没有合适的资源?快使用搜索试试~ 我知道了~
首页Build your own 2D Game Engine and Create Great Web Games 无水印pdf
Build your own 2D Game Engine and Create Great Web Games 英文无水印pdf pdf所有页面使用FoxitReader和PDF-XChangeViewer测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 本资源转载自网络,如有侵权,请联系上传者或csdn删除
资源详情
资源评论
资源推荐
Sung
Pavleas
Arnez
Pace
Shelve in:
Web Development /General
User level:
Beginning–Intermediate
www.apress.com
SOURCE CODE ONLINE
BOOKS FOR PROFESSIONALS BY PROFESSIONALS
®
Build your own 2D Game Engine and
Create Great Web Games
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own
web-based game engine step-by-step, allowing you to create a wide variety of online video games that
can be played in common web browsers. Chapters include examples and projects that gradually increase
in complexity while introducing a ground-up design framework, providing you with the foundational
concepts needed to build fun and engaging 2D games. By the end of this book you will have created a
complete prototype level for a side scrolling action platform game and will be prepared to begin designing
additional levels and games of your own.
This book isolates and presents relevant knowledge from software engineering, computer graphics,
mathematics, physics, game development, game mechanics, and level design in the context of building a
2D game engine from scratch. The book then derives and analyzes the source code needed to implement
these concepts based on HTML5, JavaScript, and WebGL.
After completing the projects you will understand the core concepts and implementation details of
a typical 2D game engine and you will be familiar with a design and prototyping methodology you can
use to create game levels and mechanics that are fun and engaging for players. You will gain insights
into the many ways software design and creative design must work together to deliver the best game
experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize
directly to build your own 2D games that can be played online from anywhere.
9781484 209530
53999
ISBN 978-1-4842-0953-0
Build Your Own 2D Game Engine and Create Great Web Games: Using HTML5, JavaScript, and WebGL
Copyright © 2015 by Kelvin Sung, Jebediah Pavleas, Fernando Arnez, and Jason Pace
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material
is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting,
reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval,
electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter
developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly
analysis or material supplied specifically for the purpose of being entered and executed on a computer system,
for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only
under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use
must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright
Clearance Center. Violations are liable to prosecution under the respective Copyright Law.
All visual and audio assets included with the sample projects in this book are protected by the Creative Commons
Attribution-NonCommercial-ShareAlike 3.0 license (CC BY-NC-SA 3.0) http://creativecommons.org/licenses/
by-nc-sa/3.0/. You may adapt and share the materials and create derivative works, but you may not use the material
for commercial purposes and all derivative works must be distributed under the CC BY-NC-SA 3.0 license.
ISBN-13 (pbk): 978-1-4842-0953-0
ISBN-13 (electronic): 978-1-4842-0952-3
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every
occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion
and to the benefit of the trademark owner, with no intention of infringement of the trademark.
The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not
identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to
proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of publication, neither
the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may
be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.
Managing Director: Welmoed Spahr
Lead Editor: Ben Renow-Clarke
Technical Reviewer: Jason Sturges
Editorial Board: Steve Anglin, Mark Beckner, Gary Cornell, Louise Corrigan, Jim DeWolf,
Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham,
Susan McDermott, Matthew Moodie, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke,
Gwenan Spearing, Matt Wade, Steve Weiss
Coordinating Editor: Melissa Maldonado
Copy Editor: Kim Wimpsett
Compositor: SPi Global
Indexer: SPi Global
Artist: SPi Global
Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street,
6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or
visit www.springer.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science +
Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.
For information on translations, please e-mail rights@apress.com, or visit www.apress.com.
Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook
versions and licenses are also available for most titles. For more information, reference our Special Bulk
Sales–eBook Licensing web page at www.apress.com/bulk-sales.
Any source code or other supplementary material referenced by the author in this text is available to
readers at www.apress.com. For detailed information about how to locate your book’s source code, go to
www.apress.com/source-code/.
To my wife, Clover, and our girls, Jean and Ruth, for completing my life.
—Kelvin Sung
To my nieces, Marley and Monroe, for the utter joy and inspiration they bring to those
around them.
—Jebediah Pavleas
To my parents whose support carried me so many times, and my grandmother for being
forever understanding.
—Fernando Arnez
To my husband, Craig, and my mother, Linda, for their constant patience, support, and
encouragement.
—Jason Pace
v
Contents at a Glance
About the Authors ����������������������������������������������������������������������������������������������������xv
About the Technical Reviewer �������������������������������������������������������������������������������xvii
Acknowledgments ��������������������������������������������������������������������������������������������������xix
Introduction ������������������������������������������������������������������������������������������������������������xxi
■Chapter 1: Introducing 2D Game Engine Development with JavaScript ���������������� 1
■Chapter 2: Working with HTML5 and WebGL ������������������������������������������������������� 15
■Chapter 3: Dr
awing Objects in the World ������������������������������������������������������������ 47
■Chapter 4: Implementing Common Components of Video Games
����������������������� 77
■Chapter 5: Working with Textures, Sprites, and Fonts �������������������������������������� 127
■Chapter 6: Defining Behaviors and Detecting Collisions ����������������������������������� 187
■Chapter 7: Manipulating the Camera ����������������������������������������������������������������� 233
■Chapter 8: Implementing Illumination and Shadow ������������������������������������������ 273
■Chapter 9: Integr
ating Physics and Particles ���������������������������������������������������� 365
■Chapter 10: Supporting Camer
a Background ���������������������������������������������������� 419
■Chapter 11: Building a Sample Game: Fr
om Design to Completion ������������������� 441
Index ��������������������������������������������������������������������������������������������������������������������� 457
剩余480页未读,继续阅读
yinkaisheng-nj
- 粉丝: 763
- 资源: 6952
上传资源 快速赚钱
- 我的内容管理 收起
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
会员权益专享
最新资源
- zigbee-cluster-library-specification
- JSBSim Reference Manual
- c++校园超市商品信息管理系统课程设计说明书(含源代码) (2).pdf
- 建筑供配电系统相关课件.pptx
- 企业管理规章制度及管理模式.doc
- vb打开摄像头.doc
- 云计算-可信计算中认证协议改进方案.pdf
- [详细完整版]单片机编程4.ppt
- c语言常用算法.pdf
- c++经典程序代码大全.pdf
- 单片机数字时钟资料.doc
- 11项目管理前沿1.0.pptx
- 基于ssm的“魅力”繁峙宣传网站的设计与实现论文.doc
- 智慧交通综合解决方案.pptx
- 建筑防潮设计-PowerPointPresentati.pptx
- SPC统计过程控制程序.pptx
资源上传下载、课程学习等过程中有任何疑问或建议,欢迎提出宝贵意见哦~我们会及时处理!
点击此处反馈
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功
评论2