Game Controls & Display Mechanisms
Game Control Mechanisms are the control objects — whether visual or virtual — that conform the game to its Game Mechanics.
This library of game controls and mechanism spans several javascript gaming frameworks. (more are on the way!) This tools helps you choose the game display controls then opens the generic code snapshots (aka "snippets"). Spend a minute to refactor these snapshots to your design and you'll have a functional "Game Prototype" in minutes.
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Control Category | Game Control Name | Game Control Description |
---|---|---|
Abstract | Action points | is a budget of activity allocated to restrict what a player may do in their turn. |
Abstract | Auction or bidding | Players make competitive bids to determine which player gets the right to perform particular actions. |
Abstract | Capture/eliminate | the number of tokens a player has on the game board is related to his current strength in the game. |
Abstract | Catch-up | This mechanism is designed to provide increased barriers as the player progress closer to final victory goals. |
Abstract | Game modes | One of the most common examples of game mode is the single player versus multiplayer choice in online games. |
Abstract | Movement | How game tokens are permitted to move (physics) and when (action points) is controlled by movement mechanisms. |
Abstract | Playing Cards | Decks of cards act as a randomizer and/or to act as tokens to keep track of states in the game. |
Abstract | Randomizers | The most common use is to randomly determine an outcome of a game interaction. |
Abstract | Resource management | an accounting systems that monitors the collection (i.e. income) and expenditure (i.e. expenses) of game resources. |
Abstract | Tile-laying | Many games use a grid on a world surface to form a tessellation. |
Abstract | Turns | it is an abstract representation to regulate game play or denote a passage of time in a game set aside for certain player actions to happen before moving on to another turn. |
Abstract | Worker Deployment | is a game mechanism where players allocate a limited number of tokens (�workers�) to multiple stations that provide various defined actions. |
Buttons | Add Button | adds a button object to stage world |
Canvas | Click Canvas | adds a listener to the entire game canvas |
Sound | Add Sound | prepare sound to encoding and playback |
Sound | Mute Sound | turns off a sounds volume |
Sound | Play Sound | play a sound file. |
Sound | Set Sound Volume | sets the volume for a Sound, values are between 0 and 1 |
Sound | Sound Preload | loads a sound into the cache and |
Spites | Load Image | This will add an image to the library and make it available to your code. Tip:Use this in the preload section |
Sprite | Add Group | adds a group to the stage |
Sprite | Add Sprite Animation | defines an animation for a sprite |
Sprite | Add Sprite Mask | adds a mask that will partly obscure a graphic |
Sprite | Add Sprite to Group | add sprite inside existing group |
Sprite | Add Tile Sprite | add a sprite multiplied and stitched together |
Sprite | Add to Stage | Adds a sprite from the cache to the stage. |
Sprite | Click Sprite | attach click handler to sprite |
Sprite | Enable Sprite Input | use a click event on a sprite you first must enable it for inputs |
Sprite | Play Sprite Animation | plays an animation in a sprite that has been defined |
Sprite | Preload Sprite Sheet | preloads a sprite sheet to the cache. |
Sprite | Prototype Template | use this to make a prefab/class for sprites |
Sprite | Set Sprite Frame | select initial frame shown |
Sprite | Set Sprite Position | set the location of a sprite in the stage world |
Sprite | Set Sprite Registration | Sets the registration point for a sprite. For example setting the anchor to 0,0 means the positioning will apply to the top left corner of the sprite setting the anchor to 0.5,0.5 will apply positioning to the middle of the sprite |
State | HTML Skeleton | starter html file for Phaser |
State | Initiate Skeleton | Use this sample to make your own init state. Init states set up the bare bones code for launch and prepare for loading states |
State | Preload Skeleton | load states allow you preload everything before the game starts |
State | State Skeleton | this is a blank state template with the the essential functions |
State | Switch States | changes a state. For example if you game is over you can call game.state.start('StateGameOver') |
Text | Add Text | add a text field to the stage |
Text | Center Text | set the x anchor to 50 percent of the width, giving us centered text |
Text | Set Customer Fonts | uses the 4th parameter of the add text function to set advanced font properties |
Text | Set Font Size | sets the font size for a textfield |
Text | Set Text Color | sets the text field color |
Text | Set Text Font | sets the font for the text field |
Text | Web Font Loader | use this to load Google Fonts into your Phaser project |
Tween | Complete | callback handler upon tween completion |
Tween | Object | add tween attribute and direction |
Utility | Add timer Delay | a delay timer |
Utility | Orientation Incorrect | function invoked when the rotation of the device goes against setting in lockOrientation |
Utility | Orientation Locked | locks orientation to portrait or landscape. Doesn't stop rotation, works with game.scale.enterIncorrectOrientation |
Utility | Timer | add game stopwatch timer. |
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