In the year 2150, Earth faced an unprecedented threat. Alien invaders from the distant galaxy of Xenos had launched a full-scale assault on our planet. These extraterrestrial beings, known as the Xenons, were relentless and technologically superior, leaving humanity on the brink of extinction.
As cities fell and hope dwindled, a group of elite pilots emerged from the shadows. These brave warriors, equipped with advanced fighter jets and cutting-edge weaponry, formed the last line of defense against the Xenon invasion. They called themselves the Guardians.
Among the Guardians was a young pilot named Alex, who had lost everything to the Xenons. Fueled by a desire for revenge and a determination to protect what remained of humanity, Alex took to the skies, ready to face the alien menace head-on.
The battle for Earth had begun, and the fate of humanity rested in the hands of the Guardians. This is the story of Xenowar.
XENOWAR is a modern HTML5 Canvas-based space shooter game engine built with vanilla JavaScript, featuring a component-based architecture, particle systems, formation patterns, and dynamic audio management.
graph TD A[Source Code] --> B[Vite Dev Server] B --> C[Hot Module Replacement] A --> D[Build Process] D --> E[JavaScript Minification] D --> F[Asset Optimization] D --> G[Shader Compilation] E & F & G --> H[Production Bundle] H --> I[GitHub Pages Deploy] # Required software - Node.js 18+ - npm 9+ - Modern web browser with WebGL2 support # Installation npm install # Install dependencies npm run dev # Start development server npm run build # Create production buildgraph LR A[Game State] --> B[Entity Renderer] B --> C[Particle System] C --> D[Post-Processing] D --> E[CRT Shader] E --> F[Screen Output] // Configurable shader parameters { "scanline": { "intensity": 0.28, // Scanline strength "count": 1024.0, // Number of scanlines "rollingSpeed": 10.3 // Rolling speed }, "screenEffects": { "vignetteStrength": 0.22, "brightness": 1.1, "curvature": 0.1 } }- Automatic sprite optimization
- Background texture processing
- Dimension verification
- Palette optimization
- Compression profiles
- Web Audio API integration
- Spatial audio support
- Dynamic music system
- Sound effect manager
- Audio pooling
- Object pooling for particles
- Texture atlasing
- Asset preloading
- Garbage collection optimization
- Memory monitoring
- WebGL2 acceleration
- Batch rendering
- Shader-based effects
- Double-buffered rendering
- Screen-space culling
graph TD A[Game Core] --> B[Renderer] A --> C[Audio System] A --> D[Input Manager] B --> E[Particle Engine] B --> F[Post-Processing] C --> G[Music Player] C --> H[SFX Manager] - Event-based messaging
- Component lifecycle management
- State synchronization
- Update hierarchy
- Resource sharing
// Enable debug mode engine.debug.enableProfiling(); engine.debug.showStats();debug.showColliders()- Show collision boundsdebug.showFPS()- Display FPS counterdebug.profile()- Start performance profilingdebug.showPoolStats()- Display object pool stats
- Format: PNG with transparency
- Dimensions: Power of 2 recommended
- Maximum size: 2048x2048
- Color depth: 32-bit RGBA
- Format: MP3/M4A
- Sample rate: 44.1kHz
- Bit depth: 16-bit
- Channels: Stereo
npm run dev # Starts development server with: # - Hot module replacement # - Source maps # - Debug tools # - Uncompressed assetsnpm run build # Creates optimized build with: # - Minified JavaScript # - Compressed assets # - Dead code elimination # - Bundled modules- Use object pooling for frequent allocations
- Batch WebGL draw calls
- Minimize garbage collection
- Pre-render static elements
- Implement efficient collision detection
- Monitor heap usage
- Implement dispose patterns
- Cache frequently used objects
- Clear unused resources
- Manage texture memory
// Use ES6+ features for modern JavaScript class Component { constructor() { this.pool = new Pool(); } update(deltaTime) { // Use object pooling this.pool.forEach(entity => { // Entity updates }); } }- Fork repository
- Create feature branch
- Follow code style guide
- Update documentation
- Submit pull request