This is some cool stuff, I'll have to poke through the code later.
I've never played tempest, so I don't know what's supposed to happen,
but it was interesting to just move towards the focal point and let
the flippers pile up around the edges.

On Mar 22, 7:14 pm, Trevor Bentley <mrme...@gmail.com> 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
>
> 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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