惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

OSCHINA 社区最新新闻
OSCHINA 社区最新新闻
人人都是产品经理
人人都是产品经理
IT之家
IT之家
T
The Blog of Author Tim Ferriss
V
V2EX
博客园 - 聂微东
The Cloudflare Blog
Blog — PlanetScale
Blog — PlanetScale
A
About on SuperTechFans
U
Unit 42
Vercel News
Vercel News
L
LangChain Blog
博客园 - 司徒正美
H
Help Net Security
Recent Announcements
Recent Announcements
Recorded Future
Recorded Future
V
Visual Studio Blog
Jina AI
Jina AI
Microsoft Azure Blog
Microsoft Azure Blog
GbyAI
GbyAI
Y
Y Combinator Blog
C
Check Point Blog
博客园 - 三生石上(FineUI控件)
奇客Solidot–传递最新科技情报
奇客Solidot–传递最新科技情报
钛媒体:引领未来商业与生活新知
钛媒体:引领未来商业与生活新知
J
Java Code Geeks
The Register - Security
The Register - Security
The GitHub Blog
The GitHub Blog
B
Blog RSS Feed
F
Fortinet All Blogs
B
Blog
G
Google Developers Blog
Cyber Security Advisories - MS-ISAC
Cyber Security Advisories - MS-ISAC
云风的 BLOG
云风的 BLOG
爱范儿
爱范儿
MongoDB | Blog
MongoDB | Blog
F
Full Disclosure
有赞技术团队
有赞技术团队
罗磊的独立博客
博客园_首页
MyScale Blog
MyScale Blog
aimingoo的专栏
aimingoo的专栏
Google DeepMind News
Google DeepMind News
M
MIT News - Artificial intelligence
N
Netflix TechBlog - Medium
Engineering at Meta
Engineering at Meta
量子位
I
InfoQ
小众软件
小众软件
P
Proofpoint News Feed

DEV Community

Authentication Security Deep Dive: From Brute Force to Salted Hashing (With Java Examples) Why AI Systems Don’t Fail — They Drift Spilling beans for how i learn for exam😁"Reinforcement Learning Cheat Sheet" I Replaced Chrome with Safari for AI Browser Automation. Here's What Broke (and What Finally Worked) How Python Borrows Other People's Work The $40 Architecture: Processing 1 Billion API Requests with 99.99% Uptime Vibe Coding: A Workflow Guide (From Zero to SaaS) Most webhook security guides protect the wrong side. The scary part is delivery. Headless CMS for TanStack Start: Build a Blog with Cosmic EU Age Verification App "Hacked in 2 Minutes" — What Actually Happened Comfy Cloud’s delete function does not actually remove files Running AI Models on GPU Cloud Servers: A Beginner Guide Event-driven media intelligence with AWS Step Functions and Bedrock I scored 500 AI prompts across 8 quality dimensions — here's what broke How to Call Google Gemini API from Next.js (Free Tier, No Backend Needed) The Portal Protocol: Reclaiming Human Connection in the Age of AI How to Fix Your Team's Scattered Knowledge Problem With a Self-Hosted Forum Intro to tc Cloud Functors: A Graph-First Mental Model for the Modern Cloud Designing Multi-Tenant Backends With Both Ownership and Team Access I Built a Neumorphic CSS Library with 77+ Components — Here's What I Learned PostgreSQL Performance Optimization: Why Connection Pooling Is Critical at Scale Cómo construí un SaaS multi-rubro para gestionar expensas en Argentina con FastAPI + Vue 3 🚀 I Built an Ethical Hacking Scanner Tool – Open Source Project I Replaced /usage and /context in Claude Code With a Single Statusline A Pythonic Way to Handle Emails (IMAP/SMTP) with Auto-Discovery and AI-Ready Design I Collected 8.9 Million Polymarket Price Points — Here's What I Found About How Markets Really Move EcoTrack AI — Carbon Footprint Tracker & Dashboard Everyone's Using AI. No One Agrees How. 5 self-hosted ebook managers worth trying in 2026 Building Your First AI Agent with LangChain: From Chatbot to Autonomous Assistant Common SOC 2 Failures (Real World) Stop Vibe-Checking Your AI App: A Practical Guide to Evals How to Use SonarQube and SonarScanner Locally to Level Up Your Code Quality Your Next To-Do App Is Dead — I Replaced Mine with an OpenClaw AI Sign a Nostr event in 60 lines of Python using coincurve — no nostr-sdk, no nbxplorer, no rust toolchain ITGC Audit Explained Like You’re in Big 4 Patch Tuesday abril 2026: Microsoft parcha 163 vulnerabilidades y un zero-day en SharePoint Stop scraping everything: a better way to track competitor price changes Listing on MCPize + the Official MCP Registry while routing payments OUTSIDE the marketplace — how I kept 100% of my x402 revenue Building an AI-Powered Risk Intelligence System Using Serverless Architecture Why We Ripped Function Overloading Out of Our AI Toolchain Testing AI-Generated Code: How to Actually Know If It Works SaaS Churn Is Killing Your Business. Here Is What to Do About It (Without a Support Team) The Speed of AI Is No Longer Linear - And Self-Improving Models Are Why How to Implement RBAC for MCP Tools: A Practical Guide for Engineering Teams From Standard Quote to Persuasive Proposal: AI Automation for Arborists I built a CLI that scaffolds complete multi-tenant SaaS apps Axios CVE-2025–62718: The Silent SSRF Bug That Could Be Hiding in Your Node.js App Right Now The dashboard that ended our friendship Data Pipelines Explained Simply (and How to Build Them with Python) The Hidden Cost of AI Systems Nobody Talks About. undefined vs undeclared, and how typeof behaves Switching from file-based jobs to NATS/Kafka in Rust without changing code io_uring Adventures: Rust Servers That Love Syscalls Why Agentic AI is Killing the Traditional Database The POUR principles of web accessibility for developers and designers Quantum Neural Network 3D — A Deep Dive into Interactive WebGL Visualization How To Install Caveman In Codex On macOS And Windows Automation Pipeline Reliability: Why Your Workflow Breaks When Nobody Is Watching I Built an 'Open World' AI Coding Agent — It Works From ANY Folder From Freelancing to Product: A Tech Service Company's SaaS Transformation China's AI Giants: Adding Tencent Hunyuan & ByteDance Doubao to AI University (74 Providers) On the Vibe Coders and Their Lies clerk: Auto-Summarize Your Claude Code Sessions AI Weekly — 2026/04/10–04/17 | The Model Lockdown Is Here, but the Toolchain Is the Real Battleground AI 週報 — 2026/04/10–2026/04/17 模型封鎖潮來了,但工具鏈才是真戰場 Maybe this is how Open-Source apps are born... 🚀 Fine-Tune LLMs with LoRA and QLoRA: 2026 Guide tRPC v11 + Next.js App Router: End-to-End Type Safety Without the Boilerplate ShadCN UI in 2026: Why I Stopped Installing Component Libraries and Started Owning My Components SaaS Billing in React Server Components: Stripe + Supabase Without a Single `useEffect` Join our DEV Weekend Challenge — $1,000 in Prizes Across TEN winners! Submissions Due April 20 at 6:59 AM UTC. Implementing FSRS Spaced Repetition in Flutter + Supabase — Adding Memory Science to an AI Learning App "I Texted My Localhost From the Train — Claude Code Fixed the Bug Before I Got Home" I Built a Sales Prep AI and It Went Deeper Than Expected Design to Code #2: One JSON, Eleven Outputs Solving the 100M-Row Problem: A Summary Table Pattern for High-Volume Push Notification Logs Flutter Web With Wasm: What Actually Changes For Developers I Built 50 Royalty-Free Soundtracks for My Side Project in a Weekend Using AI Music Generation The Vibe Coding Security Checklist: 7 Things to Check Before You Ship Stop Letting Googlebot Guess Fix Your React App's SEO Right Desconstruindo o Streaming do LinkedIn: Como Criar um Engine de Extração de Vídeo de Alta Performance com HLS e FFmpeg (EDA Part-1) EDA (Exploratory Data Analysis) Explained With Real Life — Why Looking at Your Data Is the Most Important Step in Machine Learning Brand Relationship Management at Scale: Our 4-Touch Outreach System for 200+ Brands Why String.fromEnvironment() Might Return an Empty String in Dart JGuardrails 1.0.0 — Hardening Java LLM Apps Against Jailbreaks, Toxicity, and Prompt Injection Plan and Schedule a Full Week of Threads Content From One Claude Conversation Coding Cat Oran Ep3, Five Tables Changed Everything Updated: BFF Pattern I'm done watching freelancers get buried by 200 proposals. So I'm building the alternative. This is my first post BFS Algorithm in Java Step by Step Tutorial with Examples Tracking LLM Pricing Monthly: An Open Dataset for 22 AI Models How We Measure Content ROI on a Comparison Site: Revenue Attribution Without Perfect Data Introducing Nova AI Ops: The AI-Native Operating System for SRE Teams I built a free desktop video downloader for Windows — Grabbit How Talkie OCR Helps Vision-Impaired & Dyslexic Users Read the World Around Them VRCFaceTracking安装和iPhone面捕配置教程,有bug Even CrowdStrike Can't See Your Agents The Automation Gold Rush: What n8n Workflows and Claude Are Opening Up for Developers Right Now
Fruit Dash: A Solstice Platformer with Binary Code Gates
Agastya Khati · 2026-06-20 · via DEV Community

This is a submission for the June Solstice Game Jam

What I Built

I built Fruit Dash, a lightweight 2D browser platformer inspired by the bright, playful energy of June and the June Solstice.

Fruit Dash is a colorful pixel-art platformer where the player chooses a character, enters a 50-level world, collects fruit, avoids traps, fights enemies, activates checkpoints, and clears each stage by reaching the end flag.

The game includes:

  • 50 generated platforming levels
  • Character selection
  • Level selector
  • Fruit collection
  • Jumping and double jumping
  • Fireball/powerball attacks
  • Enemies that scale by level
  • Checkpoints and end flags
  • Saws, spikes, fire traps, arrows, fans, trampolines, moving platforms, boxes, and surfaces
  • Background music with mute/unmute control
  • Mobile and tablet touch controls
  • Turing Gate binary puzzles on milestone levels

For the June Solstice theme, I wanted the game to feel like a bright seasonal arcade adventure: colorful, energetic, full of motion, and centered around progression. The solstice is a turning point in the year, and Fruit Dash mirrors that through the way each level moves the player forward into new hazards, enemies, and mechanics.

I also added a specific Alan Turing-inspired mechanic: Turing Gates. On milestone levels, the exit is locked behind a small binary code puzzle. The player must shoot three binary switches until the bits match the target code. This connects the platforming gameplay to computation, binary logic, code-breaking, and Turing’s legacy in computer science.

Video Demo

Code

Fruit Dash

Fruit Dash is a lightweight 2D browser platformer built for the June Solstice Game Jam. It is a colorful fruit-collecting platformer about movement, progression, and small moments of code-breaking.

The game runs directly in the browser with plain HTML, CSS, and JavaScript. No heavy game engine is required.

Play

Live demo:

https://game-jade-one-25.vercel.app

Local run:

python3 -m http.server 4173

Then open:

http://127.0.0.1:4173/game-src/index.html

Features

  • 50 generated platforming levels
  • Home screen, level selector, and character selection
  • Fruit collection with multiple fruit types
  • Jumping, double jumping, checkpoints, and end flags
  • Tiered enemies: mushrooms, Vomfy, slimes, and mixed late-game waves
  • Fireball/powerball attack with character-specific colors
  • Traps and movement tools: saws, spikes, fire, arrows, fans, trampolines, moving platforms, boxes, and surfaces
  • Turing Gates on milestone levels with binary switch puzzles
  • Looping background music with mute/unmute control
  • Touch controls for mobile and tablet, including a fire button
  • Vercel-friendly root entry page

Controls

  • Move: A/D or…

How I Built It

Fruit Dash is built with plain HTML, CSS, and JavaScript. I intentionally avoided a heavy game engine so the game would stay lightweight, easy to deploy, and fully controllable in the browser.

The game runs on an HTML canvas. The player, enemies, fruits, traps, projectiles, platforms, checkpoints, Turing Gates, and HUD are all drawn and updated manually in JavaScript.

The visual style comes from pixel-art PNG assets and sprite sheets. The game uses sprites for characters, fruits, terrain, traps, enemies, fireballs, checkpoints, and UI elements.

The level system is generated in code. Each level creates a different combination of:

  • Ground platforms
  • Floating platforms
  • Fruits
  • Boxes
  • Checkpoints
  • End flags
  • Moving platforms
  • Hazards
  • Trampolines
  • Fans
  • Enemies
  • Turing Gates on milestone levels

Difficulty increases as the level number rises. Early levels focus on movement and collection. Later levels introduce more enemies, hazards, and tighter platforming situations.

Enemies are introduced by level tier:

  • Early levels use mushroom enemies
  • After level 10, Vomfy enemies appear
  • After level 30, slimes appear
  • After level 40, enemy types are mixed together

The player can shoot fireballs using Enter, mouse click, tap, or the mobile fire button. Fireballs use sprite-sheet animation and have character-specific colors. They disappear when they hit enemies, platforms, traps, switches, or other solid objects.

For the Turing-inspired mechanic, levels 10, 20, 30, 40, and 50 include Turing Gates. Each gate displays a 3-bit binary target. The player shoots three bit switches to toggle them between 0 and 1. When the current bit pattern matches the target, the exit unlocks.

I also added background music. The original audio file was an OGG file around 11 MB, which felt too large for a small browser game. I used FFmpeg to convert it into a smaller MP3 file, reducing it to around 4.1 MB and improving browser compatibility. The music loops after the first player interaction because browsers usually block autoplay audio until the user clicks, taps, or presses a key.

For mobile support, I added touch controls that appear automatically on touch screens. Mobile and tablet players can move, jump, and fire without a keyboard.

The game is deployed as a static site on Vercel. I also added a root index.html so the deployed URL opens correctly instead of returning a 404.

Challenges I Faced

One of the biggest challenges was making sure the collision system matched the visuals. At one point, some platforms had collision but were not visibly drawn because the wrong part of the terrain sprite sheet was being used. This made the character look like they were standing on invisible platforms. I fixed this by correcting the terrain tile coordinates and adding safer fallback drawing for platform types.

Generated level quality was another major challenge. Since levels are built in code, some objects were originally placed in awkward spots. Fruits could appear in cramped areas that were hard or impossible to reach. Fans could appear under platforms, pushing the player directly into a ceiling. I added a cleanup pass to the level generator that checks fruit placement, reduces overlapping fruit clusters, and only places fans where the upward air path is actually useful.

The arrow trap also needed redesign. Initially, touching an arrow restarted the player, which felt unfair and not very meaningful. I changed arrows into directional boosters so they become a movement mechanic instead of just another punishment.

Enemy sprite alignment was tricky too. Some enemy sprite sheets had transparent padding, so enemies looked like they were floating even when their collision boxes were touching the ground. I adjusted enemy drawing offsets so their feet visually line up with the platform.

Adding Turing Gates required balancing the puzzle with the platforming. I did not want to turn the whole game into a slow puzzle game, so I placed the binary gates only on milestone levels. That way the Alan Turing tribute appears clearly, but the main game still feels like an arcade platformer.

Audio also had browser-specific challenges. Modern browsers block autoplay audio, so the music starts after the first player interaction. I also added a mute/unmute button so the player has control.

Deployment had one final issue: Vercel initially showed a 404 because the actual game was inside game-src/index.html, not the project root. I fixed this by adding a root index.html that forwards to the game.

Prize Category

I am submitting for two prize categories:

Best Ode to Alan Turing

Fruit Dash includes a Turing-inspired mechanic called Turing Gates.

On milestone levels, the exit is locked behind a binary code puzzle. The game displays a 3-bit target code, and the player must shoot three binary switches until the switch values match the target.

This is an arcade-style tribute to Alan Turing’s legacy in computation, logic, code-breaking, and the foundations of modern computer science. I wanted the tribute to exist inside the gameplay itself, not only in the submission description.

The player solves a small binary logic problem, unlocks the gate, and continues the level.

Best Google AI Usage

Google AI helped throughout the development process. I used Antigravity IDE for development ,also while building and iterating on the game. It helped with code generation, debugging, gameplay iteration, layout fixes, and improving the structure of the app.

AI assistance was especially useful for:

  • Debugging invisible platform issues
  • Fixing sprite alignment problems
  • Improving generated level placement
  • Adding enemies and attacks
  • Adding mobile controls
  • Adding audio controls
  • Optimizing the background music file
  • Preparing the project for Vercel deployment
  • Shaping the Turing Gate binary puzzle mechanic

I also used Gemini models / Gemini API workflows during the creative process for asset and image-related experimentation. The final game is still a browser-based JavaScript game using local assets, but Google AI helped speed up the design, development, debugging, and iteration process.