Author: admin

  • Use cases

    Use cases Core Mini games Multitudinals Brazicatessen Exploded diagram Features etc System: Adding data Adding in things such as trigger points: Add the data to ‘demo room‘ in OverworldMap.js: We are making ‘changeMap’ Add ‘changeMap‘ to the ‘OverworldEvent.js’:      Resources

  • Adding data

    See also: System: Adding data Adding in things such as trigger points: Add the data to ‘demo room‘ in OverworldMap.js: We are making ‘changeMap’ Add ‘changeMap‘ to the ‘OverworldEvent.js’:      Resources

  • Dialogue

    See also: System: Resources

  • Audio

    See also: System: I cannot stress this enough. When dealing with your audio signal ALWAYS use gain nodes and never set them above 1.0. ALWAYS. Forever.  https://sonoport.github.io/audio-params.html Want to use it for: MOD player – play tracks – create own playlist – create own tracks – isers can add way points in map to trigger track/add to play list…

  • Terms and concepts

    See also: System: Vector An imaginary line drawn between two points – e.g. vx and vy vx tells you how WIDE the vector is along the X axis vy tells you how HIGH the vector is along the Y axis use pythagorean theorem to figure out the length (magnitude) of the vector Delta Resources

  • Coding best practices

    See also: System: VARIABLES JS – when you want a changeable or mutable variable use a let. For any data that should be protected from accidentally being overwritten, like an object, or an array or a function, use a const. COMPARISON JS – use === for absolute equality FUNCTIONS JS – use function expression –…

  • State machines

    See also: System: Is what he says here ACTUALLY true? I think it comes down to semantics. Still, an interesting video… ‘If you’re not using state machines as the fundamental organising principle behind your game, then you’re doing it wrong…” https://gameprogrammingpatterns.com/state.html https://shaggydev.com/2021/11/01/state-machines-intro https://gameprogrammingpatterns.com/state.html What the machine recons https://xstate.js.org/docs https://github.com/jakesgordon/javascript-state-machine https://jotai.org – Jotai takes an atomic…

  • Collision detection

    See also: System: Concepts hitboxes separating axis theorem… most of the time you can use rectangle/rectangle collisions… Tile based collision is the simplest – uses a very broad phase approach – just need to know where we are in the tile array – lots less info to search… Inverse collision detection Broad phase and narrow…

  • Maps and levels

    See also: layers System: loading/unloading maps Tile Buffer A More Efficient Tile Map A tile buffer – draw once, reuse many times Draw map onto a buffer canvas – then render the buffer canvas – and this is what can be animated? Logical layers Tile size Map size loading levels and different rooms etc. a…

  • Camera

    See also: System: ‘Camera Manipulations’ Camera methods: needs to know: What is the view point – how does the camera interact (or not) with the player Most common is: locks onto player – stops at level edges Centre on player – player is static (apart from animations etc.) and bg scrolls – tops at level…