There are many games that follow a kind of system where a period of time goes by, and a wave of enemies enters a game world area that must be completely destroyed. Many of them are a little fun, and addictive, so having a system like this worked out is a good first step for making a few games that make use of this.
1.3 - An exp point system
This is my first attempt at making a module, reusable experience point system that I can take with me from one project to the next. I have used this system in a few of my canvas examples, but I am not happy with it. Still I would say that I have managed to get a few things solid with this system to say the least. I think that a good experience point system should provide at least two pure functions that will both return a kind of standard level object. One pure function where the experience points are know, but the level is not, and another that will work where the level is known, but the experience point values are not known.
1.4 - Fizz buzz
1.5 - Grid Game Unit Movement
In this example I have a grid and I am working out some basic logic when it comes to moving those units around in the grid. There is a bit to it actually when it comes to making a system for this sort of thing from the ground up. However what is also great about it is that it is not so hard to get something working, and once I have a basic system for the kinds of games that I have in mind I can use it to not just make one game but a few taking this system with me to each new project. However as of this writing this one is still a work in progress that I have not put as much time into as I would have liked to. I do have a lot of other things going on that get in the way of me working much of this stuff out.
1.6 - A long once method
One thing that I would like to have as part of a basic utility library that I take with me from one project to another is a log once, or call once type method. When first starting out with the basic of debugging there is using the console.log method to log things out to the javaScriot console as they happen. I do not think that this is such a bad way to go about debugging, and I still find myself doing it, however there are some things to gain from starting to use my own system for logging things that are going on.
So there is having a simple expression like 3 \/ 4 that will result in a value between 0 and 1 that will be \0.25. In other words there is having a numerator and denominator value and getting a fraction between the two. However if a numerator value starts at 0 and approaches the denominator value as a fixed static rate, then the change happens along a straight line when graphed.
1.9 - Skill Point System
This is a skill point system that I put together to make use of in some canvas examples that might call for such a system. The general idea here is that in a game where there is an experience point system on each level some skill points will be given to the player. These skill points can then be invested into upgrades that have various effects on a main game state object.
1.10 - Sort planets
A simple sort of planets objects example that I might use if a future game if I ever get around to it. The idea of this example is that I just wanted to make a simple fun little example that makes use of the array sort method to which I wrote a quick blog post on. I wanted to go at least one step beyond just having a simple copy and paste hello world style example of array sort, and with that goal in mind I guess this example is more or less just that. I am not sure if I will every get around to expanding on this by making a real game based off of it, but in any case I all ready have an interesting starting point for something here to say the least.
1.11 - tax brackets
A tax brackets example that helps me to get a general idea of how a progressive tax system works when it comes to things like income tax.
1.12 - Zig Zag Arc
Another basic example that makes use of some methods I work out in my percent module example.