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JavaScript Game Development Course for Beginners

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JavaScript Game Development Course for Beginners

#JavaScript #Game #Development #Beginners

“freeCodeCamp.org”

Learn to make 2D games with HTML, CSS & plain vanilla JavaScript, no frameworks and no libraries! From sprite animation to state management, in this series of projects you will learn everything you need to make your own 2D animated games! We will go step by step explaining each technique on a…

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28 Comments

  1. I Frank sir it is very nice tutorial . learns a lot.
    and I came up with new pattern of enemy moving. In your chapter 3, the first pattern where creatures jumps. I tried to move that creatures in that given given window and I caome up with this solution.
    class Enemy{

    constructor(){

    this.speed = Math.random() * 4 – 2;

    this.spriteWidth = 293;

    this.spriteHeight = 155;

    this.width = this.spriteWidth / 2.5;

    this.height = this.spriteHeight / 2.5;

    this.x = Math.random() * (CANVAS_WIDTH – this.width);

    this.y = Math.random() * (CANVAS_HEIGHT – this.height);

    this.frame = 0;

    this.place = true;

    this.flapSpeed = Math.floor(Math.random()*3+1);

    }

    update(){

    if(this.x <= 0 || this.x >= CANVAS_WIDTH-this.width || this.y <= 0 || this.y >= CANVAS_HEIGHT-this.height) this.place = !this.place;

    if(this.place){

    this.x += this.speed;

    this.y += this.speed;

    }else{

    this.x -= this.speed;

    this.y -= this.speed;

    }

    if(gameFrame % this.flapSpeed == 0){

    this.frame >= 5 ? this.frame = 0 : this.frame++;

    };

    }

    draw(){

    ctx.drawImage(enemy1,this.frame * this.spriteWidth,0,this.spriteWidth,this.spriteHeight,this.x,this.y,this.width,this.height);

    }

    }

    I am just taking a extra boolean variable and in update method minus speed or plus speed on basis of on which border creatures reach.

    Thanks again for this tutorial.

  2. Made this for the Sprite animations, a simpler version just using two functions.

    var playerState = "idle";

    document.getElementById("animations").addEventListener("change", (event) => {

    playerState = event.target.value;

    setFramenum();

    });

    const canvas = document.getElementById("gameCanvas");

    const ctx = canvas.getContext("2d");

    const CANVAS_WIDTH = canvas.width = 600;

    const CANVAS_HEIGHT = canvas.height = 600;

    const playerImage = new Image();

    playerImage.src = "shadow_dog.png";

    const spriteWidth = 575;

    const spriteHeight = 523;

    let frameX = 0;

    let frameY = 0;

    let gameFrame = 0;

    let animationFrames = 0;

    const Speed_control = 5;

    const stateInfo = [

    {

    name: "idle",

    frames: 7

    },

    {

    name: "jump",

    frames: 7

    },

    {

    name: "fall",

    frames: 7

    },

    {

    name: "run",

    frames: 9

    },

    {

    name: "dizzy",

    frames: 11

    },

    {

    name: "sit",

    frames: 5

    },

    {

    name: "roll",

    frames: 7

    },

    {

    name: "bite",

    frames: 7

    },

    {

    name: "ko",

    frames: 12

    },

    {

    name: "gethit",

    frames: 4

    },

    ]

    function setFramenum() {

    stateInfo.forEach((value, index) => {

    if (playerState === value.name) {

    animationFrames = value.frames;

    frameY = index;

    }

    })

    return;

    }

    function animate() {

    ctx.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);

    frameX = Math.floor(gameFrame / Speed_control) % animationFrames;

    ctx.drawImage(playerImage, frameX * spriteWidth, frameY * spriteHeight, spriteWidth, spriteHeight, 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);

    gameFrame++;

    requestAnimationFrame(animate);

    }

    setFramenum();

    animate();

  3. At the end of the first animation class, I put the variable that assigns playerState inside the animate() function because it is in a loop and so will always look at what it selected from drop-down menu. But it's also good to know about event listeners true.

  4. in the project of shoot, we can use the setInterval rather than deltatime like this :
    const ravenInterval = 1000;

    function spawnRaven() {

    ravens.push(new Raven());

    }

    // controll refresh rate.

    setInterval(spawnRaven, ravenInterval);

    function animate(timestamp) {

    ctx.clearRect(0, 0, canvas.width, canvas.height);

    ravens.forEach(raven => {

    raven.draw();

    raven.update();

    });

    requestAnimationFrame(animate);

    }

    animate(0);

    and it will give us the same output.

  5. I dont get what you did from 27:43 to so on like all that for each loop and everything .. I mean doesnt code below work same?
    spriteAnimations = [6, 6, 6, 8, 10, 4, 6, 6, 11, 3];

    Math.floor(gameFrame / staggerFrame) % spriteAnimations[frameY];

    if i change Frame Y value to anything animation change and frames length is also perfect . Does your code have extra functionality or something ? I can create dictionery for spriteAnimation too so that also not the case

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