Canvas Animation using interpolation

While drawing things on the canvas and scooting around them is nice, it gets old very fast. Instantaneously, if you’re an end user (unless you’re on a page for looking at things, in which case, no foul). On the other hand, there are far more efficient ways of rendering porn and/or amusing pictures of cats, so I’m going to go ahead and assume that we want to liven things up with some animation.

Continue reading “Canvas Animation using interpolation”

Reading Tiled maps for Canvas

In my previous post, I showed an example of a tile map in a viewport, but didn’t go into the details of explaining how the map was generated or loaded. In this post, we’re going to have a look at that.

The map file itself was created using an open source application called Tiled. It’s a neat application, and definitely beats writing out tile maps by hand. If you’re planning to do much work with tile maps, it’s worth checking out.

Continue reading “Reading Tiled maps for Canvas”

A Rough Path Finder in CoffeeScript

I’ve recently been playing with CoffeeScript, a neat little language that compiles to JavaScript. It’s a lot more concise than plain old javascript and can be organised much more tightly, so I’m really having a blast with it. That said, its conventions are a bit different to what I’m used to working with, so more bit of practice is in order.

One of the practice scripts I wrote is a very basic 2d pathfinder, hooked up to an html5 canvas element. The original idea was to get a good feel for the CoffeeScript syntax and then write a bit about it, but a screenshot of the finder on Facebook generated a bit of curiosity among some friends, so this post will be about the pathfinding algorithm instead; the CoffeeScript post will just have to wait a bit longer.

finder

Continue reading “A Rough Path Finder in CoffeeScript”