Concept:
Oy, “Hello” in the Nubian language , My concept is my favorite Ramadan series teaching students new lessons everyday in the holy month of Ramadan offering wisdom and importance of community as well ass offering awareness to children and adults since it the series was a great success in Egypt and The Arab World. It is also the first 100% created Egyptian cartoon series started in 1998. It also introduces the Nubian culture which on of the rich, unique, and strongly continuing cultures in Egypt.

So how does it work and what am I proud of:
Initializing all images and assets
let startImg, homeImg, bakkarImg, hassonaImg, mapImg, mapSceneImg; let teacherImg, rashidaImg, friend1Img, shalabiImg, friend2Img, shalabi2Img; let storeShelfImg, storeAsset1Img, storeAsset2Img, bagImg, shopSignImg; let button; let homeMapStartTime = 0;
Hassona is Bakkar friend guiding him through the game. I added Typetext message. HassonaStoreIdx and hassonaMapIdx starts at 0 and counts up to the full length of the map and home scene text, making it appear letter-by-letter.
let homeTypeText = "حسونه: يا بكار يلا نجمع فلوس الزينة رمضان\nHassona: Yalla Bakar Lets collect the money for the Ramadan decorations"; let homeTypeIdx = 0; const hassonaMapText = "حسونة: اضغط Space للتكلم مع أصحابنا والجيران!\nHassona: Press Space to Talk to our Friends and Neighbors!"; const hassonaStoreText = "حسونة: اسحب الأغراض للشنطة عشان تشتري!\nHassona: Click & Drag objects to the Bag to Buy!"; let hassonaMapIdx = 0; let hassonaStoreIdx = 0;
This is the pinned message at the top giving instruction. I added a white speech box to make it more clear to see the message.
fullText.substring(0, idx) slices the full string to only show characters up to idx, creating the typewriter effect.
function drawHassonaBanner(fullText, idx) {
noStroke();
// Dark semi-transparent backing strip
fill(0, 150);
rect(0, 0, width, BANNER_H);
// Hassona avatar
image(hassonaImg, ICON_PAD, ICON_PAD, ICON_SIZE, ICON_SIZE);
// White speech box
fill(255);
rect(BOX_X, ICON_PAD, BOX_W, BANNER_H - ICON_PAD * 2, 8);
// Typewriter text inside box
fill(0);
textAlign(LEFT);
textSize(14);
text(fullText.substring(0, idx), BOX_X + 12, ICON_PAD + 18, BOX_W - 22, BANNER_H - ICON_PAD * 2 - 10);
}
This function draws the Hassona intro banner on the home screen. It waits 2 seconds after the scene starts. I used Chatgbt to learn more about how to use time countdown before it shows an image or an object as well as typer style of text banner. Also there is a debugMode to help with seeing where the collision boxes are I got it form Claude because I struggle to envision where everything goes.
function drawHomeTypewriter() {
if (millis() - homeMapStartTime < 2000) return;
image(hassonaImg, 10, 10, 100, 100);
fill(255); rect(120, 20, 650, 100, 10);
fill(0); textAlign(LEFT);
text(homeTypeText.substring(0, homeTypeIdx), 140, 50, 600);
if (frameCount % 2 === 0 && homeTypeIdx < homeTypeText.length) homeTypeIdx++;
}
Every frame, updateRashidaTrail saves Bakkar’s current position to a history array, trims it to TRAIL_DELAY frames long, then positions Rashida at the oldest saved position — making her follow Bakkar with a slight delay. drawRashida simply draws her sprite at that calculated position.
function updateRashidaTrail() {
posHistory.push({ x: x, y: y });
if (posHistory.length > TRAIL_DELAY + 1) posHistory.shift();
if (posHistory.length > 0) {
rashidaX = posHistory[0].x - RASHIDA_W * 0.5;
rashidaY = posHistory[0].y + (charH - RASHIDA_H) * 0.5;
}
}
function drawRashida() {
image(rashidaImg, rashidaX, rashidaY, RASHIDA_W, RASHIDA_H);
}
For the collision I used a fixed hitboxoffset so when my character collides with an object it gets detected, and the it either stops the object from going through the object or transitions to the next scene
The moveCharacter function moves using arrows and it minus the amount of steps towards a specific direction like x or y in negative which the left side or positive side which to the right side. If moving horizontally doesn’t cause a collision, it applies the new X; if moving vertically doesn’t cause a collision, it applies the new Y. This way the player can slide along a wall instead of getting completely stuck when hitting it diagonally.
function checkCollision(cx, cy, ox, oy, ow, oh) {
return (
cx + hitboxOffsetX < ox + ow &&
cx + hitboxOffsetX + hitboxW > ox &&
cy + hitboxOffsetY < oy + oh &&
cy + hitboxOffsetY + hitboxH > oy
);
}
function collidesWithList(nx, ny, list) {
for (let obs of list) {
if (checkCollision(nx, ny, obs.x, obs.y, obs.w, obs.h)) return true;
}
return false;
}
function moveCharacter(obstacles) {
let nx = x, ny = y;
if (keyIsDown(LEFT_ARROW)) nx -= step;
if (keyIsDown(RIGHT_ARROW)) nx += step;
if (keyIsDown(UP_ARROW)) ny -= step;
if (keyIsDown(DOWN_ARROW)) ny += step;
nx = constrain(nx, 0, width - charW);
ny = constrain(ny, 0, height - charH);
if (!collidesWithList(nx, y, obstacles)) x = nx;
if (!collidesWithList(x, ny, obstacles)) y = ny;
}
In the store scene it shows the amount of money collected in the variable moneyTotal and then we have an object bag with a specific x,y,w, and h to drop object in the bag.
function drawStoreScene() {
image(storeShelfImg, 0, 0, width, height);
image(bagImg, bagZone.x, bagZone.y, bagZone.w, bagZone.h);
fill(255); textAlign(CENTER); textSize(14);
text("Drop to Buy", bagZone.x + 90, bagZone.y + 30);
// Money HUD sits below the banner
fill(0, 180); rect(0, BANNER_H, width, 48);
fill(255, 215, 0); textSize(20); textAlign(CENTER);
text("Money: " + moneyTotal + " EGP", width / 2, BANNER_H + 33);
It loops through storeItems and draws each one that hasn’t been bought or placed yet, then if the player is currently dragging an item it draws it following the mouse. Finally it handles the error message, dialogue, back button, and draws the Hassona banner last so it always appears on top of everything else.
for (let itm of storeItems) {
if (!itm.inBag && !itm.placedOnMap) {
image(itm.img, itm.px, itm.py, 100, 100);
fill(255); textSize(18); text(itm.name, itm.px + 50, itm.py - 10);
}
}
if (dragging && scene === 'store_scene') {
image(storeItems[dragging.idx].img, mouseX - 50, mouseY - 50, 100, 100);
}
if (millis() < statusTimer) { fill(255, 0, 0); text(statusMessage, width / 2, height / 2); }
drawDialogueUI();
fill(255); textSize(18); text("Press 'B' to Return to Map", width / 2, height - 30);
// Hassona banner drawn last — always on top
drawHassonaBanner(hassonaStoreText, hassonaStoreIdx);
if (frameCount % 2 === 0 && hassonaStoreIdx < hassonaStoreText.length) hassonaStoreIdx++;
}
drawBakar draws the player , drawDoor draws a brown rectangle for the home door, drawStoreEntrance draws the shop sign image, and startGame switches to the home scene, hides the start button, records the start time, and resets Rashida’s position and trail history.
function drawBakar() { image(bakkarImg, x, y, charW, charH); }
function drawDoor() { fill(101, 67, 33); rect(doorX, doorY, doorW, doorH, 5); }
function drawStoreEntrance() {
image(shopSignImg, storeDoor.x, storeDoor.y, storeDoor.w, storeDoor.h);
}
function startGame() {
scene = "home_map";
button.hide();
homeMapStartTime = millis();
rashidaX = x - RASHIDA_W - 10;
rashidaY = y;
posHistory = [];
}
Draws a small semi-transparent dark badge in the top-right corner just below the Hassona banner, displaying the player’s current cash total in gold text.
function drawMoneyHUD() {
// In map_scene, cash badge sits just below the Hassona banner
fill(0, 180); rect(width - 190, BANNER_H + 8, 170, 40, 10);
fill(255, 215, 0); textSize(16); textAlign(CENTER);
text("Cash: " + moneyTotal, width - 105, BANNER_H + 30);
}
with each interaction with each store asset and their x,y positions, name, and image that was initialized in the beginning of the code.
function initStoreItems() {
storeItems = [
{ name: "Lantern", img: storeAsset1Img, cost: 10, shelfX: 100, shelfY: 300, px: 100, py: 300, inBag: false, placedOnMap: false, mapX: 0, mapY: 0 },
{ name: "Decor", img: storeAsset2Img, cost: 15, shelfX: 300, shelfY: 300, px: 300, py: 300, inBag: false, placedOnMap: false, mapX: 0, mapY: 0 }
];
}
I wrote the dialogue with each interaction with each character and their x,y positions, name, and image that was initialized in the beginning of the code.
function initNPCs() {
npcs = [
{ name: "Teacher", img: teacherImg, x: 100, y: 200, completed: false,
greet: "Bakar! Help with Ramadan decorations?",
opts: [{ text: "Yes! (Collect 10 EGP)", reward: 10, reply: "Good luck!" }] },
{ name: "Friend", img: friend1Img, x: 200, y: 600, completed: false,
greet: "Bakar! I saved some money for the decorations!",
opts: [{ text: "Thanks! (Collect 15 EGP)", reward: 15, reply: "Yalla habibi!" }] },
{ name: "Friend2", img: friend2Img, x: 380, y: 600, completed: false,
greet: "Hey Bakar! I have some money for decorations!",
opts: [{ text: "Thanks! (Collect 15 EGP)", reward: 15, reply: "Happy Ramadan!" }] },
{ name: "Shalabi", img: shalabi2Img, x: 560, y: 200, completed: false,
greet: "Bakar ya basha! Khawd el floos!",
opts: [{ text: "Shukran! (Collect 25 EGP)", reward: 25, reply: "Ramadan Kareem!" }] }
];
}
Sketch:
Areas I would like to improve:
I would to improve a lot of things like the quality of the pixelated, adding more assets to ramadan decoration, more interaction between Bakkar and the NPCs. I honestly, had an idea in mind to make an interactive immersive game, but due to circumstance it was a bit difficult to create it. There so much more things I think I could have added it to my project to make it more unique. I feel the most unique part of it is a simple introduction to Egyptian community and culture. I could also add the music effects from the music series and the song associated with the intro in the start scene. I also did not end the game because I want to work on improving it and make it into a true RBG game similar to starview valley and add different quests and games. Therefore, I would like to add more dialogues between the character to learn about them and there role and stories in the series.