Tiles can be randomly removed—so you now need some logic to make sure that players eliminate them sequentially, as well as some way to tell players which tile is next.
- [Voiceover] Hi there and welcome back to the video course.…In the previous video we added the tap event.…In this video we will further improve…how to gain runs in mobile device.…We will set the view port of html…to fit the mobile device screen.…We also implement the canvas retina logic…and add retina support to those HD mobile screens.…First we need to add the view port.…
Open the index dot html file in the code editor.…We define the view port to have…width equals to device width…and initial scale to one.…The view port setting essentially tells the browser…that the web page is mobile ready.…This is the mechanism Smartphone introduced…to ensure better web browser experience…on non-mobile ready website.…Without out this metatag, mobile browser renders the site…by zooming out by default.…
This is designed to show the entire desktop site…for the mobile phone user.…By including this tag, the browser knows…the site is designed for viewing in mobile.…So it would use the default device width and zoom level.…There is an alternative setting.…
Note: This course was created by Packt Publishing. We are pleased to host this training in our library.
- Planning your first game
- Setting up your file structure
- Setting up HTML and JS
- Drawing basic shapes with EaselJS
- Implementing your first game object
- Creating the core game logic
- Adding graphics to your game
- Planning your second game
- Handling obstacle and hero collisions
- Making the hero run and jump
- Adding graphics and animations
- Polishing your final game
Skill Level Beginner
Q: Should the exercise files be run from a server or locally?
A: Please run the exercise files from a server as directed. The files will not work properly if run locally.
iOS Game Development with Swift 3 and SpriteKitwith Todd Perkins2h 52m Intermediate
1. Planning the Count Game
2. Creating the Core Game Logic
3. Polishing the Count Game
4. Planning the Rush Game
5. Moving the Character
6. Collision Detection
7. Building Levels
8. Polishing the Rush Game
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