Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn how to use Impact with other technologies step-by-step. You’ll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this…mehr
Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn how to use Impact with other technologies step-by-step. You’ll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. * Set up your development environment and discover Impact’s advantages * Build a complete game with core logic, collision detection, and player and monster behavior * Learn why a game design document is critical before you start building * Display and animate game artwork with sprite sheets * Add sound effects, background music, and text * Create screens to display stats and in-game status * Prepare to publish by baking your game files into a single fileHinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
For more than 13 years, Jesse Freeman has been on the cutting edge of interactive development with a focus on the Web and mobile platforms. As an expert in his field, Jesse has worked for VW, Tommy Hilfiger, Heavy, MLB, the New York Jets, HBO, and many more. Jesse was a traditional artist for most of his life until making the transition into interactive art, and he has never looked back. Jesse is a Technology Evangelist at Microsoft focusing on Windows 8 and Gaming. He is an active leader in New York's developer community. He is also active in the online community as a writer for several development sites including Adobe Developer Connection, O'Reilly Media, Inc., and Activetuts+. He can be found on twitter at @jessefreeman. Jesse also speaks at conferences and does workshops, which you can find schedules for on his website at http://jessefreeman.com.
Inhaltsangabe
Preface About This Book Who This Book Is For Who This Book Is Not For Conventions Used in This Book This Book's Example Files Using Code Examples How To Use This Book Safari® Books Online How to Contact Us Acknowledgments Chapter 1: Introduction To Impact 1.1 Why Use Impact? 1.2 Setting Up a Local Environment 1.3 Install WebStorm/PHPStorm 1.4 Install Apache/PHP/MySQL 1.5 Other Hosting Options 1.6 Setting Up a New Impact Project 1.7 Modules 1.8 How Classes Work 1.9 Core Classes 1.10 How Inner Classes Work 1.11 Level Editor Chapter 2: Working With Sprites 2.1 Sprites and Sprite Sheets 2.2 Scripting in Photoshop 2.3 Working with Sprites in Photoshop 2.4 Optimizing Sprites Chapter 3: Introduction To Game Design 3.1 What is Game Design? 3.2 Sample Game Design Document 3.3 Coming Up With Ideas 3.4 Books to Read Chapter 4: Building A Game 4.1 Creating Our First Level 4.2 Saving/Loading Maps in Weltmeister 4.3 CollisionMaps 4.4 The Main Class 4.5 Customizing the Main Class 4.6 Key Binding 4.7 Creating the Player Class 4.8 Creating a Monster Class 4.9 Collision Detection 4.10 type Property 4.11 checkAgainst Property 4.12 collides Property 4.13 Health 4.14 Weapons 4.15 Firing the Weapon 4.16 Add Multiple Weapons 4.17 Killing Entities 4.18 Respawning the Player 4.19 Create Death Animations 4.20 Adding Grenade Explosions 4.21 Customizing the Camera 4.22 Loading New Levels Chapter 5: Working With Text 5.1 Creating Font Sprite Sheets 5.2 Adding Text to Your Game Chapter 6: Working With Sound 6.1 Adding Sounds 6.2 Adding Music 6.3 Mobile Browser Sound Compatibility Issues Chapter 7: Creating Game Screens and HUDs 7.1 Extending Impact's Game Class 7.2 Creating a Start Screen 7.3 Player Stats Screen 7.4 Creating the Game Over Screen 7.5 Adding In-Game HUD 7.6 Game Rewards 7.7 In-Game Analytics Chapter 8: Debugging Your Game 8.1 Impact's Debugger 8.2 Publishing Your Game 8.3 Baking Your Game 8.4 Mobile Web Support 8.5 Compiling for Native iOS Chapter 9: Wrapping Up 9.1 References and Links
Preface About This Book Who This Book Is For Who This Book Is Not For Conventions Used in This Book This Book's Example Files Using Code Examples How To Use This Book Safari® Books Online How to Contact Us Acknowledgments Chapter 1: Introduction To Impact 1.1 Why Use Impact? 1.2 Setting Up a Local Environment 1.3 Install WebStorm/PHPStorm 1.4 Install Apache/PHP/MySQL 1.5 Other Hosting Options 1.6 Setting Up a New Impact Project 1.7 Modules 1.8 How Classes Work 1.9 Core Classes 1.10 How Inner Classes Work 1.11 Level Editor Chapter 2: Working With Sprites 2.1 Sprites and Sprite Sheets 2.2 Scripting in Photoshop 2.3 Working with Sprites in Photoshop 2.4 Optimizing Sprites Chapter 3: Introduction To Game Design 3.1 What is Game Design? 3.2 Sample Game Design Document 3.3 Coming Up With Ideas 3.4 Books to Read Chapter 4: Building A Game 4.1 Creating Our First Level 4.2 Saving/Loading Maps in Weltmeister 4.3 CollisionMaps 4.4 The Main Class 4.5 Customizing the Main Class 4.6 Key Binding 4.7 Creating the Player Class 4.8 Creating a Monster Class 4.9 Collision Detection 4.10 type Property 4.11 checkAgainst Property 4.12 collides Property 4.13 Health 4.14 Weapons 4.15 Firing the Weapon 4.16 Add Multiple Weapons 4.17 Killing Entities 4.18 Respawning the Player 4.19 Create Death Animations 4.20 Adding Grenade Explosions 4.21 Customizing the Camera 4.22 Loading New Levels Chapter 5: Working With Text 5.1 Creating Font Sprite Sheets 5.2 Adding Text to Your Game Chapter 6: Working With Sound 6.1 Adding Sounds 6.2 Adding Music 6.3 Mobile Browser Sound Compatibility Issues Chapter 7: Creating Game Screens and HUDs 7.1 Extending Impact's Game Class 7.2 Creating a Start Screen 7.3 Player Stats Screen 7.4 Creating the Game Over Screen 7.5 Adding In-Game HUD 7.6 Game Rewards 7.7 In-Game Analytics Chapter 8: Debugging Your Game 8.1 Impact's Debugger 8.2 Publishing Your Game 8.3 Baking Your Game 8.4 Mobile Web Support 8.5 Compiling for Native iOS Chapter 9: Wrapping Up 9.1 References and Links
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