Book Image

jQuery Game Development Essentials

By : Selim Arsever
Book Image

jQuery Game Development Essentials

By: Selim Arsever

Overview of this book

jQuery is a leading multi-browser JavaScript library that developers across the world utilize on a daily basis to help simplify client-side scripting. Using the friendly and powerful jQuery to create games based on DOM manipulations and CSS transforms allows you to target a vast array of browsers and devices without having to worry about individual peculiarities."jQuery Game Development Essentials" will teach you how to use the environment, language, and framework that you're familiar with in an entirely new way so that you can create beautiful and addictive games. With concrete examples and detailed technical explanations you will learn how to apply game development techniques in a highly practical context.This essential reference explains classic game development techniques like sprite animations, tile-maps, collision detection, and parallax scrolling in a context specific to jQuery. In addition, there is coverage of advanced topics specific to creating games with the popular JavaScript library, such as integration with social networks alongside multiplayer and mobile support. jQuery Game Development Essentials will take you on a journey that will utilize your existing skills as a web developer so that you can create fantastic, addictive games that run right in the browser.
Table of Contents (17 chapters)
jQuery Game Development Essentials
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Collision detection


Collision detection is slightly different for this game as for the previous one. As we use collision instead of per-pixel collision with the sprite-bounding box, we find ourselves in a situation where we might detect a collision where only the sprites' non-transparent pixels are colliding, as shown in the following figure:

However, there is a very easy solution to this problem without resorting to per-pixel or polygonal collision detection; we will use a second transparent sprite to create the zone we really want to use for collision detection.

Player versus environment collisions

In our game, we will use a technique often used in RPG; the player avatar will be made of not only one sprite but of a superposition of sprites. This will allow us to change the armor the avatar wears, change the weapon he uses, his haircut, skin color, and so on, without having to generate all the possible combinations of those variants.

In our game, we will only use two images for the player avatar...