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  • britg 11:01 am on January 15, 2012 Permalink | Log in to leave a Comment
    Tags: css3, , , javascript   

    Forging Forgecraft: Integrating CSS3 Transitions with Javascript 

    Forgecraft is a game currently in development using Ruby on Rails, Backbone.js, and all sorts of HTML5 buzzwords. Read an introduction here, and play the demo here.

    With Forgecraft, and any game really, there are usually quite a few animations running concurrently. I found these moments to be choppy, unresponsive and frustrating when they were implemented in javascript (especially on lower CPU environments like the iPad) and needed another solution. CSS3 transitions were an obvious choice to check out, as they’ve been shown to be a great way to add a little pizzazz to a modern web app and can be executed natively (and even GPU accelerated).

    But, can they provide the technical underpinnings for an interactive gamely element? To be effective in this context, they’d have to be:

    • responsive, consistent and reliable
    • noticeably smoother than their javascript counterparts
    • simple to integrate with scripting

    Regarding the first 2 points, CSS3 transitions’ effectiveness will really depend on your particular use-case. With Forgecraft they were definitely response, reliable, and smoother than javascript and I decided early on to use them in lieu of javascript wherever I could. But, I won’t go into the benchmarks and A/B comparisons in this article… perhaps later. Let’s just skip straight to the useful part:

    Product Intergortion obscure 30 Rock reference →

    Integrating CSS3 transitions with the game’s scripting is pretty straight forward:

    • Define transitions in CSS on your master element
    • Define classes with resulting properties changed
    • Trigger a class change using javascript
    • Listen for the transition-end event with javascript

    Of course, there are a few pitfalls with each of these steps that I’ll go into here. Let’s take an example from Forgecraft: the Bonus Strike event. Randomly while forging the player will see a bar pop-up like this:

    The bar moves from left-to-right and the player’s goal is to click the icon when the moving bar is directly under the target (large white) bar. The moving bar is animated with CSS3 transitions.

    Defining the CSS:

    We have a bar that needs an initial negative offset (the start position) that transitions to its final position. Simple enough: we define the base CSS on the #bar element and give it two classes (.new and .activated) defining each of its states. We also define the transition between the two states:


    position: relative;

    background-color: rgba(153, 153, 153, 0.3);
    border-right: solid 5px white;

    -moz-transition-property: left;
    -webkit-transition-property: left;
    -o-transition-property: left;
    transition-property: left;
    -moz-transition-duration: 1.5s;
    -webkit-transition-duration: 1.5s;
    -o-transition-duration: 1.5s;
    transition-duration: 1.5s;

    }

    #bar.new {
    left: 0px;
    }

    #bar.activated {
    left: 600px;
    }

    One pitfall you may run into: for the animations to work in Firefox, you have to explicitly define the initial state for whatever property you are transitioning. In this example we are transitioning the left property of the #bar element. You normally wouldn’t define left: 0; — that’s the default! But Firefox requires this to trigger the transition when that property changes.

    Triggering the Animation in Javascript

    Using jQuery, we simply apply the classes that we defined in the CSS when we want to trigger the transition.


    Listening for the transition-end event

    CSS3 Transitions would be useless if we couldn’t get their context from within our scripting. Luckily, a series of events are fired in javascript while the transitions are running, just like you’d expect in a javascript-based animation. The primary event we care about is when the transition ends as you’ll most likely want to trigger callbacks.

    Unfortunately, each browser vendor has decided to name these events differently… typical huh. Modernizr to the rescue! (If you’re not using Modernizr, you should be. But that’s another blog post altogether).

    There’s a hidden gem in the comments in the source code of Modernizr that explains how to use its .prefixed() API to make a simple wrapper around the browser-specific transition event names. Here’s how I implemented it for the transition-end event. Feel free to use this wherever you need it:


    var transEndEventNames = {
    ‘WebkitTransition’ : ‘webkitTransitionEnd’,
    ‘MozTransition’ : ‘transitionend’,
    ‘OTransition’ : ‘oTransitionEnd’,
    ‘msTransition’ : ‘msTransitionEnd’, // maybe?
    ‘transition’ : ‘transitionEnd’
    },

    CSS3_TRANSITION_END = transEndEventNames[ Modernizr.prefixed('transition') ];

    Bam, now we can use one simple event binding to handle all browsers:


    Stopping a Transition Early

    When the player hits the hammer-and-anvil icon during the Bonus Strike event, I needed to stop the animation early. The easiest way I found to do this, was to just set the animating property to its current value. The transition delta becomes 0, so the animation stops:


    Transition: End

    You may find that integrating CSS3 Transitions into your game makes your interactions smoother and more responsive, and with a simple API for scripting against transition events, developing against them should look and feel a lot like working in pure javascript.


    More Forging Forgecraft:

     
  • britg 6:50 pm on December 29, 2011 Permalink | Log in to leave a Comment
    Tags: coffeescript, , , , html5, javascript   

    Forging Forgecraft Part 1: Introduction 

    For the past few months I’ve been hacking away at a game partly, well, to make a game, and partly to play with a bunch of web technologies I’ve been interested in. That game is Forgecraft! Check it out and tell me what you think.

    What is Forgecraft?

    If you’ve played bejeweled you’ve got an idea of the primary game mechanic: move gems into patterns. If you’ve played Minecraft you’ve got an idea of the gameplay twist: patterns. You’re not just matching 3, but moving ores into patterns that resemble weapons and armor. And finally, if you’ve played any loot-based game ever you’ve got an idea of reward structure: loot!

    The target player is the casual player, but the game may also appeal to people who just like loot. And the target platforms are any modern web browser. Right now things are working ok in Chrome, Firefox, and Safari. Oh, and the game plays well as an installable web app on the iPad. In fact, all of the design decisions were made with this play mode in mind. Go ahead and save-to-homescreen on your iPad!

    Warning: It’s rough around the edges. There’s no tutorial and there may be bugs/features just flat out missing. I consider the game’s state as ‘playable demo.’ But do let me know if you run into any bugs.

    The Tech

    Over the next few months I hope to put together a series of posts on the different technologies I played with while making Forgecraft. You know, go in-depth on each of them and all that jazz. For now, here’s just a run-down of the fun stuff I used:

    Back End

    Front End

    HTML5 Buzzwords

    • CSS3 Animations
    • Web Audio API
    • History API / Pushstate API
    • iOS web-app installable

    My plan is to continue developing Forgecraft, expanding the items, mines, etc. and digging further into these emergent HTML5 technologies. I also would like to continue improving performance across the board. Things can get pretty choppy on the iPad when there are a lot of animations running at the same time.

    Please, give Forgecraft a try and let me know how you like it and if you have any suggestions. The number one question I have is, is it fun? A game should be fun, I’m told.


    More Forging Forgecraft:

     
  • britg 12:07 pm on January 10, 2010 Permalink | Log in to leave a Comment
    Tags: , javascript, webgl, websockets   

    Quick Look: WebGL and Web Sockets 

    The internet is still a very young ecosystem of immature techn… Woah, the BS meter pegged there for a second. Forget the pontification, let me just spit out the two technologies that get me excited about billing myself as a Web Developer.

    WebGL

    This is a new spec that’s being developed by the Khronos Group (the group behind OpenGL) to expose OpenGL to browsers through the canvas element.

    Why is it exciting? Three words: Javascript. Hardware. Acceleration. Damn, I need three more: In. The. Browser.

    The concepts should speak for themselves, but if you still need some convincing follow the steps below and be sure to take a look at your CPU usage while running these demos. (Hint: CPU usage will be very low because you’re riding your GPU).

    • Grab the latest nighly of Chromium here if you are not already running it.
    • Start Chromium via the command line:
      • Windows: chrome.exe --no-sandbox --enable-webgl
      • OSX: Chromium.app/Contents/MacOS/Chromium --no-sandbox --enable-webgl
      • Linux: ./chrome --no-sandbox --enable-webgl
    • Follow this link to some examples of WebGL in action.

    Again, check your CPU usage while running the demos. It should be very low (if you have a GPU) as the demos should be hardware accelerated.

    Web Sockets

    Comet? Long-Polling? Forever Frame? In two years we will all be sitting around a trash barrel fire laughing about the days of yore when we had to use such hacks.

    Why are we huddled around a trash barrel fire? Because it’s post-apocolyptic New Zealand, the last bastion of humanity. Anyways, that’s another “In This Decade” blog post…

    From websockets.org:

    [The Web Socket Interface] defines a full-duplex communications channel that operates over a single socket and is exposed via a JavaScript interface in compliant browsers

    Here’s the spec in case you want to read it… haha, me neither.

    Again, the concept here should speak for itself. Two-way communication with web servers in an easy-to-use interface.

    
    var websock = new WebSocket("ws://www.websocket.org");
    
    websock.onopen = function(evt) {
      console.log(evt)
      websock.send("Hello Web Socket!");
    };
    websock.onmessage = function(evt) {
      console.log(evt)
    };
    websock.onclose = function(evt) {
      console.log(evt)
    };
    websock.close();
    

    Fortunately, there are already many projects implementing the web sockets protocol. To name a few,

    One thing to note is that the web socket protocol will adhere to the cross-domain security restriction that XHR has. The good news is it will ship with support for server-side origin discretion using the same Origin headers in CORS.

    It’s all about the gaming, stupid

    I’m going to predict that in 2 years, we will see current A quality games developed in-browser ontop of these two technologies. Don’t get me wrong, AAA quality console and PC titles won’t be disrupted like the music and print industries any time soon. But, the “casual” label on browser games will go away.

    This is what has me really excited about being a web developer in this decade. Parity with desktop development is inching closer, and all ontop of open technologies.

    No plugins. No corporate owner.

    Win. Win.

     
  • britg 10:46 am on December 29, 2009 Permalink | Log in to leave a Comment
    Tags: , , javascript, , sinatra   

    Cross Origin Resource Sharing with Sinatra 

    It’s no lie that I think highly of the potential of Cross Origin Resource Sharing. One of the great things about it is that it doesn’t take much re-wiring of existing server (or client-side) apps to start working cross domain.

    Enabling your server app is as simple as including a few extra headers when you detect a cross origin request. How do you know it’s a cross origin request? You’ll see the Origin: header — all CORS requests will have it. From there, response headers depend on the specifics of the request, but I won’t go over those here — check out the Mozilla Developer Center treatment for in-depth information.

    I’ve been working with Sinatra a lot lately, so I put together an extension for Sinatra that makes enabling Cross Origin requests even easier.

    sudo gem install sinatra-cross_origin

    There are two ways to use the extension: globally or per-route.

    Global

    For when you want to share all your endpoints cross-domain.

    
    require 'sinatra/base'
    require 'sinatra/cross_origin'
    
    class MyApp < Sinatra::Base
      register Sinatra::CrossOrigin
    
      enable cross_origin
    
      get '/' do
        "This is available to cross domain javascript requests automatically"
      end
    end
    

    Per Route

    For when you want to share only some of your routes cross-domain.

    
    require 'sinatra/base'
    require 'sinatra/cross_origin'
    
    class MyApp < Sinatra::Base
      register Sinatra::CrossOrigin
    
      get '/' do
        cross_origin
        "This is available to cross domain javascript requests"
      end
    end
    

    Configuration

    You can mix and match app-wide config and request specific config.

    
    require 'sinatra/base'
    require 'sinatra/cross_origin'
    
    class MyApp < Sinatra::Base
      register Sinatra::CrossOrigin
    
      configure do
        # Comma separate list of remote hosts that are allowed.
        # :any will allow any host
        set :allow_origin, :any
    
        # HTTP methods allowed
        set :allow_methods, [:get, :post]
    
        # Allow cookies to be sent with the requests
        set :allow_credentials, true
      end
    
      get '/' do
        # Only available to GET requests originating from
        # http://example.com.  No cookies allowed.
        cross_origin :allow_origin => 'http://example.com',
          :allow_methods => [:get],
          :allow_credentials => false
        "This is available to cross domain javascripts"
      end
    end
    

    Grab the source at Github: britg/sinatra-cross_origin.

     
  • britg 12:11 am on December 17, 2009 Permalink | Log in to leave a Comment
    Tags: , , javascript   

    Scriptstack – Organize and Share Javascripts 

    scriptstackI’ve been hacking on a small project in my free time that I uploaded today: scriptstack.

    What is scriptstack?

    Well, if you’re like me you probably have 4 or 5 javascript files you include in just about every new project or site your start. jQuery. Tooltips. Lightbox. qTip. Or, you just put together a nice portfolio site for a client and you want to save that specific set of javascript plugins for the next time you do something similar.

    Scriptstack aims to be an easy and social way to organize your “stacks” of scripts. You can:

    • Upload scripts.
    • Click and drag them into the order they should be loaded in the browser.
    • Tag them with a few keywords to make them indexable for future search.
    • Download the concatenated stack in minified or raw format.

    That’s about it for now, haha. Release early, release often, right? I should note that there’s no permissions on the stacks. If you create one, it’s editable by anyone right now. I plan to add User accounts and ownership soon.

    Warning: the site probably only works in Firefox.

    Under the hood

    I took this opportunity to expand my horizons as far as the technology under the hood. I’ll go in-depth on these as I continue to develop, but a quick rundown of the tech stack (pun intended but probably shouldn’t be):

    I also open sourced all the code that runs the site here incase you are interested in what poorly written Ruby looks like.

    If you happen to check it out, let me know what you think! And as I said, I will expand on different parts of it here in the near future, so stay tuned.

     
  • britg 11:17 pm on December 11, 2009 Permalink | Log in to leave a Comment
    Tags: ajax upload, , javascript, jsonview   

    Ajax Uploading Plus JSON Response Plus JSONView = Disaster 

    So, I’ve spend the last few hours debugging what seemed to be a tear in the fabric of the universe. I’m working this excellent javascript library, AjaxUpload, that, as the name implies, creates a no-pageload form upload. It’s easy to implement and makes an upload infinitely more usable in my opinion; definitely check it out.

    The upload works by pointing the target attribute of a multipart form at a hidden iframe. When the iframe updates with the results of the upload, an event listener reports the response to the parent page, and voila — you have an upload without a page refresh.

    The only problem with this iframe approach is that your response is being fully rendered by the browser instead of passed in the response body of an XMLHttpRequest like most ajax interactions. Combine this with a server-side upload script that returns JSON and here’s where the fun starts.

    If you’re using the JSONView Firefox plugin (and why the hell aren’t you!?) the JSON gets rendered with some wrapper html and styling to create an interactive and human readable version of the JSON.

    See the problem here? What gets reported to your upload-complete event listener isn’t the original JSON, but the HTML-wrapped JSON. This can lead to what can only be described as multiple hours of FAIL in which you try and figure out why your JSON response can’t be parsed and used in your javascript.

     
  • britg 8:10 am on December 2, 2009 Permalink | Log in to leave a Comment
    Tags: , cross-domain, , , javascript, XHR   

    Cross Origin Resource Sharing – AKA The Holy Grail 

    The other day I was chatting with a guy about the overly restrictive cross-domain request policy and how silly it is given the pervasiveness of cross-domain apps on the web today. Most devs get around this restriction with hacks like jsonp or nested iframes anyways. I told him that it’s high time we move past this archaic security measure and take web apps to the next level!

    He just said, “Uh… do you want to upgrade your coffee to a venti for only 35 cents more?” Always the salesman that guy…

    Cross Origin Resource Sharing

    Recently I stumbled across this article on the excellent Mozilla Hacks blog. Cross Origin Resource Sharing (CORS). Sweet! Finally a true implementation of cross-site XMLHttpRequests.

    The CORS standard works by adding new HTTP headers that allow servers to serve resources to permitted origin domains.

    They’re getting everything right with this one:

    • it’s completely opt-in server-side, so browsers can implement CORS without opening up a bunch of security holes,
    • it uses the existing XMLHttpRequest object so current code can easily start working cross-domain,
    • and it’s totally transparent to the client-side developer — validation, pre-flighting, and access control is all handled within the XMLHttpRequest object without any additional code!

    Apparently it’s been in the works at the W3C for a couple of years (formerly known as ‘Access Control‘). But only the most recent versions of Firefox and webkit based browsers are starting to support it. Of course Microsoft, in their infinite wisdom, decided it would be best to implement their own spec, XDomainRequest. Some things never change…

    The Holy Grail

    Not the knights who say Ni

    Not the knights who say Ni

    Is this a big deal? I’m going to go out on a limb here and say this is the holy grail of web development!

    Why? For one, there isn’t a good, non flash-based way to implement cross-domain long-polling/comet. If there’s one thing that’s going to define the next generation of the web, it’s real-time apps. CORS enables efficient real-time “mashups” (hate that term) that don’t rely on iframe hacks or flash.

    Psh… cross-domain, real-time? Nothing more than a niche application, right? Not so fast.

    The web will soon (if not already) start its industrial revolution. A “building up” versus the “building out” if you will. New web development will progressively become based around existing sites, rather than the creation of new sites. A true cross-domain solution is vitally important to this.

    No, no, I’m not saying that people will stop creating new sites — that will always happen. I’m saying startups will turn more and more to building apps targeted at sites users are already invested in instead of trying to get them to some new property.

    Examples:

    • The Disqus comment app on this blog.
    • The Meebo Bar
    • Those little ‘Feedback’ widgets you see all over sites now.

    A new ecosystem is emerging: apps built with web technologies that run on other sites. But they’re mostly iframe based with all the restrictions that iframes have (no access to the DOM, slow, etc). With CORS, developers can almost seemlessly develop apps cross-domain with all the power of same-domain scripting, making it the most important development to come along since the XMLHttpRequest!

    In future posts I’ll delve into this “industrial revolution” of the web, but for now… back to that grail.

     
  • britg 8:00 am on July 1, 2009 Permalink | Log in to leave a Comment
    Tags: comet, , , javascript, long-polling, node,   

    Server Side Javascript Continued – Node.js (plus example) 

    Update: Node’s APIs have change quite a bit since this post was made. Check out the latest stuff at nodejs.org!

    In my previous post on server-side javascript (SSJ) I took a quick look at Jack, a project that aims to implement the Rack/WSGI pattern for javascript. I still think this approach is great as it opens the door for more traditional Rails/Django-esque frameworks for SSJ.

    But, lets face it, the next gen web is all about real-time interactivity, and current popular environments and servers just aren’t ideal for that. It’s not their fault, up until recently we only cared about getting that request handled and out the door as quickly as possible with nothing shared between requests. Unfortunately, it’s no longer just about number of requests/sec — we now need high concurrency, long-lasting connections, and shared persistence over these connections.

    Node.js

    Enter node.js – a high performance javascript project built ontop of Google’s V8 runtime. From the author’s description:

    Node’s goal is to provide an easy way to build scalable network programs. … Each connection is only a small heap allocation. This is in contrast to today’s more common model where OS threads are employed for concurrency.

    Nice, but does this pan out in implementation? After spending a few days with Node, I truly believe that this will be the go-to project for the future of the real-time web.

    A Simple Game Lobby

    Let’s take a look at a simple example I put together. The following is a very basic game lobby that is based on a more complex project I’m working on with node. (You can checkout this script from github as well).

    The script accepts new players through a url like /join?player=joebob. Then, the client can long-poll the URL /wait and receive a notification in real-time when new players join!

    First, lets define a couple of Arrays that will hold our persistence in-memory.

    // our in-memory list of player
    var players = [];
    
    // our in-memory list of players waiting
    var waiting = [];

    Next, lets define a set of URLs our server will respond to. Notice that the /wait response does not take place immediately. Instead, the response is captured in a callback function that is held in-memory until it is called. These callbacks are called whenever a new player hits the /join URL.

    // define a set of paths that respond to requests
    var paths = {
    
      /**
       * Requests to /join add players to our
       * player list, and fire off a notification
       * to all our waiting players
       **/
      "/join": function(req, res) {
    
        // extract the player from the request
        var newPlayer = req.uri.params.player;
    
        // respond to this request with a list of players
        // already in the lobby
        server.respond(200, players);
    
        // add this player to list of players
        players.push(newPlayer);
    
        // notify all of our waiting players that
        // a new player has joined
        while(waiting.length > 0) {
          waiting.shift().callback.apply(this, [newPlayer]);
        }
      },
    
      /**
       * Requests to /wait holds the connection
       * open until another player joins
       **/
      "/wait": function(req, res) {
    
        // define our waiting player and the notification
        // callback to trigger when another player joins
        var waitingPlayer = {
          "player": req.uri.params.player,
          "callback": function(newPlayer) {
             server.respond(200, newPlayer);
           }
        };
    
        waiting.push(waitingPlayer);
      }
    };

    Finally, we define our server. We tell the server to map requests to the paths we defined above, and to listen on port 8000.

    // Define a new HTTP Server
    var server = node.http.createServer(function (req, res) {
    
      // tell our server to look at the paths definition above
      // for a responder to the request
      paths[req.uri.path].apply(this, [req, res]);
    
      // respond to a request
      function respond(status, obj) {
        var body = JSON.stringify(obj);
        res.sendHeader(status, [ ["Content-Type", "text/json"]
                             , ["Content-Length", body.length]
                             ]);
        res.sendBody(body);
        res.finish();
      }
    });
    server.listen(8000);
    puts("The game lobby has started!");

    To run the script, first download and build node, and then download this script from my repo. Execute the script with:

    > node gamelobby.js

     
  • britg 1:21 am on May 25, 2009 Permalink | Log in to leave a Comment
    Tags: javascript, sammy   

    Using a Location Proxy for URL Bindings in the Sammy Javascript Framework 

    As I hinted in my previous post, the Sammy javascript framework is a great organization layer ontop of javascript heavy apps because it brings web developers back to familiar ground – the URL. But, there are occasions where we don’t want the actual URL in the browser to change, including the hash parameters.

    Why? Maybe we don’t want Back-button accessibility, or as in my case, we are running our scripts on a 3rd party domain and we want to minimize our impact.

    So, how can we maintain the organization that URLs provide, but prevent the actual URL from changing? Use a proxy!

    You can find my fork of the Sammy project here.

    Usage

    var app = $.sammy(function(){ with(this) {
    
      // denote that we will be using a location proxy
      use_location_proxy = true;
    
      get('#/home', function() {
        //... do something
      });
    
      //...
    });

    And the corresponding link would look like:

    <a onclick="app.setLocation('#/home'); return false;" href="#/home">Home</a>

    Even though we are preventing the URL from changing in the browser (with return false), the Sammy framework still activates the ‘#/home’ routing.

    Some things to note: if you define use_location_proxy in your application, it will no longer listen to the browser URL. Future versions may have more flexibility with this.

     
  • britg 1:04 pm on January 27, 2009 Permalink | Log in to leave a Comment
    Tags: ie8, javascript   

    Great, Another Internet Explorer 

    Just saw an article on ZDNet in which they benchmark the javascript performance of IE8 RC1 with other browsers. Sadly, it looks like Microsoft’s javascript engine doesn’t perform very well at all. Having moved to primarily javascript development, my first reaction is to take my face and plant it firmly in my palm.

    I’m sure Microsoft will try to make up for this lack of speed with extremely aggressive caching…

    IE8 RC1 javascript performance courtesy of ZDNet

    IE8 RC1 javascript performance courtesy of ZDNet

     
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