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Phaser III Game Starter Kit Collection

16+ Classic Game Mechanics using Phaser.js III Gaming Framework.

This is a collection of 16 game starter kits guiding you in developing games for Phaser v3.16+ APIs. Each chapter is easy to read, humorous approach to game development, these self-contained tutorials are perfect for novices, experienced full-stack programmers, or anyone creating single-player games with their own artwork and features.

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About

About

About the Book

Start your own Game Studio!

  • 33 General Game Licenses are included in this book - a savings of $1,980 if purchased separately!

Phaser III Game Starter Kit Collection (6th Edition) is a hands-on guide for making browser games using Phaser version 3.16+ Gaming Frameworks. You may also purchase these chapters individually which includes both v2.x.x and v3.16+. This collection delves into 16+ greatest classical and popular game mechanics with 19 sub-genres (for a total of 35!). All are written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build and include your own game assets and features. You’ll also download supporting tools to classify the book’s snippets and add your own modification. Phaser Game Starter Kit Collection (a sister volume to this one exclusively for Phaser v2.x.x) is similar to this book's Part II.

 

Phaser III Game Starter Kit Collection contains several sections. It starts with

  • Part I is an Introduction into the Game Design System™, game perspective, modes, genres, workstation set-up, an introduction to "headless game design", and generation tools.
  • Part II demonstrates basic game mechanics and mechanisms using Phaser JavaScript Gaming Framework. Each chapter is a separate game mechanic for Phaser III in this volume! This is a reference book; simply turn to the chapter of the game you'd like to create. In a matter of hours, you will have a working game prototype for that game mechanics using the Game Design System™ -- fully explained in the Phaser III Game Design workbook (new 6th edition). You'll then add your own artwork and any additional game features; then over the next few days, you'll have your own completed game ready to deploy in the "apps" stores. You might consider this a joint effort: I am your game programmer and you are the game designer, artist, and marketer.
  • Part III is a massive collection of 59+ Flash ActionScript games just waiting for you to transpile from ActionScript 2/3 into Phaser III. There's also several chapters on converting older Phaser v2.x.x into the new Phaser III API!

You’ll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations are enhanced through the book’s explanation. 

If you prefer, you can buy individual chapters - sold separately on LeanPub.com or Amazon.com

 

What you’ll learn:

By the end of this workbook, you’ll have integrated into your own bespoke game designs:

  • Step-by-step methods concerning older Phaser v2.x.x into v3.16+ conversions.  
  • Built "future-proof" and flexible game architecture.  
  • Used the Game Design System™ which creates Game Recipes™. from automated tools.  
  • Adopted processes for business project management and agile software development.  
  • Organized a standardized file structure for general game developments;  
  • Used a blank game template to scaffold further game projects;  
  • Converted and adopted new upcoming changes in Phaser III API.  
  • Managed groups and layers of game objects with Phaser III;  
  • Imported resources and game assets;  
  • Displayed, animated and moved game avatars on various screen renderings;  
  • Managed groups of game objects;  
  • Incorporated sound effects (sfx) and theme music across various game scenes;  
  • 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;  
  • Incorporated sound and graphics effects (sfx, gfx);  
  • Created and managed various game phase deployments (CMS, SWPA, & PWA);  
  • Managed permanent game assets across game phases and scenes;  
  • Optimized your games for various mobile devices;  
  • Integrated several 3rd-party scripts and services.  

Who This Book Is For:

Students of -- and professionals in -- "game art and animations" with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of game programming skills in Phaser's III JavaScript Gaming Framework. If you are interested in making browser games, especially for the mobile market, then Phaser III Game Starter Kit Collection is a perfect choice.

Bonus Content:

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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

Forwards

About this Workbook

  1. Links and References

Workbook Content

  1. How to Read & Use this workbook:
  2. Viewing the eBook’s Source Code:
  3. Who should use this workbook?

Your newly obtained skills…

Game Design Resources

  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. IThe Game Design System™

1Introduction

  1. 1.1Game Framework Perspectives
  2. 1.2Game Delivery Modes
  3. Game Mode - Single-Player Flowchart
  4. Game Mode - Multi-Player Flowchart
  5. 1.3Game Genres
  6. GG Interactive — Game Design Course
  7. Action games
  8. Adventure games
  9. Casino games
  10. Educational games
  11. Fighting games
  12. Platform games
  13. Puzzle games
  14. Racing games
  15. Rhythm / Music Game
  16. Role-Playing games (RPG)
  17. Shooter games
  18. Simulations
  19. Sports games
  20. Strategy games
  21. Tower Defense™ — USPTO awarded to COM2US
  22. 1.4Mind The Gap!
  23. 1.5Game Tools & Generators
  24. Overview
  25. Other Resources
  26. 1.6Standard Project Setup
  27. Standardized File Structure
  28. 1.7Game Recipe™
  29. Development:
  30. Design:
  31. Encoding:
  32. 1.8Creating Prototype Mechanisms — “4-step method”
  33. Standard Game Index Page (formal method)
  34. Mobile Apps: Game.js (aka Main.js)
  35. 1.9Game Shell and Logic Flow
  36. 1.10Network Cloud Impact
  37. Generic Main.js
  38. Generic Boot.js
  39. Excerpt “Phaser III Game Prototyping Workbook” Chapter 3 page 82.
  40. Generic Preload.js
  41. 1.11Gamer’s Local Activity
  42. Generic Splash.js or Language.js
  43. Generic Menu.js
  44. Sample CMS page — Credits.js
  45. Play.js
  46. Inside each Game Phase
  47. 1.12Plug-in Enhancements
  48. 1.13Reference Library
  49. IIPart II - Game Mechanics

2Action-Arcade Game Mechanics

  1. 2.1Our Goal
  2. 2.2Game Mechanics
  3. The Six Seven Laws Of “Attention”
  4. Historical background
  5. 2.3Game Examples
  6. Official Phaser v3.21+ Examples
  7. 2.4Game Recipe™ Featured Ingredients
  8. 2.5Starting an Action-Arcade Game Project
  9. Step 0: Review Game demonstrations
  10. Step 1: Create your “front-door”
  11. 2.6Action-Arcade — Core Game Phases
  12. Step 2. Create Your Standard Game Shell Phases.
  13. 2.7Action-Arcade Core Mechanics
  14. 2.8Design Considerations
  15. Gameboard Development
  16. Right- or Left-handed?
  17. Cursor Keys: Timing vs. Movement
  18. 2.9Rhythm Game Logic & Supporting Functions
  19. Play.js
  20. 2.10Rhythm Core Game Mechanics
  21. Step 3. Create your core game logic & supporting functions.
  22. 2.11Stage 1 - Seek, Find, and Record
  23. 2.12Stage 2 - Phaser “v2 to v3” Conversion Guide
  24. Visual Changes
  25. Deeper Dive: Multi-Player version
  26. General Changes
  27. constants.js Conversion
  28. “hud.js” & “billboard.js” Conversions
  29. “banjostring.js” Conversions
  30. 2.13Game Design System™ (Stage 3)
  31. 2.14Conclusion

3Adventure & Maze Game Mechanics

  1. 3.1Our Goal
  2. 3.2Game Mechanics
  3. Historical background?
  4. Game Genre Components
  5. “13 Rogue Factors”
  6. 3.3Game Recipe & Starter Kit Features
  7. 3.4Starting the Adventures & Mazes for RPGs project
  8. Step 0: Review Game Demonstrations & Examples:
  9. Step 1. Create your standard index file.
  10. Step 2. Create Your Standard Game Shell Phases.
  11. Main.js
  12. Boot.js
  13. Preload.js
  14. Splash.js or Language.js
  15. Menu.js
  16. 3.5Adventures & Mazes Core Functions
  17. Story Plot Generation
  18. Story Generation Tools
  19. Deeper Dive: Putting Stories in the Wrong Place
  20. Seven Deadly Sins of strategy game design
  21. Labyrinth Generation Methods
  22. 2D Rooms — Fixed Generation
  23. Fixed Generation with dynamic content
  24. Pure Linear labyrinths
  25. Rules for Creating the Perfect Maze
  26. Depth-First Search (DFS)
  27. Open-path Worlds
  28. 3.6Selling Adventure Comics
  29. 3.73D & 1st person games
  30. 3.8Conclusion

4Collapsing Blocks games Mechanics

  1. 4.1Our Goal
  2. 4.2Game Mechanics
  3. Historical background
  4. Tile-matching video game
  5. Game Components
  6. 4.3Game Examples
  7. 4.4Game Recipe™ Featured Ingredients
  8. 4.5Starting the Collapsing Blocks project
  9. Step 0: Review your competition and game demonstrations:
  10. Step 1. Create your Standard “index” file.
  11. 4.6Collapsing Blocks Core Game Phases
  12. Step 2. Create Your Standard Game Shell Phases.
  13. Main.js (or Game.js)
  14. Boot.js
  15. Preload.js
  16. Splash.js or Language.js
  17. Menu.js
  18. Play.js
  19. 4.7Collapsing Blocks Game Mechanics Component
  20. Step 3. Create your core game logic & supporting functions.
  21. 4.8Game Set-up Options — Lines 555 to 643
  22. “flood fill” Example
  23. 4.9Game Mechanisms Component - “playGame” Class
  24. PlayGame.constructor – Lines 74 to 76
  25. “Preload” Essential Functions – Lines 80 to 87
  26. “Create” Essential Functions – Lines 89 to 136
  27. PlayGame.drawGameBoard – Lines 141 to 156
  28. PlayGame.tileSelect – Lines 158 to 190
  29. PlayGame.makeTilesFall – Lines 192 to 248
  30. PlayGame.makeTilesSlide – Lines 250 to 276
  31. PlayGame.endOfMove – Lines 277 to 304
  32. 4.10Collapsing Blocks Game Mechanics Component
  33. 4.11Conclusion

5“Connect-4” & “Go” Game Mechanics

  1. 5.1Our Goal
  2. 5.2Game Mechanics
  3. 5.3Using “AI Design”
  4. 5.4Historical background
  5. 5.5Game Examples
  6. 5.6Game Recipe™ Featured Ingredients
  7. Game Genre Commercial Components
  8. Rule Variations
  9. 5.7Starting a Connect-4 AI Project
  10. Step 0: Review Game demonstrations
  11. Step 1: Create your “front-door”
  12. 5.8Connect-4 AI — Core Game Phases
  13. Step 2. Create Your Standard Game Shell Phases.
  14. Main.js (or Game.js)
  15. Boot.js
  16. Preload.js
  17. Splash.js or Language.js
  18. Menu.js
  19. 5.9Design Considerations
  20. Gameboard Development
  21. Game Disc-Tokens
  22. 2-player or “AI-bot”
  23. 5.10Connect-4 Game Logic & Supporting Functions
  24. Play.js
  25. 5.11Connect-4+ Core Game Mechanics
  26. Step 3. Create your core game logic & supporting functions
  27. Play.js Deconstruction Plan
  28. 5.12Stage 1 - Seek, Find & Record
  29. Play.js - Lines 1 to 33
  30. Play.js - Lines 34 to 136
  31. Play.selectCol() - Lines 137 to 221
  32. HUD Mouse functions
  33. Validate “4-in-a-row” Winning Conditions
  34. Declaring a Winner
  35. 5.13Anticipation of Change in Play.js
  36. Other problems for your bespoke solution?
  37. 5.14Doing the AI-thing!
  38. Sample Resources
  39. Deeper Dive: A.I. in Connect4 & Go
  40. Stage 2: Conversion into Phaser III
  41. 5.15Conclusion

6Dress-Up & Fashion Game Mechanics

  1. 6.1Our Goal
  2. 6.2Game Mechanics
  3. 6.3Game Logic and Construction Considerations
  4. Step #1 Find an avatar(s).
  5. Step #2 Create the wardrobe
  6. Step #3 Messy or tidy?
  7. Step #4 Layout Arrangement
  8. Step #5 Asset Download Considerations
  9. 6.4Game Examples
  10. 6.5Current Demand for Dress-UP games
  11. 6.6Game Recipe Starter Kit Features
  12. 6.7Starting the Dress-Up project
  13. Step 0: you can review several games in these demonstrations:
  14. Step 1. Create your standard index file.
  15. 6.8Dress-UP Core Game Phases
  16. Step 2. Create Your Standard Game Shell Phases.
  17. Main.js
  18. Boot.js
  19. Preload.js
  20. Splash.js or Language.js
  21. Menu.js
  22. 6.9Play.js — Overview
  23. 6.10Dog.js – a gentle introduction to standard Dress-UP games
  24. 6.11Dog.js Preload function – Lines 105 to 163
  25. 6.12Dog.js Create function – Lines 164 to 228
  26. 6.13Mark.js – adding clothes and toggles
  27. 6.14Miyoko.js – adding data structures and spriteSheets management
  28. 6.15Managing Hair and “Split-ends”
  29. 6.16What’s a Girl to Wear? Clothes management
  30. 6.17Zoe.js – the full Monty
  31. 6.18Common Menu HUD
  32. 6.19Printing
  33. 6.20Saving
  34. 6.21Camera Snap-shots
  35. 6.22Conclusion

7Hidden Objects Game Mechanics

  1. 7.1Our Goal
  2. 7.2Game Mechanics
  3. Historical background
  4. General Construction Advice?
  5. Deeper Dive: Replayability
  6. Opinion: Expanding The “Replay Value” Of games
  7. 7.3Game Examples
  8. 7.4Game Recipe™ Featured Ingredients
  9. 7.5Starting a “Hidden Objects” Project
  10. Step 0: Review your competition and game demonstrations:
  11. Step 1: Create your “front-door”
  12. 7.6Hidden Objects Core Game Phases
  13. Step 2: Create your standard game shell scenes
  14. Main.js (or Game.js)
  15. Boot.js
  16. Preload.js
  17. Splash.js or Language.js
  18. Menu.js
  19. Play.js
  20. 7.7Creation Methods for Hidden Objects games
  21. Step 3. Create your core game logic & supporting functions
  22. 7.8Method #1: HTML5 Conversion into Phaser Framework.
  23. Step 1: Project Preparation
  24. Step 2: Project Refactoring
  25. Step 3: Project Plan
  26. Deeper Dive: Better Location Selections
  27. Deeper Dive: Making Phaser III Graphics “clickable”
  28. 7.9Method #2: ActionScript into Phaser Framework.
  29. D.R.Y. Speed Limit - 5 GPH (games Per Hour)!
  30. Cashing In with Hidden Object games
  31. 7.10Method #3: Winx Quests.
  32. Winx Quests Concert Disaster Deployment
  33. Product History:
  34. Market Saturation: (as of 20150501)
  35. Flash Demo
  36. Game Features:
  37. 7.11Method #4 (for Adults): “Find My Flaws”
  38. Flash Demos
  39. Microsoft Office to the Rescue!
  40. 7.12Method #5 - “Find the Difference” Construction
  41. why not do what others are doing?
  42. Step 1: Project Preparation
  43. Deeper Dive: Project Preparations
  44. Step 2: Create your standard game shell scenes
  45. Step 3: Project Plan & flowchart
  46. Phaser Resources
  47. 7.13Conclusion

8“Jump to Capture” games Mechanics

  1. 8.1The Goal
  2. 8.2Game Mechanics
  3. 8.3Game Logic and Rules
  4. 8.4Game Data Structure
  5. 8.5Game Examples
  6. 8.6Game Recipe™ Featured Ingredients
  7. 8.7Starting the Jump-to-Capture project
  8. Step 0: Review a Jump-To-Capture games
  9. Step 1. Create your standard index file.
  10. 8.8Peg Solitaire Core Game Phases
  11. Step 2. Create Your Standard Game Shell Phases.
  12. Main.js
  13. Boot.js
  14. Preload.js
  15. Splash.js or Language.js
  16. Menu.js
  17. 8.9Peg Solitaire game logic & Supporting functions
  18. Play.js
  19. Game Logic Overview
  20. Game Data structures — Lines 57 to 60
  21. hole Selected — Lines 418 to 425
  22. peg Selected — Lines 428 to 435
  23. validateMove — Lines 512 to 771 (hand-craft FSM)
  24. 8.10Bonus Content
  25. Multi-player Variations
  26. Three Musketeers game board
  27. Hnefatafl game board
  28. Blue & Gray – US Civil War Jump-to-Capture
  29. Single-player Variations
  30. 8.11Conclusion

9MahJong Game Mechanics

  1. 9.1Our Goal
  2. 9.2MahJong Game Mechanics
  3. MahJong Rule Variations
  4. “52 Card Pick-up”
  5. 9.3Historical background
  6. 9.4MahJong - “Matching Open Pairs”
  7. General Game Procedures
  8. 9.5Game Recipe™ Featured Ingredients
  9. 9.6Starting a MahJong Game Project
  10. Step 0: Review Game demonstrations
  11. Game Examples
  12. Step 1: Create your “front-door”
  13. 9.7MahJong — Core Game Phases
  14. step 2: Create your standard game shell
  15. Booting and Loading
  16. Main.js
  17. Defining Tile Metadata
  18. 9.8MahJong Core Game Mechanics
  19. 9.9Step 3. Create game logic & supporting functions
  20. 9.10Play.js
  21. Shuffling & Randomized Deployment
  22. Creating Tiles
  23. Selecting Tiles
  24. Tile Selection & Validation
  25. 9.113D Layout Prototype

10Match-3 Game Mechanics

  1. 10.1Our Goal
  2. 10.2Game Mechanics
  3. 10.3Game Examples
  4. 10.4Game Recipe™ Featured Ingredients
  5. 10.5Starting the Match-3 Project
  6. Step 0: Review your competition and game demonstrations:
  7. Step 1. Create your standard index file.
  8. 10.6Match-3+ Core Game Phases
  9. Step 2. Create Your Standard Game Shell Phases.
  10. Menu.js
  11. Play.js
  12. 10.7Match-3+ Core Mechanics
  13. Step 3. Create your core Game logic & supporting functions
  14. 10.8Game Set-up Options
  15. Phaser III Config and Game Settings - Lines 630 to 718:
  16. 10.9Game Mechanisms Component - “playGame” Class
  17. PlayGame.constructor – Lines 75 to 78
  18. “Preload” Essential Functions – Lines 79 to 152
  19. “Create” Essential Functions – Lines 95 to 151
  20. PlayGame.drawGameBoard – Lines 156 to 172
  21. PlayGame.tileSelect – Lines 173 to 204
  22. PlayGame.swapTiles – Lines 205 to 232
  23. PlayGame.handleMatches – Lines 234 to 287
  24. PlayGame.makeTilesFall – Lines 289 to 340
  25. PlayGame.endOfMove – Lines 342 to 362
  26. 10.10Match-3 Game Mechanics Component
  27. Arrange Board After Match – Lines 392 to 409
  28. Create and Manage the Gameboard data – Lines 419 to 463
  29. 10.11Match 3 (Placed) = Tic-tac-toe
  30. 10.12Match 4 (Placed) = “Connect-4”
  31. 10.13Match 5 (Placed) = “Go” or “Gomoku”
  32. 10.14Match 3+ by “Tracing a Line”
  33. 10.15Conclusion

11Memory Match Game Mechanics

  1. 11.1Game Project Overview
  2. History
  3. Variations on Memory Match games
  4. Deeper Dive: “Due Diligence in Gaming Research”
  5. Deeper Dive: Audio games
  6. Adding Sound to Your Phaser3 Game
  7. 11.2Our Goal
  8. 11.3Design Considerations
  9. Game Mechanics (GM) - Data Structure
  10. Game Mechanics (GM) - Logic, & Rules
  11. 11.4General Game Procedures
  12. 11.5Game Recipe™ Featured Ingredients
  13. 11.6Starting Memory Match project
  14. Step 0: Review your competition and game demonstrations:
  15. Step 1. Create your “front-door” index file.
  16. 11.7Memory Match (Pairs) Core Game Phases
  17. Step 2. Create Your Standard Game Shell Phases.
  18. 11.8Game #1 “Hidden Pairs”
  19. Game #1 Description
  20. “Hidden Pairs” Rule Variations
  21. 11.9Game #1 Main.js Overview
  22. 11.10Game #1 Play.js — Overview
  23. 11.11Phaser Essential Functions
  24. “Play Phase” Variables — Lines 46 to 61
  25. Play.js — preload — Lines 72 to 95
  26. Play.js — create — Lines 95 to 315
  27. Play.js — update — Lines 318 to 345
  28. 11.12Game #1 Game Mechanisms & Supporting Functions
  29. Deeper Dive: Phaser vs JavaScript Timers
  30. Play.js — checkTiles Lines 356 to 465
  31. Play.js — decreaseTimer Lines 469 to 490
  32. Play.js — getRandom Lines 491 to 501
  33. Play.js — resetGT Lines 502 to 535
  34. Play.js — showTiles Lines 536 to 605
  35. Play.js — stopWatchTimer (optional) Lines 606 to 628
  36. Play.js — Tiles (alternate) Lines 629 to 686
  37. 11.13Game #2 Memory Matching “in Sequence”
  38. Clones & Competitors
  39. Game #2 Sequence Logic
  40. Game #2 Game Description
  41. Simple Shaman™
  42. Design Consideration: “Separation of Concerns”
  43. Managing Player Input & Validation
  44. Managing Panel Displays
  45. Project Development Tools
  46. Deeper Dive: Experiments with Polygons
  47. Deeper Dive: Callbacks & Events
  48. “Callbacks and Events”
  49. Deeper Dive: Making Phaser v3.16+ Graphics “clickable”
  50. Deeper Dive: WebGL Foundations
  51. Summary: Design Option #1 graphics
  52. 11.14Game #2 Menu.js Overview - animated “.GIF
  53. “How to reuse game.anims animations?”
  54. 11.15Game #2 Main.js Overview
  55. Game Security
  56. Revealing too much, too soon!
  57. 11.16Game #2 Play.js Overview
  58. 11.17Game #2 Phaser Essential Functions
  59. Play.js — preload — Lines 105 to 137
  60. Play.js — create — 138 to 368
  61. Innovation Experiment — Panel Animations
  62. Play.js — update — Lines 371 to 414
  63. 11.18Game #2 Mechanisms & Supporting Functions
  64. Play.js — getRandom Lines 423 to 431
  65. Play.js — gIntro Lines 432 to 453
  66. Play.js — moveOff Lines 454 to 460
  67. Play.js — Optional playerSequence Lines 461 to 503
  68. Play.js — released Lines 504 to 546
  69. Play.js — restart Lines 547 to 561
  70. Play.js — selected Lines 562 to 572
  71. Play.js — setUp Lines 573 to 592
  72. Play.js — simonSequence Lines 593 to 618
  73. 11.19Game #2 Conclusion
  74. 11.20Conclusion

12Music & Audio Mechanics

  1. 12.1Game Project Overview
  2. 12.2Our Goal
  3. 12.3Game Description
  4. Mozart’s Music Match™ Suite - “Elevator Speech”
  5. 12.4Game Recipe™ Featured Ingredients
  6. 12.5Audio Construction Tools
  7. Composing Game Music Themes
  8. Creating “Audio Sprites”
  9. 12.6Design Considerations
  10. 12.7Game Mechanics
  11. The Theory of Multiple Intelligence
  12. Game Mechanics (GM): Logic & Rules
  13. Game Mechanics (GM): Data Structures
  14. Deeper Dive: Tuning Our Game to Musical Theory
  15. “Coda”: What did we learn?
  16. 12.8Optional Audio Design — “Pure JS” tone generation
  17. 12.9Technical Considerations
  18. Deeper Dive: Web Audio management
  19. Deeper Dive: Not Everyone Hears Alike!
  20. Deeper Dive: Using HTML5 .ogg formats
  21. 12.10Music & Rhythm — Core Game Phases
  22. Step 2: Create your standard game shell
  23. Main.js
  24. Boot.js
  25. 12.11Step 3. Create game logic & supporting functions
  26. Play.js - Overview
  27. Phaser Essential Functions
  28. Play.js — Management variables — Lines 1 to 77
  29. Play.js — preload — Lines 88 to 94
  30. Play.js — create — Lines 94 to 450
  31. “Callbacks and Events”
  32. 12.12Optional Code Design — Functions
  33. Game Mechanisms as Functions

13Puzzle Game Mechanics

  1. 13.1References From:
  2. 13.2Our Goal
  3. 13.3Game Mechanics
  4. Deeper Dive: Constructing Unique Jigsaws!
  5. Background History
  6. 13.4Game Examples
  7. 13.5Current Demand for Puzzle games
  8. 13.6Game Recipe™ Featured Ingredients
  9. 13.7Starting a Puzzle project
  10. Step 0: Review demonstration games:
  11. Step 1. Create your “front-door” index file.
  12. 13.8Jigsaw & Slider Puzzle - Core Game Phases
  13. Step 2. Create Your Standard Game Shell Phases.
  14. Splash.js or Language.js
  15. Menu.js
  16. Play.js
  17. 13.9Slider Puzzle: Stage 1 - “Seek, Find & Record”
  18. Slider Puzzle Code Review:
  19. 13.10Deeper Dive: Design Considerations
  20. 13.11Slider Puzzle - Core Mechanics
  21. 13.12Slider Puzzle Mechanisms & Supporting Functions
  22. Step 3. Create your core game logic & supporting functions.
  23. 13.13Stage 2 - Phaser “v2 to v3” Conversion Guide
  24. Transition Overview
  25. Game Mechanics Component — SliderPuzzle
  26. Game Mechanisms Component — SliderPuzzle.prototype
  27. Lines 508 to 575 — checkPiece
  28. Lines 480 to 507 — getPiece
  29. Lines 634 to 669 — nextRound
  30. Lines 363 to 418 — shufflepzGrp
  31. Lines 576 to 590 — slidePiece
  32. Lines 502 to 507 — startPlay
  33. Lines 175 to 363 — startPuzzle
  34. Lines 48 to 51 — swopPiece
  35. Lines 595 to 633 — tweenOver
  36. 13.14Jigsaw Puzzle - Core Mechanics
  37. New Approach to Jigsaw Puzzles
  38. 13.15Deeper Dive: Phaser III Cameras
  39. 13.16Deeper Dive: Camera Masking
  40. setMask(mask [, fixedPosition])
  41. 13.17Development Considerations
  42. The Technical Design Approach
  43. Features Offered
  44. Deeper Dive: “Drag ‘n’ Drop” Zones
  45. 13.18“1st Draft” Issues Addressed
  46. JigSaw Metadata Structure
  47. Grid Creation
  48. Dynamically Sized Puzzle Pieces
  49. JigSaw Randomization
  50. JigSaw Input Selection
  51. getScroll(x, y [, out])
  52. Summary
  53. 13.19New Approach to 15-Slider Puzzles
  54. 13.20Conclusion

14Quiz Trivia & Dating Game Mechanics

  1. 14.1The Goal
  2. 14.2Game Mechanics
  3. 14.3Game Examples
  4. 14.4Game Recipes™: Starter Kit Features
  5. 14.5Starting a Quiz & Trivia Project
  6. Step 0: Review demonstration games:
  7. Step 1. Create your standard index file.
  8. Step 2. Create Your Standard Game Shell Phases.
  9. Main.js (or Game.js)
  10. Boot.js
  11. Preload.js
  12. Splash.js or Language.js
  13. Menu.js
  14. Sample CMS Phaser page — Credits.js
  15. Play.js
  16. 14.63 Trivia Quiz & Dating games logic & Supporting functions
  17. 14.7Game #1 — Mensa Mental Math™ — a math tutor game.
  18. Design Notes:
  19. Game Project #1 Code Review:
  20. 14.8playGame
  21. playGame Initialized – Lines 136 to 144
  22. preload function – Lines 145 to 156
  23. create function – Lines 159 to 245
  24. update function – Lines 247 to 306
  25. 14.9Game #1 Supporting Functions
  26. answeredQ function – Lines 318 to 324
  27. btnOver function – Lines 326 to 352
  28. checkAnswer function – Lines 353 to 376
  29. gameOver function – Lines 379 to 387
  30. nextQuestion function – Lines 388 to 447
  31. 14.10Game #1 Score storage - Lines 449 to 451
  32. 14.11Game Project #2 — Tomfoolery Trivia Topics™
  33. Design Notes:
  34. Database Construction Tools
  35. Remote Question Pool Using AppML
  36. Building an AppML application
  37. Remote Question Pool Using JSON
  38. Creating various Languages
  39. 14.12Game #2 Code Review - main.js
  40. 14.13Game #2 Code Review - boot.js
  41. 14.14Game #2 Code Review - load.js
  42. 14.15Game #2 Code Review - language.js
  43. 14.16Game #2 Code Review - menu.js
  44. 14.17Game #2 Code Review - exitGame.js
  45. 14.18Game #2 Code Review - play.js
  46. init function — Lines 97 to 125
  47. create function — Lines 135 to 217
  48. update function — Lines 219 to 277
  49. 14.19Game #2 Supporting Functions
  50. checkAnswer function — Lines 288 to 311
  51. gameOver function — Lines 312 to 318
  52. nextQuestion function – Lines 319 to 352
  53. 14.20Game Project #3 — Dating Veronica Darlene™
  54. Design Notes:
  55. New conversation dialog format
  56. Conversation Dialog Sequence
  57. Creating various Languages
  58. Game #3 updated question format
  59. Game #3 JSON format Skeleton
  60. Game Pool Technology
  61. Art Resources
  62. Facial Expressions
  63. Game #3 Code Review
  64. Init function — Lines 100 to 254
  65. preload function — Lines 255 to 282
  66. create function — Lines 285 to 421
  67. update function — Lines 422 to 467
  68. 14.21Game #3 Supporting Functions
  69. checkAnswer function — Lines 516 to 544
  70. clickContinue function — Lines 546 to 746
  71. gameOver function — Lines 749 to 753
  72. nextQuestion function — Lines 756 to 788
  73. 14.22Plugins
  74. 14.23Conclusion

15Role-Playing Game Mechanics

  1. 15.1Our Goal
  2. 15.2Game Mechanics
  3. 15.3Game Components & Design Considerations
  4. 15.4Avatar’s Customized Creation
  5. 15.5Other Components
  6. 15.6Game Recipe™ Featured Ingredients
  7. 15.7Starting a RPG Game Project
  8. Step 0: Review your competition and game demonstrations:
  9. Game Examples
  10. Step 1: Create your “front-door”
  11. 15.8RPG — Core Game Phases
  12. Step 2. Create Your Standard “Game Shell” Phases.
  13. 15.9Step 3. Create your RPG Core Mechanics
  14. RPG Story “Chapter 1 of 3”
  15. Demo.js — Stage 1 Development
  16. 15.10Play.js — Stage 2 Overview
  17. Excerpt Phaser III Game Prototyping 6th Edition
  18. References from Mozilla Developers:
  19. Environment Maps
  20. Deeper Dive: Hexagonal Grids
  21. Red Blob games
  22. Separation of Concerns (SoC)
  23. Rogue Prince Starting Position
  24. Deeper Dive: Callbacks & Events
  25. “Callbacks and Events”
  26. 15.11HUD Panels as Scenes
  27. The Game Settings & Options HUD
  28. “Rogue Prince” HUD Panel
  29. Settlements HUD Panel
  30. “Non-Player Character” (NPC) Garrison HUD Panel
  31. Quest & Adventure Records
  32. Privileged Access to Bonus Content
  33. Conflict Resolution System
  34. 15.12Selling RPG Comics
  35. 15.13Quest Editors
  36. Game Development Tools & Generators
  37. 15.143D & 1st person games
  38. Deeper Dive: gITF™ Asset Generations
  39. 15.15Conclusion

16Strategy Game Mechanics

  1. 16.1Core “Strategy” Game Construction
  2. 16.2The Goal
  3. 16.3Game Mechanics
  4. Digital Strategy Games Are Broken!
  5. Historical background?
  6. Strategy Game Characteristics
  7. Advantages and Disadvantages of Decision Trees
  8. Disadvantages of decision trees:
  9. Types of Strategy Games
  10. Game Mechanics (GM): Logic & Rules
  11. Game Mechanics (GM): Data Structures
  12. 16.4Game Recipe™ Featured Ingredients
  13. 16.5Design Considerations
  14. Deeper Dive: Putting Stories in the Wrong Place
  15. Seven Deadly Sins of strategy game design
  16. Pre-Battle Preparations
  17. Terrain and Unit Symbols
  18. Historical Military Symbols Usage
  19. Battle Narratives
  20. Deeper Dive: Multi-Player versions
  21. Following the herd? - Using expected “Convention”
  22. 16.6Step 3: Create “Play.js”
  23. 16.7Step 4: Create Supporting functions.
  24. 16.8Inside each Game Phase
  25. 16.9Strategy Core Game Mechanics
  26. Main.js - Stage 1
  27. “Stage 1” Game Mechanics
  28. 16.10Strategy Core Game Framework Mechanisms
  29. Stage 1 Play.js - “Battle Plans”
  30. Finite State Machine (FSM) Summary:
  31. Stage 1 Play.js - “Pre-Battle Intelligence”
  32. Stage 1 Play.js - “Conduct the Battle”
  33. 16.11Stage 2 - Artwork Themes Substitutions
  34. 16.12Stage 2 - battlefield Terrain

17Tower Defense Mechanics

  1. 17.1Game Project Overview
  2. 17.2Our Goal
  3. 17.3Game Recipe™ Featured Ingredients
  4. 17.4Historical background
  5. Com2US listed on KOSDAQ
  6. 17.5Game Mechanics (GM) - Logic & Rules
  7. Feature Recommendations
  8. 17.6Game Mechanics (GM) - Data Structure
  9. Game Framework Mechanisms Elements
  10. Game Examples
  11. 17.7Design Considerations
  12. Gameboard Development
  13. Phaser PathFollowers
  14. Deeper Dive: Path Follower Resources
  15. 17.8TD Game Modes
  16. 17.9Conclusion: “What vs. How”
  17. 17.10Game #1 “p3a” prototype
  18. Initial Project files (Phaser v2.0.6):
  19. 17.11Step #1: Front Door Analysis
  20. Change Summary of the original files:
  21. 17.12“p3a” Game Mechanics (GM) Overview
  22. GM: main.js
  23. 17.13Step #2: Game Shell & Phases
  24. Boot.js Modifications
  25. Menu.js prototype (No Modifications)
  26. 17.14Step #3 Game Framework Mechanisms (GFM) Overview
  27. Play.js “create”: Lines 84 to 464
  28. Design Options
  29. Play.js “update”: Lines 465 to 472
  30. 17.15Step #4: Supporting Functions: Lines 475 to 725
  31. doAssignReset: Lines 474 to 585
  32. doSelect: Lines 586 to 624
  33. doUpgradeReturn: Lines 625 TO 686
  34. vpFSM: Lines 687 to 720
  35. 17.16Game #1 Stage 2: “Beta” Pre-release
  36. IIIPart III - Conversions into Phaser III

18Transpiling AS2 or AS3 into JS

  1. 18.1Introduction and official statements
  2. Differences between ActionScript and JavaScript
  3. 18.2Flash Platform Basics
  4. 18.3HTML5 Platform Basics
  5. Quote from Phaser Game Design Workbook
  6. 18.4Difference between JS and AS
  7. 18.5Converting from Flash ActionScript to JavaScript
  8. Conversion Tools
  9. 18.6why TypeScript? Phaser 4 coming!
  10. A language of its own vs. a JavaScript super-set

19AS3 to JavaScript

  1. 19.1References:
  2. 19.2Language similarities
  3. Richard Davey AS3 to Typescript
  4. 19.3Getting Started
  5. 19.4Tools
  6. 19.5Conversion Practicum

20AS2 to JavaScript

  1. 20.1References:

21322+ AS games Available for Conversion!

  1. 21.1Reference:
  2. 21.2Some important notes from Terry Paton:
  3. 21.3Questions and Answers from Terry Paton
  4. Terry Paton AS2 games
  5. Terry Paton AS3 games
  6. 21.4Flash Game University — 36+ games!
  7. 21.5About gamescene
  8. 21.6MacroMedia 150+ Flash Game Collection
  9. 21.7Stephen Gose Game Studio (SGGS) - 265+ more!
  10. 21.81,746+ games from the “Internet Arcade”
  11. IVSimulations & “A.I.” Mechanics

22Foreign Exchange, Bit-Coin & Commodities Trading

  1. 22.1Reference and Excerpts From
  2. 22.2Overview
  3. 22.3Our Goal
  4. 22.4Simulation Mechanics
  5. 22.5Simulation Game Examples
  6. 22.6Simulation Charting

23“Vo4X Shepherd Shell”™

  1. 23.1“Vo4X Shepherd Shell”™ Construction
  2. 23.2Cashing In with Your Expert Advisor(s)
  3. How to Earn from MQL5.community
  4. 23.3EA Protection
  5. 23.4VoFX Collection
  6. 23.5Chapter Summary
  7. VPart IV MMOG (Excerpt only)

24Hot-seat MMoG?

  1. 24.1Network Foundation Inventory
  2. 24.2Deeper Dive: Testing MMoGs Locally??
  3. 24.3Hot-seat MMoG Demos

252-Player Remote games

  1. 25.1MMoG engine Criteria:

26Massive Multi-Player games

  1. 26.1MMoG Application Architecture
  2. 26.2Comparing Single- to Multi-Player games
  3. Deeper Dive: Using Web Workers
  4. Deeper Dive: Await and Promises
  5. 26.3Differences in MMoG games?
  6. Web MVC - Web Application Programming

27MMoG Hosting Options

  1. 27.1Server-side Research
  2. VIWhat’s next?
  3. 27.2Game Distribution & Marketing
  4. “How to publish a game on the web??”
  5. Introduction: 8-Step Deployment Method.
  6. Shareably (SBLY) looking to rent your Phaser games
  7. 27.3Book Review Protocol
  8. 27.4Tell the world about your game!
  9. 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: “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: Game Distribution

  1. “How to publish a game on the web??”
  2. Introduction: 8-Step Deployment Method.
  3. Distribution Preparation
  4. Development vs. Production
  5. Create A Game Pipeline
  6. Preparing for WebXR Deployment
  7. Does mobile gaming still need publishers?

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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