The gamer's guide to coding / Gordon McComb
Book | Sterling | 2017
Available at Gateway-Racine Campus General Collection (QA 76.76 C6.72 M3.64 2017)

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Gateway-Racine Campus General Collection QA 76.76 C6.72 M3.64 2017 Available
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320 pages : illustrations ; 24 cm
Age group Late Adolescents ericd
"Design, code, build, play."
Includes index.
Part One: Getting Started
1. Starting at Square One: Setting Up Shop
Learning to Code with HTML + CSS + JavaScript -- Tools for Writing and Viewing Your Code -- Make Sure Your Tools Are Up to Date -- Writing Your First Page of Code -- Deconstructing the First Example -- Adding Some More Features -- Adding JavaScript to the Mix
2. A Closer Look at HTML Script Pages
Of Tags and Elements -- Getting Down and Dirty with the SCRIPT Element -- Better Feedback with the Console -- Talking to Yourself: Using Comments in Script Pages
3. Writing Your First Game
Basic Number Guessing - Plain, No Dressing, Low Calories -- Getting a Closer Look at the Code -- Enhancing the Number Guess Game with Styling
4. Common HTML Elements and What They Do
Core Elements -- Structure of an Element -- Elements Combined to Make a Page -- Visual Elements -- HTML Comments (Not Elements You See in the Browser) -- Elements for Displaying Text -- IMG Elements for Displaying Images -- DIV Container Element -- INPUT Element -- SCRIPT Element -- Block or Inline Elements -- Global Event Attributes -- Other Tags of Merit
Part Two: Learning the Ropes
5. Getting Started with JavaScript: Part 1
Syntax -- Viewing Syntax Errors -- Data Types -- Variables -- Expressions and Operators -- Conditional Testing -- Order of Progression -- Looping Code -- A Common Use of the for Loop -- Functions
6. Getting Started with JavaScript: Part 2
Strings -- Arrays -- Objects -- Events
7. Controlling the Look of Your Games with Styles
Basic, No Style, No Frills -- Page with Basic Styles Added -- Page with Basic Styles, Using a STYLE Element -- Anatomy of a Style -- Moving Elements on the Page -- Using ID and Class Selectors to Elements -- Using External Style Sheets -- Adding Comments to Style Definitions -- Style Order of Precedence -- Common Style Properties -- Using PrefixFree -- Bonus Examples: Tic-Tac-Toe
8. Responding to Events: Part 1
Common Events -- Events Playground Script -- Setting Up an Event -- Calling a Function Rather Than Using Inline Code -- Listening for Other Mouse Events -- Tracking Mouse Position -- Obtaining the Element Reference from the event Keyword -- Using Events on Non-Button Elements -- Bonus Examples
9. Using Graphics
Displaying a Background Image -- File Formats for Graphics -- The Importance of Transparent Backgrounds -- Displaying an Image Anywhere in the Browser Window -- Overlapping Images Onto a Background -- Multiple Layers and the Order of Elements -- Moving IMG Elements -- Specifying the Placement of IMG Elements -- Specifying the Size of IMG Elements -- Hiding and Displaying Images -- Setting the Opacity of Images -- Finding and Creating Graphics Assests -- Where to Keep Images -- Bonus Examples
10. Writing Code That Thinks
How Programs Make Decisions -- Inside an Expression -- What's True, What's False -- The Difference Between the = and == Operators -- Example: Single-Condition Expression -- Evaluating More Than One Thing at a Time -- Testing for Any Result -- Using Nested if Statements -- Evaluating Both Value and Type -- Using the switch Statement to Test Multiple Outcomes -- Example: switch Statement -- Bonus Example
11. Working with the Document Object Model (DOM)
DOM Starter Playground Script -- The DOM and the DOM Programming Interface -- Code for Accessing DOM Elements -- Changing an Element via the DOM -- Altering Multiple Groups of Elements at a Time -- Reading Values via the DOM -- Reading and Updating Style Values -- Adding New Elements to the Document -- Bonus Example
Using the addEventListener Method -- Using Anonymous Functions with addEventListener -- Removing an Event Listener -- Adding Multiple Event Listeners to a Single Element -- Understanding Event Bubbling and Capturing -- Responding to Keyboard Events -- Using Events with CSS Transitions and CSS Animations -- Bonus Examples
13. Making Your Game Move
Animating with CSS Transitions -- Animating with CSS Animations -- Animating with the requestAnimationFrame Method -- Animating with Timer Functions -- Bonus Examples
12. Responding to Events: Part 2
Part Three: Stepping Up Your Game
14. Creating Motion with CSS Transitions
What CSS Transitions Are...and Aren't -- Properties and Values for CSS Transitions -- Transitioning More Than One Property -- Combining Settings in a Single Property -- Typical Style Properties to Transition -- Understanding Transition Timings (aka Easings) -- Triggering the Transition -- Hands-on CSS Transition Motion Example: Planet Pizza -- Adding More Transitions for Game Play -- Bonus Examples
15. Creating Motion with CSS Animations
Properties and Values for CSS Animations -- Combining Settings in a Single Property -- Getting to Know the @keyframes Rule -- Watching CSS Animation in Action -- Pausing and Playing Animations -- Triggering Animations with JavaScript -- Providing Smooth Transitons When an Animation Plays (or Stops) -- Listening for Animation Events -- Enhanced UFO Playground -- Using CSS Animations with Sprite Sheets -- Going Further with Sprite Sheets -- Integrating CSS Animation and CSS Transitions -- Bonus Examples
16. Adding Clocks and Timers
Types of JavaScript Timers -- Using set Timeout: Creating and Using a One-Shot Timer -- Using setInterval: Creating and Using an Interval Timer -- Clearing the Interval Timer -- Creating a Clock using setInterval -- Creating a Countdown Clock -- Using Multiple Timers in a Game -- Adding a Random Factor to the Time Delay -- Using CSS Transition/Animation Events as Timers -- Using Timers for Animation -- Bonus Examples
17. Extended Animation Techniques
The requestAnimationFrame Method Revisited -- Changing Frame Rate and More -- Animations with SVG -- Using Timers for Animation -- RAF, SVG, and setInterval Animation - Play Ogre!
18. Using Numbers and Math in Games
The Joy of JavaScript Numbers -- Be Watchful of Combing Numbers with Text -- Tips for Converting Numbers to Strings -- Performing Arithmetic with Numbers -- Keeping Track of Scores and Other Game Values -- Rounding Off Numbers -- Getting a Random Number -- Shuffling an Array (like for Playing Cards)
19. Adding Sound
Ways to Add Sound to Games -- A Very Brief (and Simple) Web Audio API Demo -- Using the sound.js Library to Generate Synthesized Sound Effects -- Using SoundJS Library to Play Prerecorded Sound and Music Files -- Getting Recorded Sounds -- Useful Links for Sound -- Bonus Examples
20. Fixing Errors: Troubleshooting and Debugging
Displaying the Console -- Outputting Status Text to the Console -- Printing Objects and Arrays in the Console -- Understanding the Types of Errors -- Stepping Through Code with the Debugger -- debug-breakpoint.html -- Now It's Up to You!
Appendix A: Using the Online Support Site
You'll Find -- Backup Support Site
Appendix B: Where to Play and Publish Your Games
Game Files on Your Computer -- Game Files on a Local Web Server -- Game Files on a Public Web Server -- Running Game Files on a Mobile Device -- Running Games on Other Devices
With this illustrated, interactive guide to coding, readers will discover how to create, test, and play fun 2D computer games. No prior programming knowledge is required to become proficient: just follow the easy step-by-step examples to program and share games on an Apple or Windows PC, Android device, or Apple iOS tablet. With code instruction in JavaScript—a user-friendly programming language used in millions of websites—this book is the perfect springboard for mastering any coding skill, from website creation to business processes, computer engineering, and professional-level game development.
17.00 DPWEB (10-152-1)
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