Roguelike development with JavaScript : build and publish roguelike genre games with JavaScript and Phaser /
Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, you'll go through all the steps to build a small, fun, playable web roguelite game. The author will guide you on how to add further features to the game such as populating...
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[United States] :
Apress,
2020.
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Intro
- Table of Contents
- About the Author
- About the Technical Reviewer
- Acknowledgments
- Introduction
- Chapter 1: Before We Begin
- What are roguelikes?
- The Berlin Interpretation
- What are roguelites?
- What are roguelikes for this book?
- Why develop roguelikes?
- Why use web technologies?
- Why Phaser?
- What we're building
- Chapter 2: Introduction to Phaser
- Introducing Nano Dungeon
- Setting up
- Installing a web server
- Choosing a code editor
- Getting the source code
- Running the examples
- How games work
- Introducing Phaser
- Phaser scenes
- A simple scene
- The game configuration object
- The scene object
- Exercise
- Summary
- Chapter 3: Dungeoning
- What are tilemaps?
- Drawing a tilemap
- Preloading a spritesheet
- A basic tilemap
- A basic dungeon
- Adding a player character
- It begins with a dungeon manager
- Creating a turn manager
- The player class
- Updating the scene
- Exercise
- Summary
- Chapter 4: Enemies and Permadeath
- Dungeon initialization
- Movement support
- Initializing entities
- Moving entities
- The player becomes a sprite
- Our first monster
- Creating the basic monster class
- Adding the monster to the dungeon
- Basic combat mechanics
- From basic monster to dangerous monster
- Refactoring the dungeon manager
- The player class learns how to attack
- Exercises
- Summary
- Chapter 5: Treasures and Equipment
- Creating a user interface for our game
- How it was implemented
- Game.js refactoring
- Implementing world.js
- New dungeon.js feature
- Creating the UI scene
- Implementing the monster UI
- The player user interface
- Creating equipment and treasure
- Adding item support to the player character
- Equipping items
- Removing an item from inventory
- Changing how attacks work
- Changing the constructor
- Refreshing the UI
- Patching turn
- Reworking the dungeon module
- Let's create some items
- Implementing the generic item class
- Creating a sword
- Creating a long sword
- Creating a gem
- What about a cursed gem?
- Creating a potion
- Adding items to the dungeon
- Adding monster loot
- Exercises
- Summary
- Chapter 6: Character Classes
- Yet another refactor
- Support for defensive bonuses
- Support for ranged attacks
- Refactoring the dungeon module
- Patching the generic item
- Creating a basic hero class
- Creating a warrior class
- Creating a dwarf
- Creating a cleric
- Creating an elf
- Creating a wizard
- Exercises
- Summary
- Chapter 7: Procedurally Generated Monsters and Items
- Introducing tags
- Aren't you describing mixins?
- Tags as pipelines
- Making good tags
- Tags and procedural generation
- Adding support for tags
- Making entities taggable
- Making heroes taggable
- Making items taggable
- Making enemies
- A basic enemy class
- Revisiting the skeleton
- Creating a bat
- Making an orc
- Making a troll
- Implementing the enemies module