Learn Pixi.js (eBook)

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2015 | 1st ed.
XXVII, 210 Seiten
Apress (Verlag)
978-1-4842-1094-9 (ISBN)

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Learn Pixi.js - Rex Van Der Spuy
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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.

  • 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.



Rex van der Spuy is a video game designer and writer. He s written Foundation Game Design with Flash, Advanced Game Design with Flash and Foundation Game Design with AS3.0. Rex has designed games and done interactive interface programming Agency Interactive (Dallas), Scottish Power (Edinburgh), DC Interact (London), Draught Associates (London), and the Bank of Montreal (Canada). He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town). In addition, he created and taught advanced courses in game design for the Canadian School of India (Bangalore, India). When not writing about games, making them, or playing them, he amuses himself by building experimental, autonomous, self-aware, multi-cellular parallel universes out of shoe boxes, scotch tape, spare milk bottle caps and bits of string . He claims, that this is a lot more entertaining than you might think, but we re skeptical.
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.

Rex van der Spuy is a video game designer and writer. He s written Foundation Game Design with Flash, Advanced Game Design with Flash and Foundation Game Design with AS3.0. Rex has designed games and done interactive interface programming Agency Interactive (Dallas), Scottish Power (Edinburgh), DC Interact (London), Draught Associates (London), and the Bank of Montreal (Canada). He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town). In addition, he created and taught advanced courses in game design for the Canadian School of India (Bangalore, India). When not writing about games, making them, or playing them, he amuses himself by building experimental, autonomous, self-aware, multi-cellular parallel universes out of shoe boxes, scotch tape, spare milk bottle caps and bits of string . He claims, that this is a lot more entertaining than you might think, but we re skeptical.

Chapter 1: Making spritesChapter 2: Moving spritesChapter 3: Making shapesChapter 4: Collision DetectionChapter 5: Animating SpritesChapter 6: Visual Effects and TransitionsChapter 7: Mouse and Touch Events

Erscheint lt. Verlag 27.10.2015
Zusatzinfo XXVII, 210 p. 94 illus.
Verlagsort Berkeley
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Mathematik / Informatik Informatik Web / Internet
ISBN-10 1-4842-1094-8 / 1484210948
ISBN-13 978-1-4842-1094-9 / 9781484210949
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