E-Book, Englisch, 444 Seiten, eBook
Egges Building JavaScript Games
1. Auflage 2014
ISBN: 978-1-4302-6539-9
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark
for Phones, Tablets, and Desktop
E-Book, Englisch, 444 Seiten, eBook
ISBN: 978-1-4302-6539-9
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark
teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup.
The four games you’ll develop from reading this book are:
- Painter
- Jewel Jam
- Penguin Pairs
- Tick Tick
These four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play.
The approach in follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you’ll develop four well-designed games, making one of the most enjoyable ways there is to learn about programming browser-based games.
The final chapters in the book contain a very nice bonus of sorts. In them you will find excerpts from interviews with two prominent people from the game industry: Mark Overmars, who is CTO of Tingly Games and creator of GameMaker, and Peter Vesterbacka, the CMO of Rovio Entertainment - the creators of the Angry Birds franchise. Their insight and perspective round off what is already a fun and valuable book.
Zielgruppe
Popular/general
Autoren/Hrsg.
Weitere Infos & Material
Part I1 - Programming2 - Game Programming Basics3 - Creating a Game World4 - Game AssetsPart II5 - Knowing What the Player is Doing6 - Reacting to Player Input7 - Basic Game Objects8 - Game Object Types9 - Colors and Collisions10 - Limited Lives11 - Organizing Game Objects12 - Finishing the GamePart III13 - Adapting to Different Devices14 - Game Objects in a Structure15 - Gameplay Programming16 - Game States17 - Finishing the GamePart IV18 - Sprite Sheets19 - Menus and Settings20 - Game State Management21 - Storing and Recalling Game Data22 - Pairing the Penguins23 - Finishing the GamePart V24 - The Main Game Structure25 - Animation26 - Game Physics27 - Intelligent Enemies28 - Adding Player Interaction29 - Finishing the GamePart VI30 - Efficient and Readable Code31 - Deploying your Game




