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Making Peg Solitaire Browser Games

Jump-To-Capture Game Mechanics for Phaser.js Gaming Frameworks v3.16+ & v2.x.x

This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through game development for Jump-2-Capture games. These self-contained tutorials are for both v3.x.x & v2.x.x, perfect for novices and experienced web developers, and anyone creating single-player games with their own artwork and features.

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About

About

About the Book

Discover how to create online Peg Solitaire and "Jump to Capture" games using the methods in this chapter from the Phaser Game Starter Kit Collection. When you finish this course, you will have a production pipeline to create as many different "Jump to Capture" games as your imagination can dream of!

You'll also get bonus download examples, source code references on how to do every single thing in this game design workbook, so you can copy and paste these examples into your own productions and then modify those resources for your own purposes. General Game Licenses are included in the purchased book.

I would like to guide you in creating several styles of Peg Solitaire game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this tutorial, you should have a fully functional Peg Solitaire game using your own gaming assets. There is a supporting website where you can download the bonus content included with your course purchase.  

This extraordinarily comprehensive course will teach you how to: 

- Use the Phaser JS Gaming Framework! either v2.x.x or v3.x.x

- How to integrate "Jump to Capture" game mechanics into other game genres such as RPG and Combat Systems!

- Use your game as a Progressive Web Application or Single Page Web Application for any device.

- Analyze current business demand for this game's genre and where to deploy it.

- Automatically generate various game boards.

- Instructor Guides and teaching resources available for workshops in this course's special Teacher edition and online courses.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

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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

Disclosures

Disclaimer

About this Workbook

  1. Links and References
  2. Workbook Content
  3. How to Read & Use this workbook:
  4. Viewing this eBook:
  5. Who should use this workbook?

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. IMaking HTML5 Games

1Introduction to Game Design

  1. Approaching Game Development
  2. Focusing Your Game
  3. 1.1Game Genre Defined
  4. GG Interactive — Game Design Course
  5. 1.2Game Tools & Generators
  6. 1.3References From

2Standard Project Setup

  1. 2.1Standardized File Structure
  2. 2.2Barebones Set-up
  3. 2.3Web Server Required - batteries not included!

3Starting a Game Project

  1. 3.1Step 0: Review your competition and their games
  2. Game Examples
  3. 3.2Step 1: Create your “front-door”
  4. 3.3Step 2. Create your “Game Shell” & Phases
  5. Network Impact
  6. Gamer’s Local Activity
  7. D.R.Y. Speed Limit - 5 GPH (Games Per Hour)!
  8. 3.4Select a JS Format
  9. ES5 Format
  10. ES6+ Format as “FAT Arrow” Function
  11. ES6+ Format as “Phaser.Class”
  12. ES6+ Format as “Phaser.Scene”
  13. IIPart II: Making “Peg Solitaire” Browser Games

4Game Project Overview

  1. 4.1Our Goal
  2. 4.2Peg Solitaire Genre Description
  3. 4.3Game Mechanics (GM) - Logic & Rules
  4. 4.4Game Mechanics (GM) - Data Structure
  5. 4.5Game Recipe™ Featured Ingredients

5Peg Solitaire — Core Game Construction

  1. 5.1Step 3a: Create “Play.js”
  2. 5.2Step 3b: Create Supporting functions.
  3. 5.3Conclusion

6Phaser v3.16+ Code Review

  1. 6.1Game Data structures — Lines 57 to 60
  2. 6.2hole Selected — Lines 418 to 425
  3. 6.3peg Selected — Lines 428 to 435
  4. 6.4validate Move — Lines 512 to 771

7Phaser v2.x.x Code Review

  1. 7.1Overview
  2. 7.2Game Data structures — Lines 26 to 30
  3. 7.3hole selected — Lines 347 to 354
  4. 7.4peg selected — Lines 357 to 364
  5. 7.5validate Move — Lines 378 to 632

8Game Shell - The CMS!

  1. 8.1Generic Main.js
  2. 8.2Generic Boot.js
  3. 8.3Generic Preload.js
  4. 8.4Generic Splash.js or Language.js
  5. 8.5Generic Menu.js
  6. 8.6Sample CMS page — Credits.js
  7. Deeper Dive: Using JAMStack as an SSG …
  8. Visit JAMStack http://jamstack.org
  9. Deeper Dive: Static Site Generators (SSG)
  10. 8.7Inside each Game Phase
  11. 8.8Plug-in Enhancements

9Conclusion

10Bonus Development Content - 5 GPH!?

  1. 10.1Multi-player Variations
  2. 10.2Three Musketeers game board
  3. 10.3Hnefatafl game board
  4. 10.4Blue & Gray – US Civil War Jump-to-Capture
  5. 10.5Single-player Variations
  6. IIIWhat’s next?
  7. 10.6Game Distribution & Marketing
  8. “How to publish a game on the web??”
  9. Introduction: 8-Step Deployment Method.
  10. Shareably (SBLY) looking to rent your Phaser games
  11. 10.7Book Review Protocol
  12. 10.8Tell the world about your game!
  13. Appendix

More Resources

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

Appendix: Making WebXR games!

Appendix: Online Game Development

Appendix: Phaser III Plugins

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: 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:

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