{{meta {load_files: ["code/chapter/16_game.js", "code/levels.js"], zip: "html include=["css/game.css"]"}}}
{{quote {author: "Iain Banks", title: "The Player of Games", chapter: true}
All reality is a game.
quote}}
{{index "Banks, Ian", "project chapter", simulation}}
{{figure {url: "img/chapter_picture_16.jpg", alt: "Picture of a game character jumping over lava", chapter: "framed"}}}
Much of my initial fascination with computers, like that of many nerdy kids, had to do with computer ((game))s. I was drawn into the tiny simulated ((world))s that I could manipulate and in which stories (sort of) unfolded—more, I suppose, because of the way I projected my ((imagination)) into them than because of the possibilities they actually offered.
I don't wish a ((career)) in game programming on anyone. Much like the ((music)) industry, the discrepancy between the number of eager young people wanting to work in it and the actual demand for such people creates a rather unhealthy environment. But writing games for fun is amusing.
{{index "jump-and-run game", dimensions}}
This chapter will walk through the implementation of a small ((platform game)). Platform games (or "jump and run" games) are games that expect the ((player)) to move a figure through a ((world)), which is usually two-dimensional and viewed from the side, while jumping over and onto things.
{{index minimalism, "Palef, Thomas", "Dark Blue (game)"}}
Our ((game)) will be roughly based on Dark Blue[ (www.lessmilk.com/games/10)]{if book} by Thomas Palef. I chose that game because it is both entertaining and minimalist and because it can be built without too much ((code)). It looks like this:
{{figure {url: "img/darkblue.png", alt: "The game Dark Blue"}}}
{{index coin, lava}}
The dark ((box)) represents the ((player)), whose task is to collect the yellow boxes (coins) while avoiding the red stuff (lava). A ((level)) is completed when all coins have been collected.
{{index keyboard, jumping}}
The player can walk around with the left and right arrow keys and can jump with the up arrow. Jumping is a specialty of this game character. It can reach several times its own height and can change direction in midair. This may not be entirely realistic, but it helps give the player the feeling of being in direct control of the on-screen ((avatar)).
{{index "fractional number", discretization, "artificial life", "electronic life"}}
The ((game)) consists of a static ((background)), laid out like a ((grid)), with the moving elements overlaid on that background. Each field on the grid is either empty, solid, or ((lava)). The moving elements are the player, coins, and certain pieces of lava. The positions of these elements are not constrained to the grid—their coordinates may be fractional, allowing smooth ((motion)).
{{index "event handling", keyboard, [DOM, graphics]}}
We will use the ((browser)) DOM to display the game, and we'll read user input by handling key events.
{{index rectangle, "background (CSS)", "position (CSS)", graphics}}
The screen- and keyboard-related code is only a small part of the work we need to do to build this ((game)). Since everything looks like colored ((box))es, drawing is uncomplicated: we create DOM elements and use styling to give them a background color, size, and position.
{{index "table (HTML tag)"}}
We can represent the background as a table since it is an unchanging ((grid)) of squares. The free-moving elements can be overlaid using absolutely positioned elements.
{{index performance, [DOM, graphics]}}
In games and other programs that should animate ((graphics)) and respond to user ((input)) without noticeable delay, ((efficiency)) is important. Although the DOM was not originally designed for high-performance graphics, it is actually better at this than you would expect. You saw some ((animation))s in Chapter ?. On a modern machine, a simple game like this performs well, even if we don't worry about ((optimization)) very much.
{{index canvas, [DOM, graphics]}}
In the next chapter, we will explore another ((browser))
technology, the <canvas>
tag, which provides a more traditional way
to draw graphics, working in terms of shapes and ((pixel))s rather
than DOM elements.
{{index dimensions}}
We'll want a human-readable, human-editable way to specify levels. Since it is okay for everything to start out on a grid, we could use big strings in which each character represents an element—either a part of the background grid or a moving element.
The plan for a small level might look like this:
let simpleLevelPlan = `
......................
..#................#..
..#..............=.#..
..#.........o.o....#..
..#.@......#####...#..
..#####............#..
......#++++++++++++#..
......##############..
......................`;
{{index level}}
Periods are empty space, hash (#
) characters are walls, and plus
signs are lava. The ((player))'s starting position is the ((at sign))
(@
). Every O character is a coin, and the equal sign (=
) at the
top is a block of lava that moves back and forth horizontally.
{{index bouncing}}
We'll support two additional kinds of moving ((lava)): the pipe
character (|
) creates vertically moving blobs, and v
indicates
dripping lava—vertically moving lava that doesn't bounce back and
forth but only moves down, jumping back to its start position when it
hits the floor.
A whole ((game)) consists of multiple ((level))s that the ((player)) must complete. A level is completed when all ((coin))s have been collected. If the player touches ((lava)), the current level is restored to its starting position, and the player may try again.
{{id level}}
{{index "Level class"}}
The following ((class)) stores a ((level)) object. Its argument should be the string that defines the level.
class Level {
constructor(plan) {
let rows = plan.trim().split("\n").map(l => [...l]);
this.height = rows.length;
this.width = rows[0].length;
this.startActors = [];
this.rows = rows.map((row, y) => {
return row.map((ch, x) => {
let type = levelChars[ch];
if (typeof type == "string") return type;
this.startActors.push(
type.create(new Vec(x, y), ch));
return "empty";
});
});
}
}
{{index "trim method", "split method", [whitespace, trimming]}}
The trim
method is used to remove whitespace at the start and
end of the plan string. This allows our example plan to start with a
newline so that all the lines are directly below each other. The
remaining string is split on ((newline character))s, and each line is
spread into an array, producing arrays of characters.
{{index [array, "as matrix"]}}
So rows
holds an array of arrays of characters, the rows of the
plan. We can derive the level's width and height from these. But we
must still separate the moving elements from the background grid.
We'll call moving elements actors. They'll be stored in an array of
objects. The background will be an array of arrays of strings, holding
field types such as "empty"
, "wall"
, or "lava"
.
{{index "map method"}}
To create these arrays, we map over the rows and then over their
content. Remember that map
passes the array index as a second
argument to the mapping function, which tells us the x- and
y-coordinates of a given character. Positions in the game will be
stored as pairs of coordinates, with the top left being 0,0 and each
background square being 1 unit high and wide.
{{index "static method"}}
To interpret the characters in the plan, the Level
constructor uses
the levelChars
object, which maps background elements to strings and
actor characters to classes. When type
is an actor class, its static
create
method is used to create an object, which is added to
startActors
, and the mapping function returns "empty"
for this
background square.
{{index "Vec class"}}
The position of the actor is stored as a Vec
object. This is a
two-dimensional vector, an object with x
and y
properties, as seen
in the exercises of Chapter ?.
{{index [state, in objects]}}
As the game runs, actors will end up in different places or even
disappear entirely (as coins do when collected). We'll use a State
class to track the state of a running game.
class State {
constructor(level, actors, status) {
this.level = level;
this.actors = actors;
this.status = status;
}
static start(level) {
return new State(level, level.startActors, "playing");
}
get player() {
return this.actors.find(a => a.type == "player");
}
}
The status
property will switch to "lost"
or "won"
when the game
has ended.
This is again a persistent data structure—updating the game state creates a new state and leaves the old one intact.
{{index actor, "Vec class", [interface, object]}}
Actor objects represent the current position and state of a given
moving element in our game. All actor objects conform to the same
interface. Their pos
property holds the coordinates of the
element's top-left corner, and their size
property holds its size.
Then they have an update
method, which is used to compute their
new state and position after a given time step. It simulates the thing
the actor does—moving in response to the arrow keys for the player and
bouncing back and forth for the lava—and returns a new, updated actor
object.
A type
property contains a string that identifies the type of the
actor—"player"
, "coin"
, or "lava"
. This is useful when drawing
the game—the look of the rectangle drawn for an actor is based on its
type.
Actor classes have a static create
method that is used by the
Level
constructor to create an actor from a character in the level
plan. It is given the coordinates of the character and the character
itself, which is needed because the Lava
class handles several
different characters.
{{id vector}}
This is the Vec
class that we'll use for our two-dimensional values,
such as the position and size of actors.
class Vec {
constructor(x, y) {
this.x = x; this.y = y;
}
plus(other) {
return new Vec(this.x + other.x, this.y + other.y);
}
times(factor) {
return new Vec(this.x * factor, this.y * factor);
}
}
{{index "times method", multiplication}}
The times
method scales a vector by a given number. It will be
useful when we need to multiply a speed vector by a time interval to
get the distance traveled during that time.
The different types of actors get their own classes since their
behavior is very different. Let's define these classes. We'll get to
their update
methods later.
{{index simulation, "Player class"}}
The player class has a property speed
that stores its current speed
to simulate momentum and gravity.
class Player {
constructor(pos, speed) {
this.pos = pos;
this.speed = speed;
}
get type() { return "player"; }
static create(pos) {
return new Player(pos.plus(new Vec(0, -0.5)),
new Vec(0, 0));
}
}
Player.prototype.size = new Vec(0.8, 1.5);
Because a player is one-and-a-half squares high, its initial position
is set to be half a square above the position where the @
character
appeared. This way, its bottom aligns with the bottom of the square it
appeared in.
The size
property is the same for all instances of Player
, so we
store it on the prototype rather than on the instances themselves. We
could have used a ((getter)) like type
, but that would create and
return a new Vec
object every time the property is read, which would
be wasteful. (Strings, being ((immutable)), don't have to be re-created
every time they are evaluated.)
{{index "Lava class", bouncing}}
When constructing a Lava
actor, we need to initialize the object
differently depending on the character it is based on. Dynamic lava
moves along at its current speed until it hits an obstacle. At that
point, if it has a reset
property, it will jump back to its start
position (dripping). If it does not, it will invert its speed and
continue in the other direction (bouncing).
The create
method looks at the character that the Level
constructor passes and creates the appropriate lava actor.
class Lava {
constructor(pos, speed, reset) {
this.pos = pos;
this.speed = speed;
this.reset = reset;
}
get type() { return "lava"; }
static create(pos, ch) {
if (ch == "=") {
return new Lava(pos, new Vec(2, 0));
} else if (ch == "|") {
return new Lava(pos, new Vec(0, 2));
} else if (ch == "v") {
return new Lava(pos, new Vec(0, 3), pos);
}
}
}
Lava.prototype.size = new Vec(1, 1);
{{index "Coin class", animation}}
Coin
actors are relatively simple. They mostly just sit in their
place. But to liven up the game a little, they are given a "wobble", a
slight vertical back-and-forth motion. To track this, a coin object
stores a base position as well as a wobble
property that tracks the
((phase)) of the bouncing motion. Together, these determine the coin's
actual position (stored in the pos
property).
class Coin {
constructor(pos, basePos, wobble) {
this.pos = pos;
this.basePos = basePos;
this.wobble = wobble;
}
get type() { return "coin"; }
static create(pos) {
let basePos = pos.plus(new Vec(0.2, 0.1));
return new Coin(basePos, basePos,
Math.random() * Math.PI * 2);
}
}
Coin.prototype.size = new Vec(0.6, 0.6);
{{index "Math.random function", "random number", "Math.sin function", sine, wave}}
In Chapter ?, we saw that Math.sin
gives us the
y-coordinate of a point on a circle. That coordinate goes back and
forth in a smooth waveform as we move along the circle, which makes
the sine function useful for modeling a wavy motion.
{{index pi}}
To avoid a situation where all coins move up and down synchronously,
the starting phase of each coin is randomized. The ((phase)) of
Math.sin
's wave, the width of a wave it produces, is 2π. We multiply
the value returned by Math.random
by that number to give the coin a
random starting position on the wave.
{{index map, [object, "as map"]}}
We can now define the levelChars
object that maps plan characters to
either background grid types or actor classes.
const levelChars = {
".": "empty", "#": "wall", "+": "lava",
"@": Player, "o": Coin,
"=": Lava, "|": Lava, "v": Lava
};
That gives us all the parts needed to create a Level
instance.
let simpleLevel = new Level(simpleLevelPlan);
console.log(`${simpleLevel.width} by ${simpleLevel.height}`);
// → 22 by 9
The task ahead is to display such levels on the screen and to model time and motion inside them.
{{index "programming style", "program size", complexity}}
Most of the code in this chapter does not worry about ((encapsulation)) very much for two reasons. First, encapsulation takes extra effort. It makes programs bigger and requires additional concepts and interfaces to be introduced. Since there is only so much code you can throw at a reader before their eyes glaze over, I've made an effort to keep the program small.
{{index [interface, design]}}
Second, the various elements in this game are so closely tied together that if the behavior of one of them changed, it is unlikely that any of the others would be able to stay the same. Interfaces between the elements would end up encoding a lot of assumptions about the way the game works. This makes them a lot less effective—whenever you change one part of the system, you still have to worry about the way it impacts the other parts because their interfaces wouldn't cover the new situation.
Some ((cutting point))s in a system lend themselves well to separation through rigorous interfaces, but others don't. Trying to encapsulate something that isn't a suitable boundary is a sure way to waste a lot of energy. When you are making this mistake, you'll usually notice that your interfaces are getting awkwardly large and detailed and that they need to be changed often, as the program evolves.
{{index graphics, encapsulation, graphics}}
There is one thing that we will encapsulate, and that is the ((drawing)) subsystem. The reason for this is that we'll ((display)) the same game in a different way in the next chapter. By putting the drawing behind an interface, we can load the same game program there and plug in a new display ((module)).
{{id domdisplay}}
{{index "DOMDisplay class", [DOM, graphics]}}
The encapsulation of the ((drawing)) code is done by defining a
((display)) object, which displays a given ((level)) and state. The
display type we define in this chapter is called DOMDisplay
because
it uses DOM elements to show the level.
{{index "style attribute", CSS}}
We'll be using a style sheet to set the actual colors and other
fixed properties of the elements that make up the game. It would also
be possible to directly assign to the elements' style
property when
we create them, but that would produce more verbose programs.
{{index "class attribute"}}
The following helper function provides a succinct way to create an element and give it some attributes and child nodes:
function elt(name, attrs, ...children) {
let dom = document.createElement(name);
for (let attr of Object.keys(attrs)) {
dom.setAttribute(attr, attrs[attr]);
}
for (let child of children) {
dom.appendChild(child);
}
return dom;
}
A display is created by giving it a parent element to which it should append itself and a ((level)) object.
class DOMDisplay {
constructor(parent, level) {
this.dom = elt("div", {class: "game"}, drawGrid(level));
this.actorLayer = null;
parent.appendChild(this.dom);
}
clear() { this.dom.remove(); }
}
{{index level}}
The level's ((background)) grid, which never changes, is drawn once.
Actors are redrawn every time the display is updated with a given
state. The actorLayer
property will be used to track the element
that holds the actors so that they can be easily removed and replaced.
{{index scaling, "DOMDisplay class"}}
Our ((coordinates)) and sizes are tracked in ((grid)) units, where a
size or distance of 1 means one grid block. When setting ((pixel))
sizes, we will have to scale these coordinates up—everything in the
game would be ridiculously small at a single pixel per square. The
scale
constant gives the number of pixels that a single unit takes
up on the screen.
const scale = 20;
function drawGrid(level) {
return elt("table", {
class: "background",
style: `width: ${level.width * scale}px`
}, ...level.rows.map(row =>
elt("tr", {style: `height: ${scale}px`},
...row.map(type => elt("td", {class: type})))
));
}
{{index "table (HTML tag)", "tr (HTML tag)", "td (HTML tag)", "spread operator"}}
As mentioned, the background is drawn as a <table>
element.
This nicely corresponds to the structure of the rows
property of the
level—each row of the grid is turned into a table row (<tr>
element). The strings in the grid are used as class names for the
table cell (<td>
) elements. The spread (triple dot) operator is used
to pass arrays of child nodes to elt
as separate arguments.
{{id game_css}}
The following ((CSS)) makes the table look like the background we want:
.background { background: rgb(52, 166, 251);
table-layout: fixed;
border-spacing: 0; }
.background td { padding: 0; }
.lava { background: rgb(255, 100, 100); }
.wall { background: white; }
{{index "padding (CSS)"}}
Some of these (table-layout
, border-spacing
, and padding
) are
used to suppress unwanted default behavior. We don't want the layout
of the ((table)) to depend upon the contents of its cells, and we
don't want space between the ((table)) cells or padding inside them.
{{index "background (CSS)", "rgb (CSS)", CSS}}
The background
rule sets the background color. CSS allows colors to
be specified both as words (white
) or with a format such as
rgb(R, G, B)
, where the red, green, and blue components of the color
are separated into three numbers from 0 to 255. So, in rgb(52, 166, 251)
, the red component is 52, green is 166, and blue is 251. Since
the blue component is the largest, the resulting color will be bluish.
You can see that in the .lava
rule, the first number (red) is the
largest.
{{index [DOM, graphics]}}
We draw each ((actor)) by creating a DOM element for it and
setting that element's position and size based on the actor's
properties. The values have to be multiplied by scale
to go from
game units to pixels.
function drawActors(actors) {
return elt("div", {}, ...actors.map(actor => {
let rect = elt("div", {class: `actor ${actor.type}`});
rect.style.width = `${actor.size.x * scale}px`;
rect.style.height = `${actor.size.y * scale}px`;
rect.style.left = `${actor.pos.x * scale}px`;
rect.style.top = `${actor.pos.y * scale}px`;
return rect;
}));
}
{{index "position (CSS)", "class attribute"}}
To give an element more than one class, we separate the class names by
spaces. In the ((CSS)) code shown next, the actor
class gives the
actors their absolute position. Their type name is used as an extra
class to give them a color. We don't have to define the lava
class
again because we're reusing the class for the lava grid squares we
defined earlier.
.actor { position: absolute; }
.coin { background: rgb(241, 229, 89); }
.player { background: rgb(64, 64, 64); }
{{index graphics, optimization, efficiency, [state, "of application"], [DOM, graphics]}}
The syncState
method is used to make the display show a given state.
It first removes the old actor graphics, if any, and then redraws the
actors in their new positions. It may be tempting to try to reuse the
DOM elements for actors, but to make that work, we would need a
lot of additional bookkeeping to associate actors with DOM elements
and to make sure we remove elements when their actors vanish. Since
there will typically be only a handful of actors in the game,
redrawing all of them is not expensive.
DOMDisplay.prototype.syncState = function(state) {
if (this.actorLayer) this.actorLayer.remove();
this.actorLayer = drawActors(state.actors);
this.dom.appendChild(this.actorLayer);
this.dom.className = `game ${state.status}`;
this.scrollPlayerIntoView(state);
};
{{index level, "class attribute"}}
By adding the level's current status as a class name to the wrapper, we can style the player actor slightly differently when the game is won or lost by adding a ((CSS)) rule that takes effect only when the player has an ((ancestor element)) with a given class.
.lost .player {
background: rgb(160, 64, 64);
}
.won .player {
box-shadow: -4px -7px 8px white, 4px -7px 8px white;
}
{{index player, "box shadow (CSS)"}}
After touching ((lava)), the player's color turns dark red, suggesting scorching. When the last coin has been collected, we add two blurred white shadows—one to the top left and one to the top right—to create a white halo effect.
{{id viewport}}
{{index "position (CSS)", "max-width (CSS)", "overflow (CSS)", "max-height (CSS)", viewport, scrolling, [DOM, graphics]}}
We can't assume that the level always fits in the viewport—the
element into which we draw the game. That is why the
scrollPlayerIntoView
call is needed. It ensures that if the level is
protruding outside the viewport, we scroll that viewport to make sure
the player is near its center. The following ((CSS)) gives the game's
wrapping DOM element a maximum size and ensures that anything that
sticks out of the element's box is not visible. We also give it
a relative position so that the actors inside it are
positioned relative to the level's top-left corner.
.game {
overflow: hidden;
max-width: 600px;
max-height: 450px;
position: relative;
}
{{index scrolling}}
In the scrollPlayerIntoView
method, we find the player's position
and update the wrapping element's scroll position. We change the
scroll position by manipulating that element's scrollLeft
and
scrollTop
properties when the player is too close to the edge.
DOMDisplay.prototype.scrollPlayerIntoView = function(state) {
let width = this.dom.clientWidth;
let height = this.dom.clientHeight;
let margin = width / 3;
// The viewport
let left = this.dom.scrollLeft, right = left + width;
let top = this.dom.scrollTop, bottom = top + height;
let player = state.player;
let center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin) {
this.dom.scrollLeft = center.x - margin;
} else if (center.x > right - margin) {
this.dom.scrollLeft = center.x + margin - width;
}
if (center.y < top + margin) {
this.dom.scrollTop = center.y - margin;
} else if (center.y > bottom - margin) {
this.dom.scrollTop = center.y + margin - height;
}
};
{{index center, coordinates, readability}}
The way the player's center is found shows how the methods on our
Vec
type allow computations with objects to be written in a
relatively readable way. To find the actor's center, we add its
position (its top-left corner) and half its size. That is the center
in level coordinates, but we need it in pixel coordinates, so we then
multiply the resulting vector by our display scale.
{{index validation}}
Next, a series of checks verifies that the player position isn't outside
of the allowed range. Note that sometimes this will set nonsense
scroll coordinates that are below zero or beyond the element's scrollable
area. This is okay—the DOM will constrain them to acceptable values.
Setting scrollLeft
to -10 will cause it to become 0.
It would have been slightly simpler to always try to scroll the player to the center of the ((viewport)). But this creates a rather jarring effect. As you are jumping, the view will constantly shift up and down. It is more pleasant to have a "neutral" area in the middle of the screen where you can move around without causing any scrolling.
{{index [game, screenshot]}}
We are now able to display our tiny level.
<link rel="stylesheet" href="css/game.css">
<script>
let simpleLevel = new Level(simpleLevelPlan);
let display = new DOMDisplay(document.body, simpleLevel);
display.syncState(State.start(simpleLevel));
</script>
{{if book
{{figure {url: "img/game_simpleLevel.png", alt: "Our level rendered",width: "7cm"}}}
if}}
{{index "link (HTML tag)", CSS}}
The <link>
tag, when used with rel="stylesheet"
, is a way to load
a CSS file into a page. The file game.css
contains the styles
necessary for our game.
{{index physics, [animation, "platform game"]}}
Now we're at the point where we can start adding motion—the most interesting aspect of the game. The basic approach, taken by most games like this, is to split ((time)) into small steps and, for each step, move the actors by a distance corresponding to their speed multiplied by the size of the time step. We'll measure time in seconds, so speeds are expressed in units per second.
{{index obstacle, "collision detection"}}
Moving things is easy. The difficult part is dealing with the interactions between the elements. When the player hits a wall or floor, they should not simply move through it. The game must notice when a given motion causes an object to hit another object and respond accordingly. For walls, the motion must be stopped. When hitting a coin, it must be collected. When touching lava, the game should be lost.
Solving this for the general case is a big task. You can find libraries, usually called ((physics engine))s, that simulate interaction between physical objects in two or three ((dimensions)). We'll take a more modest approach in this chapter, handling only collisions between rectangular objects and handling them in a rather simplistic way.
{{index bouncing, "collision detection", [animation, "platform game"]}}
Before moving the ((player)) or a block of ((lava)), we test whether the motion would take it inside of a wall. If it does, we simply cancel the motion altogether. The response to such a collision depends on the type of actor—the player will stop, whereas a lava block will bounce back.
{{index discretization}}
This approach requires our ((time)) steps to be rather small since it will cause motion to stop before the objects actually touch. If the time steps (and thus the motion steps) are too big, the player would end up hovering a noticeable distance above the ground. Another approach, arguably better but more complicated, would be to find the exact collision spot and move there. We will take the simple approach and hide its problems by ensuring the animation proceeds in small steps.
{{index obstacle, "touches method", "collision detection"}}
{{id touches}}
This method tells us whether a ((rectangle)) (specified by a position and a size) touches a grid element of the given type.
Level.prototype.touches = function(pos, size, type) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
let isOutside = x < 0 || x >= this.width ||
y < 0 || y >= this.height;
let here = isOutside ? "wall" : this.rows[y][x];
if (here == type) return true;
}
}
return false;
};
{{index "Math.floor function", "Math.ceil function"}}
The method computes the set of grid squares that the body ((overlap))s
with by using Math.floor
and Math.ceil
on its ((coordinates)).
Remember that ((grid)) squares are 1 by 1 units in size. By
((rounding)) the sides of a box up and down, we get the range of
((background)) squares that the box touches.
{{figure {url: "img/game-grid.svg", alt: "Finding collisions on a grid",width: "3cm"}}}
We loop over the block of ((grid)) squares found by ((rounding)) the
((coordinates)) and return true
when a matching square is found.
Squares outside of the level are always treated as "wall"
to ensure
that the player can't leave the world and that we won't accidentally
try to read outside of the bounds of our rows
array.
The state update
method uses touches
to figure out whether the player
is touching lava.
State.prototype.update = function(time, keys) {
let actors = this.actors
.map(actor => actor.update(time, this, keys));
let newState = new State(this.level, actors, this.status);
if (newState.status != "playing") return newState;
let player = newState.player;
if (this.level.touches(player.pos, player.size, "lava")) {
return new State(this.level, actors, "lost");
}
for (let actor of actors) {
if (actor != player && overlap(actor, player)) {
newState = actor.collide(newState);
}
}
return newState;
};
The method is passed a time step and a data structure that tells it which keys
are being held down. The first thing it does is call the update
method on all actors, producing an array of updated actors. The actors
also get the time step, the keys, and the state, so that they can base
their update on those. Only the player will actually read keys, since
that's the only actor that's controlled by the keyboard.
If the game is already over, no further processing has to be done (the game can't be won after being lost, or vice versa). Otherwise, the method tests whether the player is touching background lava. If so, the game is lost, and we're done. Finally, if the game really is still going on, it sees whether any other actors overlap the player.
Overlap between actors is detected with the overlap
function. It
takes two actor objects and returns true when they touch—which is the
case when they overlap both along the x-axis and along the y-axis.
function overlap(actor1, actor2) {
return actor1.pos.x + actor1.size.x > actor2.pos.x &&
actor1.pos.x < actor2.pos.x + actor2.size.x &&
actor1.pos.y + actor1.size.y > actor2.pos.y &&
actor1.pos.y < actor2.pos.y + actor2.size.y;
}
If any actor does overlap, its collide
method gets a chance to
update the state. Touching a lava actor sets the game status to
"lost"
. Coins vanish when you touch them and set the status to
"won"
when they are the last coin of the level.
Lava.prototype.collide = function(state) {
return new State(state.level, state.actors, "lost");
};
Coin.prototype.collide = function(state) {
let filtered = state.actors.filter(a => a != this);
let status = state.status;
if (!filtered.some(a => a.type == "coin")) status = "won";
return new State(state.level, filtered, status);
};
{{id actors}}
{{index actor, "Lava class", lava}}
Actor objects' update
methods take as arguments the time step, the
state object, and a keys
object. The one for the Lava
actor type
ignores the keys
object.
Lava.prototype.update = function(time, state) {
let newPos = this.pos.plus(this.speed.times(time));
if (!state.level.touches(newPos, this.size, "wall")) {
return new Lava(newPos, this.speed, this.reset);
} else if (this.reset) {
return new Lava(this.reset, this.speed, this.reset);
} else {
return new Lava(this.pos, this.speed.times(-1));
}
};
{{index bouncing, multiplication, "Vec class", "collision detection"}}
This update
method computes a new position by adding the product of the ((time)) step
and the current speed to its old position. If no obstacle blocks that
new position, it moves there. If there is an obstacle, the behavior
depends on the type of the ((lava)) block—dripping lava has a reset
position, to which it jumps back when it hits something. Bouncing lava
inverts its speed by multiplying it by -1 so that it starts moving in
the opposite direction.
{{index "Coin class", coin, wave}}
Coins use their update
method to wobble. They ignore collisions with
the grid since they are simply wobbling around inside of their own
square.
const wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.update = function(time) {
let wobble = this.wobble + time * wobbleSpeed;
let wobblePos = Math.sin(wobble) * wobbleDist;
return new Coin(this.basePos.plus(new Vec(0, wobblePos)),
this.basePos, wobble);
};
{{index "Math.sin function", sine, phase}}
The wobble
property is incremented to track time and then used as an
argument to Math.sin
to find the new position on the ((wave)). The
coin's current position is then computed from its base position and an
offset based on this wave.
{{index "collision detection", "Player class"}}
That leaves the ((player)) itself. Player motion is handled separately per ((axis)) because hitting the floor should not prevent horizontal motion, and hitting a wall should not stop falling or jumping motion.
const playerXSpeed = 7;
const gravity = 30;
const jumpSpeed = 17;
Player.prototype.update = function(time, state, keys) {
let xSpeed = 0;
if (keys.ArrowLeft) xSpeed -= playerXSpeed;
if (keys.ArrowRight) xSpeed += playerXSpeed;
let pos = this.pos;
let movedX = pos.plus(new Vec(xSpeed * time, 0));
if (!state.level.touches(movedX, this.size, "wall")) {
pos = movedX;
}
let ySpeed = this.speed.y + time * gravity;
let movedY = pos.plus(new Vec(0, ySpeed * time));
if (!state.level.touches(movedY, this.size, "wall")) {
pos = movedY;
} else if (keys.ArrowUp && ySpeed > 0) {
ySpeed = -jumpSpeed;
} else {
ySpeed = 0;
}
return new Player(pos, new Vec(xSpeed, ySpeed));
};
{{index [animation, "platform game"], keyboard}}
The horizontal motion is computed based on the state of the left and right arrow keys. When there's no wall blocking the new position created by this motion, it is used. Otherwise, the old position is kept.
{{index acceleration, physics}}
Vertical motion works in a similar way but has to simulate ((jumping))
and ((gravity)). The player's vertical speed (ySpeed
) is first
accelerated to account for ((gravity)).
{{index "collision detection", keyboard, jumping}}
We check for walls again. If we don't hit any, the new position is used. If there is a wall, there are two possible outcomes. When the up arrow is pressed and we are moving down (meaning the thing we hit is below us), the speed is set to a relatively large, negative value. This causes the player to jump. If that is not the case, the player simply bumped into something, and the speed is set to zero.
The gravity strength, ((jumping)) speed, and pretty much all other ((constant))s in this game have been set by ((trial and error)). I tested values until I found a combination I liked.
{{index keyboard}}
For a ((game)) like this, we do not want keys to take effect once per keypress. Rather, we want their effect (moving the player figure) to stay active as long as they are held.
{{index "preventDefault method"}}
We need to set up a key handler that stores the current state of the
left, right, and up arrow keys. We will also want to call
preventDefault
for those keys so that they don't end up
((scrolling)) the page.
{{index "trackKeys function", "key code", "event handling", "addEventListener method"}}
The following function, when given an array of key names, will return
an object that tracks the current position of those keys. It registers
event handlers for "keydown"
and "keyup"
events and, when the key
code in the event is present in the set of codes that it is tracking,
updates the object.
function trackKeys(keys) {
let down = Object.create(null);
function track(event) {
if (keys.includes(event.key)) {
down[event.key] = event.type == "keydown";
event.preventDefault();
}
}
window.addEventListener("keydown", track);
window.addEventListener("keyup", track);
return down;
}
const arrowKeys =
trackKeys(["ArrowLeft", "ArrowRight", "ArrowUp"]);
{{index "keydown event", "keyup event"}}
The same handler function is used for both event types. It looks at
the event object's type
property to determine whether the key state
should be updated to true ("keydown"
) or false ("keyup"
).
{{id runAnimation}}
{{index "requestAnimationFrame function", [animation, "platform game"]}}
The requestAnimationFrame
function, which we saw in Chapter
?, provides a good way to animate a game. But its
interface is quite primitive—using it requires us to track the time at
which our function was called the last time around and call
requestAnimationFrame
again after every frame.
{{index "runAnimation function", "callback function", [function, "as value"], [function, "higher-order"], [animation, "platform game"]}}
Let's define a helper function that wraps those boring parts in a
convenient interface and allows us to simply call runAnimation
,
giving it a function that expects a time difference as an argument and
draws a single frame. When the frame function returns the value
false
, the animation stops.
function runAnimation(frameFunc) {
let lastTime = null;
function frame(time) {
if (lastTime != null) {
let timeStep = Math.min(time - lastTime, 100) / 1000;
if (frameFunc(timeStep) === false) return;
}
lastTime = time;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
{{index time, discretization}}
I have set a maximum frame step of 100 milliseconds (one-tenth of a
second). When the browser tab or window with our page is hidden,
requestAnimationFrame
calls will be suspended until the tab or
window is shown again. In this case, the difference between lastTime
and time
will be the entire time in which the page was hidden.
Advancing the game by that much in a single step would look silly and
might cause weird side effects, such as the player falling through the
floor.
The function also converts the time steps to seconds, which are an easier quantity to think about than milliseconds.
{{index "callback function", "runLevel function", [animation, "platform game"]}}
The runLevel
function takes a Level
object and a ((display))
constructor and returns a promise. It displays the level (in
document.body
) and lets the user play through it. When the level is
finished (lost or won), runLevel
waits one more second (to let the
user see what happens) and then clears the display, stops the
animation, and resolves the promise to the game's end status.
function runLevel(level, Display) {
let display = new Display(document.body, level);
let state = State.start(level);
let ending = 1;
return new Promise(resolve => {
runAnimation(time => {
state = state.update(time, arrowKeys);
display.syncState(state);
if (state.status == "playing") {
return true;
} else if (ending > 0) {
ending -= time;
return true;
} else {
display.clear();
resolve(state.status);
return false;
}
});
});
}
{{index "runGame function"}}
A game is a sequence of ((level))s. Whenever the ((player)) dies, the current level is restarted. When a level is completed, we move on to the next level. This can be expressed by the following function, which takes an array of level plans (strings) and a ((display)) constructor:
async function runGame(plans, Display) {
for (let level = 0; level < plans.length;) {
let status = await runLevel(new Level(plans[level]),
Display);
if (status == "won") level++;
}
console.log("You've won!");
}
{{index "asynchronous programming", "event handling"}}
Because we made runLevel
return a promise, runGame
can be written
using an async
function, as shown in Chapter ?. It returns
another promise, which resolves when the player finishes the game.
{{index game, "GAME_LEVELS data set"}}
There is a set of ((level)) plans available in the GAME_LEVELS
binding in this chapter's
sandbox[
(https://eloquentjavascript.net/code#16)]{if
book}. This page feeds them to runGame
, starting an actual game.
<link rel="stylesheet" href="css/game.css">
<body>
<script>
runGame(GAME_LEVELS, DOMDisplay);
</script>
</body>
{{if interactive
See if you can beat those. I had quite a lot of fun building them.
if}}
{{index "lives (exercise)", game}}
It's traditional for ((platform game))s to have the player start with a limited number of lives and subtract one life each time they die. When the player is out of lives, the game restarts from the beginning.
{{index "runGame function"}}
Adjust runGame
to implement lives. Have the player start with three.
Output the current number of lives (using console.log
) every time a
level starts.
{{if interactive
<link rel="stylesheet" href="css/game.css">
<body>
<script>
// The old runGame function. Modify it...
async function runGame(plans, Display) {
for (let level = 0; level < plans.length;) {
let status = await runLevel(new Level(plans[level]),
Display);
if (status == "won") level++;
}
console.log("You've won!");
}
runGame(GAME_LEVELS, DOMDisplay);
</script>
</body>
if}}
{{index "pausing (exercise)", "escape key", keyboard}}
Make it possible to pause (suspend) and unpause the game by pressing the Esc key.
{{index "runLevel function", "event handling"}}
This can be done by changing the runLevel
function to use another
keyboard event handler and interrupting or resuming the animation
whenever the Esc key is hit.
{{index "runAnimation function"}}
The runAnimation
interface may not look like it is suitable for this
at first glance, but it is if you rearrange the way runLevel
calls
it.
{{index [binding, global], "trackKeys function"}}
When you have that working, there is something else you could try. The
way we have been registering keyboard event handlers is somewhat
problematic. The arrowKeys
object is currently a global binding, and
its event handlers are kept around even when no game is running. You
could say they ((leak)) out of our system. Extend trackKeys
to
provide a way to unregister its handlers and then change runLevel
to register its handlers when it starts and unregister them again when
it is finished.
{{if interactive
<link rel="stylesheet" href="css/game.css">
<body>
<script>
// The old runLevel function. Modify this...
function runLevel(level, Display) {
let display = new Display(document.body, level);
let state = State.start(level);
let ending = 1;
return new Promise(resolve => {
runAnimation(time => {
state = state.update(time, arrowKeys);
display.syncState(state);
if (state.status == "playing") {
return true;
} else if (ending > 0) {
ending -= time;
return true;
} else {
display.clear();
resolve(state.status);
return false;
}
});
});
}
runGame(GAME_LEVELS, DOMDisplay);
</script>
</body>
if}}
{{hint
{{index "pausing (exercise)", [animation, "platform game"]}}
An animation can be interrupted by returning false
from the
function given to runAnimation
. It can be continued by calling
runAnimation
again.
{{index closure}}
So we need to communicate the fact that we are pausing the game to the
function given to runAnimation
. For that, you can use a binding that
both the event handler and that function have access to.
{{index "event handling", "removeEventListener method", [function, "as value"]}}
When finding a way to unregister the handlers registered by
trackKeys
, remember that the exact same function value that was
passed to addEventListener
must be passed to removeEventListener
to successfully remove a handler. Thus, the handler
function value
created in trackKeys
must be available to the code that unregisters
the handlers.
You can add a property to the object returned by trackKeys
,
containing either that function value or a method that handles the
unregistering directly.
hint}}
{{index "monster (exercise)"}}
It is traditional for platform games to have enemies that you can jump on top of to defeat. This exercise asks you to add such an actor type to the game.
We'll call it a monster. Monsters move only horizontally. You can make them move in the direction of the player, bounce back and forth like horizontal lava, or have any movement pattern you want. The class doesn't have to handle falling, but it should make sure the monster doesn't walk through walls.
When a monster touches the player, the effect depends on whether the player is jumping on top of them or not. You can approximate this by checking whether the player's bottom is near the monster's top. If this is the case, the monster disappears. If not, the game is lost.
{{if interactive
<link rel="stylesheet" href="css/game.css">
<style>.monster { background: purple }</style>
<body>
<script>
// Complete the constructor, update, and collide methods
class Monster {
constructor(pos, /* ... */) {}
get type() { return "monster"; }
static create(pos) {
return new Monster(pos.plus(new Vec(0, -1)));
}
update(time, state) {}
collide(state) {}
}
Monster.prototype.size = new Vec(1.2, 2);
levelChars["M"] = Monster;
runLevel(new Level(`
..................................
.################################.
.#..............................#.
.#..............................#.
.#..............................#.
.#...........................o..#.
.#..@...........................#.
.##########..............########.
..........#..o..o..o..o..#........
..........#...........M..#........
..........################........
..................................
`), DOMDisplay);
</script>
</body>
if}}
{{hint
{{index "monster (exercise)", "persistent data structure"}}
If you want to implement a type of motion that is stateful, such as bouncing, make sure you store the necessary state in the actor object—include it as constructor argument and add it as a property.
Remember that update
returns a new object, rather than changing
the old one.
{{index "collision detection"}}
When handling collision, find the player in state.actors
and
compare its position to the monster's position. To get the bottom of
the player, you have to add its vertical size to its vertical
position. The creation of an updated state will resemble either
Coin
's collide
method (removing the actor) or Lava
's (changing
the status to "lost"
), depending on the player position.
hint}}