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03320nam a2200481 4500 |
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978-1-4842-4249-0 |
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DE-He213 |
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20191027061919.0 |
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181205s2019 xxu| s |||| 0|eng d |
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|a 9781484242490
|9 978-1-4842-4249-0
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|a 10.1007/978-1-4842-4249-0
|2 doi
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|d GrThAP
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|a QA76.76.C672
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|a UMK
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|a COM012040
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|a UMK
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|a 794.815
|2 23
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|a Lodriguez, Oscar.
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
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|a Let's Build a Multiplayer Phaser Game
|h [electronic resource] :
|b With TypeScript, Socket.IO, and Phaser /
|c by Oscar Lodriguez.
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|a 1st ed. 2019.
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|a Berkeley, CA :
|b Apress :
|b Imprint: Apress,
|c 2019.
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|a XIII, 151 p. 8 illus.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|a Chapter 1: Introduction -- Chapter 2: Setting Up Our Development Environment -- Chapter 3: Orchestrating Our Domain Model -- Chapter 4: Implementing Our Game Domain Models -- Chapter 5: Seeing It In Action -- Chapter 6: Projectiles -- Chapter 7: Hooking Up Our Server -- Chapter 8: The World Should Remember Your Name -- Chapter 9: Bonus: Refactoring and Asteroids -- Chapter 10: Further Reading and Discovery.-.
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|a Create a fully working multiplayer game from scratch using TypeScript, Socket.io, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers. Let's Build a Multiplayer Phaser Game dives into the details to show you how to create a multiplayer game from beginning to end. Once you have finished this book, you will be well versed in creating not only a game, but also an application that you can extend with new functionality to enjoy with your friends. What You'll Learn: Discover the ins and outs of Socket.io for real-time web communication Use TypeScript to allow your project to be typed and self-documenting See how gaming mechanics work to make a game entertaining Get a deeper understanding of how to structure your working directory and your code Scale what you have created.
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|a Computer games-Programming.
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650 |
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|a Programming languages (Electronic computers).
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|a Computer programming.
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|a Game Development.
|0 http://scigraph.springernature.com/things/product-market-codes/I29040
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|a Programming Languages, Compilers, Interpreters.
|0 http://scigraph.springernature.com/things/product-market-codes/I14037
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|a Programming Techniques.
|0 http://scigraph.springernature.com/things/product-market-codes/I14010
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|a SpringerLink (Online service)
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|t Springer eBooks
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776 |
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|i Printed edition:
|z 9781484242483
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776 |
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|i Printed edition:
|z 9781484242506
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|i Printed edition:
|z 9781484246931
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|u https://doi.org/10.1007/978-1-4842-4249-0
|z Full Text via HEAL-Link
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|a ZDB-2-CWD
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950 |
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|a Professional and Applied Computing (Springer-12059)
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