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Infinite Mario in HTML5 JavaScript — using Canvas and Audio elements
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robertkleffner/mariohtml5
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This is a clone of Infinite Mario, written in JavaScript for web browsers using HTML5. A good demonstration of what can be accomplished with the Canvas and Audio elements. Background music currently does not work in any browser besides Firefox 4. I think. There were too many problems with other browsers. Ported from the Java version by Notch (Markus Persson).
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Infinite Mario in HTML5 JavaScript — using Canvas and Audio elements
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Super Mario Bros. Level 1-1 in Javascript using HTML5 Canvas
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tylerreichle/mario_js
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Super Mario Bros Level 1-1 recreated in JavaScript
Mario runs through each level trying to reach the castle on the other side to save the princess. Each level contains various enemies, coins to collect, and mushrooms to power-up Mario. Mario’s primary form of attack is jumping on top of enemies but touching enemies from the sides results in loss of a life.
Mario JS was build using the following technologies:
- Vanilla JavaScript used for overall game structure and logic.
- Minified version of jQuery used to detect user input.
- A HTML5 Canvas used for rendering of the current game state and all game entities.
- Webpack used to bundle and serve up the various scripts in the correct order.
Game viewport updates to follow Mario based of his current x-position on the canvas. Render will only draw entities currently in the viewport, preventing unnessesary usage of resources and memory.
// game.js static updateView(data) const viewport = data.viewport; const margin = viewport.width / 6; const center = x: data.entities.mario.xPos + (data.entities.mario.width * 0.5), y: data.entities.mario.yPos + (data.entities.mario.height * 0.5), >; if (center.x viewport.vX + (margin * 2)) viewport.vX = Math.max(center.x - margin, 0); > else if (center.x > (viewport.vX + viewport.width) - (margin * 2)) viewport.vX = Math.min((center.x + margin) - viewport.width, 3400 - viewport.width); > > // render.js drawEntity(entity, data) if (((entity.xPos + entity.width >= data.viewport.vX && entity.xPos + entity.width data.viewport.vX + data.viewport.width)) && ((entity.yPos + entity.height >= data.viewport.vY && entity.yPos + entity.height data.viewport.vY + data.viewport.height))) // draw entity to screen > >
Entities are animated by looping through and drawing a series sprites similar to a flipbook. SpriteAnimations object holds groups of sprites corresponding to each state an entity could be in such as walking, jumping, squashed, or dying. An entity’s currentState is updated depending on changes to x and y velocity as well as collisions with other entities in the game.
// coin.js this.spriteAnimations = spin: frames: [ new Sprite(spriteSheet, 5, 5, 10, 14), new Sprite(spriteSheet, 21, 5, 10, 14), new Sprite(spriteSheet, 37, 5, 10, 14), new Sprite(spriteSheet, 53, 5, 10, 14), ], currentFrame: 0, > this.states = spinning: animation(data) if (data.animationFrame % 13 === 0) self.sprite = self.spriteAnimations.spin.frames[self.spriteAnimations.spin.currentFrame]; self.spriteAnimations.spin.currentFrame += 1; if (self.spriteAnimations.spin.currentFrame > 3) self.spriteAnimations.spin.currentFrame = 0; > > >, >,
MapBuilder was designed with the goal of allowing easy addition of levels after the completion of the project. Data for each level is stored in an object containing all the locations of scenery entities and enemy spawn points.
When the main Game class is initialized it creates and instance of MapBuilder loading in the current level. MapBuilder then creates the appropriate scene and enemy entities for the current level and begins rendering them to the canvas.
// game.js mapBuilder: new MapBuilder(levelOne, tileset, spriteSheet), // mapBuilder.js level.ground.forEach((ground) => this.sceneryEntities.push( new Scenery.Ground(this.tileset, ground[0], ground[1], ground[2], ground[3]), ); >); level.pipes.forEach((pipe) => this.sceneryEntities.push( new Scenery.Pipe(this.tileset, pipe[0], pipe[1], pipe[2], pipe[3]), ); >); renderMap(data) this.sceneryEntities.forEach((scene) => this.drawEntity(scene, data); >); this.brickEntities.forEach((brick) => this.drawEntity(brick, data); >);
There are many additional feature that could be added in the future. Some anticipated updates are:
- Add the ability to grab flower power-ups and shoot fireballs at enemies.
- Underground portion of level.
- Multiple levels and additional enemy types.
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Super Mario Bros. Level 1-1 in Javascript using HTML5 Canvas
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A HTML5 Nintendo’s original Super Mario Bros
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umaim/Mario
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A free HTML5 remake of Nintendo’s original Super Mario Bros, expanded for the modern web. It includes the original 32 levels, a random map generator, a level editor, and over a dozen custom mods.
Although you may no longer play on fullscreenmario.com, it is easy to play your own copy.
Download the latest release of this project, extract that onto your computer, and open index.html in a browser (preferably Google Chrome). That’s it!
Upload the latest release of FullScreenMario (or your built version) to your FTP server.
FullScreenMario uses Grunt to automate building, which requires Node.js. The process is straightforward; see Grunt’s help page.
FullScreenMario is built on a modular framework called GameStartr. The FullScreenShenanigans organization contains GameStartr, its parent class EightBittr, and the modules used by the GameStartr framework. These all (theoretically) have their own README files, which you should skim before developing for FullScreenMario itself.
All source code is in the Source directory. See [Getting Started.md](Getting Started.md) for an in-depth guide on getting started programming with FullScreenMario.
The FullScreenMario.ts class declaration contains class functions and some constants, while static settings to be added to the FullScreenMario prototype, such as map layouts and object attributes, are stored in files under Source/settings, such as audio.js and collisions.js.
This is released under the MIT License (see License.txt).
The FullScreenMario project started October 21st, 2012. The initial beta release in October 2013 saw the primary host website receive approximately 2.68 million unique visitors within a month, after which Nintendo shut the site down with a DMCA complaint (no action was taken against the authors, GitHub, or other hosting websites). The coding project then underwent an extensive rewrite and architecture change to become a modular project centered on the GameStartr platform, followed by a complete conversion to TypeScript.
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A HTML5 Nintendo’s original Super Mario Bros
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Mario Game Using Canvas and Javascript.
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Jay22K/mario-html
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Mario runs through each level trying to reach the castle on the other side to save the princess. Each level contains various enemies, coins to collect, and mushrooms to power-up Mario. Mario’s primary form of attack is jumping on top of enemies but touching enemies from the sides results in loss of a life.
Mario JS was build using the following technologies:
- JavaScript used for overall game structure and logic.
- Minified version of jQuery used to detect user input.
- A HTML5 Canvas used for rendering of the current game state and all game entities.
There are many additional feature that could be added in the future. Some anticipated updates are:
- you can build your own map or lavel and play (map editor integrated)
- Add the ability to grab flower power-ups and shoot fireballs at enemies.
- Underground portion of level.
- Multiple levels and additional enemy types.
About
Mario Game Using Canvas and Javascript.