a,otherwise nothing will render. You can add as many extra Cameras as you like. You can also control theposition, size, rotation, scaling and viewport of each Camera. Common usesof being able to have multiple cameras are for creating split-screen games, orgames with picture-in-picture effects .Cameras can also be given a bou show annotation
Bounds are how you do this.Input Phaser maintains a unified input system that works across all browsers anddevices. By unified we mean that you don’t have to worry about whether theuser is on a desktop with a mouse, or a mobile device with touch input, oreven a touch capable desktop. All you need to do is listen for, and respondto, the input events that Phaser provides. You can also respond to inputev show annotation
ny of the Phaser caches at will. Items stored in a Phaser Cache are global, which means they can be accessedfrom any Scene in your game. Scene’s do not maintain their own set of caches.Instead, they all share the same global se t. This is important to understa show annotation
nager is where they all reside. As with Caches, the TextureManager is global. The Phaser Game maintains a single instance of it thatis shared across all Scenes in your game. Therefore, adding a Texture fromone Scene makes it automatically and instantly available in all other Scenes .The Texture Manager works in ta show annotation
l use the same Texture instance. A Texture is made up from one or more Frames . You can think of a Frameas bei show annotation
etRotation expects itin radians. Phaser uses a right-handed coordinate system, where 0 is East, to the right,and 3.14 (or 180 degrees) is West, to the left. South is 1.57, or 90 degreesand North is -1.57 (or -90 degrees). If you visualise the rotation as a circle,the bottom half is positive and the top-half is negative. This is the same asAdobe Flash, from which the first version of Phaser took its inspiration .Rotation in Phaser always takes show annotation
but the take-away here is that a ‘tween’ is when the value of an object is changed over aperiod of time. MathJavaScript itself has a pret show annotation
or they’ll keep playing.Tilemaps A tilemap is a way of storing a level or game world. It’s a data structurethat contains information about the tiles that make up the level, such astheir position, size and type. It’s a very common way of creating levels in2D games, as it allows you to visually design the level in a tile-based editorsuch as Tiled, then export it as a data file .Tilemaps are typically orthogon show annotation
the Game Object from rendering. There are twotypes of mask available: Geometry Masks and Bitmap Masks . The GeometryMask works by usin show annotation
synchronized to the sameclock. You have the ability to ‘scale’ the time of an individual clock, thusslowing down, or speeding-up the systems running within a single Scene .39610. Detailed Look Into Game show annotation
imationsystem. This means that a ll of these systems are synchronized to the sameclock . You have the ability to ‘scale show annotation
quirrel.com• 1001fonts.comThen, ==you have to turn this font into a bitmap font. This type of font is usedin all the examples of this book. This is a process that is done with a toollike: https://snowb.org/== You just need to upload the font show annotation
d-looking different levels.Tiled ==You can use Tiled to create your maps. Tiled is a free and open-sourcemap editor. It supports orthogonal, isometric and hexagonal maps. It alsosupports multiple layers, and it can export to JSON, XML, and CSV.All the games in this book use Tiled to create the maps. You can downloadit from: https://www.mapeditor.org== /487Figure 53: Tiled map editorS show annotation
is not just about level design. Why do people play games? Because theywant to feel that they can do things that they can’t do in real life : killingzombies, climb with pic show annotation
different paths.Create emotions So games must be fun, but another way to make them memorable is to triggeremotions in the player. And that’s not just about fun. You can make theplayer feel chased, trapped, free, satisfied etc . One of the most commonemotions show annotation
, trapped, free, satisfied etc. One of the most commonemotions in games is fear and there’s a whole bunch of games that are basedon fear . But there are many other emoti show annotation
er next:good level design.52817 Level design Well, this book just pretends to show annotation
level disign tips:
levels should look good
modular levels
fun above all
don’t make them too opened
levels disigned for the mechanics
show don’t tell
tell what but not how
turorialesque levels
let the player dream
expect the unexpected
create emotions