HTML5 games : novice to ninja

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Published
Collingwood, VIC Australia : SitePoint, [2018].
Status
Available Online

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Format
Language
English
ISBN
0994182619, 9780994182616

Notes

Description
Annotation,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 overflowing with impressive visual effects. Fun games. More importantly, this book will teach you how to think about making games. You'll learn to analyze and dissect games; to understand what it is that makes great games great. By the end of the journey you'll have all the knowledge and tools needed to produce engaging, polished products that people will love to play. What's inside?Learn the basics: game loops and inputDraw graphics on the screen using CanvasAdd amazing sound effects and music using the Web Audio APIDevelop several fun games: a platformer, a shoot em up, a dungeon crawler, and a physics-based gameCreate your own JavaScript game libraryJazz up your game up with "juice": screen shakes, particle effects, and more
Local note
O'Reilly,O'Reilly Online Learning: Academic/Public Library Edition

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Citations

APA Citation, 7th Edition (style guide)

Castledine, E. (2018). HTML5 games: novice to ninja . SitePoint.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Castledine, Earle. 2018. HTML5 Games: Novice to Ninja. SitePoint.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Castledine, Earle. HTML5 Games: Novice to Ninja SitePoint, 2018.

MLA Citation, 9th Edition (style guide)

Castledine, Earle. HTML5 Games: Novice to Ninja SitePoint, 2018.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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7972a392-1579-e5eb-5721-f8a6a76b6551-eng
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Grouped Work ID7972a392-1579-e5eb-5721-f8a6a76b6551-eng
Full titlehtml5 games novice to ninja
Authorcastledine earle
Grouping Categorybook
Last Update2024-10-08 10:55:34AM
Last Indexed2024-10-09 03:20:05AM

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5050 |a 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.
5058 |a 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.
5058 |a 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.
5058 |a 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.
5058 |a 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.
5208 |a Annotation|b 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 overflowing with impressive visual effects. Fun games. More importantly, this book will teach you how to think about making games. You'll learn to analyze and dissect games; to understand what it is that makes great games great. By the end of the journey you'll have all the knowledge and tools needed to produce engaging, polished products that people will love to play. What's inside?Learn the basics: game loops and inputDraw graphics on the screen using CanvasAdd amazing sound effects and music using the Web Audio APIDevelop several fun games: a platformer, a shoot em up, a dungeon crawler, and a physics-based gameCreate your own JavaScript game libraryJazz up your game up with "juice": screen shakes, particle effects, and more
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