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Javascript programming for the absolute beginner

Javascript programming for the absolute beginner

Andy Harris

348 pages, parution le 01/08/2001

Résumé

No Experience Required to Learn JavaScript Programming

If you are new to programming, want to learn, and want to have fun while you're at it, then this is the book for you. Teaching the major principles of programming JavaScript with game programming examples, this user-friendly book is a truly unique learning tool. As you learn to program simple games with JavaScript, you will acquire the programming skills that you need for more serious applications and will learn how these skills can be put to use in real world scenarios.

With the instructions in this book, you'll use JavaScript to work with:
  • Random numbers and the if statement
  • Positionable elements and keyboard events
  • Object-oriented programming
  • Animating and swapping images
What's on the CD
  • The GameLib JavaScript Library
  • CoolEditPro
  • CoffeeCup DirectFTP
  • GNU Emacs
  • The GIMP graphics editor
  • CoffeeCup HTML editor
  • CoffeeCup Image Mapper ++
  • Microsoft® Internet Explorer 5
  • Code and games from the book
  • Third-party JavaScript games

Table des matières

Introduction

Chapter 1: Variables, Input, and Output
The Project: Name Game
Adding Code to HTML
Using Variables
Getting Input from the User
Building More Complicated Text
Working with Numbers
Using String Methods
Summary

Chapter 2: The Fortune Teller: Random Numbers and the if Statement
The Project: The Fortune Teller
Getting Random Numbers
Making Specialized Random Numbers
Making Decisions with the if Statement
Using the else Structure
Using Nested if Structures
Using the switch Structure
Returning to the Fortune Program
Summary

Chapter 3: The Number Guesser: for and while Loops
The Project: The Number Guesser
Counting Forward
Skipping Values
Counting Backward
Using the while Loop
Returning to the Number Guesser
Summary

Chapter 4: The Basic Mad Lib and Object-Based Programming
The Project: Mad Lib
Objects and HTML
Reading the Properties of an Object
Methods
Events
The Purpose of Functions
Event-Driven Input and Output
Back to the Mad Lib Program
Summary

Chapter 5: Advanced Mad Lib: Using the Other Form Elements
The Project: the Advanced Mad Lib
Working with Textlike Objects
Using Check Boxes
Using Radio Buttons
Using the select Object
Using Multiline Select Boxes
Returning to the Advanced Mad Lib Program
Summary

Chapter 6: Petals around the Rose: Dynamic Output
The Project: Petals around the Rose
Generating Output in Frames
Displaying Output in Separate Windows
Designing the Petals around the Rose Game
Creating Graphics for JavaScript Games
Generating the Dice-Rolling Routine Summary
Summary

Chapter 7: Image Swapping and Lookup Tables: The Basketball Game
The Project: The Basketball Game
Swapping Images
Using the MouseOver Events
Creating Simple Arrays
Creating Arrays with Images
Using Lookup Tables
Putting Together the Basketball Game
Summary

Chapter 8: Dynamic HTML: The Stealth Submarine
The Project: The Stealth Submarine Program
Dealing with Browser Dependency
Using Cascading Style Sheets
Working with Positionable CSS Elements
Changing the Text in a Positionable Element
Adding Cross-Platform Sound
Putting It Together in the Stealth Sub Game
Summary

Chapter 9: Sprite Animation: The Racer
The Project: The Racer Program
Introducing the Sprite
Moving Sprites Around
Using Frame Animation in Sprites
Detecting Collision
Creating a Race Timer
Returning to the Racer Program
Summary

Chapter 10: Using Other gameLib Features: The Dogfight Game
The Project: The Dogfight Game
Using Layers and the Keyboard
Adding Sound
Improving Sprite Management
Adding Missiles
Returning to the Dogfight Game
Summary

Chapter 11: Cookies and the Mouse: The Jigsaw Puzzle
The Project: The Jigsaw Puzzle Program
Using the Mouse to Drag and Drop
Responding to Button Presses
Following the Mouse and Sprites
Storing information in Cookies
Creating the Jigsaw Game
Summary

Chapter 12: The Game Creation Process: The Brick Game
The Project: The Brick Game
Creating the Game Design
Setting Up the Playground
Adding the Paddle
Bouncing the Ball off the Paddle
Adding Bricks
Adding More Bricks and Sound
Adding Multiple Game Boards
Changing the Bricks' Behavior
Adding Scorekeeping Functionality
Using a Cookie to Track the High Score
Improving the Code Used at the End of Game
Summary

Syntax Reference

Index

L'auteur - Andy Harris

Andy Harris earned a degree in Special Education from Indiana University/Purdue University-Indianapolis (IUPUI). He taught young adults with severe disabilities for several years. He also taught himself enough computer programming to support his teaching habit with freelance programming.
Those were the exciting days when computers started to have hard drives, and some computers connected to each other with arcane protocols. He taught programming in those days because it was fun. Eventually, Andy decided to teach computer science full time, and he still teaches at IUPUI. He lectures in the applied computing program and runs the streaming media lab. He also teaches classes in whatever programming language is in demand at the time. He has developed a large number of online video-based courses and international distance education projects.
Andy has written several books on various computing topics and languages including Java, C#, mobile computing, JavaScript, and PHP/MySQL.
Andy welcomes comments and suggestions about his books. He can be reached at aharris@cs.iupui.edu.

Autres livres de Andy Harris

Caractéristiques techniques

  PAPIER
Éditeur(s) Prima Publishing
Auteur(s) Andy Harris
Parution 01/08/2001
Nb. de pages 348
Format 18,8 x 23,2
Couverture Broché
Poids 633g
Intérieur Noir et Blanc
EAN13 9780761534105

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