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Sviluppare Giochi Con Html5 E JavaScript

Sviluppare Giochi Con Html5 E JavaScript

          
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About the Book

Fin dal suo esordio nei nostri browser il nuovissimo e ancora poco conosciuto markup language HTML5 rappresenta una vera e propria rivoluzione nel mondo dello sviluppo web. Esso ci dona strumenti che fino a poco tempo fa erano esclusivo appannaggio di applicativi di terze parti legati ad ambienti di sviluppo proprietari e in più ci permette di sfruttare tutta la potenza grafica di cui sono dotati i nostri sistemi accedendo all'accelerazione grafica hardware. Ecco perché sono lieto di presentarti la mia prima guida allo sviluppo di videogiochi tramite HTML5 e Javascript. Il mio impegno primario è insegnarti nel modo più semplice e completo le basi dello sviluppo di giochi prendendo come esempio progetti reali di complessità crescente. CONTENUTI 1.1 INTRODUZIONE 1.2 L'AUTORE 1.3 NOTE SULLA REVISIONE 1.3 2. SI COMINCIA 2.1 GLI STRUMENTI DI SVILUPPO 3. IL LINGUAGGIO JAVASCRIPT 3.1 INTRODUZIONE E STORIA 3.2 INTEGRAZIONE CON LA PAGINA HTML 3.3 DICHIARAZIONE DELLE VARIABILI 3.4 OPERAZIONI CON LE VARIABILI 3.5 CONDIZIONI, CICLI E LOOP 3.6 GLI ARRAY 3.7 LE FUNZIONI 3.8 GLI OGGETTI IN JAVASCRIPT 3.9 IL DOCUMENT OBJECT MODEL DOM 3.10 GLI EVENTI 3.11 GESTIRE GLI ERRORI CON TRY.. CATCH 3.12 AJAX E RICHIESTE ASINCRONE XMLHTTPREQUEST() 4. HTML5 4.1 LA PRIMA PAGINA IN HTML5 5. IL TAG CANVAS 5.1 DESCRIZIONE DEL TAG CANVAS 5.2 ACQUISIRE IL DRAWING CONTEXT 6. PRIMITIVE GRAFICHE 6.1 TRACCIARE FORME RETTANGOLARI 6.2 I PATHS 6.3 TRACCIARE RETTE 6.4 TRACCIARE ARCHI 6.5 TRACCIARE CURVE QUADRATICHE E DI BEZIER 6.6 RIEMPIRE UN PATH 6.7 DEFINIRE UN'AREA DI CLIPPING 6.8 GLI STILI DI DISEGNO E RIEMPIMENTO 6.9 CREARE GRADIENTI DI COLORE 6.10 APPLICARE OMBRE 6.11 IMMAGINI E SPRITE 6.12 GESTIONE DELLE RISORSE GRAFICHE 6.13 CREAZIONE DI PATTERN 6.14 SCRIVERE UN TESTO 6.15 CANCELLARE UN'AREA RETTANGOLARE O TUTTO IL CANVAS 6.16 RUOTARE, SCALARE E TRASFORMARE IMMAGINI 6.17 COMPOSIZIONE DI PI� ELEMENTI CANVAS 7. IL GAME FRAMEWORK 7.1 UN MODELLO GENERICO 7.2 ACQUISIZIONE INPUT: LA TASTIERA 7.3 ACQUISIZIONE INPUT: IL MOUSE 8. FRAME BUFFER 8.1 LA TECNICA DEL FRAMEBUFFER 8.2 REALIZZIAMO UN BENCHMARK 8.3 ANIMAZIONI FLUIDE CON REQUESTANIMATIONFRAME 9. EFFETTI MULTIMEDIALI 9.1 ELEMENTI AUDIO 9.2 ELEMENTI VIDEO 10. LE WEBSTORAGE API 11. PROGETTO: FUTUREPONG 11.2 DINAMICA DI GIOCO 11.3 IL GAME ENGINE 11.4 INTELLIGENZA ARTIFICIALE 11.5 DISEGNO DELLA SCHERMATA DI GIOCO 12. PROGETTO: VOLLEY DI TESTA 12.1 REGOLE DEL GIOCO 12.2 IL GAME ENGINE 12.3 GESTIONE DELL'INPUT DA TASTIERA 12.4 DISEGNO DELLA SCHERMATA DI GIOCO 12.5 DINAMICA DELLA PALLA 13. PROGETTO: CAMPO DI ASTEROIDI 13.1 LAYER GRAFICI E PROFONDIT� 13.2 IL CAMPO STELLARE ANIMATO 13.3 METEORITI ANIMATI 13.4 ESPLOSIONI ANIMATE 13.5 SALVATAGGIO DEI PUNTEGGI 14. PROGETTO: SPACE HERO 14.2 LA TECNICA DEL PARALLAX SCROLLING 14.3 PERSONAGGI DEL GIOCO 14.4 ADATTAMENTO DEGLI ASSI CARTESIANI 14.5 EFFETTI PARTICELLARI 14.6 DINAMICA DEGLI SPARI 14.7 GRAFICA E ANIMAZIONI 14.8 INTELLIGENZA ARTIFICIALE 15. SICUREZZA NEI GIOCHI ONLINE 15.1 METODO 1. OFFUSCAMENTO DEL CODICE JAVASCRIPT 15.2 METODO 2. WRAPPING DEL CODICE ALL'INTERNO DI UNA FUNZIONE ANONIMA 15.3 METODO 3. CREARE UN BACKEND SUL SERVER REMOTO 16. SORGENTI COMPLETI 16.1 BENCHMARK: FILE INDEX.HTML 16.2 BENCHMARK: FILE BENCHMARK1.JS 16.3 FUTURE PONG: FILE INDEX.HTML 16.4 VOLLEY DI TESTA: FILE INDEX.HTML 16.5 VOLLEY DI TESTA: FILE VOLLEYDITESTA.JS 16.6 CAMPO DI ASTEROIDI: FILE INDEX.HTML 16.7 SPACE HERO: FILE INDEX.HTML 16.8 SPACE HERO: FILE HERO_INIT.JS 16.9 SPACE HERO: FILE HERO_INPUT.JS 16.10 SPACE HERO: FILE HERO_LOGICA.JS 16.11 FONTI UTILI


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Product Details
  • ISBN-13: 9781482381320
  • Publisher: Createspace Independent Publishing Platform
  • Publisher Imprint: Createspace Independent Publishing Platform
  • Height: 250 mm
  • No of Pages: 242
  • Series Title: Italian
  • Weight: 426 gr
  • ISBN-10: 148238132X
  • Publisher Date: 18 Feb 2013
  • Binding: Paperback
  • Language: Italian
  • Returnable: N
  • Spine Width: 16 mm
  • Width: 175 mm


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