How to Program Games Tile Classics in JS for HTML5 Canvas

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Added on March 30, 2016 by nex_xenin Other > Tutorials
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How to Program Games Tile Classics in JS for HTML5 Canvas (Size: 2.7 GB)
 000 Introduction to Your Course and Instructor.mp490.23 MB
 001 Section 1 Review.html13.87 KB
 001 Section Introduction.mp47.08 MB
 002 Create the HTML File.mp45.63 MB
 003 Proper HTML Header.mp413.75 MB
 004 JavaScript in HTML with Console Use.mp46.72 MB
 005 HTML5 Canvas with Setup Function.mp410.61 MB
 006 Draw Filled Rectangle and Circle.mp414.25 MB
 007 Variable and Timed Updates for Motion.mp415.26 MB
 008 Modify Speed, Also for Vertical Motion.mp418.33 MB
 009 Reason for a Big Rectangle Each Frame.mp412.05 MB
 001 Section 2 Review.html8.5 KB
 001 Section Introduction.mp46.82 MB
 002 Display Mouse Coordinate by Cursor.mp430.11 MB
 003 Set Up and Display the First Brick.mp414.83 MB
 004 Draw Multiple Bricks with Gaps.mp415.95 MB
 005 Vanish Individual Bricks.mp417.46 MB
 006 Renumber Bricks to Start at Zero.mp417.36 MB
 007 Using an Array for Bricks.mp424.66 MB
 008 How For Can Loop on the Brick Array.mp430.02 MB
 009 Clearing Isolated Bricks in the Array.mp412.53 MB
 010 Label Deeply Stacked Closing Braces.mp410.09 MB
 001 Section 3 Review.html7.67 KB
 001 Section Introduction.mp45.82 MB
 002 Display Tile Coordinate Near Mouse.mp429.1 MB
 003 Supporting Multiple Brick Rows.mp425.71 MB
 004 Changing Brick Count to Columns.mp410.74 MB
 005 Support Removal of Each Brick Position.mp443.31 MB
 006 Make More Bricks, and Smaller.mp417.17 MB
 007 Compute Index From Row and Column.mp420.42 MB
 008 Remove Bricks Under Mouse.mp419.45 MB
 009 Remove Bricks Where the Ball Goes.mp414.56 MB
 001 Section 4 Review.html8.23 KB
 001 Section Introduction.mp45.99 MB
 002 Cutting Ball Code Into Functions.mp48.17 MB
 003 Understanding the Ball-Brick Side Test.mp433.94 MB
 004 Get the Ball Bouncing Off Brick Sides.mp430.27 MB
 005 Add Cheat to Reposition the Ball.mp412.97 MB
 006 Fix the Covered-Edge-Corner Case.mp460.01 MB
 001 Section 5 Review.html8.72 KB
 001 Section Introduction.mp42.2 MB
 002 Keep Count of Bricks Remaining.mp418.58 MB
 003 Start with Empty Gutter at Top.mp420.07 MB
 004 Reset Ball at Start, Bricks After Last Hit.mp414.25 MB
 005 Reset Bricks When Player Misses Ball.mp48.75 MB
 006 Fix Bug with Hitting Bottom Bricks.mp431.91 MB
 007 Testing to Look for Remaining Bugs.mp45.95 MB
 008 Fixing the Ball-Stuck-Along-Edge Bug.mp419.63 MB
 009 Play Testing to Look for Bugs Again.mp411.96 MB
 001 Section 6 Review.html8.15 KB
 001 Section Introduction.mp44.17 MB
 002 Now Lets Tear This Up.mp46.13 MB
 003 Remove the Paddle.mp48.23 MB
 004 Rename Brick in the Code to Track.mp413.02 MB
 005 Stretch Tile Grid to Cover the Canvas.mp410.92 MB
 006 Design a Grid Layout by Hand.mp441.72 MB
 007 Quick Example of Grid Map Design.mp412.17 MB
 008 Fill in a Basic Track Layout.mp422.4 MB
 009 Set Ball Start Location in the Array.mp433.67 MB
 001 Section 7 Review.html9.58 KB
 001 Section Introduction.mp49.84 MB
 002 How to Create the Car Image.mp426.03 MB
 003 Turning on Headlights and Taillights.mp421.21 MB
 004 Import and Display the Car Image.mp430.15 MB
 001 Section 8 Review.html8.51 KB
 001 Section Introduction.mp44.82 MB
 002 Replace Ball in Code with Car.mp411.47 MB
 003 Spin the Car Image.mp421.87 MB
 004 Drive the Car the Way It Faces.mp411.27 MB
 005 Use of Sine and Cosine for Games.mp49.83 MB
 006 Understanding Why We Use Sin Cos.mp46.18 MB
 007 Clean Away Outdated Ball Code.mp410.7 MB
 001 Section 9 Review.html9.03 KB
 001 Section Introduction.mp49.92 MB
 002 Functions on Key Press and Release.mp412.04 MB
 003 Find the Key Code for Each Arrow Key.mp412.26 MB
 004 Crude Steering and Gas on Key Presses.mp415.42 MB
 005 Treat Keys More Like Buttons.mp435.89 MB
 006 Lose Speed From Driving Into Walls.mp48.39 MB
 007 Slow Down Over Time.mp411.19 MB
 008 Fix Cars Start Direction.mp412.79 MB
 001 Section 10 Review.html10.41 KB
 001 Section Introduction.mp44.54 MB
 002 Label Car Tuning Values.mp412.83 MB
 003 Create Labels for Tile Types.mp419.84 MB
 004 JavaScript and HTML in Different Files.mp419.55 MB
 005 Give Common Graphics Code a File.mp414.36 MB
 006 Divide Code Into Files by Purpose.mp474.43 MB
 001 Section 11 Review.html8.46 KB
 001 Section Introduction.mp45.45 MB
 002 Draw the Road Tile Image.mp410.46 MB
 003 Create Wall Tile Art.mp414.65 MB
 004 Load Your Tile Art in Code.mp412.6 MB
 005 Display the Tile Images.mp426.42 MB
 006 Stop Drawing Giant Rect Every Frame.mp411.07 MB
 001 Section 12 Review.html8.91 KB
 001 Section Introduction.mp413.57 MB
 002 Bring Together All Image Code.mp418.91 MB
 003 Wait for the Last Image to Load.mp428.21 MB
 004 Connect OnLoad Automatically.mp413.96 MB
 005 Auto Count Images to Load A Bad Way.mp422.07 MB
 006 Auto Count Images to Load Good Way.mp424.69 MB
 007 Add a Basic Loading Screen.mp418.09 MB
 001 Section 13 Review.html8.43 KB
 001 Section Introduction.mp46.12 MB
 002 Divide Project Files Into Folders.mp417.8 MB
 003 Create Images for New Track Tiles.mp441.3 MB
 004 Load New Track Images in Code.mp419.13 MB
 005 Put New Track Types in Level Grid.mp412.27 MB
 006 Get New Tile Types to Block Car.mp49.09 MB
 007 Show the Images for New Track Types.mp430.5 MB
 008 Make a Layout Using New Tiles.mp416.31 MB
 009 Tune Car Disallow Spinning in Place.mp417.7 MB
 001 Section 14 Review.html8.64 KB
 001 Section Introduction.mp48.46 MB
 002 Save All Track Tile Art to an Array.mp440.89 MB
 003 Draw Track Tile Based on Index.mp419.49 MB
 004 Optimizing the Track Draw Loops.mp437.51 MB
 001 Section 15 Review.html8.64 KB
 001 Section Introduction.mp417.97 MB
 002 Put Cars Vars and Functions in a Class.mp430.49 MB
 003 Update Use of Variables in the Class.mp410.93 MB
 004 Create Player Ones Car Instance.mp424.66 MB
 005 Make a Second Car for Player Two.mp423.36 MB
 006 Copy and Recolor Blue Car to Green.mp417.44 MB
 007 Import and Use the Green Car Image.mp421.99 MB
 008 Use Different Control Keys Per Car.mp479.5 MB
 001 Section 16 Review.html8.43 KB
 001 Section Introduction.mp45.64 MB
 002 Decrease Time to Test the Finish Line.mp46.95 MB
 003 Vary Consequences by Tile Type Hit.mp423.74 MB
 004 Assign Each Car a Unique Name.mp411.33 MB
 005 Declare Winner When Goal is Reached.mp49.07 MB
 006 Understanding the Problem with Reset.mp421.41 MB
 007 Separate Active Map From Saved Layout.mp429.31 MB
 008 Reset When Finish Line is Reached.mp410.64 MB
 009 Reset Car Speed When Map Reloads.mp412.18 MB
 001 Section 17 Review.html9.99 KB
 001 Section Introduction.mp412.57 MB
 002 Start with Racing Source Minus Player 2.mp47.14 MB
 003 Rename files and variables.mp48.51 MB
 004 Rework Drive Motion Into Walking.mp48.63 MB
 005 Enlarge Tiles to Bring Camera Closer.mp45.94 MB
 006 Replace Racing Art with Dungeon Art.mp48.53 MB
 007 Support Partially Transparent Tiles.mp412.68 MB
 008 New Layout and Code for Keys Doors.mp424.64 MB
 009 Adventure Core Wrap-Up.mp46.68 MB
 001 Section 18 Review.html8.76 KB
 001 Section Introduction.mp422.23 MB
 002 Many Balls in Grid.mp428.56 MB
 003 Scrolling Camera.mp440.68 MB
 004 Side View Platform Jumper.mp425.87 MB
 005 Moving Grid with Collision Gaps.mp425.52 MB
 006 Board Game with Mouse Control.mp429.86 MB
 007 Course Wrap-Up.mp410.15 MB
 001 Full Included PDF Textbook Hands-On Intro to Game Programming.pdf13.95 MB


Description

By taking this new course you'll program several classic game types that all incorporate 2D tile-based worlds. You'll code in JavaScript for HTML5 Canvas, so a text editor and ordinary web browser are all you need (an art program can be handy for a few sections but is not required). I've attached my code for each step so you'll never be stuck. At the end you'll learn even more ways to apply what you've learned. Also by completing the course you'll get a PDF of my complete 500-page textbook on game development: Hands-On Intro to Game Programming. The book contains over 100 exercises, a couple of more game types, and additional material with more detail about the projects.

What are the requirements?

Any plain text editor like Notepad will do, however one which supports features for programmers such as multiple file tabs, code highlighting, line numbers, and smart/auto-indentation can be handy for later phases as the code grows in length (Notepad++ is free for Windows, TextWrangler for Mac, or Sublime Text 2 which I use has a fully functional free trial for either).
Any common web browser should work fine, although I use Google Chrome (free) so you may prefer that one just to see on your side exactly how it shows up in the videos.
To follow along the few steps for drawing art you'll need a program that lets you draw and save images with transparency. I use a slightly older version of Photoshop, although free alternatives exist and the steps are similar. I also attach all art files that I create, so if you prefer to only focus on the coding steps you can download the images that I create in the videos.

What am I going to get from this course?

Over 149 lectures and 14 hours of content!
Create, display, and play with a 2D tile world that supports optimized collision (a central concept for generations of games in a variety of genres!).
Program games in JavaScript for HTML5 Canvas without using any external libraries or plug-ins.
Create, load, display, and rotate image graphics in games.
Break game code into multiple files to better manage large projects.
Define a class and use it to create multiple instances of gameplay objects in unique positions (note: only using the very basic first concept of object-oriented programming, it doesn't dive deep into that rabbit hole).
Handle mouse input for a one-player game, or keyboard controls for both one and two-player games.
Implement basic item pick-ups (keys) and trigger their usage upon collision (open doors).
Develop and adapt gameplay for basic platformer movement, digital board/strategy games, simple matrix formations for retro arcade-style enemies, and worlds larger than the screen viewed by scrolling camera.
Apply simple trigonometry calls to move game objects at arbitrary angles.
Implement basic loading screen functionality in HTML5.

What is the target audience?

Anyone who wants to learn practical skills to program their own games at home.
People who may already be familiar with programming concepts but are new to applying that knowledge to making real-time computer games.
Creators who have only ever tried drag-and-drop tools but are interested in learning more about how to make games by programming for an deeper level of control over the details.
Developers interested in getting practice with a more traditional "code only" approach to core gameplay programming before moving on to major engines and tools (which are not covered in this course) like Unity or Unreal.
People looking for a technical game design foundation based in indie-style games or classic gameplay as a starting point.
New developers who completed the free course "Code Your First Game: Arcade Classic in JavaScript on Canvas" and are looking to further build upon their game development skills in JavaScript on HTML5 Canvas.
Please note that advanced topics like object-oriented programming are only very briefly touched upon - software engineering patterns are generally outside the scope of this course.

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How to Program Games Tile Classics in JS for HTML5 Canvas

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Thanks.