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Rex van der Spuy [Rex van der Spuy] - The Advanced Game Developer’s Toolkit: Create Amazing Web-based Games with JavaScript and HTML5

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Rex van der Spuy [Rex van der Spuy] The Advanced Game Developer’s Toolkit: Create Amazing Web-based Games with JavaScript and HTML5
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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.

Youll 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 youre comfortable using.

Youll 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 Developers Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if youve already read Advanced Game Design with HTML5 and JavaScript by the same author.

What Youll 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.

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Rex van der Spuy 2017

Rex van der Spuy , The Advanced Game Developer's Toolkit , 10.1007/978-1-4842-1097-0_1

1. Getting Started

Rex van der Spuy 1

(1) Toronto, Ontario, Canada

Welcome to the HTML5 game designers toolkit! This book is an essential guide to the most useful techniques you need to know for making a wide range of 2D action games. It covers classic development practices, tools, algorithms, and architectures, including the following:

  • How to use Tiled Editor to design game levels (Chapter ).

  • Efficient collision detection using tile-based techniques (Chapter ).

  • Designing isometric game maps and collision detection in isometric games (Chapter ).

  • Pathfinding for maze games, including line-of-sight and A Star (Chapters ).

  • The amazing efficiency of tile-based games, and some surprising things you can do with them (Chapter ).

These are all the techniques you need to know to create almost any kind of game in any genre.

What You Need to Know

Youre a game designer! And, you need to have a reasonable fluency with JavaScript and HTML5 technologies. If youre reading this book, youve already made a few games and have a toolset or game engine that youre happy using. You know how to make sprites, run a game loop, test for collisions, write game logic, and handle user input. You should also have some familiarity with vector math: how to calculate vectors, normalize them, and create new vectors from other vectors.

Note

If you dont know any of those things, or need a refresher, pick up a copy of Foundation Game Design with HTML5 and JavaScript (Apress, 2012), Advanced Game Design with HTML5 and JavaScript (Apress, 2015), and Learn PixiJS (Apress, 2015). These three books will teach you everything you need to know.

This book is completely agnostic about which technology you use to make games. The source code has been written in JavaScript using a simple 2D HTML5 game engine called Hexi . However, the code examples are purely intended to be a kind of psuedo-code that you can apply to any other programming language or game engine. It doesnt matter what game engine or display list framework you use you can apply the concepts in this book to any of them. The important things about the code in this book are the algorithms, the high-level concepts, and the code comments not necessarily the implementation details. Ill leave those up to you, for whatever technology you choose.

All you need to do is make sure that the technology youre using has a full hierarchical scene graph (also known as a display list). That means youre able make sprites and nest them as children of parent sprites. And, your technology needs some way of letting you reference the following properties on your game sprites (values are in pixels, unless stated otherwise):

  • gx: The global horizontal position of the sprite, relative to the game screens top left corner.

  • gy: The global vertical position of the sprite, relative to the game screens top left corner.

  • x: The local horizontal position of the sprite, relative to the sprites parents top left corner.

  • y: The local vertical position of the sprite, relative to the game screens top left corner.

  • width: The sprites width.

  • height: The sprites height.

  • halfWidth: Half the sprites width.

  • halfHeight: Half the sprites height.

  • scaleX: The sprites horizontal scale (as a normalized value between 0 and 1).

  • scaleY: The sprites vertical scale (as a normalized value between 0 and 1).

  • centerX: The sprites center x position.

  • centerY: The sprites center y position.

  • rotation: The sprites angle of rotation, in Radians.

  • alpha: The sprites transparency (as a normalized value between 0 and 1).

  • vx: The sprites vertical velocity.

  • vy: The sprites horizontal velocity.

  • layer: The sprites position in the display stack (0 is the bottom layer).

Youll also need some way to group sprites together into a parent container, and some functions to help you manage this:

  • group: Groups sprites into a parent container.

  • addChild: Add sprite as child of another sprite or container.

  • removeChild: Remove a sprite from its parent sprite or container.

These are the only sprite properties and functions you need to make any kind of 2D game you can think of. Although the names will likely be different, any 2D game development tool youre using will let you access these properties and functions in some way. Just identify them in the tool that youre using, and youll be able to make use of the code in this book.

Hexi and Ga

Most of the source code in this book has been written using a minimalist 2D HTML5 game engine called Hexi. Its been designed, by me, as a tool for making the widest possible range of games while writing the least amount of code. You can find out all you need to know about Hexi, including detailed tutorials and examples, here:

github.com/kittykatattack/hexi

If you have any questions about the specific implementation of the code in this book, refer to that link. (The source code in this book is based on Hexi v.0.1).

Hexi also has a little sister, called Ga.

github.com/kittykatattack/ga

Gas API is the same as Hexis but the code base is almost 10 times smaller. How is that possible? Because it uses an extremely lightweight canvas-based renderer, without WebGL. In fact, Ga was specifically written so that its core could compress down to less than 6.5k, making it an appropriate tool to use to for micro-gaming competitions, like the annual JS13K event (js13kgames.com). Its also a great way to learn about low-level graphics rendering, without having to deal with the often unnecessary complexities of WebGL.

If you want to know the inner details of how Hexi or Ga works, or want to build your own custom game engine from scratch, youll find everything you need to know in this books companion, Advanced Game Design with HTML5 and JavaScript. Ga is really just a production-grade version of the code developed in that book. And Hexi is just an implementation of the same API with a PixiJS-based (WebGL) renderer running under-the-hood.

The Source Code

Youll find all the source code for this book here:

github.com/kittykatattack/agdt

The code is organized into chapters. Just clone the repository, launch a web server in the root directory, and open the examples in your favorite browser.

All the example code has been written in the latest version current of JavaScript: ES6/7 (also known as JavaScript 2016/17.) This code was written at a time when these standards were so new that no browser vendor had yet fully implemented them. If youre in that same position, I suggest you use a JavaScript ES6 transpiler, like Babel (babeljs.io) to compile the ES6 source code into production-ready ES5. In all the source code example files, youll find a folder called src that contains the ES6 source, and a folder called bin, which contains the transpiled ES5.

Rex van der Spuy 2017

Rex van der Spuy , The Advanced Game Developer's Toolkit , 10.1007/978-1-4842-1097-0_2

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