The hero falls to the bottom when the next platform is higher than the current one. Learn how to make the hero able to jump higher.
- [Instructor] Hi there.…Welcome back to the HTML5 Game Development video.…In the last video, we implemented the collision detection…logic against the hero and the enemies.…In this video, we create a new type of game objects, coin.…We begin with defining the coin class…that extends the game object.…It uses the exported coin graphic.…Then, we place the coin instance on the stage…inside the world class.…In the game-es6.js file, we define a coin class…that extends the game object.…
In the constructer, we call the super…by providing the CoinGraphic graphic…from the exported library.…That's all for the code.…It is so little code because…we have laid down the foundation logic.…The game object and collision detection logic…allows us to simply use them for new types of game objects.…You may notice that we extend the enemy…with MovableGameObject and the coin with GameObject.…That's because in our current game design,…the coin is placed on platform without moving.…
The enemy, on the other hand, moves on the platform.…If, in the future, you want to make coins move…
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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