JavaScript 2D GAME Tutorial for Beginners



JavaScript 2D GAME Tutorial for Beginners

JavaScript 2D GAME Tutorial for Beginners

Spaceships, lazers and aliens. Let’s build a game from scratch with plain vanilla JavaScript and learn about game development and object-oriented programming. Our JavaScript game will be loosely inspired by the iconic space invaders arcade, but we will add some fun bonus features like super weapons, boss battles and different enemy types. While we do that we will learn about fundamental programming principles with JavaScript and object-oriented programming.

🚀 EXTENDED class with BONUS lessons and more free sprite sheets will be available here when I finalise the project, for now you can check out my other premium content if you want:
https://www.udemy.com/course/learn-game-development-with-javascript/?referralCode=69874A38D543D7F510F2
https://www.udemy.com/course/build-animated-physics-game-with-javascript/?referralCode=B4482AF631243104650B

👽 Download Project Art assets 👽
Background: https://www.frankslaboratory.co.uk/downloads/125/background.png
Beetlemorph enemy: https://www.frankslaboratory.co.uk/downloads/125/beetlemorph.png
Player space ship: https://www.frankslaboratory.co.uk/downloads/125/player.png
Player jets: https://www.frankslaboratory.co.uk/downloads/125/player_jets.png
(if you can’t download the files, try to use a different browser or VPN to change your country, also leave a comment so I can fix it)

🌌 Tutorial Contents 🌌
00:00:00 Intro
00:00:44 Project setup
00:05:23 Game and player objects
00:11:00 Keyboard controls
00:18:27 Object pool design pattern
00:31:28 Enemy waves
00:45:02 Collision detection
00:53:05 Score and game text
01:05:53 Game restart method
01:11:36 Beetlemorph enemy class
01:16:26 Sprite animation explained
01:27:02 Animation timing
01:37:17 Player animation

Space Invaders was released in arcades across Japan in the summer of 1978. Back in the day, the processors were not powerful enough to move the entire army of aliens at the speed the designer Tomohiro Nishikado intended, but as the player defeated enemies, it freed more processor memory and the game was getting faster and faster the fewer enemies were on screen. It also affected the speed of background music. It wasn’t intended but this rising difficulty bug became a game feature. We will create a variation on this by making the enemies come in larger and larger waves. I will be using NO frameworks and no libraries and I will explain every line of code as usual, because only when you fully understand the code can you modify and add your own features later if that’s what you want to do.

The description of this video may contain affiliate links, which means that if you buy one of the products that I recommend, I’ll receive a small commission without any additional cost for you. This helps to support the channel and allows me to continue making videos like this. Thank you for the support!
#frankslaboratory

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