18 4 / 2011
Ajay has been at work on some great looking level design with lots of water and variation in platforms.
05 3 / 2011
Powerup Time

This evening has mostly been focussed on improving how powerups are created, initalised and managed within the game. The powerup management is a pretty standard affair contained within the main game class, it keeps track of whether there is a powerup on screen and spawns new powerups at appropriate times in random positions
The powerups them selves are extended from a base ‘Powerup’ class (which is itself a child of the EaselJS Bitmap class). See code in public gist here. This class is kept very simple, each powerup simply overrides the init method with it’s custom logic.
Currently powerups are spawned after a set amount of time in a random position, they stay in this position until collected - This will change so that they move if not collected, this should add some drama as it has to be reached before it moves and protect against the really rare occurance where a powerup could spawn in an uncollectable location.
Next up: character animation!
