Core HTML5 2D game programming / (Record no. 1290309)

MARC details
000 -LEADER
fixed length control field 08206cam a2200385 i 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20211103131210.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 140508s2015 njua 001 0 eng d
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2014014836
011 ## - LINKING LIBRARY OF CONGRESS CONTROL NUMBER [OBSOLETE]
Local cataloguing issues note BIB MATCHES WORLDCAT
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 013356424X
Qualifying information pbk. (alk. paper)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780133564242
Qualifying information pbk. (alk. paper)
035 ## - SYSTEM CONTROL NUMBER
System control number (ATU)b14458743
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)879538876
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Description conventions rda
Transcribing agency DLC
Modifying agency YDX
-- YDXCP
-- UKMGB
-- OCLCF
-- BTCTA
-- BDX
-- RIV
-- ATU
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.H94
Item number G43 2015
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.74
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Geary, David M.
Fuller form of name (David Mark),
Dates associated with a name 1957-
Relator term author.
9 (RLIN) 508127
245 10 - TITLE STATEMENT
Title Core HTML5 2D game programming /
Statement of responsibility, etc. David Geary.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Upper Saddle River, NJ :
Name of producer, publisher, distributor, manufacturer Prentice Hall,
Date of production, publication, distribution, manufacture, or copyright notice [2015]
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture ©2015
300 ## - PHYSICAL DESCRIPTION
Extent xxiii, 615 pages :
Other physical details illustrations ;
Dimensions 24 cm
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term unmediated
Media type code n
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term volume
Carrier type code nc
Source rdacarrier
500 ## - GENERAL NOTE
General note Includes index.
505 00 - FORMATTED CONTENTS NOTE
Title Table of Contents --
-- About This eBook --
-- Title Page --
-- Copyright Page --
-- Contents --
-- Preface --
-- A Brief History of This Book --
-- How to Use This Book --
-- The Book's Exercises --
-- Source Code and Chapter-specific Versions of Snail Bait --
-- Prerequisites --
-- Your Game --
-- Online Resources --
-- Acknowledgments --
-- About the Author --
Miscellaneous information 1.
Title Introduction --
-- 1.1 Snail Bait --
-- 1.2 HTML5 Game Development Best Practices --
-- 1.3 Special Features --
-- 1.4 Snail Bait's HTML and CSS --
-- 1.5 Snail Bait's Humble Beginning --
-- 1.6 The Use of JavaScript in This Book --
-- 1.7 Conclusion --
-- 1.8 Exercises --
Miscellaneous information 2.
Title Raw Materials and Development Environment --
-- 2.1 Use Developer Tools --
-- 2.2 Obtain Assets --
-- 2.3 Use CSS Backgrounds --
-- 2.4 Generate Favicons --
-- 2.5 Shorten the Coding Cycle --
-- 2.6 Conclusion --
-- 2.7 Exercises --
Miscellaneous information 3.
Title Graphics and Animation --
-- 3.1 Draw Graphics and Images with the HTML5 canvas Element --
-- 3.2 Implement Smooth HTML5 Animations --
-- 3.3 Implement a Game Loop --
-- 3.4 Calculate Frame Rates --
-- 3.5 Scroll the Background --
-- 3.6 Create Time-Based Motion --
-- 3.7 Reverse Scroll Direction --
-- 3.8 Draw Animation Frames --
-- 3.9 Use Parallax to Create the Illusion of Depth --
-- 3.10 Conclusion --
-- 3.11 Exercises --
Miscellaneous information 4.
Title Infrastructure --
-- 4.1 Encapsulate Game Functions in a JavaScript Object --
-- 4.2 Understand JavaScript's Persnickety this Reference --
-- 4.3 Handle Keyboard Input --
-- 4.4 Pause or Resume the Game When the Player Presses the p Key --
-- 4.5 Freeze the Game to Ensure It Resumes Exactly Where It Left Off --
-- 4.6 Pause the Game When the Window Loses Focus --
-- 4.7 Resume a Paused Game with an Animated Countdown --
-- 4.8 Conclusion --
-- 4.9 Exercises --
Miscellaneous information 5.
Title Loading Screens --
-- 5.1 Define Snail Bait's Chrome --
-- 5.2 Fade Elements In and Out with CSS Transitions --
-- 5.3 Fade Any Element In or Out That Has a CSS Transition Associated with Its Opacity --
-- 5.4 Implement the Loading Screen --
-- 5.5 Reveal the Game --
-- 5.6 Conclusion --
-- 5.7 Exercises --
Miscellaneous information 6.
Title Sprites --
-- 6.1 Sprite Objects --
-- 6.2 Incorporate Sprites into a Game Loop --
-- 6.3 Implement Sprite Artists --
-- 6.4 Create and Initialize a Game's Sprites --
-- 6.5 Define Sprites with Metadata --
-- 6.6 Scroll Sprites --
-- 6.7 Conclusion --
-- 6.8 Exercises --
Miscellaneous information 7.
Title Sprite Behaviors --
-- 7.1 Behavior Fundamentals --
-- 7.2 Runner Behaviors --
-- 7.3 The Runner's Run Behavior --
-- 7.4 Flyweight Behaviors --
-- 7.5 Game-Independent Behaviors --
-- 7.6 Combine Behaviors --
-- 7.7 Conclusion --
-- 7.8 Exercises --
Miscellaneous information 8.
Title Time, Part I: Finite Behaviors and Linear Motion --
-- 8.1 Implement an Initial Jump Algorithm --
-- 8.2 Shift Responsibility for Jumping to the Runner --
-- 8.3 Implement the Jump Behavior --
-- 8.4 Time Animations with Stopwatches --
-- 8.5 Refine the Jump Behavior --
-- 8.6 Implement Linear Motion --
-- 8.7 Pause Behaviors --
-- 8.8 Conclusion --
-- 8.9 Exercises --
Miscellaneous information 9.
Title Time, Part II: Nonlinear Motion --
-- 9.1 Understand Time and Its Derivatives --
-- 9.2 Use Animation Timers and Easing Functions to Implement Nonlinear Jumping --
-- 9.3 Implement Animation Timers --
-- 9.4 Implement Easing Functions --
-- 9.5 Fine-tune Easing Functions --
-- 9.6 Implement a Realistic Bounce Behavior --
-- 9.7 Randomize Behaviors --
-- 9.8 Implement Nonlinear Color Changes with Animation Timers and Easing Functions --
-- 9.9 Conclusion --
-- 9.10 Exercises --
Miscellaneous information 10.
Title Time, Part III: Time Systems --
-- 10.1 Snail Bait's Time System --
-- 10.2 Create and Start the Time System --
-- 10.3 Incorporate the Time System into Snail Bait --
-- 10.4 Redefine the Current Time for Stopwatches and Animation Timers --
-- 10.5 Implement the Time System --
-- 10.6 Conclusion --
-- 10.7 Exercises --
Miscellaneous information 11.
Title Collision Detection --
-- 11.1 The Collision Detection Process --
-- 11.2 Collision Detection Techniques --
-- 11.3 Snail Bait's Collision Detection --
-- 11.4 Select Candidates for Collision Detection --
-- 11.5 Detect Collisions Between the Runner and Another Sprite --
-- 11.6 Process Collisions --
-- 11.7 Optimize Collision Detection --
-- 11.8 Monitor Collision Detection Performance --
-- 11.9 Implement Collision Detection Edge Cases --
-- 11.10 Conclusion --
-- 11.11 Exercises --
Miscellaneous information 12.
Title Gravity --
-- 12.1 Equip the Runner for Falling --
-- 12.2 Incorporate Gravity --
-- 12.3 Collision Detection, Redux --
-- 12.4 Conclusion --
-- 12.5 Exercises --
Miscellaneous information 13.
Title Sprite Animations and Special Effects --
-- 13.1 Implement Sprite Animations --
-- 13.2 Create Special Effects --
-- 13.3 Choreograph Effects --
-- 13.4 Conclusion --
-- 13.5 Exercises --
Miscellaneous information 14.
Title Sound and Music --
-- 14.1 Create Sound and Music Files --
-- 14.2 Load Music and Sound Effects --
-- 14.3 Specify Sound and Music Controls --
-- 14.4 Play Music --
-- 14.5 Play Music in a Loop --
-- 14.6 Play Sound Effects --
-- 14.7 Turn Sound On and Off --
-- 14.8 Conclusion --
-- 14.9 Exercises --
Miscellaneous information 15.
Title Mobile Devices --
-- 15.1 Run Snail Bait on Mobile Devices --
-- 15.2 Detect Mobile Devices --
-- 15.3 Scale Games to Fit Mobile Devices --
-- 15.4 Change Instructions Underneath the Game's Canvas --
-- 15.5 Change the Welcome Screen --
-- 15.6 Incorporate Touch Events --
-- 15.7 Work Around Sound Idiosyncrasies on Mobile Devices --
-- 15.8 Add an Icon to the Home Screen and Run Without Browser Chrome --
-- 15.9 Conclusion --
-- 15.10 Exercises --
Miscellaneous information 16.
Title Particle Systems --
-- 16.1 Smoking Holes --
-- 16.2 Use Smoking Holes --
-- 16.3 Implement Smoking Holes --
-- 16.4 Pause Smoking Holes --
-- 16.5 Conclusion --
-- 16.6 Exercises --
Miscellaneous information 17.
Title User Interface --
-- 17.1 Keep Score --
-- 17.2 Add a Lives Indicator --
-- 17.3 Display Credits --
-- 17.4 Tweet Player Scores --
-- 17.5 Warn Players When the Game Runs Slowly --
-- 17.6 Implement a Winning Animation --
-- 17.7 Conclusion --
-- 17.8 Exercises --
Miscellaneous information 18.
Title Developer Backdoor --
-- 18.1 Snail Bait's Developer Backdoor --
-- 18.2 The Developer Backdoor's HTML and CSS --
-- 18.3 Reveal and Hide the Developer Backdoor --
-- 18.4 Update the Developer Backdoor's Elements --
-- 18.5 Implement the Developer Backdoor's Checkboxes --
-- 18.6 Incorporate the Developer Backdoor Sliders --
-- 18.7 Implement the Backdoor's Ruler --
-- 18.8 Conclusion --
-- 18.9 Exercises --
Miscellaneous information 19.
Title On the Server: In-game Metrics, High Scores, and Deployment --
-- 19.1 Node.js and socket.io --
-- 19.2 Include socket.io JavaScript in Snail Bait --
-- 19.3 Create a Simple Server --
-- 19.4 Create a Socket on the Server --
-- 19.5 Start the Server --
-- 19.6 Create a Socket on the Client and Connect to the Server --
-- 19.7 Record In-game Metrics --
-- 19.8 Manage High Scores --
-- 19.9 Deploy Snail Bait --
-- 19.10 Upload Files to a Server --
-- 19.11 Conclusion --
-- 19.12 Exercises --
Miscellaneous information 20.
Title Epilogue: Bodega's Revenge --
-- 20.1 Design the User Interface --
-- 20.2 Create the Sprite Sheet --
-- 20.3 Instantiate the Game --
-- 20.4 Implement Sprites --
-- 20.5 Implement Sprite Behaviors --
-- 20.6 Draw the Bullet Canvas --
-- 20.7 Implement Touch-Based Controls for Mobile Devices --
-- 20.8 Conclusion --
-- 20.9 Exercises --
-- Glossary --
-- Index.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element HTML (Document markup language)
9 (RLIN) 328377
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Programming
9 (RLIN) 328390
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer animation
9 (RLIN) 349650
907 ## - LOCAL DATA ELEMENT G, LDG (RLIN)
a .b14458743
b 05-06-18
c 28-10-15
998 ## - LOCAL CONTROL INFORMATION (RLIN)
-- (2)b
-- (2)c
Operator's initials, OID (RLIN) 07-04-16
Cataloger's initials, CIN (RLIN) m
First date, FD (RLIN) a
-- eng
-- nju
-- 0
945 ## - LOCAL PROCESSING INFORMATION (OCLC)
a 006.74 HTM GEA
g 1
i A555795B
j 0
l cmain
o -
p $73.18
q -
r -
s -
t 0
u 5
v 6
w 0
x 5
y .i13453695
z 29-10-15
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Book
Holdings
Withdrawn status Lost status Damaged status Not for loan Home library Current library Shelving location Date acquired Cost, normal purchase price Inventory number Total Checkouts Total Renewals Full call number Barcode Date last seen Date last checked out Copy number Cost, replacement price Price effective from Koha item type
        City Campus City Campus City Campus Main Collection 29/10/2015 73.18 i13453695 5 6 006.74 HTM GEA A555795B 25/10/2018 20/09/2018 1 73.18 31/10/2021 Book

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