Summary
We accomplished so much in this chapter! We began by examining the starter document, which already had a number of assets in place, all derived from the Assets panel. We then went through each screen and library item in order to further organize our timeline with frame labels and to provide instance names and linkage IDs where needed. The bulk of our time in this chapter was spent in the Actions panel writing all the JavaScript code that controls the player character, enemy and projectiles, internal variables and references, and how all of these elements interact with one another to produce a full game experience for the web. Closing out, we gave the Publish Settings a quick look and adjusted some of the attributes for our published game content.
In the next chapter, we'll explore a somewhat related web-based project in the form of Virtual Reality experiences using WebGL glTF document types.