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HTML, CSS, and JavaScript Mobile Development For Dummies

HTML, CSS, and JavaScript Mobile Development For Dummies

HTML, CSS, and JavaScript Mobile Development For Dummies

作者:William Harrel
出版: For Dummies 2011
ISBN:1118026225
格式:epub 电子书;27MB;432
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Flash 10 Multiplayer Game Essentials

Flash 10 Multiplayer Game Essentials

Flash 10 Multiplayer Game Essentials

简介 Book Description:
Create exciting real-time multiplayer games using Flash
* A complete end-to-end guide for creating fully featured multiplayer games
* The author’s experience in the gaming industry enables him to share insights on multiplayer game development
* Walk-though several real-time multiplayer game implementations
* Packed with illustrations and code snippets with supporting explanations for ease of understanding
In Detail
Multiplayer web-based games are more popular than any others, and developing your own is an exciting challenge. But developing multiplayer games is a complex task. There are few resources that explain how to build multiplayer games from the ground up.
This comprehensive guide is packed with practical examples and insights into basic and fundamental knowledge for developing real-time multiplayer games in Flash.
This book starts with the essential ingredients to develop Flash games using Flash Builder 4 and AS3, followed by the basic Flash programming that you need to know in order to write any Flash game. You will learn the basic features that a developer must implement for any multiplayer game. The chapters discuss the challenges you will face when developing a multiplayer game. You will learn to leverage the PulseUI framework to quickly develop a multiplayer game along with all the required screen management. The simple, but powerful, Pulse API model required for multiplayer game development is thoroughly explained as well. As you go through these concepts, you will learn to implement them using code examples.
The last section takes you through four multiplayer game implementations of increasing complexity: first a simple turn-based TicTacToe, followed by a multi-player Jigsaw, a card-based racing game, and finally a complex space racing game.
A development guide for all your multiplayer games
What you will learn from this book
* Explore the essential functionalities of a Game Server
* Exchange information between the players using game state actions
* Customize parts of the game screens–login, new game screen, players, friends display, and more
* Prototype your multiplayer games rapidly using PulseUI
* Walk through the code that manages the graphics of a game
* Model complex game environments using XML game schema
* Design the schema needed to implement a game using game states
* Delve into the basics of screen management and the Pulse game state APIs
* Deploy the game design schema required for multiplayer games
Approach
The book provides all the essentials needed to implement a fully featured multiplayer game in Flash. It begins by dissecting a basic hello-world example providing its code and an insight into each feature that is required. Following the book is easy because of the excellent illustrations and working code samples. Four complete game implementations with increasing complexity are discussed; each example is presented with detailed design, implementation code, and screenshots.
Who this book is written for
This book discusses essentials for beginner to intermediate Flash Developers who have perhaps created a game or two in Flash and want to take the next step, and create something that can be played by two or more players over the internet. This book will appeal to professional and amateur developers with an inclination to build synchronous multiplayer games with Flash. No prior knowledge of networking or server-side programming is required.

目录 Summary of Contents
Preface
Chapter 1: Getting Started
Chapter 2: Game Interface Design
Chapter 3: Avatar and Chat
Chapter 4: Lobby and Room Management
Chapter 5: Game Logic
Chapter 6: Multiplayer Game Example: Tic-tac-toe
Chapter 7: Multiplayer Game Example: Jigsaw
Chapter 8: Card-based Racing Game Tutorial
Chapter 9: Real-time Racing Game Tutorial
Appendix A: Introduction to FlashBuilder and AS3
Appendix B: Graphics Programming in AS3
Index

关于作者 About the Author
Prashanth Hirematada, is the founder of Gamantra, a game technology company focused on Network engines and server platforms. Prior to founding Gamantra in 2006, he was a Chief Architect at Shanda Interactive Entertainment Ltd., where he was responsible for creating a common game development platform for all MMOG initiatives at Shanda. He joined Shanda in 2004 through Shanda’s acquisition of Zona, Inc., a MMOG game technology company, headquartered in Santa Clara, USA. At Zona, as a Technical Chief Architect, he was responsible for server-side architecture and implementation of MMOG framework. Prior to joining Zona in 2001, Prashanth worked in various Silicon Valley based technology start-up companies developing software at various levels for well over seven years.
His master’s thesis was a distributed implementation of the Message Passing Library (MPI) on a heterogeneous network of workstations including Solaris, HP-UX, OpenStep, and Windows-NT. He received his MS in Computer Science from the California State University, Sacramento, California, in 1994 and his BS in Computer Science from Bangalore University, Bangalore, India in 1992. You can contact him at prash@gamantra.com.

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AdvancED Game Design with Flash

AdvancED Game Design with Flash

AdvancED Game Design with Flash

简介 Book Description:
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels.
* Each chapter highlights a new advanced technique illustrated by practical examples.
* Examples of games are given in a variety of genres, all of which take an object-oriented programming approach.
* Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
What you’ll learn
* How to use vectors to figure out where objects are going and how they should react to collisions
* Pixel-perfect collision detection for irregular shapes using hitTest and bitmapData
* How to use design patterns and abstract data models to manage complex games efficiently
* How to create advanced enemy AI systems using pathfinding strategies in grid-based environments
* How to use XML to load and save game data
* How to use sound and music in games and create particle effects using blitting.
Who this book is for
This book is for experienced Flash and ActionScript 3.0 developers who want to take their game design skills to a professional level. Readers should have a solid background in object-oriented ActionScript 3.0 programming, and may have attempted game projects of their own. If you have read Foundation Game Design with Flash, then this book will be a natural next step for you. The book covers game design strategies and techniques common to many game design platforms—not just Flash—and will help you create top-quality games that are quick to build and easy to maintain.

目录 Summary of Contents
Chapter 1: Modeling Game Data ……………………. 1
Chapter 2: Vectors: Ghosts in the Machine …………………. 67
Chapter 3: Collisions Between Circles ………………………….. 161
Chapter 4: Collisions Between Polygons…………………. 223
Chapter 5: Pixel-Perfect Collision and Destructible Environments……………….. 305
Chapter 6: Explosions, Blitting, and Optimization………………. 367
Chapter 7: Make It Fun! Sound, Music, and AI ……… 445
Chapter 8: Tile-Based Game Design………………………….. 503
Chapter 9: Pathfinding……………………………. 623
Chapter 10: XML and External Data …………………………. 691

关于作者 About the Author
Rex van der Spuy is a freelance multimedia designer specializing in Flash game design, interface design and ActionScript programming, as well as standards-based XHTML+CSS+DOM website design.
He migrated to the multimedia industry from an earlier career in film and television, having graduated with a BFA in Film/Video from York University (Toronto) in 1993 and spending a number of years working as an independent producer and freelance cameraman. He has designed Flash games and done interactive interface programming for clients such as 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 taught advanced courses in Flash Game Design and Shockwave 3D Game Design for the Canadian School of India (Bangalore, India) and produced two online guide books to Flash Game Design and ActionScript programming (available for free download from his website, www.kaleidoscope-multimedia.com.)
Rex is a also a proponent of standards-based, W3C compliant accessible XHTML coding. He has produced hand-coded websites for Meon Villa, Conran Events, Apax.com, the British-German Association (UK) and the Europan 8 architecture competition,—all meeting strict W3C guidelines and accessibility requirements.
In his spare time, Rex has done a considerable amount of technical and fiction writing and maintains a semi-professional musical career as a performer on the sitar. Rex currently divides his time equally between Canada, India and South Africa and works on consulting and software development projects for clients in India, North America and the UK.

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Effortless Flex 4 Development

Effortless Flex 4 Development

Effortless Flex 4 Development

简介 Book Description:
First the Web was all static content (HTML). Then as more was expected of sites, server-side technologies like PHP became necessary. But now Rich Internet Applications (RIA) put a lot of the functionality back in the Web browser, so a server-side technology alone will no longer suffice. Developers who have been doing server-side work for years need to broaden their horizons to provide a rich client-side experience. Enter Effortless Flex 4 Development by bestselling author Larry Ullman.

Flash-Flex is a powerful duo for providing a rich, client-side experience. The first third of this book covers the fundamentals of creating Flex apps. The second third is about getting, displaying, validating, and sending data: locally, remotely, and from the user. All server-side code in this book is PHP, and this data-centric view and larger support for PHP is a key focus in Flex 4. The last third is about rounding out the know-how for full application development.

Taking advantage of what Flex 4 has to offer, developers can quickly learn how to create RIAs, some of which interact with PHP scripts running on the server. Adobe has open-sourced Flex and made its SDK freely available, so it is becoming more attractive to developers who prefer open-source projects over commercial ones. Since the author is writing this book as a developer/programmer for other developers/programmers (as opposed to a designers), there is a predominance of how-tos and real-world practices.

目录 Summary of Contents

Introduction
Part One: The Fundamentals
Chapter One: Building Flex Applications
Chapter Two: User Interface Basics
Chapter Three: ActionScript You Need to Know
Chapter Four: Event Management
PART TWO: DATA AnD COMMUnICATIOnS
Chapter Five: Displaying Data
Chapter Six: Manipulating Data
Chapter Seven: Common Data Formats
Chapter Eight: Using Simple Services
Chapter Nine: Using Complex Services
PART THRee: APPLICATIOn DeveLOPMenT
Chapter Ten: Creating Custom Code 
Chapter Eleven: Improving the User Experience
Chapter Twelve: Alerts and Pop-ups
Chapter Thirteen: Improving the Appearance

关于作者 About the Author
Larry Ullman is the president of Digital Media and Communications, Inc., a firm specializing in information technology. He is the author of the best-selling book PHP and MySQL for Dynamic Web Sites: Visual QuickPro Guide, as well as several other books on related technologies. Larry also writes articles on these subjects and teaches them in small and large group settings. Despite working with computers, programming languages, databases, and such since the early 1980s, Larry still claims he’s not a computer geek (but he admits he can speak their language).

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Adobe Flex 4: Training from the Source

Adobe Flex 4: Training from the Source

Adobe Flex 4: Training from the Source

简介 Book Description:
Adobe Flex: Training from the Source is the best-selling and most trusted resource for learning about Adobe Flex. Written by a team of authors with practical experience as consultants, mentors and developers of courseware, this book/CD uses project-based tutorials, and is designed to teach beginning Flex developers the details of building and architecting real-world rich internet applications using Flash Builder incorporating MXML and ActionScript 3.0. The book includes a CD that contains all the files used in the lessons, plus completed projects for comparison. This latest edition includes complete coverage of New Flex 4 features such as the Spark Component model, Advanced Skinning, Component Creation, and much more. Adobe Flex 4: Training from the Source, Volume 2, will follow later in the year and be geared towards more intermediate and advanced users. 

目录 Summary of Contents
Chapter 1 – Understanding Rich Internet Applications
Chapter 2 – Getting Started
Chapter 3 – Laying Out the Interface
Chapter 4 – Using Simple Controls
Chapter 5 – Handling Events
Chapter 6 – Using Remote XML Data with Controls
Chapter 7 – Creating Classes and Managing Collections
Chapter 8 – DataBinding and Collections
Chapter 9 – Breaking the Application into Components
Chapter 10 – Using Lists and DataGroups
Chapter 11 – Creating Event Classes
Chapter 12 – Using DataGrids and ItemRenderers
Chapter 13 – Using Drag and Drop
Chapter 14 – Implementing Navigation
Chapter 15 – Using Formatters and Validators
Chapter 16 – Customizing the Look and Feel of a Flex Application with Styles
Chapter 17 – Customizing the Look and Feel of a Flex Application with Skins
Chapter 18 – Creating Custom Components
Appendix – Setup 

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