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Building JavaScript games : for phones, tablets, and desktop / / by Arjan Egges
Building JavaScript games : for phones, tablets, and desktop / / by Arjan Egges
Autore Egges Arjan
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (422 p.)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4302-6539-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents 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
What 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
Arithmetic 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
What 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
Adding 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
Controlled Data Access for Objects
Record Nr. UNINA-9910300468003321
Egges Arjan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learning C# by Programming Games / / by Arjan Egges, Jeroen D. Fokker, Mark H. Overmars
Learning C# by Programming Games / / by Arjan Egges, Jeroen D. Fokker, Mark H. Overmars
Autore Egges Arjan
Edizione [1st ed. 2013.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013
Descrizione fisica 1 online resource (448 p.)
Disciplina 005.133
Soggetto topico Computer programming
Programming languages (Electronic computers)
Microcomputers
Multimedia systems
Programming Techniques
Programming Languages, Compilers, Interpreters
Personal Computing
Multimedia Information Systems
ISBN 3-642-36580-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I Getting Started -- Building Your First Game Application -- Programming -- Game Programming Basics -- Creating a Game World -- Part II Creating Colorful Games -- Knowing what the Player is Doing -- Reacting to Player Input -- Basic Game Objects -- Adding Interaction -- A Limited Number of Lives -- Organizing Game Objects -- Finishing the Game -- Part III Structures and Patterns -- Collections of Game Objects -- Fullscreen Games -- Game Objects in a Structure -- Redesigning the Game World -- Gameplay Programming -- Game States -- Finishing the Game -- Part IV Making Your Games Appealing -- Sprite Sheets -- Menus and Settings -- Game State Management -- Loading Levels from Files -- Pairing the Penguins -- Finishing the Game -- Part V Animation and Complexity -- Creating the Main Game Structure -- Animation -- Game Physics -- Intelligent Enemies -- Adding Player Interaction -- Finishing the Game.
Record Nr. UNINA-9910437589303321
Egges Arjan  
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Swift Game Programming for Absolute Beginners / / by Arjan Egges
Swift Game Programming for Absolute Beginners / / by Arjan Egges
Autore Egges Arjan
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (353 p.)
Disciplina 004
Soggetto topico Computer games—Programming
Programming languages (Electronic computers)
Game Development
Programming Languages, Compilers, Interpreters
ISBN 9781484206508
1484206509
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Getting Started; Chapter 1: The Swift Language; Computers and Programs; Processors and Memory ; Programs ; Programming Languages ; Programming Games; Developing Games; Small Scale: Edit-Compile-Run; Large Scale: Design-Specify-Implement; Building Your First Swift Program; Building Your First Swift Game; A Few Observations; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; The Game Loop in Swift
The Structure of a Program Types of Applications; Functions ; Syntax Diagrams; Calling a Function ; 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; Instructions and Expressions ; Operators and More Complex Expressions; Arithmetic Operators ; Priority of Operators ; Other Numeric Types ; The DiscoWorld Game ; Scope of Variables ; What You Have Learned; Chapter 4: Game Assets; Locating Sprites
Loading and Drawing Sprites Resolutions and Aspect Ratios; Moving Sprites; Loading and Drawing Multiple Sprites; Configuring the Device Orientation; Music and Sounds ; What You Have Learned; Part II: Painter; Chapter 5: Reacting to Player Input; Dealing With Touch Input; Using the Touch Location to Change the Game World; Conditional Execution Based on Touch; Testing for Alternatives; Comparison Operators; Logic Operators; The Boolean Type; Changing the Color of the Cannon; A Few Final Remarks; What You Have Learned; Chapter 6: A Flying Ball; Methods
Parameter Names and Labels Default Parameter Values; Reorganizing Instructions into Methods; Moving Between Local and World Coordinates; Adding a Ball to the Game World; Shooting the Ball; Updating the Ball Position; Fixed Timestep vs. Variable Timestep; Updating the Ball Color; What You Have Learned; Chapter 7: Game Object Types; Creating Multiple Objects of the Same Type; Classes as Types; Input Handling in a Separate Class; Initializing Objects; The Self Keyword; Accessing Other Objects Using Static Variables; The Double Role of Classes
Writing a Class with Multiple Instances Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; What You Have Learned; Chapter 8: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Adding a Computed Property to a Class; Handling Collisions Between the Ball and the Cans; Values and References; Structs; What You Have Learned; Chapter 9: Limited Lives; Maintaining the Number of Lives; Indicating the Number of Lives to the Player; Executing Instructions Multiple Times
A Shorter Notation for Incrementing Counters
Record Nr. UNINA-9910300658603321
Egges Arjan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui