Fun! Would be nice if you could move and fire at the same time :)

On Sat, Apr 7, 2012 at 3:12 AM, Trevor Bentley <mrme...@gmail.com> wrote:
> Greetings!
>
> Tempest (in ClojureScript) has come a long way in the last couple of
> weeks.  A playable demo is now up:
>
> Play Tempest-cljs <http://mrmekon.github.com/tempest-cljs/level1.html>
>
> Best results with Chrome.
>
> Left and Right to move, spacebar shoots.
>
> It's legitimately playable now, though there's not much polish to it yet.
>  Only one kind of enemy so far, flippers, but they're functionally
> complete.  You can get shot or captured, which restarts the current level,
> or you can kill all of the enemies and move forward a level.  There are 7
> levels right now, and if you beat the 7th, you are greeted with a friendly
> black screen.
>
> -Trevor
>
>
> On Thursday, March 22, 2012 8:14:25 PM UTC-4, Trevor Bentley wrote:
>>
>> I'm teaching myself Clojure/ClojureScript/HTML5 via an excessively
>> complex first project: a clone of the arcade game Tempest.  I thought it
>> might be a handy resource to share since I've found surprisingly few
>> ClojureScript examples.  More certainly couldn't hurt.
>>
>> https://github.com/mrmekon/**tempest-cljs<https://github.com/mrmekon/tempest-cljs>
>>
>> The game is nowhere close to done, but there's some functional drawing
>> and movement code.  Collision detection is about the only thing left before
>> it qualifies as a "game", albeit a terrible, unfinished one.  It isn't
>> currently hosted anywhere, so you'll have to run it yourself, or make do
>> with the screenshots.  I have 6 levels, one kind of enemy, and the player
>> ship moves and shoots.  Level design is the most interesting part -- I
>> wrote some level-generating code, so certain types of levels can be
>> generated very easily.
>>
>> ClojureScript has been surprisingly solid and easy to work with.  I was
>> considering using it for a startup I'm working with, and this project has
>> done nothing to dissuade me.
>>
>> -Trevor
>>
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