Basic information of HTML5 canvas game development practices Author: Zhang Lubin series name: Practice Series Press: Machinery Industry Press ISBN: 9787111419129 Release Date: April 2013 Release Date: 16 open pages: 336 versions: 1-1 category: more about computers> HTML5 canvas game development practices introduction to computer books HTML5 canvas game development practices describes how to use HTML5 canvas to develop and design common games. tips, while introducing HTML5 canvas-related features, the internal principles of HTML5 canvas are also thoroughly analyzed through game development instances, so that readers can not only know what it is, but also what it is. This book not only introduces the basic API of HTML5 canvas, but also focuses on how to use object-oriented programming ideas in JavaScript For game development. This book introduces each game development process, including game analysis, development process, code parsing and summary, to help readers understand the detailed steps of each type of game development, this gives readers a thorough understanding of the development ideas of various types of games. Finally, through data comparison and analysis, the reader is guided to improve program performance, write efficient code, and then develop a smooth game. Contents: HTML5 canvas game development practices Preface Part 1 preparations Chapter 2 Preparations/1st HTML5 introduction/21.1.1 what is HTML5/21.1.2 HTML5 new features/21.1 canvas introduction/51.2.1 canvas tag history/51.2.2 canvas definition and usage/61.2.3 how to use canvas to draw/61.2.4 canvas restrictions/71.3 development and running environment preparation/71.3.1 browser support/71.3.2 prepare local server/81.4 development tool selection/81.5 testing and uploading code/121.6 object-oriented/131.6.1 class/131.6.2 static class/161.6.3 Inheritance/161.7 Summary/17 Part 2 basic knowledge in Javascript chapter 2 canvas basic functions/2nd drawing basic graphics/202.1.1 drawing lines/202.1.2 drawing rectangles/222.1.3 drawing circles/242.1.4 drawing rounded rectangles/262.1.5 erasing canvas/202.1 drawing complex graphics/282.2.1 drawing Curves /282.2.2 use clip to draw in the specified area/302.2.3 draw a custom image/312.3 draw a text/322.3.1 draw a text/322.3.2 text settings/332.3.3 text alignment/382.4 image operations/412.4.1 use drawimage draw images/412.4.2 use getimagedata and putimagedata to draw images/452.4.3 use createimagedata to create pixels/472.5 Summary/49 Chapter 4 canvas advanced functions/3rd deformation/503.1.1 zoom in and out/503.1.2 PAN/533.1.3 rotate /543.1.4 use the transform matrix to achieve diversified deformation/563.2 graphics rendering/653.2.1 drawing color gradient effect graphics/653.2.2 color synthesis globalcompositeoperation attribute/673.2.3 color inversion/693.2.4 grayscale control/703.2.5 shadow effect/713.3 create a custom canvas/723.3.1 canvas/export a canvas/793.4 Summary/81 Chapter 1 lufylegend open source repository/4th lufylegend repository/developer.1.1 working principles/ 824.1.2 library use process/834.2 image loading and display/844.2.1 Image Display example/844.2.2 lbitmapdata object/864.2.3 lbitmap object/874.3 layer concept/884.4 use lgraphics object drawing/904.4.1 draw a rectangle /904.4.2 draw circle/914.4.3 draw arbitrary polygon/924.4.4 use the original drawing function of canvas for drawing/934.4.5 use lsprite object for drawing/944.4.4.6 use lgraphics object to draw image/954.5 text/1014.5.1 text attribute /1014.5.2 input box/1024.6 event/1034.6.1 mouse event/1034.6.2 loop event/4104.6.3 keyboard event/1054.7 button/1064.8 animation/1084.9 Summary/113 Part 3 development practice Chapter 1 start from simple- stone scissors game/1165.1 game analysis/1165.2 necessary JavaScript knowledge/1175.2.1 random number/1175.2.2 condition branch/1175.3 layered Implementation/1175.4 basic functions of each layer/1195.4.1 basic screen display/ 1195.4.2 result layer display/1265.4.3 control layer display/1275.5 punch/1295.6 result judgment/1315.7 conclusion/137 chapter 6th development of "Tetris" game/1386.1 game analysis/1386.2 necessary Javascript knowledge/1386.3 game Title Screen Display/1396.4 add block/1416.5 Control Block Movement/1526.5.1 keyboard event/1526.5.2 touch screen event/1556.6 box elimination and score display/1576.7 summary to the game /160 Chapter 6 Development of "men are on the next layer" game/7th game analysis/one hundred game Title Screen Display/1617.1 read picture and background display/1617.2 Add a static floor/1617.3 add the game protagonist/1707.5.1 to bring the game protagonist to the screen/1707.5.2 control the mobile/1777.5.3 of the game protagonist through the keyboard event to control the movement of the game protagonist/1787.6 Add a variety floor/1797.6.1 floor to disappear/1797.6.2 stabbed floor/1817.6.3 floor with elasticity/1827.6.4 floor to left and right/1847.7 display of game data/1877.8 game end and restart/ 1907.9 Summary/192 chapter 8th Development of shooting games/1938.1 game analysis/1938.2 Add a controllable aircraft/1948.2.1 add an aircraft/1948.2.2 controllable aircraft/1978.3 Add a variety of bullets to the aircraft/ 2038.3.1 create a bullet type/2038.3.2 single bullet/2058.3.3 multiple bullets/2078.3.4 annular bullet/2088.3.5 reverse bullet/2098.4 add an enemy machine/2098.4.1 create an enemy machine/2108.4.2 build an enemy machine boss class/2148.5 collision Detection/2178.5.1 collision between aircraft and bullets/2178.5.2 collision between our aircraft and enemy planes/2208.6 bullet change/2218.6.1 Establishment of a bullet/2228.6.2 collision between ammunition and our aircraft/display of the Life Value of 2238.7 aircraft /2258.8 game victory and failure determination/2268.9 Summary/228 chapter 9th physical game development/2299.1 box2d introduction/2299.2 box2dweb use in lufylegend repository/2299.3 create various objects/2349.3.1 rectangle object/2349.3.2 circular object/22.16.3.3 polygon object/2399.4 response mouse drag object/2429.5 joint (joint) /2439.5.1 distance joint (b2distancejointdef)/2439.5.2 Rotating Joint (wheel)/2459.5.3 pulley joint (b2pulleyjointdef)/2479.5.4 moving joint (wheel)/2489.5.5 gear joint (b2gearjoint) /2509.5.6 suspension joint (b2linejoint)/2529.5.7 welding joint (b2weldjoint)/2539.5.8 mouse joint (mouse joint) /2549.6 force/2549.7 collision detection/2569.8 lens movement/2609.9 make a simple physical game/2639.10 Summary/267 Chapter 10th develop online games/26810.1 HTTP Communication/26810.1.1 how to implement HTTP Communication/ 26810.1.2 disadvantages of HTTP Communication/27510.2 socket communication/27510.2.1 distinguish between socket communication and HTTP Communication/27610.2.2 server/27610.2.3 client/28110.3 use websocket to implement simple chat room/28310.4 as a multi-person online tank war/29310.4.1 server/29310.4.2 client/29310.5 Summary/307 Part 4 skill improvement Chapter 2 Efficiency Improvement Analysis/11th influence on decimals used for drawing/31011.1 Efficiency Comparison of drawimage and putimagedata/ 31111.3 Effect of region update and image size on drawing efficiency/31111.4 Effect of image format on drawing efficiency/31311.5 optimization code to improve overall efficiency/31411.5.1 bitwise operation/31411.5.2 less math static class/ 201711.5.3 optimization algorithm/31911.6 Summary/322 source of Library Information: china Interactive publishing network
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