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Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Autore Rettig Pascal K
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., 2012
Descrizione fisica 1 online resource (554 p.)
Disciplina 006.3
794.81526
Altri autori (Persone) KarlinsDavid
WilsonBrad
Soggetto topico HTML (Document markup language)
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-118-42144-2
1-283-59246-0
9786613904911
1-118-30133-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Professional 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
Handling 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
SummaryChapter 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
SummaryChapter 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
Chapter 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
Adding Physics with Box2D
Record Nr. UNINA-9910465253103321
Rettig Pascal K  
Indianapolis, IN, : WIley Pub. Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Professional Papervision3D [[electronic resource] /] / Michael Lively
Professional Papervision3D [[electronic resource] /] / Michael Lively
Autore Lively Michael
Edizione [1st edition]
Pubbl/distr/stampa Chichester, U.K., : Wiley, 2010
Descrizione fisica 1 online resource (751 p.)
Disciplina 006.693
778.53
Collana Wrox professional guides
Soggetto topico Object-oriented programming (Computer science)
Web sites - Design
Computer animation
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 0-470-97060-X
1-282-77318-6
9786612773181
0-470-68807-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Getting started -- pt. 2. Working with models and data -- pt. 3. Building games and websites -- pt. 4. Extending PV3D and beyond.
Altri titoli varianti Papervision3D
Record Nr. UNINA-9910458619403321
Lively Michael  
Chichester, U.K., : Wiley, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Autore Williams Chris G
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, c2011
Descrizione fisica 1 online resource (554 p.)
Disciplina 794.815268
Altri autori (Persone) ClingermanGeorge W
Collana Wrox professional guides
Soggetto topico Computer games - Design
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-283-37457-9
9786613374578
1-118-06798-3
1-118-06796-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto PROFESSIONAL Windows® Phone 7 Game Development; CONTENTS; INTRODUCTION; CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE; Minimum Specifications; Chassis Design; Screen Resolution; Phone Features; Capacitive Touch; Sensors; Accelerometer; aGPS; Compass; Light Sensor; Proximity Sensor; Digital Camera; DirectX 9 Acceleration; Face Buttons; Back Button; Start Button; Search Button; QWERTY Keyboard; Software Features; Start and Lock Screens; Hubs; People Hub; Pictures Hub; Music + Video Hub; Games Hub; Marketplace Hub; Office Hub; Other Applications; Summary; CHAPTER 2: GETTING STARTED
Getting the Tools You Need Meeting the System Requirements; Satisfying the Developer Requirements; What You Get; XNA Game Studio 4.0; Creating Your First Project; Spotting Differences Between the Windows Phone Game and Other XNA Game Projects; Setting Up a Windows Phone Device; Using the Windows Phone Emulator; Using Command-Line Options; Summary; CHAPTER 3: ORIENTATION; Device Orientation; Setting Device Orientation; Hardware Scaling; Automatic Rotation; Detecting Device Orientation; Running in Full-Screen Mode; Phone Title-Safe Area; Accelerometer; Accelerometer Sample; Summary
CHAPTER 4: TOUCH INPUT Responding to Touch Events; Overview of Touch Interfaces; Detecting Touch Input; Detecting Gestures; Tap; Double Tap; Hold; Horizontal Drag; Vertical Drag; Free Drag; Drag Complete; Flick; Pinch; Pinch Complete; Seeing Results; Custom Gestures; Designing for Touch Games; Remember Your Platform; Design for the Right Resolution; Be Consistent and Predictable; The Soft Input Panel (SIP); Summary; CHAPTER 5: GIVE ME YOUR INPUT; Building the Input Management System; Input.cs; Gesture Definition.cs; Game Input.cs; Touch Indicator.cs; TouchIndicatorCollection.cs
Using the Input Management System Actions.cs; Game 1.cs; Summary; CHAPTER 6: THE STATE OF THINGS; Game State; Managing Game State; Option 1: Boolean Flags; Option 2: Enumerations; Option 3: Object-Oriented; Handling Multiple Layers of Screens; Phone Hardware Events; Detecting the Back Button; Overriding the Back Button; Game, Interrupted; Notifications and Temporary Interruptions; Game-Stopping Events; Somebody Save Me; Summary; CHAPTER 7: LET THE MUSIC PLAY; Handling Audio; Playing Music with Media Player; Do You Mind? I'm Playing Music Here; Background Music; Song Collections; Visualizations
Sound Effect Sound Effect Instance; XACT 3.0; Recording Audio; The Microphone Class; Saving and Retrieving Captured Audio; Summary; CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE; Creating the Game; Screens; Screen.cs; Screen State Switchboard.cs; Title.cs; Sprite.cs; Background.cs; Content; Game 1.cs; Text.cs; screenFont.spritefont; Button.cs; The Input Wrapper; Game Input.cs; Gesture Definition.cs; Input.cs; Touch Indicator.cs; Touch Indicator Collection.cs; Adding Sounds and Music; Music.cs; SoundEffects.cs; More Screens; MainGame.cs; InGameMenu.cs; GameOver.cs; Coding the Main Game Screen; Road.cs
Car.cs
Altri titoli varianti Windows Phone 7 game development
Record Nr. UNINA-9910464431803321
Williams Chris G  
Indianapolis, IN, : Wiley, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Python network programming cookbook : over 70 detailed recipes to develop practical solutions for a wide range of real-world network programming tasks / / Dr. M. O. Faruque Sarker ; cover image by Gabrielay La Pintura
Python network programming cookbook : over 70 detailed recipes to develop practical solutions for a wide range of real-world network programming tasks / / Dr. M. O. Faruque Sarker ; cover image by Gabrielay La Pintura
Autore Sarker Dr. M. O. Faruque
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.81526
Collana Quick answers to common problems
Soggetto topico Computer games - Programming
Open source software
Python (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-84951-347-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Sockets, IPv4, and Simple Client/Server Programming; Introduction; Printing your machine's name and IPv4 address; Retrieving a remote machine's IP address; Converting an IPv4 address to different formats; Finding a service name, given the port and protocol; Converting integers to and from host to network byte order; Setting and getting the default socket timeout; Handling socket errors gracefully; Modifying socket's send/receive buffer sizes
Changing a socket to the blocking/non-blocking modeReusing socket addresses; Printing the current time from the Internet time server; Writing a SNTP client; Writing a simple echo client/server application; Chapter 2: Multiplexing Socket I/O for Better Performance; Introduction; Using ForkingMixIn in your socket server applications; Using ThreadingMixIn in your socket server applications; Writing a chat server using select.select; Multiplexing a web server using select.epoll; Multiplexing an echo server using Diesel concurrent library
Chapter 3: IPv6, Unix Domain Sockets, and Network InterfacesIntroduction; Forwarding a local port to a remote host; Pinging hosts on the network with ICMP; Waiting for a remote network service; Enumerating interfaces on your machine; Finding the IP address for a specific interface on your machine; Finding whether an interface is up on your machine; Detecting inactive machines on your network; Performing a basic IPC using connected sockets (socketpair); Performing IPC using Unix domain sockets; Finding out if your Python supports IPv6 sockets; Extracting an IPv6 prefix from an IPv6 address
Writing an IPv6 echo client/serverChapter 4: Programming with HTTP for the Internet; Introduction; Downloading data from an HTTP server; Serving HTTP requests from your machine; Extracting cookie information after visiting a website; Submitting web forms; Sending web requests through a proxy server; Checking whether a web page exists with the HEAD request; Spoofing Mozilla Firefox in your client code; Saving bandwidth in web requests with the HTTP compression; Writing an HTTP fail-over client with resume and partial downloading; Writing a simple HTTPS server code with Python and OpenSSL
Chapter 5: E-mail protocols, FTP, and CGI programmingIntroduction; Listing the files in a remote FTP server; Uploading a local file to a remote FTP server; E-mailing your current working directory as a compressed ZIP file; Downloading your Google e-mail with POP3; Checking your remote e-mail with IMAP; Sending an e-mail with an attachment via Gmail SMTP server; Writing a guestbook for your (Python-based) web server with CGI; Chapter 6: Screen-scraping and Other Practical Applications; Introduction; Searching for business addresses using the Google Maps API
Searching for geographic coordinates using the Google Maps URL
Record Nr. UNINA-9910453465703321
Sarker Dr. M. O. Faruque  
Birmingham, England : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Racing the beam : the Atari video computer system / / Nick Montfort and Ian Bogost
Racing the beam : the Atari video computer system / / Nick Montfort and Ian Bogost
Autore Montfort Nick
Pubbl/distr/stampa Cambridge, Mass., : MIT Press, ©2009
Descrizione fisica 1 online resource (193 p.)
Disciplina 794.8
Altri autori (Persone) BogostIan
Collana Platform studies
Soggetto topico Computer games - Programming
Video games - Equipment and supplies
Atari 2600 (Video game console)
Video games - United States - History
Soggetto non controllato GAME STUDIES/General
DIGITAL HUMANITIES & NEW MEDIA/General
SOCIAL SCIENCES/Media Studies
ISBN 0-262-26152-9
0-262-25493-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Series Foreword; Acknowledgments; Timeline; 1 Stella; 2 Combat; 3 Adventure; 4 Pac-Man; 5 Yars' Revenge; 6 Pitfall!; 7 Star Wars: The Empire Strikes Back; 8 After the Crash; Afterword on Platform Studies; Notes; Bibliography; Index
Record Nr. UNINA-9910782856503321
Montfort Nick  
Cambridge, Mass., : MIT Press, ©2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Racing the beam : the Atari video computer system / / Nick Montfort and Ian Bogost
Racing the beam : the Atari video computer system / / Nick Montfort and Ian Bogost
Autore Montfort Nick
Pubbl/distr/stampa Cambridge, Mass., : MIT Press, ©2009
Descrizione fisica 1 online resource (193 p.)
Disciplina 794.8
Altri autori (Persone) BogostIan
Collana Platform studies
Soggetto topico Computer games - Programming
Video games - Equipment and supplies
Atari 2600 (Video game console)
Video games - United States - History
Soggetto non controllato GAME STUDIES/General
DIGITAL HUMANITIES & NEW MEDIA/General
SOCIAL SCIENCES/Media Studies
ISBN 0-262-26152-9
0-262-25493-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Series Foreword; Acknowledgments; Timeline; 1 Stella; 2 Combat; 3 Adventure; 4 Pac-Man; 5 Yars' Revenge; 6 Pitfall!; 7 Star Wars: The Empire Strikes Back; 8 After the Crash; Afterword on Platform Studies; Notes; Bibliography; Index
Record Nr. UNINA-9910807636403321
Montfort Nick  
Cambridge, Mass., : MIT Press, ©2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Raspberry Pi user guide [[electronic resource] /] / Eben Upton and Gareth Halfacree
Raspberry Pi user guide [[electronic resource] /] / Eben Upton and Gareth Halfacree
Autore Upton Eben
Edizione [1st edition]
Pubbl/distr/stampa Chichester, West Sussex, UK, : Wiley, c2012
Descrizione fisica 1 online resource (266 p.)
Disciplina 004.1
004.16
Altri autori (Persone) HalfacreeGareth
Soggetto topico Computer games - Programming
Computer programming
Soggetto genere / forma Electronic books.
ISBN 1-118-46448-6
1-283-59299-1
9786613905444
1-118-46447-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Raspberry Pi® User Guide; Table of Contents; Introduction; Programming is fun!; A bit of history; So what can you do with the Raspberry Pi?; Part I: Connecting the Board; Chapter 1: Meet the Raspberry Pi; ARM vs. x86; Windows vs. Linux; Getting Started with the Raspberry Pi; Chapter 2: Linux System Administration; Linux: An Overview; Linux Basics; Introducing Debian; Using External Storage Devices; Creating a New User Account; File System Layout; Installing and Uninstalling Software; Chapter 3: Troubleshooting; Keyboard and Mouse Diagnostics; Power Diagnostics; Display Diagnostics
Boot DiagnosticsNetwork Diagnostics; The Emergency Kernel; Chapter 4: Network Configuration; Wired Networking; Wireless Networking; Chapter 5: Partition Management; Creating a New Partition; Resizing Existing Partitions; Moving to a Bigger SD Card; Chapter 6: Configuring the Raspberry Pi; Hardware Settings-config.txt; Memory Partitioning-start.elf; Software Settings-cmdline.txt; Part II: Using the Pi as a Media Centre, Productivity Machine and Web Server; Chapter 7: The Pi as a Home Theatre PC; Playing Music at the Console; Dedicated HTPC with Rasbmc
Chapter 8: The Pi as a Productivity MachineUsing Cloud-Based Apps; Using OpenOffice.org; Image Editing with The Gimp; Chapter 9: The Pi as a Web Server; Installing a LAMP Stack; Installing WordPress; Part III: Programming and Hacking; Chapter 10: An Introduction to Scratch; Introducing Scratch; Example 1: Hello World; Example 2: Animation and Sound; Example 3: A Simple Game; Robotics and Sensors; Further Reading; Chapter 11: An Introduction to Python; Introducing Python; Example 1: Hello World; Example 2: Comments, Inputs,Variables and Loops; Example 3: Gaming with pygame
Example 4: Python and NetworkingFurther Reading; Chapter 12: Hardware Hacking; Electronic Equipment; Reading Resistor Colour Codes; Sourcing Components; The GPIO Port; Using the GPIO Port in Python; Moving Up From the Breadboard; A Brief Guide to Soldering; Chapter 13: Add-on Boards; Ciseco Slice of Pi; Adafruit Prototyping Pi Plate; Fen Logic Gertboard; Part IV: Appendixes; Appendix A: Python Recipes; Raspberry Snake (Chapter 11, Example 3); IRC User List (Chapter 11, Example 4); GPIO Input and Output (Chapter 12); Appendix B: HDMI Display Modes; Index
Record Nr. UNINA-9910462430903321
Upton Eben  
Chichester, West Sussex, UK, : Wiley, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ray Tracing Gems [[electronic resource] ] : High-Quality and Real-Time Rendering with DXR and Other APIs / / edited by Eric Haines, Tomas Akenine-Möller
Ray Tracing Gems [[electronic resource] ] : High-Quality and Real-Time Rendering with DXR and Other APIs / / edited by Eric Haines, Tomas Akenine-Möller
Autore Haines Eric
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XLIV, 607 p. 362 illus., 322 illus. in color.)
Disciplina 006.6
Soggetto topico Computer graphics
Computer games - Programming
Computer vision
Computer Graphics
Game Development
Computer Vision
ISBN 1-4842-4427-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1: Ray Tracing Basics -- Chapter 1. Ray Tracing Terminology -- Chapter 2. What is a Ray? -- Chapter 3. Introduction to DirectX Raytracing -- Chapter 4. A Planetarium Dome Master Camera -- Chapter 5. Computing Minima and Maxima of Subarrays -- Part 2: Intersections and Efficiency -- Chapter 6. A Fast and Robust Method for Avoiding Self-Intersection -- Chapter 7. Precision Improvements for Ray/Sphere Intersection -- Chapter 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections -- Chapter 9. Multi-Hit Ray Tracing in DXR -- Chapter 10. A Simple Load-Balancing Scheme with High Scaling Efficiency -- Part 3: Reflections, Refractions, and Shadows -- Chapter 11. Automatic Handling of Materials in Nested Volumes -- Chapter 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem -- Chapter 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates -- Chapter 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR -- Part 4: Sampling -- Chapter 15. On the Importance of Sampling -- Chapter 16. Sample Transformations Zoo -- Chapter 17. Ignoring the Inconvenient When Tracing Rays -- Chapter 18. Importance Sampling of Many Lights on the GPU -- Part 5: Denoising and Filtering -- Chapter 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising -- Chapter 20. Texture Level of Detail Strategies for Real-Time Ray Tracing -- Chapter 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials -- Chapter 22. Improving Temporal Antialiasing with Adaptive Ray Tracing -- Part 6: Hybrid Approaches and Systems -- Chapter 23. Interactive Light Map and Irradiance Volume Preview in Frostbite -- Chapter 24. Real-Time Global Illumination with Photon Mapping -- Chapter 25. Hybrid Rendering for Real-Time Ray Tracing -- Chapter 26. Deferred Hybrid Path Tracing -- Chapter 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization -- Part 7: Global Illumination -- Chapter 28. Ray Tracing Inhomogeneous Volumes -- Chapter 29. Efficient Particle Volume Splatting in a Ray Tracer -- Chapter 30. Caustics Using Screen Space Photon Mapping -- Chapter 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse -- Chapter 32. Accurate Real-Time Specular Reflections with Radiance Caching -- .
Record Nr. UNINA-9910338011103321
Haines Eric  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Autore Griffith Christopher <1979-, >
Edizione [2nd ed.]
Pubbl/distr/stampa Waltham, Mass. : , : Focal Press, , 2012
Descrizione fisica 1 online resource (433 p.)
Disciplina 794.8/1526
794.81526
Soggetto topico Computer games - Programming
Computer animation
Soggetto genere / forma Electronic books.
ISBN 1-138-42749-7
1-136-13694-0
1-283-07432-X
9786613074324
0-240-81769-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Real-World Flash Game Development: How to Follow BestPractices and KeepYour Sanity; Copyright; CONTENTS; INTRODUCTION; 1 COMPUTER SCIENCE ISN'T FOR EVERYONE; A Little Groundwork; Common Game Types; General Development Terms; Game-Specific Development Terms; Flash Development Terms; You Can Wake Up Now; 2 THE BEST TOOL FOR THE JOB; Flash Back; The Case for Flash; Nobody's Perfect; Stop Fighting It; Things Flash Was Built to Do; The Best Tool for the Job; 3 A PLAN IS WORTH A THOUSAND ASPIRIN; Step 1; Step 2; Step 3; Step 4; Step 5; Step 6 (Optional); 4 //COMMENTS FTW!; Fair Warning
Part 1: ClassesPart 2: Events; Part 3: Errors; Part 4: Data Structures and Lists; Part 5: Keep Your Comments to Everyone Else!; Part 6: Why Does Flash Do That?; Conclusion; 5 THE LEAST YOU CAN DO VERSUS AN ARCHITECT'S APPROACH; Basic Encapsulation: Classes and Containers; Store Relevant Values as Variables and Constants; Don't Rely on Your Stage; Don't Use Frameworks or Patterns You Don't Understand or That Don't Apply; Know When It's Okay to Phone It In and When It Definitely Isn't; Transitioning to Architecture; OOP Concepts; Practical OOP in Game Development
The Singleton: A Good Document PatternSummary; 6 MANAGING YOUR ASSETS AND WORKING WITH GRAPHICS; A Better File Format; A Few Words about Organization; Working with Graphics; Raster Formats to Use; Key Points to Remember; 7 MAKE IT MOVE-ACTIONSCRIPT ANIMATION; A Little Terminology; To Tween or Not to Tween? Is That a Question?; A Simple Scripted Shooter; Memory: Tweening Animation; Summary; 8 TURN IT UP TO 11: WORKING WITH AUDIO; Formats to Use; Export Settings to Use; Using External Files; Tools for Working with Sounds; Scripting Sounds; 9 PUT THE VIDEO BACK IN ""VIDEO GAME""; Video Codecs
External Video Uses: Cutscenes and MenusCutsceneManager; Video on the Timeline; Setting Up an Internal Video; Summary; 10 XML AND DYNAMIC CONTENT; Bringing Data In: Understanding the URLLoader Class; XML; E4X; Crossword Puzzle; Content Is a Two-Way Street: A Crossword Builder; Sending Data Back Out; One More Example: XML versus Flash Vars; Summary; 11 FOUR-LETTER WORD: M-A-T-H; The Math Class; Part One: Geometry and Trigonometry; A Quick Explanation of Radians and Pi; 3D in Flash; Perspective Projection; The SimpleTunnelShooter Example; Part Two: Physics; Example: A Top-Down Driving Engine
Example: Top-Down Driving Game with DriftReview; 12 DON'T HIT ME: COLLISION DETECTION TECHNIQUES; What You Can Do versus What You Need; HitTestObject-The Most Basic Detection; HitTestPoint-One Step Up; Radius/Distance Testing-Great for Circles; Rect Testing; Pixel-Perfect Collision Detection and Physics; When All Else Fails, Mix 'N Match; 13 MIXUP-A SIMPLE ENGINE; The Main Document; The MixUp Class; The Title Class; The RulesPanel Class; The Game Class; The Interfaces; The GameBoard Class; The SourceImageEmbedded Class; The GameHistory and Results Classes; The SourceImageCamera Class; Review
14 BRINGING IT ALL TOGETHER: A PLATFORMER
Record Nr. UNINA-9910459705703321
Griffith Christopher <1979-, >  
Waltham, Mass. : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Scratch 1.4 [[electronic resource] ] : beginner's guide : learn to program while creating interactive stories, games, and multimedia projects using Scratch / / Michael Badger
Scratch 1.4 [[electronic resource] ] : beginner's guide : learn to program while creating interactive stories, games, and multimedia projects using Scratch / / Michael Badger
Autore Badger Michael
Pubbl/distr/stampa Birmingham, UK, : Packt Pub. Ltd., 2009
Descrizione fisica viii, 246 p. : ill
Soggetto topico Scratch (Computer program language)
Computer programming
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84719-677-2
1-282-23813-2
9786612238130
1-84719-676-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910455575903321
Badger Michael  
Birmingham, UK, : Packt Pub. Ltd., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui