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lzbk edited this page Jan 10, 2013
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Welcome to the BrowserQuest wiki!
- Quick-Start-using-Amazon-EC2 - Quick start installation guide using Amazon EC2.
- Setup-For-Separate-Client-And-Server - How to configure BrowerQuest for separate client and Node.js backend servers.
- Scale 1: Mobile (2752x5024) ~12.2 MB. (mirror)
- Scale 2: Desktop (5504x10048) ~34.47 MB. (mirror)
- Create a map using Tiled Map Editor
- Backlog - Our ToDo list (new ideas welcome, discussion via the mailing list).
- Coding Conventions - The coding standards we intend to use. Open to (sane) discussion. :)
- Useful links - Possibly helpful external links.
- The Client Bootstrap Process - Info about what happens when the browser loads the game client.
- Server Bootstrap Info - Mostly a stub, with info copied from the ParticleQuest Etherpad.
- Achievements - Has achievement related property list, the list of achievements, and info on how the methods are used.
- Battle System - Mostly a stub, needs work.
- Layout and Image Editing for the BrowserQuest Client - Want to change the way the BrowserQuest client looks?
- App - Property and method list done, with some good initial method descriptions.
- Bubble - Property and method list done, with good method descriptions.
- BubbleManager - Property and method list done, with good method descriptions.
- Game - Stub only, needs work.
- Storage - Initial property and method list done, some methods have descriptions.
- Server - Initial property and method list done, needs more in-depth method info added.
- Connection - Basic property and method list, needs work.
- Player - Stub only, needs work.
- area.js-(server) - Complete
-
character.js-(server) - Complete except for two methods.
forEachAttacker()
andregen()
need to be filled in and two others (attack
andhealth
) need to be checked for accuracy. -
entity.js-(server) - Complete,
spawn()
anddespawn()
could probably use more clarification.
Note - Communication between the client and server happens via gameclient.js (client side) which talks to gameserver.js (server side) using the messages and entity types defined in shared/gametypes.js.
(turning any of these into class docs, like those above, is encouraged)
- client/js/animation.js
- client/js/area.js
- client/js/audio.js
- client/js/build.js
- client/js/camera.js
- client/js/character.js
- client/js/chest.js
- client/js/config.js
- client/js/detect.js
- client/js/entity.js
- client/js/entityfactory.js
- client/js/exceptions.js
- client/js/gameclient.js
- client/js/infomanager.js
- client/js/item.js
- client/js/items.js
- client/js/map.js
- client/js/mapworker.js
- client/js/mob.js
- client/js/mobs.js
- client/js/npc.js
- client/js/npcs.js
- client/js/pathfinder.js
- client/js/player.js
- client/js/renderer.js
- client/js/sprite.js
- client/js/sprites.js
- client/js/text.js
- client/js/tile.js
- client/js/timer.js
- client/js/transition.js
- client/js/updater.js
- client/js/util.js
- client/js/warrior.js
- server/js/checkpoint.js
- server/js/chest.js
- server/js/chestarea.js
- server/js/format.js
- server/js/formulas.js
- server/js/item.js
- server/js/main.js
- server/js/map.js
- server/js/message.js
- server/js/metrics.js
- server/js/mob.js
- server/js/mobarea.js
- server/js/npc.js
- server/js/properties.js
- server/js/utils.js
- server/js/worldserver.js