If you're still looking at the game, I cleaned it up quite a bit. I was doing an experiment in MVC design, so the game engine is a lot easier to read and a lot more OO. Each object is now abstracted, and the canvas/pyjs code is separated from everything else.
I forked the repo on github and modified the code in my personal copy. I have a PR here for anyone that wants to check it out: https://github.com/pyjs/pyjs/pull/777 On Sun, Sep 9, 2012 at 11:20 PM, C Anthony Risinger <[email protected]> wrote: > On Fri, Sep 7, 2012 at 9:35 PM, Ben <[email protected]> wrote: > > Hello all, > > > > I will be making a video game for my final college class within the next > > month or so, and I intend to incorporate pyjs. I haven't even cracked > open > > pyjamas, but I want to use this as an excellent excuse to learn it by > making > > a browser-based javascript game. I have skimmed sections of a book on > > javascript so its not completely foreign to me, but I'm definitely more > > familiar with Python. > > > > In any case, the question I'm teetering on now is whether or not to use a > > javascript-based engine like Coco2d. I want to make sure I can build > > something quickly, in the span of a few weeks. If its a simple action > game > > (jumping, gravity, left and right) should I try to write it from > scratch, or > > start with a free 2d engine and write the rest in pysj? > > i don't think this would be too difficult to implement -- i take it > you'd be using Canvas()? i don't have a tremendous amount of > experience with Canvas myself (though this is likely to change rather > soon), but i recently spent ~20min attempting to update the code for > the Asteroids game: > > http://pyjs.org/examples/Space.html > > ... and while the code/structure is not stellar it does serve as a > successful example of how such a game can be constructed. > > pyjs will do a pretty good job of abstracting the "JS-y-ness" of it > all, but at the end of the day, you *are* running JS, so some > knowledge there definitely helps. we try to provide enough details > for effective debugging, but it's nowhere near perfect, and there are > times you may find it lacking. there are solid/fast ways to develop > using *real* python bindings [runners], but sadly, none currently > support Canvas :-( > > at any rate, it sounds like an interesting project; should you decide > to pursue we'll be lurking around if you get stuck. > > -- > > C Anthony > > -- > > > > --
