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E-raamat: Introducing JavaScript Game Development: Build a 2D Game from the Ground Up

  • Formaat: PDF+DRM
  • Ilmumisaeg: 07-Dec-2017
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484232521
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 07-Dec-2017
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484232521
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Learn to build a fully-functional 2D game inspired by the 1979 Atari classic, Asteroids, using just HTML5, CSS and JavaScript. Developing games has never been easier than it is now. New web technology allows even beginner developers to turn their hand to game development. Developed from an undergraduate course module, Introducing JavaScript Game Development teaches each new technology as it is introduced so can be followed by enthusiastic beginners as well as intermediate coders.

You will learn how to work with HTML5 and the canvas element, how to understand paths, how to draw to a design and create your spaceship and asteroids. You’ll then move on to animating your game, and finally building. You will work step-by-step through the game design process, starting with only what is necessary to complete each step, and refactoring the code as necessary along the way, reflecting the natural progression that code follows in the real world. Each chapter is designed to take your code base to the next level and to add to your skills. After completing the examples in this book you will have the tools necessary to build your own, high-quality games.

Make the process of creating object-oriented 2D games more fun and more productive and get started on your game development journey.

About the Author vii
About the Technical Reviewer ix
Introduction xi
Part I Drawing
1(80)
Chapter 1 HTML5 and the Canvas Element
3(14)
HTML Primer
3(2)
Drawing to the Canvas
5(2)
Style the Page to Highlight the Canvas
7(2)
Experiment with fillStyle
9(1)
Rendering Text
10(3)
More Shapes and Lines
13(3)
Summary
16(1)
Chapter 2 Understanding Paths
17(22)
Organizing Your Files
17(2)
The Canvas Grid System
19(4)
Refactor Early, Refactor Often
23(3)
Working with Paths
26(7)
Adding Curves to a Path
33(4)
Summary
37(2)
Chapter 3 Drawing to a Design
39(8)
Pac-Man
40(3)
Create a Function
43(1)
Randomization
44(2)
Summary
46(1)
Chapter 4 Drawing a Spaceship
47(24)
Basic Trigonometry
47(1)
A Basic Ship
48(4)
Using Object Literals
52(2)
Transforming the Canvas Context
54(6)
Adding Some Curves
60(9)
Summary
69(2)
Chapter 5 Drawing an Asteroid
71(10)
Drawing Basic Shapes
71(5)
Storing Shape Data
76(4)
Summary
80(1)
Part II Animation
81(60)
Chapter 6 Basic Animation
83(10)
Start Simple
83(3)
A More Complicated Example
86(6)
Summary
92(1)
Chapter 7 Animating Asteroids
93(16)
A Solid Game Loop
93(6)
Refactoring into Simple Objects
99(2)
Using Object Constructors
101(1)
Extending the Asteroid Prototype
102(3)
Working with Multiple Asteroids
105(2)
Summary
107(2)
Chapter 8 Practicing Objects
109(16)
Why Objects?
109(1)
Pac-Man Chased by Ghosts
110(2)
The PacMan object
112(5)
The Ghost Object
117(6)
Summary
123(2)
Chapter 9 Inheritance
125(16)
Set Up a Template
125(2)
Newton's Laws of Motion
127(1)
A General-Purpose Mass Class
128(5)
A Simple Approach to Inheritance
133(1)
Asteroids
134(3)
The Ship
137(3)
Summary
140(1)
Part III Building the Game
141(66)
Chapter 10 Simple Keyboard Interaction
143(8)
Controlling Pac-Man
143(6)
Summary
149(2)
Chapter 11 Controlling the Ship
151(18)
Thruster Control
151(5)
Steering
156(2)
Shooting
158(10)
Summary
168(1)
Chapter 12 Collision Detection
169(26)
A Quick Refactor
169(9)
Ship vs. Asteroids
178(4)
Taking Damage
182(3)
Asteroid vs. Projectile
185(8)
Summary
193(2)
Chapter 13 Death or Glory
195(12)
Game Over
195(4)
Restarting the Game
199(2)
Implementing Levels
201(2)
Summary
203(1)
Conclusions
204(3)
Index 207
Graeme Stuart is a self-taught developer mainly building web-based applications using JavaScript and Python. Hes has a PhD in energy management and much of his programming skill was originally developed to this end. He currently teaches JavaScript games programming to first year undergraduates.