Part IV

The Part of Tens


In this part . . .

This part contains some of the most fun stuff in the book. If you want to learn more about how ­simpleGame works, find great places to get free artwork, or see how a particular type of game is written, this is the part for you.

Chapter 11 is a list of game asset resources. There are many exceptional tools and resources for building the graphics and sound effects you’ll need for your game. I provide links and descriptions for my favorites.

Chapter 12 is the geekiest chapter in the book. In this chapter, I go under the hood of the game engine and explain how many of the key features work. Read here to discover how the canvas element is used throughout the game engine, how the animation loop really works, and how the library handles sound effects and the keyboard. As I explain how angle measurements, vector projection, and transformations are used everyday by game programmers, you see why mathematics is so critical for game programmers.

Chapter 13 is just fun. I use the ideas presented throughout the book to build ten different game starters. Each game illustrates a different genre and introduces a practical concept or two. I provide the beginning code for a platform-jumping game, a whack-a-mole game, tile-based-worlds, a simple RPG combat system, a basic tic-tac-toe AI, and much more. I deliberately left the games unfinished so that ...

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