LEADER 00912nam--2200337---450- 001 990001994590203316 005 20051103144459.0 035 $a000199459 035 $aUSA01000199459 035 $a(ALEPH)000199459USA01 035 $a000199459 100 $a20040909d--------km-y0itay0103----ba 101 0 $afre 102 $aFR 105 $a||||||||001yy 200 1 $a<> Iliade d'Homere$eetude et analyse$fAimé Puech 210 $aParis$cMellottée$d[s.d.] 215 $a349 p.$d24 cm 410 0$12001 454 1$12001 461 1$1001-------$12001 700 1$aPUECH,$bAimé$0398358 801 0$aIT$bsalbc$gISBD 912 $a990001994590203316 951 $aV.1.B. 482 (VIII C 937)$b48464 L.M.$cVIII C 959 $aBK 969 $aUMA 979 $aSIAV1$b10$c20040909$lUSA01$h1523 979 $aCOPAT4$b90$c20051103$lUSA01$h1444 996 $aIliade d'Homere$91045797 997 $aUNISA LEADER 01111nam a22002411i 4500 001 991002195049707536 005 20040216094128.0 008 040407s1961 it |||||||||||||||||ita 035 $ab12885368-39ule_inst 035 $aARCHE-086498$9ExL 040 $aDip.to Studi Storici$bita$cA.t.i. Arché s.c.r.l. Pandora Sicilia s.r.l. 082 04$a363.7392 100 1 $aDe Maria, Beniamino Gaetano$0486186 245 13$aIl pericolo biologico dell'inquinamento radioattivo atmosferico :$bdiscorso pronunciato alla Camera dei deputati nella seduta dell'11 ottobre 1961 /$cBeniamino Gaetano De Maria 260 $aRoma :$bStabilimento grafico Carlo Colombo,$c[1961?] 300 $a1 v. ;$c21 cm 650 4$aMateriali radioattivi$xInquinamento atmosferico 907 $a.b12885368$b02-04-14$c16-04-04 912 $a991002195049707536 945 $aLE009 Fondo Chiatante 58/3$g1$i2023000061862$lle009$o-$pE0.00$q-$rn$so $t0$u0$v0$w0$x0$y.i13448407$z16-04-04 996 $aPericolo biologico dell'inquinamento radioattivo atmosferico$9301195 997 $aUNISALENTO 998 $ale009$b16-04-04$cm$da $e-$fita$git $h3$i1 LEADER 06554nam 22006135 450 001 9910300468003321 005 20220413182211.0 010 $a1-4302-6539-6 024 7 $a10.1007/978-1-4302-6539-9 035 $a(CKB)3710000000249708 035 $a(EBL)1964723 035 $a(OCoLC)892912385 035 $a(SSID)ssj0001354066 035 $a(PQKBManifestationID)11987165 035 $a(PQKBTitleCode)TC0001354066 035 $a(PQKBWorkID)11322306 035 $a(PQKB)10981280 035 $a(MiAaPQ)EBC1964723 035 $a(DE-He213)978-1-4302-6539-9 035 $a(PPN)181346508 035 $a(EXLCZ)993710000000249708 100 $a20140930d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBuilding JavaScript games $efor phones, tablets, and desktop /$fby Arjan Egges 205 $a1st ed. 2014. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2014. 215 $a1 online resource (422 p.) 300 $aIncludes index. 311 $a1-4302-6538-8 327 $aContents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Foreword; Introduction; Part I: Getting Started; Chapter 1: Programming; Computers and Programs; Processor and Memory; Programs; The Early Days: Imperative Programming; Procedural Programming: Imperative + Procedures; Object-Oriented Programming: Procedural + Objects; Web Applications; Programming Games; Developing Games; Small Scale: Edit-Interpret-Run; Large Scale: Design-Specify-Implement; Building Your First Web Application; The HTML5 Canvas; JavaScript in a Separate File 327 $aWhat You Have LearnedChapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; Building a Game Application in JavaScript; The Structure of a Program; Types of Applications; Functions; Syntax Diagrams; Calling a Function; Update and Draw; Program Layout; Comments; Instructions vs. Lines; Whitespace and Indentation; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types; Declaration and Assignment of Variables; Global Variables and Strict Mode; Instructions and Expressions; Operators and More Complex Expressions 327 $aArithmetic OperatorsPriority of Operators; Assigning a Function to a Variable; Variables Composed of Multiple Values; The MovingSquare Game; Scope of Variables; What You Have Learned; Chapter 4: Game Assets; Locating Sprites; Loading Sprites; Drawing Sprites; Moving Sprites; Loading and Drawing Multiple Sprites; Music and Sounds; What You Have Learned; Part II: Creating Colorful Games; Chapter 5: Knowing What the Player Is Doing; A Sprite Following the Mouse Pointer; Retrieving the Mouse Position; Changing the Origin of a Sprite; Using the Mouse Position to Rotate the Cannon Barrel 327 $aWhat You Have LearnedChapter 6: Reacting to Player Input; Objects in Games; Loading Sprites; Handling a Key-Down Event; Conditional Execution; Comparison Operators; Logic Operators; The Boolean Type; Aiming the Barrel at the Mouse Pointer; A Number of Different Alternatives; Toggling the Cannon Barrel's Behavior; What You Have Learned; Chapter 7: Basic Game Objects; Using Separate JavaScript Files; Loading Game Assets the Wrong Way; Methods and Functions; Loading Game Assets the Right Way; Writing a More Efficient Game Loop; Separating Generic Code from Game-Specific Code 327 $aAdding a Ball to the Game WorldCreating the Ball; Shooting the Ball; Updating the Ball; What You Have Learned; Chapter 8: Game Object Types; Creating Multiple Objects of the Same Type; Constructing Game Objects as Part of the Game World; Writing a Class with Multiple Instances; Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; Drawing the Cans on the Screen; Representing Positions and Velocities as Vectors; Default Values for Parameters; What You Have Learned; Chapter 9: Colors and Collisions; A Different Way to Represent Colors 327 $aControlled Data Access for Objects 330 $aBuilding JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup. The four games you?ll develop from reading this book are: Painter Jewel Jam Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play. The approach in Building JavaScript Games follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you?ll develop four well-designed games, making Building JavaScript Games one of the most enjoyable ways there is to learn about programming browser-based games. The final chapters in the book contain a very nice bonus of sorts. In them you will find excerpts from interviews with two prominent people from the game industry: Mark Overmars, who is CTO of Tingly Games and creator of GameMaker, and Peter Vesterbacka, the CMO of Rovio Entertainment - the creators of the Angry Birds franchise. Their insight and perspective round off what is already a fun and valuable book. 606 $aComputer games?Programming 606 $aSoftware engineering 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aSoftware Engineering/Programming and Operating Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I14002 615 0$aComputer games?Programming. 615 0$aSoftware engineering. 615 14$aGame Development. 615 24$aSoftware Engineering/Programming and Operating Systems. 676 $a794.81526 700 $aEgges$b Arjan$4aut$4http://id.loc.gov/vocabulary/relators/aut$0892448 906 $aBOOK 912 $a9910300468003321 996 $aBuilding JavaScript Games$91993201 997 $aUNINA