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E-raamat: HTML5 Game Engines: App Development and Distribution

  • Formaat: 216 pages
  • Ilmumisaeg: 28-Apr-2014
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781498759830
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  • Formaat: 216 pages
  • Ilmumisaeg: 28-Apr-2014
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781498759830
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HTML5 is a popular platform in mobile app markets for simple apps, says Nagel, and is starting to be used for gaming apps as hardware improves and there is a growing number of game engines to support it. He introduces development strategies with HTML5 game engines, looks in detail at some popular engines, provides downloadable example projects for each engine, and explains techniques on how to package and distribute the final app to all the major platforms. The engines he covers are Crafty, EaselJS, Impact, and Turbulenz. Annotation ©2014 Ringgold, Inc., Portland, OR (protoview.com)

Build and Distribute Your Game Using an HTML5 Game Engine

As mobile hardware improves, HTML5 is gradually being used for gaming apps and a growing industry of game engines has begun to support it. HTML5 Game Engines: App Development and Distribution presents an introduction to development with HTML5 game engines as well as an in-depth look at popular engines. Along with downloadable example projects for each engine, the book provides techniques for packaging and distributing the final app to all the major platforms.

Get Hands-On Guidance through Practical Techniques and Examples

The book is divided into three parts. The first one covers the essentials of HTML5, discusses development strategies and techniques, and takes you through a basic pong game running in the browser with no dependencies. The second part implements four games using the Crafty, EaselJS, Impact, and Turbulenz game engines. In the third part, the author describes how several of these games are distributed on platforms, such as the Chrome Web Store, Apple iOS App Store, Google Play Store, and Facebook.

Preface xi
How to Use This Book xiii
About the Author xv
Acknowledgments xvii
I HTML5 Game Development
1(40)
1 Introduction to HTML5
3(18)
1.1 The HTML5 Standard
3(1)
1.2 HTML5, the New Living Standard
4(1)
1.3 HTML5 Stands Alone
5(1)
1.4 Source Code
6(1)
1.5 A Touch of Game Design
6(1)
1.6 HTML5 Hello World Canvas
7(4)
1.7 Pong Game Board
11(1)
1.8 Pong Game Loop
12(1)
1.9 Pong Game Refactoring
13(6)
1.10 Summary
19(2)
2 HTML5 Development Strategies
21(20)
2.1 Development Strategies
21(2)
2.2 Browser Wars?
23(6)
2.3 HTML5 Sound and Music
29(3)
2.4 Testing on Mobile Devices
32(6)
2.5 Optimizing the Page for Mobile
38(1)
2.6 Chrome Developer Tools
39(1)
2.7 Summary
39(2)
II HTML5 Game Engines
41(80)
3 Crafty
43(14)
3.1 Source Code
43(1)
3.2 Introduction
43(1)
3.3 Crafty Pong
43(7)
3.4 HTML5 Game Graphics
50(6)
3.5 Summary
56(1)
4 Easeljs
57(18)
4.1 Source Code
57(1)
4.2 Introduction
57(1)
4.3 Tic-Tac-Toe
57(1)
4.4 Setup
58(1)
4.5 Hello EaselJS
58(1)
4.6 PreloadJS for EaselJS
59(1)
4.7 EaselJS Sprites
60(2)
4.8 Tic-Tac-Toe Implementation
62(11)
4.9 Summary
73(2)
5 Impact
75(26)
5.1 Source Code
75(1)
5.2 Introduction
75(1)
5.3 Setup
76(2)
5.4 Hello Impact
78(1)
5.5 MechaJet Implementation
79(9)
5.6 Weltmeister
88(3)
5.7 main.js
91(2)
5.8 Player Entity
93(4)
5.9 Level 2
97(1)
5.10 Summary
98(3)
6 Turbulenz
101(20)
6.1 Source Code
101(1)
6.2 Introduction
101(1)
6.3 WebGL
102(1)
6.4 Installation
102(3)
6.5 From Source
105(2)
6.6 Hello Turbulenz App
107(2)
6.7 Turbulenz Game Structure
109(1)
6.8 Sky Marble Implementation
110(8)
6.9 Other Turbulenz Tips
118(1)
6.10 Summary
119(2)
III HTML5 App Distribution
121(54)
7 Chrome Web Store
123(6)
7.1 Source Code
123(1)
7.2 Introduction
123(1)
7.3 Chrome Web Store
124(1)
7.4 From Web App to Chrome App
124(3)
7.5 Summary
127(2)
8 Apple iOS App Store
129(14)
8.1 Source Code
129(1)
8.2 Introduction
129(1)
8.3 Device Provisioning
130(3)
8.4 Ejecta
133(2)
8.5 More Notes
135(2)
8.6 Preparing for the App Store
137(4)
8.7 Summary
141(2)
9 Google Play Store
143(8)
9.1 Source Code
143(1)
9.2 Introduction
143(1)
9.3 CocoonJS
144(6)
9.4 Summary
150(1)
10 Facebook App
151(8)
10.1 Source Code
151(1)
10.2 Introduction
151(1)
10.3 Setup
152(1)
10.4 App Registration
153(3)
10.5 Tic-Tac-Toe on Facebook
156(1)
10.6 Summary
157(2)
11 Windows and Mac Native
159(12)
11.1 Source Code
159(1)
11.2 Introduction
159(1)
11.3 node-webkit
160(2)
11.4 Windows Distribution
162(3)
11.5 Mac Distribution
165(4)
11.6 Summary
169(2)
12 Final Notes
171(4)
12.1 Plugins
171(1)
12.2 Desktop Stores
172(1)
12.3 Monetization
173(1)
12.4 Signing Off
174(1)
Tools Appendix 175(10)
Bibliography 185(8)
Index 193
Since graduating magna cum laude in computer engineering from Mississippi State University in 2003, Dan Nagle has worked with numerous software platforms and architectures and has written apps for Android, Windows, Mac, Linux, iOS, numerous web apps, network servers, and pure embedded C. For about four years, he owned and operated a web company focused on website hosting and custom game development. Before that, he was an electrical engineer developing embedded systems. Currently, Dan Nagle is a senior software engineer writing control software and web interfaces for network devices distributing HD video. He can be reached through his website at http://DanNagle.com/