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Phaser Game Prototyping

Building 100s of games using HTML5 & Phaser.js Gaming Frameworks (6th Edition includes v2.x.x & v3.24+)

The large print 6th edition workbook is your guide into the "Game System Designtm" & Microservices for Phaser v2.x.x, v3.24+, or any JS Game Frameworks. Easy to read, humorous approach to "full-stack" game development in single-player mode using WebSockets. Worksheets facilitate the creation process. Included are 1,506 files (184 MB uncompressed).

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About

About

About the Book

This large print workbook is the 6th edition - a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, v3.16+ and any JavaScript Gaming Frameworks. 

Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. Master the important skills and techniques you need for Phaser using our unique component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book’s snippets and add your own modification.

 

  • Part I demonstrates basic game mechanisms and components from the Phaser JS Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you’ll have a complete, fully-functional Game Prototype , reusable components, and the supporting tools to manage further game production. You’ll have a game character’s visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system,and an interactive game world. 
  • Part II demonstrates how to connect all your new game prototypes and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you, will open the pathway to building a game within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork within 7 days. You’ll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the Phaser features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser 3D and WebXR games too. You’ll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. All these techniques -- and supporting source code -- are explained in an easy-to-understand manner for game designers to gain new skills or simply update your skills from Phaser v2.x.x.

You’ll find detailed working examples on the book's website (with dozens of illustrations and many concepts) you can freely apply to your own gaming projects. All the source code comments enhance the book’s explanation. 

 

What you’ll learn:

  • By the end of this workbook, you’ll have integrated into your own game designs:
  • Adopted processes for business project management and agile software development.
  • Organized a standard file structure for developing games in general;
  • Used a blank game template to scaffold further game projects;
  • Imported resources and game assets;
  • Displayed, animated and moved game avatars on various screen renderings;
  • Managed groups of game objects;
  • Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;
  • Used customized web fonts;
  • Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);
  • Rendered several physics systems;
  • Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
  • Created and managed game state-phases;
  • Managed permanent game assets across state-phases;
  • Optimized your game for various mobile devices;
  • Integrated 3rd-party scripts and services;
  • Deploy single-player games.
  • Web Sockets demystified for scalable massive online game deployments.

Who This Book Is For:

Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2.x.x JavaScript skills. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

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515+ page, Game Prototyping guide focused on Phaser JavaScript Framework in standard JavaScript and ES6, Phaser versions 2.x.x and 3.x. Bonus! Content: Free Affiliate Guide, 300+ page bonus content (1,508 resource files; 310+MB (uncompressed)). Total of 815+ pages! All chapters with complete source code available on the supporting book's website http://makingbrowsergames.com/book/. Bonus Content: 232 MB (20171216 - zipped)

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  • Book Bonus Games Source Code (416 files; 58 MB on disk)
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Author

About the Author

Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.

He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

My driving theme: "Always stay humble and kind"

His website is: https://www.Stephen-Gose.com/

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Contents

Table of Contents

Distribution Permission

  1. Supporting website

Forwards

Disclosures

Disclaimer

About this Workbook:

  1. Viewing the Source Code
  2. Links and References
  3. Who should use this workbook?
  4. Your newly obtained skills…

Game Design System™

  1. Game Studio - Book Series
  2. Game Studio - Online Courses
  3. “Making Browser Games” - Books Series
  4. “Making Browser Games” Series - online Courses
  5. Programming Courses
  6. “Walk-Thru Tutorial” Series - Online Courses
  7. IPart I: Product Management

1Game Studio & Project Preparations

  1. ACTUALLY START THE DAMN GAME …
  2. 1.1Workstation Setup
  3. Batteries not included … Web Server Required
  4. Deeper Dive: Testing “MMoGs” Locally??!
  5. Locally Testing MMoGs
  6. Development Tools
  7. 1.2Project Setup
  8. Deeper Dive: Project Data Structure
  9. Deeper Dive: And its name shall be called …
  10. Concerns using Browserify with Phaser
  11. Project Directories & Files
  12. 1.3Game Project “Concept & Design”
  13. Introduction to Game Design System™
  14. What makes a Good Game?
  15. 1.4Preparing a “Gaming Product”
  16. Why are you doing this?
  17. What are you making?
  18. What technology will you use?
  19. “Loose lips sink ships” … and revenues!
  20. Quoted from: http://www.copyright.gov/fls/fl108.pdf
  21. What features are included?
  22. Deconstruction
  23. What features are mandatory?
  24. How will you encode it?
  25. 1.5Game Design Architecture
  26. “Oh! Oh!”
  27. “Top-down”
  28. “Bottom-up”
  29. “Oh! Oh!” vs. Top-Down vs. Bottom-Up vs. OLOO
  30. 1.6Game Project Summarized:
  31. Concept Development:
  32. Design:
  33. Production Encoding:
  34. 1.7Summary
  35. 1.8Chapter References:

2Building a Game Prototype

  1. How to Succeed at Making One Game a Month
  2. 2.1Creating Prototype Mechanisms — 4-Step method
  3. Step 0) Preparation and Research
  4. Step 1) Generate Game Phases (as needed).
  5. Step 2) Generate code for triggering events.
  6. Step 3) Generate transition
  7. Step 4) Create your Game’s Core & auxiliary functions
  8. Deeper Dive: Writing D.R.Y. JS code
  9. 2.2Using “Box” Graphics
  10. 2.3Game Practicum: Box Prototyping
  11. Phaser III Code Review
  12. Phaser v2.x.x Code Review
  13. 2.43D Prototypes
  14. 2.5“ToTo, … we’re not in Kansas anymore” — Dorothy
  15. 2.6Starting Your “Game Recipe”™
  16. Step #0) the Front-Door
  17. Task #1-1 Instructions:
  18. Compare your code
  19. Mobile “Single Web Page Applications” (SWPA)
  20. Cocoon.js - Cloud Alternatives
  21. Task #2: Launching a Game
  22. Deeper Dive: Launching a Phaser III Game.
  23. Game “Config
  24. 2.7Deeper Dive: To Infinity and Beyond!
  25. 2.8Summary
  26. 2.9Chapter References:

3Game Phases, Scenes & Roses.

  1. 3.1Bare-Bones Prototypes
  2. 3.2Using a Phaser Scene as a “Game Phase”
  3. 3.39 Essential Functions of a Phaser “Scene”
  4. 3.4Game Phases as Modules
  5. “Phaser.Game” — One File to Rule them all …
  6. Yes, Gandalf got it wrong!
  7. Main.js (aka “launch” or index.js)
  8. Boot.js
  9. Preload.js
  10. Deeper Dive: Artwork & Resources Security
  11. Deeper Dive: Phaser Cache
  12. Working with the Phaser Cache:
  13. Deeper Dive: Loader Examples
  14. Splash.js or Language.js?
  15. Main Menu.js
  16. Play.js
  17. Deeper Dive: JS Modules
  18. 3.5Step #1 of 4: Generate Game Phases
  19. Dynamically Including Game Phases
  20. Deeper Dive: D.R.Y. Stand-alone
  21. Step #3 of 4: Game Phase Transitions
  22. Deeper Dive: The CMS “Game Shell”
  23. Deeper Dive: When to use a game shell
  24. 3.6Encoding Phaser Scenes as a “Game Phase”
  25. Vanilla, Chocolate, or Strawberry Creme-filled?
  26. Overriding Essential Functions inside Phaser.Scene
  27. Creating Scenes using ES5 Prototypes
  28. Creating Scenes using Phaser.Class
  29. Creating Scenes by extending Phaser.Class
  30. ES6 Considerations: “Strawberry”
  31. Creating Scene Configuration files
  32. Deeper Dive: Defining Other Scene Properties
  33. Deeper Dive: ES9 Modules
  34. 3.7Summary
  35. 3.8Chapter References:
  36. IIPart II: Mechanisms vs. Mechanics

4Building Game Prototypes, Mechanisms & Tools

  1. 4.1Task #3: Mini-Me
  2. Creating an Avatar - “visual display”
  3. Deeper Dive: Display selected frames from a sprite-sheet.
  4. Displaying a particular sprite from sprite-sheet
  5. Deeper Dive: Using Base64 Images
  6. Creating an Avatar’s metadata
  7. Deeper Dive 3.19+ Tweens
  8. 4.2Task #4: Moving Game Elements
  9. Deeper Dive: Phaser III Input Manager
  10. Quoted from Dev Log 90 & Dev Log 133!
  11. Callbacks and Events
  12. 4.3NEW in v3.16.x (JAN 2019!)
  13. Deeper Dive: Future Proofing your source code.
  14. Deeper Dive: Configuring the Keyboard (Phaser v3.16+ updated)
  15. 4.4Task #5: Things that go bump …
  16. Walls and Camera boundaries
  17. Interior Decoration
  18. Deeper Dive on Game Objects hit areas.
  19. Doors, Knobs, and Buttons
  20. Deeper Dive: Writing Optimized Code
  21. Deeper Dive: Buttons as a “Class” or “Scenes”?!!?
  22. Deeper Dive: Button size considerations
  23. Deeper Dive: Adding Buttons & Mobile Touch
  24. 4.5Task #6: When Worlds Collide …
  25. 4.6Task #7: It’s curtains for you …
  26. 4.7Other Game Mechanics Categories
  27. 4.8The Finish Line: You’re AWESOME … Gloat, Gloat …
  28. 4.9Chapter Source Code & Demo
  29. 4.10Summary
  30. 4.11Chapter References

5Dem’s fightin’ words

  1. 5.1Launching Web Sockets
  2. 5.2Dynamic Combat Menus
  3. 5.3So, Give Me Some Space …
  4. “The Four Virtues of a good tactical turn-based combat system”
  5. Melee Weapons
  6. Ranged Weapons
  7. Is your game ‘juicy’ enough?
  8. 5.4OO!, OW! AH!, OW! Stayin’ alive! Stayin’ alive!
  9. Grid-less Combat
  10. Grid-ed Combat
  11. 5.5Tactical Tiled-Maps
  12. 5.6Squares and Checkered Grids
  13. References from Mozilla Developers:
  14. Deeper Dive: Phaser III Grids
  15. Grid Plugin
  16. Hexagonal Grids
  17. Red Blob Games
  18. Deeper Dive: Real hexagonal grids
  19. Squishes
  20. 5.7Rules of Engagement: Take 5 paces, turn, and …
  21. Been there … done that …
  22. 5.8“Where’s the beef?”
  23. Click-fest
  24. Guitar hero - Time to get it Right!
  25. Days of our Lives - Drama Theater
  26. SCA Virtual “Fighter Practice” by Steve Echos
  27. En Guard method
  28. Yeap! Ya betcha’ ‘ur life!
  29. 5.9Story narrative
  30. 5.10Frisking, Fondling, or Groping
  31. 5.11Chapter Source Code
  32. 5.12Complete Combat Prototypes
  33. 5.13Summary
  34. 5.14Footnotes

6Game Mechanism Components

  1. 6.1Phaser III inline script - Reviewed
  2. Phaser v2.x.x inline script - Reviewed
  3. Adding Display objects
  4. Adding Control Mechanisms
  5. Adding Buttons & Mobile Touch
  6. Phaser III “Actions”
  7. Components
  8. What’s the Difference Between Class & Prototypal Inheritance?
  9. DOM
  10. Game Objects
  11. System Components
  12. 6.2Tile Map
  13. Tilemap Rendering - new Dynamic method
  14. Tilemap Rendering - new Static method
  15. Quote from Devlog 82:
  16. 6.3Phaser III Systems
  17. v3 Boot
  18. v3 Cache
  19. v3 Device Manager
  20. v3 Events
  21. v3 Input Manager
  22. Callbacks and Events
  23. Deeper Dive: v3.16+ New Keyboard rewrite!
  24. Keyboard Input - New Features
  25. v3 Loader
  26. v3 Sound
  27. v3 Scene Manager
  28. From v2.x.x States to Scenes
  29. v3 Texture Manager
  30. v3 Tween Manager
  31. Deeper Dive 3.19+ Tweens
  32. 6.4Phaser3 Finish Line: You’re AWESOME … Gloat!, Gloat!
  33. Phaser v3 Source Code & Demos
  34. Quote from Devlog 85
  35. 6.5v3 Animations
  36. Deeper Dive: History of Animation
  37. Animation Today
  38. Animation Recommendations
  39. Frame Rates Recommendations
  40. Tweens
  41. 6.6Camera & Viewports
  42. 6.7Summary
  43. 6.8Chapter Footnotes:

7Whazzz-sUP! …. HUD Development

  1. 7.1HUD Housing Development
  2. Quote Newsletter 146
  3. 7.2HUD as Panels
  4. 7.3HUD Panels outside the Canvas?!?
  5. 7.4HUD Demos
  6. 7.5Summary
  7. 7.6Footnotes

8Don’t make me think or “Artificial Intelligence for Dummies”

  1. 8.1The “6 of 9”
  2. 8.2Chasing
  3. 8.3Evading
  4. 8.4Patterns
  5. 8.5Fuzzy logic
  6. 8.6Finite State Machines (FSM)
  7. FSM Resolving Combat Outcomes
  8. FSM Resolving AI behaviors
  9. 8.7Recursive World Feedback
  10. Probability Data Tables
  11. 8.8Complete AI Prototypes
  12. 8.9Chapter Source Code
  13. 8.10Summary
  14. 8.11Footnotes
  15. IIIPart III: “Walk-thru” Tutorials & Resources

9Game Prototype Libraries

  1. 9.1Walk-through Tutorial Series
  2. Introductory (Difficulty Rating #1)
  3. Intermediate (Difficulty Rating #2 to #3)
  4. Advanced — “The Full Monty!” (Difficulty Rating #4)
  5. 9.2References:

10What’s next?

  1. 10.1Game Distribution & Marketing
  2. “How to publish a game on the web??”
  3. Introduction: 8-Step Deployment Method.
  4. Shareably (SBLY) looking to rent your Phaser games
  5. 10.2Book Review Protocol
  6. 10.3Tell the world about your game!
  7. Appendix

More Resources

  1. JavaScript Garden
  2. Additional Appendices
  3. Other resources:
  4. Selling your Game Assets

Appendix: Online Game Development

Appendix: Making WebXR Games!

Appendix: Phaser III Plugins

Appendix: Network Concepts

  1. Security Concerns
  2. Protecting Game Assets
  3. Use of <iframe>
  4. Bad Bot!
  5. Other Considerations
  6. Game Services (Back-end)
  7. CMS - Server-side Frameworks
  8. Index Page (Non-Traditional Method)
  9. High Scores Services
  10. Membership Login
  11. Production release version.
  12. CodeIgniter & Phaser Integrated CMS
  13. CodeIgniter Prep Step-by-Step
  14. Game Shell (click dummy)
  15. Summary
  16. Chapter Footnotes

Appendix: “How to Start a WebSocket”

  1. Testing Your Browser
  2. Test sites:
  3. WebSocket Protocol Handshake
  4. Deeper Dive: WebSocket API
  5. Sample Source Code: Client-side WebSocket
  6. Step #1: Game index page
  7. Step #2: Generate Event handlers

Appendix: Project Mgmt Methods

  1. Prototyping
  2. Basic Principles
  3. Strengths:
  4. Weaknesses:
  5. Situations where most appropriate:
  6. Situations where least appropriate:
  7. Incremental
  8. Basic Principles:
  9. Strengths:
  10. Weaknesses:
  11. Situations where most appropriate:
  12. Situations where least appropriate:
  13. Spiral
  14. Basic Principles:
  15. Strengths:
  16. Weaknesses:
  17. Situations where most appropriate:
  18. Situations where least appropriate:
  19. Rapid Application Development (RAD)
  20. Basic Principles:**
  21. Strengths:
  22. Weaknesses:
  23. Situations where most appropriate:
  24. Situations where least appropriate:
  25. Test-Driven Development
  26. Basic Principles:
  27. Expected Benefits
  28. Common Pitfalls
  29. Typical team pitfalls include:
  30. Signs of Use
  31. Skill Levels
  32. Further Reading on Test Driven Development
  33. Game Project Management Foot Notes:

Appendix: Consolidated Phaser Examples

  1. Phaser III (1st to 6th editions):
  2. Demonstrations:
  3. Searching for Game Mechanics and Mechanisms.
  4. Content Management System embedded in HTML5 <canvas> tag.
  5. Phaser III Examples
  6. Phaser III Game Prototyping Demonstrations
  7. Game Mechanics & Mechanisms identified
  8. WebSockets, Dynamic Menus, Combat, and FSM

Appendix: Game Automation Tools

  1. Deeper Dive: Database Protection Considerations
  2. Database Schema Construction (Copyright-able!!)
  3. Database Record Construction
  4. Database structure
  5. Remote Codebase Using AppML
  6. Building an AppML application
  7. Sample AppML codebase (Public Access)
  8. Remote codebase Using JSON
  9. Per-user storage
  10. Chapter Source Code & Demo
  11. Summary
  12. Chapter References

Appendix: OLOO - Safe JavaScript

  1. JS Objects: “TL;DR”
  2. 15.2.2 Inside the body of a class definition
  3. Deeper Dive: JS Delegation (aka “Inheritance”?)
  4. The old way
  5. “Object Oriented JavaScript Pattern Comparison”
  6. ECMA-262 7th Edition / June 2016
  7. Objects Linking to Other Objects (OLOO)
  8. Compare your code
  9. Object.create
  10. Exercise Lesson 9:
  11. Exercise 1
  12. Game Singletons
  13. Deeper Dive: Object Manipulation objects in ES5/6
  14. Lesson Summary
  15. Resource References:

Appendix: Common Pitfalls

  1. Lacking Debugging Tools?
  2. Deeper Dive: Console Commands
  3. Same “Name-spaces”
  4. Callbacks
  5. Missing Documentation
  6. Deeper Dive: What is Dragon Speak

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