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[ pixijs ]

building an atomic bomberman clone, part 5: your game server shouldn't know what a sprite is

For four posts, my Bomberman clone looked like a game designed by a spreadsheet. Players were colored squares. Bombs were black squares. Explosions were yellow rectangles. It worked — the game logic was solid — but it looked like a developer art museum.

This week I swapped every Graphics primitive for actual Atomic Bomberman sprites. And in doing so, I learned something I didn't expect: the sprite swap itself was the easy part. The interesting part was discovering how cleanly the rendering layer separated from the game logic — and what broke when it didn't.