A couple brief Moai tutorials

1. November 2012

 

In the last couple days a few very useful tutorials have shown up on the Moai forums, I thought I would bring to your attention.

 

Resource Manager with Multi-Res support

This is an intermediate level tutorial, as the author suggested, there aren’t actually all that many tutorials serving this skill level.  He has a couple more tutorials in the works, hopefully at the same link.  In the author’s words, this tutorial:

The resource manager that we will be creating will actually be divided into several parts, each adding specific functionality and some really handy features. As far as the application (your game logic) is concerned, there is a namespace called 'ResMan' that provides functions for retrieving any type of data that it needs. This tutorial will start with a simple interface in the ResMan namespace for retrieving images and fonts, as the tutorial progresses the interface will be expanded to include more resource types as well as implement some very handy functionality.

 

 

Extending MOAI Lua host with additional 3rd party libraries

Another slightly shorter tutorial, this one is also at the intermediate level.  In the authors own words:

This is a brief how to which I'm posting here because it might save you 5 minutes (or me 5 minutes if I do this again). Recently I added lua 'bit ops' to the MOAI host so I could have bit flags. It was completely painless and here's a little recipe:

 

Basically it illustrates how to add another lua module to the Moai host, in this case bit ops, very handy.

 

Nice work guys, keep ‘em coming.  I really have to start a new Moai tutorial soon…

Programming , ,




Guest Tutorial: Creating a mobile game using the Moscrif SDK

30. October 2012

 The following is a guest tutorial post written by Michael Habalcik on using the freely available Moscrif game development suite to create a simple mobile game.  I hope you find it informative.

 

 


 

Balloons game demo in Moscrif SDK

 

We are proud to present one of very first tutorials about “a new kid on the block”. Moscrif is the new member of cross-platform development tools suited for a modern mobile game developer.

 

Moscrif overview

Moscrif SDK is a development suite solving the problem of supporting an increasing number of mobile platforms. The number of these platforms is increasing making it almost impossible to go native for every one of these. With Moscrif, only one development cycle is needed allowing you to publish the game to the most popular platforms. With the current support of iOS, Android, Nook or Kindle you can reach up to 80% of the mobile market audience. New Windows Phone should be supported in the near future reaching even more mobile users.

 

The key advantage is the need of just one code base. Because Moscrif uses JavaScript, it is extremely easy to adopt for experienced developers as well as for beginners because JavaScript is one of the easiest languages to learn with a countless number of tutorials all over the net.

 

Other benefits:

 

      Graphics performance - Moscrif applications are able to achieve 50 frames per seconds (one of the bests in the industry)

      Hardware acceleration – the amazing graphics performance is achieved with the contribution of fully OpenGL hardware acceleration

      Code one, run anywhere – the only one code of application can run on almost 90% of devices

      Reuse your knowledge – Moscrif uses JavaScript language which makes no problem for everybody who has ever developed web application or desktop applications in C, C++, Java etc.

      Publish on your own computer in few seconds – some other cross platform tools requires sending the source codes to theirs servers and publishing process sends some hours. Moscrif makes it on your own computer in few seconds.

      Free license - Moscrif is one of only few similar tools offering a free license

      IDE - Moscrif comes with its own IDE which is a part of the SDK

 

The Moscrif is available for free download on its homepage http://moscrif.com/download.

 

The balloon game demo

 

To present the capabilities of Moscrif, we have created a simple game demo based on shooting down the balloons. This game contains only one level and simple game menu, but with only few additional lines of code it can be transferred into a full game ready to hit the app stores.

NewImage NewImage

 

Starting a new project

 

To create the project the Project wizard (click File -> New -> New project) will be used. We have selected the new 2D Game option as it is exactly what we are looking for.

 

New Project

In the next step we set few of the most basic project’s properties like the landscape orientation. We have also checked the box2d library to be added into the project. As we are interested in some basic game menu as well, the option called Screens select Game with Menu is checked as well.

 

NewImage

In the next step we set few of the most basic project’s properties like the landscape orientation. We have also checked the box2d library to be added into the project. As we are interested in some basic game menu as well, the option called Screens select The wizard will create a new project with three precreated scenes: menu, single and multiPlayer.

 

In this sample we are only going to use a single player mode. Therefore, we need only 2 scenes - one for the menu and one for the game itself. So you can delete the multi player scene (remove also the include command in main.ms file). Game with Menu is checked as well.The wizard will create a new project with three precreated scenes: menu, single and multiPlayer. In this sample we are only going to use a single player mode. Therefore, we need only 2 scenes - one for the menu and one for the game itself. So you can delete the multi player scene (remove also the include command in main.ms file).

 

The whole game code will be in singlePlayerScene file, so we open it for editing. As seen on the example below, our scene class is extended from the PhysicsScene base class. The Scene base class creates a basic scene without the support of physical engine. Because Scene class is not sufficient for use as we need the support of physics engine, we use PhysicsScene class instead.

 

Following, a new instance of b2World object is created in the init method taking 4 parameters:

 

1      gravity on the x axis

2      gravity on the y axis

3      true/false doSleep parameter. We use True to improve the performance

4      true/false allowing the collisions between the objects within the scene

 

We set the gravity on the y axis to -9.81 what is equivalent of real earth’s gravity.

 

Example: applying physical engine in the scene

 

class SinglePlayerScene : PhysicsScene

{

    // constants

    const maxForce = 2000;

    const forceStep = 0.1;

    const maxDistance = 3*System.height / 5;


    function init()
    {
        super.init();

        this.start = System.tick;

        this.world = new b2World(0.0, -9.81, true, true);

….

 

Physical engine

 

To simulate the real world’s behavior Moscrif relies on powerful box2d physical engine. This engine is used by many platforms and many well known games rely on it like: Crayon Physics Deluxe, Limbo, Rolando, Fantastic Contraption, Incredibots, Angry Birds etc.

 

The main part of the physical engine is the world which consists of the bodies and the joints. It manages all aspects of the simulation and contacts between the bodies. Bodies interact together according to theirs properties which specify the density, friction and/or bounce.

 

The engine supports three different types of the bodies, which behaves differently. Static bodies do not move under the simulation and collide with dynamic bodies. The dynamic bodies are fully simulated and collide with all other bodies. The last, kinematic bodies do not move under the forces, only according to its velocity. They interact only with dynamic bodies. In Moscrif, bodies are created as an instance of PhysicsSprite class or class extended from the PhysicsSprite class. The position of bodies and collisions are recalculated in small time intervals.

 

Example: making a time step in physics simulation

 

function process()

{

    // timestep in physics simulation

    var timeStep = 1.0 / 40.0;

    // recalculate physics world. All objects are moved about timeStep

    this.step(timeStep, 4, 8);

….

}

 

The Balloons

 

Balloons are managed by their own class extended from the PhysicsSprite class. Every balloon is made of several frames that are changed every 100 milliseconds creating a simple and realistic animation. When a balloon reaches the top of the screen an end event is raised.

 

Image: balloons frames

NewImage

 

 

 

Example: creating the balloon class

 

class Balloon : PhysicsSprite

{

    function init()

    {

        super.init();

 

        // set image with frames

        this.image = GFX.ballon;

        // set frame dimension

        this.frameWidth = GFX.ballon.width / 5;

        this.frameHeight = GFX.ballon.height;

 

        // start timer

        this.timer = new Timer(100, true);

        this.timer.onTick = function()

        {

            // move to next frame

            if (this super.frame == 4/*number of frmes*/)

                this super.frame = 0;

            else

                this super.frame+=1;

 

            // check if the balloon does not passed the top of the screen

            var (x, y) = this super.getPosition();

            if (y < 0)

                this super._endHandler(this super);

            // speedup

            this super.setLinearVelocity(0, this super.getLinearVelocity() + 0.07);

        }

        this.timer.start(100);

    }

 

    // end level event

    property end(v)

    {

        get return this._endHandler;

        set this._endHandler = v;

    }

}

 

Balloons start from the random position at the bottom of the screen in time intervals.

 

function _setTimer(i = 1)

{

    this._timer = new Timer(1, 1);

    this._timer.onTick = function()

    {

        // create ballon

        this super._createBallon(i);

        // decrease the time between two ballons

        if (this super._time > 200)

            this super._time -= 3;

        i += 0.1;

        this super._setTimer(i);

 

    }

    this._timer.start(this._time);

}

 

The Ball

 

The ball is fired from the bottom of the screen. The angle and force of the fire are controlled by the user touches on the screen. When user taps the screen the first angle and force is calculated. The force is calculated as a rate of distance of user’s touch from the ball’s start position and its max distance which is equal to the max force. The angle is calculated using the trigonometric function tangents as a rate of distance on y and x axis.

 

Example: calculating the force and angle

 

function pointerPressed(x, y)

{

    super.pointerPressed(x, y);

 

    if(this._ended) {

        this._goBack();

        return;

    }

 

    // calculate distance on both axis

    var distanceX = x - System.width / 2;

    var distanceY = y - 9*System.height / 10;

    // calculate angle

    this._angle = Math.atan2(distanceY, distanceX);

    // total distance

    var distance = Math.sqrt(distanceX*distanceX + distanceY*distanceY);

    // max distance (max distance is distance which equal the max force)

    if (distance > maxDistance)

        distance = maxDistance;

    // calculate force

    this._force = (1.0*distance / maxDistance)*maxForce;

}

 

When user drags his finger the angle and force are recalculated in the same way as when he presses it. Finally, when user releases his finger the ball is fired.

 

Example: firing the ball

 

function _fire()

{

    // if can not fire do nothing

    if (!this._canFire)

        return;

 

    // add new ball

    this._ball = this.addCircleBody(GFX.ball, #dynamic, 1.0, 0.0, 0.0, GFX.ball.width / 2);

    this._ball.setPosition(System.width / 2, 9*System.height / 10);

    this._ball.id = #ball;

    this._ball.bullet = true;

 

    // start veloity of the ball acording to angle and force

    var velox = this._force*Math.cos(this._angle)/this.scale;

    var veloy =-this._force*Math.sin(this._angle)/this.scale;

 

    //apply velocity

    this._ball.setLinearVelocity(velox, veloy);

 

    // diable next fire

    this._canFire = false;

    // allow fire after 500ms

    var t = new Timer(1, 1);

    t.onTick = function ()

    {

        this super._canFire = true;

    }

    t.start(500);

}

 

Contacts

 

When two bodies collide together a beginContact and endContact events are raised. The events have only one parameter – a list of all contacts in the world. Every record in the list contains information about both bodies of the contact (accessible by getBodyA and getBodyB methods).

 

Example: managing contacts

 

function beginContact(contact)

{

    var current = contact;

    while (current) {

        // get both bodies in contact

        var bodyA = current.getBodyA();

        var bodyB = current.getBodyB();

        // check if a ballon was hit

        if (bodyA.id == #ball && bodyB.id == #ballon) {

            // destoy ballon

            this._bodiesToDestroy.push(bodyB);

        // check if a ballon was hit

        } else if(bodyB.id == #ball && bodyA.id == #ballon) {

            // destoy ballon

            this._bodiesToDestroy.push(bodyA);

        // check if something hit the border (only ball can)

        } else if(bodyB.id == #border) {

            this._bodiesToDestroy.push(bodyA);

        } else if(bodyA.id == #border) {

            this._bodiesToDestroy.push(bodyB);

        }

        // get next body

        current = current.getNext();

    }

}

 

Summary

 

As you can see, creating mobile games using Moscrif SDK is straightforward and even the beginners should be able to create a killer game. So are you going the make the new Angry Birds? It’s free, so why not to try it …

 

The source code of this sample can be found at https://github.com/moscrif/samples/tree/master/sampleBallons

Programming




Creating game creation tools using HTML5: Redux

26. October 2012

 

Due to a bunch of great feedback I received from the YUI community and learning a bit more about how YUI works, I’ve made some minor, but extensive ( yes, that actually makes sense ) changes to the guts of my upcoming HTML based level editor.

 

As a bit of a recap, so far we have covered:

Creating the basic MVC framework

Integrating the EaselJS canvas library

Adding an application menu (that does nothing)

Adding a file upload dialog

 

In this section, we are going to simply clean things up a bit.  Add a layer of polish, remove some of the hackish behaviour and simply make it a better foundation.  Instead of simply editing the previous posts, I figured there was some value in seeing the evolution of an application. In some ways, nothing illustrates a concept better than a before and after.

 

this = that = gross;

 

A quirk of JavaScript is that it absolutely clobbers the this pointer in callbacks.  Of course, it’s all a matter of perspective if this is a feature or not, but from someone who is from a C++/Java/C# background it certainly seems alien, you certainly wouldn’t expect the value of this to change within the same code file, but of course it does.  A very common work around is to copy this into another variable, often that or self at a higher scope, but there are certainly limitations ( plus it feels like a hack ).  Consider this common simplified example:

var that=this;
buttonDone.on("click", function(){
    that.doSomething();
})

In most (all?) YUI handlers you are actually able to solve this with incredible ease. You can pass the context in as a parameter:

buttonDone.on("click", function(){
    this.doSomething();
},this)

This is a change I made through-out the project.  However, what happens when you are dealing with a non-YUI method?  A very good example is in map.View.js, we provide a callback function that the EaselJS library calls each frame.  How exactly do we deal with that?  Consider:

createjs.Ticker.addListener(this.gameloop);

How do you handle the this value getting clobbered in this situation?  I used a global variable named Instance, which obviously was a gross hack.  I sadly couldn’t extended the callback to accept a context without making massive changes to the easelJS library, which obviously I don’t want to do.  So, how then do you cleanly solve this issue?  With incredible ease apparently:

createjs.Ticker.addListener(Y.bind(this.gameloop,this));

That’s it…  just wrap your function parameter in a Y.bind() call, and pass in the context you wish to be bound and VOILA, this is preserved.  How does it work?  ….  Black magic probably, with a great deal of chickens being sacrificed.

 

These two changes, passing the context when possible or using Y.bind() when not, reduced a great many horrible hacks from the code and made me feel a great deal better about life, the universe, everything…

 

If you support templates to make life easier for designers, why the hell aren’t you using style sheets?

 

That’s a very good question to which I simply do not have a good answer.  When I did most of my development work in HTML, it was a world without CSS and it is a technology I never really took to.  In a world where CSS selectors are increasingly important, and in an application I am making designer friendly, that is not a valid excuse. 

 

Therefore, I pulled most of the styling out to a style sheet.  This also means I removed various JavaScript based styling calls.  I also added the YUI style skin yui-skin-sam the to app <BODY> tag in index.html.  This was missed mostly out of … well, I kinda forgot I had a body tag.  Part of my brain thought that editor.View.js was the root level HTML construct, I completely forgot about the contents of index.html.

 

In order to add stylesheet support, I added a root level directory called stylesheets and created the file style.css within.  It also required adding an additional route for express in server.js, in case you are hosting from node.

server.use('/stylesheets', express.static(__dirname + '/stylesheets'));

This line basically just adds another directory to serve static files from.  If you didn’t add this, you will get 404 errors when you request a stylesheet.

 

Speaking of templates…

 

Copy and paste coding rather bit me in the butt here.  You see, I started from the person.View.js and person.js as a starting point, code that was never intended to be in the final product and code that contained a great deal more problems then I realized.  Code however, that also demonstrated the complete lifecycle of populating a view with a model, and compiling and displaying a template.

Problem is, thus far in this application, we have NO DATABINDING.  None.  It will of course come later, but most templates are actually just straight HTML with no need to process.  Thing is, I was compiling them anyways, like so:

var results = Y.io('/scripts/views/templates/map.Template',{"sync":true});
template = Y.Handlebars.compile(results.responseText);

Which was a waste of processing power. So instead we simply do:

var results = Y.io('/scripts/views/templates/map.Template',{"sync":true});
template = results.responseText;

There is the possibility that templates are overkill and handlebars is too heavy weight, and this is quite likely true.  At the end of the day though, this isn’t an application that needs to scale out massively, so I don’t really need to squeeze every cycle, so I will stick with handlebars templates for now.  The nice thing about templates is, they can be swapped out relatively easily later on.  Lightweight or not, handlebars is one of the most popular templating engines.

 

To async or not to async

 

One other areas of feedback I got, that I am not sure I entirely agree with, is that I should be loading the templates asynchronously. On the surface, this certainly makes sense, as JavaScript is a highly asynchronous language ( taken to laughable extremes at times… you will know what I mean if you’ve worked in Node.js and found yourself nested 5 or 6 callbacks deep ) and the DOM certainly encourages an async model.  Your UI will “hang” while waiting on code to complete unless it is handled asynchronously.

My catch is, this is exactly what *should happen*.  Loading a template is a synchronous task, period.  All of the rest of your code is going to be spent first checking to see if the template has loaded before proceeding.  Nothing can happen until the template has loaded, period.  Therefore it makes little sense to perform a serial action in parallel.

That said, this is just *my* opinion on the matter.  I was however offered an elegant solution to the complexity of dealing with async callbacks, and I figured I would share it here.  So here is the person.View.js rewritten to work async:

YUI.add('personView',function(Y){
        Y.PersonView = Y.Base.create('personView', Y.View, [], {
        initializer:function(){
            this.pending = new Y.Parallel();
            Y.io('/scripts/views/templates/person.Template',{
                on:{
                    complete:this.pending.add(function(id,response){
                        template = Y.Handlebars.compile(response.responseText);
                    })
                }
            },this);
        },
        render:function(){
            this.pending.done(Y.bind(function(){
                this.get('container').setHTML(template(this.get('model').getAttrs()));
            },this));

            return this;
        }
    });
}, '0.0.1', { requires: ['view','io-base','person','handlebars','parallel']});

 

The secret sauce here is the Y.Parallel module.  It allows you to batch up a number of parallel functions, which provides a callback for when they are all complete.  If you are following along and prefer to go pure async, use the above code as a template, or better yet, refactor to a common base class shared between your views.

 

A little longer, a lot less ugly

 

One other thing I hated about the previous code was the <SCRIPT> mess of includes that was developing at the top of index.html.  As of the last update, it looked like:

<script src="http://yui.yahooapis.com/3.5.1/build/yui/yui-min.js"></script>
<script src="http://code.createjs.com/easeljs-0.5.0.min.js"></script>
<script src="/scripts/models/person.js"></script>
<script src="/scripts/models/spriteSheet.js"></script>
<script src="/scripts/views/person.View.js"></script>
<script src="/scripts/views/map.View.js"></script>
<script src="/scripts/views/mainMenu.View.js"></script>
<script src="/scripts/classes/AddSpriteSheetDialog.js"></script>
<script src="/scripts/views/editor.View.js"></script>

 

This is ugly and only going to get uglier and I knew there had to be a better way, I just didn’t know what it was.  I thought the Y.Loader was a likely candidate, but I was wrong ( but very close ).  Instead there is a global variable called YUI_config you can use to declare all of your custom modules and their dependencies.  Therefore I created a new file named /scripts/config.js with the following contents:

YUI_config = {
    groups: {
        classes: {
            base: 'scripts/classes',
            modules:{
                addSpriteSheetDialog: {
                    path:'/addSpriteSheetDialog.js',
                    requires: ['node','spriteSheet','panel']
                }
            }
        },
        models: {
            base: 'scripts/models',
            modules: {
                person: {
                    path: '/person.js',
                    requires: ['model']
                },
                spriteSheet: {
                    path: '/spriteSheet.js',
                    requires: ['model']
                },
                tile: {
                    path: '/tile.js',
                    requires: ['model']
                }
            }
        },
        views: {
            base: 'scripts/views',
            modules: {
                editorView: {
                    path: '/editor.View.js',
                    requires: ['view','io-base','addSpriteSheetDialog','personView',
                        'mainMenuView','mapView','event-custom','handlebars']
                },
                mainMenuView: {
                    path: '/mainMenu.View.js',
                    requires: ['view','io-base','node-menunav','event','handlebars']
                },
                mapView: {
                    path: '/map.View.js',
                    requires: ['view','event','io-base','handlebars']
                },
                personView: {
                    path: '/person.View.js',
                    requires: ['view','io-base','person','handlebars']
                }
            }
        }
    }
}

 

This allows the YUI loader to load your scripts and their dependencies.  Ideally too, this allows the loader to load them asynchronously, which in this case is a very good thing.  Ideally then, this will cause your app to load quicker.

 

Y.App, I hardly knew you!

 

On other thing that has been mentioned ( a couple times from a couple sources ) is I am not really making use of Y.app routing, and this is 100% true, I am not.  As you can see in index.html:

    YUI().use('app','editorView', function (Y) {

        var app = new Y.App({
            views: {
                editorView: {type: 'EditorView'}
            }
        });

        app.route('*', function () {
            this.showView('editorView');
        });

        app.render().dispatch();
    });

So, yeah, a router with exactly one route is rather pointless.  So, why do I have it at all?

Well, that’s mostly a matter of reality not matching expectations and is a bi-product of “winging it”.  As things developed, once I chose to go with a composite view, the parent view editor.View.js essentially usurped the roll of controller from Y.app, which is perfectly OK.

So, why keep Y.App?  Well it’s perfectly possible that I will have tasks outside of the single composite view, in which case the app will be used.  If not, it is easily used later.  If you were looking at the code and thinking “hmmmm… that code seems superfluous”, you were exactly right.

 

Summary

 

Almost every “code smell” I had is now gone, which always makes me feel better about things. The experience also enlightened me to some of the nuances of YUI.  A great deal of thanks to Satyam on the YUI forums for taking the time to educate me.  My thanks again to all others who have commented or messaged me.  Now back to adding new features!

 

The Code

 

You can download the new sources right here.

 

As pretty much every single file changed, I am just going to dump full sources below.

 

At this point in time, our project looks like:

image

 

index.html

<!DOCTYPE html>

<html>
<head>
    <title>GameFromScratch example YUI Framework/NodeJS application</title>
</head>
<body class="yui3-skin-sam">


<script src="http://yui.yahooapis.com/3.5.1/build/yui/yui-min.js"></script>
<script src="http://code.createjs.com/easeljs-0.5.0.min.js"></script>
<script src="scripts/config.js"></script>
<link rel="Stylesheet" href="/stylesheets/style.css" />

<script>
    YUI().use('app','editorView', function (Y) {

        var app = new Y.App({
            views: {
                editorView: {type: 'EditorView'}
            }
        });

        app.route('*', function () {
            this.showView('editorView');
        });

        app.render().dispatch();
    });
</script>


</body>
</html>

server.js

var express = require('express'),
    server = express();

server.use('/scripts', express.static(__dirname + '/scripts'));
server.use('/stylesheets', express.static(__dirname + '/stylesheets'));

server.get('/', function (req, res) {
    res.set('Access-Control-Allow-Origin','*').sendfile('index.html');
});

server.listen(process.env.PORT || 3000);

 

config.js

YUI_config = {
    groups: {
        classes: {
            base: 'scripts/classes',
            modules:{
                addSpriteSheetDialog: {
                    path:'/addSpriteSheetDialog.js',
                    requires: ['node','spriteSheet','panel']
                }
            }
        },
        models: {
            base: 'scripts/models',
            modules: {
                person: {
                    path: '/person.js',
                    requires: ['model']
                },
                spriteSheet: {
                    path: '/spriteSheet.js',
                    requires: ['model']
                },
                tile: {
                    path: '/tile.js',
                    requires: ['model']
                }
            }
        },
        views: {
            base: 'scripts/views',
            modules: {
                editorView: {
                    path: '/editor.View.js',
                    requires: ['view','io-base','addSpriteSheetDialog','personView',
                        'mainMenuView','mapView','event-custom','handlebars']
                },
                mainMenuView: {
                    path: '/mainMenu.View.js',
                    requires: ['view','io-base','node-menunav','event','handlebars']
                },
                mapView: {
                    path: '/map.View.js',
                    requires: ['view','event','io-base','handlebars']
                },
                personView: {
                    path: '/person.View.js',
                    requires: ['view','io-base','person','handlebars']
                }
            }
        }
    }
}

 

style.css

body { margin:0px;overflow:hidden; }

#mapPanel { margin:0px;float:left;display:block; }

#mapPanel #mainCanvas { background-color:black; }

.spritesheetDialog { spadding-top:25px;padding-bottom:25px; }

person.js

YUI.add('person',function(Y){
    Y.Person = Y.Base.create('person', Y.Model, [],{
            getName:function(){
                return this.get('name');
            }
        },{
            ATTRS:{
                name: {
                    value: 'Mike'
                },
                height: {
                    value: 6
                },
                age: {
                    value:35
                }
            }
        }
    );
}, '0.0.1', { requires: ['model']});

 

spriteSheet.js

YUI.add('spriteSheet',function(Y){
    Y.SpriteSheet = Y.Base.create('spriteSheet', Y.Model, [],{
            count:function(){
                return this.get('spritesheets').length;
            },
            add:function(name,width,height,img){
                this.get('spritesheets').push({name:name,width:width,height:height,img:img});
            }
        },{
            ATTRS:{
                spritesheets: {
                    value: []
                }
            }
        }
    );
}, '0.0.1', { requires: ['model']});

 

tile.js (ok, this one is new… )

YUI.add('tileModel',function(Y){
    Y.Person = Y.Base.create('tile', Y.Model, [],{
            getName:function(){
                return this.get('name');
            }
        },{
            ATTRS:{
                src: {
                    value: ''
                },
                offsetX: {
                    value: 0
                },
                offsetY: {
                    value:0
                },
                width: {
                    value:0
                },
                height:{
                    value:0
                }

            }
        }
    );
}, '0.0.1', { requires: ['model']});

 

editor.View.js

YUI.add('editorView',function(Y){
    Y.EditorView = Y.Base.create('editorView', Y.View, [], {
        spriteSheets:new Y.SpriteSheet(),
        initializer:function(){

            var person = new Y.Person();
            this.pv = new Y.PersonView({model:person});
            this.menu = new Y.MainMenuView();
            this.map = new Y.MapView();

            Y.Global.on('menu:fileExit', function(e){
               alert(e.msg);
            });

            Y.Global.on('menu:fileAddSpriteSheet',function(e){
                var dialog = Y.AddSpriteSheetDialog.show(this.spriteSheets, Y.bind(function(){
                    var sheet = this.spriteSheets.get("spritesheets")[0];
                    console.log(sheet);
                },this));
            },this);
        },
        render:function(){
            var content = Y.one(Y.config.doc.createDocumentFragment());
            content.append(this.menu.render().get('container'));

            var newDiv = Y.Node.create("<div style='width:100%;margin:0px;padding:0px'/>");
            newDiv.append(this.map.render().get('container'));
            newDiv.append(this.pv.render().get('container'));

            content.append(newDiv);
            this.get('container').setHTML(content);
            return this;
        }
    });
}, '0.0.1', { requires: ['view','io-base','addSpriteSheetDialog','personView',
    'mainMenuView','mapView','event-custom','handlebars']});

mainMenu.View.js

YUI.add('mainMenuView',function(Y){
    Y.MainMenuView = Y.Base.create('mainMenuView', Y.View, [], {
        initializer:function(){
            var results = Y.io('/scripts/views/templates/mainMenu.Template',{"sync":true});
            // No need to compile, nothing in template but HTML
            // this.template = Y.Handlebars.compile(results.responseText);
            this.template = results.responseText;
        },
        render:function(){
            this.get('container').setHTML(this.template);
            var container = this.get('container');

            var menu = container.one("#appmenu");
            menu.plug(Y.Plugin.NodeMenuNav);

            //Register menu handlers
            var menuFileExit = container.one('#menuFileExit');

            menuFileExit.on("click",function(e){
                Y.Global.fire('menu:fileExit', {
                    msg:"Hello"
                });
            });

            var menuFileAddSpriteSheet = container.one('#menuFileAddSpriteSheet');
            menuFileAddSpriteSheet.on("click", function(e){
                Y.Global.fire('menu:fileAddSpriteSheet', {msg:null});
            });

            return this;
        }
    });
}, '0.0.1', { requires: ['view','io-base','node-menunav','event','handlebars']});

map.View.js

YUI.add('mapView',function(Y){
    Y.MapView = Y.Base.create('mapView', Y.View, [], {
        events:{
          "#mainCanvas": {
              click:function(e)
              {
                  console.log("Mouse over");
              }
          }
        },
        initializer:function(){
            var results = Y.io('/scripts/views/templates/map.Template',{"sync":true});
            template = results.responseText;
        },
        prepareCanvas:function(){
            this.resizeEvent();
            createjs.Ticker.setFPS(30);
            createjs.Ticker.addListener(Y.bind(this.gameloop,this));

            Y.on('windowresize',this.resizeEvent,this);
            this.publish('windowresize');
        },
        render:function(){
            this.get('container').setHTML(template);
            this.prepareCanvas();
            return this;
        },
        gameloop:function(){
            this.stage.update();
            this.stage.getChildAt(0).x++;
            if(this.stage.getChildAt(0).x > this.stage.canvas.width)
                this.stage.getChildAt(0).x = 0;
        },
        resizeEvent:function(){
            var container = this.get('container');
            var canvas = container.one("#mainCanvas");
            var panel = container.one('#panel');

            var body = Y.one("body");
            var screenWidth = body.get("clientWidth");
            var screenHeight = body.get("scrollHeight");

            var width = Math.floor(screenWidth -280);
            var height = Math.floor(screenHeight );

            canvas.setStyle("width",width + "px");
            canvas.setStyle("height",height + "px");

            this.stage = new createjs.Stage(canvas.getDOMNode());
            // for some reason, easel doesn't pick up our updated canvas size so set it manually
            this.stage.canvas.width = width;
            this.stage.canvas.height = height;

            var shape1 = new createjs.Shape();
            shape1.graphics.beginFill(createjs.Graphics.getRGB(0,255,0));
            shape1.graphics.drawCircle(200,200,200);

            this.stage.addChild(shape1);
        }
    });
}, '0.0.1', { requires: ['view','event','io-base','handlebars']});

person.View.js (async version)

YUI.add('personView',function(Y){
        Y.PersonView = Y.Base.create('personView', Y.View, [], {
        initializer:function(){
            this.pending = new Y.Parallel();
            Y.io('/scripts/views/templates/person.Template',{
                on:{
                    complete:this.pending.add(function(id,response){
                        template = Y.Handlebars.compile(response.responseText);
                    })
                }
            },this);
        },
        render:function(){
            this.pending.done(Y.bind(function(){
                this.get('container').setHTML(template(this.get('model').getAttrs()));
            },this));

            return this;
        }
    });
}, '0.0.1', { requires: ['view','io-base','person','handlebars','parallel']});

mainMenu.template

<div style="width:100%" class="yui3-skin-sam">
    <div id="appmenu" class="yui3-menu yui3-menu-horizontal"><!-- Bounding box -->
        <div class="yui3-menu-content" ><!-- Content box -->
            <ul>
                <li>
                <a class="yui3-menu-label" href="#file">File</a>
                <div id="file" class="yui3-menu">
                    <div class="yui3-menu-content">
                <ul>
                    <li class="yui3-menuitem" id="menuFileAddSpriteSheet">
                        <a class="yui3-menuitem-content" href="#">Add SpriteSheet</a>
                    </li>
                    <li class="yui3-menuitem" id="menuFileExit">
                        <a class="yui3-menuitem-content" href="#">Exit</a>
                    </li>
                </ul>
                    </div>
                </div>
                </li>
            </ul>
        </div>
    </div>
</div>

map.Template

<div id="mapPanel">
    <canvas width=300 height=300 id="mainCanvas" >
        Your browser doesn't support the canvas tag.
    </canvas>
</div>

person.Template

<div style="width:250px;min-width:250px;max-width: 280px;float:right">
    <div align=right>
        <img src="http://www.gamefromscratch.com/image.axd?picture=HTML-5-RPG_thumb_1.png"
             alt="GameFromScratch HTML5 RPG logo" />
    </div>
    <p><hr /></p>
    <div>
        <h2>About {{name}}:</h2>
        <ul>
            <li>{{name}} is {{height}} feet tall and {{age}} years of age.</li>
        </ul>
    </div>
</div> 

** – person isn’t styled because this is a place holder view anyways and is going to be removed from the project once I have an actual demonstration of a data-bound template.

Again, the entire archive can be downloaded here.

Programming, Design ,




Using Moai with Chrome ( NaCL ( Native Client ( Inception moment there ) ) )

22. October 2012

This post is going to look at getting your Moai app to run under NaCL, which is Google’s mechanism for allowing you to execute C++ code within Chrome.  There are a number of restrictions, but fortunately Zipline have done most of the hard work for us.

 

Like any other platform, your code is run within a host.  If you are working from the binary ( non-GitHub ) distribution, the host is already built for you and you can skip ahead until you encounter the text “STOP SKIPPING AHEAD!”.  If you are working from Github sources, you need to build the host first.  That is what we are going to do next.

 

Building the Chrome Host

 

First is a matter of locating it.  The source for the NaCL host is located at moai-install-dir/scons/

There are a few things you are going to need to continue…

 

First off, if you haven’t already installed Cygwin, I highly recommend that you do.  The Android  build process basically requires it, so I am going to assume you already have it.  If you don’t, refer to the Android installation guide Cygwin section for details.

You also need to have Python 2.6 or 2.7 installed.  To check, fire up Cygwin terminal and type:

python –V

If you get an error that the command wasn’t found, Python isn’t installed so let’s install it.  The easiest way is to run the Cygwin setup application, then click Next next next until you get to the Select Packages screen.  In the search box enter Python, in the results expand Python and select python: Python language interpreter.

image

Make sure you don’t have any Cygwin Terminal windows open, then click Next and let Cygwin do it’s thing.

 

Now that you have Python installed, we need to download the native client SDK. (That’s the direct download link btw… )

Save it somewhere you can remember.  Open the archive and extract the folder nacl_sdk.  I went with c:\dev\nacl_sdk, but choose whatever you want, just be sure to update your paths accordingly.

Now open a Cygwin terminal window and change in to the nacl sdk directory, which in my case is:

cd /cygdrive/c/dev/nacl_sdk/

Now we want to run the installer/downloader.  In the terminal window type:

./naclsdk update pepper_17

Even though the current version is 22, you need to install 17, as it ships with developer tools Moai depends on.  For some reason, Scons has been removed from future versions.  That is what the above command does, gets and attempts to install pepper version 17.



 

DEALING WITH GOOGLE DEVELOPER TOOLS GOTCHA BELOW!

OK, here’s the thing, we are dealing with Google developer tools, and Google developer tools are always broken in some way, especially on Windows, naclsdk is of course no exception.  After running the above command you will be greeted with the following error:

-------------------------------------------------------------------------------------------------

Updating bundle pepper_17 to version 17, revision 112997
Traceback (most recent call last):
  File "/cygdrive/c/dev/nacl_sdk/sdk_tools/sdk_update_main.py", line 759, in <module>
    sys.exit(main(sys.argv[1:]))
  File "/cygdrive/c/dev/nacl_sdk/sdk_tools/sdk_update_main.py", line 752, in main
    InvokeCommand(args)
  File "/cygdrive/c/dev/nacl_sdk/sdk_tools/sdk_update_main.py", line 741, in InvokeCommand
    command(options, args[1:], config)
  File "/cygdrive/c/dev/nacl_sdk/sdk_tools/sdk_update_main.py", line 583, in Update
    UpdateBundle()
  File "/cygdrive/c/dev/nacl_sdk/sdk_tools/sdk_update_main.py", line 564, in UpdateBundle
    RenameDir(bundle_move_path, bundle_path)
  File "/cygdrive/c/dev/nacl_sdk/sdk_tools/sdk_update_common.py", line 56, in RenameDir
    shutil.move(srcdir, destdir)
  File "/usr/lib/python2.6/shutil.py", line 260, in move
    copy2(src, real_dst)
  File "/usr/lib/python2.6/shutil.py", line 95, in copy2
    copyfile(src, dst)
  File "/usr/lib/python2.6/shutil.py", line 50, in copyfile
    with open(src, 'rb') as fsrc:
IOError: [Errno 2] No such file or directory: u'/cygdrive/c/dev/nacl_sdk/pepper_17_update'

YAY!  Don’t worry, it’s pretty easy to work around.  The installer is trying to execute a program that doesn’t exist, but the installer was downloaded as part of the above process.  Go in to the folder sdk_cache and locate the file naclsdk_win.exe and run it.  When prompted for an install path, install it to your NACL_SDK folder/pepper_17.  In my case that means C:\dev\nacl_sdk\pepper_17

Now we need to set an environment variable with the path to the NACL SDK.

setx NACL_SDK_ROOT /cygdrive/c/dev/nacl_sdk

Keep in mind, the setx command requires administrator rights, so be sure to run your cygwin terminal as administrator if you aren’t already.

Now the bummer part, exit and restart Cygwin terminal, system level environment variables don’t take immediate effect.

 

Are we there yet? Nope… it’s FMOD install time

Close… one more dependency left… FMOD.  FMOD is a commercial audio system ( AKA, if you ship a product, you’ve got to pay to use it ).  With most of Moai, you can get by using the free Untz audio system, but with NaCL, FMOD is required.  So you either have to gut the FMOD library from the build dependencies or download and configure FMOD.  I’ve opted for the second ( audio is after all, kind of nice! ), but either option is open to you.

Head on over to the FMOD download page and download the archive for FMOD for Google Native Client. Unfortunately you need to download a version that supports the same Chrome version as Moai (17).  The following direct link will download the correct version. (Direct linkIT IS VERY IMPORTANT YOU DOWNLOAD THIS VERSION…. just so you know.

Save and extract that archive somewhere.  This file is a tar.gz, so if you are using a program such as 7zip, you need to extract it, then extract the file you just extracted.  I took the resulting folder, renamed it fmodchrome and copied it to c:\dev\.  The resulting directory should look like:

image

Now we need to set yet another environment variable, one named FMOD_CHROME_SDK_ROOT and pointing at this new directory.  Once again in Cygwin terminal type:

setx FMOD_CHROME_SDK_ROOT /cygdrive/c/dev/fmodchrome

Once again, you need to exit and restart Cygwin terminal for this variable to take effect.

 

It’s building time!

 

At this point in time, there seems to be a problem with the scons build script so that the paths ../3rdparty and ../src aren’t working, at least, not on Windows.  The following is a brutal hack, and I will post a better solution when I come up with it.  For now, we simply copy all the source into the scons folder.  Copy the contents of [moaifolder]/src, [moaifolder]/3rdParty and [moaifolder]/scons/src to the scons directory.

Now cd in to the maoi scons directory, on my pc /cygdrive/c/dev/moai-dev/scons and run

./build.sh

Hopefully all went well.  If you get errors… something didn’t go so well… if you want, just skip ahead and download the version I compiled.  You only really need the build process working if you intend to alter the host.

 

Now copy the following files to a new folder:

moai.nmf

moai_x86_32.nexe

maoi_x86_64.nexe

 

This is your Moai Host ready to go. 

 

If for some reason you couldn’t get your host to build, you can download mine.

 

STOP SKIPPING AHEAD!

 

Packaging your app to run in Chrome

Now you need to package your application up into Chrome friendly goodness.  The steps are fairly straight forward

In the folder you copied the .nmf and .nexe files, create a new file called manifest.json here is what I put in mine:

manifest.json

{
    "name":"moai",
    "version":"42",
    "app": {
        "launch": {
          "local_path": "moai.html"
        }
      }
}

Now you need an html file to actually host your application. As you probably guessed by the manifest file, I called mine moai.html:

moai.html

<!DOCTYPE html>
<html>

<head>
<body>
  <title>Hello Moai!</title>
  <div>
    <embed name="nacl_module"
           id="moai"
           width=480 height=320
           src="moai.nmf"
           type="application/x-nacl" />
  </div>

</body>
</html>

Finally you need your Moai application ( the lua bits ).  Just copy your project sources into the same directory, just be sure a file is called main.lua, this is your app entry point and will automatically be called the the host.  Here for example is my folder:

image

I simply grabbed the sources from this tutorial.

 

 

Configure Chrome to run your app

Now you need to let Chrome know you want to enable NaCL applications.  In Chromes location bar enter chrome://flags, the following window should appear.

image

Scroll down and enable Native Client as shown by the arrow. You need to restart Chrome for this to take effect!

So, um, restart Chrome.

 

Now you need to add your application.  To do this, in Chrome, drop down the Menu and select Tools->Extensions.

 

image

In the resulting window, enable Developer Mode, then click Load unpacked extension…

 

In the browse dialog, navigate to the folder you’ve saved everything in then click OK.

image

 

Your extension should now be installed.  Launch a new tab ( CTRL+N ) in Chrome, and at the bottom of the screen, select Apps

image

 

Your app icon should appear on the page:

image

 

Click it.

 

Voila, a Moai application running in Chrome:

image

 

Enjoy.

Programming , , , ,




Creating game creation tools using HTML5: Adding a sprite sheet upload dialog

17. October 2012

 

A level is made up of sprites and sprites come from somewhere.  In our editor, we are going to allow the user to “upload” multiple image files containing sprite sheets.  However, are server is not required and that is going to require a bit of work.  Also, we are going to need some form of UI where users can upload the spritesheet, without cluttering our main UI too much, so we will implement it as a modal dialog box.

 

Well, let’s get to it.  First lets create a data type for holding our sprite sheet collection.  For now, a spritesheet is simply an image, the dimensions of each sprite and a name.  In your models folder create a new file named spriteSheet.js

spriteSheet.js

 

YUI.add('spriteSheet',function(Y){
    Y.SpriteSheet = Y.Base.create('spriteSheet', Y.Model, [],{
            count:function(){
                return this.get('spritesheets').length;
            },
            add:function(name,width,height,img){
                this.get('spritesheets').push({name:name,width:width,height:height,img:img});
            }
        },{
            ATTRS:{
                spritesheets: {
                    value: []
                }
            }
        }
    );
}, '0.0.1', { requires: ['model']});

Nothing really special.  Our spritesheets attribute is just an empty array for now.  We also included a pair of methods, add, for adding a new spritesheet and count for getting the current count of spritesheets already declared.  Everything else here should already be familiar at this point.

 

Now we want to create a dialog that will be displayed when the user wants to add a spritesheet.  As a bit of a spoiler, here is what we are going to create:

image

This isn’t a View and it isn’t a model, so we create a new folder called classess and create the long-winded file named AddSpriteSheetDialog.js

AddSpriteSheetDialog.js

YUI.add('addSpriteSheetDialog', function(Y){

    Y.AddSpriteSheetDialog = new Y.Base();
    var spriteSheets = null;
    Y.AddSpriteSheetDialog.show = function(ss,onComplete){
        spriteSheets = ss;
        var panel = new Y.Panel({
            width:500,
            height:300,
            centered:true,
            visible:true,
            modal:true,
            headerContent:'Select the image file containing your sprite sheet',
            bodyContent:Y.Node.create(
                "<DIV>\
                <input type=file id=spritesheet /> \
                <br /> <div id=imgName style='padding-top:25px;padding-bottom:25px'> \
                Click above to select a file to download</div>\
                <br />Sheet name:<input type=Text id=name size=30 value=''> \
                <br />Sprite Width:<input type=Text id=width size=4 value=32> \
                Sprite Height:<input type=Text id=height size=4 value=32> \
                <br /><input type=button id=done value=done />\
                </DIV>\
                "
            ),
            render:true
        });

        var fileUpload = Y.one("#spritesheet");
        fileUpload.on("change", Y.AddSpriteSheetDialog._fileUploaded);

        var buttonDone = Y.one("#done");
        buttonDone.on("click", function(){
            panel.hide();
            onComplete();
        })
        panel.show();

    };

    Y.AddSpriteSheetDialog._fileUploaded = function(e){
        if(!e.target._node.files[0].type.match(/image.*/)){
            alert("NOT AN IMAGE!");
            return;
        }
        var selectedFile = e.target._node.files[0];
        var fileReader = new FileReader();

        var that=this;
        fileReader.onload = (function(file){
            return function(e){
                if(e.target.readyState == 2)
                {
                    var imgData = e.target.result;
                    var img = new Image();
                    img.onload = function(){
                        Y.one('#imgName').set('innerHTML',selectedFile.name + " selected");
                        var name = Y.one('#name').get('value');
                        var width = Y.one('#width').get('value');
                        var height = Y.one('#height').get('value');
                        spriteSheets.add(name,width,height,img);
                    }
                    img.src = imgData;
                }
            };

        })(selectedFile);
        fileReader.readAsDataURL(selectedFile);

    };


},'0.0.1', {requires:['node','spriteSheet','panel']});

The editorView owns the spritesheet collection, and passes it in to the show() method of AddSpriteSheetDialog.  We also pass in a callback function that will be called when we are done.

We start off creating the panel which is a Y.Panel.  Most of the properties should be pretty straight forward, headerContent is the title and bodyContent is either the ID of the object to render the panel in, or in our case, we actually create a new node with our dialog HTML.  We then wire up a change handler on our file upload button, this will fire when a file is uploaded and call the _fileUploaded function.  We then wire up the Done button’s on click handler to hide the panel then call the callback function that was passed in.  Finally we display the panel.

 

When the user clicks the Choose File button, _fileUploaded is called.  First thing we check to make sure it is an image that is uploaded and error out if it isn’t.  We then want to read the selected file, which we do with the FileReader api.  Word of warning, this isn’t completely supported in every browser… frankly though, I don’t care about supporting IE in a project like this, cross browser support takes all of the fun out of web app development! Smile

 

Next is well… JavaScript at it’s most confusing. We are registering an onload event that will be fired once the file has been loaded, which in turn fires off an anonymous method.  It checks the readystate of the file to make sure it is ready and if so, our “uploaded” file will be in e.target.result.  We then create an Image object, then register yet another onload handler, this one for when the image has completed loading.  Once the user has uploaded the file, its finished loading and populated in our newly create Image, we then get the width, height name and our newly populated image and at it to the screenSheets object we passed in during show().  Yes, this is a bit screwy of an interface, in that you need to populate the text fields before uploading the interview.  I will ultimately clean that up ( and add edit ability ), but it would needlessly complicate the code for now.  Finally, no that our fileReader.onload() event is done, we actually read the file now with readAsDataUrl() the file that was chosen, which fires off the whole onload event handler in the first place.   Welcome to asynchronous JavaScript programming!  Don’t worry, if this is new to you, thinking async will come naturally soon enough…

 

So, that is how you can create a modal dialog to edit app data.  Now we wire it up and deal with a bit of a gotcha.

 

The gotcha first…  the Panel dialog requires a parent HTML element in the DOM to have a YUI skin CSS class declared.  At the bottom on the render function in editor.View.js add the following code:

Y.one('body').setStyle("margin",0);
Y.one('body').setStyle("overflow","hidden");
// The below needs to be added as some controls, such as our add sprite dialog, require a parent container
// to have the YUI skin defined already
Y.one('body').setAttribute("class","yui3-skin-sam");
return this;

This adds the yui3-skin-sam class to the page’s body, which brings in all the styling for the Panel ( and other YUI widgets ).

 

While we are in editor.View.js, we wire up a menu handler for when the user clicks the add spritesheet button ( we will add in a second ).  That handler is basically the same as the menu:fileExit handler we created earlier.  Right below that handler in the initializer function, add the following:

 

var that = this;
Y.Global.on('menu:fileAddSpriteSheet',function(e){
    var dialog = Y.AddSpriteSheetDialog.show(that.spriteSheets,function(){
        var sheet = that.spriteSheets.get("spritesheets")[0];
        console.log(sheet);
    });
});

There is the that=this hack again, there are alternatives ( you can pass the context in to the Y.Global.on event handler ), but this is a fair bit easier at the end of the day, as we would lose this again when the callback is called.  Otherwise, when the menu:fileAddSpriteSheet event is received, we simply call AddSpriteSheetDialog.show(), passing in our spritesheet and the function that is called when the panel is complete.  For now we simply log the spritesheet out to the console to prove something changed.

We also need to add the SpriteSheet to our editor.View.js, like so:

 

 Y.EditorView = Y.Base.create('editorView', Y.View, [], {
        spriteSheets:new Y.SpriteSheet(),
        initializer:function(){

 

Now we need to add the menu item.  First add it to the template mainMenu.Template,like so:

<ul>
    <li class="yui3-menuitem" id="menuFileAddSpriteSheet">
        <a class="yui3-menuitem-content" href="#">Add SpriteSheet</a>
    </li>
    <li class="yui3-menuitem" id="menuFileExit">
        <a class="yui3-menuitem-content" href="#">Exit</a>
    </li>
</ul

And we wire it up in the mainMenu.View.js, add the bottom of render() add the following code:

var menuFileAddSpriteSheet = container.one('#menuFileAddSpriteSheet');
            menuFileAddSpriteSheet.on("click", function(e){
                Y.Global.fire('menu:fileAddSpriteSheet', {msg:null});
            });

Oh, and our newly added script AddSpriteSheetDialog.js is added to index.html to guarantee it gets loaded and evaluated.

 

And done.  We now added a dialog for adding sprite sheet images, and can store the image results locally without requiring any server interaction at all.

 

Here is the end result, select File->Add Spritesheet to bring up the newly created dialog:

 


You can download the entire updated source code here.

One step closer to a full web based game editor, one very tiny step. Smile

Programming, General , , ,