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engine for web-based bullet dodging game
Run 'python -m SimpleHTTPServer', then go to localhost:8000
To create a new level, make a new folder in the bosses folder. The structure should go:
bosses/name_of_boss
images/
boss_image1.png
boss_image2.png
boss.js
images.js
images.js
contains the names of all the images in the images
folder, so the engine can load them all.
boss.js
is where the majority of the code should go: this is where you specify all the bullet patterns, how the boss moves around, and so on.
The most important part of the game. In the engine, every bullet has a class. Define a bullet class like so:
function BulletClassName(bullet)
{
this.update = function()
{
engine.setBulletDirection(bullet, bullet.direction + 1);
}
}
Every frame, the main engine will call the update function in every bullet currently on the screen. Bullets that leave the screen will be deleted automatically.
To create a bullet of a specific class, call the following engine function:
engine.makeBullet(x, y, direction, speed, bulletclass, texturename);
Bullets have a direction, in degrees (0 to 360). They also have a speed. Each frame, the engine moves every bullet by their direction and speed.
Example of making a bullet:
engine.makeBullet(50, 50, 90, 5, Generic, "images/player_bullet.png")
Everything you write in boss.js
can call functions from the engine
class.
engine.makeNamedSprite(name, texture, x, y)
Creates a sprite with a texture and x,y coordinated.
engine.spriteFromName(name)
Get a previously made sprite from its name.
engine.moveSprite(sprite, x, y)
Move sprite to positions x, y.
engine.rotateSprite(sprite, degrees)
Rotate a sprite, around the center.
engine.changeSpriteTexture(sprite, texturename)
Change a sprite's image to another.
engine.changeSpriteOpacity(sprite, opacity)
Change sprite's transparency, from 0 to 1.
engine.removeSprite(sprite)
Remove a sprite from the game.