Detalles del Título
Detalles del Título

< Ant.
Sig. >
 
Título Professional HTML5 mobile game development / Pascal RettigLibro / Impreso - Libros
Autor(es) Rettig, Pascal (Autor)
Publicación Indianápolis, IN., Estados Unidos : John Wiley & Sons, Inc, c2012
Descripción Física 523 p. ; rústica
Inglés;
ISBN 9781118301326
Clasificación(es) 006.74
Materia(s) XHTML (Lenguaje de marcas); HTML; JavaScript (Lenguaje de programación); Juegos con computador; Aplicaciones informáticas;
Nota(s) CONTENIDO:PART I: DIVING IN
FLYING BEFORE YOU WALK
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
MAKING IT A GAME
Creating the GameBoard Object
Firing Missiles
Adding Enemies
Refactoring the Sprite Classes
Handling Collisions
Representing Levels
FINISHING UP AND GOING MOBILE
Adding Touch Controls
Maximizing the Game
Adding a Score
Making It a Fair Fight
PART II: MOBILE HTML5
HTML5 FOR MOBILE
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
LEARNING SOME HELPFUL LIBRARIES
Learning JavaScript Libraries
Starting with jQuery
Using Underscore.js
BEING A GOOD MOBILE CITIZEN
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
PART III: JAVASCRIPT GAME DEV BASICS
LEARNING ABOUT YOUR HTML5 GAME DEVELOPMENT ENVIRONMENT
Picking an Editor
Exploring the Chrome Developer Tools
Debugging JavaScript
Profiling and Optimizing Your Code
Mobile Debugging
RUNNING JAVASCRIPT ON THE COMMAND LINE
Learning About Node.js
Installing Node
Installing and Using Node Modules
Creating Your Own Script
Writing a Sprite-Map Generator
BOOTSTRAPPING THE QUINTUS ENGINE: PART I
Creating a Framework for a Reusable HTML5 Engine
Adding the Game Loop
Adding Inheritance
Supporting Events
Supporting Components
BOOTSTRAPPING THE QUINTUS ENGINE: PART II
Accessing a Game Container Element
Capturing User Input
Loading Assets
BOOTSTRAPPING THE QUINTUS ENGINE: PART III
Defining SpriteSheets
Adding Sprites
Setting the Stage with Scenes
Finishing Blockbreak
PART IV: BUILDING GAMES WITH CSS3 AND SVG
BUILDING GAMES WITH CSS3
Deciding on a Scene Graph
Implementing DOM Support
CRAFTING A CSS3 RPG
Creating a Scrolling Tile Map
Building the RPG
BUILDING GAMES WITH SVG AND PHYSICS
Understanding SVG Basics
Working with SVG from JavaScript
Adding SVG Support to Quintus
Adding Physics with Box2D
Creating a Cannon Shooter
PART V: HTML5 CANVAS
LEARNING CANVAS, THE HERO OF HTML5
Getting Started with the Canvas Tag
Drawing on Canvas
Using the Canvas Transformation Matrix
Applying Canvas Effects
GETTING ANIMATED
Building Animation Maps
Adding a Canvas Viewport
Going Parallax
PLAYING WITH PIXELS
Reviewing 2-D Physics
Implementing Lander
CREATING A 2-D PLATFORMER
Creating a Tile Layer
Handling Platformer Collisions
Building the Game
Building a Canvas Editor
Serving the Game with Node.js
Creating the Editor
Adding Level-Saving Support
PART VI: MULTIPLAYER GAMING
BUILDING FOR ONLINE AND SOCIAL
Understanding HTTP-Based Multiplayer Games
Planning a Simple Social Game
Integrating with Facebook
Connecting to a Database
Finishing Blob Clicker
Pushing to a Hosting Service
GOING REAL TIME
Understanding WebSockets
Using Native WebSockets in the Browser
Using Socket.io: WebSockets with Fallbacks
Building a Multiplayer Pong Game Using Socket.io
BUILDING NONTRADITIONAL GAMES
Creating a Twitter Application
Connecting a Node App to Twitter
Generating Random Words
Creating Twitter Hangman
PART VII: MOBILE ENHANCEMENTS
LOCATING VIA GEOLOCATION
Getting Started with Geolocation
Getting a One-Time Position
Plotting a Location on a Map
Watching the Position Change over Time
Drawing an Interactive Map
Calculating the Position between Two Points
QUERYING DEVICE ORIENTATION AND ACCELERATION
Looking at a Device Orientation
Getting Started with Device Orientation Events
Trying Out Device Orientation
PLAYING SOUNDS, THE MOBILE ACHILLES HEEL
Working with the Audio Tag
Building a Simple Desktop Sound Engine
Building a Sound System for Mobile
Looking to the Future of HTML5 Sound
PART VIII: GAME ENGINES AND APP STORES
USING AN HTML5 GAME ENGINE
Looking at the History of HTML5 Engines
Using a Commercial Engine
Using an Open-Source Engine
TARGETING APP STORES
Packaging Your App for the Google Chrome Web Store
Using CocoonJS to Accelerate Your App
Building Apps with the AppMobi XDK and DirectCanvas
SEEKING OUT WHAT’S NEXT
Going 3-D with WebGL
Getting Better Access to Sound with the Web Audio API
Making Your Game Bigger with the Full-Screen API
Locking Your Device Screen with the Screen Orientation API
Adding Real-Time Communications with WebRTC
Tracking Other Upcoming Native Features
Appendix: Resources
Books on HTML5 and JavaScript
Web Resources
Summary
Index
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010096947Biblioteca Fray Juan de Jesús Anaya Prada, O.F.M.Primer piso006.74 R439pDisponible7 días