home libri books Fumetti ebook dvd top ten sconti 0 Carrello


Torna Indietro

rettig pascal - professional html5 mobile game development

Professional HTML5 Mobile Game Development




Disponibilità: Non disponibile o esaurito presso l'editore


PREZZO
36,00 €



Questo prodotto usufruisce delle SPEDIZIONI GRATIS
selezionando l'opzione Corriere Veloce in fase di ordine.


Pagabile anche con Carta della cultura giovani e del merito, 18App Bonus Cultura e Carta del Docente


Facebook Twitter Aggiungi commento


Spese Gratis

Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 09/2012





Trama

Create mobile game apps for the lucrative gaming market

If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so you can modify, further develop, and make it your own.
* Shows intermediate developers how to develop games in HTML5 and build games for iPhone, iPad, Android, and WP7.5 mobile and touchscreen devices
* Explains single-player and multi-player mobile game development
* Provides code for six basic games in a GitHub repository, so readers can collaborate and develop the code themselves
* Explores specific APIs to make games even more compelling, including geolocation, audio, and device orientation
* Reviews three popular open-source HTML5 game engines--crafty.js, easel.js, and enchant.js
* Covers simple physics as well as using an existing physics library

The world is going mobile, as is the game industry. Professional HTML5 Mobile Game Development helps savvy developers join in this exploding market.




Note Editore

Dive into a world of mobile gaming possibilities with HTML5

Eager to break into the sizzling world of mobile gaming? Then this is the book for you. Aimed at developers interested in creating games for all mobile and touch–screen devices, this invaluable resource builds on your existing knowledge of HTML5 and JavaScript in order to take you through the steps of building single– and multiple–player mobile games using HTML5. Topics include standard patterns for building games in HTML5, which methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so you can modify, further develop, and, ultimately, make it your own.

Professional HTML5 Mobile Game Development:

  • Clarifies when to use each of the three primary methods for building an HTML game: CSS3, SVG, or Canvas
  • Reviews the standard patterns for building real–time multiplayer games in HTML5
  • Addresses JavaScript® game development basics
  • Walks you through creating a 2–D platformer and building nontraditional multiplayer interfaces
  • Reveals a variety of mobile enhancements such as geolocation, device orientation, accelerations, and sound
  • Offers suggestions for packing up an HTML5 game to get it to the app store

Wrox Professional guides are planned and written by working programmers to meet the real–world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.

wrox.com:
Programmer Forums
Join our Programmer to Programmer forums to ask and answer programming questions about this book, join discussions on the hottest topics in the industry, and connect with fellow programmers from around the world.

Code Downloads
Take advantage of free code samples from this book, as well as code samples from hundreds of other books, all ready to use.

Read More
Find articles, ebooks, sample chapters, and tables of contents for hundreds of books, and more reference resources on programming topics that matter to you.





Sommario

INTRODUCTION xxiii

PART I: DIVING IN

CHAPTER 1: FLYING BEFORE YOU WALK 3

Introduction 3

Building a Complete Game in 500 Lines 4

Understanding the Game 4

Structuring the Game 4

The Final Game 5

Adding the Boilerplate HTML and CSS 5

Getting Started with Canvas 6

Accessing the Context 6

Drawing on Canvas 7

Drawing Images 8

Creating Your Game s Structure 9

Building Object–Oriented JavaScript 10

Taking Advantage of Duck Typing 10

Creating the Three Principle Objects 11

Loading the SpriteSheet 11

Creating the Game Object 13

Implementing the Game Object 13

Refactoring the Game Code 15

Adding a Scrolling Background 16

Putting in a Title Screen 19

Drawing Text on Canvas 19

Adding a Protagonist 21

Creating the PlayerShip Object 22

Handling User Input 22

Summary 23

CHAPTER 2: MAKING IT A GAME 25

Introduction 25

Creating the GameBoard Object 25

Understanding the GameBoard 26

Adding and Removing Objects 26

Iterating over the List of Objects 27

Defi ning the Board Methods 28

Handling Collisions 29

Adding GameBoard into the Game 30

Firing Missiles 30

Adding a Bullet Sprite 31

Connecting Missiles to the Player 32

Adding Enemies 33

Calculating Enemy Movement 33

Constructing the Enemy Object 34

Stepping and Drawing the Enemy Object 35

Adding Enemies on the Board 36

Refactoring the Sprite Classes 37

Creating a Generic Sprite Class 37

Refactoring PlayerShip 38

Refactoring PlayerMissile 39

Refactoring Enemy 39

Handling Collisions 40

Adding Object Types 40

Colliding Missiles with Enemies 41

Colliding Enemies with the Player 42

Making It Go Boom 43

Representing Levels 44

Setting Up the Enemies 44

Setting Up Level Data 45

Loading and Finishing a Level 46

Implementing the Level Object 47

Summary 49

CHAPTER 3: FINISHING UP AND GOING MOBILE 51

Introduction 51

Adding Touch Controls 51

Drawing Controls 52

Responding to Touch Events 54

Testing on Mobile 56

Maximizing the Game 57

Setting the Viewport 57

Resizing the Canvas 57

Adding to the iOS Home Screen 60

Adding a Score 60

Making It a Fair Fight 61

Summary 64

PART II: MOBILE HTML5

CHAPTER 4: HTML5 FOR MOBILE 67

Introduction 67

Capturing a Brief History of HTML5 68

Understanding How HTML5 Grew Up Diff erent 68

Looking Toward HTML6? HTML7? Nope, Just HTML5 68

Going to the Spec 69

Diff erentiating the HTML5 Family and HTML5 69

Using HTML5 The Right Way 70

Having Your Cake and Eating It, Too 70

Sniffi ng Browsers 70

Determining Capabilities, Not Browsers 72

Enhancing Progressively 73

Polyfi lling in the Gaps 74

Considering HTML5 from a Game Perspective 74

Canvas 74

CSS3/DOM 75

SVG 76

Considering HTML5 from a Mobile Perspective 76

Understanding the New APIs 77

What s Coming: WebAPI 77

Surveying the Mobile Browser Landscape 77

WebKit: The Market Dominator 78

Opera: Still Plugging Along 78

Firefox: Mozilla s Mobile Off ering 79

WP7 Internet Explorer 9 79

Tablets 79

Summary 79

CHAPTER 5: LEARNING SOME HELPFUL LIBRARIES 81

Introduction 81

Learning JavaScript Libraries 82

Starting with jQuery 82

Adding jQuery to Your Page 82

Understanding the $ 83

Manipulating the DOM 84

Creating Callbacks 85

Binding Events 87

Making Ajax Calls 90

Calling Remote Servers 90

Using Deferreds 91

Using Underscore.js 92

Accessing Underscore 92

Working with Collections 92

Using Utility Functions 93

Chaining Underscore Method Calls 94

Summary 94

CHAPTER 6: BEING A GOOD MOBILE CITIZEN 95

Introduction 95

Responding to Device Capabilities 96

Maximizing Real Estate 96

Resizing Canvas to Fit 97

Dealing with Browser Resizing, Scrolling, and Zooming 98

Handling Resizing 98

Preventing Scrolling and Zooming 99

Setting the Viewport 100

Removing the Address Bar 101

Confi guring Your App for the iOS Home Screen 103

Making Your Game Web App Capable 103

Adding a Startup Image 103

Confi guring Home Icons 104

Taking Mobile Performance into Consideration 105

Adapting to Limited Bandwidth and Storage 106

Optimizing for Mobile 106

Good for Mobile Is Good for All 106

Minifying Your JavaScript 107

Setting Correct Headers 108

Serving from a CDN 108

Going Offl ine Completely with Application Cache 109

Creating Your Manifest File 109

Checking If the Browser Is Online 111

Listening for More Advanced Behavior 111

A Final Word of Warning 111

Summary 112

PART III: JAVASCRIPT GAME DEV BASICS

CHAPTER 7: LEARNING ABOUT YOUR

HTML5 GAME DEVELOPMENT ENVIRONMENT 115

Introduction 115

Picking an Editor 116

Exploring the Chrome Developer Tools 116

Activating Developer Tools 116

Inspecting Elements 116

Viewing Page Resources 118

Tracking Network Traffi c 119

Debugging JavaScript 121

Examining the Console Tab 121

Exercising the Script Tab 123

Profi ling and Optimizing Your Code 125

Running Profi les 126

Actually Optimizing Your Game 128

Mobile Debugging 129

Summary 131

CHAPTER 8: RUNNING JAVASCRIPT ON THE COMMAND LINE 133

Introduction 133

Learning About Node.js 134

Installing Node 134

Installing Node on Windows 135

Installing Node on OS X 135

Installing Node on Linux 135

Tracking the Latest Version of Node 136

Installing and Using Node Modules 136

Installing Modules 136

Hinting Your Code 136

Uglifying Your Code 137

Creating Your Own Script 137

Creating a package.json File 138

Using Server–Side Canvas 139

Creating a Reusable Script 140

Writing a Sprite–Map Generator 141

Using Futures 141

Working from the Top Down 142

Loading Images 144

Calculating the Size of the Canvas 146

Drawing Images on the Server–Side Canvas 146

Updating and Running the Script 148

Summary 148

CHAPTER 9: BOOTSTRAPPING THE QUINTUS ENGINE: PART I 149

Introduction 149

Creating a Framework for a Reusable HTML5 Engine 150

Designing the Basic Engine API 150

Starting the Engine Code 151

Adding the Game Loop 153

Building a Better Game Loop Timer 153

Adding the Optimized Game Loop to Quintus 154

Testing the Game Loop 155

Adding Inheritance 157

Using Inheritance in Game Engines 157

Adding Classical Inheritance to JavaScript 158

Exercising the Class Functionality 161

Supporting Events 162

Designing the Event API 162

Writing the Evented Class 162

Filling in the Evented Methods 163

Supporting Components 165

Designing the Component API 166

Implementing the Component System 167

Summary 169

CHAPTER 10: BOOTSTRAPPING THE QUINTUS ENGINE: PART II 171

Introduction 171

Accessing a Game Container Element 171

Capturing User Input 174

Creating an Input Subsystem 174

Bootstrapping the Input Module 175

Handling Keyboard Events 176

Adding Keypad Controls 178

Adding Joypad Controls 181

Drawing the Onscreen Input 184

Finishing and Testing the Inp





Autore

Pascal Rettig runs Cykod, a Boston–based web consultancy founded in 2006 and focused on online interactive applications. He is the CTO of GamesForLanguage, he founded the Boston HTML5 Game development meet–up, and he served as the guest editor for the UX Magazine issue on games and gaming.











Altre Informazioni

ISBN:

9781118301326

Condizione: Nuovo
Collana: WROX PROGRAMMER TO PROGRAMMER
Dimensioni: 232 x 26.39 x 186 mm Ø 930 gr
Formato: Brossura
Pagine Arabe: 552


Dicono di noi