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E-raamat: Advanced Game Developer's Toolkit: Create Amazing Web-based Games with JavaScript and HTML5

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 04-Jul-2017
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484210970
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 04-Jul-2017
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484210970
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Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design.

You’ll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you’re comfortable using.

You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web.

The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author.

What You'll Learn

  • Work with advanced tile-based design techniques for puzzle, platform and maze games
  • Use Tiled Editor to build game worlds
  • Build path-finding and AI systems using Line of Sight and A* (A-Star)
  • Make isometric games
  • Manage complexity to build games of any size that scale seamlessly

Who This Book Is For 

Video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level and for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes. 

About the Author ix
About the Technical Reviewer xi
Acknowledgments xiii
Chapter 1 Getting Started
1(4)
What You Need to Know
1(2)
Hexi and Ga
3(1)
The Source Code
3(2)
Chapter 2 Using Tiled Editor
5(30)
Choosing Your Images
6(1)
Making a Map
7(2)
Setting Images Properties
9(1)
Using Layers
10(3)
Building the Map
13(3)
Understanding the JSON Map Data
16(5)
Using JSON Data to Build the Level
21(1)
Deciding How to Use the Data
21(1)
The Game Code API
22(1)
Writing the makeTiledWorld Function
22(6)
Creating the Game World
28(2)
Creating the Sprites
28(1)
Changing the Sprite's Depth Layer
29(1)
A Scrolling World Camera
30(4)
Summary
34(1)
Chapter 3 Tile-Based Collision
35(32)
Understanding Tile-Based Collision
36(1)
Collecting Items
37(14)
Designing the Game World
38(1)
Initializing the Game World
39(1)
Understanding the Bomb Map
40(2)
Moving the Alien in Alignment with the Grid
42(2)
Collisions with Moving Sprites
44(2)
Checking Collisions by Comparing Array Locations
46(3)
Giving the Bombs a Random Direction
49(1)
Collision Detection
49(2)
Using Corner Points
51(6)
A Reusable Tile-Based Collision Function
53(4)
Using Inverse Collision Detection to Check for Obstacles
57(3)
Tile-Based Collision for Role Playing Games
60(3)
Defining the Collision Area
60(3)
Collisions with Obstacles
63(3)
Collisions with Items
64(2)
Summary
66(1)
Chapter 4 Isometric Maps
67(34)
Isometric Basics
68(7)
Making a Cartesian Tile Map
69(2)
Making an Isometric Tile Map
71(4)
Working with Isometric Properties
75(3)
Moving Around an Isometric World
78(3)
Isometric Collision Detection
81(2)
Depth Layering
83(5)
Sorting a Sprite by Its z Property Value
84(1)
Layering 3D Isometric Sprites
85(2)
Updating Depths
87(1)
Making Isometric Maps with Tiled Editor
88(12)
Configuring and Building the Map
88(3)
The makelsoTiledWorld Function
91(6)
Building the Game World
97(3)
Summary
100(1)
Chapter 5 Pathfinding Basics
101(30)
Random Movement Through a Maze
102(10)
Direction and Speed
102(1)
Moving the Sprite in the Game Loop
102(1)
Is the Sprite Centered Over a Tile Cell?
103(1)
Finding the Valid Directions
104(8)
Hunting the Alien
112(5)
Calculating the Vector
113(2)
Finding the Closest Direction
115(2)
Line of Sight
117(7)
Calculating the Vector
118(1)
Finding the Positions of the Collision Points
119(2)
Testing the Points for Collisions with Obstacles
121(1)
The lineOfSight Function
122(2)
Tile-Based Line of Sight
124(5)
Tile-Based Collision
125(1)
Limiting the Angle
126(1)
The tileBasedLineOfSight Function
126(3)
Summary
129(2)
Chapter 6 Finding the Shortest Path
131(32)
Understanding A*
132(10)
Calculating Costs
133(2)
Finding the Second Step
135(6)
Linking the Nodes Through Their Parents
141(1)
A* in Code
142(10)
Creating a Node Map
142(1)
The shortestPath Function
143(7)
Using the shortestPath Function
150(2)
Understanding Heuristics
152(3)
Rounding Corners
155(1)
Walking the Path
156(3)
Extending and Customizing A*
159(2)
Variable Terrain
159(1)
Influence Map
160(1)
Dijkstra's Algorithm
160(1)
Summary
161(2)
Chapter 7 More Fun with Tile-Based Games
163(20)
Using Extra Game Data for Al Systems
163(11)
Storing Hidden Game Data in Arrays
169(1)
Adding an Al Controlled Car
169(5)
Broadphase and Narrowphase Collision
174(8)
The Spatial Grid
175(2)
Implementing a Spatial Grid
177(1)
Coding the Spatial Grid
177(4)
Other Broadphase Collision Strategies
181(1)
Summary
182(1)
Index 183
Rex van der Spuy is a leading expert on video game design and interactive graphics, and he is the author of the popular Foundation and Advanced series of books about how to make video games. Rex has designed games and done interactive interface programming with Agency Interactive (Dallas), Scottish Power (Edinburgh), DC Interact (London), Draught Associates (London), the Bank of Montreal and TVO (Canada). Hes also built game engines and interactive interfaces for museum installations for PixelProject (Cape Town, South Africa), and built Ga, the worlds smallest full-featured 2D game engine, and its full-featured sister engine, Hexi. He created and taught advanced courses in game design for many years at the Canadian School of India (Bangalore, India). The highlight of his career was programming video games on the Annapurna glacier at 4,500 meters (which, to his delight, was 1,000 meters higher than the maximum permissible operating altitude of his laptop).