In this hackathon you are part of a group of three and need to develop a game like the Mario Paint flyswatter game: https://www.youtube.com/watch?v=vAQXJbfihxo
You will be eliminating COVID-19 viruses floating down the screen. Use the mouse to click “spray” cells with alcohol so they die.
The rules of the game are intentionally loosly defined. There should be viruses on the screen that you need to disinfect. Appearance, quantity, movement, score, sound effects, etc, are all up to your team.
There are some predefined assets in the src/images
and src/audio
folders.
You can use these or create your own new assets.
A basic game framework is provided using Create React App and TypeScript. The game framework uses the requestAnimationFrame API to smoothly update the game world in a performant way.
Objects in the game world can be rendered as React components using any features of HTML and CSS.
You can run the game with:
yarn install
yarn start
The requestAnimationFrame
API is wrapped in a hook that is called once for
each frame. You can update the game state inside the callback function and
change object positions.
The basic framework updates object positions based on a velocity vector. The x,y position of the element is updated on each frame with the x,y components of the velocity vector. This is one way movement can be done, but it is not required that objects move this way.
The callback receives a delta
parameter which is the number of seconds that
have elapsed since the last update. When things are running smoothly at 60
frames-per-second the delta value will be 0.016 seconds. If things slow down,
the delta value could be much higher. This value can be used to scale updates
so movement remains smooth even if the frame rate becomes inconsistent.
You can animate sprints in several different ways. The easiest with the least control is to use an animated gif as a background image. A slightly more complicated option with more control is to use a flim-strip image and CSS animations. Using this technique, animations can be started, stopped, sped-up and slowed-down:
@keyframes background-animation {
/* set background position to the first frame */
0% {
background-position: 0 0;
}
/* set background position to the last frame, assuming the image is 50x50 and
there are 6 frames of animation */
100% {
background-position: -250px 0;
}
}
.my-object {
width: 50px;
height: 50px;
background: url('images/film-strip.png');
background-size: 300px 50px;
background-position: 0 0;
background-repeat: no-repeat;
/* loop the animation at 6 frames over 1 second */
animation: background-animation 1s steps(6) infinite;
}
There are no sound effects in the game engine, but you can add sounds using
the HTML5 audio API. You can do this with useEffect()
and direct use of the
Audio API,
or by creating hidden <audio />
elements using a React component.
import beepFile from './sounds/beep.ogg';
const beepSound = new Audio(beepFile);
beepSound.volume = 0.8;
beepSound.play();
There are two places you may want to check for collisions. First, you may check in the per-frame update function. You could check if objects have collided during or after moving all the objects. Depending on how you design your game, this may be useful.
Second, you may want to do collision detection based on mouse events. There is a simple mouse click handler that can be extended to add keyboard and mouse movement events. You may want to check for collisions in the event handler.
In both cases, knowing if two objects have collided can be done in a variety of ways. The simplest to implement is to treat every object as a circle with a defined radius. Collisions happen when the distance between the two centers is less than the sum of the two radii.
const distance = Math.sqrt(Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2));
if (distance < a.radius + b.radius) {
console.log('a and b are intersecting!');
}
Detecting collisions of polygons is a bit more complicated, but can be done. There may be NPM packages available to detect point-in-polygon or polygon-intersecting-polygon if you want this for your game.