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.vscode/ignore-list.txt

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Picturefill
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PIDOM
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pilcrow
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pillarboxed
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pinetools
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pingbacks

.vscode/terms-abbreviations.txt

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CEST
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CIELAB
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cjpeg
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closewatcher
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commandfor
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Damme
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Datagram

files/en-us/games/techniques/3d_on_the_web/building_up_a_basic_demo_with_playcanvas/editor/index.md

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This looks great! Let's add more shapes to the scene to make it look more interesting.
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![PlayCanvas Editor - Boxrender](playcanvas-editor-boxrender.png)
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![PlayCanvas Editor - Box render](playcanvas-editor-boxrender.png)
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## Adding more shapes
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![PlayCanvas Editor - Cylinder material](playcanvas-editor-cylindermaterial.png)
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Follow the same approach again to add a cone to the scene, giving it a grayish color (we used EAEFF2.) You should now have three shapes on your scene, something like the below screenshot.
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Follow the same approach again to add a cone to the scene, giving it a grayish color (we used `#EAEFF2`.) You should now have three shapes on your scene, something like the below screenshot.
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![PlayCanvas Editor - Cone](playcanvas-editor-cone.png)
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files/en-us/games/techniques/audio_for_web_games/index.md

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```js
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const myAudio = document.createElement("audio");
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myAudio.src = "mysprite.mp3";
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myAudio.src = "my-sprite.mp3";
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myAudio.play();
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myAudio.pause();
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```

files/en-us/games/techniques/control_mechanisms/desktop_with_gamepad/index.md

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}
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```
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## The paused and gameover states
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## The paused and game-over states
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We already learned how to control the whole lifecycle of the game: pausing the gameplay, restarting it, or getting back to the main menu. It works smooth on mobile and desktop, and adding gamepad controls is just as straightforward — in the `update()` function, we check to see if the current state status is `paused` — if so, the relevant actions are enabled:
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We already learned how to control the whole lifecycle of the game: pausing the gameplay, restarting it, or getting back to the main menu. It works smooth on mobile and desktop, and adding gamepad controls is just as straightforward — in the `update()` function, we check to see if the current state status is "paused" — if so, the relevant actions are enabled:
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```js
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if (GamepadAPI.buttons.pressed("Start")) {
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Similarly, when the `gameover` state status is active, then we can allow the user to restart the game instead of continuing it:
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Similarly, when the "game-over" state status is active, then we can allow the user to restart the game instead of continuing it:
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```js
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if (GamepadAPI.buttons.pressed("Start")) {

files/en-us/games/techniques/control_mechanisms/other/index.md

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Have you ever thought about controlling a game only with your hands? It's possible with [Leap Motion](https://www.ultraleap.com/), an immersive controller for games and apps.
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Leapmotion is becoming more and more popular due to very good integration with VR headsets — demoing [Rainbow Membrane](https://mozilla.github.io/rainbow/) on an Oculus Rift with Leap Motion attached to it was voted one of the best WebVR experiences by JavaScript developers visiting demo booths at conferences around the world.
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Leap Motion is becoming more and more popular due to very good integration with VR headsets — demoing [Rainbow Membrane](https://mozilla.github.io/rainbow/) on an Oculus Rift with Leap Motion attached to it was voted one of the best WebVR experiences by JavaScript developers visiting demo booths at conferences around the world.
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As well as being great for virtual interfaces, it can also be used for a casual 2D gaming experiences. It would be very difficult to do everything with only your hands, but it's totally doable for the simple Captain Roger's gameplay — steering the ship and shooting the bullets.
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This approach won't give us the full flexibility of using a Gamepad, or even Leap Motion, but it's definitely an interesting, unconventional alternative. You can use it to scroll a page hands-free, or play theremin, but it should also be enough to move the ship up and down the screen if implemented correctly.
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## MaKey MaKey
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## Makey Makey
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If you want to go completely bananas you can use [MaKey MaKey](https://makeymakey.com/), a board that can turn anything into a controller — it's all about connecting real-world, conductive objects to a computer and using them as touch interfaces.
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If you want to go completely bananas you can use [Makey Makey](https://makeymakey.com/), a board that can turn anything into a controller — it's all about connecting real-world, conductive objects to a computer and using them as touch interfaces.
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![Controlling a banana piano using Makey Makey.](controls-banana.png)
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Check out the [banana piano video](https://www.youtube.com/watch?v=_DWQ6ce2Ags), and be sure to visit the [quick start guide](https://learn.sparkfun.com/tutorials/makey-makey-quickstart-guide) for all the needed info.
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There's even a [Cylon.js-supported Makey Button functionality](https://cylonjs.com/documentation/drivers/makey-button/) inspired by the MaKey MaKey board, so you can use the popular Cylon robotics framework for your experiments with Arduino or Raspberry Pi. Connecting the boards and using them may look like this:
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There's even a [Cylon.js-supported Makey Button functionality](https://cylonjs.com/documentation/drivers/makey-button/) inspired by the Makey Makey board, so you can use the popular Cylon robotics framework for your experiments with Arduino or Raspberry Pi. Connecting the boards and using them may look like this:
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const Cylon = require("cylon");

files/en-us/games/techniques/tilemaps/index.md

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- [Demos and source code](https://mozdevs.github.io/gamedev-js-tiles/)
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- [Grid parts and relationships](https://www.redblobgames.com/grids/parts/) by Amit Patel (May 2021)
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- [Isometric graphics in videogames](https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art) (Wikipedia)
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- [Isometric graphics in video games](https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art) (Wikipedia)

files/en-us/games/tutorials/2d_breakout_game_phaser/index.md

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6. [Bounce off the walls](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Bounce_off_the_walls)
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7. [Player paddle and controls](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Player_paddle_and_controls)
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8. [Game over](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Game_over)
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9. [Build the brickfield](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Build_the_brick_field)
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9. [Build the brick field](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Build_the_brick_field)
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10. [Collision detection](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Collision_detection)
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11. [The score](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/The_score)
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12. [Win the game](/en-US/docs/Games/Tutorials/2D_breakout_game_Phaser/Win_the_game)

files/en-us/glossary/accessible_name/index.md

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For some elements, the accessible name comes from the element's attributes; for example, the `alt` attribute in the case of {{HTMLElement("img")}}. Given `<img src="grape.jpg" alt="banana"/>`, the image's accessible name is "banana."
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To create an association between visible content and an element or multiple text nodes and an element, the [`aria-labeledby`](/en-US/docs/Web/Accessibility/ARIA/Attributes/aria-labelledby) attribute can be used. If there is no visible text to associate with a UI element needing an accessible name, the [`aria-label`](/en-US/docs/Web/Accessibility/ARIA/Attributes/aria-label) attribute can be used. Names should not be added to elements marking up inline text, like {{HTMLElement("code")}}, {{HTMLElement("del")}}, and {{HTMLElement("mark")}}.
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To create an association between visible content and an element or multiple text nodes and an element, the [`aria-labelledby`](/en-US/docs/Web/Accessibility/ARIA/Attributes/aria-labelledby) attribute can be used. If there is no visible text to associate with a UI element needing an accessible name, the [`aria-label`](/en-US/docs/Web/Accessibility/ARIA/Attributes/aria-label) attribute can be used. Names should not be added to elements marking up inline text, like {{HTMLElement("code")}}, {{HTMLElement("del")}}, and {{HTMLElement("mark")}}.
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Many elements, such as sections of textual content, don't need an accessible name. All controls should have an accessible name. All images that convey information and aren't purely presentational do too.
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files/en-us/glossary/entity_header/index.md

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In the following example, {{HTTPHeader("Content-Length")}} is an entity header, while {{HTTPHeader("Host")}} and {{HTTPHeader("User-Agent")}} are requests headers:
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