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Jesse Freeman - Introducing HTML5 Game Development

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Jesse Freeman Introducing HTML5 Game Development
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Making video games is hard work that requires technical skills, a lot of planning, andmost criticallya commitment to completing the project. With this hands-on guide, youll learn step-by-step how to create a real 2D game from start to finish. In the process, youll use Impact, the JavaScript game framework that works with HTML5s Canvas element.

Not only will you pick up important tips about game design, youll also learn how to publish Impact games to the Web, desktop, and mobileincluding a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels.

  • Set up your development environment and discover Impacts advantages
  • Build a complete game with core logic, collision detection, and player and monster behavior
  • Learn why a game design document is critical before you start building
  • Display and animate game artwork with sprite sheets
  • Add sound effects, background music, and text
  • Create screens to display stats and in-game status
  • Prepare to publish by baking your game files into a single file

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Introducing HTML5 Game Development
Jesse Freeman
Editor
Mary Treseler

Copyright 2012 Game Cook, Inc.

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

Nutshell Handbook, the Nutshell Handbook logo, and the OReilly logo are registered trademarks of OReilly Media, Inc. Introducing HTML5 Game Development , the image of a gemmous dragonet, and related trade dress are trademarks of OReilly Media, Inc.

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and OReilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps.

While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

OReilly Media Dedication I would like to dedicate this book to Ed Love who - photo 1

O'Reilly Media

Dedication

I would like to dedicate this book to Ed Love, who was my teacher, mentor, and good friend when I went to Florida State University. He was a very important person in my life and his sudden passing indirectly motivated me to explore computer art, which snowballed into what I do today.

A Note Regarding Supplemental Files

Supplemental files and examples for this book can be found at http://examples.oreilly.com/0636920022633/. Please use a standard desktop web browser to access these files, as they may not be accessible from all ereader devices.

All code files or examples referenced in the book will be available online. For physical books that ship with an accompanying disc, whenever possible, weve posted all CD/DVD content. Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to .

Preface
About This Book

This relatively short book attempts to cover a very large topic. While this book is considered an introduction to building HTML5 games with Impact, a JavaScript game framework, it is also intended to be a companion guide to help you get started making, and more importantly, finishing your games. I have created a high-level overview of what I consider to be the most important parts of making a game with Impact, along with what you should keep in mind or research further in order to become a better game developer. This book will take you step-by-step through the process of creating a 2D side-scrolling game with Impact, and how to publish it to the web and even package it up as a native iOS app.

I have also worked very hard to condense all this material as much as possible. That being said, when topics are larger than the scope of this book, I do my best to point you in the right direction so you can find more information. Making games is hard work and requires not only technical skills, but also a lot of planning and commitment to completing the project. While following this book may not guarantee a hit game, it will most certainly prepare you to complete the game you start, which any game developer will tell you is probably the hardest part.

Who This Book Is For

Introducing HTML5 Game Development is a book targeting all levels of game developers. Having prior programing knowledge (especially being familiar with JavaScript) doesnt hurt, but its not necessarily a requirement. In this book, we will cover how Impact works and build the basic foundation of a game with it. We will also cover a little bit about game design and how to publish your Impact games to the Web, desktop, and mobile. For mobile deployment, we will look at how to publish your game as a native app on iOS devices.

Who This Book Is Not For

This book is not for developers who are looking to build fully cross-browser and mobile games with JavaScript. While HTML5 has come a long way in the past few years, we are still far away from widespread adoption of the underlying technologies Impact relies on, such as Canvas, sound, and advanced user input. That doesnt mean it isnt possible to make a cross-platform game with Impact but before we move on, I just want to set your expectations correctly. Impact requires modern browsers and even on mobile devices with browsers that support HTML5, you will still run into audio issues that may affect the ability of your game to run correctly for everyone.

Conventions Used in This Book

The following typographical conventions are used in this book:

Italic

Indicates new terms, URLs, email addresses, filenames, and file extensions.

Constant width

Used for program listings, as well as within paragraphs to refer to program elements such as variable or function names, databases, data types, environment variables, statements, and keywords.

Constant width bold

Shows commands or other text that should be typed literally by the user.

Constant width italic

Shows text that should be replaced with user-supplied values or by values determined by context.

Tip

This icon signifies a tip, suggestion, or general note.

This Books Example Files

You can download the example files for this book from this location:

http://examples.oreilly.com/0636920022633/

In the example files, you will find all the files necessary for the book. In addition to the game source code, you will also find the source code for the iOS version of the final game. Since Impacts source code cannot be distributed with this books examples, you will have to supply your own copy of Impact to make these examples work. Make sure you read the included ReadMe.txt file for information on what is included with the download and how to correctly set it up.

Using Code Examples

This book is here to help you get your job done. In general, you may use the code in this book in your programs and documentation. You do not need to contact us for permission unless youre reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from OReilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your products documentation does require permission.

We appreciate, but do not require, attribution. An attribution usually includes the title, author, publisher, and ISBN. For example: Introducing HTML5 Game Development by Jesse Freeman (OReilly). Copyright 2012 Game Cook, Inc., 978-1-4493-1517-7.

If you feel your use of code examples falls outside fair use or the permission given above, feel free to contact us at .

How To Use This Book

Development rarely happens in a vacuum. In todays world, email, Twitter, blog posts, coworkers, friends, and colleagues all play a vital role in helping you solve development problems. Consider this book yet another resource at your disposal to help you solve the development problems you will encounter. The content is arranged in such a way that solutions should be easy to find and easy to understand. However, this book does have a big advantage: it is available anytime of the day or night.

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