SuicideBurn | classic Atari game 'Lunar Lander ' named Suicide Burn
kandi X-RAY | SuicideBurn Summary
kandi X-RAY | SuicideBurn Summary
SuicideBurn is a JavaScript library. SuicideBurn has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.
The game has two modes, assistance on or off. Your high score will only be recorded with assistance off. Assistance great for getting a feeling for how a ship behaves in zero gravity. Assistance is one of the core features of this game, and also the most difficult to implement. Simply put, the assistance line indicates the path of your ship.At a certain point in the line, the color changes to red. this indicates that this point in the trajectory is the final point you are able to fire your engine and land safely without any dangerous amount of horizontal or vertical velocity. If you fail to fire your engine before or at this point, you are guaranteed to crash. The assistance line is initially drawn by creating a new Ship Object at the coordinates of the playable ship,named mockShip, and immediately looping the ship through the actions it goes through for each frame until it crashes. The Ship Object holds a coordinates history instance variable, which is used to draw the line for the path of the simulated ship. This draws the line, but the red area of the line has not yet been calculated. This point is determined as the assistance line is drawn. the function tooLateHere is called at each single point in the line as its drawn to determine if this point is the point to start drawing the red line. a modifier of 5 is added to the point because after play testing it was determined most people trying to fire the engine at the last possible second tend to fire a bit too late to safely land. The tooLateHere function initially used a simple formula to derive wether the ship has enough steps left to safely land. Each step is a frame where the effects of engine thrust and gravity on both horizontal and vertical are applied. This method proved to not be accurate, mainly due to the fact that it assumes the ships time to impact remains constant even though that is not what is happening in reality. As the ship slows down, stepsRemaining increases to infinity. however this method proved very useful later on, as it is a great tool to determine the approximate location to start drawing the red line. More on this later. To solve this issue, and accurately predict red line point, two new simulations were used with two new mockShips one for horizontal velocity and one for vertical velocity. here is a snippet of the simulation for vertical velocity. The new mockShip starts with zero horizontal velocity, and is simulated with engines running. if the ship manages to invert its vertical velocity(go from positive to negative and vice versa) then the ship is determined to be safe, otherwise the ship is not safe and the current coordinates are used to begin drawing the red line. While this method was pixel accurate, there was an issue of time complexity. at every single frame, two simulations are running inside another simulation. This problem did slow the game down significantly. To solve this problem, the initial method of estimating the approximate location of the red line was used to quickly determine if a secondary simulation is needed to pinpoint red line starting point. this way, the secondary set of simulations are only run when the point of simulation approximated to be nearby. This gave the game great performance while providing pixel accurate assistance lines.
The game has two modes, assistance on or off. Your high score will only be recorded with assistance off. Assistance great for getting a feeling for how a ship behaves in zero gravity. Assistance is one of the core features of this game, and also the most difficult to implement. Simply put, the assistance line indicates the path of your ship.At a certain point in the line, the color changes to red. this indicates that this point in the trajectory is the final point you are able to fire your engine and land safely without any dangerous amount of horizontal or vertical velocity. If you fail to fire your engine before or at this point, you are guaranteed to crash. The assistance line is initially drawn by creating a new Ship Object at the coordinates of the playable ship,named mockShip, and immediately looping the ship through the actions it goes through for each frame until it crashes. The Ship Object holds a coordinates history instance variable, which is used to draw the line for the path of the simulated ship. This draws the line, but the red area of the line has not yet been calculated. This point is determined as the assistance line is drawn. the function tooLateHere is called at each single point in the line as its drawn to determine if this point is the point to start drawing the red line. a modifier of 5 is added to the point because after play testing it was determined most people trying to fire the engine at the last possible second tend to fire a bit too late to safely land. The tooLateHere function initially used a simple formula to derive wether the ship has enough steps left to safely land. Each step is a frame where the effects of engine thrust and gravity on both horizontal and vertical are applied. This method proved to not be accurate, mainly due to the fact that it assumes the ships time to impact remains constant even though that is not what is happening in reality. As the ship slows down, stepsRemaining increases to infinity. however this method proved very useful later on, as it is a great tool to determine the approximate location to start drawing the red line. More on this later. To solve this issue, and accurately predict red line point, two new simulations were used with two new mockShips one for horizontal velocity and one for vertical velocity. here is a snippet of the simulation for vertical velocity. The new mockShip starts with zero horizontal velocity, and is simulated with engines running. if the ship manages to invert its vertical velocity(go from positive to negative and vice versa) then the ship is determined to be safe, otherwise the ship is not safe and the current coordinates are used to begin drawing the red line. While this method was pixel accurate, there was an issue of time complexity. at every single frame, two simulations are running inside another simulation. This problem did slow the game down significantly. To solve this problem, the initial method of estimating the approximate location of the red line was used to quickly determine if a secondary simulation is needed to pinpoint red line starting point. this way, the secondary set of simulations are only run when the point of simulation approximated to be nearby. This gave the game great performance while providing pixel accurate assistance lines.
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SuicideBurn has a low active ecosystem.
It has 1 star(s) with 0 fork(s). There are no watchers for this library.
It had no major release in the last 6 months.
SuicideBurn has no issues reported. There are no pull requests.
It has a neutral sentiment in the developer community.
The latest version of SuicideBurn is current.
Quality
SuicideBurn has no bugs reported.
Security
SuicideBurn has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
License
SuicideBurn does not have a standard license declared.
Check the repository for any license declaration and review the terms closely.
Without a license, all rights are reserved, and you cannot use the library in your applications.
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SuicideBurn releases are not available. You will need to build from source code and install.
Installation instructions are not available. Examples and code snippets are available.
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SuicideBurn Key Features
No Key Features are available at this moment for SuicideBurn.
SuicideBurn Examples and Code Snippets
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Vulnerabilities
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Install SuicideBurn
You can download it from GitHub.
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