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Html5 games : novice to ninja

Author: Earle Castledine
Publisher: Collingwood : Sitepoint Pty Ltd [2018] ©2018
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:

This book will teach you how to create awesome video games. Games from scratch. Games that run cross-platform, in web browsers, and on phones. Games filled with dynamic sound and music. Games  Read more...

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Genre/Form: Electronic books
Additional Physical Format: Print version:
Castledine, Earle.
Html5 Games.
[Place of publication not identified] : Sitepoint Pty Ltd 2017
(OCoLC)1010279629
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Earle Castledine
ISBN: 9781492065418 1492065412 9781492065425 1492065420 9781492065401 1492065404
OCLC Number: 1023576097
Description: 1 online resource (350 pages)
Contents: Intro; HTML5 Games: Novice to Ninja; Notice of Rights; Notice of Liability; Trademark Notice; About Earle Castledine; About SitePoint; Table of Contents; Preface; Who Should Read This Book?; Acknowledgments; Conventions Used; Code Samples; Tips, Notes, and Warnings; Hey, You!; Ahem, Excuse Me ...; Make Sure You Always ...; Watch Out!; Supplementary Materials; Press Space to Start; ; This Might Seem Strange to You; Game Design; A Brief History; Games and JavaScript; Strengths of JavaScript; Limitations of JavaScript; Bringing Static Typing to JavaScript; The Future of HTML5 Games; Enough Talk Make GamesThese Are Just Guidelines; Modules; Making Art; Rasterizing; Copyright; Build Tools and Workflow; Bypassing Budo; Version Control Systems; Valuable Time Spent; Staying Motivated; Get Ready!; Drawing Things; ; Don Get Pigeonholed; DOM vs Canvas vs WebGL; Plain O; DOM; Finding DOM Elements; Why Not DOM?; Canvas API; Using the Console; Using the Context; Drawing Some Shapes; Skim the Following if You are Super Impatient; Degrees vs Radians; Images; Transformations; HSL; Blending and Alpha; Performance Considerations; Game Engines vs Reinventing the Wheel Game Libraries and EnginesGodot; Quick, Draw; Game Loops & User Input; ; The Loop; The Loop Exists; The Old-school Way; Looping with HTML5; Commit This Loop to Memory; An Even More Accurate Loop; Tiny Movement; Switch Tabs; User Input; Keyboard Input; Structuring the Code, or Not?; Game Genre Doesn't Really Matter; Mouse Controls; Why are we doing this every frame?; Creating Your Game Library; When to Add Things to Your Library; Our Game Architecture Idea; One Approach of Many; Variable Names; Returning the Same Item; The Renderer; Following Canvas's Conventions; Thinking Beyond Canvas Font BaselineBonus Renderer Features; Adding the Loop; The update Method; Game Entities; Adding Some Action; A Space Shoot-em-up; Setting Up the Game; A Controllable Player; Moving Things; A Player That Shoots; Playing Fast and Loose, for Now; Removing Entities; Optimization; The Bad Guys Strike Back; A Neat Randomization Trick; Collisions at Last!; Imperfect Collisions; Game Over; Animation, Levels, Maps, Camerasâ#x80; Œ; ; An Unexpected Proposition; De-boilerplating Our Prototypes; Starting a New Game; Skip Ahead if You are Impatient; A Little Help with the Children Sprites with Zing!Affine Transitions; Sprite Translation; Scaling Sprites; Creating and Adding to the Scene in One line; Math Helper Functions; Zero-based Random Numbers; Anchor Points; Sprite Rotation; An Unexpected Assignment; Sprite Sheets & Animation; Sprite Sheets; Where to Get Sprite Sheets; Creating the TileSprite; Why is it called a sprite?; Different Sprite Sheet Formatting; Cell-based Animation: the Easy Way; Using Remainder; Cell-based Animation: A More Powerful Way; You Can Use This Mechanism Everywhere; Adjusting the Anchor Point; The Animation Manager; Tile Maps
Responsibility: by Earle Castledine.

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