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Learn HTML5 by creating fun games / Rodrigo Silveira.
- Format:
- Book
- Author/Creator:
- Silveira, Rodrigo.
- Language:
- English
- Subjects (All):
- HTML (Document markup language).
- Video games--Programming.
- Video games.
- Physical Description:
- 1 online resource (374 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham : Packt Pub., 2013.
- Language Note:
- English
- Biography/History:
- Silveira Rodrigo: Previous reviewer
- Summary:
- By teaching HTML5 by developing exciting games, the reader will see concrete applications for each of the concepts, and will also have a powerful deliverable at the end of each chapter - a fully functional game. We learn the various concepts using very abstract examples - how to model animals, foods, or fictitious machines. This makes learning and understanding a lot easier, and much more enjoyable.If you are are looking to get a good grounding in how to use the new awesome technology that is HTML5, this book is for you. Basic knowledge of HTML and/or HTML5 is welcome, but optional. The book is a friendly and exciting reference for beginners.
- Contents:
- Intro
- Learn HTML5 by Creating Fun Games
- Table of Contents
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Errata
- Piracy
- Questions
- 1. An Overview of HTML5
- What is HTML?
- A brief history of HTML
- The evolution of the World Wide Web
- What is HTML5?
- HTML5 - the next step in the evolution
- HTML5 is not a single feature
- More semantic document structure
- A warning about performance
- Native features of the browser
- Automatic form validation
- New input types
- Telephone-friendly hyperlinks
- CSS-based DOM selectors
- Text-to-speech
- CSS3
- Separation of concerns
- Reusability of visual design
- Ease of maintenance
- Scalability
- The evolution of CSS
- Experimental features and vendor prefixes
- CSS preprocessors
- CSS3 modules
- Style attributes
- Selectors
- Colors
- Media queries
- JavaScript APIs
- New JavaScript APIs
- The Web as a platform
- The Open Web
- HTML5 - a game changer
- Learning HTML5 through game development
- Summary
- 2. HTML5 Typography
- The game
- Game elements
- The options widget
- The game title
- Boat
- Sky
- Waves
- Tracks
- Players
- The main container
- Words to write
- Words written
- The message container
- The message title
- The new champion form
- Leaderboard
- Game controls
- HTML
- The web form
- Range input
- Email input
- Data attributes
- CSS
- Web fonts
- Transitions
- Animations
- The text shadows
- The box shadows
- The border radius
- JavaScript
- Query selectors.
- API usage
- Web forms
- Date
- Month
- Week
- Time
- Datetime
- Datetime-local
- Color
- Number
- Range
- Search
- Tel
- Url
- Form validation
- Validity state object
- Custom validation
- Used in the game
- Query selectors
- The text shadow
- The box shadow
- The code
- The HTML structure
- JavaScript and logic
- 3. Understanding the Gravity of HTML5
- Browser compatibility
- Supporting different browsers
- HTML5 libraries and frameworks
- jQuery
- Google Web Toolkit
- Supporting browsers with limited HTML5 features
- Gracefully degrade
- Polyfills
- Modernizr
- Code structure
- API usage
- Web audio
- Scalable Vector Graphics (SVG)
- Drag-and-drop
- How to use it
- SVG
- 4. Using HTML5 to Catch a Snake
- Typed arrays
- ArrayBuffer and ArrayBufferView
- Typed array view types
- Canvas
- clearRect
- Fill and stroke
- Lines
- Shapes
- Text
- Transformations
- Drawing images
- Manipulating pixels
- Web workers
- Offline application cache
- 5. Improving the Snake Game
- Web messaging
- Web storage
- Local storage
- Session storage
- IndexedDB
- IDBFactory
- IDBOpenDBRequest
- IDBTransaction
- readwrite
- readonly
- versionchange
- Getting elements
- Deleting elements
- Saving the high score
- Taking screenshots of the game
- 6. Adding Features to Your Game
- Advanced HTML5 APIs
- WebGL
- Hello, World!
- Web sockets
- The connection.
- The server-side code
- The client-side code
- Video
- Attributes
- Events
- Geolocation
- A Google Maps example
- Upcoming CSS features
- Programming in the bleeding edge
- CSS shaders
- Using custom filters
- CSS columns
- The column rule
- Column breaks
- CSS regions and exclusions
- Regions
- Exclusions
- Defining shapes
- 7. HTML5 and Mobile Game Development
- Desktop versus mobile
- Major implementation considerations
- Screen size and orientation
- Computing power
- Battery life
- Browser differences
- Best practices
- Degrade gracefully and enhance progressively
- Finger-friendly design
- Save battery life
- Plan for offline
- Offering a desktop version
- Understanding media queries
- width
- height
- device-width
- device-height
- orientation
- aspect-ratio
- device-aspect-ratio
- color
- color-index
- monochrome
- resolution
- scan
- grid
- Understanding touch events
- touchstart
- touches
- changedTouches
- targetTouches
- touchend
- touchmove
- The touch object
- identifier
- screenX
- screenY
- clientX
- clientY
- pageX
- pageY
- radiusX
- radiusY
- rotationAngle
- force
- target
- /css
- /img
- /js
- /components
- /entities
- /widgets
- Canvas.js
- EnemyManager.js
- GameLoop.js
- PhysicsManager.js
- Vec2.js
- main.js
- index.html
- Mobile optimizations
- Combine resources
- Track touches by IDs
- Use CSS animations with caution
- Use separate canvases for each game layer
- Use image atlases
- Index.
- Notes:
- "Learn one of the most popular markup languages by creating simple yet fun games."
- Includes index.
- ISBN:
- 9781849696036
- 1849696039
- OCLC:
- 854569173
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