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Clone of *The Legend of Zelda: Link to the Past* using HTML5 technologies™ [ABANDONED]

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Link to the Past

This is a clone of Legend of Zelda: Link to the Past for the SNES, written entirely in JavaScript.

Current progress on Heroku here: http://zelda-lttp.herokuapp.com

Pre-flight

Bundler is being used to load the few dependencies this app has at runtime, so you'll want to make sure you have that installed. Then run:

bundle install --binstubs

Running the game

The game runs inside a Sinatra app, because it just ends up being easier. To boot the app all you have to say is:

bin/rackup -p PORT

Now visit http://localhost:PORT, and you're off to the races.

Developing

Sass is being used for stylesheets, and CoffeeScript is being used for the JavaScript. To play nice with Sinatra (and also make it so the app is deployable to Heroku), CSS and JavaScript files are generated and stored in the repo. It would be a pain to do this manually, so Guard monitors the app/stylesheets and app/javascripts directory, and when you update a source file, it is compiled and placed in the appropriate directory (public/stylesheets and public/javascripts, respectively). So, before you start writing code, simply run:

bin/guard

Architecture

Except for a few images, the game is built entirely using Javascript, CSS, and the HTML5 Canvas API.

One thing you need to know is that instead of using jQuery, I've opted to use a collection of microframeworks, packaged together using Ender. I think the idea Ender brings to the table is pretty neat, so I'm trying it out. While working with several modules is a bit more cumbersome, the reduced size of these microframeworks compared to jQuery is very encouraging (as an example, our package measures 70kb compared to jQuery 1.5.2, which is 221kb!).

The concatened version of the package we are using is located at vendor/javascripts/ender.js for you to inspect. It's important to note that these modules approximate, but don't exactly match, the jQuery API. You'll want to read up on each one. Here's the full list of modules in our package:

  • domReady - A cross-browser domReady. With Ender, this is available as $.domReady(function() { ... }).
  • Bonzo + Qwery - A DOM utility library and DOM selector engine. With Ender, you can say e.g. $('div > p).hide(), $('<div />).attr("id", "foo"), etc.
  • Bean - DOM event library. With Ender, you can say e.g. $('div').bind('click', function() { ... }), $(window).trigger('customevent'), etc.
  • Valentine - General purpose utility library. This is basically along the same lines as Underscore, so you can say e.g. $.v.each(function() { ... }), $.v.map(function() { ... }), etc. There are a few methods in Underscore that Valentine doesn't have, and the type checking methods that Valentine has are a different API than Underscore. Most importantly, the callback passed to each() is called with different arguments in Valentine than Underscore. It's a bit confusing actually: for an array, it uses the native forEach(), so it's callback(elem, idx, ary), but for an object, it's callback(key, val, obj). Perhaps a later update will correct this.

Roadmap

See TODO.md. I tend to update that as I go along.

How are you creating the game? You do know there's an SNES emulator in Javascript, right?

Yup, but I prefer to do it manually. Basically, I load the game in ZSNES or SNES9x and copy it that way. Thanks to various sources on the interwebs for images of tiles and sprites.

Author/Contact

This project is (c) 2011-2012 Elliot Winkler. If you have any questions, please feel free to contact me through these channels:

License

All code here is free to use for personal and commercial purposes. If you learn something from it, awesome. If it powers your multi-million dollar enterprise, even better. If it gets put in a computer on a rocket to Mars, fantastic. I'm not going to sue you, I really don't care. You don't even have to attach a courtesy if you don't want (though it's the neighborly thing to do). Basically, use your powers wisely. Be nice!

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