Part III

Diving Deeper

9781118074763-pp0301.eps

In this part . . .

This part takes you into more advanced ideas in game programming. Once the basics are out of the way, you’ll want to know how to make more interesting motion and how to take advantage of mobile devices.

Chapter 8 is all about motion and animation. It explains how useful basic physics concepts can be and uses a simple physics model to generate interesting behavior. It explains how to move a spacecraft, how to add drag and drifting behavior to vehicles, how to manage jumping and falling, how to create realistic orbital mechanics, how to fire bullets and other projectiles, and how to build a multi-image animation from a sprite sheet.

Chapter 9 demonstrates the mobile features of the simpleGame library. Use this chapter to convert your games to phone and tablet wonders. You find out how to adjust the size and position of your game scene for various mobile devices. You create full-screen games with custom icons (and the ability to be run off-line). You add buttons for input, and you learn how to use the touch screen to create a virtual joystick. Finally, you explore how to use your mobile device’s accelerometer to read tilt input.

Chapter 10 is the documentation for the simpleGame library. Use this chapter to see all the objects provided by the library and every feature presented by each object.

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