Revival experiment of the original Titus 1993 DOS game in the browser with PhaserJS game engine, as an homage to the original creators (Eric Zmiro).
- Version 1.0 / first repo: Canvas-based, full native implementation effort with vanilla physics engine written from scratch (doomed!)
- Version 2.0 / second repo: PhaserJS + naive, make it work, spaghetti solution http://pixelhijack.github.io/
- Version 3.0 / current repo: PhaserJS + better separation + mixin behavioural patterns + events + soon: ES6, streams http://pixelhijack.herokuapp.com/
- Object composition via Object.assign versus classical OOP
- Component based structure
- Reactive functional Flux-like flow, event-driven communication
- Minimal 3rd-party usage, trying to avoid Lodash / Underscore, ImmutableJS (deep clone polyfill?), Redux (PhaserJS Signals instead!)
- Later might add these, and base it on observables & streams (KefirJS, BaconJS, RX, MobX?)
Original assets (level maps, tilesets and spritesheets) found on a russian forum page.
As a first attempt, I tried to create levels in Tiled from the tilesets but fitting 16x16 pixel tiles together was a neverending, exhausting quest.
With Shoebox new horizonts opened: splitting the level maps into tilesets made it possible not only to copy and paste complete pieces of levels, but combine them in ways not used before. I removed the helper lines with Photoshop, and also combined different level maps to get joint tilemaps which made possible to create levels from mixed assets (like original Prehistorik 2 level 1 + level 5 elements combined).
This is how brand new levels are created.