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SUPERSPRINT WEB

SuperSprint is an attempt to recreate the famous game I've been playing for hours when I was a kid on our good old Atari ST 520 (What did SuperSprint look like actually ?), on the web. I would really like to make this a multiplayer game (using websockets ?), this is the milestone I'd like to reach.

I'm using the following javascript technologies :

  • Box2dweb physics engine : I've tried several javascript physics engines so far, but none of them contained half the documentation, the stackoverflow-answer base, features and/or helpers box2dweb has.
  • Pixi JS : pixi seems to be the 2D rendering engine that has this great WebGL with canvas fallback, plus the community is very dynamic as far as I can tell.
  • NodeJS : very handy self-contained webserver, and their seems not to be much to set up for socket.io in the near future.

I Hope you like it !!

HOW TO START THE GAME

In the app/ folder, you'll find a node server (node_server.js) you can start using the command node node_server.js (you have to install nodeJS first !). After that just start chrome localhost:8000 and point to app/index.html.

HOW TO CODE

######url params You can call different tracks using url params: http://localhost:8000/index.html?track=1&cars=0,0 This url loads :

Note : the first car index provided corresponds to the player's car.

######game process starting point The main game process is situated in game.coffee

######Box2D and Pixi fighting for canvas space You can show/hide box2d debugging info by un/commenting this line in game.coffee @universe.world.SetDebugDraw(debugDrawer)

You can show/hide pixi sprites by un/commenting the following line in universe.coffee (I agree this is weird) @pixiRenderer.render(@pixiStage);

CREATING TRACKS AND CARS

All the infos for creating assets are (or will be) in the assets folder

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