This game was created using WebGL and THREE.js, an API for WebGL.
In game toggles include:
Code, textures, and menu art: by Sarah Lannigan
Music: "Ballad of the Burning Squirrel (Ch 1 Dark World)" by Danny Baranowsky for the game Super Meat Boy
Sound effects: by Jordan Fehr for Super Meat Boy
Character design: by Edmund McMillen for Super Meat Boy
Background design: by Adam Saltsman for Canabalt
The level is mapped based off of a string which defines the locations of buildings, spaces, and chainsaws. The character, Meat Boy, is a simple character made up of five boxes - a body, two arms, and two legs.
Meat Boy is animated using Bezier splines. Animations were created for running, jumping, and falling.
Sound effects are applied for running, jumping, landing, and dying. These sound effects are from Super Meat Boy. They were created by Jordan Fehr.
Collision detection is used to determine when Meat Boy has collided with a building or a chainsaw. Meat Boy and each building have a bounding box, and each chainsaw has a bounding sphere. Since the game is a side-scroller, only collisions in the X and Y axes are checked. If Meat Boy is attempting to move in an axis, and a collision is detected in that axis, the movement is cancelled.
A constant gravitational force is applied to Meat Boy. It increases his downward velocity the longer he's been airborne.
Textures are applied to buildings, the level background, chainsaws, and Meat Boy's face. The texture mapper loads images. New objects ask the texture mapper for a specific image.
The particle system is used to show blood splatters when Meat Boy collides with a chainsaw.
Billboards are camera facing sprites. The in-game particle system uses billboards to display the particles.
Animated textures show a collection of images in a sequence.
The user interface of the game, including menus, death handling, and scorekeeping.