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SUPERSPRINT WEB

SuperSprint is an attempt to recreate the famous game I've been playing for hours when I was a kid on our good old Atari ST 520 (What did SuperSprint look like actually ?), on the web. I would really like to make this a multiplayer game (using websockets ?), this is the milestone I'd like to reach.

I'm using the following technologies :

  • TypeScript + Vite : the frontend build toolchain.
  • Box2dweb physics engine : I've tried several javascript physics engines so far, but none of them contained half the documentation, the stackoverflow-answer base, features and/or helpers box2dweb has.
  • Pixi JS v8 : 2D rendering with WebGL.

I Hope you like it !!

HOW TO START THE GAME

cd app
npm install
npm run dev     # dev server on http://localhost:8000

To build for production:

npm run build   # type-check + build → dist/
npm run preview # serve the built dist/

HOW TO CODE

Url params

You can call different tracks using url params: http://localhost:8000/?track=1&cars=0,0&debug=true

  • track : index into the tracks[] array in src/settings.ts
  • cars : comma-separated car config indices (e.g. 0,0 for two cars using config 0)
  • debug : set to true to enable the Box2D debug draw overlay

######game process starting point The main game process is in src/Game.ts.

CREATING TRACKS AND CARS

All the infos for creating assets are in app/assets/README.md.

To launch the RUBE physics editor (Linux):

./resources/rube-lin64-1.8.0/rube.sh

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