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

Implementing a multi-file game


The first thing you have to ask yourself is, "When are the other files loaded?" The classical approach is to have simple levels and load the next one at the end of the previous one. This is the typical scenario for a platform game.

Another approach is to have one big level and load a sublevel when you reach a given point. Typically, in an RPG the big level would be the outside world and the sublevel would be the inside of buildings. In both of these examples, the loading of the file doesn't need to be done asynchronously.

The last common approach is to have a single very large level made of many sublevels. This is typically what you have for MMORPG. Here you need to load the files asynchronously so that the player doesn't notice that the sublevel has to be loaded.

The challenge you will face depends greatly on which of the aforementioned situations you find yourself in. They can be divided as follows: loading a tile map, a sprite, and loading a logic behavior...