Coverart for item
The Resource HTML5 games : novice to ninja, Earle Castledine

HTML5 games : novice to ninja, Earle Castledine

Label
HTML5 games : novice to ninja
Title
HTML5 games
Title remainder
novice to ninja
Statement of responsibility
Earle Castledine
Title variation
  • HTML 5 games
  • HyperText Markup Language five games
Creator
Author
Subject
Genre
Language
eng
Summary
Annotation
Member of
Cataloging source
UMI
http://library.link/vocab/creatorName
Castledine, Earle
Dewey number
794.81526
Illustrations
illustrations
Index
no index present
LC call number
QA76.76.H94
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/subjectName
  • HTML (Document markup language)
  • Computer games
  • Computer games
  • Computer games
  • Computer games
  • HTML (Document markup language)
Summary expansion
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
Label
HTML5 games : novice to ninja, Earle Castledine
Instantiates
Publication
Copyright
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
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
Control code
1028052154
Dimensions
unknown
Extent
1 online resource (1 volume)
Form of item
online
Isbn
9780994182616
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations
http://library.link/vocab/ext/overdrive/overdriveId
cl0500000945
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)1028052154
Label
HTML5 games : novice to ninja, Earle Castledine
Publication
Copyright
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
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
Control code
1028052154
Dimensions
unknown
Extent
1 online resource (1 volume)
Form of item
online
Isbn
9780994182616
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations
http://library.link/vocab/ext/overdrive/overdriveId
cl0500000945
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)1028052154

Library Locations

    • Ellis LibraryBorrow it
      1020 Lowry Street, Columbia, MO, 65201, US
      38.944491 -92.326012
    • Engineering Library & Technology CommonsBorrow it
      W2001 Lafferre Hall, Columbia, MO, 65211, US
      38.946102 -92.330125
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