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audit maps and typos correction

content-update
OGordoo 4 years ago committed by Clément
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  1. 4
      subjects/make-your-game/audit/README.md
  2. 6
      subjects/make-your-game/maps/README.md
  3. 49
      subjects/make-your-game/maps/audit.md
  4. 6
      subjects/make-your-game/score/README.md
  5. 20
      subjects/make-your-game/score/audit.md

4
subjects/make-your-game/audit/README.md

@ -24,7 +24,7 @@
##### Try using the Dev Tool/Performance
###### Does the game run at 60fps
###### Does the game run at or around 60fps
##### Try using the Dev Tool/performance and the option rendering with the paint ON, if possible
@ -54,4 +54,4 @@
###### +Does the game use [svg](TODO: link)?
###### +Is the code using asynchronicity to increase performance?
###### +Is the code using synchronicity to increase performance?

6
subjects/make-your-game/maps/README.md

@ -14,15 +14,15 @@ For this project you must create:
To store efficiently the **tile images**, you should group them all in a single image.
To generate a specific tile image, you must select a section of this big image and render it into the game.
This will help with performance and memory usage
This will help with performance and memory usage.
----
If you plan to drawing scrolling tile maps it can be pretty costly on [rendering performance](https://developer.mozilla.org/en-US/docs/Games/Techniques/Tilemaps#Performance). So you must take special caution if you do so, one of the best ways is to render only the tiles that will be visible to the player using opacity or other methods. Sometime this is not enough
If you plan to use scrolling tile maps it can be pretty costly on [rendering performance](https://developer.mozilla.org/en-US/docs/Games/Techniques/Tilemaps#Performance). So you must take special caution if you do so. One of the best ways is to render only the tiles that will be visible to the player using opacity or other methods. Sometime this is not enough.
----
A tile map can be mapped to a logical grid, helping with the map display and the game logic, here is an example of a tile map data structure:
A tile map can be mapped to a logical grid, helping with the map display and the game logic. Here is an example of a tile map data structure:
```js
let map = {

49
subjects/make-your-game/maps/audit.md

@ -0,0 +1,49 @@
#### Functional
###### Does animation run using `RequestAnimationFrame`?
###### Does the game avoid the use of frameworks?
###### Does the game has at least 3 tile maps?
###### Are the maps available different from each other?
###### Does the game generate different tile maps, not making use of tile editors?
##### Try playing the game in 3 different maps
###### Were you able to play the game with no inconvenience?
###### Does the game avoid the use of canvas?
##### Check the tile map in the code and the map on the game
###### Does the tile map in the code matches with the displayed map?
###### Is the tile map in the code [well structured](https://developer.mozilla.org/en-US/docs/Games/Techniques/Tilemaps#The_tilemap_data_structure)?
##### Try using the Dev Tool/Performance
###### Does it not present frame drop?
##### Try using the Dev Tool/Performance
###### Does the game run at or around 60fps
##### Try using the Dev Tool/performance and the option rendering with the paint ON, if possible
###### Is the paint being used as less as possible?
##### Try using the Dev Tool/performance and the option rendering with the layer ON, if possible
###### Is the layers being used as less as possible?
###### Are the creation of the [layers being promoted](https://developers.google.com/web/fundamentals/performance/rendering/stick-to-compositor-only-properties-and-manage-layer-count) properly?
#### Bonus
###### +Does the project runs quickly and effectively? (Favoring recursive, no unnecessary data requests, etc)
###### +Does the code obey the [good practices](https://public.01-edu.org/subjects/good-practices/README.md)?
###### +Is the code using synchronicity to increase performance?

6
subjects/make-your-game/score/README.md

@ -9,14 +9,14 @@ For this project you must take into account the usage of score boards.
The score board must present the following tasks:
- **Countdown clock**: That will indicate the amount of time the player has until the game ends
- **score**: This will keep a score count of the amount of XP/points that the player got while playing
- **life**: That indicates the amount of life that is rest
- **Score**: That will keep a score count of the amount of XP/points that the player got while playing
- **Lives**: That indicates the amount of lives that the player has left
### Instructions
Just like the first subject you must respect performance.
All of this tasks can cause some issues with performance if not done properly, causing repaiting. The better way to avoid it is by using opacity.
All of this tasks can cause some issues with performance if not done properly, causing repainting. The better way to avoid it is by using opacity.
This project will help you learn about:

20
subjects/make-your-game/score/audit.md

@ -10,27 +10,31 @@
##### Try playing the game
###### Does the countDown seems to work?
###### Does the countdown clock seem to be working?
##### Try playing the game
###### Does the countDown reaches the end? And if so, does the game end?
###### Does the countdown clock reaches the end?
##### Try playing the game
##### Try playing the game allowing the countdown clock to reach the end
###### Does the game end?
##### Try playing the game and score some points
###### Does the score seems to work like it should, by increasing at a certain action done by the player?
##### Try playing the game
##### Try playing the game and try losing a life
###### Does the player life seems to work like it should, by decreasing the life of the player?
###### Does the player lives seem to work like it should, by decreasing the numbers of lives of the player?
##### Try using the Dev Tool/Performance
###### Does it not present frame trop?
###### Does it not present frame drop?
##### Try using the Dev Tool/Performance
###### Does the game run at 60fps
###### Does the game run at or around 60fps
##### Try using the Dev Tool/performance and the option rendering with the paint ON, if possible
@ -48,4 +52,4 @@
###### +Does the code obey the [good practices](https://public.01-edu.org/subjects/good-practices/README.md)?
###### +Is the code using asynchronicity to increase performance?
###### +Is the code using synchronicity to increase performance?

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