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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Garzia, Andre Alves
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