Phaser III Game Starter Kit Collection
Phaser III Game Starter Kit Collection (The Book (bonus content, and Game Develop Course Certification included))
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Phaser III Game Starter Kit Collection

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Last updated on 2020-08-07

About the Book

Start your own Game Studio!

  • 24 General Game Licenses are included in this book - a savings of $1,440 if purchased separately!

Phaser III Game Starter Kit Collection (5th Edition) is a hands-on guide for making browser games using Phaser version 3.16+ Gaming Frameworks. You may also purchase individual chapters. It delves into the greatest classical game mechanics -- 16+ popular game mechanics and 19 sub-genres (for a total of 35!). All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build and to include your own game assets and features. You’ll also download supporting tools to classify the book’s snippets and add your own modification. Phaser Game Starter Kit Collection (a sister volume to this one exclusively for Phaser v2.x.x) is similar to this book's Part II.

 

Phaser III Game Starter Kit Collection contains several sections. It starts with

  • Part I is an Introduction into the Game Design System™, game perspective, modes, genres, workstation set-up, an introduction to "headless game design", and generation tools.
  • Part II demonstrates basic game mechanics and mechanisms using Phaser JavaScript Gaming Framework. Each chapter is a separate game mechanic for Phaser III in this volume! This is a reference book; simply turn to the chapter of the game you'd like to create. In a matter of hours, you will have a working game prototype for that game mechanics using the Game Design System™ -- fully explained in the Phaser III Game Design workbook (new 5th edition). You'll then add your own artwork and any additional game features; then over the next few days, you'll have your own completed game ready to deploy in the "apps" stores. You might consider this a joint effort: I am your game programmer and you are the game designer, artist, and marketer.
  • Part III is a massive collection of 59+ Flash ActionScript games just waiting for you to transpile into Phaser III. There's also several chapters on converting older Phaser v2.x.x into the new Phaser III API!
  • Part IV is an excerpt from Making Massive Multiplayer Gaming Systems; it holds all the starter kits essentials for multiplayer games using web sockets.
  • Part V introduces Simulations! take your programming skills to the next level in developing Financial Simulations.

You’ll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations are enhanced through the book’s explanation. 

If you prefer, you can buy individual chapters - sold separately on LeanPub.com or Amazon.com

 

What you’ll learn:

By the end of this workbook, you’ll have integrated into your own bespoke game designs:

  • Step-by-step methods concerning older Phaser v2.x.x into vIII.21+ conversions.  
  • Built "future-proof" and flexible game architecture.  
  • Used the Game Design System™ which creates Game Recipes™. from automated tools.  
  • Adopted processes for business project management and agile software development.  
  • Organized a standardized file structure for general game developments;  
  • Used a blank game template to scaffold further game projects;  
  • Converted and adopted new upcoming changes in Phaser III API.  
  • Managed groups and layers of game objects with Phaser III;  
  • Imported resources and game assets;  
  • Displayed, animated and moved game avatars on various screen renderings;  
  • Managed groups of game objects;  
  • Incorporated sound effects (sfx) and theme music across various game scenes;  
  • Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;  
  • Used customized web fonts;  
  • Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);  
  • Rendered several physics systems;  
  • Incorporated sound and graphics effects (sfx, gfx);  
  • Created and managed various game phase deployments (CMS, SPWA, & PWA);  
  • Managed permanent game assets across game phases and scenes;  
  • Optimized your games for various mobile devices;  
  • Integrated several 3rd-party scripts and services.  

Who This Book Is For:

Students of -- and professionals in -- "game art and animations" with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of game programming skills in Phaser's III JavaScript Gaming Framework. If you are interested in making browser games, especially for the mobile market, then Phaser III Game Starter Kit Collection is a perfect choice.

Bonus Content:

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 42nd anniversary this Sept 1!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 40-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly-related work for the Internet backbones found in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland and an M.B.A in International Management from Liberty University. He is currently pursuing his Th.D. He has served as a licensed minister since 1972 and as a missionary to Okinawa, Japan. He earned the US Army Chaplains Outstanding service award in 1983. 

In his spare (?) time, Steve enjoys creating online casual games and managing his online gaming business. 

My driving theme: "Always stay humble and kind"

His personal website is: http://www.Stephen-Gose.com./

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Table of Contents

  •  
    • Distribution Permission
      • Supporting website
    • Disclosures
    • Disclaimer
    • Forwards
    • About this Workbook
      • Links and References
    • Workbook Content
      • How to Read & Use this workbook:
        • Viewing the eBook’s Source Code:
        • Who should use this workbook?
    • Your newly obtained skills…
    • Game Design System™
      • Business Product Management: Books
      • Game Studio Online Courses
      • “Making Browser Games” Series - online Courses
      • Game Programming Course
      • “Walk-Thru Tutorial Series” - Courses
      • Game Recipes™ & Instruction Guides Series
  • The Game Design System™
    • 1 Introduction
      • 1.1 Game Component Perspectives
      • 1.2 Game Delivery Modes
        • Game Mode - Single-Player Flowchart
        • Game Mode - Multi-Player Flowchart
      • 1.3 Game Genres
        • Action Games
        • Adventure Games
        • Casino Games
        • Educational Games
        • Fighting Games
        • Platform Games
        • Puzzle Games
        • Racing Games
        • Rhythm / Music Game
        • Role-Playing Games (RPG)
        • Shooter Games
        • Simulations
        • Sports Games
        • Strategy Games
        • Tower Defense™ — USPTO awarded to COM2US
      • 1.4 Mind The Gap!
      • 1.5 Game Tools & Generators
        • Overview
        • Other Resources
      • 1.6 Standard Project Setup
        • Standardized File Structure
      • 1.7 Game Recipe™
        • Development:
        • Design:
        • Encoding:
      • 1.8 Creating Prototype Mechanisms — “4-step method”
        • Standard Game Index Page (formal method)
        • Mobile Apps: Game.js (aka Main.js)
      • 1.9 Game Shell and Logic Flow
      • 1.10 Network Cloud Impact
        • Generic Main.js
        • Generic Boot.js
        • Generic Preload.js
      • 1.11 Gamer’s Local Activity
        • Generic Splash.js or Language.js
        • Generic Menu.js
        • Sample CMS page — Credits.js
        • Play.js
        • Inside each Game Phase
      • 1.12 Plug-in Enhancements
      • 1.13 Reference Library
  • Part II - Game Mechanics
    • 2 Action-Arcade Game Mechanics
      • 2.1 Our Goal
      • 2.2 Game Mechanics
        • Historical background
      • 2.3 Game Examples
        • Official Phaser v3.21+ Examples
      • 2.4 Game Recipe™ Featured Ingredients
      • 2.5 Starting an Action-Arcade Game Project
        • Step 0: Review Game demonstrations
        • Step 1: Create your “front-door”
      • 2.6 Action-Arcade — Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
      • 2.7 Action-Arcade Core Mechanics
      • 2.8 Design Considerations
        • Gameboard Development
        • Right- or Left-handed?
        • Cursor Keys: Timing vs. Movement
      • 2.9 Rhythm Game Logic & Supporting Functions
        • Play.js
      • 2.10 Rhythm Core Game Mechanics
        • Step 3. Create your core game logic & supporting functions.
      • 2.11 Stage 1 - Seek, Find, and Record
      • 2.12 Stage 2 - Phaser “v2 to v3” Conversion Guide
        • Visual Changes
        • Deeper Dive: Multi-Player version
        • General Changes
        • constants.js Conversion
        • “hud.js” & “billboard.js” Conversions
        • “banjostring.js” Conversions
      • 2.13 Game Design System™ (Stage 3)
      • 2.14 Conclusion
    • 3 Adventure & Maze Game Mechanics
      • 3.1 Our Goal
      • 3.2 Game Mechanics
        • Historical background?
        • Game Genre Components
        • “13 Rogue likeness Factors”
      • 3.3 Game Recipe & Starter Kit Features
      • 3.4 Starting the Adventures & Mazes for RPGs project
        • Step 0: Review Game Demonstrations & Examples:
        • Step 1. Create your standard index file.
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 3.5 Adventures & Mazes Core Functions
        • Story Plot Generation
        • Story Generation Tools
        • Labyrinth Generation Methods
        • Fixed Generation
        • Fixed Generation with dynamic content
        • Pure Linear labyrinths
        • Rules for Creating the Perfect Maze
        • Depth-First Search (DFS)
        • Open-path Worlds
      • 3.6 Conclusion
    • 4 Collapsing Blocks Games Mechanics
      • 4.1 Our Goal
      • 4.2 Game Mechanics
        • Historical background
        • Game Components
      • 4.3 Game Examples
      • 4.4 Game Recipe™ Featured Ingredients
      • 4.5 Starting the Collapsing Blocks project
        • Step 0: Review your competition and game demonstrations:
        • Step 1. Create your Standard “index” file.
      • 4.6 Collapsing Blocks Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 4.7 Collapsing Blocks Game Mechanics Component
        • Step 3. Create your core game logic & supporting functions.
      • 4.8 Game Set-up Options — Lines 555 to 643
        • “flood fill” Example
      • 4.9 Game Mechanisms Component - “playGame” Class
        • PlayGame.constructor – Lines 74 to 76
        • “Preload” Essential Functions – Lines 80 to 87
        • “Create” Essential Functions – Lines 89 to 136
        • PlayGame.drawGameBoard – Lines 141 to 156
        • PlayGame.tileSelect – Lines 158 to 190
        • PlayGame.makeTilesFall – Lines 192 to 248
        • PlayGame.makeTilesSlide – Lines 250 to 276
        • PlayGame.endOfMove – Lines 277 to 304
      • 4.10 Collapsing Blocks Game Mechanics Component
      • 4.11 Conclusion
    • 5 “Connect-4” & “Go” Game Mechanics
      • 5.1 Our Goal
      • 5.2 Game Mechanics
      • 5.3 Using “AI Design”
      • 5.4 Historical background
      • 5.5 Game Examples
      • 5.6 Game Recipe™ Featured Ingredients
        • Game Genre Commercial Components
        • Rule Variations
      • 5.7 Starting a Connect-4 AI Project
        • Step 0: Review Game demonstrations
        • Step 1: Create your “front-door”
      • 5.8 Connect-4 AI — Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 5.9 Design Considerations
        • Gameboard Development
        • Game Disc-Tokens
        • 2-player or “AI-bot”
      • 5.10 Connect-4 Game Logic & Supporting Functions
        • Play.js
      • 5.11 Connect-4+ Core Game Mechanics
        • Step 3. Create your core game logic & supporting functions
        • Play.js Deconstruction Plan
      • 5.12 Stage 1 - Seek, Find & Record
        • Play.js - Lines 1 to 33
        • Play.js - Lines 34 to 136
        • Play.selectCol() - Lines 137 to 221
        • HUD Mouse functions
        • Validate “4-in-a-row” Winning Conditions
        • Declaring a Winner
      • 5.13 Anticipation of Change in Play.js
        • Other problems for your bespoke solution?
      • 5.14 Doing the AI-thing!
        • Sample Resources
        • Deeper Dive: A.I. in Connect4 & Go
        • Stage 2: Conversion into Phaser III
      • 5.15 Conclusion
    • 6 Dress-Up & Fashion Game Mechanics
      • 6.1 Our Goal
      • 6.2 Game Mechanics
      • 6.3 Game Logic and Construction Considerations
        • Step #1 Find an avatar(s).
        • Step #2 Create the wardrobe
        • Step #3 Messy or tidy?
        • Step #4 Layout Arrangement
        • Step #5 Asset Download Considerations
      • 6.4 Game Examples
      • 6.5 Current Demand for Dress-UP Games
      • 6.6 Game Recipe Starter Kit Features
      • 6.7 Starting the Dress-Up project
        • Step 0: you can review several games in these demonstrations:
        • Step 1. Create your standard index file.
      • 6.8 Dress-UP Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 6.9 Play.js — Overview
      • 6.10 Dog.js – a gentle introduction to standard Dress-UP games
      • 6.11 Dog.js Preload function – Lines 105 to 163
      • 6.12 Dog.js Create function – Lines 164 to 228
      • 6.13 Mark.js – adding clothes and toggles
      • 6.14 Miyoko.js – adding data structures and spriteSheets management
      • 6.15 Managing Hair and “Split-ends”
      • 6.16 What’s a Girl to Wear? Clothes management
      • 6.17 Zoe.js – the full Monty
      • 6.18 Common Menu HUD
      • 6.19 Printing
      • 6.20 Saving
      • 6.21 Camera Snap-shots
      • 6.22 Conclusion
    • 7 Hidden Objects Game Mechanics
      • 7.1 Our Goal
      • 7.2 Game Mechanics
        • Historical background
        • General Construction Advice?
        • Deeper Dive: Replayability
      • 7.3 Game Examples
      • 7.4 Game Recipe™ Featured Ingredients
      • 7.5 Starting a “Hidden Objects” Project
        • Step 0: Review your competition and game demonstrations:
        • Step 1: Create your “front-door”
      • 7.6 Hidden Objects Core Game Phases
        • Step 2: Create your standard game shell scenes
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 7.7 Creation Methods for Hidden Objects Games
        • Step 3. Create your core game logic & supporting functions
      • 7.8 Method #1: HTML5 Conversion into Phaser Framework.
        • Step 1: Project Preparation
        • Step 2: Project Refactoring
        • Step 3: Project Plan
        • Deeper Dive: Better Location Selections
        • Deeper Dive: Making Phaser III Graphics “clickable”
      • 7.9 Method #2: ActionScript into Phaser Framework.
        • D.R.Y. Speed Limit - 5 GPH (Games Per Hour)!
        • Cashing In with Hidden Object Games
      • 7.10 Method #3: Winx Quests.
        • Flash Demo
      • 7.11 Method #4 (for Adults): “Find My Flaws”
        • Flash Demos
        • Microsoft Office to the Rescue!
      • 7.12 Method #5 - “Find the Difference” Construction
        • Why not do what others are doing?
        • Step 1: Project Preparation
        • Deeper Dive: Project Preparations
        • Step 2: Create your standard game shell scenes
        • Step 3: Project Plan & flowchart
        • Phaser Resources
      • 7.13 Conclusion
    • 8 “Jump to Capture” Games Mechanics
      • 8.1 The Goal
      • 8.2 Game Mechanics
      • 8.3 Game Logic and Rules
      • 8.4 Game Data Structure
      • 8.5 Game Examples
      • 8.6 Game Recipe™ Featured Ingredients
      • 8.7 Starting the Jump-to-Capture project
        • Step 0: you can review an Jump-To-Capture game in these demonstrations:
        • Step 1. Create your standard index file.
      • 8.8 Peg Solitaire Core Game Phases
        • Step 0: you can review a Peg Solitaire games at
        • Step 1: (Finished?) Created your standard index file.
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 8.9 Peg Solitaire game logic & Supporting functions
        • Overview
        • Game Data structures — Lines 57 to 60
        • hole Selected — Lines 418 to 425
        • peg Selected — Lines 428 to 435
        • validateMove — Lines 512 to 771 (hand-craft FSM)
      • 8.10 Bonus Content
        • Multi-player Variations
        • Three Musketeers game board
        • Hnefatafl game board
        • Blue & Gray – US Civil War Jump-to-Capture
        • Single-player Variations
      • 8.11 Conclusion
    • 9 MahJong Game Mechanics
      • 9.1 Our Goal
      • 9.2 MahJong Game Mechanics
        • MahJong Rule Variations
        • “52 Card Pick-up”
      • 9.3 Historical background
      • 9.4 MahJong - “Matching Open Pairs”
        • General Game Procedures
      • 9.5 Game Recipe™ Featured Ingredients
      • 9.6 Starting a MahJong Game Project
        • Step 0: Review Game demonstrations
        • Game Competitor Examples
        • Step 1: Create your “front-door”
      • 9.7 MahJong — Core Game Phases
        • step 2: Create your standard game shell scenes
      • 9.8 MahJong Game logic & supporting functions
        • Play.js
      • 9.9 MahJong Core Game Mechanics
        • Step 3. Create your core game logic & supporting functions
      • 9.10 Step 3. Create game logic & supporting functions
        • Booting and Loading
        • Main.js
        • Defining Tile Metadata
      • 9.11 Play.js
        • Shuffling & Randomized Deployment
        • Creating Tiles
        • Selecting Tiles
        • Tile Selection & Validation
      • 9.12 3D Layout Prototype
    • 10 Match-3 Game Mechanics
      • 10.1 Our Goal
      • 10.2 Game Mechanics
      • 10.3 Game Examples
      • 10.4 Game Recipe™ Featured Ingredients
      • 10.5 Starting the Match-3 Project
        • Step 0: Review your competition and game demonstrations:
        • Step 1. Create your standard index file.
      • 10.6 Match-3+ Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Menu.js
        • Play.js
      • 10.7 Match-3+ Core Mechanics
        • Step 3. Create your core Game logic & supporting functions
      • 10.8 Game Set-up Options
        • Phaser III Config and Game Settings - Lines 630 to 718:
      • 10.9 Game Mechanisms Component - “playGame” Class
        • PlayGame.constructor – Lines 75 to 78
        • “Preload” Essential Functions – Lines 79 to 152
        • “Create” Essential Functions – Lines 95 to 151
        • PlayGame.drawGameBoard – Lines 156 to 172
        • PlayGame.tileSelect – Lines 173 to 204
        • PlayGame.swapTiles – Lines 205 to 232
        • PlayGame.handleMatches – Lines 234 to 287
        • PlayGame.makeTilesFall – Lines 289 to 340
        • PlayGame.endOfMove – Lines 342 to 362
      • 10.10 Match-3 Game Mechanics Component
        • Arrange Board After Match – Lines 392 to 409
        • Create and Manage the Gameboard data – Lines 419 to 463
      • 10.11 Match 3 (Placed) = Tic-tac-toe
      • 10.12 Match 4 (Placed) = “Connect-4”
      • 10.13 Match 5 (Placed) = “Go” or “Gomoku”
      • 10.14 Match 3+ by “Tracing a Line”
      • 10.15 Conclusion
    • 11 Memory Match Game Mechanics
      • 11.1 Game Project Overview
        • History
        • Variations on Memory Match Games
        • Deeper Dive: “Due Diligence in Gaming Research”
        • Deeper Dive: Audio Games
      • 11.2 Our Goal
      • 11.3 Design Considerations
        • Game Mechanics (GM) - Data Structure
        • Game Mechanics (GM) - Logic, & Rules
      • 11.4 General Game Procedures
      • 11.5 Game Recipe™ Featured Ingredients
        • Game Examples
      • 11.6 Starting Memory Match project
        • Step 0: Review your competition and game demonstrations:
        • Step 1. Create your “front-door” index file.
      • 11.7 Memory Match (Pairs) Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
      • 11.8 Game #1 “Hidden Pairs”
        • Game #1 Description
        • “Hidden Pairs” Rule Variations
      • 11.9 Game #1 Main.js Overview
      • 11.10 Game #1 Play.js — Overview
      • 11.11 Phaser Essential Functions
        • “Play Phase” Variables — Lines 46 to 61
        • Play.js — preload — Lines 72 to 95
        • Play.js — create — Lines 95 to 315
        • Play.js — update — Lines 318 to 345
      • 11.12 Game #1 Game Mechanisms & Supporting Functions
        • Deeper Dive: Phaser vs JavaScript Timers
        • Play.js — checkTiles Lines 356 to 465
        • Play.js — decreaseTimer Lines 469 to 490
        • Play.js — getRandom Lines 491 to 501
        • Play.js — resetGT Lines 502 to 535
        • Play.js — showTiles Lines 536 to 605
        • Play.js — stopWatchTimer (optional) Lines 606 to 628
        • Play.js — Tiles (alternate) Lines 629 to 686
      • 11.13 Game #2 Memory Matching “in Sequence”
        • Clones & Competitors
        • Game #2 Sequence Logic
        • Game #2 Game Description
        • Design Consideration: “Separation of Concerns”
        • Managing Player Input & Validation
        • Managing Panel Displays
        • Project Development Tools
        • Deeper Dive: Experiments with Polygons
        • Deeper Dive: Callbacks & Events
        • Deeper Dive: Making Phaser v3.16+ Graphics “clickable”
        • Deeper Dive: WebGL Foundations
        • Summary: Design Option #1 graphics
      • 11.14 Game #2 Menu.js Overview - animated “.GIF
      • 11.15 Game #2 Main.js Overview
        • Game Security
        • Revealing too much, too soon!
      • 11.16 Game #2 Play.js Overview
      • 11.17 Game #2 Phaser Essential Functions
        • Play.js — preload — Lines 105 to 137
        • Play.js — create — 138 to 368
        • Innovation Experiment — Panel Animations
        • Play.js — update — Lines 371 to 414
      • 11.18 Game #2 Mechanisms & Supporting Functions
        • Play.js — getRandom Lines 423 to 431
        • Play.js — gIntro Lines 432 to 453
        • Play.js — moveOff Lines 454 to 460
        • Play.js — Optional playerSequence Lines 461 to 503
        • Play.js — released Lines 504 to 546
        • Play.js — restart Lines 547 to 561
        • Play.js — selected Lines 562 to 572
        • Play.js — setUp Lines 573 to 592
        • Play.js — simonSequence Lines 593 to 618
      • 11.19 Game #2 Conclusion
      • 11.20 Conclusion
    • 12 Music & Audio Mechanics
      • 12.1 Our Goal
      • 12.2 Audio Construction Tools
      • 12.3 Game Mechanics
      • 12.4 Game Description
      • 12.5 Game Examples
      • 12.6 Game Recipe™ Featured Ingredients
      • 12.7 Design Considerations
        • Game Restrictions
        • Deeper Dive: Tuning Our Game to Musical Theory
        • Summary: What did we learn?
        • Deeper Dive: Not Everyone Hears Alike!
        • Technical Considerations
        • Deeper Dive: Using HTML5 .ogg formats
      • 12.8 Starting a Music (or Audio) Game Project
        • Step 0: Review Game demonstrations
        • Step 1: Create your “front-door”
      • 12.9 Music Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
      • 12.10 Play.js - Overview
      • 12.11 Phaser Essential Functions
        • Play.js — Management variables — Lines 1 to 77
        • Play.js — preload — Lines 88 to 94
        • Play.js — create — Lines 94 to 450
      • 12.12 Optional Audio Design — Functions
      • 12.13 Conclusion
    • 13 Puzzle Game Mechanics
      • 13.1 References From:
      • 13.2 Our Goal
      • 13.3 Game Mechanics
        • Deeper Dive: Constructing Unique Jigsaws!
        • Background History
      • 13.4 Game Examples
      • 13.5 Current Demand for Puzzle Games
      • 13.6 Game Recipe™ Featured Ingredients
      • 13.7 Starting a Puzzle project
        • Step 0: Review demonstration games:
        • Step 1. Create your “front-door” index file.
      • 13.8 Jigsaw & Slider Puzzle - Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 13.9 Slider Puzzle: Stage 1 - “Seek, Find & Record”
        • Slider Puzzle Code Review:
      • 13.10 Deeper Dive: Design Considerations
      • 13.11 Slider Puzzle - Core Mechanics
      • 13.12 Slider Puzzle Mechanisms & Supporting Functions
        • Step 3. Create your core game logic & supporting functions.
      • 13.13 Stage 2 - Phaser “v2 to v3” Conversion Guide
        • Transition Overview
        • Game Mechanics Component — SliderPuzzle
        • Game Mechanisms Component — SliderPuzzle.prototype
        • Lines 508 to 575 — checkPiece
        • Lines 480 to 507 — getPiece
        • Lines 634 to 669 — nextRound
        • Lines 363 to 418 — shufflepzGrp
        • Lines 576 to 590 — slidePiece
        • Lines 502 to 507 — startPlay
        • Lines 175 to 363 — startPuzzle
        • Lines 48 to 51 — swopPiece
        • Lines 595 to 633 — tweenOver
      • 13.14 Jigsaw Puzzle - Core Mechanics
        • New Approach to Jigsaw Puzzles
      • 13.15 Deeper Dive: Phaser III Cameras
      • 13.16 Deeper Dive: Camera Masking
      • 13.17 Development Considerations
        • The Technical Design Approach
        • Features Offered
        • Deeper Dive: “Drag ‘n’ Drop” Zones
      • 13.18 “1st Draft” Issues Addressed
        • JigSaw Metadata Structure
        • Grid Creation
        • Dynamically Sized Puzzle Pieces
        • JigSaw Randomization
        • JigSaw Input Selection
        • Summary
      • 13.19 New Approach to 15-Slider Puzzles
      • 13.20 Conclusion
    • 14 Quiz Trivia & Dating Game Mechanics
      • 14.1 The Goal
      • 14.2 Game Mechanics
      • 14.3 Game Examples
      • 14.4 Game Recipes™: Starter Kit Features
      • 14.5 Starting a Quiz & Trivia Project
        • Step 0: Review demonstration games:
        • Step 1. Create your standard index file.
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Sample CMS Phaser page — Credits.js
        • Play.js
      • 14.6 3 Trivia Quiz & Dating games logic & Supporting functions
      • 14.7 Game #1 — Mensa Mental Math™ — a math tutor game.
        • Design Notes:
        • Game Project #1 Code Review:
      • 14.8 playGame
        • playGame Initialized – Lines 136 to 144
        • preload function – Lines 145 to 156
        • create function – Lines 159 to 245
        • update function – Lines 247 to 306
      • 14.9 Game #1 Supporting Functions
        • answeredQ function – Lines 318 to 324
        • btnOver function – Lines 326 to 352
        • checkAnswer function – Lines 353 to 376
        • gameOver function – Lines 379 to 387
        • nextQuestion function – Lines 388 to 447
      • 14.10 Game #1 Score storage - Lines 449 to 451
      • 14.11 Game Project #2 — Tomfoolery Trivia Topics™
        • Design Notes:
        • Database Construction Tools
        • Remote Question Pool Using AppML
        • Building an AppML application
        • Remote Question Pool Using JSON
        • Creating various Languages
      • 14.12 Game #2 Code Review - main.js
      • 14.13 Game #2 Code Review - boot.js
      • 14.14 Game #2 Code Review - load.js
      • 14.15 Game #2 Code Review - language.js
      • 14.16 Game #2 Code Review - menu.js
      • 14.17 Game #2 Code Review - exitGame.js
      • 14.18 Game #2 Code Review - play.js
        • init function — Lines 97 to 125
        • create function — Lines 135 to 217
        • update function — Lines 219 to 277
      • 14.19 Game #2 Supporting Functions
        • checkAnswer function — Lines 288 to 311
        • gameOver function — Lines 312 to 318
        • nextQuestion function – Lines 319 to 352
      • 14.20 Game Project #3 — Dating Veronica Darlene™
        • Design Notes:
        • New conversation dialog format
        • Conversation Dialog Sequence
        • Creating various Languages
        • Game #3 updated question format
        • Game #3 JSON format Skeleton
        • Game Pool Technology
        • Art Resources
        • Facial Expressions
        • Game #3 Code Review
        • Init function — Lines 100 to 254
        • preload function — Lines 255 to 282
        • create function — Lines 285 to 421
        • update function — Lines 422 to 467
      • 14.21 Game #3 Supporting Functions
        • checkAnswer function — Lines 516 to 544
        • clickContinue function — Lines 546 to 746
        • gameOver function — Lines 749 to 753
        • nextQuestion function — Lines 756 to 788
      • 14.22 Plugins
      • 14.23 Conclusion
    • 15 Role-Playing Game Mechanics (1st Draft)
      • 15.1 Our Goal
      • 15.2 Game Mechanics
        • Historical background?
      • 15.3 Game Components & Design Considerations
      • 15.4 Game Recipe™ Featured Ingredients
      • 15.5 Starting a RPG Game Project
        • Step 0: Review your competition and game demonstrations:
        • Game Examples
        • Step 1: Create your “front-door”
      • 15.6 RPG — Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
      • 15.7 Step 3. Create your RPG Core Mechanics
      • 15.8 Play.js — Phaser Essential Functions
        • Environment Maps (1st Draft)
        • Quest & Adventure Records (1st Draft)
        • Conflict Resolution System (1st Draft)
      • 15.9 Play.js — Auxiliary Functions (1st Draft)
        • Dynamically Generated Maps (1st Draft)
        • Dynamically Generated Quest Records (1st Draft)
        • Abstracting the Conflict Resolution System (1st Draft)
      • 15.10 Conclusion
    • 16 Strategy Game Mechanics (1st Draft)
      • 16.1 The Goal
      • 16.2 Game Mechanics
        • Historical background?
        • Game Genre Components
      • 16.3 Game Examples
      • 16.4 Game Recipe™ Featured Ingredients
      • 16.5 Starting a Strategy Game Project
        • Step 0: Review Game demonstrations
        • Step 1: Create your “front-door”
      • 16.6 Strategy — Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 16.7 Strategy Game logic & supporting functions
    • 17 Tower Defenses Mechanics (1st Draft)
      • 17.1 Our Goal
      • 17.2 Game Mechanics
        • Historical background?
      • 17.3 Game Examples
      • 17.4 Game Recipe™ Featured Ingredients
      • 17.5 Starting a “Defensive Towers” Game Project
        • Step 0: Review Game demonstrations
        • Step 1: Create your “front-door”
      • 17.6 Defensive Towers — Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 17.7 Design Considerations
        • Gameboard Development
        • Game Defensive Positions
        • 2-player and AI-bot
      • 17.8 “Anti-Tower Defense” Game logic & Supporting Functions
        • Play.js
      • 17.9 “Anti-Defensive Towers” Core Game Mechanics
        • Step 3. Create your core game logic & supporting functions
      • 17.10 Conclusion
  • Part III Conversions into Phaser III
    • 18 Transpiling AS2 or AS3 into JS
      • 18.1 Introduction and official statements
      • 18.2 Flash Platform Basics
      • 18.3 HTML5 Platform Basics
      • 18.4 Difference between JS and AS
      • 18.5 Converting from Flash ActionScript to JavaScript
        • Conversion Tools
      • 18.6 Why TypeScript? Phaser 4 coming!
    • 19 AS3 to JavaScript
      • 19.1 References:
      • 19.2 Language similarities
      • 19.3 Getting Started
      • 19.4 Tools
      • 19.5 Conversion Practicum
    • 20 AS2 to JavaScript
      • 20.1 References:
    • 21 322+ AS Games Available for Conversion!
      • 21.1 Reference:
      • 21.2 Some important notes from Terry Paton:
      • 21.3 Questions and Answers from Terry Paton
        • Terry Paton AS2 Games
        • Terry Paton AS3 Games
      • 21.4 Flash Game University — 36+ games!
      • 21.5 About GameScene
      • 21.6 MacroMedia 150+ Flash Game Collection
      • 21.7 Stephen Gose Game Studio (SGGS) - 265+ more!
      • 21.8 1,746+ Games from the “Internet Arcade”
  • Part IV MMOG (Excerpt only)
    • 22 Hot-seat MMoG?
      • 22.1 Network Foundation Inventory
      • 22.2 Deeper Dive: Testing MMoGs Locally??
      • 22.3 Hot-seat MMoG Demos
    • 23 2-Player Remote Games
      • 23.1 MMoG engine Criteria:
    • 24 Massive Multi-Player Games
      • 24.1 MMoG Application Architecture
      • 24.2 Comparing Single- to Multi-Player Games
        • Deeper Dive: Using Web Workers
        • Deeper Dive: Await and Promises
      • 24.3 Differences in MMoG Games?
    • 25 MMoG Hosting Options
      • 25.1 Server-side Research
  • Simulations & “A.I.” Mechanics
    • 26 Foreign Exchange, Bit-Coin & Commodities Trading
      • 26.1 Reference and Excerpts From
      • 26.2 Overview
      • 26.3 Our Goal
      • 26.4 Simulation Mechanics
      • 26.5 Simulation Game Examples
      • 26.6 Simulation Charting
    • 27 “Vo4X Shepherd Shell”™
      • 27.1 “Vo4X Shepherd Shell”™ Construction
      • 27.2 Cashing In with Your Expert Advisor(s)
      • 27.3 EA Protection
      • 27.4 VoFX Collection
      • 27.5 Chapter Summary
  • Appendix
    • Appendix: Making Phaser 3D Games!
    • Appendix: Phaser Plugins
    • Other resources:
    • Selling your Game Assets
    • JS OLOO - Modern Game Development Method
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
  • Notes
  • Answers to Exercises
    •  
      • Appendix
        • JS OLOO - Modern Game Development Method

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