The advanced game developer's toolkit : create amazing Web-based games with JavaScript and HTML5 /: create amazing Web-based games with JavaScript and HTML5. ([2017])
- Record Type:
- Book
- Title:
- The advanced game developer's toolkit : create amazing Web-based games with JavaScript and HTML5 /: create amazing Web-based games with JavaScript and HTML5. ([2017])
- Main Title:
- The advanced game developer's toolkit : create amazing Web-based games with JavaScript and HTML5
- Further Information:
- Note: Rex van der Spuy.
- Authors:
- Van der Spuy, Rex
- Contents:
- At a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Chapter 1: Getting Started; What You Need to Know; Hexi and Ga; The Source Code; Chapter 2: Using Tiled Editor; Choosing Your Images; Making a Map; Setting Images Properties; Using Layers; Building the Map; Understanding the JSON Map Data; Using JSON Data to Build the Level; Deciding How to Use the Data; The Game Code API; Writing the makeTiledWorld Function; Creating the Game World; Creating the Sprites; Changing the Sprite's Depth Layer; A Scrolling World Camera; Summary. Chapter 3: Tile-Based CollisionUnderstanding Tile-Based Collision; Collecting Items; Designing the Game World; Initializing the Game World; Understanding the Bomb Map; Moving the Alien in Alignment with the Grid; Collisions with Moving Sprites; Checking Collisions by Comparing Array Locations; Giving the Bombs a Random Direction; Collision Detection; Using Corner Points; A Reusable Tile-Based Collision Function; Using Inverse Collision Detection to Check for Obstacles; Tile-Based Collision for Role Playing Games; Defining the Collision Area; Collisions with Obstacles; Collisions with Items. Moving the Sprite in the Game LoopIs the Sprite Centered Over a Tile Cell?; Finding the Valid Directions; The Tiles Surrounding the Sprite; The Valid Directions; Can the Monster Change Direction?; Choosing a Random Direction; Converting the Direction String to a Velocity Number; Hunting the Alien; Calculating the Vector; Finding theAt a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Chapter 1: Getting Started; What You Need to Know; Hexi and Ga; The Source Code; Chapter 2: Using Tiled Editor; Choosing Your Images; Making a Map; Setting Images Properties; Using Layers; Building the Map; Understanding the JSON Map Data; Using JSON Data to Build the Level; Deciding How to Use the Data; The Game Code API; Writing the makeTiledWorld Function; Creating the Game World; Creating the Sprites; Changing the Sprite's Depth Layer; A Scrolling World Camera; Summary. Chapter 3: Tile-Based CollisionUnderstanding Tile-Based Collision; Collecting Items; Designing the Game World; Initializing the Game World; Understanding the Bomb Map; Moving the Alien in Alignment with the Grid; Collisions with Moving Sprites; Checking Collisions by Comparing Array Locations; Giving the Bombs a Random Direction; Collision Detection; Using Corner Points; A Reusable Tile-Based Collision Function; Using Inverse Collision Detection to Check for Obstacles; Tile-Based Collision for Role Playing Games; Defining the Collision Area; Collisions with Obstacles; Collisions with Items. Moving the Sprite in the Game LoopIs the Sprite Centered Over a Tile Cell?; Finding the Valid Directions; The Tiles Surrounding the Sprite; The Valid Directions; Can the Monster Change Direction?; Choosing a Random Direction; Converting the Direction String to a Velocity Number; Hunting the Alien; Calculating the Vector; Finding the Closest Direction; Line of Sight; Calculating the Vector; Finding the Positions of the Collision Points; Testing the Points for Collisions with Obstacles; The lineOfSight Function; Tile-Based Line of Sight; Tile-Based Collision; Limiting the Angle. The tileBasedLineOfSight FunctionSummary; Chapter 6: Finding the Shortest Path; Understanding A*; Calculating Costs; Finding the Second Step; Linking the Nodes Through Their Parents; A* in Code; Creating a Node Map; The shortestPath Function; Using the shortestPath Function; Understanding Heuristics; Rounding Corners; Walking the Path; Extending and Customizing A*; Variable Terrain; Influence Map; Dijkstra's Algorithm; Summary; Chapter 7: More Fun with Tile-Based Games; Using Extra Game Data for AI Systems; Storing Hidden Game Data in Arrays; Adding an AI Controlled Car. … (more)
- Publisher Details:
- California : Apress
- Publication Date:
- 2017
- Copyright Date:
- 2017
- Extent:
- 1 online resource, color illustrations
- Subjects:
- 794.8/1526
Computer games -- Programming
Internet programming
Internet games -- Design
HTML (Document markup language)
JavaScript (Computer program language)
GAMES -- Board
Computer games -- Programming
HTML (Document markup language)
Internet programming
JavaScript (Computer program language)
Computer Science
Game Development
Electronic books
Electronic book - Languages:
- English
- ISBNs:
- 9781484210970
1484210972
1484210980
9781484210987 - Related ISBNs:
- 9781484210987
- Notes:
- Note: Includes bibliographical references at the end of each chapters and index.
Note: Online resource; title from PDF title page (EBSCO, viewed July 13, 2017). - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.379102
- Ingest File:
- 02_361.xml