Skip to content

enginooby-games/racing

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

26 Commits
 
 
 
 
 
 
 
 

Repository files navigation

Development Process

  1. HTML template [index]

    • Declare canvas tag
    <canvas id="gameCanvas" height="500" width="500"></canvas>
    
    • Include all JS scripts: Assets -> CommonGraphics -> Game elements -> Events -> Collisions -> Main
  2. Main script [main]

    • Declare global variables and constants (for convention): canvas, canvas context, FPS, background color, etc.
    • Use window.onload function (to load script only after HTML page finishes loading)
    • Get canvas: document.getElementById("gameCanvas") (to get canvas.width/height, add events)
    • Get canvas context: canvasContext = canvas.getContext("2d") (for drawing)
    • {Add loading screen}
    • Load assets for game elements from [Assets]
    • Init code
      • Initialize global states of game
      • Initialize each game element's state
    • Setup events from [Events]
    • Set interval for motion, drawing and collision code: setInterval(updateFunction, 1000 / fps)
      • Motion and drawing code for game elements
      • Setup collisions from [Collisions]
  3. Game object elements (class) [Car]

    • Declare element variable and constants: X/Y position, X/Y speed, color/picture, angle, name, {key controls with states} etc.
    • {Setup input by group setter for key controls}
    • Init code: init variables which are unique for each object or for each game/level
    • Drawing code (interval)
    • Motion code (interval)
      • Update element position based on speeds and key control states
      • {Set boundations} (collision with big frame/window)
  4. {Track/grid} [Track]

    • Declare constants for tile/track types (to position each type on the map)
    • Init grid arrays for levels
    • Drawing code (interval): iterate and draw each tile/track in the grid array
  5. Collision code (interval) [Collisions]

    • Case 1: For object/element with object/element

      • Determine edge coordinates of each element
      • Compare coordinates (collision happens when element coordinates overlap)
    • Case 2: For tile/grid/track with object:

      • Get the column and row positions in the gird of the object
      var objTrackCol = Math.floor(obj.x / TRACK_WIDTH);
      var objTrackRow = Math.floor(obj.y / TRACK_HEIGHT);
      
      • Convert to index of the track array
      var trackIndexUnderObj = objTrackCol + objTrackRow * TRACK_COLS;
      
      • Get track type (e.g. road, tree, wall, etc.)
      var trackTypeUnderObj = trackGrid[trackIndexUnderObj];
      
      • Determine boundaries of the collision
      objTrackCol >= 0 && objTrackCol < TRACK_COLS &&
      objTrackRow >= 0 && objTrackRow < TRACK_ROWS)
      
      • Setup collision cases based on track type which the object is overlapping with
      switch (trackTypeUnderObj) {
         case TRACK_WALL:
         case TRACK_TREE:
         ...
      }
      
    • Update speeds, states when collision

  6. Event/controlling code [Events]

    • Setup input for game objects
    • Add listeners:
      • Mouse events on canvas
      • Keyboard events on HTML document
  7. Assets loading [Assets]

  8. Game/level over and game restart containing init code

Notes and Tips

  • [Event] Use preventDefault() to prevent scrolling page in keydown event
  • [Drawing] Create drawing helpers (this utility file could be used for many projects) [CommonGraphics]
  • [Event] Get JS key codes from this link

About

No description or website provided.

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published