 1 |a Berkeley, CA :  |b Apress,  |c 2014. 
264 2 |a New York, NY :  |b Distributed to the Book trade worldwide by Springer 
264 4 |c Ã2014 
300 |a 1 online resource (xviii, 381 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 
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490 1 |a The expert's voice in Web development 
520 |a Beginning HTML5 Games with CreateJS provides a hands-on approach to get you up and running withthe most comprehensive tools available for HTML5 Canvas game development. Whether you are brand new to making games or an experienced game developer, you'll learn to fully utilize the CreateJS suite to bring your new or existing game techniques to desktop and mobile devices. Thisbook covers everything from creating graphics in HTML5 Canvas, to capturinguser input (whether from keyboard, mouse, or touch), to using a state machinefor efficient game control. There are practical (and fun) examples throughout the book, with four full game projects, including a mobile RPG. The book alsocovers optimizing your games for mobile and publishing them to app stores. HTML5 games are growing more and more popular, and the demand for HTML5 Canvas skillsis on the rise. The CreateJS suite is a powerful toolset that will help youmanage Canvas drawing and animations, asset loading, sound management, complextweening, and much more. Using these robust libraries, you can build powerfuland engaging games that reach a wide range of audiences and devices. 
500 |a Includes index. 
588 0 |a Online resource; title from PDF title page (SpringerLink, viewed April 7, 2014). 
505 0 |a At a Glance; Introduction; Chapter 1: Getting to Know CreateJS; Getting Started; EaselJS; HTML5 Canvas; EaselJS with HTML5 Canvas; TweenJS; Animating with TweenJS; Easing; Callbacks and Scope; SoundJS; Events; Plugins; PreloadJS; Dancing Butterflies; Summary; Chapter 2: Making and Animating Graphics; Stage; Setting Up the Stage; Ticker; Creating Graphics; Graphics; Shapes; Drawscript; Animating Shapes; Drawing UI Elements; Preloader Prototype; Summary; Chapter 3: Capturing User Input; Mouse Events; Mouse Clicks; Drag and Drop; Color Drop; Keyboard Events; Text; Creating Text. 
505 8 |a DOMElement ClassWord Game; Summary; Chapter 4: Game Project: Progressive Break-it; Progressive Break-it; Setting Up the Project Files; Beginning the Game Code; Declaring the Game Constants and Variables; Initializing the Game; Building the Game Elements; Creating the Walls; Creating the Message Board; Creating the Paddle and Puck; Adding the Controls; Creating Levels; Adding Levels; Shifting the Bricks; Setting Up the Game Loop; Updating Game Elements in the Game Loop; Checking for Collisions; Rendering the Game Elements; Evaluating the Game; Ending the Game; Resetting the Game; Summary. 
505 8 |a Chapter 5: Using and Managing Bitmap ImagesBitmaps; Adding Bitmaps to the Stage; Adding Effects; Masking and Clipping; Puzzle Swap; Setting up the Game Files; Initializing the Game; Building the Puzzle Pieces; Shuffling the Puzzle Pieces; Moving Puzzle Pieces; The Complete Puzzle Swap Code; Containers; Building Containers; Animating and Cloning Containers; Veggie Match; Setting Up the Game Files; Initializing the Game; Creating the Cards; Shuffling the Cards; Flipping the Cards; The Complete Veggie Match Code; Summary; Chapter 6: Sprites and Sprite Sheet Animations; Sprite Sheets. 
505 8 |a SpriteSheet ClassCreating Sprite Sheets with Texture Packer; Sprite Class; Bitmap Fonts; BitmapText Class; Creating Bitmap Font Sprite Sheets; Sprite Sheet Animations; Animations Data; Animated Sprite Sheets Using Zoe; Animations with Flash CC; Summary; Chapter 7: Game Project: Fakezee; Fakezee; Yahtzee Rules; Setting Up the Project Files; Reviewing the Sprite Sheet Files; Reviewing the Sprite Sheet Image; Setting Up the Sprite Sheet Data; Beginning the Game Code; Declaring the Game Constants and Variables; Setting Up the Stage and Preloader; Setting Up the Sprite Sheet; Initializing the Game. 
505 8 |a Building the Game TitleBuilding the Dice Tray; Building the Scorecard; Building the Scoreboard; Revealing the Game Elements; Hiding the Game Elements; Revealing the Title and Dice Tray; Revealing the Scorecard; Revealing the Scoreboard; Playing the Rounds; Rolling the Dice; Holding Dice; Scoring on Categories; Choosing a Category; Updating the Score; Evaluating the Game; Resetting the Dice Tray; Ending and Replaying the Game; Calculating the Scores; Setting Up the Scoring Class; Scoring for Number Categories; Scoring for Kinds; Scoring for Straights; Scoring for a Full House. 
546 |a English. 
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650 7 |a Internet games  |2 fast 
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