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Building JavaScript Games, 1st ed. for Phones, Tablets, and Desktop

Langue : Anglais

Auteur :

Couverture de l’ouvrage Building JavaScript Games

Building JavaScript Games 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 Building JavaScript Games 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 Building JavaScript Games 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.

Part I

1 - Programming

2 - Game Programming Basics

3 - Creating a Game World

4 - Game Assets

Part II

5 - Knowing What the Player is Doing

6 - Reacting to Player Input

7 - Basic Game Objects

8 - Game Object Types

9 - Colors and Collisions

10 - Limited Lives

11 - Organizing Game Objects

12 - Finishing the Game

Part III

13 - Adapting to Different Devices

14 - Game Objects in a Structure

15 - Gameplay Programming

16 - Game States

17 - Finishing the Game

Part IV

18 - Sprite Sheets

19 - Menus and Settings

20 - Game State Management

21 - Storing and Recalling Game Data

22 - Pairing the Penguins

23 - Finishing the Game

Part V

24 - The Main Game Structure

25 - Animation

26 - Game Physics

27 - Intelligent Enemies

28 - Adding Player Interaction

29 - Finishing the Game

Part VI

30 - Efficient and Readable Code

31 - Deploying your Game

Arjan Egges is an associate professor in Computer Science at Utrecht University in the Netherlands. He is responsible there for research in the area of computer animation, and he heads the university s motion capture lab in the animation department. Arjan has written over 30 research papers on animation. He is the founder of the highly successful, annual ACM SIGGRAPH conference on Motion in Games, of which the proceedings have been published by Springer-Verlag. Arjan is responsible for having designed Utrecht University s computer animation course offerings in the Game and Media Technology master s program, and he is currently the leader of that master s program. In 2011 he designed the introductory programming course for the university s bachelor s degree offering in Game Technology. He is coauthor of the book Learn C# by Programming Games, published in 2013 by Springer.

Script Games teaches game programming through a series of arcade-style games that help expand your HTML and Java.

Script skills into the realm of game design and development for phones, tablets, and even desktop platforms.

Date de parution :

Ouvrage de 444 p.

17.8x25.4 cm

Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).

89,66 €

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