Writing simple javascript games




















React Native. Python Design Patterns. Python Pillow. Python Turtle. Verbal Ability. Interview Questions. Company Questions. Artificial Intelligence. Cloud Computing. Data Science. Angular 7. Machine Learning. Data Structures. Operating System. Computer Network. Compiler Design. Computer Organization. Discrete Mathematics. Ethical Hacking. Computer Graphics. Software Engineering. The following is a collection of simple javascript games but has very interesting functions and can be a reference material, these games include:.

Flappy Bird is a game that uses 2D display. The aim is to direct the flying bird, named "Faby", which moves continuously to the right, between sets of pipes like Mario. If a player touches the pipe, they lose. Faby quickly flaps every time the player taps the screen, if the screen doesn't knock, then Faby falls due to gravity. Each pair of pipes he navigates yields one player point, with a medal awarded for a score at the end of the match. No medals are awarded for scores less than ten. Bronze medals are awarded for scores between ten and twenty.

To receive a silver medal, players must reach 20 points. Gold medals are given to those whose value is higher than thirty points. Do you want to become a front-end developer? Or is it just for fun? Then, find a JavaScript project idea that suits your long-term goal. If you want to become a web developer, find a web-based project, for example.

Install a code editor to use, and remember to break down your project into smaller milestones to track your progress more easily. Follow a tutorial if you need to, but as your skills improve, make sure you build small JavaScript projects on your own as soon as you can. Yes, JavaScript is one of the easiest programming languages for beginners. All you need is a code editor and a web browser to write and test your scripts with.

Also, when you need help, troubleshooting your code is relatively easy thanks to the enormous global community. If you are entirely new to programming, use a free online tutorial or course to learn the fundamentals.

Codecademy , freeCodeCamp , and Udemy are great places to start. Also, check out these top YouTube channels to learn programming from scratch. If you enjoy working with JavaScript, consider investing a few bucks in a paid course. They often offer more up-to-date content, practical projects to build for your portfolio, and better support from the instructor.

There you go! If you want to start a career as a web developer, building your own JavaScript projects is the best way to learn the language. Working on projects of your own helps you understand how the syntax works and how you can solve different problems with JavaScript. As you start learning JavaScript and you finish your first beginner-level projects, you will quickly feel more comfortable working independently.

Also, you will surely find more fun project ideas as you go. For even more ideas, check out my guide with t h e best JavaScript practice websites for beginners , too. If you liked this article, please drop me a line in the comments below!

Also, share it with others! Join me here on MikkeGoes. Learn how I taught myself tech skills and became a web dev entrepreneur here. And come say hi on Twitter! Sign up now to get my free guide to teach yourself how to code from scratch. If you are interested in learning tech skills, these tips are perfect for getting started the smart way. Get free learn to code tips. Are you looking for the best JavaScript projects for beginners?

Pin 12K. Share 7. What projects can I do with JavaScript? What are some good JavaScript projects for beginners? How do I start a JavaScript project? As far as utilities go, foreseeable necessary utilities include a way to bind our number to a specific boundary the width of our viewport and 0 and a way of determining whether or not a key is being pressed at any time.

Let's start by scaffolding out our player entity, then we can create and plug in those utilities as needed. As you can see, our entity structure is extremely similar to all of our other modules; we just have an exported function declaration with some properties and methods exposed. What's important to note here are the exposed render and update methods, lines 23 - 30 and 34 - 37, respectively. You'll remember that in both our global update and render modules we're iterating through all of the active entities and firing off these methods, so the inclusion of them within our entity is crucial.

Since we were injecting it earlier, I'm sticking with that here. If it winds up bugging me later, I'm sure I'll change it in the next post. Technically, as long as we instantiate the player module our game should function and render our player in our viewport.

This will more than likely occur on a per-level or world basis, but for now we'll just toss that into our main module. Now that we've got a working entity it's time for us to fill up the entities update method so it actually does something. Our first order of business is getting our player to move around whenever we press the arrow keys down.

Since we're not using jQuery or any libraries we're going to have to figure out a way to gracefully monitor the dom for key down events, then store whether or not a key is down at any given point as a boolean. There's two ways we can do this, we can either return some functions that will act as getters and retrieve whatever the keys variable is set to at that moment keys.

This is obviously left completely to personal preference, and I'm going to be using Object. Now, I understand that this probably looks about as graceful as an ice skating bear with all of its if blocks, but it's certainly a lot better than polluting our entity with all of this mumbo jumbo trust me on this, I had it within the module when I first wrote it and the tears were real.

So, what's goin' on here? After requiring this module into our player module, we then have access to the ability to request whether a key is active or not at any given time by calling that keys property within the isPressed object keys. Easier than expected, huh? And since we've defined our moveSpeed as a variable, later on we can alter the move speed dynamically to implement things like smooth surfaces, boost power ups, sprinting, etc.

The only downside that we're left with is if we keep going left for instance, we could easily get lost in the depths of the out-of-viewport wilderness; never to return. Let's fix that. When I say we're going to be binding our position to a boundary, it's just a fancy way of saying that we're going to be forcing our coordinates to not exceed a minimum or maximum value.

It's a really simple trick, and while it isn't absolutely necessary to have as its own module it makes using it within our player module a lot cleaner. Not to mention we can always extend the module to contain other math-related helper functions as well. All we're doing here is taking the min and max boundaries, and applying our current position so it won't exceed those two boundary points. Some "Eureka!

Now we can jump back into our player module and change our update method to bind our position to the boundaries we've set. Trust me, this is a LOT cleaner than tossing all of that min max stuff into the module. As I mentioned before, since we extended the Number objects prototype with Number.

Since x and y are numbers rather than strings, they can then use boundary to return the proper position. Not too shabby for a first pass. I know we mostly did the behind the scenes stuff the kind of stuff that takes forever, then you excitedly show it to the client and they go "uhhh.

In the next couple posts we'll start going in and doing the exciting stuff like creating sprites for our entities, generating levels, writing in collision detection, and possibly extracting our logic update layer further for more efficiency. If you'd like to check out the code for this post in full, you can check it out on the github repo specifically the 0. High-level overview We're going to be making a simple top-down game with basic old-school gameplay characteristics.

Getting started Our first order of business will be creating a good project foundation. Let's have a look at our proposed project structure: index. Creating a viewport with canvas First things first, we want to create our main game module so we can start working.

Creating a game loop So we've got a canvas and some folders that make us look like we really know what we're doing. Let's take a look at our primary options: setTimeout or setInterval set to an interval that would fire off at a rate that would equal our target FPS. Utilize window.



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