Canvas Tech Debt

Addressing some of the technical debt. Not very exciting. So bullet lists. DID: Set up Jasmine tests in Robotron (8 specs, 0 failures) Set up Jasmine tests in canvas-libs (4 specs, 0 failures) Moved supporting.js stuff to canvas-libs for both Centipede and Robotron Moved the Sound object from sound.js to canvas-libs for both Centipede and Robotron Commits Centipede 6fbcfff e5fab76 2155216 Robotron 4c0c571 58f992f Canvas Libs...

March 15, 2018

Twinstick Firing in Robotron

Planning More gamepad updates today. This time, specifically for Robotron. I plan to integrate the controls pausing and twinstick shooting. Pause updates Updated pause to handle both spacebar and the + key. I should probably find an XBox controller and see if the indices of those buttons are the same as the X-input (they should be; the indices don’t change between D- and X-input, only the dPad location does, and X-input includes a few extra buttons....

March 14, 2018

Gamepad Controls Library Updates

Updating the gamepad library Today, I’m focusing on the controls library. Goal: add right stick capturing without breaking Centipede or Robotron. Robotron needs the right stick to handle firing. I could just leave controls.js alone and update it’s functionality in the game itself, like this: 1 2 3 var theControls = controls; Then add stuff to controls like this: 1 2 3 theControls.aNewThing = newStuff; Or override stuff like this:...

March 13, 2018

Nerding Out on Robotron

Pre-Feature Cleanup of Joust and Robotron Over the weekend, I made a serious dent in the technical debt for the other canvas games, Joust and Robotron. Before I did any of that, I poked at Joust and attempted to find the upper limit on the number of simultaneous player objects (it’s about 200 before the slowdown is noticeable)! Added more colors to make it fun! Then I spent the better part of Saturday converting the mess of functions of both games into objects....

March 12, 2018