Index
A
- $.ajax function / Using a tile map editor
- about / Using $.ajax
- .animate() function
- about / Chaining animations
- .append() function
- about / .append()
- addCallback function / One interval to rule them all
- addSprite function / HTML fragments
- addTilemap function / Finding the visible tiles
- analog joystick
- about / Analog joystick
- implementing / Analog joystick
- event handlers / Event handlers
- Analyser node
- about / Analyser node
- animation function / Controlling the player's avatar
- animations
- chaining / Chaining animations
- implementing / Implementing animations
- adding, to framework / Adding animations to our framework
- audio
- abstracting / Abstracting audio
- audio, abstracting
- library, using / Using our small library
- audio element / Preloading a sound
- audionode.js library / Web Audio API
- audio tag / HTML5 Audio element
B
- .bind() function
- about / .bind()
- BiquadFilter node
- about / BiquadFilter node
C
- .clearQueue() function
- about / .clearQueue()
- cancelScheduledValues(time) function / Connecting more nodes
- canPlayType method / HTML5 Audio element
- chaining
- about / Chaining
- advantages / Chaining
- cheating, preventing
- server-side verification / Server-side verification
- variables, making less readable / Making your variables less readable
- code, obfuscating / Obfuscating your code
- network protocol, making less readable / Making your network protocol less readable
- colliding tiles
- searching / Finding the colliding tiles
- collision detection
- about / Collision detection, Collision detection, Collision detection
- using / Collision detection
- implementing / Collision detection
- tile-maps, colliding with / Colliding with tile maps
- colliding tiles, finding / Finding the colliding tiles
- sprite, versus sprite collision / Sprite versus sprite collision
- player, versus environment collisions / Player versus environment collisions
- player, versus sprite collision / Player versus sprite collision
- context.destination object / Loading more than one sound
- context.listener object / Panner node
- Convolver effect
- about / Convolver node
- Convolver node
- about / Convolver node
- CreateJS
- about / Alternatives to SoundManager
- CSS transform
- about / CSS transform
- adding, to framework / Adding transform to the framework
- CSS Transforms
- using, for animating sprites / Moving your sprite around using CSS Transforms
D
- .delay() function
- about / .delay()
- .delegate() function
- about / .delegate()
- .dequeue() function
- about / .dequeue()
- .detach() function
- about / .detach()
- .done()
- about / .done()
- d-pad
- about / D-pad
- implementing / D-pad
- Delay node
- about / Delay node
- device orientation
- using / Using device orientation
- DOM elements
- data, associating with / Associating data with DOM elements
- used, for rendering game elements / Learning the basics
- DynamicCompressor node
- about / DynamicCompressor node
- threshold parameter / DynamicCompressor node
- knee parameter / DynamicCompressor node
- ratio parameter / DynamicCompressor node
- reduction parameter / DynamicCompressor node
- attack parameter / DynamicCompressor node
- release parameter / DynamicCompressor node
E
- embed tag / Embedding sound, Implementation, Supported format
- endCallback function / One interval to rule them all
- enemies
- creating / Creating enemies
- fighting / Fighting enemies
- event handlers
- removing / Removing event handlers
- events handling
- about / Handling of events
- .bind() function / .bind()
- .delegate() function / .delegate()
- exponentialRampToValueAtTime(value, time) function / Connecting more nodes
F
- .fail()
- about / .fail()
- Facebook developer website
- URL / Integrating with Facebook
- Facebook integration
- about / Integrating with Facebook
- authentication mechanism / Authenticating with Facebook
- game achievements, creating / Creating achievements
- game achievements, publishing / Publishing the achievements
- Flash
- about / Flash fallbacks
- framework, game
- about / Framework
- animations, adding / Adding animations to our framework
- Frogger game
- creating / Let's get serious – the game
- states / Main loop
- FSM
- about / Main loop
- implementing / Main loop
- advantage / Main loop
- drawing / Main loop
- fx queue
- about / Other usages of queues
G
- $.get / Using $.ajax
- $.getJSON / Using $.ajax
- $.getScript / Using $.ajax
- game
- framework / Framework
- sprites / Sprites
- sprites, animating / Moving sprites around
- preloading / Preloading
- initializing / Initializing the game
- main loop / Main loop
- collision detection / Collision detection, Collision detection
- coding / Coding the game
- occlusion, sorting / Sorting the occlusion
- sprite occlusion / Sprite occlusion
- level, versus sprite occlusion / Level versus sprite occlusion
- cheating, preventing / Making cheating harder
- registering, with Twitter / Registering your game with Twitter
- registering, with Facebook / Integrating with Facebook
- game-springboard integration
- about / Integrating our game with the springboard
- game, installing / Making your game installable
- status bar, configuring / Configuring the status bar
- application icon, specifying / Specifying the application icon
- splash screen, specifying / Specifying a splash screen
- game achievements, Facebook
- creating / Creating achievements
- publishing / Publishing the achievements
- game authentication, Facebook
- about / Authenticating with Facebook
- game authentication, Twitter API
- about / Authentication
- game framework
- offline divs / Offline divs
- groups / Groups
- sprite transformation / Sprite transformation
- tile maps / Tile maps
- collision detection / Collision detection
- game, coding / Coding the game
- game screen, setting up / Basic setup of the game screen
- object-oriented code, for player / Object-oriented code for the player
- player control / Player control
- parallax scrolling / Parallax scrolling
- enemies, creating / Creating enemies
- game mobile
- creating / Making your game run well on mobile devices
- mobile browsers, detecting / Detecting mobile browsers
- device limitations, memory / Performance limitation – memory
- device limitations, speed / Performance limitation – speed
- page's visible area, specifying / Specifying the page's visible area
- number of sprites, reducing / Level of details
- touch control / Touch control
- springboard integration / Integrating our game with the springboard
- device orientation, using / Using device orientation
- offline application cache, using / Using the offline application cache
- web storage, using / Using web storage
- game screen
- setting up / Basic setup of the game screen
- getItem method / Using web storage
- gf.addGroup function / Groups
- gf.addSprite function / Groups
- gf.createTile function / Moving the tile map
- gf.importTiled function / Using a tile map editor
- gf.updateVisibility() function / Moving the tile map
- gf.x function / Moving the tile map
- gf_tilemap class / Moving the tile map
- groups
- about / Groups
- groups, game
- organizing / Groups
H
- .html() function
- about / .html()
- highscores
- publishing, on Twitter / Publishing high scores on Twitter
- HTML
- about / Embedding sound
- HTML5 Audio element
- about / HTML5 Audio element
- sound, preloading / Preloading a sound
- playback, controlling / Playing and stopping sounds
- HTML fragments
- about / HTML fragments
I
- img tag
- about / HTML5 Audio element
- impulse
- about / Convolver node
- initialize function / Using our small library
- Internet Explorer / Learning the basics
- intervals and timeouts
- reducing / Intervals and timeouts
- code / Code
- isometric games
- occlusion / Occlusion for isometric games
- isometric tiles
- dealing with / Isometric tiles
- isometric tile map, drawing / Drawing an isometric tile map
J
- jPlayer
- about / Alternatives to SoundManager
- jQuery
- chaining / Chaining
- polymorphism / Polymorphism
- events handling / Handling of events
- data, associating with DOM elements / Associating data with DOM elements
- DOM manipulating / Manipulating the DOM
- jQuery's API
- URL / Stay curious my friend!
- jQuery 1.7
- about / jQuery 1.7
- jQuery animation functions
- .animate() / Chaining animations
- .stop() / .stop()
- .clearQueue() / .clearQueue()
- .dequeue() / .dequeue()
- .delay() / .delay()
- jQuery API documentation
- URL / Adding animations to our framework
- jQuery Mobile
- URL / Making your game run well on mobile devices
- JSON
- URL / Searching elements in the database
- JSON file
- loading / Loading a JSON file
- jump method / Controlling the player's avatar
K
- keyboard polling, game optimization
- about / Keyboard polling
- keys state, tracking / Keeping track of the keys' state
L
- $.load / Using $.ajax
- leaderboards
- creating / Creating a simple leaderboard
- highscores, saving / Saving highscores
- highscores, retrieving / Retrieving highscores
- highscores, displaying / Displaying the highscores
- Learning jQuery
- URL / Stay curious my friend!
- library
- using / Using our small library
- linearRampToValueAtTime(value, time) function / Connecting more nodes
M
- main loop, game
- about / Main loop
- implementing / Main loop implementation
- mediaelement.js
- about / Alternatives to SoundManager
- MIDI / Supported format
- mobile browsers
- detecting / Detecting mobile browsers
- client-side browser detection / Client-side browser detection
- server-side detection / Server-side detection
- feature detection, using / Should you really detect the browser?
- modulo technique / Collision detection
- multi-file game
- implementing / Implementing a multi-file game
- tile-map, loading / Loading tile maps
- sprites, loading / Loading sprites and their behavior
- $.ajax function, using / Using $.ajax
- JSON file, loading / Loading a JSON file
- remote script, loading / Loading a remote script
- call, debugging to $.ajax / Debugging calls to $.ajax
- multiplayer game
- players account, managing / Managing the player's account
- server-side combat, implementing / Implementing server-side combat
N
- naive implementation
- about / Naive implementation
- network traffic, protecting
- about / Making your network protocol less readable
- values, encoding / Encoding values
- variables, naming randomly / Randomly naming the variables
- random variables, adding / Adding random variables
- nodes
- connecting / Connecting more nodes
- NPCs
- implementing / Talking to NPCs
O
- OAuth / Full access to Twitter's API
- object-oriented code, for player
- about / Object-oriented code for the player
- offline application cache
- using / Using the offline application cache
- offline divs
- about / Offline divs
- OpenAL
- about / Web Audio API
- optimizations, game
- intervals and timeouts, reducing / Intervals and timeouts
- one single interval, using / One interval to rule them all
- keyboard polling / Keyboard polling
- HTML fragments / HTML fragments
- reflow, avoiding / Avoiding reflow
- sprite, animating using CSS Transforms / Moving your sprite around using CSS Transforms
- requestAnimationFrame, using / Using requestAnimationFrame instead of timeouts
P
- $.post / Using $.ajax
- .prepend() function
- about / .prepend()
- Panner node
- about / Panner node
- parallax scrolling
- about / Parallax scrolling
- pause function / Playing and stopping sounds
- Pixen
- URL / Sprites
- platform game
- modifying / Modifying our platform game
- playback
- controlling / Playing and stopping sounds
- player
- versus, environment collisions / Player versus environment collisions
- versus, sprite collisions / Player versus sprite collision
- player control
- about / Player control
- players, keeping in sync
- about / Keeping the players in sync
- players, retrieving / Retrieving all the other players
- current player position, updating / Updating the current player position
- client-side code / Client-side code
- players account, multiplayer game
- managing / Managing the player's account
- elements, searching in database / Searching elements in the database
- new player, creating in database / Creating a new player in the database
- player, keeping connected / Keeping the player connected
- user, logging into game / Logging the user into the game
- players avatar
- controlling / Controlling the player's avatar
- players position
- updating / Updating the player's position
- play function / Implementation
- polygonal collision detection / Collision detection
- polymorphism
- about / Polymorphism
- using / Polymorphism
- preload function / SoundManager 2
- preloading
- about / Preloading
Q
- queues
- usage / Other usages of queues
R
- .remove() function
- about / .remove()
- readyState property / Preloading a sound
- reflow
- avoiding / Avoiding reflow
- remote script
- loading / Loading a remote script
- requestAnimationFrame
- using / Using requestAnimationFrame instead of timeouts
- rgba() function / Talking to NPCs
S
- .stop() function
- about / .stop()
- ScriptProcessor node
- about / ScriptProcessor node
- bufferSize parameter / ScriptProcessor node
- onaudioprocess parameter / ScriptProcessor node
- server-side combat
- implementing, in multiplayer game / Implementing server-side combat
- server-side helper library, Twitter API
- about / Server-side helper library
- setInterval / Implementing animations
- setInterval function / One interval to rule them all
- setItem method / Using web storage
- setOrientation function / Panner node
- setPosition function / Panner node
- setTargetAtTime(target, time, constant) function / Connecting more nodes
- setValueAtTime(value, time) function / Connecting more nodes
- setValueCurveAtTime(valuesArray, time, duration) function / Connecting more nodes
- setVelocity function / Panner node
- sound
- embedding / Embedding sound
- preloading / Preloading a sound
- sound, embedding
- implementation / Implementation
- supported formats / Supported format
- soundBuffer object / Basic usage
- sound effects
- generating / Generating sound effects
- SoundJS
- about / Alternatives to SoundManager
- SoundManage
- alternatives / Alternatives to SoundManager
- SoundManager 2
- using / SoundManager 2
- sounds
- stopping / Playing and stopping sounds
- playing / Playing and stopping sounds
- sprite occlusion
- about / Sprite occlusion
- managing / Sprite occlusion
- sprites
- about / Sprites
- disadvantages / Sprites, Loading sprites and their behavior
- advantages / Sprites
- animations, implementing / Implementing animations
- animating / Moving sprites around
- advantage / Loading sprites and their behavior
- sprite transformation
- about / Sprite transformation
- CSS transform / CSS transform
- startGame function / One interval to rule them all
- startPreloading function / Initializing the game, One interval to rule them all
- stop function / Playing and stopping sounds
- stop method / Implementation
T
- tile-map
- loading / Loading tile maps
- advantages / Loading tile maps
- tile-map editor
- using / Using a tile map editor
- tile map optimization
- about / Optimizing tile maps for top-down games
- visible tiles, finding / Finding the visible tiles
- tile map, moving / Moving the tile map
- tile maps
- about / Tile maps
- advantages / Tile maps
- constraints / Tile maps
- naive implementation / Naive implementation
- top-down games
- tile-map, optimizing / Optimizing tile maps for top-down games
- visible tiles, finding / Finding the visible tiles
- tile-map, moving / Moving the tile map
- touch control, mobile game
- about / Touch control
- d-pad / D-pad
- analog joystick / Analog joystick
- touchend handler / Event handlers
- touchstart event handler / Event handlers
- Twitter
- about / Integrating with Twitter
- Twitter API
- about / Full access to Twitter's API
- logging in / Full access to Twitter's API
- game, registering with Twitter / Registering your game with Twitter
- server-side helper library / Server-side helper library
- game, authenticating / Authentication
- highscores, publishing on Twitter / Publishing high scores on Twitter
- Twitter developer site
- URL / Registering your game with Twitter
- Twitter integration
- about / Integrating with Twitter
- Twitter, for dummies / Twitter for dummies
- Twitter API, accessing / Full access to Twitter's API
- twitteroauth
- about / Server-side helper library
- twitteroauth library / Authentication
W
- waitForSound function / Using our small library
- WAV / Supported format
- WaveShaper node
- about / WaveShaper node
- Web Audio API
- about / Web Audio API
- usage / Basic usage
- nodes, connecting / Connecting more nodes
- multiple sound, loading / Loading more than one sound
- web storage
- using / Using web storage
- World of Ar'PiGi
- about / World of Ar'PiGi