It seems like only yesterday that Super Nintendos and Game Boys were hitting the store shelves. Over the years, video game graphics has advanced rapidly, and methods of game development have dramatically improved. Nowadays though, it seems like more kids are playing on mobile devices than traditional consoles.
In most physics engines, a physics body represents the actual object collision area. It's easy to define a downward pull by adding gravity to the y value of the player's body object. Also, by setting thecollideWorldBounds to true we tell the physics body that it should be constrained by the boundaries of the game's world so the player doesn't fall off the screen.
We've also released Particle Storm An advanced particle system allowing you to easily create stunning special effects in your games with just a few lines of code. Our primary design goal was to create a particle system that was extremely flexible. It was important that you should be able to easily integrate the effects into your games. Particles are constructed through easy-to-understand JavaScript objects with multiple properties and options to let you quickly put together complex visuals with minimum effort.
So if that's true, set count back to 0, else count++. So essentially if count is at the end of our frames, let's set it back to 0 so the animation loops again, if not, let's increment that count variable. So let's save it now, we will go over to the browser and refresh. Now you can see this is working, you can see our animation is playing the way that it should, but you will notice that we're not actually clearing the Canvas before the next frame, so all the frames are being drawn on top of one another, which can actually lead to some really cool effects, if you try to do kind of special effects.
With the right approach, the size of the grid can be almost unlimited and shouldn't have an impact on performance. We can resort to working with 500×500 or 1,000×1,000 fragments and then, as we are approaching the beginning” or the end” of the fragment, we can use a memory paging routine to load/save {JavaScript Sprite Animation|html5 animation examples} the fragments, either in the computer hard disk drive—in our case, the WebStorage API—or online in a database. For the sake of simplicity, for our game we will be working with a 250×250 grid (62,500 tiles) and will leave the implementation of a memory paging function as an exercise for the reader.
Share if you liked this Post using your favorite sharing service:
Subscribe Updates, Its FREE!
0 comments:
Post a Comment