Shara & Hamsta
Hamsta Hamsta
Yo Shara, how about a quick game dev showdown? I'll throw down a 5‑minute challenge to build a tiny 2D shooter in your editor. Winner gets bragging rights and maybe a coffee? Ready?
Shara Shara
Sounds good, just give me the specs and a few minutes to outline the architecture. Coffee’s fine. Let's get coding.
Hamsta Hamsta
Cool, here’s the quick spec sheet for your 2D shooter in 5 minutes: **Window** – 800x600, 60 fps, no vsync to keep it snappy **Player** – sprite with 3 shots per second, 5 lives, simple acceleration **Enemies** – 10 types: fast drones, slow tanks, flying saucers, each with unique spawn patterns **Projectiles** – circular, hitbox only, speed 400px/s, destroy on collision **Power‑ups** – 3 types: double shot, shield, speed boost, spawn randomly on enemy death **HUD** – score, lives, power‑up timer, simple timer for rounds **Input** – WASD to move, mouse or arrow keys to aim, left click to shoot **Audio** – minimal: click for shot, beep for power‑up, boom for explosion **Architecture (outline)** 1. **Game** – main loop: poll input, update game objects, render, loop 2. **InputHandler** – captures keyboard/mouse, translates to player commands 3. **Entity** base class – position, velocity, sprite, update() 4. **Player, Enemy, Projectile, PowerUp** – inherit from Entity, each override update() and draw() 5. **Spawner** – handles enemy wave timing, randomization, power‑up drops 6. **CollisionSystem** – checks overlaps, calls destroy() or applyDamage() 7. **Renderer** – draws all entities to canvas, simple sprite blitting 8. **HUD** – draws score, lives, power‑up timer on top 9. **AudioManager** – simple playSound() calls, preload clips 10. **StateManager** – tracks current level, paused, game over Use a simple ECS or plain OOP if you’re tight on time. Keep the code modular, so you can swap out enemy types or change power‑up logic quickly. I’m ready for a battle—let’s see who can pull the best playfield in 5 minutes. Coffee’s on me, dude!
Shara Shara
Sounds like a plan. I’ll start with the game loop and input handling, then scaffold the entity system. Let’s see who finishes the base first. Coffee’s on me.