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Rettig, Pascal
Professional HTML5 Mobile Game Development

1. Edition September 2012
38.90 Euro
2012. 552 Pages, Softcover
- Practical Approach Book -
ISBN 978-1-118-30132-6 - John Wiley & Sons




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Detailed description
Create mobile game apps for the lucrative gaming market

If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so you can modify, further develop, and make it your own.
* Shows intermediate developers how to develop games in HTML5 and build games for iPhone, iPad, Android, and WP7.5 mobile and touchscreen devices
* Explains single-player and multi-player mobile game development
* Provides code for six basic games in a GitHub repository, so readers can collaborate and develop the code themselves
* Explores specific APIs to make games even more compelling, including geolocation, audio, and device orientation
* Reviews three popular open-source HTML5 game engines--crafty.js, easel.js, and enchant.js
* Covers simple physics as well as using an existing physics library

The world is going mobile, as is the game industry. Professional HTML5 Mobile Game Development helps savvy developers join in this exploding market.

From the contents
INTRODUCTION xxiii

PART I: DIVING IN

CHAPTER 1: FLYING BEFORE YOU WALK 3

CHAPTER 2: MAKING IT A GAME 25

CHAPTER 3: FINISHING UP AND GOING MOBILE 51

PART II: MOBILE HTML5

CHAPTER 4: HTML5 FOR MOBILE 67

CHAPTER 5: LEARNING SOME HELPFUL LIBRARIES 81

CHAPTER 6: BEING A GOOD MOBILE CITIZEN 95

PART III: JAVASCRIPT GAME DEV BASICS

CHAPTER 7: LEARNING ABOUT YOUR

CHAPTER 8: RUNNING JAVASCRIPT ON THE COMMAND LINE 133

CHAPTER 9: BOOTSTRAPPING THE QUINTUS ENGINE: PART I 149

CHAPTER 10: BOOTSTRAPPING THE QUINTUS ENGINE: PART II 171

CHAPTER 11: BOOTSTRAPPING THE QUINTUS ENGINE: PART III 197

PART IV: BUILDING GAMES WITH CSS3 AND SVG

CHAPTER 12: BUILDING GAMES WITH CSS3 221

CHAPTER 13: CRAFTING A CSS3 RPG 235

CHAPTER 14: BUILDING GAMES WITH SVG AND PHYSICS 261

PART V: HTML5 CANVAS

CHAPTER 15: LEARNING CANVAS, THE HERO OF HTML5 297

CHAPTER 15: LEARNING CANVAS, THE HERO OF HTML5 297

CHAPTER 16: GETTING ANIMATED 317

CHAPTER 17: PLAYING WITH PIXELS 331

CHAPTER 18: CREATING A 2-D PLATFORMER 349

CHAPTER 19: BUILDING A CANVAS EDITOR 371

PART VI: MULTIPLAYER GAMING

CHAPTER 20: BUILDING FOR ONLINE AND SOCIAL 387

CHAPTER 21: GOING REAL TIME 407

CHAPTER 22: BUILDING NONTRADITIONAL GAMES 427

PART VII: MOBILE ENHANCEMENTS

CHAPTER 23: LOCATING VIA GEOLOCATION 441

CHAPTER 24: QUERYING DEVICE ORIENTATION AND ACCELERATION 449

CHAPTER 25: PLAYING SOUNDS, THE MOBILE ACHILLES HEEL 457

PART VIII: GAME ENGINES AND APP STORES

CHAPTER 26: USING AN HTML5 GAME ENGINE 471

CHAPTER 27: TARGETING APP STORES 483

CHAPTER 28: SEEKING OUT WHAT'S NEXT 497

APPENDIX: RESOURCES 501

INDEX 503

 





 

        

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