The Coin class has some static properties, including default values and a static reference to all of the instances of Coin which currently exist in memory. This is useful during the process of building out something, as you wouldn’t want to accidentally leave off one of these methods on one of a hundred or so game objects, causing it to either not respond to the player, not draw on the screen, or end up an invisible item on the board that doesn’t show up yet still responds to a player collision. The Coin class represents a coin that can be picked up for pointsįirst in this group is the Coin class, which implements the IGameObject interface meaning it must have handle_collision( ) and draw() methods at the very least or the compiler would throw an error. That covers it for the folder structure and project config files, so next we’ll take a look at the presentation and style of the game as defined in HTML5 and CSS3. In each of these folders is an index.ts file which simply groups and exports the contents of the other files into a single module for each. ux: Components that handle gameplay and rendering such as Canvas.types: Basic data types such as Position, Speed, Direction, and GameKey.objects: Objects used within the game, such as the Snake or a Coin.The contents of src are the main entry file game.ts along with three folders for objects, types, and ux, which correspond to these key concepts: Within the project root also is the index.html file for serving the game as a static app (which has been done here) and a css folder for CSS3 styles. Within tsconfig.json there are instructions for the compiler to output files as ES6 modules and place them in the build directory for loading in the browser. The package.json file in this project is more or less for reference, as there really are no dependencies or anything else going on. The entire project is open-source and available here, so if you feel like it, grab a copy and have fun experimenting with it and seeing what you come up with. This made it a great choice for quickly prototyping a custom game engine from scratch, where I wanted flawless performance and virtually bug-free behavior (we always want bug-free software, but in this case I got to build the entire game from scratch using the tools of my choice, so I actually got it). I chose TypeScript because I had built several UIs and UI frameworks with it by that time, many of them modeled closely after my experience with C# and WPF. I also learned basic programming around this time, so naturally it wasn’t long before I started to create my own simple games.īack in 2015, I created this old-school snake game in TypeScript, to test out the graphical features of the canvas object in HTML5, and to get a feel for how it could be used to re-create classic 2D games from the ground up. If there’s one thing that left a huge impression on me growing up, it was the cool games of the 80’s and 90’s that were incredibly simple but also really fun to play. Screen capture of a retro snake game made with HTML5 Canvas and TypeScript Introduction
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