Pro HTML5 games

Build your next game on a bigger scale with Pro HTML5 Games. This book teaches you the essentials of advanced game programming in HTML5. You’ll learn techniques that you can transfer to any area of HTML5 game development to make your own professional HTML5 games! Led by an expert game programmer, yo...

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Detalles Bibliográficos
Autor principal: Shankar, Aditya Ravi (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [New York] : Apress : Distributed to the book trade worldwide by Springer Science+Business Media New York c2012.
Edición:1st ed. 2012.
Colección:Expert's voice in Web development.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629382006719
Tabla de Contenidos:
  • Title Page; Copyright Page; Table of Contents; Drawing Text; About the Author; About the Technical Reviewers; Introduction; Who This Book Is For; How This Book Is Structured; Downloading the Code; Contacting the Author; Chapter 1: HTML5 and JavaScript Essentials; The canvas Element; Drawing Rectangles; Drawing Complex Paths; Customizing Drawing Styles (Colors and Textures); Drawing Images; Transforming and Rotating; The audio Element; The image Element; Image Loading; Sprite Sheets; Animation: Timer and Game Loops; requestAnimationFrame; Summary; Chapter 2: Creating a Basic Game World
  • Basic HTML LayoutCreating the Splash Screen and Main Menu; Level Selection; Loading Images; Loading Levels; Animating the Game; Handling Mouse Input; Defining Our Game States; Summary; Chapter 3: Physics Engine Basics; Box2D Fundamentals; Setting Up Box2D; Defining the World; Adding Our First Body: The Floor; Drawing the World: Setting Up Debug Drawing; Animating the World; More Box2D Elements; Creating a Rectangular Body; Creating a Circular Body; Creating a Polygon-Shaped Body; Creating Complex Bodies with Multiple Shapes; Connecting Bodies with Joints; Tracking Collisions and Damage
  • Contact ListenersDrawing Our Own Characters; Summary; Chapter 4: Integrating The Physics Engine; Defining Entities; Adding Box2D; Creating Entities; Adding Entities to Levels; Setting Up Box2D Debug Drawing; Drawing the Entities; Animating the Box2D World; Loading the Hero; Firing the Hero; Ending the Level; Collision Damage; Drawing the Slingshot Band; Changing Levels; Adding Sound; Adding Break and Bounce Sounds; Adding Background Music; Summary; Chapter 5: Creating the RTS Game World; Basic HTML Layout; Creating the Splash Screen and Main Menu; Creating Our First Level
  • Loading the Mission Briefing ScreenImplementing the Game Interface; Implementing Map Panning; Summary; Chapter 6: Adding Entities to Our World; Defining Entities; Defining Our First Entity: The Main Base; Adding Entities to the Level; Drawing the Entities; Adding the Starport; Adding the Harvester; Adding the Ground Turret; Adding the Vehicles; Adding the Aircraft; Adding the Terrain; Selecting Game Entities; Highlighting Selected Entities; Summary; Chapter 7: Intelligent Unit Movement; Commanding Units; Sending and Receiving Commands; Processing Orders; Implementing Aircraft Movement
  • PathfindingDefining Our Pathfinding Grid; Implementing Vehicle Movement; Collision Detection and Steering; Deploying the Harvester; Smoother Unit Movement; Summary; Chapter 8: Adding More Game Elements; Implementing the Basic Economy; Setting the Starting Money; Implementing the Sidebar; Generating Money; Purchasing Buildings and Units; Adding Sidebar Buttons; Enabling and Disabling Sidebar Buttons; Constructing Vehicles and Aircraft at the Starport; Constructing Buildings at the Base; Ending a Level; Implementing the Message Dialog Box; Implementing Triggers; Summary
  • Chapter 9: Adding Weapons and Combat