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Jump Start CoffeeScript Get up to Speed with CoffeeScript in a Weekend

Best in textbook rentals since 2012!

ISBN-10: 0987247824

ISBN-13: 9780987247827

Edition: 2012

Authors: Earle Castledine, Earle Castledine

List price: $24.95
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Description:

A practical and concise introduction to CoffeeScript, a programming language that compiles into JavaScript and that makes working with JavaScript easier. The book lays out the basics of the language, its syntax, and the interesting features that set it apart from JavaScript. It should satisfy anyone with an intermediate level of understanding of JavaScript who needs a conceptual and practical introduction to CoffeeScript.The book is based around a practical project, leading you through the building of a simple HTML-based 2D game, and explaining the language's philosophy, syntax, and features step-by-step along the way. You'll be able to see results on-screen from the very beginning,…    
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Book details

List price: $24.95
Copyright year: 2012
Publisher: SitePoint Pty, Limited
Publication date: 1/1/2013
Binding: Paperback
Pages: 164
Size: 7.00" wide x 9.00" long x 0.38" tall
Weight: 0.660
Language: English

Sporting a Masters in Information Technology and a lifetime of experience on the "web of hard knocks", Earle Castledine (Mr Speaker) holds an interest in everything to do with computers. A Senior Systems Analyst and JavaScript expert - he is equally happy in the muddy pits of .NET code as in the fluffy fields of client-side interaction development. Co-creator of the client-side opus TurnTubelis, Earle recognizes the Internet not as a lubricant for social change, but as a vehicle for unleashing frivolous ECMAScript gadgets and interesting time-wasting technologies.

Preface
Who Should Read This Book
Conventions Used
Code Samples
Tips, Notes, and Warnings
Supplementary Materials
Challenge Yourself
Friends of SitePoint
Getting Started
HTML5 Game Jam Challenge
The Basics
Missing Cruft
Whitespace
Comments
Types, Variables, and Scope
Functions
Starting the Game Project
Installing: an Overview
Client-side Compilation on the Fly
Installing CoffeeScript Properly
Choosing Our Tech
Document Object Model
Canvas
Further Options
Drawing Something: Using Canvas
We're on Our Way
CoffeeScript Fundamentals
More of the Basics
Setting Up Our Project
alert versus console.log
Returning to JavaScript
Strings
Conditionals and Operators
Loops and Ranges
Objects and Arrays
Introducing Professor Digman-R�nner
The Canvas API
Context and Soaking up Nulls
Drawing Primitives
Draw an Image
Processing a Sprite Sheet
Random Map
Ready to Rumble
Features to Boost Your Game
Team Meeting
Functions Revisited
Default Argument Values
Function Gotchas
List Comprehensions
Creating a Level
Building Larger Projects
Removing the Safety Wrapper
Compiling a List of Files
Getting Serious with Cake
Handling Player Input
Dispatching with Switch
Adding the Professor
And There Was Light!
Game Loop and Classes
The Game Loop
Improving Our Loop
Looping with RequestAnimationFrame
Classes
Constructor and Auto Properties
Class Inheritance
Game Classes
The Level Class
The Block Class
Loading Levels
Driving a Level
Kicking It All Off
Adding New Blocks
Stay Classy
Bringing a Game to Life
Block Collision Detection
Destructured Assignment 1: Arrays
Splats
Gravity
Ladders
Collecting
Testing Class Types
Collision
Ninja Al
Destructured Assignment 2: Objects
Adding the Al Rules into the Code
Power to the Professor
Digging Holes
Building Blocks
Set for Life
CoffeeScript and HTML5 FX
HTML-ifying things
Using jQuery
CSS Effects
Canvas Scrolling
Audio and Sound Effects
Animation
Walk Animation
Falling Animation
Screens and Dialogs
Particles
Game Over
Epilogue
And on the Seventh Day
Index