
Let's Build a Multiplayer Phaser Game: With TypeScript, Socket.IO, and Phaser
Oscar Lodriguez
Résumé
Create a fully working multiplayer game from scratch using TypeScript, Socket.IO, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers.
Let's Build a Multiplayer Phaser Game dives into the details to show you how to create a multiplayer game from beginning to end. Once you have finished this book, you will be well versed in creating not only a game, but also an application that you can extend with new functionality to enjoy with your friends.
What You'll Learn
- Discover the ins and outs of Socket.IO for real-time web communication
- Use TypeScript to allow your project to be typed and self-documenting
- See how gaming mechanics work to make a game entertaining
- Get a deeper understanding of how to structure your working directory and your code
- Scale what you have created
Who This Book Is For
Developers who want to know how to create and structure a complex online game
Chapter Goal: How to approach this book
Chapter 2: Setting Up Our Development EnvironmentChapter Goal: Getting started * Checking out Github and switching to the start branch * A simple hello world inside of our setup
Sub - Topics:
1. Where to start
1. Setting up Node.js and Git
2. The main ingredient
3. Our Frontend architecture
4. Our general architecture
Chapter 3: Orchastrating Our Domain ModelChapter Goal: Have a concise model to work with.
Sub - Topics:
1. The building blocks
2. Creating our first model
3. The player model
4. The Keyboard model
5. Putting it all together
6. Creating our directories
7. Directories construction tactics
Chapter 4: Implementing Our Game Domain ModelsChapter Goal: Introduction to phaser and implementing our models
Sub - Topics:
1. About Phaser
2. Talking about Phaser...
3. The Player model
4. Phaser Arcade Physics
5. The Game Model
6. The Keyboard modelChapter 5: Seeing It in Action!
Chapter Goal: Alpha version of the game
Sub - Topics:
1. Hooking it all up together
Chapter 6: Projectiles!Chapter Goal: Allow the gunships to fire!
Sub - Topics:
1. Making it to the big screen
2. Overlap
3. Gimme the gun!
4. More on Overlap
5. Updating the keyboard with fire!
6. The HUD
Chapter 7: Hooking Up Our ServerChapter Goal: The backend of things
Sub - Topics:
1. On to the server side of things
2. Models and events
3. Setting up our static file server
4. Socket connection
5. Back to the client
6. Marvellous explosions!
Chapter 8: The World Should Remember Your NameChapter Goal: Authentication
Sub - Topics:
1. Login
Chapter 9: Bonus! Chapter Goal: Cleaning up
Sub - Topics:
1. Refactoring & Asteroids
2. Adding more features
3. Some more refactoring
4. Asteroids!
Chapter 10: Further reading and discoveryChapter Goal: Where to go from here
Sub - Topics:
- Other Phaser resources
Oscar Lodriguez has been developing software as a freelancer for close to 13 years. During this time, he has worked with software giants such as Adyen, BNP Paribas, Ebay, Bol.com, Schiphol, and Backbase. He has a bachelor's degree in computer science and is a motivated and avid learner who stays up to date with web industry standards. He has written three books and speaks regularly at Golang/JavaScript meet-ups in and around Holland.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Apress |
Auteur(s) | Oscar Lodriguez |
Parution | 05/12/2018 |
Nb. de pages | 151 |
EAN13 | 9781484242483 |
Avantages Eyrolles.com
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