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<root>­/­parties­/­2016­/­thegathering16­/­fastgamedev/snack_harrier_by_david_gross.zip

File size:
4 908 689 bytes (4.68M)
File date:
2016-04-02 05:45:02
Download count:
all-time: 96

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  • README.txt 1.69K
  • SNACK_HARRIER/ dir
  • SNACK_HARRIER/__tmp.txt 2.20K
  • SNACK_HARRIER/bullets.js 1.33K
  • SNACK_HARRIER/ch_badger.js 1.67K
  • SNACK_HARRIER/ch_cheese.js 1.45K
  • SNACK_HARRIER/ch_food.js 3.08K
  • SNACK_HARRIER/ch_world.js 4.45K
  • SNACK_HARRIER/default.png 352B
  • SNACK_HARRIER/edge_resolver.js 1.85K
  • SNACK_HARRIER/enemies.js 2.12K
  • SNACK_HARRIER/gl-matrix - Copy/ dir
  • SNACK_HARRIER/gl-matrix - Copy/gl-matrix-min.js 28.40K
  • SNACK_HARRIER/gl-matrix - Copy/gl-matrix.js 108.69K
  • SNACK_HARRIER/gl-matrix/ dir
  • SNACK_HARRIER/gl-matrix/gl-matrix-min.js 52.94K
  • SNACK_HARRIER/gl-matrix/gl-matrix.js 184.37K
  • SNACK_HARRIER/level.js 8.44K
  • SNACK_HARRIER/level.png 1.78K
  • SNACK_HARRIER/main.html 23.73K
  • SNACK_HARRIER/meshmaker.js 467B
  • SNACK_HARRIER/messages.js 77B
  • SNACK_HARRIER/mm_window.js 9.21K
  • SNACK_HARRIER/models.json 382.56K
  • SNACK_HARRIER/models/ dir
  • SNACK_HARRIER/models/assimp.dll 2.90M
  • SNACK_HARRIER/models/badger.png 2.64K
  • SNACK_HARRIER/models/badgerastro.png 2.50K
  • SNACK_HARRIER/models/badgerfull.png 4.09K
  • SNACK_HARRIER/models/badgerhappy.png 3.62K
  • SNACK_HARRIER/models/badgerhat.png 2.63K
  • SNACK_HARRIER/models/bg - Copy.png 300.25K
  • SNACK_HARRIER/models/bg.png 300.84K
  • SNACK_HARRIER/models/cheesecherry.json 5.85K
  • SNACK_HARRIER/models/cheesecherry.png 16.56K
  • SNACK_HARRIER/models/cheesecracker.json 9.15K
  • SNACK_HARRIER/models/cheesecracker.png 16.56K
  • SNACK_HARRIER/models/cheesetest.json 9.15K
  • SNACK_HARRIER/models/cheeseuv.png 47.09K
  • SNACK_HARRIER/models/cherry.json 24.72K
  • SNACK_HARRIER/models/cherry.png 7.07K
  • SNACK_HARRIER/models/compile.bat 64B
  • SNACK_HARRIER/models/cracker.json 94.92K
  • SNACK_HARRIER/models/cracker.png 84.09K
  • SNACK_HARRIER/models/Cube.json 877B
  • SNACK_HARRIER/models/dae_breaker.exe 17.00K
  • SNACK_HARRIER/models/detail.png 21.18K
  • SNACK_HARRIER/models/food.blend 628.94K
  • SNACK_HARRIER/models/food.blend1 650.89K
  • SNACK_HARRIER/models/food.dae 275.29K
  • SNACK_HARRIER/models/index.html 8B
  • SNACK_HARRIER/models/kaetdetail.png 281B
  • SNACK_HARRIER/models/models.blend 464.85K
  • SNACK_HARRIER/models/models.blend1 464.85K
  • SNACK_HARRIER/models/models.dae 7.79K
  • SNACK_HARRIER/models/Object001Mesh.json 5.31K
  • SNACK_HARRIER/models/old/ dir
  • SNACK_HARRIER/models/old/tile_test_block.json 971B
  • SNACK_HARRIER/models/old/tile_test_corner.json 2.14K
  • SNACK_HARRIER/models/old/tile_test_corridor.json 958B
  • SNACK_HARRIER/models/old/tile_test_edge.json 2.03K
  • SNACK_HARRIER/models/old/tile_test_inverted_corner.json 1.37K
  • SNACK_HARRIER/models/old/tile_test_inverted_slope_wall.json 818B
  • SNACK_HARRIER/models/old/tile_test_pillar.json 3.12K
  • SNACK_HARRIER/models/old/tile_test_plane.json 341B
  • SNACK_HARRIER/models/old/tile_test_shape.json 2.83K
  • SNACK_HARRIER/models/old/tile_test_slope.json 397B
  • SNACK_HARRIER/models/old/tile_test_slope_wall.json 825B
  • SNACK_HARRIER/models/old/tile_test_UV.json 354B
  • SNACK_HARRIER/models/old/tile_test_wall.json 671B
  • SNACK_HARRIER/models/old/tiles_test.png 112.95K
  • SNACK_HARRIER/models/old/tileset_test.blend 263.65K
  • SNACK_HARRIER/models/old/tileset_test.blend1 263.02K
  • SNACK_HARRIER/models/old/tileset_test.dae 59.42K
  • SNACK_HARRIER/models/player.json 13.76K
  • SNACK_HARRIER/models/player.png 66.81K
  • SNACK_HARRIER/models/player.xcf 925.47K
  • SNACK_HARRIER/models/suz.png 49.01K
  • SNACK_HARRIER/models/Suzanne.json 218.85K
  • SNACK_HARRIER/models/white.png 293B
  • SNACK_HARRIER/models/wiz.opus 1.16M
  • SNACK_HARRIER/moy3d.js 18.66K
  • SNACK_HARRIER/network.js 1.35K
  • SNACK_HARRIER/obst.js 910B
  • SNACK_HARRIER/other.js 2.02K
  • SNACK_HARRIER/player.js 3.52K
  • SNACK_HARRIER/README.txt 1.58K
  • SNACK_HARRIER/temp_tilegen.js 3.58K
  • SNACK_HARRIER/tex.png 85.31K
  • SNACK_HARRIER/tile.js 6.11K
  • SNACK_HARRIER/window.png 723B
  • SNACK_HARRIER/window.xcf 4.74K

file_id.diz




			SNACK HARRIER
			
			2016 Gamejam @ TG16
			Code and 3d assets by David "Moycakes" Gross
			2d assets by Dylan 'Agushi' Huskey
			Sound track by kullingmusic
			
	To run, you'll probably want to visit the link, or host this yourself, as I am
not sure if AJAX calls work for file:// based resources.
	http://88.92.42.149/wax/main.html (while at TG)
	http://moy.pink/space_harrier/main.html (after TG)

	To play:
		Navigate to the SNACK HARRIER folder, and run main.html in Firefox, or use a URL above in Chrome/Firefox
		Arrow keys


	Resources used: (google'd for, with free to use license selected.)
		https://pixabay.com/static/uploads/photo/2013/07/13/12/40/cheese-160099_960_720.png
		
	Software used:
		Notepad++
		Blender3d
		GIMP
		DaeBreaker (inhouse, parses collada files and exports JSON objects, requires ASSIMP)
		WAX renderererer (inhouse, heavily WIP)
		
		
	????:
	
	[3:04:33 PM] Moy: So the theme of the game contest here is "weightlessness"
	[3:04:46 PM] Moy: So I'm gonna do a game, where you play a spray can of cheese in space
	[3:04:50 PM] Moy: The space snack truck crashed
	[3:04:55 PM] Moy: So you need to feed the space tourists
	[3:05:13 PM] Moy: And to do that, you have to navigate the bunches of space snacks, and spray them spray cheese
	[3:05:20 PM] Moy: Also, spraying cheese is the only way you can move
	[3:05:33 PM] Moy: And there will be things like crackers, and fruit
	[3:05:48 PM] Moy: Cheese landing on fruit reduces score, and it landing on snacks gives you score
	
	
	
TODO:
	Add collision between player and food stuffs.
	Polish everything up.
	Add some kind of level system thing. (Perhaps get X perfect meals triggers a change.)



			SNACK HARRIER
			
			2016 Gamejam @ TG16
			Code and 3d assets by David "Moycakes" Gross
			2d assets by Dylan 'Agushi' Huskey
			Sound track by kullingmusic
			
	To run, you'll probably want to visit the link, or host this yourself, as I am
not sure if AJAX calls work for file:// based resources.
	http://88.92.42.149/wax/main.html (while at TG)
	http://moy.pink/space_harrier/main.html (after TG)

	To play:
		Arrow keys


	Resources used: (google'd for, with free to use license selected.)
		https://pixabay.com/static/uploads/photo/2013/07/13/12/40/cheese-160099_960_720.png
		
	Software used:
		Notepad++
		Blender3d
		GIMP
		DaeBreaker (inhouse, parses collada files and exports JSON objects, requires ASSIMP)
		WAX renderererer (inhouse, heavily WIP)
		
		
	????:
	
	[3:04:33 PM] Moy: So the theme of the game contest here is "weightlessness"
	[3:04:46 PM] Moy: So I'm gonna do a game, where you play a spray can of cheese in space
	[3:04:50 PM] Moy: The space snack truck crashed
	[3:04:55 PM] Moy: So you need to feed the space tourists
	[3:05:13 PM] Moy: And to do that, you have to navigate the bunches of space snacks, and spray them spray cheese
	[3:05:20 PM] Moy: Also, spraying cheese is the only way you can move
	[3:05:33 PM] Moy: And there will be things like crackers, and fruit
	[3:05:48 PM] Moy: Cheese landing on fruit reduces score, and it landing on snacks gives you score
	
	
	
TODO:
	Add collision between player and food stuffs.
	Polish everything up.
	Add some kind of level system thing. (Perhaps get X perfect meals triggers a change.)drawable.prototype.make_buffer_pnu = function(pos_, normals_, uvs_, indices_){
	console.log("DEPRECATED");
	return;
	
	if(!this.shader){
		console.log("Trying to make a drawable with no shader.");
		return 0;
	}
	this.shader.bind();
	this.clear();
	this.type = DRAWABLE_PNU;
	this.tris = pos_.length / 3;
	this.numIndices = indices_.length;
	
	if((pos_.length / 3) != (normals_.length / 3) || (pos_.length / 3) != (uvs_.length / 2)){
		console.log("Length of pos, normals, and UVs not equal.");
		return 0; // Mangled up data.
	}
	
	// I'm sure this could be optimized a bit more.  As in using a single buffer for PNU data.  I'll deal with it when I made a dae->JS-array converter.
	
	this.bufPos = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pos_), gl.STATIC_DRAW);
	
	this.bufNorm = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNorm);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals_), gl.STATIC_DRAW);
	
	this.bufUv = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, this.bufUv);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(uvs_), gl.STATIC_DRAW);
	

	this.bufIndices = gl.createBuffer();
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIndices);
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices_), gl.STATIC_DRAW);
	
	this.ok = 1;
	
	/*console.log("pos", pos_);
	console.log("norm", normals_);
	console.log("uv", uvs_);
	console.log("indices", indices_);/**/
	
	return 1;
}






	if(this.shader.aPos != -1){
		gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
		gl.vertexAttribPointer(this.shader.aPos, 3, gl.FLOAT, false, 0, 0);
	}//else console.log("no aPos");
	if(this.shader.aNorm != -1){
		gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNorm);
		gl.vertexAttribPointer(this.shader.aNorm, 3, gl.FLOAT, false, 0, 0);
	}//else console.log("no aNorm");
	if(this.shader.aUv != -1){
		gl.bindBuffer(gl.ARRAY_BUFFER, this.bufUv);
		gl.vertexAttribPointer(this.shader.aUv, 2, gl.FLOAT, false, 0, 0);
	}//else console.log("no aUv");

	if(this.shader.uDiff){
		gl.activeTexture(gl.TEXTURE0);
		gl.bindTexture(gl.TEXTURE_2D, tex.id);
		gl.uniform1i(this.shader.uDiff, 0);/**/
	}