Create mobile game apps for the lucrative gaming market
If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so you can modify, further develop, and make it your own.
* Shows intermediate developers how to develop games in HTML5 and build games for iPhone, iPad, Android, and WP7.5 mobile and touchscreen devices
* Explains single-player and multi-player mobile game development
* Provides code for six basic games in a GitHub repository, so readers can collaborate and develop the code themselves
* Explores specific APIs to make games even more compelling, including geolocation, audio, and device orientation
* Reviews three popular open-source HTML5 game engines--crafty.js, easel.js, and enchant.js
* Covers simple physics as well as using an existing physics library
The world is going mobile, as is the game industry. Professional HTML5 Mobile Game Development helps savvy developers join in this exploding market.
 
Auflage
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Illustrationen
Maße
Höhe: 23.2 cm
Breite: 18.6 cm
Dicke: 2.6 cm
 
Gewicht
ISBN-13
978-1-118-30132-6 (9781118301326)
 
Schweitzer Klassifikation
 
 
Pascal Rettig runs Cykod, a Boston-based web consultancy founded in 2006 and focused on online interactive applications. He is the CTO of GamesForLanguage, he founded the Boston HTML5 Game development meet-up, and he served as the guest editor for the UX Magazine issue on games and gaming.
 
INTRODUCTION xxiii
PART I: DIVING IN
CHAPTER 1: FLYING BEFORE YOU WALK 3
CHAPTER 2: MAKING IT A GAME 25
CHAPTER 3: FINISHING UP AND GOING MOBILE 51
PART II: MOBILE HTML5
CHAPTER 4: HTML5 FOR MOBILE 67
CHAPTER 5: LEARNING SOME HELPFUL LIBRARIES 81
CHAPTER 6: BEING A GOOD MOBILE CITIZEN 95
PART III: JAVASCRIPT GAME DEV BASICS
CHAPTER 7: LEARNING ABOUT YOUR
CHAPTER 8: RUNNING JAVASCRIPT ON THE COMMAND LINE 133
CHAPTER 9: BOOTSTRAPPING THE QUINTUS ENGINE: PART I 149
CHAPTER 10: BOOTSTRAPPING THE QUINTUS ENGINE: PART II 171
CHAPTER 11: BOOTSTRAPPING THE QUINTUS ENGINE: PART III 197
PART IV: BUILDING GAMES WITH CSS3 AND SVG
CHAPTER 12: BUILDING GAMES WITH CSS3 221
CHAPTER 13: CRAFTING A CSS3 RPG 235
CHAPTER 14: BUILDING GAMES WITH SVG AND PHYSICS 261
PART V: HTML5 CANVAS
CHAPTER 15: LEARNING CANVAS, THE HERO OF HTML5 297
CHAPTER 15: LEARNING CANVAS, THE HERO OF HTML5 297
CHAPTER 16: GETTING ANIMATED 317
CHAPTER 17: PLAYING WITH PIXELS 331
CHAPTER 18: CREATING A 2-D PLATFORMER 349
CHAPTER 19: BUILDING A CANVAS EDITOR 371
PART VI: MULTIPLAYER GAMING
CHAPTER 20: BUILDING FOR ONLINE AND SOCIAL 387
CHAPTER 21: GOING REAL TIME 407
CHAPTER 22: BUILDING NONTRADITIONAL GAMES 427
PART VII: MOBILE ENHANCEMENTS
CHAPTER 23: LOCATING VIA GEOLOCATION 441
CHAPTER 24: QUERYING DEVICE ORIENTATION AND ACCELERATION 449
CHAPTER 25: PLAYING SOUNDS, THE MOBILE ACHILLES HEEL 457
PART VIII: GAME ENGINES AND APP STORES
CHAPTER 26: USING AN HTML5 GAME ENGINE 471
CHAPTER 27: TARGETING APP STORES 483
CHAPTER 28: SEEKING OUT WHAT'S NEXT 497
APPENDIX: RESOURCES 501
INDEX 503