kka-ga
v0.0.5
Published
The world's tiniest, cutest and funnest game engine
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Goal
Make the amazing tiny, cute and friendly Ga HTML5 game engine compliant with typescript
Getting Started
install package
npm i kka-ga
import types in your typescript source
/// <reference types="kka-ga" />
import ga javascript assets directly in your HTML
<!doctype html>
<meta charset = "utf-8">
<title>MY GAME</title>
<body>
<script src="node_modules/kka-ga/src/ga.js" ></script>
<script src="node_modules/kka-ga/src/plugins.js" ></script>
</body>
Examples
In the Examples folder there are a lot of typescript samples useful to better understand the Ga features. To start them execute the following command in your shell:
npx parcel serve ./examples/index.html --open
Tutorials
In the Tutorials folder there are the original ones translated into typescript To start them execute the following command in your shell:
npx parcel serve ./tutorials/index.html --open
Ga
"Ga!"
- A baby's exclamation of surprise.
Ga is a tiny, cute and friendly system for making HTML5 games or any other kind interactive media. You can use it to make any kind of 2D action game you can imagine, with unbelievably tiny file sizes (under 6.5k!)
Take a look at the feature list and the examples
folder to get
started. Keep scrolling, and you'll find a complete beginner's
tutorial ahead. If you've never made a game before, the tutorials are
the best place to start.
Table of contents:
- Features
- The Plugins
- Coming soon...
- Ga's philosophy and technical constraints
- Minifying, crushing and compressing
- Contributions and Licencing
- Hexi
- Tutorials
- Treasure Hunter
1. Setting up the HTML container page
2. Initializing the Ga engine
3. Define your "global" variables
4. Initialize your game with a setup function
- Customizing the canvas
- Creating the
chimes
sound object - Creating game scenes
- Making sprites
- Positioning sprites
- Assigning dynamic properties
- Creating the enemy sprites
- The health bar
- The game over scene
- Keyboard interactivity
- Setting the game state 5. Game logic with the play function loop
- Moving the player sprite
- Containing sprites inside the screen boundaries
- Collision with the enemies
- Collision with the treasure
- Ending the game 6. Using images
- Individual images
- Loading image files
- Making sprites with images
- Fine-tuning the containment area 7. Using a texture atlas
- Preparing the images
- loading the texture atlas
- Alien Armada 1. Load and use a custom font 2. Scale and center the game in the browser 3. A loading progress bar 4. Shooting bullets 5. Sprite states 6. Generating random aliens
- Flappy Fairy! 1. Launch a game in fullscreen mode 2. Make a button 3. Making the fairy fly 4. Make a scrolling background 5. The fairy dust explosions 6. Use a particle emitter 7. Creating and moving the pillars
- A Guide to the examples
Features
Here's Ga's core feature list:
- All the most important sprites you need: rectangles, circles, lines, text, image sprites and animated "MovieClip" style sprites. You can make any of these sprites with one only line of code. You can also create your own custom sprite types.
- A complete scene graph with nested child-parent hierarchies (including
a
stage
, andaddChild
/removeChild
methods), local and global coordinates, depth layers, and rotation pivots. group
sprites together to make game scenes.- A game loop with a user-definable
fps
and fully customizable and drop-dead-simple game state manager.pause
andresume
the game loop at any time. - Tileset (spritesheet) support using
frame
andfilmstrip
methods to make sprites using tileset frames. - Built-in texture atlas support for the popular Texture Packer
format. Use a sprite's
setTexture
method if you want to change a sprite's image source while the game is running - A keyframe animation and state manager for sprites. Use
show
to display a sprite's image state. Useplay
orplaySequence
to play a sequence of frames (in aloop
if you want to). Useshow
to display a specific frame number. Usefps
to set the frame rate for sprite animations which is independent from the game's frame rate. - Interactive
button
sprites withup
,over
anddown
states. - Any sprite can be set as
interactive
to receive mouse and touch actions. Intuitivepress
,release
,over
,out
andtap
methods for buttons and interactive sprites. - Easy-to-use keyboard key bindings. The arrow and space keys are
built-in, and you can easily define your own with the
keyboard
method. - A built-in universal
pointer
that works with both the mouse and touch. Assign your own custompress
,release
andtap
methods or use any of the pointer's built-in properties:isUp
,isDown
,tapped
,x
andy
. Define as many pointers as you need for multi-touch. - Conveniently position sprites relative to other sprites using
putTop
,putRight
,putBottom
,putLeft
andputCenter
. - A universal asset loader to pre-load images, fonts, sounds and JSON data files. All popular file formats are supported. You can load new assets into the game at any time.
- An optional
load
state that lets you run actions while assets are loading. You can use theload
state to add a loading progress bar. - A fast and focused canvas-based rendering engine.
- A sophisticated game loop using a fixed timestep with variable rendering and sprite interpolation. That means you get butter-smooth sprite animations at any framerate.
- A
plugins.js
file full of extra tools. - A compact and powerful "Haiku" style API that's centered on shallow, composable components. Get more done writing less code.
- Ga is totally hackable. Overwrite any of its default methods or objects with your own at compile or run time.
- Yes, Ga is mobile friendly!
- Yes, the core
ga.js
engine is less than 6.5k minified and zipped! That makes Ga the world's smallest, most light-weight full featured game engine. It's all you need to start making any any 2D action, puzzle or strategy game.
And the coolest part? If you were alone on a desert island with only
a solar powered laptop, an unlimited supply of
coconuts, and a copy of ga.js
you could recreate the entire history of 2D video games,
from SpaceWar! to Flappy Bird. And all of it would fit on a 3.5 inch
floppy disk.
The plugins
But there's more! Ga comes with a plugins.js
file that includes a
huge number of useful tools for making games. You can use as many or
as few of these tools as you want to. Here are some of the goodies
you'll find in plugins.js
:
- Import and play sounds using a built-in WebAudio API sound manager.
Control sounds with
play
,pause
,stop
,restart
,playFrom
,fadeIn
andfadeOut
methods. Change a sound'svolume
andpan
. - Generate your own custom sound effects from pure code with
the versatile
soundEffect
method. - Shake sprites or the screen with
shake
. - Tween functions for sprite and scene transitions:
slide
,fadeIn
,fadeOut
,pulse
,breathe
,wobble
,strobe
and some useful low-level tweening methods to help you create your own custom tweens. - Make a sprite follow a connected series of waypoints with
walkPath
andwalkCurve
. - A handful of useful convenience functions:
followEase
,followConstant
,angle
,distance
,rotateAroundSprite
,rotateAroundPoint
,wait
,randomInt
,randomFloat
,contain
andoutsideBounds
. - A fast, universal
hit
method that handles collision testing and reactions (blocking and bounce) for all types of sprites. Use one collision method for everything: rectangles, circles, points, and arrays of sprites. Easy! - A companion suite of lightweight, low-level 2D geometric collision methods.
- A loading progress bar for game assets.
- Make sprites shoot things with
shoot
. - Easily plot sprites in a grid formation with
grid
. - Use a
tilingSprite
to easily create a seamless scrolling background. - Tiled Editor support using
makeTiledWorld
. Design your game in Tiled Editor and access all the sprites, layers and objects directly in your game code. It's an extremely fun, quick and easy way to make games. - A versatile,
hitTestTile
method that handles all the collision checking you'll need for tile-based games. You can use it in combination with the any of the 2D geometric collision methods for optimized broadphase/narrowphase collision checking if you want to. - A
particleEffect
function for creating all kinds of particle effects for games. Use theemitter
function to create a constant stream of particles. - Use
updateMap
to keep a tile-based world's map data array up-to-date with moving sprites. - Create a
worldCamera
that follows sprites around a scrolling game world. - Use
scaleToWindow
to make the game automatically scale to its maximum size and align itself for the best fit inside the browser window. UseenterFullscreen
to make the browser enter full screen mode, andexitFullscreen
to exit full screen mode.
To use the plugins, just copy/paste the code you want to use from plugins.js
into your game.
Or, if you're not worried about the extra size,
just link the whole thing; it's really tiny anyway!
If you want to get fancy, you can alternatively create your own custom.js
file that
contains a small custom sub-set of the plugins
you want to use for your game. Your custom.js
file can load at
compile time, so it's ready to use before your game code runs.
(See the plugins.js
file for instructions on how to do this).
Coming soon...
- Tiled Editor isometric maps support.
- Many more examples including complete game prototypes.
- Additional documentation, examples, and tutorials.
Ga's philosophy and technical constraints
- The
ga.js
core game engine file can't ever be bigger that 6.5k minified and zipped. Yes, 6.5k! This makes it suitable for making games for micro game competitions, like js13k. This absurdly low overhead means you can drop a full-featured 2D action game into a web page and have it load and play almost instantly. But, more importantly, this constraint also discourages feature-creep and keeps the engine lean and focused. - The API has to be fun, intuitive and expressive with as little boilerplate code as possible. Game designers should be free to explore their imaginations without tripping over a tangled and messy API. Less typing, Less thinking!
- The source code must be easily readable and comment-rich so that everyone can learn from it. It should also be architecturally flat so that anyone can rip it apart and easily drop it into something else.
- For the same reasons, all the source code must be hand-written written from scratch without any 3rd party dependencies (external libraries.)
- Any special features, like Tiled Editor support, can be added to the plugins.js file, so that game developers can pick and choose a minimal custom set of components they want for specific games without bloating the core engine.
Minifying, crushing and compressing
The Ga repository doesn't include the minified and compressed version of the source code, because you should probably optimize that yourself. I recommend first minifying the code using with Google Closure Compiler (Simple mode only) or UglifyJS2. Google Closure will give you best minification, and Ga's source code is optimized for it.
Then, zip it. I recommend gzip.
For more aggressive optimization, you could further try running the minified code through JSCrush. Although it sometimes makes things worse rather than better - you'll have to test it with your code.
Note: If you're using Google Closure Compiler from the command line, set the --language_in
flag to ECMASCRIPT5
, like this:
java -jar ~/compiler.jar --language_in=ECMASCRIPT5 --js ga.js --js_output_file ga.min.js
Contributions and Licencing
It's Ga's ambition to be the world's tiniest, cutest and funnest game engine. Please help! If you find something that's bad, please help to fix it. If you find something good, please help to make it better. Ga welcomes any and all contributions!
+1 Bonus Points for removing code and simplifying the architecture. +2 Bonus Points for making the code easier to understand. The aim of this project is to discover the smallest universal set of reusable components required to make the widest variety of games possible with the least amount of code. What is the fundamental alphabet, or the primary colours, of game design? That's what we're searching. Can you help?
Checkout the dev
branch to make experimental changes and bug fixes, and we'll merge it with the master
branch when we can confirm that everything is stable. Make sure that any code changes you make are compatible with Google Closure Compiler.
Please feel free to PR (Pull Request) any bug fixes and minor code improvements and optimizations. Any changes to the user-facing public API will need to be discussed in the Issues first. If we make any public API changes, we'll need to commit to updating all affected example and tutorial files as well. Also, any major changes to the engine will need to be discused too.
Coding style: Unconventionally, Ga uses functional composition patterns (the module pattern and mixins) for object creation instead of inheritance. Why? It's really just an experiment in coding like that. It also means the code becomes a little more compact.
Licensing? Ga is vehemently unlicenesed. That means its freer than free.
It's like a pebble. You can pick it up and throw into the sea.
Hexi
Do you like Ga, but wished that it had a powerful WebGL renderer and a gazillion other features that you will probably never use? Then checkout Ga's sister game engine: Hexi. It uses almost exactly the same API as Ga, but is built on top of the latest stable version of the powerful, full-featured Pixi renderer. What that means is that you can prototype your games for js13k, and port 99% of that code unchanged into Hexi to build your prodction version. If you don't care about small file sizes, and need a highly flexible, mobile-optimized and production-ready game engine using the world's most streamlined API, then check out Hexi!
Tutorials
How do you make a video game? These tutorials will show you how.
But first, you should have a reasonable understanding of HTML and JavaScript. You don't have to be an expert, just an ambitious beginner with an eagerness to learn. If you don't know HTML and JavaScript, the best place to start learning it is this book:
Foundation Game Design with HTML5 and JavaScript
I know for a fact that it's the best book, because I wrote it :)
There are also some good internet resources to help get you started:
Khan Academy: Computer Programming
Ok, got it? Do you know what JavaScript variables, functions, arrays and objects are and how to use them? Good, then read on!
Treasure Hunter
The first game we're going to make is a simple object collection and
enemy avoidance game called Treasure Hunter. Open the file
01_treasureHunter.html
in a web browser. (You'll find it in Ga's
tutorials
folder, and you'll need to run it in a
webserver). If you don't
want to bother setting up a webserver, use a text-editor like
Brackets that will launch one for you
automatically (see Brackets' documentation for this feature).
(Follow the link in the image above to play the game.) Use the keyboard to move the explorer (the blue square), collect the treasure (the yellow square), avoid the monsters (the red squares) and reach the exit (the green square.) Yes, you have to use your imagination - for now.
Don't be fooled by it's apparent simplicity. Treasure Hunter contains everything a video game needs:
- Interactivity
- Collision
- Sprites
- A game loop
- Scenes
- game logic
- "Juice" (in the form of sounds)
(What's juice? Watch this video and read this article to learn about this essential game design ingredient.)
If you can make a simple game like Treasure Hunter, you can make almost any other kind of game. Yes, really! Getting from Treasure Hunter to Skyrim or Zelda is just a matter of lots of small steps; adding more detail as you go. How much detail you want to add is up to you.
In the first stage of this tutorial you'll learn how the basic Treasure Hunter game was made, and then we'll add some fun features like images and character animation that will give you a complete overview of how the Ga game engine works.
If you're an experienced game programmer and
quick self-starter, you might find the code in Ga's examples
folder to
be a more productive place to start learning - check it out. The fully
commented
code in the examples
folder also details specific, and advanced uses
of features, that aren't
covered in these tutorials. When you're finished working through these
tutorials, the examples
will take you on the next stage of your
journey.
Setting up the HTML container page
Before you can start programming in JavaScript, you need to set up a
minimal HTML container page. The HTML page loads ga.js
and
plugins.js
which are the two files you need to use all of Ga's
features. You'll write all your game code inside the last pair of
<script>
tags before the closing <body>
tag.
<!doctype html>
<meta charset="utf-8">
<title>Treasure hunter</title>
<body>
<!-- Import the Ga game engine files -->
<script src="../ga.js"></script>
<script src="../plugins.js"></script>
<script>
//All of your game code will go here
</script>
</body>
This is the minimum amount of HTML code you need for a valid HTML5 document.
Initializing the Ga engine
The next step is to write some JavaScript code that initializes and starts the Ga game
engine, according to some parameters that you specify. This bit of
code below initializes a game with a screen size of 512 by 512 pixels.
It also pre-loads the chimes.wav
sound file from the sounds
folder.
var g = ga(
512, 512, setup,
[
"sounds/chimes.wav"
]
);
//Start the Ga engine.
g.start();
You can see that the result of the ga
function is being assigned to
an variable called g
.
var g = ga(
Now, whenever you want to use any of Ga's custom
methods or objects in your game, just prefix it with g
. (You don't
have to use g
to represent the game engine, you can use any variable
name you want. g
is just nice, short, and easy to remember; g
=
"game".)
In this example Ga creates a canvas element with a size of 512 by 512 pixels. That's specified by the first two arguments:
512, 512, setup,
The third argument, setup
, means that as soon as Ga is initialized,
it should look for and run a function in your game code called setup
.
Whatever code is in the setup
function is entirely up to you, and
you'll soon see how you can used it to initialize a game. (You don't
have to call this function setup
, you can use any name you like.)
Ga lets you pre-load game assets with an optional 4th argument, which
is an array of file names. In this first example, you only need to preload one file: chimes.wav
You can see that the full file path to chimes.wav
is listed as a
string in the
initialization array:
[
"sounds/chimes.wav"
]
You can list as many game assets as you like here, including images, fonts, and JSON files. Ga will load all these assets for you before running any of the game code.
The last thing you need to do is call Ga's start
method.
g.start();
This is the switch that turns the Ga engine on.
Define your "global" variables
After Ga has been started, declare all the variables that your game functions will need to use.
var dungeon, player, treasure, enemies, chimes, exit,
healthBar, message, gameScene, gameOverScene;
Because they're not enclosed inside a function, these variables are "global" in the sense that you can use them across all of your game functions. (They're not necessarily "global" in the sense that they inhabit the global JavaScript name-space. If you want to ensure that they aren't, wrap all of your JavaScript code in an enclosing immediate function to isolate it from the global space.
Initialize your game with a setup function
As soon as Ga starts, it will look for and run a function in your game
code called setup
(or whatever other name you want to give this
function.) The setup
function is only run once, and lets you perform
one-time setup tasks for your game. It's a great place to create and initialize
objects, create sprites, game scenes, populate data arrays or parse
loaded JSON game data.
Here's an abridged, birds-eye view of the setup
function in Treasure Hunter,
and the tasks that it performs.
function setup() {
//Set the canvas border and background color
//Create the `chimes` sound object
//Create the `gameScene` group
//Create the `exit` door sprite
//Create the `player` sprite
//Create the `treasure` sprite
//Make the enemies
//Create the health bar
//Add some text for the game over message
//Create a `gameOverScene` group
//Assign the player's keyboard controllers
//set the game state to `play`
g.state = play;
}
The last line of code, g.state = play
is perhaps the most important
because it starts the play
function. The play
function runs all the game logic
in a loop. But before we look at how that works, let's see what the
specific code inside the setup
function does.
Customizing the canvas
The first two lines in the setup
function give the canvas a black dashed border and set its
background color to white.
g.canvas.style.border = "1px black dashed";
g.backgroundColor = "white";
Here's the effect these two lines have on the Ga canvas:
Ga uses an ordinary 2D canvas element to display the game graphics,
and you can access it in your code at any time with g.canvas
. You
can modify it with any ordinary HTML/CSS properties.
Creating the chimes
sound object
You'll remember from the code above that we preloaded a sound file
into the game called chimes.wav
. Before you can use it in your game,
you have to make a reference to it using Ga's sound
method,
like this:
chimes = g.sound("sounds/chimes.wav");
Alternatively, you can access any assets that you've loaded via Ga's
assets
object, like this:
g.assets["sounds/chimes.wav"]
Any assets that you've preloaded like this are accessible in the
assets
object.
Many assets that you might want to use, like sounds, fonts, and JSON files, can only be loaded by the browser if your code is running inside a web server. If you're trying to load or use an asset, and the browser is giving your a strange security related error message, check to make sure that the web server is initialized.
Creating game scenes
Ga has a useful method called group
that lets you group game objects
together so that you can work with them as one unit. Groups are used for
grouping together special objects called sprites (which you'll
learn all about in the next section.) But they're also used for making game scenes.
Treasure Hunter uses two game scenes: gameScene
which is the main game,
and gameOverScene
which is displayed when the game is finished.
Here's how the gameScene
is made using the group
method:
gameScene = g.group();
After you've made the group, you can add sprites (game objects) to the gameScene
, using
the addChild
method.
gameScene.addChild(anySprite);
Or, you can add multiple sprites at one time with the add
method, like this:
gameScene.add(spriteOne, spriteTwo, spriteThree);
Or, if you prefer, you can create the game scene after you've made all the sprites, and group all the sprites together with one line of code, like this:
gameScene = g.group(spriteOne, spriteTwp, spriteThree);
You'll see a few different examples of how to add sprites to groups in the examples ahead.
But what are sprites, and how do you make them?
Making sprites
Sprites are the most important elements in any game. Sprites are
just graphics (shapes or images) that you can control with
special properties. Everything you can see in your games, like
game characters, objects and backgrounds, are sprites. Ga lets you make
5 kinds of basic sprites: rectangle
, circle
, line
, text
, and
sprite
(an image-based sprite). You can make almost any 2D action game
with these basic sprite types. (If they aren't enough, you can also define your own custom
sprite types.) This first version of Treasure Hunter
only uses rectangle
sprites. You can make a rectangle sprite like
this:
var box = g.rectangle(
widthInPixels,
heightInPixels,
"fillColor",
"strokeColor",
lineWidth,
xPosition,
yPosition
);
You can use Ga's circle
method to make a circular shaped sprite:
var ball = g.circle(
diameterInPixels,
"fillColor",
"strokeColor",
lineWidth,
xPosition,
yPosition
);
It's often useful to prototype a new game using only rectangle
and
circle
sprites, because that can help you focus on the mechanics of your
game in a pure, elemental way. That's what this first version of
Treasure Hunter does. Here's the code from the setup
function that
creates the exit
, player
and treasure
sprites.
//The exit door
exit = g.rectangle(48, 48, "green");
exit.x = 8;
exit.y = 8;
gameScene.addChild(exit);
//The player sprite
player = g.rectangle(32, 32, "blue");
player.x = 68;
player.y = g.canvas.height / 2 - player.halfHeight;
gameScene.addChild(player);
//Create the treasure sprite
treasure = g.rectangle(16, 16, "gold");
//Position the treasure next to the right edge of the canvas
treasure.x = g.canvas.width - treasure.width - 32;
treasure.y = g.canvas.height / 2 - treasure.halfHeight;
//Create a `pickedUp` property on the treasure to help us figure
//out whether or not the treasure has been picked up by the player
treasure.pickedUp = false;
//Add the treasure to the gameScene
gameScene.addChild(treasure);
Notice that after each sprite is created, it's added to the
gameScene
using addChild
. Here's what the above code produces:
Let's find out a little more about how these sprites are positioned on the canvas.
Positioning sprites
All sprites have x
and y
properties that you can use to precisely
position sprites on the canvas. The x
and y
values refer to the sprites' pixel
coordinates relative to the canvas's top left corner. The top
left corner has x
and y
values of 0. That means any
positive x
and y
values you assign to sprites will position them left (x
) and down
(y
) relative to that corner point. For example, Here's the
code that positions the exit
door (the green square).
exit.x = 8;
exit.y = 8;
You can see that this code places the door 8 pixel to the right and 8 pixels below the
canvas's top left corner. Positive x
values position sprites to the
right of the canvas's left edge. Positive y
values position them
below the canvas's top edge.
Sprites also have width
and height
properties that tell you their width and height in pixels. If you need
to find out what half the width or half the height of a sprite is, use
halfWidth
and halfHeight
.
Ga also has a some convenience methods that help you quickly position
sprites relative to other sprites: putTop
, putRight
, putBottom
, putLeft
and putCenter
.
For example, here are the lines from the code above that
position the treasure sprite (the gold box). The code places the
treasure 26 pixels to the left of the
canvas's right edge, and centers it vertically.
treasure.x = g.canvas.width - treasure.width - 32;
treasure.y = g.canvas.height / 2 - treasure.halfHeight;
That's a lot of complicated positioning code to write. Instead, you
could use Ga's built-in putCenter
method to achieve the same effect
like this:
g.stage.putCenter(treasure, 220, 0);
What is the stage
? It's the root container for all the sprites, and
has exactly the same dimensions as the canvas. You can think of the
stage
as
a big, invisible sprite, the same size as the canvas, that contains
all the sprites in your game, as well as any containers those sprites
might be grouped in (Like the gameScene
). putCenter
works by
centering the treasure
inside the stage
, and then offsetting its
x
position by 220 pixels. Here's the format for using putCenter
:
anySprite.putCenter(anyOtherSprite, xOffset, yOffset);
You can use the other put
methods in the same way. For example, if
you wanted to position a sprite directly to the left of another
sprite, without any offset, you could use putLeft
, like this:
spriteOne.putLeft(spriteTwo);
This would place spriteTwo
directly to the left of spriteOne
, and
align it vertically .You'll see many examples of how to use these put
methods throughout
these tutorials.
Assigning dynamic properties
Before we continue, there's one small detail you need to notice. The
code that creates the sprites also adds a pickedUp
property to the
treasure
sprite:
treasure.pickedUp = false;
You'll see how we're going to use treasure.pickedUp
later in the game logic to help us determine the
progress of the game. You can dynamically assign any custom properties or methods to sprites like this, if you need to.
Creating the enemy sprites
There are 6 enemies sprites (red squares) in Treasure Hunter. They're
spaced evenly horizontally but but have random initial vertical
positions. All the enemies sprites are created in a for
loop using
this code in the setup
function:
//Make the enemies
var numberOfEnemies = 6,
spacing = 48,
xOffset = 150,
speed = 2,
direction = 1;
enemies = [];
//Make as many enemies as there are `numberOfEnemies`
for (var i = 0; i < numberOfEnemies; i++) {
//Each enemy is a red rectangle
var enemy = g.rectangle(32, 32, "red");
//Space each enemey horizontally according to the `spacing` value.
//`xOffset` determines the point from the left of the screen
//at which the first enemy should be added.
var x = spacing * i + xOffset;
//Give the enemy a random y position
var y = g.randomInt(0, g.canvas.height - enemy.height);
//Set the enemy's direction
enemy.x = x;
enemy.y = y;
//Set the enemy's vertical velocity. `direction` will be either `1` or
//`-1`. `1` means the enemy will move down and `-1` means the enemy will
//move up. Multiplying `direction` by `speed` determines the enemy's
//vertical direction
enemy.vy = speed * direction;
//Reverse the direction for the next enemy
direction *= -1;
//Push the enemy into the `enemies` array
enemies.push(enemy);
//Add the enemy to the `gameScene`
gameScene.addChild(enemy);
}
Here's what this code produces:
The code gives each of the enemies a random y
position with the help
of Ga's randomInt
method:
var y = g.randomInt(0, g.canvas.height - enemy.height);
randomInt
will give you a random number between any two integers that you
provide in the arguments. (If you need a random decimal number, use
randomFloat
instead).
All sprites have properties called vx
and vy
. They determine the
speed and direction that the sprite will move in the horizontal
direction (vx
) and vertical direction (vy
). The enemies in
Treasure Hunter only move up and down, so they just need a vy
value.
Their vy
is speed
(2) multiplied by direction
(which will be
either 1
or -1
).
enemy.vy = speed * direction;
If direction
is 1
, the enemy's vy
will be 2
. That means the
enemy will move down the screen at a rate of 2 pixels per frame. If
direction
is -1
, the enemy's speed will be -2
. That means the
enemy will move up the screen at 2 pixels per frame.
After the enemy's vy
is set, direction
is reversed so that the next
enemy will move in the opposite direction.
direction *= -1;
You can see that each enemy that's created is pushed into an array
called enemies
.
enemies.push(enemy);
Later in the code you'll see how we'll access all the enemies in this array to figure out if they're touching the player.
The health bar
You'll notice that when the player touches one of the enemies, the width of the health bar at the top right corner of the screen decreases.
How was this health bar made? It's just two rectangle sprites at the same
position: a black rectangle behind, and a green rectangle in front. They're grouped
together to make a single compound sprite called healthBar
. The
healthBar
is then added to the gameScene
.
//Create the health bar
var outerBar = g.rectangle(128, 16, "black"),
innerBar = g.rectangle(128, 16, "yellowGreen");
//Group the inner and outer bars
healthBar = g.group(outerBar, innerBar);
//Set the `innerBar` as a property of the `healthBar`
healthBar.inner = innerBar;
//Position the health bar
healthBar.x = g.canvas.width - 148;
healthBar.y = 16;
//Add the health bar to the `gameScene`
gameScene.addChild(healthBar);
You can see that a property called inner
has been added to the
healthBar
. It just references the innerBar
(the green rectangle) so that
it will be convenient to access later.
healthBar.inner = innerBar;
You don't have to do this; but, hey why not! It means that if you
want to control the width of the innerBar
, you can write some smooth code
that looks like this:
healthBar.inner.width = 30;
That's pretty neat and readable, so we'll keep it!
The game over scene
If the player's health drops to zero, or the player manages to carry the treasure to the exit, the game ends and the game over screen is displayed. The game over scene is just some text that displays "You won!" or "You lost!" depending on the outcome.
How was this made? The text is made with a text
sprite.
var anyText = g.text(
"Hello!", "CSS font properties", "fillColor", xPosition, yPosition
);
The first argument, "Hello!" in the above example, is the text content
you want to display. Use the content
property to change the text
sprite's content later.
anyText.content = "Some new content";
Here's how the game over message text is created in the setup
function.
//Add some text for the game over message
message = g.text("Game Over!", "64px Futura", "black", 20, 20);
message.x = 120;
message.y = g.canvas.height / 2 - 64;
Next, a new group
is created called gameOverScene
. The message
text
is added to it. The gameOverScene
's visible
property is set to
false
so that it's not visible when the game first starts.
//Create a `gameOverScene` group and add the message sprite to it
gameOverScene = g.group(message);
//Make the `gameOverScene` invisible for now
gameOverScene.visible = false;
At the end of the game we'll set the gameOverScene
's visible
property to true
to display the text message. We'll also set the
gameScene
's visible
property to false
so that all the game
sprites are hidden.
Keyboard interactivity
You control the player (the blue square) with the keyboard arrow keys.
Ga has a built-in key
object with keyboard bindings
to the arrow keys and space bar. Access them like this:
key.leftArray
, key.rightArrow
, key.upArrow
, key.downArrow
,
key.space
. All these keys have press
and
release
methods that you can define. Here's code in the setup
function that customizes the press
and release
methods of
Ga's pre-defined arrow keys to control the player character:
//Left arrow key `press` method
g.key.leftArrow.press = function() {
//Change the player's velocity when the key is pressed
player.vx = -5;
player.vy = 0;
};
//Left arrow key `release` method
g.key.leftArrow.release = function() {
//If the left arrow has been released, and the right arrow isn't down,
//and the player isn't moving vertically:
//Stop the player
if (!g.key.rightArrow.isDown && player.vy === 0) {
player.vx = 0;
}
};
g.key.upArrow.press = function() {
player.vy = -5;
player.vx = 0;
};
g.key.upArrow.release = function() {
if (!g.key.downArrow.isDown && player.vx === 0) {
player.vy = 0;
}
};
g.key.rightArrow.press = function() {
player.vx = 5;
player.vy = 0;
};
g.key.rightArrow.release = function() {
if (!g.key.leftArrow.isDown && player.vy === 0) {
player.vx = 0;
}
};
g.key.downArrow.press = function() {
player.vy = 5;
player.vx = 0;
};
g.key.downArrow.release = function() {
if (!g.key.upArrow.isDown && player.vx === 0) {
player.vy = 0;
}
};
You can see that the value of the player's vx
and vy
properties is
changed depending on which keys are being pressed or released.
A positive vx
value will make the player move right, a negative
value will make it move left. A positive vy
value will make the
player move
down, a negative value will make it move up.
Is that too much typing? Because controlling a player character with 4
keyboard keys is such a common requirement, Ga has a built-in function called
fourKeyController
that accomplishes all this in one line of code.
g.fourKeyController(player, 5, 38, 39, 40, 37);
The first argument is the sprite you want to control: player
. The
second argument is the number of pixels that the sprite should move each frame: 5
.
The last four arguments are the ascii key code numbers for the top,
right, bottom and left keys. (You can remember this because their
order is listed clockwise, starting from the top.)
Reference to the arrow keys and space key are built-in to Ga, but you
if want to use other keys, you can easily create and assign your own
with Ga's keyboard
method:
var customKey = g.keyboard(asciiCode);
Your new customKey
has press
and release
methods
that you can program in the same way as the examples above.
Setting the game state
The game state is the function that Ga is currently running. When
Ga first starts, it runs the setup
function (or whatever other
function you specify in Ga's constructor function arguments.) If you
want to change the game state, assign a new function to Ga's state
property. Here's how:
g.state = anyFunction;
In Treasure Hunter, when the setup
function is finished, the game
state
is set to play
:
g.state = play;
This makes Ga look for and run a function called play
. By default,
any function assigned to the game state will run in a continuous loop, at
60 frames per second. (You can change the frame rate at any time by setting Ga's
fps
property). Game logic usually runs in a continuous loop, which
is known as the game loop. Ga handles the loop management for you,
so you don't need to worry about how it works. (In case you're curious, Ga uses
a requestAnimationFrame
loop with a fixed logic time step and variable rendering time. It
also does sprite position interpolation to smoothe out any inconsistent
spikes in the frame rate.)
If you ever need to pause the loop, just use Ga's pause
method, like
this:
g.pause();
You can start the game loop again with the resume
method, like this:
g.resume();
Now let's find out how Treasure Hunter's play
function works.
Game logic with the play function loop
As you've just learned, everything in the play
function runs in a
continuous loop.
function play() {
//This code loops from top to bottom 60 times per second
}
This is where all the game logic happens. It's the fun part,
so let's find out what the code inside the play
function does.
Moving the player sprite
Treasure Hunter uses Ga's move
method inside the play
function to move the sprites in the
game.
g.move(player);
This is the equivalent of writing code like this:
player.x += player.vx;
player.y += player.vy;
It just updates the player's x
and y
position by adding its vx
and vy
velocity values. (Remember, those values were
set by the key press
and release
methods.) Using move
just saves
you from having to type-in and look-at this very standard boilerplate
code.
You can also move a whole array of sprites with one line of code by supplying the array as the argument.
g.move(arrayOfSprites);
So now you can easily move the player, but what happens when the player reaches the edges of the screen?
Containing sprites inside the screen boundaries
Use Ga's contain
method to keep sprites inside the boundaries of
the screen.
g.contain(player, g.stage.localBounds);
The first argument is the sprite you want to contain, and the second
argument is any JavaScript object with an x
, y
, width
, and
height
property. As a convenience, all Ga sprites have a property
called localBounds
that return an object with this information.
As you learnt earlier, stage
is the root container object for all Ga's sprites, and it has
the same width and height as the canvas
. That means you can use its
localBounds
property to keep the sprite contained inside the canvas.
But you can alternatively supply a custom object to do the same thing. Here's how:
g.contain(
player,
{
x: 0,
y: 0,
width: 512,
height: 512
}
);
This will contain the player
sprite to an area defined by the
dimensions of the object. This is really convenient if you want to
precisely fine-tune the area in which the object should be contained.
contain
has an extra useful feature. If the sprite reaches one of
the containment edges, contain
will return a string that tells you
which edge it reached: "top", "right", "bottom", or "left". Here's how
you could use this feature to find out which edge of the canvas the
sprite is touching:
var playerHitsEdges = g.contain(player, g.stage.localBounds);
//Display the edge of canvas that the player hit
if (playerHitsEdges) {
message.content
= "The player hit the " + playerHitsEdges + " of the canvas";
}
Collision with the enemies
When the player hits any of the enemies, the width of the health bar decreases and the player becomes semi-transparent.
How does this work?
Ga has a full suite of useful 2D geometric and tile-based collision
detection methods. You can read all about them in Ga's examples
folder. Treasure Hunter only uses one of these collision methods:
hitTestRectangle
. It takes two rectangular sprites and tells you
whether they're overlapping. It will return true
if they are, and
false
if they aren't.
g.hitTestRectangle(spriteOne, spriteTwo);
Here's how the code in the play
function uses hitTestRectangle
to
check for a collision between any of the enemies and the player.
//Set `playerHit` to `false` before checking for a collision
var playerHit = false;
//Loop through all the sprites in the `enemies` array
enemies.forEach(function(enemy) {
//Move the enemy
g.move(enemy);
//Check the enemy's screen boundaries
var enemyHitsEdges = g.contain(enemy, g.stage.localBounds);
//If the enemy hits the top or bottom of the stage, reverse
//its direction
if (enemyHitsEdges === "top" || enemyHitsEdges === "bottom") {
enemy.vy *= -1;
}
//Test for a collision. If any of the enemies are touching
//the player, set `playerHit` to `true`
if(g.hitTestRectangle(player, enemy)) {
playerHit = true;
}
});
//If the player is hit...
if(playerHit) {
//Make the player semi-transparent
player.alpha = 0.5;
//Reduce the width of the health bar's inner rectangle by 1 pixel
healthBar.inner.width -= 1;
} else {
//Make the player fully opaque (non-transparent) if it hasn't been hit
player.alpha = 1;
}
This bit of code creates a variable called playerHit
, which is
initialized to false
just before the forEach
loop checks all the
enemies for a collision.
var playerHit = false;
(Because the play
function runs 60 times per second, playerHit
will be reinitialized to false
on every new frame.)
If hitTestRectangle
returns true
, the forEach
loop sets
playerHit
to true
.
if(g.hitTestRectangle(player, enemy)) {
playerHit = true;
}
If the player has been hit, the code makes the player semi-transparent by
setting its alpha
value to 0.5. It also reduces the width of the
healthBar
's inner
sprite by 1 pixel.
if(playerHit) {
//Make the player semi-transparent
player.alpha = 0.5;
//Reduce the width of the health bar's inner rectangle by 1 pixel
healthBar.inner.width -= 1;
} else {
//Make the player fully opaque (non-transparent) if it hasn't been hit
player.alpha = 1;
}
You can set the alpha
property of sprites to any value between 0
(fully transparent) to 1
(fully opaque). A value of 0.5
makes it
semi-transparent.b (Alpha is a
well-worn graphic design term that just means transparency.)
This bit of code also uses the move
method to move the enemies, and
contain
to keep them contained inside the canvas. The code also uses
the return value of contain
to find out if the enemy is hitting the
top or bottom of the canvas. If it hits the top or bottom, the enemy's direction is
reversed with the help of this code:
//Check the enemy's screen boundaries
var enemyHitsEdges = g.contain(enemy, g.stage.localBounds);
//If the enemy hits the top or bottom of the stage, reverse
//its direction
if (enemyHitsEdges === "top" || enemyHitsEdges === "bottom") {
enemy.vy *= -1;
}
Multiplying the enemy's vy
(vertical velocity) value by negative 1
makes it go in the opposite direction. It's a really simple bounce
effect.
Collision with the treasure
If the player touches the treasure (the yellow square), the chimes
sound plays. The player can then
carry the treasure to the exit. The treasure is centered over the player and
moves along with it.
Here's the code from the play
function that achieves these effects.
//Check for a collision between the player and the treasure
if (g.hitTestRectangle(player, treasure)) {
//If the treasure is touching the player, center it over the player
treasure.x = player.x + 8;
treasure.y = player.y + 8;
if(!treasure.pickedUp) {
//If the treasure hasn't already been picked up,
//play the `chimes` sound
chimes.play();
treasure.pickedUp = true;
};
}
You can see that the code uses hitTestRectangle
inside an if
statement to test for a collision between the player and the treasure.
if (g.hitTestRectangle(player, treasure)) {
If it's true
, the treasure is centered over the player.
treasure.x = player.x + 8;
treasure.y = player.y + 8;
If treasure.pickedUp
is false
, then you know that the treasure hasn't already been
picked up, and you can play the chimes
sound:
chimes.play();
In addition to play
Ga's sound objects also have a few more methods that you can use to control them:
pause
, restart
and playFrom
. (Use playFrom
to start playing
the sound from a specific second in the sound file, like this:
soundObject.playFrom(5)
. This will make the sound start playing from
the 5 second mark.)
You can also set the sound object's volume
by assigning
a value between 0 and 1. Here's how to set the volume
to mid-level
(50%).
soundObject.volume = 0.5;
You can set the sound object's pan
by assigning a value between -1 (left speaker)
to 1 (right speaker). A pan value of 0 makes the sound equal volume in
both speakers. Here's how you could set the pan
to be slightly more
prominent in the left speaker.
soundObject.pan = -0.2;
If you want to make a sound repeat continuously, set its loop
property to true
.
soundObject.loop = true;
Ga uses a lightweight wrapper for the WebAudio API to achieve all these effects.
Because you don't want to play the chimes
sound more than once after
the treasure has been picked up, the code sets treasure.pickedUp
to
true
just after the sound plays.
treasure.pickedUp = true;
Now that the player has picked up the treasure, how can you check for the end of the game?
Ending the game
There are two ways the game can end. The player's health can run out,
in which case the game is lost. Or, the player can successfully carry
the treasure to the exit, in which case the game is won. If either of
these two conditions are met, the game's state
is set to end
and
the message
text's content
displays the outcome. Here's the last
bit of code in the play
function that does this:
//Does the player have enough health? If the width of the `innerBar`
//is less than zero, end the game and display "You lost!"
if (healthBar.inner.width < 0) {
g.state = end;
message.content = "You lost!";
}
//If the player has brought the treasure to the exit,
//end the game and display "You won!"
if (g.hitTestRectangle(treasure, exit)) {
g.state = end;
message.content = "You won!";
}
The end
function is really simple. It just hides the gameScene
and
displays the gameOverScene
.
function end() {
gameScene.visible = false;
gameOverScene.visible = true;
}
And that's it for Treasure Hunter! Before you continue, try making your own game from scratch using some of these same techniques. When you're ready, read on!
Using images
There are three main ways you can use images in your Ga games.
- Use individual image files for each sprite.
- Use a texture atlas. This is a single image file that includes sub-images for each sprite in your game. The image file is accompanied by a matching JSON data file that describes the name, size and location of each sub-image.
- Use a tileset (also known as a spritesheet). This is also a single image file that includes sub-images for each sprite. However, unlike a texture atlas, it doesn't come with a JSON file describing the sprite data. Instead, you need to specify the size and location of each sprite in your game code with JavaScript. This can have some advantages over a texture atlas in certain circumstances.
All three ways of making image sprites use Ga's sprite
method.
Here's the simplest way of using it to make an image sprite.
var imageSprite = g.sprite("images/theSpriteImage.png");
In this next section we'll update Treasure Hunter with image sprites, and you'll learn all three ways of adding images to your games.
(All the images in this section were created by Lanea Zimmerman. You can find more of her artwork here. Thanks, Lanea!)
Individual images
Open and play the next version of Treasure Hunter:
02_treasureHunterImages.html
(you'll find it in the tutorials
folder.) It plays exactly the same as the first version, but all the
colored squares have been replaced by images.
(Click the image and follow the link to play the game.) Take a look at the source code, and you'll notice that the game logic and structure is exactly the same as the first version of the game. The only thing that's changed is the appearance of the sprites. How was this done?
Loading image files
Each sprite in the game uses an individual PNG image file. You'll find
all the images in the tutorials' images
sub-folder.
Before you can use them to make sprites, you need to pre-load them into
Ga's assets
. The easiest way to do this is to list the image names,
with their full file paths, in Ga's assets array when you first
initialize the engine.
var g = ga(
512, 512, setup,
[
"images/explorer.png",
"images/dungeon.png",
"images/blob.png",
"images/treasure.png",
"images/door.png",
"sounds/chimes.wav"
]
);
g.start();
(If you open up the JavaScript console in the web browser, you can monitor the loading progress of these assets.)
Now you can access any of these images in your game code like this:
g.image("images/blob.png")
This is just a short-cut for accessing the image directly in the
assets
object like this:
g.assets["images/blob.png"]
You can use whichever style you prefer. In any case, the image file
is just an ordinary JavaScript Image
object, so you can use
it the same way you would any other Image
object.
Although pre-loading the images and other assets is the simplest way
to get them into your game, you can also load assets at any other time
using the assets
object's load
method. Just supply an array of strings
that list the asset names and their file paths.
g.assets.load([
"images/imageOne.png",
"images/imageTwo.png",
"sounds/chimes.wav"
]);
Next, assign a callback function called whenLoaded
that will run when the assets have
loaded.
g.assets.whenLoaded = function() {
//Do something when the assets have loaded
};
Now that you've loaded the images into the game, let's find out how to use them to make sprites.
Making sprites with images
Create an image sprite using the sprite
method using the same format you learnt
earlier. Here's how to create a sprite using the dungeon.png
image.
(dungeon.png
is a 512 by 512 pixel background image.)
dungeon = g.sprite("images/dungeon.png");
That's all! Now instead of displaying as a simple colored rectangle,
the sprite will be displayed as a 512 by 512 image. There's no need
to specify the width or height, because Ga figures that our for you
automatically based on the size of the image. You can use all the other
sprite properties, like x
, y
, width
, and height
, just as you
would with ordinary rectangle sprites.
Here's the code from the setup
function that creates the dungeon
background, exit door, player and treasure, and adds them all to the
gameScene
group.
//The dungeon background
dungeon = g.sprite("images/dungeon.png");
//The exit door
exit = g.sprite("images/door.png");
exit.x = 32;
//The player sprite
player = g.sprite("images/explorer.png");
player.x = 68;
player.y = g.canvas.height / 2 - player.halfWidth;
//Create the treasure
treasure = g.sprite("images/treasure.png");
//Position it next to the left edge of the canvas
treasure.x = g.canvas.width - treasure.width - 32;
treasure.y = g.canvas.height / 2 - treasure.halfHeight;
//Create a `pickedUp` property on the treasure to help us Figure
//out whether or not the treasure has been picked up by the player
treasure.pickedUp = false;
//Create the `gameScene` group and add all the sprites
gameScene = g.group(dungeon, exit, player, treasure);
(As a slightly more efficient improvement to the
original version of this code, group
creates the gameScene
and groups
the sprites in a single step.)
Look familiar? That's right, the only code that has changed are the lines that create the sprites. This modularity is a feature of Ga that lets you create quick game prototypes using simple shapes that you can easily swap out for detailed images as your game ideas develops. The rest of the code in the game can remain as-is.
Fine-tuning the containment area
One small improvement that was made to this new version Treasure Hunter is the new way that the sprites are contained inside the walls of the dungeon. They're contained in such a way that naturally matches the 2.5D perspective of the artwork, as shown by the green square in this screen shot:
This is a very easy modification to make. All you need to do is supply
the contain
method with a custom object that defines the size and
position of the containing rectangle. Here's how:
g.contain(
player,
{
x: 32, y: 16,
width: g.canvas.width - 32,
height: g.canvas.height - 32
}
);
Just tweak the x
, y
, width
and height
values so that the
containing area looks natural for the game you're making.
Using a texture atlas
If you’re working on a big, complex game, you’ll want a fast and efficient way to work with images. A texture atlas can help you do this. A texture atlas is actually two separate files that are closely related:
- A single PNG tileset image file that contains all the images you want to use in your game. (A tileset image is sometimes called a spritesheet.)
- A JSON file that describes the size and position of those sub-images in the tileset.
Using a texture atlas is a big time saver. You can arrange the tileset’s sub-images in any order and the JSON file will keep track of their sizes and positions for you. This is really convenient because it means the sizes and positions of the sub-images aren’t hard-coded into your game program. If you make changes to the tileset, like adding images, resizing them, or removing them, just re-publish the JSON file and your game will use that updated data to display the images correctly. If you’re going to be making anything bigger than a very small game, you’ll definitely want to use a texture atlas.
The de-facto standard for tileset JSON data is the format that is output by a popular software tool called Texture Packer (Texture Packer's "Essential" license is free ). Even if you don’t use Texture Packer, similar tools like Shoebox output JSON files in the same format. Let’s find out how to use it to make a texture atlas with Texture Packer, and how to load it into a game.
Preparing the images
You first need individual PNG images for each image in your game. You've already got them for Treasure Hunter, so you're all set. Open Texture Packer and choose the {JS} configuration option. Drag your game images into its workspace. You can also point Texture Packer to any folder that contains your images. Texture Packer will automatically arrange the images on a single tileset image, and give them names that match their original image file names. It will give them a 2 pixel padding by default.
Each of the sub-images in the atlas is called a frame. Although it's just one big image, the texture atlas has 5 frames. The name of each frame is the same its original PNG file name: "dungeon.png", "blob.png", "explorer.png", "treasure.png" and "door.png". These frames names are used to help the atlas reference each sub-image.
When you’re done, make sure the Data Format is set to JSON (Hash) and
click the Publish button. Choose the file name and location, and save the
published files. You’ll end up with a PNG file and a JSON file. In
this example my file names are treasureHunter.json
and
treasureHunter.png
. To make
your life easier, just keep both files in your project’s images
folder. (Think of the JSON file as extra metadata for the image file.)
loading the texture atlas
To load the texture atlas into your game, just include the JSON file in Ga's assets array when you initialize the game.
var g = ga(
512, 512, setup,
[
"images/treasureHunter.json",
"sounds/chimes.wav"
]
);
g.start();
That's all! You don't have to load the PNG file - Ga does that automatically in the background. The JSON file is all you need to tell Ga which tileset frame (sub-image) to display.
Now if you want to use a frame from the texture atlas to make a sprite, you can do it like this:
anySprite = g.sprite("frameName.png");
Ga will create the sprite and display the correct image from the texture atlas's tileset.
Here's how to you could create the sprites in Treasure Hunter using texture atlas frames:
//The dungeon background image
dungeon = g.sprite("dungeon.png");
//The exit door
exit = g.sprite("door.png");
exit.x = 32;
//The player sprite
player = g.sprite("explorer.png");
player.x = 68;
player.y = g.canvas.height / 2 - player.halfWidth;
//The treasure
treasure = g.sprite("treasure.png");
That's all! Ga knows that those are texture atlas frame names, not individual images, and it displays them directly from the tileset.
If you ever need to access the texture atlas's JSON file in your game, you can get it like this:
jsonFile = g.json("jsonFileName.json");
Take a look at treasureHunterAtlas.html
file in the tutorials
folder
to see a working example of how to load a texture atlas and use it to
make sprites.
Alien Armada
The next example game in this series of tutorials is Alien Armada. Can you destroy 60 aliens before one of them lands and destroys the Earth? Click the image link below to play the game:
Use the arrow keys to move and press the space bar to shoot. The aliens descend from the top of the screen with increasing frequency as the game progresses. Here's how the game is played:
![Alien Armada gameplay](/tutoria