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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.
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.
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.
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
Erscheinungsjahr: | 2014 |
---|---|
Fachbereich: | EDV |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Thema: | Lexika |
Medium: | Taschenbuch |
Inhalt: |
xxvii
444 S. 91 s/w Illustr. 444 p. 91 illus. |
ISBN-13: | 9781430265382 |
ISBN-10: | 1430265388 |
Sprache: | Englisch |
Herstellernummer: | 86339233 |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Egges, Arjan |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 191 x 24 mm |
Von/Mit: | Arjan Egges |
Erscheinungsdatum: | 23.09.2014 |
Gewicht: | 0,823 kg |
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.
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
Erscheinungsjahr: | 2014 |
---|---|
Fachbereich: | EDV |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Thema: | Lexika |
Medium: | Taschenbuch |
Inhalt: |
xxvii
444 S. 91 s/w Illustr. 444 p. 91 illus. |
ISBN-13: | 9781430265382 |
ISBN-10: | 1430265388 |
Sprache: | Englisch |
Herstellernummer: | 86339233 |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Egges, Arjan |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 191 x 24 mm |
Von/Mit: | Arjan Egges |
Erscheinungsdatum: | 23.09.2014 |
Gewicht: | 0,823 kg |