So after all we do not have much markup here. We see that the world is contained within a game area. The game area does include the gauges and some sprites to animate the gauges. This simple mario game only contains two gauges: one for the coins and another one for the number of lives.
A really important section is the list of JavaScripts that will be included. For performance reasons we place them at the bottom of the page. The other scripts should be packed into one and minimized this is called bundling and is one of the included features of ASP. We will not bundle these scripts for this article.
Let's have a look at the content of those script files:. Now this not very long again but we did not have much markup either. On top we introduce some fancy font in order to give our game a Mario like look type-wise. Then we just set up everything for the characteristic x pixel resolution.
It is quite important that the game does hide any overflow. Therefore we can just move our world in the game. This means the game acts like a kind of view. The level itself is placed in the world.
The gauges are placed in the first rows of the view. Every figure will have a CSS class called figure attached. The same goes for matter like ground, decoration elements or items: those elements have a CSS class called matter. Quite important is the property z-index. We always want a dynamic object to be in front of a static one there are exceptions, but we will come to that later.
Doing object oriented coding with JavaScript is not hard, but a little bit messy. One of the reasons for this is that there are multiple ways to do it. Every way has its own advantages and disadvantages. For this game we want to follow one pattern strictly. Therefore I am proposing the following way:. This code is highly inspired by prototype and has been constructed by John Resig. The code is wrapped in a directly executed anonymous method in order to scope internal variables. The Class object is an extension to the window object which should be the underlying object, i.
My extension to this code is the possibility to name the class. JavaScript does not have the powerful reflection properties, which is why we are required to put a little bit more effort into the class's description process.
When assigning the constructor to a variable which we will see in a moment we have the option to pass a name of the class as second argument. If we do this then a reference to the constructor is being placed in the object reflection with the second argument as the property name. Here we are creating a class called TopGrass , which inherits from the Ground class. The init method represents the constructor of the class. In order to call the base constructor which is not required we have to call it over the this.
This is a special method which can be called within any overridden method. One important remark here : It is important to distinguish here between real polymorphism which can be done in object oriented languages with static types like C and the one presented here. It is obviously not possible to access the parent's method from outside since we cannot change how we see the object - it's always a dynamic object.
So the only way to access the method of the parent is to call the this. It should also be noted that this statement is not absolute, however, it is true with the code presented above. The Ground class is quite uninteresting just a middle layer.
So let's have a look at the base class of Ground , called Matter :. Here we extend the Base class which is one of the top classes. All classes that inherit from Matter are static 32 x 32 pixel blocks they cannot move and contain a blocking variable even though it could be set to no blocking, which is the case e. Since every Matter as well as Figure instance represents a visible object we need to create a proper view for it using jQuery.
This also explains why the setImage method has been extended in order to set the image on the view. The same reason can be applied for overriding the setPosition method. The addToGrid method has been added in order to give child classes the possibility to deactivate the standard behavior of adding the created instance to the obstacles array of the given level. The game is basically controlled by the keyboard.
Therefore we need to bind the corresponding event handlers to the document. We are just interested in a few keys, which can be pressed or released. Since we need to monitor each key's state we just extend the object keys with the corresponding properties like left for the left key, right for the right key and so on. All we need to call are the methods bind to bind the keys to the document or unbind to release them. Again we are using jQuery to do the actual work in the browser for us - giving us more time to spent on our problems instead of any cross or legacy browser issues.
Another way to set this up would be to use the power of jQuery. We could assign the same method to the up and down key event with some custom argument. This argument would then determine which event was responsible for the method call.
However, this way it is a little bit cleaner and more understandable. All graphics in the game are done by using CSS spritesheets. This feature is quite simple to use if we know the following lines. Get some coins if you wish and you can now see three pipes like in the secret warp Worlds 2,3 and 4. Go down your desired pipe. This is a pretty commonly known secret. If you touch the flagpole of any level with either 1, 3, or 6 seconds left on the ones place of the timer, you will get that amount of fireworks.
For example, if you touch the flagpole with seconds left on the time, you will get six fireworks! Well this secret is so easy. At the very end place of world where you can see the pipe going to the flag jump on the long pipe and break the brick above it and go through the end and you can see the pipe going to the World 5. You can submit new cheats for this game and help our users gain an edge.
You can submit a problem report for any non-working or fake code in the lists above. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! Access from Contributed By: nintendoman Extra jump after collecting a power up in mid-air.
Contributed By: TheUltimateM4. Mario Walking Backwards Any level, Any time. Contributed By: merrdog Contributed By: Grant Evans. Contributed By: Lhunthangion. Contributed By: KeyBlade Contributed By: Dude Love Fan. Hard mode. Contributed By: onepiecefan Blooper Dodge. Contributed By: baconlabs.
Contributed By: cheeseyhuman2. Contributed By: InternalFlame. Contributed By: yodi rr. Contributed By: skcin7. Keep me logged in on this device. So if an item was worth points, now it's worth ,, points. Actually, what this code does, is add 4 more zeros between the score and the number of coins collected. So the score counter has 12 digits, instead of only 6. The last two digits are really the coin counter, but looks like it's part of the score counter.
The code does have one little glitch. On worlds that have a light background like , the score is a little hard to see. But on screens with a dark background like , coin rooms, etc. So if you are having trouble seeing the score in the first world , just go down the tube to the coin room, or loose a life, or finish the level.
The score shows up fine in YNAOPO time starts at instead of plus about 30 seconds of invincibility at the start of every life. LXAOPP time starts at instead of plus about 10 seconds of invincibility at the start of every life. GVAOPP time starts at instead of plus about 20 seconds of invincibility at the start of every life.
Sorry, this code doesn't seem to work on the SMB only version. See how good your memory is. This code works on both versions but does different things.
Let an enemy touch you and see what happens. If you try to jump while running, you can barely jump at all. But jumping when standing still, lets you jump as high as you want!
If you hold down the button for 3 minutes, Mario will keep climbing higher, and higher for 3 minutes! The clock even stops running! Then, if you let go of the button, it will take Mario 3 more minutes to fall back to the ground! Also notice that this code is completely different than any of the Galoob jump codes in the book.
This means that when you jump, you float back to the ground instead of just droping. This code works for standing, running, or turbo running. Sometimes he jumps high, sometimes low.
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