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Creating a Super Mario MVP with JavaScript: A Modern Approach

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Chapter 1: Introduction to Game Development

From my early days in programming, I have dreamed of developing a game. However, my initial skills were insufficient to create anything noteworthy. Recently, I have dedicated my free time to revisit my childhood favorite—Super Mario.

In this guide, I'll demonstrate how to build a Minimal Viable Product (MVP) version of a Super Mario game using JavaScript, primarily leveraging the LeaferJS and Vue frameworks. LeaferJS will manage graphics rendering, while Vue will take care of the interface and map editing. The Leafer API is quite intuitive and beginner-friendly, making it a great choice for new developers.

This article will keep code examples minimal and focus on the overall process. Let’s begin by showcasing a screenshot of the game in action.

Screenshot of the Super Mario MVP in action

Chapter 2: Setting Up the Game Environment

Section 2.1: Crafting the Game Background

To kick things off, we need to create a background featuring a blue sky and fluffy clouds. In the game, the background will scroll backward as the character moves forward. However, since the background material has a finite width, it cannot scroll infinitely.

To solve this, we implemented a mechanism to reset the background’s position when it reaches a certain boundary, creating the illusion of an endlessly looping backdrop. Below, I encapsulated this functionality within a class using LeaferJS.

class Background {

// Background properties and methods

}

Section 2.2: Building the Scene

The scene is critical as it hosts and renders the game sprites. We will set up an array to manage these sprites and a method to render them.

class Scene {

sprites = [];

// Method to add sprites

add(sprite) {

this.sprites.push(sprite);

}

run() {

this.sprites.forEach((sprite) => {

sprite.draw(context);

});

// Additional logic for scene execution

}

}

Section 2.3: Defining Sprites

Sprites represent elements within the scene, including Mario, bricks, and various power-ups. We'll create a base class that includes properties for position, dimensions, and velocities.

class Sprite {

constructor(options) {

const { x, y, width, height, vx, vy } = options;

this.x = x;

this.y = y;

this.vx = vx;

this.vy = vy;

this.width = width;

this.height = height;

}

}

Each sprite will have its own rendering logic, adapting to changes in position driven by its velocity.

Chapter 3: Implementing Game Mechanics

In this video, you'll learn how to create a Super Mario game using JavaScript and HTML Canvas. Follow along as we build the game's foundational mechanics.

Section 3.1: Introducing the Physics Engine

To simulate realistic movements, we need to implement gravity. Using basic physics principles, we can adjust the sprite’s vertical velocity to ensure they fall at a manageable rate.

class PhysicsEngine {

run(options) {

sprite.vy = Math.min(10, sprite.vy + G);

}

}

Section 3.2: Handling Collisions

Collision detection is essential for game mechanics. We'll implement a straightforward method to determine if two rectangles intersect and adjust their positions accordingly.

This tutorial guides you through coding Mario in JavaScript using the Kaboom.js framework, focusing on collision detection and sprite interactions.

Chapter 4: Final Touches and Conclusion

As we finalize the MVP version of Super Mario, we’ll introduce features like a scoring system, victory conditions, and a basic map editor using Vue for level design. Although this MVP lacks advanced features like music and additional enemies, it's a solid foundation to build upon.

With time, I plan to enhance the game further, adding more functionalities and refining existing ones. This journey has been a delightful blend of nostalgia and programming innovation.

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