Lynda Html5 For Flash Developers Torrent

02.01.2020

HTML5 Game Development with Phaser Lynda.com has published the long-awaited course on! Special thanks to for looking over the code and providing guidance in the development of this course. Phaser is a cross-platform game development framework for both mobile and desktop games. This fast, fun, and free framework supports both JavaScript and TypeScript, targeting the open web via HTML5 Canvas.

This course shows you how to put Phaser to work: creating a multi-state games that can be played on both desktop browsers and mobile devices. After you gather your assets, author Joseph Labrecque will help you start a new game project with the Brackets code editor, create a basic preloader and menu states, and then start building game entities and layering in functionality with Phaser’s sprites, groups, animations, tweens, emitters, and physics. He’ll also show you how to provide feedback to the player and add sounds effects for a more immersive gaming experience.

When you’re done, Joseph shows you how to prep the game for a mobile launch. Phaser I really like. It’s an awesome little framework for quickly building games using web standards and is quite similar to a lot of ActionScript-based frameworks like. Phaser has the concept of states – so you don’t end up placing all of your JavaScript inside one big file (but you can if you want to).

It has particle systems, a group of physics libraries to choose from, rich audio support, and much more. Bunnies Why bunnies? Bunnies are cute.

They are simple to draw and animate and who doesn’t feel the need to defend such poor little creatures? Am I giving up Flash? Of course not.

I actually generate all of my visual assets and animations with Flash Professional CC in this course. I work with Flash just about every day – just as I have in the last 15 years or so. Concurrently, I’ve been working with HTML, CSS, and JavaScript for even longer than Flash. Just because I do work in one area doesn’t mean I abandon everything else. That’s foolish;). This might be a dumb question, but I wasn’t sure where else I could ask it.

In your course you use the following line at the end of the buildSpaceRocks function: r.events.onOutOfBounds.add(this.resetRock,this); you also do something similar in the buildEmitter function: this.input.onDown.add(this.fireBurst, this); In both cases “this” first refers to the object that contains the function which happens to be the BunnyDefender prototype object. The second “this” after the comma refers to in the first instance to the “r” as the object being passed in, which is confusing because it appears the “r” is the object the event is being applied to, so shouldn’t it know that is what it should apply to? And in the 2nd instance the “this” refers to the “input”. So my question is around how the “this” variable can refer to 2 different variables/objects when it appears as if the same scope would exist inside the.

I must be missing a concept here about how the add works. I can see that it does work, but without your instructions, it seems like figuring out what “this” would be, is almost impossible. I know exactly what you mean and had a bit of this confusion when I first approached Phaser as well. Having a heavy AS3 background, I had it drilled into my to avoid using “this” whenever possible – yet when approaching Phaser (JavaScript) with this in mind ran into a lot of issues.

I reached out to Richard to be sure I was handling this correctly so eventually just had to leave my prejuices toward “this” at the door:) To answer your question though; the first “this” refers to the game object. The additional “this” which is passed through to these functions refers to other objects like bunnies and such.

How does Phaser make the distinction between the two? Well, Phaser uses a port of AS3 Signals to handle events like this (tied to Sprite instances) and the way Signals work is that they bind directly as specific communicators/messengers. It’s a few years old but here is the original Signals wiki page – it may help bring more perspective!

Name Size Lynda – HTML5 for Flash Developers/07. Incorporating 3D with WebGL/07 02. Getting started with three-js.f4v 26 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 06. Drawing sprite sheets.f4v 22.7 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 03.

Drawing dynamic graphics.f4v 21.3 MB Lynda – HTML5 for Flash Developers/08. Useful Tools and Frameworks/08 02. Using the CreateJS library.f4v 19.3 MB Lynda – HTML5 for Flash Developers/08. Useful Tools and Frameworks/08 01. Animating using Adobe Edge.f4v 19 MB Lynda – HTML5 for Flash Developers/06. Incorporating Audio and Video/06 01.

Using the HTML5 video tag.f4v 17.2 MB Lynda – HTML5 for Flash Developers/04. DOM Animation/04 02. Animating DOM elements.f4v 16.7 MB Lynda – HTML5 for Flash Developers/05. Using CSS3/05 02. Exploring CSS3 design properties.f4v 16.4 MB Lynda – HTML5 for Flash Developers/05. Using CSS3/05 05.

Using 2D and 3D transforms.f4v 14.9 MB Lynda – HTML5 for Flash Developers/01. Overview of HTML5/01 01. What is HTML5.f4v 14.8 MB Lynda – HTML5 for Flash Developers/02. Transitioning from ActionScript to JavaScript/02 02. Exploring object-oriented programming in JavaScript.f4v 13.8 MB Lynda – HTML5 for Flash Developers/05. Using CSS3/05 03. Animating using transitions.f4v 12.9 MB Lynda – HTML5 for Flash Developers/03.

The Canvas Element/03 05. Drawing images.f4v 12.5 MB Lynda – HTML5 for Flash Developers/07. Incorporating 3D with WebGL/07 01. Overview of WebGL.f4v 12.3 MB Lynda – HTML5 for Flash Developers/08. Useful Tools and Frameworks/08 03. Creating HTML5 animation using Flash CS6.f4v 12.2 MB Lynda – HTML5 for Flash Developers/Exercise Files/ExFilesHTML5FlashDev.zip 12.2 MB Lynda – HTML5 for Flash Developers/05. Using CSS3/05 01.

Lynda Html5 For Flash Developers Torrent

Overview of CSS3.f4v 12 MB Lynda – HTML5 for Flash Developers/02. Transitioning from ActionScript to JavaScript/02 04. Creating animation loops.f4v 11.9 MB Lynda – HTML5 for Flash Developers/07. Incorporating 3D with WebGL/07 03. Working with shaders and lights.f4v 11.5 MB Lynda – HTML5 for Flash Developers/05. Using CSS3/05 04.

Using CSS animations.f4v 11.5 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 04. Working with states and transforms.f4v 11.3 MB Lynda – HTML5 for Flash Developers/02.

Transitioning from ActionScript to JavaScript/02 05. Using Modernizr for feature detection.f4v 10.7 MB Lynda – HTML5 for Flash Developers/06. Incorporating Audio and Video/06 03.

Playing sounds with the audio tag.f4v 10.3 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 08.

Html5 Vs Flash Player

Using multiple Canvas elements.f4v 9.9 MB Lynda – HTML5 for Flash Developers/02. Transitioning from ActionScript to JavaScript/02 06. Looking at helpful JavaScript resources.f4v 9.6 MB Lynda – HTML5 for Flash Developers/02. Transitioning from ActionScript to JavaScript/02 01. Comparing ActionScript and JavaScript.f4v 9.5 MB Lynda – HTML5 for Flash Developers/06. Incorporating Audio and Video/06 02. Controlling video with JavaScript.f4v 9.3 MB Lynda – HTML5 for Flash Developers/02.

Transitioning from ActionScript to JavaScript/02 03. Creating class files.f4v 8.3 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 02. Creating a Canvas Hello World.f4v 8.1 MB Lynda – HTML5 for Flash Developers/06. Incorporating Audio and Video/06 04. Looking at the future of web audio and video.f4v 8.1 MB Lynda – HTML5 for Flash Developers/04.

Flash

DOM Animation/04 01. What is the Document Object Model (DOM).f4v 8 MB Lynda – HTML5 for Flash Developers/01. Overview of HTML5/01 03. Choosing HTML5 tooling.f4v 7.9 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 07. Animating Canvas elements.f4v 7.7 MB Lynda – HTML5 for Flash Developers/03. The Canvas Element/03 01.

Comparing Canvas and BitmapData.f4v 7.2 MB Lynda – HTML5 for Flash Developers/00. Introduction/00 03. Setting up your system.f4v 7.2 MB Lynda – HTML5 for Flash Developers/04. DOM Animation/04 03. Choosing between Canvas and the DOM.f4v 5.3 MB Lynda – HTML5 for Flash Developers/01.

Overview of HTML5/01 02. Reviewing browser support for HTML5.f4v 5.2 MB Lynda – HTML5 for Flash Developers/09.

Conclusion/09 01. Moving forward with Flash and HTML5.f4v 4.4 MB Lynda – HTML5 for Flash Developers/00. Introduction/00 01.

Welcome.f4v 4 MB Lynda – HTML5 for Flash Developers/00. Introduction/00 02. Using the exercise files.f4v 1.3 MB.