LEADER 01199nam--2200361---450- 001 990002011740203316 005 20060315100631.0 035 $a000201174 035 $aUSA01000201174 035 $a(ALEPH)000201174USA01 035 $a000201174 100 $a20040915d1964----km-y0itay0103----ba 101 $aita 102 $aIT 105 $a||||||||001yy 200 1 $aPensiero e vita religiosa di Enea Silvio Piccolomini prima della sua consacrazione episcopale$fLaeto Maria Veit 210 $aRoma$cLibreria editrice dell'Università Gregoriana$d1964 215 $aXX, 213 p.$d20 cm 225 2 $aAnacleta Gregoriana$v139 410 0$12001$aAnacleta Gregoriana$v139 454 1$12001 461 1$1001-------$12001 600 0 $aPiccolomini, Enea Silvio 700 1$aVEIT,$bLaeto Maria$0566253 801 0$aIT$bsalbc$gISBD 912 $a990002011740203316 951 $aII.2. 3953(V B Coll. 83/139)$b78133 L.M.$cV B 959 $aBK 969 $aUMA 979 $aSIAV2$b10$c20040915$lUSA01$h1721 979 $aCOPAT5$b90$c20060315$lUSA01$h1006 996 $aPensiero e vita religiosa di Enea Silvio Piccolomini prima della sua consacrazione episcopale$91041277 997 $aUNISA LEADER 05697nam 2200769Ia 450 001 9910958733203321 005 20250521140319.0 010 $a9786613904911 010 $a9781118421444 010 $a1118421442 010 $a9781283592468 010 $a1283592460 010 $a9781118301333 010 $a1118301331 035 $a(CKB)2560000000093204 035 $a(EBL)861690 035 $a(OCoLC)811501230 035 $a(SSID)ssj0000738895 035 $a(PQKBManifestationID)11445441 035 $a(PQKBTitleCode)TC0000738895 035 $a(PQKBWorkID)10689328 035 $a(PQKB)10328826 035 $a(Au-PeEL)EBL861690 035 $a(CaPaEBR)ebr10596945 035 $a(CaONFJC)MIL390491 035 $a(CaSebORM)9781118421444 035 $a(MiAaPQ)EBC861690 035 $a(OCoLC)852472983 035 $a(OCoLC)ocn852472983 035 $a(EXLCZ)992560000000093204 100 $a20120615d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aProfessional HTML5 mobile game development /$fPascal Rettig, David Karlins, Brad Wilson 205 $a1st edition 210 $aIndianapolis, IN $cWIley Pub. Inc.$d2012 215 $a1 online resource (554 p.) 300 $aDescription based upon print version of record. 311 08$a9781118301326 311 08$a1118301323 320 $aIncludes bibliographical references and index. 327 $aProfessional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes 327 $aHandling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js 327 $aSummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging 327 $aSummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary 327 $aChapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus 327 $aAdding Physics with Box2D 330 $aCreate mobile game apps for the lucrative gaming market If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so yo 606 $aHTML (Document markup language) 606 $aVideo games$xProgramming 615 0$aHTML (Document markup language) 615 0$aVideo games$xProgramming. 676 $a006.3 676 $a794.81526 700 $aRettig$b Pascal$01819551 701 $aKarlins$b David$0222843 701 $aWilson$b Brad$c(Computer software developer)$01819413 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910958733203321 996 $aProfessional HTML5 mobile game development$94379915 997 $aUNINA