If you're still looking at the game, I cleaned it up quite a bit.  I was
doing an experiment in MVC design, so the game engine is a lot easier to
read and a lot more OO.  Each object is now abstracted, and the canvas/pyjs
code is separated from everything else.

I forked the repo on github and modified the code in my personal copy.  I
have a PR here for anyone that wants to check it out:
https://github.com/pyjs/pyjs/pull/777


On Sun, Sep 9, 2012 at 11:20 PM, C Anthony Risinger <[email protected]> wrote:

> On Fri, Sep 7, 2012 at 9:35 PM, Ben <[email protected]> wrote:
> > Hello all,
> >
> > I will be making a video game for my final college class within the next
> > month or so, and I intend to incorporate pyjs.  I haven't even cracked
> open
> > pyjamas, but I want to use this as an excellent excuse to learn it by
> making
> > a browser-based javascript game.  I have skimmed sections of a book on
> > javascript so its not completely foreign to me, but I'm definitely more
> > familiar with Python.
> >
> > In any case, the question I'm teetering on now is whether or not to use a
> > javascript-based engine like Coco2d.  I want to make sure I can build
> > something quickly, in the span of a few weeks.  If its a simple action
> game
> > (jumping, gravity, left and right) should I try to write it from
> scratch, or
> > start with a free 2d engine and write the rest in pysj?
>
> i don't think this would be too difficult to implement -- i take it
> you'd be using Canvas()?  i don't have a tremendous amount of
> experience with Canvas myself (though this is likely to change rather
> soon), but i recently spent ~20min attempting to update the code for
> the Asteroids game:
>
> http://pyjs.org/examples/Space.html
>
> ... and while the code/structure is not stellar it does serve as a
> successful example of how such a game can be constructed.
>
> pyjs will do a pretty good job of abstracting the "JS-y-ness" of it
> all, but at the end of the day, you *are* running JS, so some
> knowledge there definitely helps.  we try to provide enough details
> for effective debugging, but it's nowhere near perfect, and there are
> times you may find it lacking.  there are solid/fast ways to develop
> using *real* python bindings [runners], but sadly, none currently
> support Canvas :-(
>
> at any rate, it sounds like an interesting project; should you decide
> to pursue we'll be lurking around if you get stuck.
>
> --
>
> C Anthony
>
> --
>
>
>
>

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