HTML5 Game Development HOTSHOT. (Record no. 122077)
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000 -LEADER | |
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fixed length control field | 11515nam a22005053i 4500 |
001 - CONTROL NUMBER | |
control field | EBC1688644 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MiAaPQ |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20181121173254.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS--GENERAL INFORMATION | |
fixed length control field | m o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 181113s2014 xx o ||||0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781849695473 |
-- | (electronic bk.) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Cancelled/invalid ISBN | 9781849695466 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (MiAaPQ)EBC1688644 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (Au-PeEL)EBL1688644 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaPaEBR)ebr10895032 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaONFJC)MIL626030 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)883893505 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MiAaPQ |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | MiAaPQ |
Modifying agency | MiAaPQ |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA76.76.H94 -- .M359 2014eb |
082 0# - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 005.72 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Makzan. |
245 10 - TITLE STATEMENT | |
Title | HTML5 Game Development HOTSHOT. |
264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) | |
Place of publication, distribution, etc | Olton Birmingham : |
Name of publisher, distributor, etc | Packt Publishing Ltd, |
Date of publication, distribution, etc | 2014. |
264 #4 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) | |
Date of publication, distribution, etc | ©2014. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (429 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Intro -- HTML5 Game Development HOTSHOT -- Table of Contents -- HTML5 Game Development HOTSHOT -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Sections -- Mission briefing -- Why is it awesome? -- Your Hotshot objectives -- Mission checklist -- Task 1 -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Mission accomplished -- A Hotshot challenge / Hotshot challenges -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Building a CSS Quest Game -- Mission briefing -- Why is it awesome? -- Your Hotshot objectives -- Mission checklist -- Creating the HTML structure -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- HTML structure -- Modularizing the logic -- Variable scope in JavaScript -- Classified intel -- Managing the game scene -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Creating buttons -- Placing the scene logic and the namespace -- The transition between scenes -- The scene object inheritance -- Prototype chaining -- Classified intel -- Representing the quest composition -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Separating the data and view -- Visualizing the quest patterns -- Quest level -- Composition and quest modules -- Placing the patterns on the deck -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Selecting the pattern -- Engage thrusters -- Objective complete - mini debriefing -- Undo the player composition. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Comparing the player and compositions of the quest -- Prepare for lift off -- Representing a pattern overlapping relationship -- Engage thrusters -- Objective complete - mini debriefing -- Comparing players and compositions of the quest -- Classified intel -- Showing different quests -- Engage thrusters -- Objective complete - mini debriefing -- Adding a countdown timer to the game -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Mission accomplished -- Hotshot challenges -- Storing the data in local storage -- Collecting stars -- 2. Card Battle! -- Mission briefing -- Why is it awesome? -- Your Hotshot objectives -- Mission checklist -- Creating the game scenes -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- HTML structure for scenes -- HTML structure for game objects -- Logic modules -- Game flow -- Scenes' methods -- Creating a 3D card-flipping effect -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- 3D transform -- The card-flipping effect -- Toggling the flipping state -- Classified intel -- Selecting a card -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Resetting the card's initial position -- Selecting the card with a click event -- Removing the non-selected cards -- Short delay before the card goes into transition -- Classified intel -- Adding a power value to the cards -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Randomize logic -- Card definition -- Classified intel -- Creating the opponent's card -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- The opponent card's transition -- The entry point of the battle animation -- Building the battle animation -- Prepare for lift off -- Engage thrusters. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Objective complete - mini debriefing -- The animation sequence -- Using the CSS keyframes animation -- The card shaking animation -- The blaze animation -- Classified intel -- Adding health points to the game -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- The health point module -- The health points reduction formula -- Ending the game -- Classified intel -- Restarting the game for the next round of battle -- Engage thrusters -- Objective complete - mini debriefing -- Mission accomplished -- Hotshot challenges -- 3. Space Runner -- Mission briefing -- Why is it awesome? -- Your Hotshot objectives -- Mission checklist -- Managing the scenes -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Defining the floor and tiles in the game -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- The tiles -- The tile pattern -- The setting.js file -- Classified intel -- The role of HTML, CSS, and JavaScript -- Controlling the tiles creation in JavaScript -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- The Tile definition -- The view object for the runway -- The temporary code -- Using translate3d for 2D translation -- Classified intel -- Using a game loop -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Integer map -- Game loop -- The main Game loop -- Moving the tiles down -- The duration -- Classified intel -- Parallax background scrolling -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Parallel scrolling background -- Controlling a player with the keyboard -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Determining a collision between the player and tiles -- Prepare for lift off. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Engage thrusters -- Objective complete -- Determining collision -- Spritesheet animation -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Creating the spritesheet image -- Spritesheet using CSS3 animation -- Changing the animation speed -- Classified intel -- Spritesheet animation versus CSS3 transition -- Mission accomplished -- Hotshot challenges -- 4. Multiply Defense -- Mission briefing -- Why is it awesome? -- Your Hotshot objectives -- Mission checklist -- Setting up the canvas and EaselJS -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Why use library to draw on a canvas? -- The addChild method -- The CreateJS namespace -- Classified intel -- Defining the numbered box -- Engage thrusters -- Objective complete - mini debriefing -- Drawing a shape with the Graphics object -- Class inheritance -- Container -- Chaining the prototype and inheritance -- Random position -- Classified intel -- The game loop and falling boxes -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Inputs and equations -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Removing the boxes -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- The easing function -- Ending the game -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Restarting the game -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Pausing the game -- Replacing the rectangle shape with bitmap graphics -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Mission accomplished -- A Hotshot challenge. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | 5. Building an Isometric City Game -- Mission briefing -- Why is it awesome? -- Your Hotshot objectives -- Mission checklist -- Designing the game's user interface -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Tween-based cloud animation -- Classified intel -- Placing the tiles and grid in the city layer -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Registration point -- Isometric formula -- Choosing which building to build -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Button helper -- Classified intel -- Placing buildings on the floor -- Prepare for lift off -- Planning the placing flow -- Engage thrusters -- Objective complete - mini debriefing -- Conversion from screen coordinates to isometric coordinates -- Drawing the building -- Building view classes -- Applying color filter -- Classified intel -- The different mouseover events -- Translating coordinates between global and local -- Creating depth illustrations by ordering the buildings -- Advancing the construction progress over time -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Generating coins and diamonds -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Classified intel -- Collecting pop-up diamonds -- Prepare for lift off -- Engage thrusters -- Objective complete - mini debriefing -- Diamond sprite animation -- Classified intel -- Saving and loading the game progress -- Engage thrusters -- Objective complete - mini debriefing -- Using local storage -- Classified intel -- Having more than one saving slot -- Mission accomplished -- Hotshot challenges -- Eliminating waiting time by paying -- Upgrading buildings -- Providing mini quests -- 6. Space Defenders -- Mission briefing. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Why is it awesome?. |
520 ## - SUMMARY, ETC. | |
Summary, etc | With a wide range of projects to build, this step-by-step guide will give you all the tools you need to create a variety of games. Whether you are familiar with the basics of object-oriented programming concepts, are new to HTML game development, or are familiar with just web design, this project-based book will get you up and running in no time. It will teach and inspire you to create great interactive content on the Web. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on publisher supplied metadata and other sources. |
590 ## - LOCAL NOTE (RLIN) | |
Local note | Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2018. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Computer games -- Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Electronic games -- Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | HTML (Document markup language). |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Display text | Print version: |
Main entry heading | Makzan |
Title | HTML5 Game Development HOTSHOT |
Place, publisher, and date of publication | Olton Birmingham : Packt Publishing Ltd,c2014 |
International Standard Book Number | 9781849695466 |
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN) | |
Corporate name or jurisdiction name as entry element | ProQuest (Firm) |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://ebookcentral.proquest.com/lib/buse-ebooks/detail.action?docID=1688644">https://ebookcentral.proquest.com/lib/buse-ebooks/detail.action?docID=1688644</a> |
Public note | Click to View |
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