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Davy Cielen - HTML5 Game Development with ImpactJS

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Davy Cielen HTML5 Game Development with ImpactJS
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A step-by-step guide to developing your own 2D games

Overview

  • A practical hands-on approach to teach you how to build your own game from scratch.
  • Learn to incorporate game physics.
  • How to monetize and deploy to the web and mobile platforms.

In Detail

ImpactJS is a JavaScript library specially geared towards building 2-dimensional games. It is intuitive and versatile and allows the game developer to get results in no time while keeping an easy overview when games grow more complex. Games built with ImpactJS can be published on websites and even as an app on both Android and iOS.

With HTML5 Game Development with ImpactJS, building games for the Web and app markets has never been so easy. Using the ImpactJS JavaScript engine, you only need this book and basic knowledge of JavaScript in order to build and publish your own game.

HTML5 Game Development with ImpactJS allows a single person to build a full game. Using only basic knowledge of JavaScript and this book, you will end up publishing a 2D game for the entire world to enjoy. You will learn to set up a working environment and gather all the necessary tools and resources your game needs. Develop both a top-down and a side scroller game, integrate physics such as gravity, and deploy your game as an app or to your website.

What you will learn from this book

  • Set up a game development environment on your computer.
  • Find and use resources such as graphics, music, and sound effects.
  • Integrate the Box2D engine in ImpactJS to make a side scroller game with realistic physics.
  • Build a top-down game using solely the ImpactJS engine.
  • Optimize and prepare your games for computer screens and mobile browsers.
  • Turn your HTML5 game into an app for Google Play, Apple, and Chrome app stores.

Approach

HTML5 Game Development with ImpactJS is an insightful, friendly guide that will amaze users with its ease of use in game development. It consists of several informative yet simple instructions, which help develop and build your skill set and knowledge base.

Who this book is written for

This book is for anyone with basic knowledge of JavaScript, CSS, and HTML. If you have the desire to build your own game for your website or an app store but have no idea how and where to begin, this book is for you.

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HTML5 Game Development with ImpactJS

HTML5 Game Development with ImpactJS

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: March 2013

Production Reference: 1140313

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-456-8

www.packtpub.com

Cover Image by Shutterstock

Credits

Authors

Davy Cielen

Arno Meysman

Reviewers

Makzan

Kevin Roast

Acquisition Editor

Robin de Jongh

Lead Technical Editor

Arun Nadar

Technical Editors

Soumya Kanti

Veena Pagare

Copy Editors

Alfida Paiva

Laxmi Subramanian

Ruta Waghmare

Aditya Nair

Project Coordinator

Anugya Khurana

Proofreader

Bernadette Watkins

Indexer

Hemangini Bari

Production Coordinator

Arvindkumar Gupta

Graphics

Valentina Dsilva

Cover Work

Arvindkumar Gupta

Foreword

If you are new to programming, let me congratulate you for choosing one of the best ways to learn it.

Writing games can be way more fun and more rewarding than playing them. It will keep you on the edge of your seat when you rst make something that you can move on the screen, when you rst make something that resembles a game, when you rst make something that is fun to play, and when you rst put something out on the Internet for others to enjoy.

You will soon discover that programming is no black magic, but just a bunch of simple concepts glued together.

If you are new to JavaScript, the syntax can be quite confusing and some of its concepts may seem alien at rst. But hidden under all that "wait, what?" moments is a language that is actually quite powerful, elegant, and concise. Stick to the simple stuff at the beginning, but don't be too afraid to get your feet wet. If you come back to something you wrote a month ago, you will have discovered more explicit and easier ways to do it. This is true for every language, but the learning curve of JavaScript is an especially rewarding one.

If you are new to game development, you will see that it's no more difcult than any other kind of development. Once you get the idea of a game loop in your head and understand how objects are moved over time, everything else will suddenly make sense.

One of the biggest revelations when I started to make games was how almost comically fast computers are. The amount of things you can do in 16 milliseconds, 60 times per second, is truly astonishing.

At the same time, it's astonishing how easily you can end up doing huge amounts of operations. Compare 100 objects with each other? That's 10,000 comparisons! Still, you can do such things and much more. So don't be afraid to try things that you think may be too slow. Your game will most likely not be bound by computation performance.

If you are new to Impact and I would think you are, since you bought this book, you will nd that it is just the aforementioned bunch of simple concepts, neatly arranged for you.

One of Impact's most important aspects is its simplicity. I took great care to make the API, the functionality of Impact that is exposed to you as logical, consistent, and easy to grasp as possible. There are no callbacks anywhere; everything that's happening is happening in the game loop and it's happening in sequence. This makes it easy to reason about the state of your game at all times.

But this API shouldn't discourage you to dig deeper. In fact, I would like to invite you to take a closer look at Impact's source code.

Let's be clear here. Almost every time I had a look at the source code of a large software library or application, I felt quite lost. If I nally found the function I was interested in, it turned out to be just a stub with three lines of code that calls the actual implementation elsewhere, which in turn just calls ve different functions with nondescript names in some other les.

Impact is not that large a software library. It's a very concise framework, you don't have to read through thousands of pages of code scattered over hundreds of les. Most things are self contained and you don't have to jump around a lot to get an understanding of what a certain function does.

No black magic involved.

Dominic Szablewski

Creator of ImpactJS

About the Authors

Davy Cielen is the co-owner of An Ostrich On Mars, a graphic design and marketing agency with a special branch of game design, graphics, and game development. He has a background in analytics, marketing, and mathematics. Davy is seriously in love with game design and web technologies.

I want to thank my wife Filipa for the support she has given me. This book has cost Arno and me a lot of time. Filipa, you have always been there to support us and always push me to grow as a husband and as a person.

A special thanks to my father, Nico Cielen, who passed away recently. He has always guided me in the journey of life. He is a great man. Jeanine, I will never forget how you have taken care of him.

I also want to credit my family, friends, and colleagues for their support and understanding while we developed this book.It has consumed a lot of my time, but I could always count onyour support.

Last but not the least, I want to thank Arno for the hard work he has put into this book and the people at Packt Publishing for the opportunity they have given us to write this.

Arno Meysman is the co-owner of An Ostrich On Mars, a graphic design and marketing agency with a special branch of game design, graphics, and game development.

Arno Meysman is a specialist at customer and web analytics using statistics and has always been very interested in game development, including graphical design. He started using the ImpactJS engine for hobby projects when it was first released in 2010.

I would like to give thanks to my family and friends who have supported me all the way through the process of writing this book. It has not always been easy to stay at home writing, while I could be out partying and discovering new things. I want to give special thanks to my parents, brother, and girlfriend for always being there for me, regardless of what crazy plans I come up with and execute.A big thank you to all the people of PacktPub involved in the process of making this book for guiding us all the way through. Last but not least I would like to thank my co-author Davy. Without his technical support, writing this book would have been near impossible.

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