Talking about Circle Chain game, Game development, HTML5 and Javascript.
When I celebrated the 1000th blog post, I told you I would have started to blog about HTML5 game development, and today I want to show you the classic Circle Chain engine made with CreateJS, a suite of Javascript libraries & tools for building rich, interactive experiences with HTML5.
Before I start with this tutorial, remember there’s an iPhone version of Circle Chain available for free in the App Store and I am going to release the Stencyl project for free once it reaches 1,000 downloads (415 to go).
Like all HTML5 projects, this Circle Chain prototype consist in an HTML part…
and a javascript part, fully commented:
// CreateJS features a Javascript library that lets you manage and co-ordinate
// the loading of assets, so we are going to use it
var preloader;
// manifest array will store every asset we need to preload, just like the
// manifest of a real world ship. As you can see, I am defining each manifest
// item with its relative path and an unique id
var manifest=[
{src:"images/background.png", id:"background"},
{src:"images/greencircle.png", id:"greenCircle"}
];
// the stage, the king of every game.
var stage
// I need an array to store all my green circles, circleBitmap will do it
var circleBitmap = new Array();
// play function is the executed once the page loads
function play(){
// first, I construct the stage as a Stage instance on the canvas id
stage = new Stage(document.getElementById("canvas"));
// then it's time to create the preloader
preloader = new PreloadJS();
// loadManifest is the method required to preaload all assets
preloader.loadManifest(manifest);
// and onComplete is the event trigger which will call loaded function
preloader.onComplete = loaded;
}
// loaded function will place all sprites on the stage and initialize the game
function loaded(event){
// this is a variable I'll be using to assign a random direction to each
// green circle
var randomDirection;
// look how I am picking up graphic assets from the preloader
var bgImg=preloader.getResult("background").result;
// once the background is picked up, I assign it to a Bitmap variable
var bgBitmap = new Bitmap(bgImg);
// then it's added to stage with addChild, just like AS3
stage.addChild(bgBitmap);
// the same concept is applied to the green circle, 10 times
var circleImg=preloader.getResult("greenCircle").result;
for(i=0;i<10;i++){
circleBitmap[i]=new Bitmap(circleImg);
// look at x and y properties
circleBitmap[i].x=Math.random()*450+25-9;
circleBitmap[i].y=Math.random()*450+25-9;
// choosing a random direction
randomDirection=Math.random()*2*Math.PI;
// and defining xSpeed and ySpeed as custom properties
circleBitmap[i].xSpeed=2*Math.cos(randomDirection);
circleBitmap[i].ySpeed=2*Math.sin(randomDirection);
// finally adding green circles to stage
stage.addChild(circleBitmap[i]);
}
// look how I am setting the game to be 30fps!! So easy!!
Ticker.setFPS(30);
// and this is something like AS3 enter frame event, calling gameLoop
// function at every tick
Ticker.addListener(gameLoop);
}
function gameLoop(){
// this loop just updates green circles position
for(i=0;i<10;i++){
circleBitmap[i].x+=circleBitmap[i].xSpeed;
circleBitmap[i].y+=circleBitmap[i].ySpeed;
if(circleBitmap[i].x>500-9){
circleBitmap[i].x-=500;
}
if(circleBitmap[i].x<0-9){
circleBitmap[i].x+=500;
}
if(circleBitmap[i].y>500-9){
circleBitmap[i].y-=500;
}
if(circleBitmap[i].y<0-9){
circleBitmap[i].y+=500;
}
}
// at the end don't forget to update the stage to show what's going on
stage.update();
}
as you can see, it's not that different than an AS3 script.
And this is the result:
Next time, I'll show you the complete game.
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