Cover image for jQuery Game Development Essentials.
jQuery Game Development Essentials.
Title:
jQuery Game Development Essentials.
Author:
Arsever, Selim.
ISBN:
9781849695077
Personal Author:
Physical Description:
1 online resource (277 pages)
Contents:
jQuery Game Development Essentials -- Table of Contents -- jQuery Game Development Essentials -- Credits -- About the Author -- About the Reviewer -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. jQuery for Games -- The way of jQuery -- Chaining -- Polymorphism -- Moving things around -- Chaining animations -- Managing the queue -- .stop() -- .clearQueue() -- .dequeue() -- .delay() -- Other usages of queues -- Handling of events -- .bind() -- .delegate() -- Removing event handlers -- jQuery 1.7 -- Associating data with DOM elements -- Manipulating the DOM -- .append() -- .prepend() -- .html() -- .remove() -- .detach() -- Stay curious my friend! -- Summary -- 2. Creating Our First Game -- How does this book work? -- Let's get serious - the game -- Learning the basics -- Framework -- Sprites -- Implementing animations -- Adding animations to our framework -- Moving sprites around -- Preloading -- Initializing the game -- Main loop -- Main loop implementation -- Collision detection -- Summary -- 3. Better, Faster, but not Harder -- Intervals and timeouts -- One interval to rule them all -- Code -- Keyboard polling -- Keeping track of the keys' state -- HTML fragments -- Avoiding reflow -- Moving your sprite around using CSS Transforms -- Using requestAnimationFrame instead of timeouts -- Summary -- 4. Looking Sideways -- Offline divs -- Groups -- Sprite transformation -- CSS transform -- Adding transform to the framework -- Tile maps -- Naive implementation -- Collision detection -- Colliding with tile maps -- Finding the colliding tiles.

Sprite versus sprite collision -- Coding the game -- Basic setup of the game screen -- Object-oriented code for the player -- Updating the player's position -- Controlling the player's avatar -- Player control -- Parallax scrolling -- Creating enemies -- Summary -- 5. Putting Things into Perspective -- Optimizing tile maps for top-down games -- Finding the visible tiles -- Moving the tile map -- Sorting the occlusion -- Sprite occlusion -- Level versus sprite occlusion -- Collision detection -- Player versus environment collisions -- Using a tile map editor -- Player versus sprite collision -- Talking to NPCs -- Fighting enemies -- The complete game -- Isometric tiles -- Drawing an isometric tile map -- Occlusion for isometric games -- Summary -- 6. Adding Levels to Your Games -- Implementing a multi-file game -- Loading tile maps -- Loading sprites and their behavior -- Using .ajax -- Loading a JSON file -- Loading a remote script -- Debugging calls to .ajax -- .done() -- .fail() -- Modifying our platform game -- Summary -- 7. Making a Multiplayer Game -- World of Ar'PiGi -- Managing the player's account -- Searching elements in the database -- Creating a new player in the database -- Keeping the player connected -- Logging the user into the game -- Keeping the players in sync -- Retrieving all the other players -- Updating the current player position -- Client-side code -- Taking care of monsters -- Implementing server-side combat -- Summary -- 8. Let's Get Social -- Creating a simple leaderboard -- Saving highscores -- Retrieving highscores -- Displaying the highscores -- Making cheating harder -- Server-side verification -- Making your variables less readable -- Obfuscating your code -- Making your network protocol less readable -- Encoding values -- Randomly naming the variables -- Adding random variables -- Integrating with Twitter.

Twitter for dummies -- Full access to Twitter's API -- Registering your game with Twitter -- Server-side helper library -- Authentication -- Publishing high scores on Twitter -- Integrating with Facebook -- Authenticating with Facebook -- Creating achievements -- Publishing the achievements -- Summary -- 9. Making Your Game Mobile -- Making your game run well on mobile devices -- Detecting mobile browsers -- Client-side browser detection -- Server-side detection -- Should you really detect the browser? -- Performance limitation - memory -- Performance limitation - speed -- Specifying the page's visible area -- Level of details -- Touch control -- D-pad -- Analog joystick -- Event handlers -- Integrating our game with the springboard -- Making your game installable -- Configuring the status bar -- Specifying the application icon -- Specifying a splash screen -- Using device orientation -- Using the offline application cache -- Using web storage -- Summary -- 10. Making Some Noise -- Abstracting audio -- Using our small library -- Embedding sound -- Implementation -- Supported format -- HTML5 Audio element -- Preloading a sound -- Playing and stopping sounds -- Web Audio API -- Basic usage -- Connecting more nodes -- Loading more than one sound -- So many nodes, so little time -- Delay node -- ScriptProcessor node -- Panner node -- Convolver node -- Analyser node -- DynamicCompressor node -- BiquadFilter node -- WaveShaper node -- Flash fallbacks -- SoundManager 2 -- Alternatives to SoundManager -- Generating sound effects -- Summary -- Index.
Abstract:
Written as a concise yet practical guide with an explicit focus on utilizing jQuery for game development, you'll learn how to create stunning games that look great without the hassle of learning about a complex game engine in the process.Knowledge of JavaScript and jQuery as well as basic experience with frontend development is all you need to start making games in a matter of hours with this essential guide. Whilst also suitable for those who simply want to start making games with jQuery, it's specifically targeted at web developers that want to experiment with and utilize their existing skills.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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