In this 5th and for the moment last part of my series on creating an html5-canvas-game I’m going to write about adding animations and other elements to polish up the game a little bit.
The result:
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In this 5th and for the moment last part of my series on creating an html5-canvas-game I’m going to write about adding animations and other elements to polish up the game a little bit.
The result:
Continue reading
The 4th part of my series on creating an EaselJS-Game is about adjusting the game to different display-sizes, which is very important when targeting mobile devices. To visualize, what the result is going to look like – I added the following two iframes, to demonstrate how the game adjusts to a different screen-/stage-size.
Open this http://demos.indiegamr.com/jumpy/part4/index_nearestNeighbor.html in a new browser-window and see how it adjusts to your window-size as you reload the page after resizing the window.
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So this is going to be Part3 of my series on creating a retro style platform runner game for mobile devices. Originally I wanted to write about adding animations in this part, however I rethought the who whole part and find it more suitable to first add some movement and make the collision detection complete, as it is still just a very basic algorithm in the previous part.
So this is going to be the result of this part:
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This is Part 2 of my tutorial on How to create a Runner Game for mobile with EaselJS – in this part i’m going to cover the collision-detection between two objects in EaselJS.
There are several types of collision detection methods, I’m going to explain two of the most commong ways to detect a collision – if you want more/detailed information on the subject I would encourage you to google for it or try this article as an introduction to the topic.
1) Distance Based- or Circle-Collision
This is probably the simplest type of collision detection. What you basically have to do is to set a collision-radius for each object, then calculate the distance between the objects and see if the distrance is lower than the radii combined. However the following image shows, that this kind of detection won’t be suitable for our platform game:
Please correct me if I’m wrong here, but I was looking for a method or property to retrieve the boundaries of a DisplayObject in EaselJS – however I was not able to find it – so I wrote my own method for this, maybe this will help someone and hopefully a method like this will be implemented into the framework in the future. If someone knows about the existence of such a method, please post it in the comments, so I can update this post.
Update (12-06-2012): I updated the snipped to work with the current easelJS version, it also includes rotation now.
Update (03-14-2013): Please refer to the following library: https://github.com/olsn/Collision-Detection-for-EaselJS it contains the getBounds()-method and is regularly updated and contains bugfixes