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Jump Start CoffeeScript > 6. CoffeeScript and HTML5 FX

Chapter 6
CoffeeScript and HTML5 FX

You sit at the local café like a Zen master. Part of your team has abandoned the project; the remaining members squabble with each other, unconvinced that a fully working game can be hewn from the prototype you’ve produced thus far. You, however, are free from doubt. The path before you illuminates itself, bathed in a sea of elegant CoffeeScript: scrolling platforms, sound effects, animations, particle effects, game screens, and dialogs. CoffeeScript has become the path of least resistance between your brain and Professor Digman-Rünner.

HTML-ifying things

Day 1 of the “7-day HTML5 Game Jam-a-Thon Challenge (TM)” seems like a happy, hazy memory. You’ve changed a lot since those simpler times, and you know now is your last chance to steer the team back on track. They’ve lost faith in the game, so you need to really impress them to restore hope. It’s at that very moment it hits you: so far we’ve all but ignored the fact we’re working with web technologies. We have a utility belt of tools and techniques that can easily be employed both inside and on top of our current game.


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