000 02879nam a22003975i 4500
001 978-1-4302-3384-8
003 DE-He213
005 20140220084501.0
007 cr nn 008mamaa
008 110126s2010 xxu| s |||| 0|eng d
020 _a9781430233848
_9978-1-4302-3384-8
024 7 _a10.1007/978-1-4302-3384-8
_2doi
050 4 _aQA75.5-76.95
072 7 _aUY
_2bicssc
072 7 _aCOM014000
_2bisacsh
082 0 4 _a004
_223
100 1 _aMeyer, Jeannie.
_eauthor.
245 1 4 _aThe Essential Guide to HTML5
_h[electronic resource] :
_bUsing Games to Learn HTML5 and JavaScript /
_cby Jeannie Meyer.
264 1 _aBerkeley, CA :
_bApress :
_bImprint: Apress,
_c2010.
300 _aXIV, 376 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aThe Basics -- Dice Game -- Bouncing Ball -- Cannonball and Slingshot -- The Memory (aka Concentration) Game -- Quiz -- Mazes -- Rock, Paper, Scissors -- Hangman -- Blackjack.
520 _aHTML5 opens up a plethora of new avenues for application and game development on the web. Games can now be created and interacted with directly within HTML, with no need for users to download extra plugins, or for developers to learn new languages. Important new features such as the Canvas tag enable drawing directly onto the web page. The Audio tag allows sounds to be triggered and played from within your HTML code, the WebSockets API facilitates real-time communication, and the local storage API enables data such as high scores or game preferences to be kept on a user's computer for retrieval next time they play. All of these features and many more are covered within The Essential Guide to HTML5. The book begins at an introductory level, teaching the essentials of HTML5 and JavaScript through game development. Each chapter features a familiar game type as its core example, such as hangman, rock-paper-scissors, or dice games, and uses these simple constructs to build a solid skillset of the key HTML5 concepts and features. By working through these hands on examples, you will gain a deep, practical knowledge of HTML5 that will enable you to build your own, more advanced games and applications. Concepts are introduced and motivated with easy-to-grasp, appealing examples Code is explained in detail after general explanations Reader is guided into how to make the examples 'their own'
650 0 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aComputer Science, general.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430233831
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4302-3384-8
912 _aZDB-2-CWD
999 _c110155
_d110155