JavaScript games development
JavaScript games development
A step-by-step guide
About the Book
JavaScript for games development was developed from an undergraduate degree module run by the author. This book is aimed at intermediate level coders but ramps up gradually and provides references to each new technology as they are introduced so it can also be followed by enthusiastic beginners.
Writing computer games is a fun and creative activity. **JavaScript for games development** is written with this concept at its core. The book takes the reader step-by-step through the game design process starting with only what is necessary to complete each step and refactoring the code as necessary along the way. This reflects the natural progression that code follows in the real world. Each chapter is designed to take your code base to the next level and to add to your skills. The result is a general purpose approach which makes the process of creating object-oriented 2D games more fun and more productive.
After completing the examples in this book you will have the tools necessary to build your own, high quality games. Awesome!
Code samples are available at https://github.com/ggstuart/jsgamesdevelopment
Table of Contents
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- Introduction
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Section 1: Drawing
-
Exercise 1: HTML5 and the canvas element
- Drawing to the canvas
- Style the page to highlight the canvas
- Experiment with fillStyle
- Rendering text
- More shapes and lines
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Exercise 2: Understanding paths
- The canvas grid system
- Refactor early, refactor often
- Working with paths
- Adding curves to a path
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Exercise 3: Drawing to a design
- Pac-Man
- Create a function
- Randomisation
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Exercise 4: Drawing a spaceship
- Basic trigonometry
- Ship shape
- Avoiding side-effects, saving and restoring canvas state
- Transforming the canvas context
- Adding some curves
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Exercise 5: Drawing an asteroid
- Storing shape data
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Exercise 1: HTML5 and the canvas element
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Section 2: Animation
- Exercise 6: Basic animation
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Exercise 7: Animating asteroids
- A solid game loop
- Refactoring into simple objects
- Using object constructors
- Extending the Asteroid prototype
- Working with multiple asteroids
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Exercise 8: Practicing objects
- Why objects?
- Pac-Man chased by ghosts
- The Pac-Man object
- The Ghost object
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Exercise 9: Inheritance
- Newton’s laws of motion
- A general purpose Mass class
- A simple approach to inheritance
- Asteroids
- The ship
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Section 3: Building the game
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Exercise 10: Simple keyboard interaction
- Controlling Pac-Man
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Exercise 11: Controlling the ship
- Thruster control
- Steering
- Shooting
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Exercise 12: Collision detection
- A quick refactor
- Ship vs Asteroids
- Taking damage
- Asteroid vs projectile
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Exercise 13: Death or glory
- Game over
- Restarting the game
- Implementing levels
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Exercise 10: Simple keyboard interaction
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