/README
http://github.com/sbober/pocjs · #! · 51 lines · 31 code · 20 blank · 0 comment · 0 complexity · 787291aa90cb55b36077c5fb71906730 MD5 · raw file
- PoC-JS
- ======
- This is a JavaScript port of the game
- "Prelude of the Chambered" by Markus "notch" Persson.
- Currently this is already working in current versions of Firefox,
- Chrome/Chromium and likely also Safari (and other WebKit browsers). Support for
- Opera and Internet Explorer 9+ is planned.
- The game looks best on Firefox as its canvas scaling can be made to _not_ use
- anti-aliasing. WebKit-based browsers produce a really squishy scale.
- Performance is acceptable although there surely are laggy moments.
- Some bugs are still to fix.
- Lessons learned
- ----------------
- - CanvasContext.drawImage takes the PNG alpha channel into account.
- The original pixel values are therefore not identical to
- CanvasContext.getImageData(...).data
- - doing level design as graphics may be a good idea, storing level meta data
- in the alpha channel may be not
- - having no Integer type sucks
- - having only function level scope sucks (no lexical scope? seriously?)
- - having the canvas engine scale an image is much faster than doing it
- in JS (oh, really?)
- - all browsers use anti-aliasing when scaling by default.
- Only Firefox can be told with
- CanvasContext.mozImageSmoothingEnabled = false
- to have a nice ruff, blocky scale
- - play testing a permadeath game that has no saves is annoying
- Copyright
- ---------
- - Idea, code, assets (c) 2011 Mojang AB
- - Javascript port by Sebastian Bober