Skip to Content
Professional HTML5 Mobile Game Development
book

Professional HTML5 Mobile Game Development

by Pascal Rettig
September 2012
Intermediate to advanced
552 pages
14h 48m
English
Wrox
Content preview from Professional HTML5 Mobile Game Development

Creating a Tile Layer

The naive collision detection scheme used so far suffers from one major flaw: The collisions don’t scale as the number of items to collide with grows. If you remember the way collisions have been done to this point in Quintus (except the use of Box2D), it’s been to compare each sprite against every other sprite on the stage.

Although this is fine for stages in which there are a limited number of sprites and potential collisions, for a platformer—where there might be sprawling levels with potentially thousands of tiles in the level for sprites to collide with—this would get quickly out of hand. To get around this, the engine needs to support the idea of a collision layer. Determining which tile a sprite interacts with at any given point is simple, given that tiles don’t move between frames and are located at fixed points.

Because levels can get big, you also need to draw only the pieces of the level visible on the page, so optimizing what’s drawn will be another duty of the tile layer.

Writing the TileLayer Class

To add platformer support to the engine, add in another Quintus module: Quintus.Platformer. This module adds in the Q.TileLayer class with a 2d component and a special stage optimized to work the Q.TileLayer. The initial unoptimized TileLayer is straightforward. Its job is to load the tiles and draw all the tiles on each frame.

Create a new JavaScript file called quintus_platformer.js, and add the code from Listing 18-1.

Listing 18-1: The basic TileLayer ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

HTML5 Game Development Insights

HTML5 Game Development Insights

Colt McAnlis, Petter Lubbers, Brandon Jones, Duncan Tebbs, Andrzej Manzur, Sean Bennett, Florian d'Erfurth, Bruno Garcia, Shun Lin, Ivan Popelyshev, Jason Gauci, Jon Howard, Ian Ballantyne, Jesse Freeman, Takuo Kihira, Tyler Smith, Don Olmstead, John McCutchan, Chad Austin, Andres Pagella
HTML5 Games Most Wanted: Build the Best HTML5 Games

HTML5 Games Most Wanted: Build the Best HTML5 Games

Seb Lee-Delisle, Gaëtan Renaudeau, Jonathan Bergknoff, Egor Kuryanovich, Mathias Paumgarten, Russell Goldenberg, David Strauß, Rob Hawkes, Brian Danchilla, Jonas Wagner, Shy Shalom

Publisher Resources

ISBN: 9781118421444Purchase book