Florida Ninja
An action game for iPad.
What It Does
I made this with my son when we first started experimenting with AI-assisted coding just to see how far we could get. First it was isometric fruit ninja in our backyard. We added more and more flavor and then tried adding a side-scrolling level and a flying level and made a lot of progress. We even added a cooperative mode so we could play against each other, me on the computer and him on the iPad. Now that we've proved we can make a game and we started getting into tile-mapped graphics, plus now that I know a lot more about how to code with AI than I did when we started this, I have a vision for a real game that this experience will help us make.
How it works
It's a browser game with no engine and no build step, just a canvas, one animation loop, and four levels (backyard, side-scroller, jetpack, swamp boss fight) that all fit into whatever screen you open it on. Almost nothing is a loaded asset: the characters, effects, sound, and even the ground tiles are generated in code, the controls are a floating thumb-joystick built on raw touch events, and two-player co-op is a tiny Node relay that just passes state between two phones on the same wifi.
Built with
- Vanilla JavaScript (ES modules, no framework, no bundler) · Canvas 2D — procedural rendering, all characters and effects drawn in code · Web Audio API for synthesized SFX · SpeechSynthesis API · Touch Events for multi-touch virtual controls · Node.js + ws for the static server and 2-player WebSocket relay · custom PNG encoder (zlib + CRC32, Node built-ins only) for generated tile art · bitmask autotiling with hash-based deterministic variation.