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Titlebook: Beginning HTML5 Games with CreateJS; Brad Manderscheid Book 2014 Brad Manderscheid 2014

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樓主: invigorating
11#
發(fā)表于 2025-3-23 12:57:23 | 只看該作者
Extending EaselJS Display Objects,is. With this approach, you are essentially extending the functionality of these objects, but when doing this . approach, your game can quickly become messy and hard to manage. In this chapter, you’ll learn how to build and organize new, custom objects that inherit from EaselJS display objects.
12#
發(fā)表于 2025-3-23 16:23:48 | 只看該作者
13#
發(fā)表于 2025-3-23 19:27:48 | 只看該作者
Book 2014 toolset that will help you manage Canvas drawing and animations, asset loading, sound management, complex tweening, and much more. Using these robust libraries, you can build powerful and engaging games that reach a wide range of audiences and devices..
14#
發(fā)表于 2025-3-24 01:44:31 | 只看該作者
15#
發(fā)表于 2025-3-24 05:39:00 | 只看該作者
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發(fā)表于 2025-3-24 06:57:27 | 只看該作者
17#
發(fā)表于 2025-3-24 14:21:32 | 只看該作者
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18#
發(fā)表于 2025-3-24 17:03:26 | 只看該作者
https://doi.org/10.1007/978-3-319-23096-2rief overview on how to use them. A few JavaScript techniques will also be examined in effort to learn best practices when working with CreateJS, and the final code example will show the harmony that can easily be achieved with the entire suite at work.
19#
發(fā)表于 2025-3-24 21:28:13 | 只看該作者
20#
發(fā)表于 2025-3-25 02:21:20 | 只看該作者
Peter Buxmann,Wolfgang K?nig,Sascha Weberoard, a settings menu, the game itself, and many others. A game can consist of a few or many states, and the management system to assure that only one state is running at a time is an important technique in game development. The collective components that make up this management system are referred to as a ..
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