Chapter 8. Time, Part I: Finite Behaviors and Linear Motion
Topics in This Chapter
• 8.1 Implement an Initial Jump Algorithm
• 8.2 Shift Responsibility for Jumping to the Runner
• 8.3 Implement the Jump Behavior
• 8.4 Time Animations with Stopwatches
• 8.5 Refine the Jump Behavior
The last chapter discussed how to encapsulate actions—such as running, falling, pacing, or sparkling—that sprites undertake in JavaScript objects known as behaviors. At runtime, you can configure a sprite’s array of behaviors however you desire. Among its many benefits, that flexibility encourages exploration of game aspects that might otherwise lie dormant.
This chapter continues to ...
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