Archive for August, 2008

I’ve played these things to death over the years. As a kid I was obsessed with Galaga, Galaxians and the daddy Space Invaders. Each game improved on the one before. Where Invaders had the satisfying press the button, launch the missile accompanied by a sound Galaxians had it times two. Galaga went one better and [...]

I put some effort in to game structuring and refining the game stats to provide a smoother and more satisfying experience. This includes allowing the player to shoot as many lasers as their finger tapping will allow.
Note: Movement is with arrow keys (L and R) and lasers are Z or SPACE.
You can see the latest [...]

I put some arbitrary collision detection in place for my sprite library. As you can see from the post times I’m using this Bank Holiday to put some real coding effort in :)
The collision detection works quite nice with slow down kept to a minimum. (I’m currently testing with around 100 sprites on screen). The [...]

This morning I put together the death animation handling for my sprite system. It was something of a no-brainer in that it’s just a couple of flags (isDying, isAlive) and the system just looks to a different set of resources for the death animation frames. But something struck me about the beauty of handling everything [...]

I’m not one for performing calculated tests across different machines but I thought it might be useful to share a few performance observations with my JS sprite library.
The laptop that I do most of my development on has an Intel Centrino Duo sticker on it. I guess that means it’s at least 2 years or [...]

First post time.
My JavaScript sprite library is approaching version 1. That is, it may well be ready for somebody else to use and enhance.
I call it Sprite Magic since that was a cool program I had as a kid and I’m feeling rather retro.
Currently I have a base sprite class that takes a lot of [...]