CREATEJS TUTORIAL PDF

We will use the sprites sample as a base. We will use also the resources available in the XNA 4. For those of you who are following my blog, you may remember that I love playing with this sample. You can download it to play with it and extract the sprites to use them with EaselJS. Our monster in idle mode: which contains 11 different sprites. Once loaded, we can start the game.

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There are many programming platforms used to develop games, and there are a plethora of devices to play them on, but when it comes to playing games in a web browser, Flash-based development still leads the way. Imagine building custom data visualization with high performance and thousands of elements.

Browsers become overwhelmed when, at around DOM elements, initial renderings, re-draws, and animation become expensive operations.

This means that Canvas based development needs more attention when it comes to separating elements, and attaching events and behaviors to them. EaselJS comes to the rescue; we can code as if we are dealing with individual elements, letting EaselJS library handle your mouse-overs, clicks, and collisions.

SVG-based coding has one big advantage: SVG has an old specification, and there are a lot of design tools that export SVG assets for use in development, so that cooperation between designers and developers works well. It works well in combination with other CreateJS libraries. Its API methods are familiar to anyone who used Flash-based game development. Is it possible to do that with this suite? If you have a team of varying skill set developers, which is often the case, it can be a little scary to use CreateJS and expect a scalable and modular code.

Can we mitigate against this risk by bringing in the best and most adopted front-end JS framework? I also added some music to the game, and a little more control of the character movement. Plus, I added a score and life count for the character, which are necessary for the game. AngularJS significantly reduces complexity by enabling your development team with the following: Adding code modularity, so that team members can focus on different aspects of the game.

Breaking the code into separate testable and maintainable pieces. Enabling code re-use, so that one factory class can be instantiated multiple times, and re-used to load different but similar assets and behaviors.

Protecting developers from using bad patterns Javascript carries notoriously bad parts with it and JSLint can only help us so much. Adding a solid testing framework. My suggestion is to look through my check-ins and understand the steps I took to gain benefits of adding AngularJS goodness to CreateJS code. They are the most well thought out feature in the framework, and make AngularJS powerful and extensible.

Bitmap loader. Copy the game assets to your app folder.

GSA-4167B MANUAL PDF

CREATEJS TUTORIAL PDF

There are many programming platforms used to develop games, and there are a plethora of devices to play them on, but when it comes to playing games in a web browser, Flash-based development still leads the way. Imagine building custom data visualization with high performance and thousands of elements. Browsers become overwhelmed when, at around DOM elements, initial renderings, re-draws, and animation become expensive operations. This means that Canvas based development needs more attention when it comes to separating elements, and attaching events and behaviors to them.

LEGEA VOLUNTARIATULUI 2014 PDF

Introduction to CreateJS – Part 1

To draw a shape on the canvas, first, we will need to create a Stage object. Stage is the root level container for display objects. We will pass the canvas object, which we created earlier. This canvas object will be used by the Stage object for the rendering of display objects. These classes are included in the minified files of each library and are available on the CreateJS namespace. This can be achieved through the following line of code: stage. This Shape allows us to display vector graphics on the canvas.

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