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P5.play

molleindustria.github.io

1–9 of 9 posts

Re: P5.play

#2
I like this framework. It provides the next run of benefits for a graphics library, turning it into a game library. Perhaps the hierarchy, in order of increasing complexity, is:

* Drawing basic 2D primitives @ a specific frame rate, handling inputs

* Drawing image files and spritesheets

* A way to organize scenes/stages

* Collision detection

* Path finding

Re: P5.play

#6
Great work. The examples are fantastic. Code looks really clean, but there's quite a bit of magic going on that's not immediately understandable. For example, in the flappy bird clone, how are the pipes' placement determined?

Re: P5.play

#9
post #6

Great work. The examples are fantastic. Code looks really clean, but there's quite a bit of magic going on that's not immediately understandable. For example, in the flappy bird clone, how are the pipes' placement determined?

The playfield is a moving camera view on a static world.

The bird moves forward constantly, the camera follows the bird, and the pipes spawn at a fixed location one screen width ahead of the bird.