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🔥 Whack A Fire 🔥

This game is a modification of the game Whack A Mole. It uses the “Fire Locations - Current” dataset from the BC data catalogue to create forest fires (using real locations) with a random intensity. Users need to click on a forest fire to start to extinguishing fires. Each fire slowly grows stronger if they are not extinguished in a timely manner. Users reach a “game over” scenario if a fire grows too strong.

Features will include Facebook API Integration, account creation, highscores table, custom assets (sprites, music and misc. graphics) and satellite imagery layouts.

###Contributors (Zach Mackay, Kyle Chan and Ibrahim Itani)

Key Features:

  • Server-Client communication interface (provided via socket.io module)
  • MongoDB support implementation : basic read/write functionality
  • Game instantiation using Phaser.IO framework, with socket.io incorporation, and rudimentary IO response

Development Notes:

  • Both the Server class and the DatabaseManager class are housed within the app.ts/.js file
  • The Server constructor contains all the initial setup for the Server including the client listening functionality.
  • Besides these two classes, any additional TypeScript classes or Assets (like spritesheets, sounds, etc) should be added to the /public/ folder ONLY and into their respective sub-directories
  • For local MongoDB testing, the databaseUrl field will need to point to the location of your local database (this is set in the constructor for DatabaseManager)
  • /public/ is the root directory for client-side scripts. these are loaded by each view in their corresponding .jade file so if a script is inside /public/javascripts/ the src pointer is just /javascripts/

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Our rendition of Whack A Mole with 🔥🌲's

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