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Titlebook: Building JavaScript Games; for Phones, Tablets, Arjan Egges Book 2014 Arjan Egges 2014

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Michel O. Deville,Thomas B. Gatskiy lines of code. In the previous examples, you began grouping variables over different objects (such as . or .). In this chapter, you continue structuring your code by using more objects and by splitting the code over separate files.
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Michel O. Deville,Thomas B. GatskiIn this chapter, you see how your game program can react to button presses. In order to do this, you need an instruction called . that executes an instruction (or a group of instructions) when a condition is met. You also learn to structure your code a bit more into objects and methods.
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https://doi.org/10.1007/978-3-031-09454-5You’ve seen in the previous chapters how you can use classes to group variables that belong together. This chapter looks at the similarities between the different types of game objects and how you can express these similarities in JavaScript.
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Brahim Amaziane,Alain Bourgeat,Joe KoebbeIn this chapter, you finish the Painter game by adding a few extra features such as motion effects, sounds, and music, and maintaining and displaying a score. Finally, you learn about characters and strings in a bit more detail.
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https://doi.org/10.1007/978-3-031-58516-6This chapter looks into the gameplay programming of the Jewel Jam game. First it talks about interaction between game objects. Then it introduces a few new game objects that are used in the game. Finally, you tackle the main gameplay element of this game: finding combinations of jewels and handling them properly.
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Creating a Game WorldThis chapter shows you how to create a game world by storing information in memory. It introduces basic types and variables and how they can be used to store or change information. Next, you see how to store more complicated information in objects that consist of member variables and methods.
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