Asteroid Runner

Last update 5/18/2013

One of my current projects is a simple HTML5 game that I’m hoping to polish and finish relatively quickly by keeping the scope very small. It’s an endless scroller where you control a spaceship and have to destroy and navigate asteroids for as long as you can. If your browser supports HTML5, you can try it out here (warning: sound).

Screen Shot 2013-05-13 at 9.47.15 AM


As you fly through the game, your score increases and you get points for shooting down asteroids too. Not sure how far I’ll go with extra features like powerups, levels, etc. – my first focus is on getting the controls, graphics, and sound really tight first. I’ve been bouncing back and forth between the web version (which uses an actual HTML5 canvas), and the iOS version (which runs in a mock canvas framework called Ejecta). The integration with the iPhone accelerometer and app packaging has so far been great once I got XCode up and running.

I’m using the ImpactJS¬†game engine which so far has been pretty good. It provides nice handling for the timing loop and a standardized way to route inputs, manage game entities, and render graphics. I do like working in Javascript and the engine extends reasonably well with any additional code I want to write. It sort of looks like this:

Screen Shot 2013-05-13 at 10.00.51 AM

This has also provided an interesting opportunity to test out some of the various web development IDEs available on OS X. I’ve spent significant time with Coda, Komodo Edit, and Sublime Text 2, all of which have been reasonably good. Unfortunately the ImpactJS engine uses some odd class naming that doesn’t seem to get picked up well by any of the auto-complete processes. Since then I picked up IntelliJ IDEA (parent of WebStorm) on sale, which I have high hopes for, but I haven’t circled back to load up this project in it yet.

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