Advanced Game Design with HTML5 and JavaScript / / by Rex van der Spuy |
Autore | van der Spuy Rex |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (540 p.) |
Disciplina | 004 |
Collana | The Expert's Voice in Game Development |
Soggetto topico |
Video games - Design
HTML (Document markup language) JavaScript (Computer program language) |
Soggetto non controllato |
computerwetenschappen
computer sciences Information and Communication Technology (General) Informatie- en communicatietechnologie (algemeen) |
ISBN | 1-4302-5801-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Level Up!; Some New JavaScript Tricks; Variables: let, const, and var; Functions; Getting Loopy with Arrays; Using forEach; Using a for of Loop; Looping through Objects; Looping through Only Some Array Elements; Finding Array Elements; Mapping an Old Array to a New Array; Filtering Elements from an Array; Reducing Array Elements to a Single Value; Making Variables from Arrays with Destructuring; Function Arguments; Initializing a Function with a Configuration Object; Getters and Setters; Preventing Changes to Properties with Object.defineProperty
Creating ObjectsMaking Objects from Other Objects; Composition; Understanding Closure; Configuring Objects; Mixing and Matching Objects; Classes; Inheritance; Modules; Module Basics; Importing a Property as a Different Name; Module Export and Import Options; Module Default Exports; Re-exporting Modules; Modules and Code Architecture; Working with External Data; Loading Data with JSON and XHR; How XHR Loads the JSON file; Saving Game Data with localStorage; More Options for Loading and Saving Game Data; Using Promises; Playing Games Full- Screen; Using the Fullscreen API Creating a Full-Screen Toggle ButtonMinifying Your JS Source Code; Using iFrames to Distribute Your Games on the Web; Setting Focus to the iFrame; Summary; Chapter 2: The Canvas Drawing API; Setting Up the Canvas; Drawing Lines; Line Caps; Connecting Lines to Create Shapes; Drawing Complex Shapes; Line Joins; Drawing Squares and Rectangles; Gradients; Drawing Circles and Arcs; Drawing Curved Lines; Shadows; Rotation; Scale; Making Things Transparent; Using Blend Modes; Compositing Effects; Filling Shapes with Images; Drawing an Image; Masking an Image; Blitting an Image onto the Canvas; Text SummaryChapter 3: Working with Game Assets; The assets Object; Building the assets Object; Initializing the Loading Process; Loading Images; Loading Fonts; Loading JSON Files; Using a Texture Atlas; Creating the Texture Atlas; Loading the Texture Atlas; Loading and Using the Texture Atlas in Your Game Code; Summary; Chapter 4: Making Sprites and a Scene Graph; What Are Sprites?; Making a Rectangle Sprite; The children Array; The rectangle Sprite; The render Function; Making Sprites; Building a Scene Graph; Creating Nestable Rectangle Sprites; The Stage and the Canvas; The New render Function Nesting SpritesLocal and Global Coordinates; Rotation; Scale; Alpha Transparency; Depth Layering; Sprites for Games; The DisplayObject Class; Coding the DisplayObject Class; A Full-featured Render Function; The Stage; The Rectangle Class; Masking; API Insurance; Pivoting Around the Rotation Axis; The Circle Class; The Line Class; The Text Class; The Group Class; The Sprite Class; Making Sprites from Single Images; Making Sprites from Texture Atlas Frames; Blitting a Subimage from a Tileset; Blitting Multiple Tileset Frames; Using Multiple Texture Atlas Frames; Using Multiple Image Files Making Your Own Sprites |
Record Nr. | UNINA-9910300651603321 |
van der Spuy Rex | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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The Advanced Game Developer's Toolkit [[electronic resource] ] : Create Amazing Web-based Games with JavaScript and HTML5 / / by Rex van der Spuy |
Autore | van der Spuy Rex |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (185 pages) : illustrations (some color) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games—Programming
Game Development |
ISBN | 1-4842-1097-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1.Getting Started -- 2. Using Tiled Editor -- 3. Tile-Based Collision -- 4. Isometric Maps -- 5. Pathfinding Basics -- 6. Finding the Shortest Path -- 7. More Fun with Tile-Based Games. |
Record Nr. | UNINA-9910254855803321 |
van der Spuy Rex | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Learn Pixi.js [[electronic resource] /] / by Rex van der Spuy |
Autore | van der Spuy Rex |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (230 p.) |
Disciplina | 004 |
Collana | Expert's Voice in Game Development |
Soggetto topico |
Computer programming
Programming languages (Electronic computers) Web Development Programming Languages, Compilers, Interpreters Programming Techniques |
ISBN | 1-4842-1094-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910300644103321 |
van der Spuy Rex | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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