The newest version of Kontra.js brings some breaking changes as well as a bunch of new features. Some of the new features include: - TypeScript support - New GameObject class that is now the parent of the Sprite class - Button - allows you to create accessible buttons for your game - Text - allows you to write text to the canvas - Scene - helps you organize the different parts of your game - and much more!
For the second day, I decided to take the code I worked on in day 1 and to refactor it. For the first step, I broke up the code into new classes. Once I had this working, I decided that I wanted to try and create a plugin from this code so that way the code could be re-used in other projects. I also ran into some issues with my linting, so I updated the project to use the typescript version of the airbnb config.
For the first day, I decided to start simple and focus on getting the codebase setup that way I can keep my daily log and code in the same repository. Since I decided to use TypeScript for my challenge, this meant that I would need something to transpile my code so it can run in the browser, and I already had a template setup to do this. However, I didn’t want to create a seperate code base for each example since it would be hard to maintain, and ideally I only wanted one configuration file for the whole challenge.
Between work, home life, and the side projects I am working on, I haven’t been spending as much time on my game development projects as I would like. So in order to change things up, I thought it would be fun to challenge myself to coding an hour a day with the Phaser 3 framework by doing the #100DaysOfCode challenge. If you are not familiar, the #100DaysOfCode is a challenge to code for one hour a day for the next 100 days and to publicly commit to the challenge by tweeting your progress each day.
Intro The purpose of this tutorial is to show you how to create a simple Memory Game class in TypeScript that will contain all of the core game logic for building a simple Memory Game. For this tutorial, we will be testing our game logic using the browser developer console. However, in future tutorials, I will be showing you how we can take this class and create a basic Memory Game using HTML5 game frameworks like Phaser and Kontra.
In my last post, I talked a little bit about Gitment and how you could use that library for using GitHub Issues for comments on your blog. In this post, I am going to share with you how you can add Gitment to your Hugo blog. If you are not familiar with Gitment, it is a small JS library that leverages GitHub Issues for storing comments on each post.
With the new year, I decided to explore new ways of handling comments on my blog. In my research, I happened to come accross Gitment. Gitment is a small JS library that leverages GitHub Issues for storing comments on each post. Some things to note about Gitment: - Each post will have a seperate matching GitHub Issue. - Users have to be logged into GitHub to post a comment. Even though this is an ask on the users for leaving a comment or question, signing up for GitHub is easy and free.
It has been more than a year since I have posted any content to this site, and with the new year beginning I want to remedy that. Looking back, 2019 was quite a busy year and this blog just kept being put on the back burner. Between taking classes for my Masters Degree, the promotion at work, the side work I was doing for Zenva, GameDev Academy and Phaser GameDev Tutorials, and the time with my wonderfull family I had a little time for much else.
Phaser 3 offers a fantastic Webpack project template that makes it easy to start creating games right away. This template uses Webpack Dev Server, which provides live reloading while working on your game. It will also bundle all of JS files into one file once you are ready to deploy your game. However, one thing that is missing from this template for me is support for ES6 and other newer features of JS.