In this tutorial, we will be converting a conventional 2D tile-based Sokoban game into isometric and hexagonal views. If you are new to isometric or hexagonal games, it may be overwhelming at first to try following through both of them at the same time. In that case, I recommend choosing isometric first and then coming back at a later stage for the hexagonal version.

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While developing games which involve an action element, we often need to figure out a way to collide with a moving target. Such scenarios can be typically called a ‘hitting a moving target’ problem. This is particularly prominent in tower defense games or missile command like games. We may need to create an AI or algorithm which could figure out the enemy’s motion and fire at it.

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The web platform has had a tremendous growth in recent times with the help of HTML5, WebGL, and the increased power of the current generation of devices. Now mobile devices and browsers are capable of delivering high-performing content both in 2D and 3D. The familiarity of JavaScript (JS) as a scripting language has also been a driving factor, after the demise of the Flash web platform.

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In the third tutorial of the series, you learned about different methods and properties of the Body module in Matter.js. The Body module enables you to manipulate simple bodies like circles, rectangles, and trapeziums. Matter.js also has other modules to help you create and manipulate some complex but common composite bodies like cars, chains, pyramids, stacks, and soft bodies.

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In the previous tutorial of the series, you learned about the World and Engine modules in Matter.js. The methods available in these two modules are meant to control the behavior of multiple bodies or the whole world at once. However, at some point it will become necessary to have control over the properties of individual bodies in your world.

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