gitjuba / javascript-platformer Goto Github PK
View Code? Open in Web Editor NEWAttempt to make a decent platforming game
Home Page: https://gitjuba.github.io/javascript-platformer
Attempt to make a decent platforming game
Home Page: https://gitjuba.github.io/javascript-platformer
This requires #16; I'll plan this more once that's done.
Apparently collision detection interprets the situation as the player coming in from the side so the player is pushed to the side.
Define symmetries in levels. E.g. Make mirror images of selected objects with respect to an axis or a point.
GAME_OVER
and GAME_COMPLETE
with obvious meanings, and write "animation frames" for eachGAME_OVER
GAME_COMPLETE
One could do something fancy with the extra lives. E.g. have player token sit in the top corner of the screen and move one of them to the starting location when the level starts.
Requires #17; The selected group should be movable and copyable as one.
This tremendously helps debugging and tuning parameters.
Either required to finish level or just increase points.
There are so many commands that key bindings are not enough anymore. Make a graphic toolbar.
Could I do it with SVG?
In the same corner with the number of lives left.
Info on possible licenses here.
Also add other GitHub meta files, like CONTRIBUTING.md
etc.
Probably due to too high acceleration
Or perhaps use issues distributed into projects. Anyways, move them away from the README.
It is inconvenient with keyboard controls, so at least drop it until gamepad controls have been implemented. Also it adds unnecessary complexity to the mechanics at this point of development.
Goal I of the project cannot be achieved if the level editor is at all inconvenient to use. Development of decent levels requires rapid feedback from play testing.
Player movement should leave a track on the canvas to ease laying out level.
Should there be a TESTING
game state where this happens (and possibly the level editor helper lines are visible?)
This feature would introduce a puzzle aspect to the gameplay. Requires a lot of level editor improvements.
Hitting the bottom edge of an obstacle early on in a jump should, in addition to zeroing the vertical speed, properly cancel the jump, that is, do not accelerate upwards in subsequent frames.
When Goal I is reached, this should be in some sense a ready game. That'll be a good time for some code base maintenance, such as abstracting game state and player state into classes or something.
This requires issue #15
This should be a quickie to implement. Just view on screen as text obstacle coordinates and dimensions. For each obstacle, that is.
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