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Avec des labyrinthes

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LABYRINTHE FACILE À UTILISER ET À MODIFIER labyrinthe, générateur, maze, jeux, javascript, Source N°30414 Javascript. Comme le titre le dit c'est un labyrinthe dans lequel on peut se déplacer à l'aide des flèches situées sur le côté (2,4,6,8) ou pour les navigateurs qui ne supportent pas le event.keyCode il y a des boutons dans le bas du script pour se déplacer.

LABYRINTHE FACILE À UTILISER ET À MODIFIER labyrinthe, générateur, maze, jeux, javascript, Source N°30414 Javascript

Aussi j'ai intégré dans le zip un générateur de labyrinthe qui est aussi facile à utiliser. Source / Exemple : <HTML><HEAD><TITLE>..: Labyrinthe :.. Conclusion : Voici le principe de mon script : - Premièrment il crée un tableau vide avec les dimensions voulues. - Deuxièment il crée les murs ( enlève le id des cases et les mets de couleur ) - Troisièment lorsque l'on se déplace si il ne trouve pas l'object vers lequel il se déplace il ne bouge pas, donc si on a enlevé le id où il y a des murs il ne peut pas se déplacer sur le mur.

Testé sur : - Internet Explorer - Modzilla - Netscape - Firefox - Opéra. Creating pseudo 3D games with HTML 5 canvas and raycasting - Ope. By Jacob Seidelin Note that there is a Czech translation of this article available - Jak vytvořit pseudo 3D hry v HTML5 canvasu s raycastingem - translated by Martin Hassman.

Creating pseudo 3D games with HTML 5 canvas and raycasting - Ope

Introduction With the increase in browser performance in recent times it has become easier to implement games in JavaScript beyond simple games like Tic-Tac-Toe. We no longer need to use Flash to do cool effects and, with the advent of the HTML5 Canvas element, creating snazzy looking web games and dynamic graphics is easier than ever before. One game, or game engine, I wanted to implement for some time was a psuedo-3D engine such as the one used in the old Wolfenstein 3D game by iD Software. In this article, I'll deconstruct the latter project and go through the details of how to create your own pseudo-3D raycasting engine. The article assumes a decent level of experience with JavaScript, familiarity with the HTML5 canvas element and at least a basic understanding of trigonometry. The map Ok, so far so good. Creating pseudo 3D games with HTML 5 canvas and raycasting: Part.

By Jacob Seidelin Introduction This is my second article about creating Wolfenstein-like games with JavaScript, DOM and HTML 5 canvas; the techniques discussed are similar to those used in my WolfenFlickr project.

Creating pseudo 3D games with HTML 5 canvas and raycasting: Part

In the first article, I created a basic map for the player to walk around in and a pseudo-3D rendering of the game world using raycasting techniques. In this article I'm first going to improve on the codebase I've already built, optimizing the rendering process to gain better performance and making the collision detection between the player and the walls better. In the second half, I'll implement static sprites to give the castle a bit of atmosphere and finally add an enemy or two. The full (MIT licensed) sample code is available for download here. Optimizing Without further ado, let's get on with optimizing the existing code base. Splitting the rendering and the game logic Optimizing the rendering Next I'll optimize the rendering process a bit.

Try the new optimized demo now.