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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • HTML5 Form Validation

    - by Stephen.Walther
    The latest versions of Google Chrome (16+), Mozilla Firefox (8+), and Internet Explorer (10+) all support HTML5 client-side validation. It is time to take HTML5 validation seriously. The purpose of the blog post is to describe how you can take advantage of HTML5 client-side validation regardless of the type of application that you are building. You learn how to use the HTML5 validation attributes, how to perform custom validation using the JavaScript validation constraint API, and how to simulate HTML5 validation on older browsers by taking advantage of a jQuery plugin. Finally, we discuss the security issues related to using client-side validation. Using Client-Side Validation Attributes The HTML5 specification discusses several attributes which you can use with INPUT elements to perform client-side validation including the required, pattern, min, max, step, and maxlength attributes. For example, you use the required attribute to require a user to enter a value for an INPUT element. The following form demonstrates how you can make the firstName and lastName form fields required: <!DOCTYPE html> <html > <head> <title>Required Demo</title> </head> <body> <form> <label> First Name: <input required title="First Name is Required!" /> </label> <label> Last Name: <input required title="Last Name is Required!" /> </label> <button>Register</button> </form> </body> </html> If you attempt to submit this form without entering a value for firstName or lastName then you get the validation error message: Notice that the value of the title attribute is used to display the validation error message “First Name is Required!”. The title attribute does not work this way with the current version of Firefox. If you want to display a custom validation error message with Firefox then you need to include an x-moz-errormessage attribute like this: <input required title="First Name is Required!" x-moz-errormessage="First Name is Required!" /> The pattern attribute enables you to validate the value of an INPUT element against a regular expression. For example, the following form includes a social security number field which includes a pattern attribute: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Pattern</title> </head> <body> <form> <label> Social Security Number: <input required pattern="^d{3}-d{2}-d{4}$" title="###-##-####" /> </label> <button>Register</button> </form> </body> </html> The regular expression in the form above requires the social security number to match the pattern ###-##-####: Notice that the input field includes both a pattern and a required validation attribute. If you don’t enter a value then the regular expression is never triggered. You need to include the required attribute to force a user to enter a value and cause the value to be validated against the regular expression. Custom Validation You can take advantage of the HTML5 constraint validation API to perform custom validation. You can perform any custom validation that you need. The only requirement is that you write a JavaScript function. For example, when booking a hotel room, you might want to validate that the Arrival Date is in the future instead of the past: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Constraint Validation API</title> </head> <body> <form> <label> Arrival Date: <input id="arrivalDate" type="date" required /> </label> <button>Submit Reservation</button> </form> <script type="text/javascript"> var arrivalDate = document.getElementById("arrivalDate"); arrivalDate.addEventListener("input", function() { var value = new Date(arrivalDate.value); if (value < new Date()) { arrivalDate.setCustomValidity("Arrival date must be after now!"); } else { arrivalDate.setCustomValidity(""); } }); </script> </body> </html> The form above contains an input field named arrivalDate. Entering a value into the arrivalDate field triggers the input event. The JavaScript code adds an event listener for the input event and checks whether the date entered is greater than the current date. If validation fails then the validation error message “Arrival date must be after now!” is assigned to the arrivalDate input field by calling the setCustomValidity() method of the validation constraint API. Otherwise, the validation error message is cleared by calling setCustomValidity() with an empty string. HTML5 Validation and Older Browsers But what about older browsers? For example, what about Apple Safari and versions of Microsoft Internet Explorer older than Internet Explorer 10? What the world really needs is a jQuery plugin which provides backwards compatibility for the HTML5 validation attributes. If a browser supports the HTML5 validation attributes then the plugin would do nothing. Otherwise, the plugin would add support for the attributes. Unfortunately, as far as I know, this plugin does not exist. I have not been able to find any plugin which supports both the required and pattern attributes for older browsers, but does not get in the way of these attributes in the case of newer browsers. There are several jQuery plugins which provide partial support for the HTML5 validation attributes including: · jQuery Validation — http://docs.jquery.com/Plugins/Validation · html5Form — http://www.matiasmancini.com.ar/jquery-plugin-ajax-form-validation-html5.html · h5Validate — http://ericleads.com/h5validate/ The jQuery Validation plugin – the most popular JavaScript validation library – supports the HTML5 required attribute, but it does not support the HTML5 pattern attribute. Likewise, the html5Form plugin does not support the pattern attribute. The h5Validate plugin provides the best support for the HTML5 validation attributes. The following page illustrates how this plugin supports both the required and pattern attributes: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>h5Validate</title> <style type="text/css"> .validationError { border: solid 2px red; } .validationValid { border: solid 2px green; } </style> </head> <body> <form id="customerForm"> <label> First Name: <input id="firstName" required /> </label> <label> Social Security Number: <input id="ssn" required pattern="^d{3}-d{2}-d{4}$" title="Expected pattern is ###-##-####" /> </label> <input type="submit" /> </form> <script type="text/javascript" src="Scripts/jquery-1.4.4.min.js"></script> <script type="text/javascript" src="Scripts/jquery.h5validate.js"></script> <script type="text/javascript"> // Enable h5Validate plugin $("#customerForm").h5Validate({ errorClass: "validationError", validClass: "validationValid" }); // Prevent form submission when errors $("#customerForm").submit(function (evt) { if ($("#customerForm").h5Validate("allValid") === false) { evt.preventDefault(); } }); </script> </body> </html> When an input field fails validation, the validationError CSS class is applied to the field and the field appears with a red border. When an input field passes validation, the validationValid CSS class is applied to the field and the field appears with a green border. From the perspective of HTML5 validation, the h5Validate plugin is the best of the plugins. It adds support for the required and pattern attributes to browsers which do not natively support these attributes such as IE9. However, this plugin does not include everything in my wish list for a perfect HTML5 validation plugin. Here’s my wish list for the perfect back compat HTML5 validation plugin: 1. The plugin would disable itself when used with a browser which natively supports HTML5 validation attributes. The plugin should not be too greedy – it should not handle validation when a browser could do the work itself. 2. The plugin should simulate the same user interface for displaying validation error messages as the user interface displayed by browsers which natively support HTML5 validation. Chrome, Firefox, and Internet Explorer all display validation errors in a popup. The perfect plugin would also display a popup. 3. Finally, the plugin would add support for the setCustomValidity() method and the other methods of the HTML5 validation constraint API. That way, you could implement custom validation in a standards compatible way and you would know that it worked across all browsers both old and new. Security It would be irresponsible of me to end this blog post without mentioning the issue of security. It is important to remember that any client-side validation — including HTML5 validation — can be bypassed. You should use client-side validation with the intention to create a better user experience. Client validation is great for providing a user with immediate feedback when the user is in the process of completing a form. However, client-side validation cannot prevent an evil hacker from submitting unexpected form data to your web server. You should always enforce your validation rules on the server. The only way to ensure that a required field has a value is to verify that the required field has a value on the server. The HTML5 required attribute does not guarantee anything. Summary The goal of this blog post was to describe the support for validation contained in the HTML5 standard. You learned how to use both the required and the pattern attributes in an HTML5 form. We also discussed how you can implement custom validation by taking advantage of the setCustomValidity() method. Finally, I discussed the available jQuery plugins for adding support for the HTM5 validation attributes to older browsers. Unfortunately, I am unaware of any jQuery plugin which provides a perfect solution to the problem of backwards compatibility.

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  • HTML5 Form Validation

    - by Stephen.Walther
    The latest versions of Google Chrome (16+), Mozilla Firefox (8+), and Internet Explorer (10+) all support HTML5 client-side validation. It is time to take HTML5 validation seriously. The purpose of the blog post is to describe how you can take advantage of HTML5 client-side validation regardless of the type of application that you are building. You learn how to use the HTML5 validation attributes, how to perform custom validation using the JavaScript validation constraint API, and how to simulate HTML5 validation on older browsers by taking advantage of a jQuery plugin. Finally, we discuss the security issues related to using client-side validation. Using Client-Side Validation Attributes The HTML5 specification discusses several attributes which you can use with INPUT elements to perform client-side validation including the required, pattern, min, max, step, and maxlength attributes. For example, you use the required attribute to require a user to enter a value for an INPUT element. The following form demonstrates how you can make the firstName and lastName form fields required: <!DOCTYPE html> <html > <head> <title>Required Demo</title> </head> <body> <form> <label> First Name: <input required title="First Name is Required!" /> </label> <label> Last Name: <input required title="Last Name is Required!" /> </label> <button>Register</button> </form> </body> </html> If you attempt to submit this form without entering a value for firstName or lastName then you get the validation error message: Notice that the value of the title attribute is used to display the validation error message “First Name is Required!”. The title attribute does not work this way with the current version of Firefox. If you want to display a custom validation error message with Firefox then you need to include an x-moz-errormessage attribute like this: <input required title="First Name is Required!" x-moz-errormessage="First Name is Required!" /> The pattern attribute enables you to validate the value of an INPUT element against a regular expression. For example, the following form includes a social security number field which includes a pattern attribute: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Pattern</title> </head> <body> <form> <label> Social Security Number: <input required pattern="^\d{3}-\d{2}-\d{4}$" title="###-##-####" /> </label> <button>Register</button> </form> </body> </html> The regular expression in the form above requires the social security number to match the pattern ###-##-####: Notice that the input field includes both a pattern and a required validation attribute. If you don’t enter a value then the regular expression is never triggered. You need to include the required attribute to force a user to enter a value and cause the value to be validated against the regular expression. Custom Validation You can take advantage of the HTML5 constraint validation API to perform custom validation. You can perform any custom validation that you need. The only requirement is that you write a JavaScript function. For example, when booking a hotel room, you might want to validate that the Arrival Date is in the future instead of the past: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Constraint Validation API</title> </head> <body> <form> <label> Arrival Date: <input id="arrivalDate" type="date" required /> </label> <button>Submit Reservation</button> </form> <script type="text/javascript"> var arrivalDate = document.getElementById("arrivalDate"); arrivalDate.addEventListener("input", function() { var value = new Date(arrivalDate.value); if (value < new Date()) { arrivalDate.setCustomValidity("Arrival date must be after now!"); } else { arrivalDate.setCustomValidity(""); } }); </script> </body> </html> The form above contains an input field named arrivalDate. Entering a value into the arrivalDate field triggers the input event. The JavaScript code adds an event listener for the input event and checks whether the date entered is greater than the current date. If validation fails then the validation error message “Arrival date must be after now!” is assigned to the arrivalDate input field by calling the setCustomValidity() method of the validation constraint API. Otherwise, the validation error message is cleared by calling setCustomValidity() with an empty string. HTML5 Validation and Older Browsers But what about older browsers? For example, what about Apple Safari and versions of Microsoft Internet Explorer older than Internet Explorer 10? What the world really needs is a jQuery plugin which provides backwards compatibility for the HTML5 validation attributes. If a browser supports the HTML5 validation attributes then the plugin would do nothing. Otherwise, the plugin would add support for the attributes. Unfortunately, as far as I know, this plugin does not exist. I have not been able to find any plugin which supports both the required and pattern attributes for older browsers, but does not get in the way of these attributes in the case of newer browsers. There are several jQuery plugins which provide partial support for the HTML5 validation attributes including: · jQuery Validation — http://docs.jquery.com/Plugins/Validation · html5Form — http://www.matiasmancini.com.ar/jquery-plugin-ajax-form-validation-html5.html · h5Validate — http://ericleads.com/h5validate/ The jQuery Validation plugin – the most popular JavaScript validation library – supports the HTML5 required attribute, but it does not support the HTML5 pattern attribute. Likewise, the html5Form plugin does not support the pattern attribute. The h5Validate plugin provides the best support for the HTML5 validation attributes. The following page illustrates how this plugin supports both the required and pattern attributes: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>h5Validate</title> <style type="text/css"> .validationError { border: solid 2px red; } .validationValid { border: solid 2px green; } </style> </head> <body> <form id="customerForm"> <label> First Name: <input id="firstName" required /> </label> <label> Social Security Number: <input id="ssn" required pattern="^\d{3}-\d{2}-\d{4}$" title="Expected pattern is ###-##-####" /> </label> <input type="submit" /> </form> <script type="text/javascript" src="Scripts/jquery-1.4.4.min.js"></script> <script type="text/javascript" src="Scripts/jquery.h5validate.js"></script> <script type="text/javascript"> // Enable h5Validate plugin $("#customerForm").h5Validate({ errorClass: "validationError", validClass: "validationValid" }); // Prevent form submission when errors $("#customerForm").submit(function (evt) { if ($("#customerForm").h5Validate("allValid") === false) { evt.preventDefault(); } }); </script> </body> </html> When an input field fails validation, the validationError CSS class is applied to the field and the field appears with a red border. When an input field passes validation, the validationValid CSS class is applied to the field and the field appears with a green border. From the perspective of HTML5 validation, the h5Validate plugin is the best of the plugins. It adds support for the required and pattern attributes to browsers which do not natively support these attributes such as IE9. However, this plugin does not include everything in my wish list for a perfect HTML5 validation plugin. Here’s my wish list for the perfect back compat HTML5 validation plugin: 1. The plugin would disable itself when used with a browser which natively supports HTML5 validation attributes. The plugin should not be too greedy – it should not handle validation when a browser could do the work itself. 2. The plugin should simulate the same user interface for displaying validation error messages as the user interface displayed by browsers which natively support HTML5 validation. Chrome, Firefox, and Internet Explorer all display validation errors in a popup. The perfect plugin would also display a popup. 3. Finally, the plugin would add support for the setCustomValidity() method and the other methods of the HTML5 validation constraint API. That way, you could implement custom validation in a standards compatible way and you would know that it worked across all browsers both old and new. Security It would be irresponsible of me to end this blog post without mentioning the issue of security. It is important to remember that any client-side validation — including HTML5 validation — can be bypassed. You should use client-side validation with the intention to create a better user experience. Client validation is great for providing a user with immediate feedback when the user is in the process of completing a form. However, client-side validation cannot prevent an evil hacker from submitting unexpected form data to your web server. You should always enforce your validation rules on the server. The only way to ensure that a required field has a value is to verify that the required field has a value on the server. The HTML5 required attribute does not guarantee anything. Summary The goal of this blog post was to describe the support for validation contained in the HTML5 standard. You learned how to use both the required and the pattern attributes in an HTML5 form. We also discussed how you can implement custom validation by taking advantage of the setCustomValidity() method. Finally, I discussed the available jQuery plugins for adding support for the HTM5 validation attributes to older browsers. Unfortunately, I am unaware of any jQuery plugin which provides a perfect solution to the problem of backwards compatibility.

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  • HTML5 Input type=date Formatting Issues

    - by Rick Strahl
    One of the nice features in HTML5 is the abililty to specify a specific input type for HTML text input boxes. There a host of very useful input types available including email, number, date, datetime, month, number, range, search, tel, time, url and week. For a more complete list you can check out the MDN reference. Date input types also support automatic validation which can be useful in some scenarios but maybe can get in the way at other times. One of the more common input types, and one that can most benefit of a custom UI for selection is of course date input. Almost every application could use a decent date representation and HTML5's date input type seems to push into the right direction. It'd be nice if you could just say:<form action="DateTest.html"> <label for="FromDate">Enter a Date:</label> <input type="date" id="FromDate" name="FromDate" value="11/08/2012" class="date" /> <hr /> <input type="submit" id="btnSubmit" name="btnSubmit" value="Save Date" class="smallbutton" /> </form> but if you'd expect to just work, you're likely to be pretty disappointed. Problem #1: Browser Support For starters there's browser support. Out of the major browsers only the latest versions of WebKit and Opera based browsers seem to support date input. Neither FireFox, nor any version of Internet Explorer (including the new touch enabled IE10 in Windows RT) support input type=date. Browser support is an issue, but it would be OK if it wasn't for problem #2. Problem #2: Date Formatting If you look at my date input from before:<input type="date" id="FromDate" name="FromDate" value="11/08/2012" class="date" /> You can see that my date is formatted in local date format (ie. en-us). Now when I run this sadly the form that comes up in Chrome (and also iOS mobile browsers) comes up like this: Chrome isn't recognizing my local date string. Instead it's expecting my date format to be provided in ISO 8601 format which is: 2012-11-08 So if I change the date input field to:<input type="date" id="FromDate" name="FromDate" value="2012-10-08" class="date" /> I correctly get the date field filled in: Also when I pick a date with the DatePicker the date value is also returned is also set to the ISO date format. Yet notice how the date is still formatted to the local date time format (ie. en-US format). So if I pick a new date: and then save, the value field is set back to: 2012-11-15 using the ISO format. The same is true for Opera and iOS browsers and I suspect any other WebKit style browser and their date pickers. So to summarize input type=date: Expects ISO 8601 format dates to display intial values Sets selected date values to ISO 8601 Now what? This would sort of make sense, if all browsers supported input type=date. It'd be easy because you could just format dates appropriately when you set the date value into the control by applying the appropriate culture formatting (ie. .ToString("yyyy-MM-dd") ). .NET is actually smart enough to pick up the date on the other end for modelbinding when ISO 8601 is used. For other environments this might be a bit more tricky. input type=date is clearly the way to go forward. Date controls implemented in HTML are going the way of the dodo, given the intricacies of mobile platforms and scaling for both desktop and mobile. I've been using jQuery UI Datepicker for ages but once going to mobile, that's no longer an option as the control doesn't scale down well for mobile apps (at least not without major re-styling). It also makes a lot of sense for the browser to provide this functionality - creating a consistent date input experience across apps only makes sense, which is why I find it baffling that neither FireFox nor IE 10 deign it necessary to support date input natively. The problem is that a large number of even the latest and greatest browsers don't support this. So now you're stuck with not knowing what date format you have to serve since neither the local format, nor the ISO format works in all cases. For my current app I just broke down and used the ISO format and so I'll live with the non-local date format. <input type="date" id="ToDate" name="ToDate" value="2012-11-08" class="date"/> Here's what this looks like on Chrome: Here's what it looks like on my iPhone: Both Chrome and the phone do this the way it should be. For the phone especially this demonstrates why we'd want this - the built-in date picker there certainly beats manually trying to edit the date using finger gymnastics, and it's one of the easiest ways to pick a date I can think of (ie. easier to use than your typical date picker). Finally here's what the date looks like in FireFox: Certainly this is not the ideal date format, but it's clear enough I suppose. If users enter a date in local US format and that works as well (but won't work for other locales). It'll have to do. Over time one can only hope that other browsers will finally decide to implement this functionality natively to provide a unique experience. Until then, incomplete solutions it is. Related Posts Html 5 Input Types - How useful is this really going to be?© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML5  HTML   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Adding interactive graphical elements to text-based browser game with HTML5

    - by st9
    I'm re-writing an old virtual world/browser based game. It is text and HTML form based with some static graphics. The client is HTML and JS. I want to introduce some interactive graphical elements to certain parts of the game, for example a 'customise character' page, with hooks to server side and local data storage. I want to use HTML5/JS, what is the best approach to designing the web-site? For example could I use Boilerplate and then embed these interactive elements in the page? Thanks

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  • HTML5 Canvas Game Timer

    - by zghyh
    How to create good timer for HTML5 Canvas games? I am using RequestAnimationFrame( http://paulirish.com/2011/requestanimationframe-for-smart-animating/ ) But object's move too fast. Something like my code is: http://pastebin.com/bSHCTMmq But if I press UP_ARROW player don't move one pixel, but move 5, 8, or 10 or more or less pixels. How to do if I press UP_ARROW player move 1 pixel? Thanks for help.

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  • Making a startscreen for an HTML5 game?

    - by hustlerinc
    How would I make a start screen for a game using HTML5 canvas? I'm not looking for something advanced, just the new game button and highscore link etc. The question might be stupid, but I've never done anything similar, and the tutorials out there don't cover the subject. Is it enough to just make a fillText with an onclick function? Is there a way to find out the size of the text? Help appreciated.

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Help decide HTML5 library or framework

    - by aoi
    I need a library or framework for small html5 contents and animation centric softwares. My priority isn't things like physics or network. I need fast rendering speed, support for touch event and most of all maximum compatibility across various platforms, including ios and android. I am pondering upon sprite js, crafty js, and kinetic js. But i can't really test the platform compatibilities, so can someone please tell me which one covers the maximum number of platforms, and if there are any better free alternatives?

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  • Which tool can tidy/indent HTML5?

    - by user2534
    I've already spent about 2 hours searching google and trying various tools but either they don't do indent tags per say or they aren't HTML5 compatible such as the famous HTML tidy which was last updated 3 years ago… N.B. I don't want to apply this to the source of a page (like PHP or JS would do) but to the code in the editor so that a clear hierarchy appears between tags. Ideally I'd like a Mac OS X tool but I'll take any online tool and in last resot a Wine compatible one. P.S. at the moment I use Coda from Panic

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • Trigerring other animation after first ending Animation (Objetive-C)

    - by ludo
    Hi, I have a simple animation which simply modify the position of a button: [UIView beginAnimation:nil context:nil]; [UIView setAnimationsDuration:3.0]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; mybutton.frame = CGREctMake(20, 233, 280, 46); [UIView commitAnimations]; I want to perform some other animations when this one is finish, how to do that?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • Android animation's first frame is applied too early on ImageView

    - by Robert
    I have the following View setup in one of my Activities: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/photoLayout" android:layout_width="fill_parent" android:layout_height="fill_parent"> <ImageView android:id="@+id/photoImageView" android:src="@drawable/backyardPhoto" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center" android:scaleType="centerInside" android:padding="45dip" > </ImageView> </LinearLayout> Without an animation set, this displays just fine. However I want to display a very simple animation. So in my Activity's onStart override, I have the following: @Override public void onStart() { super.onStart(); mPhotoImageView = (ImageView) findViewById(R.id.photoImageView); float offset = -25; int top = mPhotoImageView.getTop(); TranslateAnimation anim1 = new TranslateAnimation( Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0, Animation.ABSOLUTE, top, Animation.ABSOLUTE, offset); anim1.setInterpolator(new AnticipateInterpolator()); anim1.setDuration(1500); anim1.setStartOffset(5000); TranslateAnimation anim2 = new TranslateAnimation( Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0, Animation.ABSOLUTE, offset, Animation.ABSOLUTE, top); anim2.setInterpolator(new BounceInterpolator()); anim2.setDuration(3500); anim2.setStartOffset(6500); mBouncingAnimation = new AnimationSet(false); mBouncingAnimation.addAnimation(anim1); mBouncingAnimation.addAnimation(anim2); mPhotoImageView.setAnimation(mBouncingAnimation); } The problem is that when the Activity displays for the first time, the initial position of the photo is not in the center of the screen with padding around. It seems like the first frame of the animation is loaded already. Only after the animation is completed, does the photoImageView "snap" back to the intended location. I've looked and looked and could not find how to avoid this problem. I want the photoImageView to start in the center of the screen, and then the animation to happen, and return it to the center of the screen. The animation should happen by itself without interaction from the user.

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • Open GL Android frame-by-frame animation tutorial/example code

    - by Trick
    My first question was asked wrong, so I need to ask again :) I found out, that I will have to do an OpenGL animation for my Android game. The closest (known) example is Talking Tom (but I don't know how they did the animations). I have large PNGs which I would like to put into a animation. For example - 30 PNGs 427×240px at 8 FPS. I know some things already about Open GL, but I am used to learn from example code. And it is quicker that way (so I don't need to invent hot water all over again :)). Does anybody has any points to direct me?

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • CALayer: callback when animation ends?

    - by carloe
    Hi All, I have been running into some issues with animating multiple CALayers at the same time, and was hoping someone could point me in the right direction. My app contains an array of CALayer. The position of each layer is set to (previousLayer.position.y + previousLayer.bounds.height), which basically lays them out similar to a table. I then have a method that, every-time it is called, adds a new layer to the stack and sets its Y position is set to 0. The Y positions of all other layers in the array are then offset by the height of the new layer (essentially pushing all old layers down). What I am having problems with is preventing the adding of new layers until the previous animation has completed. Is there a way to tell when an implicit animation has finished? Or alternatively, if I use CABasicAnimation and animationDidFinish, is there a way to tell which object finished animating when animationDidFinish is called?

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the default first frame. I am new on cocos2D. I know how to make an animation and how to drag a sprite but I have no idea how to combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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  • Anti-cheat Javascript for browser/HTML5 game

    - by Billy Ninja
    I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want some level of protection. So what strategies you suggest beyond minify and obfuscation? I wouldn't bother to make some server side simple checking, but I don't want to go the Diablo 3 path keeping all my game state changes on the server side. Since it's going to be a rpg of sorts I came up with the idea of making a stats inspector that checks abrupt changes in their values, but I'm not sure how it consistent and trusty it can be. What about variables and functions escopes? Working on smaller escopes whenever possible is safer, but it's worth the effort? Is there anyway for the javascript to self inspect it's text, like in a checksum? There are browser specific solutions? I wouldn't bother to restrain it for Chrome only in the early builds.

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