DEVELOPER SANDBOX Academy of Mastery
Bird Life Simulation Game

Bird-life 2D Tile Map Survival System

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LAB / EXPLORATION

Bird Life Simulation Game

Simple-Sprite Wildlife Simulation
Bird-life 2D Tile Map Survival System

PLANNED LAB

Build a small bird-life 2D tile map survival system where survival and nesting behaviors drive visible sprite states. The implementation is planned.

PLANNED LAB

Bird Life 2d Tile Map System

Build a small bird-life 2D tile map survival system where survival and nesting behaviors drive visible sprite states. The implementation is planned.
Build a small bird-life 2D tile map survival system where survival and nesting behaviors drive visible sprite states. The implementation is planned.
02

Purpose & Learning Objectives

Why this project exists and what the implementation should teach.
Purpose / Learning

Purpose

Build a small bird-life simulation where survival and nesting behaviors drive visible sprite states.

Learning Objectives

  • Model bird state independently from sprite appearance.
  • Create movement and behavior state transitions.
  • Use simple older-style sprites rather than detailed modern illustration.
  • Track health, weakness, ground state, flight, and resource gathering.
  • Represent nest/material interactions as game systems.
  • Design the game so additional bird species and behaviors can be added later.

Research & Planning

How to Build Research

To build a single-player demo of Web Earth Online featuring a player character, tile movement, and basic survival stats running directly on GitHub Pages, I'll need four essential components.

What I already Know
Based on the planned techologies and a little research I can figure out what I need and what will contribute to my learning quickly.

JavaScript will be the language language in.

Phaser will be the engine doing all the heavy lifting.

Canvas 2D can be the drawing board inside the browser that Phaser paints sprites and tiles onto.

I'll need data. JSON is a data format Phaser can use when loading tile maps, item lists, or game configs.

The browser's native sound engine Web Audio API can be used by Phaser calls whenever I play a sound effect

TypeScript is potential a good tool I can use and learn better during this project.

What do I need
Core Engine Frame workPhaser.js

Single index.html file importing Phaser via CDN.

Initialization configuration specifying a 2D canvas size, grid rendering, and Phaser's built-in Arcade Physics.

Tile Map & Grid System

Terrain Grid: A 2D array or tilemap handling dirt, grass, and water tiles.

Obstacles & Collision: Wall properties applied to specific tile IDs (e.g., water or dense trees) to prevent the character from walking through them.

Cahracter & Movement

Character Sprite: A basic 2D sprite or vector image representing the player character.

Input Handling: Keyboard event listeners (cursors = this.input.keyboard.createCursorKeys()) mapping arrow keys or WASD to grid-aligned movement.

Survival Mechanics & UI Overlay

Stat Variables: Basic JavaScript variables tracking numeric values for Health, Hunger, and Thirst.

Game Loop Timers

An automated time.addEvent tick that decreases Hunger/Thirst over time.

UI Display

Simple fixed HTML/CSS or Phaser text labels pinned to the screen corners showing live stat updates

03

Planned Technologies

Current, planned, legacy, or candidate technologies for this project.
Language Candidates

TypeScript
JavaScript

Rendering Candidates

Canvas 2D
Phaser

Data

JSON

Optional

Web Audio API

04

Implementation Scope

Planned behaviors, architecture decisions, and evidence this project should produce.
Confirmed sprite states
The first visual state set is already defined.
Bird state model
Game rules should determine the sprite/action rather than hard-coded animation sequences.
Simulation loop
Time should create consequences and decisions.
World expansion
Keep the initial system small but extensible.
05

Project Notes

Implementation context, boundaries, and later expansion.
Project Notes

Visual Direction

Use simple older-game sprites and readable states; avoid polished illustration that obscures gameplay.

Engine Decision

Canvas and Phaser remain candidates until the first playable architecture is chosen.