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 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
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)
Video games - Programming |
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-9910792090903321 |
Rettig Pascal K
![]() |
||
Indianapolis, IN, : WIley Pub. Inc., 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional HTML5 mobile game development / / 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 |
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-9910818137303321 |
Rettig Pascal K
![]() |
||
Indianapolis, IN, : WIley Pub. Inc., 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|