3 ms·
Thanks! Yeah, managing a "large scale" JavaScript application isn't easy. I ended up inventing a module system that loads all the dependencies before it execut
by phoboslab 16y ago
Thanks!
Yeah, managing a "large scale" JavaScript application isn't easy. I ended up inventing a module system that loads all the dependencies before it executes a .js file's body. This is all hidden on the page, because all the files were compiled together into just one.
All the objects in the game world are derived from a base "Entity" class and inherit physics and stuff like that. So each particle, like any other object, is an Entity and not handled differently at all. When the Blob enemy dies, it just spawns some new Entities - the particles.
For the sound, the files names are all with an .ogg extension. The engine then decides if the browser can play Ogg Vorbis and substitutes the extension to .mp3 if necessary. So I _do_ have to have all sound files as .ogg _and_ .mp3. I hope that'll change in the future...
Edit: just uploaded the Editor as well. Saving is disabled, but everything else should work. Press Space to open the Entity or Tile menu (depending on which layer is currently active); hold Right Mouse Button to pan around; Z and Y are undo and redo.
http://www.phoboslab.org/biolab/weltmeister.html http://www.phoboslab.org/biolab/weltmeister.html
- hebejebelus 16y agoHaha, that's virtually identical to what we're doing, except with GWT, so we can hand off some of the tough stuff to the underpinnings and don't have to deal with js's strange object-oriented system (at least to us, C++ programmers ;)). So you didn't use the audio tag's <source> option? Did you find that too slow? (also, I don't know if it'll help you at all, but I got audio working nicely on iPhone/iPod/iPad and wrote this tutorial about it http://flax.ie/how-to-get-hidden-autoplaying-audio-in-html5-on-ios/ http://flax.ie/how-to-get-hidden-autoplaying-audio-in-html5-...) Edit: By the way, does your map editor output as JSON? We went through a bunch of crap getting serialisation/de-serialisation working across client/server, but you probably wouldn't hit any of those problems because your code isn't "compiled"
- phoboslab 16y agoJohn Resig's Class-Object has some simple inheritance without the (very verbose) prototype stuff. It's the basis of my engine: http://ejohn.org/blog/simple-javascript-inheritance/ http://ejohn.org/blog/simple-javascript-inheritance/ I used the Audio API's canPlayType() to decide whether to use mp3 or ogg. I just found it simpler than constructing the DOM for Audio and Source elements. I'll definitely look into the sound issuse on iPhone. Thanks for your tutorial! Yes, the levels are saved in JSON format, with a bit of boiler plate code so it can get loaded and "baked" nicely. Here's the source for the first level: http://www.phoboslab.org/biolab/lib/biolab/levels/biolab1.js http://www.phoboslab.org/biolab/lib/biolab/levels/biolab1.js