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Create and display interactive graphics, build scenes and animated transitions, make cross-platform, responsive games and applications for multiple screen resolutions, and use Pixi.js's spectacular WebGL rendering effects. Learn how to create applications for desktop and touch-screen devices, and how to use the best open-source plugins to extend Pixi.js's capabilities in a myriad of exciting ways. If you've ever wondered what you need to know to start making games, or what technology you need to build high-performance mobile apps, this book will show you the way. Learn Pixi.js is your one-stop shop for everything you need to know to quickly start making spectacular cross-platform interactive games and animations.
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Shelve in:
Graphics /Game Programming
User level:
Beginning–Intermediate
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van der Spuy
www.apress.com
Learn Pixi.js
Learn Pixi.js shows you how to create and display interactive graphics,
build scenes and animated transitions, make cross-platform, responsive
games and applications for multiple screen resolutions, and use Pixi.js’s
spectacular WebGL rendering effects. Learn how to create applications for
desktop and touch-screen devices, and how to use the best open-source
plugins to extend Pixi.js’s capabilities in a myriad of exciting ways.
If you’ve ever wondered what you need to know to start making
games, or what technology you need to build high-performance mobile
apps, this book will show you the way. Learn Pixi.js is your one-stop shop
for everything you need to know to quickly start making spectacular
cross-platform interactive games and animations.
• Take a step-by-step tour of Pixi.js’s features by building fun game
projects
• Learn how to use Pixi.js to make richly interactive graphics and all
kind of cross-platform applications
Learn Pixi.js is a fun and practical brief introduction to using the powerful
Pixi.js graphics-rendering engine for making websites, games and mobile
apps.
• Make high-performance interactive games and mobile applications
• Create responsive applications for multiple resolutions and screen sizes
• Create multi-touch applications
• Learn to use ES6, the latest version of JavaScript
SOURCE CODE ONLINE
9781484 210956
53499
ISBN 978-1-4842-1095-6
www.it-ebooks.info
Learn Pixi.js
Copyright © 2015 by Rex van der Spuy
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part
of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations,
recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission
or information storage and retrieval, electronic adaptation, computer software, or by similar or
dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are
brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for
the purpose of being entered and executed on a computer system, for exclusive use by the purchaser
of the work. Duplication of this publication or parts thereof is permitted only under the provisions
of the Copyright Law of the Publisher’s location, in its current version, and permission for use must
always be obtained from Springer. Permissions for use may be obtained through RightsLink at the
Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law.
ISBN-13 (pbk): 978-1-4842-1095-6
ISBN-13 (electronic): 978-1-4842-1094-9
Trademarked names, logos, and images may appear in this book. Rather than use a trademark
symbol with every occurrence of a trademarked name, logo, or image, we use the names, logos, and
images only in an editorial fashion and to the benefit of the trademark owner, with no intention of
infringement of the trademark.
The use in this publication of trade names, trademarks, service marks, and similar terms, even if they
are not identified as such, is not to be taken as an expression of opinion as to whether or not they are
subject to proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of
publication, neither the author nor the editors nor the publisher can accept any legal responsibility
for any errors or omissions that may be made. The publisher makes no warranty, express or implied,
with respect to the material contained herein.
Managing Director: Welmoed Spahr
Lead Editor: Ben Renow-Clarke
Development Editor: Matthew Moodie
Technical Reviewer: Jason Sturges
Editorial Board: Steve Anglin, Mark Beckner, Gary Cornell, Louise Corrigan, Jim DeWolf,
Jonathan Gennick, Robert Hutchinson, Michelle Lowman, James Markham,
Matthew Moodie, Jerey Pepper, Douglas Pundick, Ben Renow-Clarke,
Gwenan Spearing, Steve Weiss
Coordinating Editor: Jill Balzano
Copy Editor: Michael G. Laraque
Compositor: SPi Global
Indexer: SPi Global
Artist: SPi Global
Cover Designer: Anna Ishchenko
Distributed to the book trade worldwide by Springer Science+Business Media New York,
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SSBM Finance Inc is a Delaware corporation.
For information on translations, please e-mail rights@apress.com, or visit www.apress.com.
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Any source code or other supplementary material referenced by the author in this text is available to
readers at www.apress.com. For detailed information about how to locate your book’s source code,
go to www.apress.com/source-code/.
www.it-ebooks.info
v
Contents at a Glance
About the Author ���������������������������������������������������������������������������� xiii
About the Technical Reviewer ��������������������������������������������������������� xv
Acknowledgments ������������������������������������������������������������������������� xvii
Introduction ������������������������������������������������������������������������������������ xix
■Chapter 1: Making Sprites �������������������������������������������������������������� 1
■Chapter 2: Moving Sprites ������������������������������������������������������������ 43
■Chapter 3: Shapes, Text, and Groups �������������������������������������������� 69
■Chapter 4: Making Games ���������������������������������������������������������� 105
■Chapter 5: Animating Sprites ����������������������������������������������������� 121
■Chapter 6: Visual Effects and Transitions ����������������������������������� 145
■Chapter 7: Mouse and Touch Events ������������������������������������������� 175
■Appendix: Pixie Perilousness!—Complete Code ������������������������ 199
Index ���������������������������������������������������������������������������������������������� 207
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