{"product_id":"9781430265399","title":"Building JavaScript Games: for Phones, Tablets, and Desktop","description":"\u003cp\u003e    \u003c\/p\u003e\u003cp\u003e\u003cem\u003eBuilding JavaScript Games\u003c\/em\u003e teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup.\u003c\/p\u003e\u003cp\u003eThe four games you’ll develop from reading this book are:\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003ePainter \u003c\/li\u003e\n\u003cli\u003eJewel Jam \u003c\/li\u003e\n\u003cli\u003ePenguin Pairs \u003c\/li\u003e\n\u003cli\u003eTick Tick \u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003eThese four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play. \u003c\/p\u003e\u003cp\u003eThe approach in \u003cem\u003eBuilding JavaScript Games\u003c\/em\u003e follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you’ll develop four well-designed games, making \u003cem\u003eBuilding JavaScript Games \u003c\/em\u003eone of the most enjoyable ways there is to learn about programming browser-based games. \u003c\/p\u003e\u003cp\u003eThe final chapters in the book contain a very nice bonus of sorts. In them you will find excerpts from interviews with two prominent people from the game industry: Mark Overmars, who is CTO of Tingly Games and creator of GameMaker, and Peter Vesterbacka, the CMO of Rovio Entertainment - the creators of the Angry Birds franchise. Their insight and perspective round off what is already a fun and valuable book.\u003c\/p\u003e         What youll learn\u003cul\u003e \u003cli\u003eCreate games to run on phones and tablets \u003c\/li\u003e \u003cli\u003eManage sprites and other game objects \u003c\/li\u003e \u003cli\u003eReact to player input through touch and button presses \u003c\/li\u003e \u003cli\u003eAllow game players to progress through different levels \u003c\/li\u003e \u003cli\u003eAchieve realistic movement through applied physics \u003c\/li\u003e \u003cli\u003ePrepare your games properly for commercial deployment \u003c\/li\u003e\n\u003c\/ul\u003eWho this book is for      \u003cp\u003e     \u003cem\u003eBuilding JavaScript Games\u003c\/em\u003e is for technology enthusiasts interested in learning about programming, and especially about game programming on their mobile devices. The book is also ideal for programmers in other languages wanting to make the move to mobile development using the cross-platform environment of JavaScript and HTML5. If youre interested in browser-based development, especially the development of mobile games, then \u003cem\u003eBuilding JavaScript Games\u003c\/em\u003e is the perfect choice.      \u003c\/p\u003e     Table of ContentsPart I\u003cp\u003e1 - Programming\u003c\/p\u003e\u003cp\u003e2 - Game Programming Basics\u003c\/p\u003e\u003cp\u003e3 - Creating a Game World\u003c\/p\u003e\u003cp\u003e4 - Game Assets\u003c\/p\u003e\u003cp\u003ePart II\u003c\/p\u003e\u003cp\u003e5 - Knowing What the Player is Doing\u003c\/p\u003e\u003cp\u003e6 - Reacting to Player Input\u003c\/p\u003e\u003cp\u003e7 - Basic Game Objects\u003c\/p\u003e\u003cp\u003e8 - Game Object Types\u003c\/p\u003e\u003cp\u003e9 - Colors and Collisions\u003c\/p\u003e\u003cp\u003e10 - Limited Lives\u003c\/p\u003e\u003cp\u003e11 - Organizing Game Objects\u003c\/p\u003e\u003cp\u003e12 - Finishing the Game\u003c\/p\u003e\u003cp\u003ePart III\u003c\/p\u003e\u003cp\u003e13 - Adapting to Different Devices\u003c\/p\u003e\u003cp\u003e14 - Game Objects in a Structure\u003c\/p\u003e\u003cp\u003e15 - Gameplay Programming\u003c\/p\u003e\u003cp\u003e16 - Game States\u003c\/p\u003e\u003cp\u003e17 - Finishing the Game\u003c\/p\u003e\u003cp\u003ePart IV\u003c\/p\u003e\u003cp\u003e18 - Sprite Sheets\u003c\/p\u003e\u003cp\u003e19 - Menus and Settings\u003c\/p\u003e\u003cp\u003e20 - Game State Management\u003c\/p\u003e\u003cp\u003e21 - Storing and Recalling Game Data\u003c\/p\u003e\u003cp\u003e22 - Pairing the Penguins\u003c\/p\u003e\u003cp\u003e23 - Finishing the Game\u003c\/p\u003e\u003cp\u003ePart V\u003c\/p\u003e\u003cp\u003e24 - The Main Game Structure\u003c\/p\u003e\u003cp\u003e25 - Animation\u003c\/p\u003e\u003cp\u003e26 - Game Physics\u003c\/p\u003e\u003cp\u003e27 - Intelligent Enemies\u003c\/p\u003e\u003cp\u003e28 - Adding Player Interaction\u003c\/p\u003e\u003cp\u003e29 - Finishing the Game\u003c\/p\u003e\u003cp\u003ePart VI\u003c\/p\u003e\u003cp\u003e30 - Efficient and Readable Code\u003c\/p\u003e\u003cp\u003e31 - Deploying your Game\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e","brand":"Apress","offers":[{"title":"Default Title","offer_id":47173451710704,"sku":"9781430265399","price":39.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0737\/7593\/9824\/files\/9781430265399_p0.jpg?v=1763750427","url":"https:\/\/shop-qa.barnesandnoble.com\/products\/9781430265399","provider":"Barnes \u0026 Noble (DEV)","version":"1.0","type":"link"}