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New reusable assets + new gamemode (timelimit/out of time) with procedurally generated tracks #5
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- includes new global var + code block at end of render function
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
…cross Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
…when new track is shorter than previous one and cars position might overflow) + better defaults Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
…ackground Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
…gth and not difficulty Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
Signed-off-by: Stephen L. <[email protected]>
trippy. |
Did you have a zip folder download available for this? Just getting into java so I can make mini games for my visual novel and I'd love to play around with this version some more, It looks really nice and the touch buttons are a neat functionality. |
@Smugglerofnoise Yes you can download this whole PR here as a zip :-) |
Awesome! Thanks for the quick response! 😊 |
@lrq3000 literally right as I am looking for replacement sprites for the regular javascript racer to make a synthwave version, I find this lol should I still make it? |
@stewpidtnlvr Yes, why not? Feel free to reuse sourcecode of this repo to speedup your work if you want or restart from scratch to entirely unleash your creativity :-) |
@lrq3000 I hate to bother you again, but would you mind telling me how to change one of the billboards? | edit: ok so I did some research. I was wondering if you could tell me how to edit the already-made svg file so I can change a billboard? |
…undefined turbo_left hud html element (regression in 03e087e , fix #1) Signed-off-by: Stephen L. <[email protected]>
First, let me thank you very much for the amazing engine you provided and the tutorials.
I have enhanced the game a bit by replacing the assets with reusable ones under permissive licenses or made from scratch, and I added a new "out of time" gamemode with a timelimit to reach the next finish line with procedurally and randomly generated tracks (but the old "fastest lap" gamemode is still available, and also supports randomly generated track).
I also added a few things in the engine such as a rudimentary day-light cycle simply replacing the background with a progressive blending effect.
Also added a turbo, and support for mobile devices (with touch controls).
This PR is testable online here on my github: http://lrq3000.github.io/javascript-racer/
And the sourcecode is here (same as this PR): https://github.com/lrq3000/javascript-racer
Here are some screenshots: