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Libro
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- Genere: Libro
- Lingua: Inglese
- Editore: John Wiley & Sons
- Pubblicazione: 09/2012
Professional HTML5 Mobile Game Development
rettig pascal
36,00 €
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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 InpAUTORE
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
- Condizione: Nuovo
- ISBN: 9781118301326
- Collana: WROX PROGRAMMER TO PROGRAMMER
- Dimensioni: 232 x 26.39 x 186 mm Ø 930 gr
- Formato: Brossura
- Pagine Arabe: 552