Re:Show HN: A Tribute to “Asteroids”
by JeffL on Thursday August 14, 2014 @12:47PM
(#8178337)
That's a really cool version, but you need to give some invincibility when you respawn, otherwise one death can be equivalent to 2-3 if there happen to be asteroids in the middle area at the time.
Re:Show HN: A Tribute to “Asteroids”
by mturmon on Thursday August 14, 2014 @01:04PM
(#8178424)
It was fun to look at your source code. About 600 lines.
I really liked the arcade version of asteroids, so me and a friend wrote a version in PDP assembler for a class project. I wish I still had the source code, but let's just say it was not as compact (e.g., we had to do the video driver, random number generation, trig, etc.), and took a couple of weeks.
Although the basic OO design is the same, which is cool.
Re:Show HN: A Tribute to “Asteroids”
by hamora on Thursday August 14, 2014 @04:13PM
(#8179605)
Asteroid collisions completely change the game! You also nailed that vintage look! Nice stuff! I'm diving into your source code for polygons in detail!
Re:Show HN: A Tribute to “Asteroids”
by hamora on Thursday August 14, 2014 @09:50AM
(#8177434)
Something I made with pure JS and the HTML5 Canvas. Play it, have fun, and if you have any thoughts on the quality of the source code, please let me know!
Re:Show HN: A Tribute to “Asteroids”
by hardmath123 on Thursday August 14, 2014 @02:08PM
(#8178834)
On my browser (Safari), pressing arrow keys scrolls, making the game really hard to play. You should be able to `event.preventDefault()` or something to prevent scrolling.
Re:Show HN: A Tribute to “Asteroids”
by nootropicdesign on Thursday August 14, 2014 @02:38PM
(#8179045)
I implemented Asteroids on Arduino. It was very challenging to work within 2K of SRAM, especially when 1.5K was used by the video buffer.
https://www.youtube.com/watch?v=w03dO0Hd660
Re:Show HN: A Tribute to “Asteroids”
by Patrick_Devine on Thursday August 14, 2014 @11:50AM
(#8178019)
I like it. It harkens back to the original vector art version from '79, although you really should make the asteroids look more asteroid-y. If you make them circular it's still quite easy to do your collision detection and they'll look a lot better.
Re:Show HN: A Tribute to “Asteroids”
by hamora on Thursday August 14, 2014 @04:08PM
(#8179579)
My collision code is overly simplistic, and so I went with squares to give the asteroids some jagged edges. I should totally try out circles to see if they look better, though. Thanks!
Re:Show HN: A Tribute to “Asteroids”
by hamora on Thursday August 14, 2014 @04:09PM
(#8179584)
Thanks for the comment. It's ideally supposed to be the same as the original. If it is not, it's because I haven't implemented some features yet (spaceships, slowing down eventually if you don't thrust, ...).
https://github.com/santialbo/Asteroids
play here: https://rawgit.com/santialbo/Asteroids/master/default.htm
I really liked the arcade version of asteroids, so me and a friend wrote a version in PDP assembler for a class project. I wish I still had the source code, but let's just say it was not as compact (e.g., we had to do the video driver, random number generation, trig, etc.), and took a couple of weeks.
Although the basic OO design is the same, which is cool.
Then I noticed that if it wasn't going to hit me on the pass and wasn't the smallest size, that was bad.
I started waiting on the first big with a direct line, taking that guy down to basic and repeating.
Zen Astroids. :)
Very clean code btw.
http://www.dailyutahchronicle.com/index.php/a-tribute-to-ste...
:-P