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Fire Fighter Game

  • 6 Devlogs
  • 6 Total hours

A game based web OS built as the upgrade of the Fire Fighter game. It is developed to increase productivity in the game.

Ship #3

This project is the OS version of the game Astro Fire Fighter.
It has features such as a bios , notes app , mission log , the game itself, time , system stats etc.
The draggable window was quite challenging along with adding so many features.

  • 3 devlogs
  • 3h
  • 3.26x multiplier
  • 9 Stardust
  • WebOS 2
Try project → See source code →
Ship #2

This is a Astro fire fighter game in a web.
It has a spaceship fighting with enemies to complete its goal and reach the destination.
The javascript logic was a bit challenging but enjoying to overcome.
I didnt knew about it was going to be add to webOS mission but still the criteria is fulfilled.

Try project → See source code →
Ship #1

Astro Firefighter is a 15-sector side-scrolling arcade space shooter built with HTML5 Canvas, CSS3, and Vanilla JavaScript. Players pilot an emergency response ship to extinguish rogue fire-bots and dodge space debris. It features a thermal overheat cannon, hydro-dash booster, 4 enemy types (including sector bosses), item drops, procedural sound effects, and a custom multi-screen menu flow.

Problems Faced
Cannon Heat Balancing: Fine-tuning the overheat and cooling rates so weapon management felt strategic rather than frustrating during boss fights.

Hitbox Collision: Refining the circular hitbox math for fast-moving sine-wave enemies to prevent clipping issues.

Web Audio Synth: Generating dynamic sound effects (lasers, explosions, pickups) entirely through code using the Web Audio API without relying on external .mp3 audio files.

What I Am Proud Of
Zero Dependencies: Built entirely with raw ES6+ JavaScript and Canvas without any external game frameworks like Phaser.

Custom Systems: Designed a built-in particle engine for thruster trails and explosions alongside a procedural audio synth.

Clean UI/UX: Created a polished “light-mode” interface featuring a seamless flow from title screen to controls, sector selection, and mission debriefs.

Try project → See source code →
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1h 37m 1s logged

ime Elapsed: 1 hour 36 minutesMilestone: Core Engine, Split-File Architecture, & Audio Synthesizer Up and RunningWhat Got DoneArchitectural Split: Broke the codebase cleanly out of a single monolithic file into three production-ready files (index.html, style.css, and script.js) for easier scaling and modular tweaking.Core Loop & Canvas Pipeline: Built a responsive 60 FPS HTML5 Canvas game loop using requestAnimationFrame complete with a parallax background starfield.The Combat Sandbox: Implemented player physics (WASD/Arrow keys), boundary locking, and a Thermal Overheat mechanic that locks the water cannon if you spray too recklessly.Entity System & AI: Added multi-type enemy logic (Scouts, Interceptors, Heavy Cruisers, and Sector Bosses every 5 levels) alongside procedural debris obstacles.Web Audio Synthesizer: Bypassed external .mp3 or .wav dependencies entirely by writing a native Web Audio API wrapper that dynamically generates laser fire, explosions, and power-up pickup chimes on the fly.What’s Giving Me a HeadacheHitbox Balancing: Fast-moving interceptors weaving in sine-wave patterns occasionally clip the player before the particle system can accurately register the collision frame. Tweaking the bounding box math to feel more forgiving.Thermal Tuning: Balancing heat buildup versus cooling rate so players aren’t perpetually stuck in the “overheated” state during intense level 10+ boss fights.Next Up on the RoadmapImplementing high score persistence using local storage.Adding screen-shake effects on boss impacts and heavy damage.Polishing particle bloom effects for power-up drops.

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