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Book Cover
E-book
Author Faas, Travis

Title An Introduction to HTML5 Game Development with Phaser.js
Published London : CRC Press, 2016

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Description 1 online resource (301 pages)
Contents Cover; Half Title; Title Page; Copyright Page; Table of Contents; Preface; Author; Chapter 1: Introduction; 1.1 Web Technologies; 1.2 Important Advancements; 1.3 Where Games Are Played; 1.4 Web Development in the Modern Day; 1.5 Who This Book Is For; Chapter 2: State of HTML5 Games; 2.1 Growth of the Interactive Capabilities of a Web Browser; 2.2 Wide Selection of HTML5 Game Engines; 2.3 Tools; 2.3.1 Phaser.js; 2.4 Basic Structure of an HTML5 Game Project; Chapter 3: A Simple Game; 3.1 Game Goals; 3.2 Setup; 3.3 Getting Phaser; 3.4 Getting the Images; 3.5 Setting Up the html
3.6 Preload Phase3.7 Create Phase; 3.7.1 Setting Up the Player and Cat; 3.7.2 Adding the Score Text; 3.7.3 Setting Up the Arrow Keys; 3.8 Putting the Gameplay in the Update Phase; 3.9 Collision Handler; 3.10 Testing; Chapter 4: Workspace Setup; 4.1 Installing Git; 4.1.1 Node.js; 4.2 Command Prompt; 4.2.1 Opening the Command Prompt; 4.2.1.1 Windows; 4.2.1.2 Macintosh; 4.2.2 Command Prompt Navigation; 4.2.2.1 Location; 4.2.2.2 Entering Commands; 4.2.2.3 Viewing Directory Content; 4.2.2.4 Changing Directories; 4.2.2.5 Quickly Opening a Folder in the Command Prompt
4.2.2.6 Command Prompt Flags and Arguments4.2.2.7 Command Prompt Hints; 4.3 Node Package Manager; 4.4 Installing Bower; 4.5 Installing Browserify; 4.6 Babel and Babelify; 4.6.1 Installing Grunt; 4.7 Setting Up a Basic Project; 4.7.1 Getting Ready; 4.7.2 Getting the Grunt Packages; 4.7.2.1 Local Grunt; 4.7.2.2 Grunt Connect; 4.7.2.3 Grunt Watch; 4.7.2.4 Copying Bower Files to the Project; 4.7.2.5 Babel and Babelify; 4.8 Writing the Grunt File; 4.8.1 module.exports; 4.8.2 grunt.initConfig; 4.8.2.1 Browserify Task; 4.8.2.2 Watch Task; 4.8.2.3 Connect Task; 4.8.2.4 Bower Task; 4.8.3 Loading Tasks
4.8.4 Registering Tasks4.9 Testing Grunt; 4.10 Installing Yeoman; 4.11 Conclusion; Chapter 5: Phaser Project Setup; 5.1 Setting Up the html; 5.2 App.js; 5.2.1 Boot State; 5.2.2 Preload State; 5.3 Testing the Setup with a Simple Game; 5.3.1 Before Starting Development; 5.3.2 Getting and Loading the Assets; 5.3.3 Writing the Gameplay; Chapter 6: Phaser Principles; 6.1 Game Loop; 6.1.1 Logic Update Step; 6.2 States; 6.2.1 Finite-State Machines; 6.2.2 Creating a Phaser State; 6.2.3 Phaser State Flow; 6.3 Display List; 6.4 The World; 6.5 Camera; 6.6 Loading and the Asset Cache; 6.6.1 Asset Cache
6.6.2 Displaying Load Progress6.6.3 Preloading Phase; 6.7 Images; 6.7.1 Loading an Image; 6.7.2 Adding an Image into the Game; 6.8 Sprites; 6.8.1 Loading and Using Static Sprites; 6.8.2 Sprite Sheets; 6.8.2.1 Sprite Sheet Layout; 6.8.2.2 Loading a Sprite Sheet; 6.8.2.3 Specifying the Frames of a Sprite's Animation; 6.8.2.4 Playing an Animation; 6.8.3 Fixed to Camera; 6.9 Texture Atlases; 6.9.1 Loading Atlases; 6.10 Tile Sprites; 6.11 Input; 6.11.1 Keyboard; 6.11.1.1 Testing if a Key Is Currently Depressed; 6.11.1.2 Responding to Key Presses; 6.11.2 Pointers; 6.11.3 Gamepad
Notes 6.11.3.1 Gamepad Buttons
Print version record
Subject Video games -- Programming.
Internet programming.
HTML
Video games -- Programming
Internet programming
Form Electronic book
ISBN 9781315319216
1315319217