/README

http://github.com/sbober/pocjs · #! · 51 lines · 31 code · 20 blank · 0 comment · 0 complexity · 787291aa90cb55b36077c5fb71906730 MD5 · raw file

  1. PoC-JS
  2. ======
  3. This is a JavaScript port of the game
  4. "Prelude of the Chambered" by Markus "notch" Persson.
  5. Currently this is already working in current versions of Firefox,
  6. Chrome/Chromium and likely also Safari (and other WebKit browsers). Support for
  7. Opera and Internet Explorer 9+ is planned.
  8. The game looks best on Firefox as its canvas scaling can be made to _not_ use
  9. anti-aliasing. WebKit-based browsers produce a really squishy scale.
  10. Performance is acceptable although there surely are laggy moments.
  11. Some bugs are still to fix.
  12. Lessons learned
  13. ----------------
  14. - CanvasContext.drawImage takes the PNG alpha channel into account.
  15. The original pixel values are therefore not identical to
  16. CanvasContext.getImageData(...).data
  17. - doing level design as graphics may be a good idea, storing level meta data
  18. in the alpha channel may be not
  19. - having no Integer type sucks
  20. - having only function level scope sucks (no lexical scope? seriously?)
  21. - having the canvas engine scale an image is much faster than doing it
  22. in JS (oh, really?)
  23. - all browsers use anti-aliasing when scaling by default.
  24. Only Firefox can be told with
  25. CanvasContext.mozImageSmoothingEnabled = false
  26. to have a nice ruff, blocky scale
  27. - play testing a permadeath game that has no saves is annoying
  28. Copyright
  29. ---------
  30. - Idea, code, assets (c) 2011 Mojang AB
  31. - Javascript port by Sebastian Bober