JavaScript
Revision as of 19:30, 27 November 2010 by Nnz (talk | contribs) (moved Javascript to JavaScript: correcting capitalization)
JavaScript is a scripting language used by most web-browsers. Roguelikes can also use it as a scripting language (e.g. for scripted events or quests). This allows changing game behavior without recompiling. Some browser-based roguelikes are written in Javascript or its Microsoft relative JScript (and JScript.NET).
Development Hints
- Use jsLint[1] to avoid many mistakes that are normally caught by a compiler
- Javascript frameworks abstract many of the browser inconsistencies. (MooTools[2], JQuery[3])
- Take advantage of Firebug for Firefox and the Web Inspector for Chrome and Safari
Advantages
- Scripting languages usually have a faster feedback loop between development and viewing the changes
- Closures are a powerful language construct that can simplify application structure and enhance readability
- Any user with a modern browser (on any platform) can run your game
- A whole new world of easy-to-access graphical possibilities with the DOM or <canvas>
- Working in a dynamic and garbage collected language takes a lot of the pain out of strong typing and memory management
Disadvantages
- Many errors that are caught at compile-time in a strongly typed language will be caught at run-time
- Existing source for most roguelikes is in C or C++, and not all idioms translate into javascript
- There are browser differences in javascript implementations and javascript speed, so true portability still takes work
- Javascript is much slower than C and C++ (however, not all roguelikes require blazing speed)
- Full filesystem access requires additional plugins
- This page is a stub. Please help RogueBasin by expanding it. Click here to edit this page.
Roguelikes in Javascript
- gTile
- Neon (uses JavaScript for scripting)
- The Seven Day Quest (a 7DRL)
- Advent (HTML5 and Canvas)
- jsMoria (javascript port of the roguelike classic Moria, uses MooTools[4])
- Cardinal Quest