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Oscar Lodriguez

Letīs Build a Multiplayer Phaser Game


With Typescript, Socket.io, and Phaser
1st ed. 2019. xiii, 151 S. 8 SW-Abb. 235 mm
Verlag/Jahr: SPRINGER, BERLIN; APRESS 2019
ISBN: 1-484-24248-3 (1484242483)
Neue ISBN: 978-1-484-24248-3 (9781484242483)

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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.

Letīs 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 Youīll 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 1: Introduction
Chapter Goal: How to approach this book

Chapter 2: Setting Up Our Development Environment
Chapter 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 Model
Chapter 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 Models
Chapter 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 model

Chapter 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 Server
Chapter 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 Name
Chapter 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 discovery
Chapter 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 bachelorīs 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.