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Professional HTML5 Mobile Game Development.
Title:
Professional HTML5 Mobile Game Development.
Author:
Rettig, Pascal.
ISBN:
9781118301333
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (554 pages)
Contents:
Professional HTML5 Mobile Game Development -- About the Author -- Acknowledgments -- Contents -- Introduction -- Part I: Diving In -- Chapter 1: Flying Before You Walk -- Introduction -- Building a Complete Game in 500 Lines -- Adding the Boilerplate HTML and CSS -- Getting Started with Canvas -- Creating Your Game's Structure -- Loading the SpriteSheet -- Creating the Game Object -- Adding a Scrolling Background -- Putting in a Title Screen -- Adding a Protagonist -- Summary -- Chapter 2: Making It a Game -- Introduction -- Creating the GameBoard Object -- Firing Missiles -- Adding Enemies -- Refactoring the Sprite Classes -- Handling Collisions -- Representing Levels -- Summary -- Chapter 3: Finishing Up and Going Mobile -- Introduction -- Adding Touch Controls -- Maximizing the Game -- Adding a Score -- Making It a Fair Fight -- Summary -- Part II: Mobile HTML5 -- Chapter 4: HTML5 for Mobile -- Introduction -- Capturing a Brief History of HTML5 -- Using HTML5 The Right Way -- Considering HTML5 from a Game Perspective -- Considering HTML5 from a Mobile Perspective -- Surveying the Mobile Browser Landscape -- Summary -- Chapter 5: Learning Some Helpful Libraries -- Introduction -- Learning JavaScript Libraries -- Starting with jQuery -- Using Underscore.js -- Summary -- Chapter 6: Being a Good Mobile Citizen -- Introduction -- Responding to Device Capabilities -- Dealing with Browser Resizing, Scrolling, and Zooming -- Configuring Your App for the iOS Home Screen -- Taking Mobile Performance into Consideration -- Adapting to Limited Bandwidth and Storage -- Going Offline Completely with Application Cache -- Summary -- Part III: JavaScript Game Dev Basics -- Chapter 7: Learning about Your HTML5 Game Development Environment -- Introduction -- Picking an Editor -- Exploring the Chrome Developer Tools -- Debugging JavaScript.

Profiling and Optimizing Your Code -- Mobile Debugging -- Summary -- Chapter 8: Running JavaScript on the Command Line -- Introduction -- Learning About Node.js -- Installing Node -- Installing and Using Node Modules -- Creating Your Own Script -- Writing a Sprite-Map Generator -- Summary -- Chapter 9: Bootstrapping the Quintus Engine: Part I -- Introduction -- Creating a Framework for a Reusable HTML5 Engine -- Adding the Game Loop -- Adding Inheritance -- Supporting Events -- Supporting Components -- Summary -- Chapter 10: Bootstrapping the Quintus Engine: Part II -- Introduction -- Accessing a Game Container Element -- Capturing User Input -- Loading Assets -- Summary -- Chapter 11: Bootstrapping the Quintus Engine: Part III -- Introduction -- Defining SpriteSheets -- Adding Sprites -- Setting the Stage with Scenes -- Finishing Blockbreak -- Summary -- Part IV: Building Games with CSS3 and SVG -- Chapter 12: Building Games with CSS3 -- Introduction -- Deciding on a Scene Graph -- Implementing DOM Support -- Summary -- Chapter 13: Crafting a CSS3 RPG -- Introduction -- Creating a Scrolling Tile Map -- Building the RPG -- Summary -- Chapter 14: Building Games with SVG and Physics -- Introduction -- Understanding SVG Basics -- Working with SVG from JavaScript -- Adding SVG Support to Quintus -- Adding Physics with Box2D -- Creating a Cannon Shooter -- Summary -- Part V: HTML5 Canvas -- Chapter 15: Learning Canvas, the Hero of HTML5 -- Introduction -- Getting Started with the Canvas Tag -- Drawing on Canvas -- Using the Canvas Transformation Matrix -- Applying Canvas Effects -- Summary -- Chapter 16: Getting Animated -- Introduction -- Building Animation Maps -- Adding a Canvas Viewport -- Going Parallax -- Summary -- Chapter 17: Playing with Pixels -- Introduction -- Reviewing 2-D Physics -- Implementing Lander -- Summary.

Chapter 18: Creating a 2-D Platformer -- Introduction -- Creating a Tile Layer -- Handling Platformer Collisions -- Building the Game -- Summary -- Chapter 19: Building a Canvas Editor -- Introduction -- Serving the Game with Node.js -- Creating the Editor -- Adding Level-Saving Support -- Summary -- Part VI: Multiplayer Gaming -- Chapter 20: Building for Online and Social -- Introduction -- Understanding HTTP-Based Multiplayer Games -- Planning a Simple Social Game -- Integrating with Facebook -- Connecting to a Database -- Finishing Blob Clicker -- Pushing to a Hosting Service -- Summary -- Chapter 21: Going Real Time -- Introduction -- Understanding WebSockets -- Using Native WebSockets in the Browser -- Using Socket.io: WebSockets with Fallbacks -- Building a Multiplayer Pong Game Using Socket.io -- Summary -- Chapter 22: Building Nontraditional Games -- Introduction -- Creating a Twitter Application -- Connecting a Node App to Twitter -- Generating Random Words -- Creating Twitter Hangman -- Summary -- Part VII: Mobile Enhancements -- Chapter 23: Locating via Geolocation -- Introduction -- Getting Started with Geolocation -- Getting a One-Time Position -- Plotting a Location on a Map -- Watching the Position Change over Time -- Drawing an Interactive Map -- Calculating the Position between Two Points -- Summary -- Chapter 24: Querying Device Orientation and Acceleration -- Introduction -- Looking at a Device Orientation -- Getting Started with Device Orientation Events -- Trying Out Device Orientation -- Summary -- Chapter 25: Playing Sounds, the Mobile Achilles Heel -- Introduction -- Working with the Audio Tag -- Building a Simple Desktop Sound Engine -- Building a Sound System for Mobile -- Looking to the Future of HTML5 Sound -- Summary -- Part VIII: Game Engines and App Stores -- Chapter 26: Using an HTML5 Game Engine -- Introduction.

Looking at the History of HTML5 Engines -- Using a Commercial Engine -- Using an Open-Source Engine -- Summary -- Chapter 27: Targeting App Stores -- Introduction -- Packaging Your App for the Google Chrome Web Store -- Using CocoonJS to Accelerate Your App -- Building Apps with the AppMobi XDK and DirectCanvas -- Summary -- Chapter 28: Seeking Out What's Next -- Introduction -- Going 3-D with WebGL -- Getting Better Access to Sound with the Web Audio API -- Making Your Game Bigger with the Full-Screen API -- Locking Your Device Screen with the Screen Orientation API -- Adding Real-Time Communications with WebRTC -- Tracking Other Upcoming Native Features -- Summary -- Appendix: Resources -- Books on HTML5 and JavaScript -- Web Resources -- Index.
Abstract:
Pascal Rettig runs Cykod, a Boston-based web consultancy founded in 2006 and focused on online interactive applications. He is the CTO of GamesForLanguage, he founded the Boston HTML5 Game development meet-up, and he served as the guest editor for the UX Magazine issue on games and gaming.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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