Monday, February 29, 2016

It's Leap Day

Today is Leap Day, which in my opinion is the froggiest of days. As such, the frogs in my webcomic are celebrating with an office party. I, however, am working like a normal person today.

This is my 10th leap day, but the first one since I've been writing the comic. The next one will come around in 2020 and by then I may have stopped writing the comic...so this might be the only chance the frogs will have to celebrate.

I've been thinking about Leap Days quite a bit this weekend, and I've decided that I don't care for them. The reason for having them is that the Earth actually completes a rotation around the sun in 365 days, 5 hours, 48 minutes, and 45 seconds. Those extra 5.8125 hours add up, so every 4 years we add 1 day. But really, 5.8125 x 4 = 23.25. By adding 24 hours when we really only need 23 hours and 15 minutes, we end up with an extra 45 minutes every 4 years and over the span of 32 leap years that adds up to a whole extra day. So on century marks that aren't divisible by 400 (such as 1700, 1800, and 1900) we don't add the leap day even though they are divisible by 4 and we're pretty much back on track. Except those numbers aren't quite exactly perfect and we'll still be off by a day every 3,300 years. It hasn't happened yet, but if humans are still around by the time it does, people are going to be really confused.

I would like to propose a simpler solution. We eliminate Daylight Savings Time and just add those 5.815 hours in throughout the year in the middle of the night. You go to bed some nights and you get just a little extra sleep because your clock adds on a few minutes for you. Like 2:00 AM sticks around for 5 minutes or so. No one will notice. Sure, your watch might be off "official time" the next day but you probably won't even notice. Who really notices 5 minutes? And since everyone has smart watches now, they'll adjust themselves right along with it and no one will be the wiser.

You only need a watch with 3 "times" on it anyway. Wake up. Eat. Go to sleep. All these hours and minutes and seconds are just not necessary. Let's keep things simple.

Think about that as you're leaping through your day. And here's the link to the comic...

Amphibian.com comic for 29 February 2016

Friday, February 26, 2016

"Loading" Screens in Phaser Games

I noticed an annoying thing when playing my Phaser platformer on Amphibian.com - it was taking a really long time to start the levels. The problem was mainly that I was re-loading the game assets every time a level was started, and that I wasn't pre-loading them way back before the title screen.

Loading...

I wanted to fix this issue and add a "Loading" screen at the beginning before the main stage select menu was available. The way to do this is to add a few more states to the game.

First, I added a boot state. All this state will do is load the title background image and an image that says "Loading." This happens in the preload function, and should go fairly quickly. In the create function for this state, which will be called as soon as preload completes, it will immediately start the next state - the real preloader. Check out the following code from the game (remember, the full source code is available on GitHub):

var boot = {
  
    preload: function() {
        this.game.load.image("title", "assets/images/title.png");
        this.game.load.image("title-loading", "assets/images/title-loading.png");
    },
    
    create: function() {
        this.state.start("preloader");
    }
        
};

The second state I added was called preloader. This will serve as the game's real preloader. I moved the asset pack loading from my other two existing states (the menu and the playable level) to the preload function of this state. But before I start loading assets, I display the two assets I loaded in the boot state's preload. I can use those assets here because they were loaded before this function - even though this is a preload function it's not the first one. Basically, you can use assets in preload as long as they've already been loaded by a previous state's preload. This will show the player the nice title screen and let them know that the game is loading. After all the assets are loaded, the create function is called for this state, which changes to the stageSelect state.

var preloader = {
  
    preload: function() {
        
        this.add.image(0, 0, "title");
        this.loadingText = this.add.image(450, 200, "title-loading");
        
        this.load.pack("main", "assets/pack.json");

    },
    
    create: function() {
        this.state.start("stageSelect");
    }
        
};

Now when I set up my game, I add all 4 states and then start the boot state.

var game = new Phaser.Game(width, height, Phaser.CANVAS, "gameArea");

game.state.add("boot", boot);
game.state.add("preloader", preloader);
game.state.add("stageSelect", stageSelectState);
game.state.add("level", theStage);

game.state.start("boot");

It still takes a while to load all the assets, but at least now you know what's going on. And once you make it to the menu, all the levels will start immediately for you. Much better. The process of loading assets still takes a while because the background music files are so large. I'll probably fix that by reducing their quality a little. Don't worry, you won't notice.

You might notice something wrong with today's comic, however...

Amphibian.com comic for 26 February 2016

Wednesday, February 24, 2016

Swimming in a Phaser Platformer

The theme for Level 7 of my 8-bit style Phaser platformer has been selected - Liquid Cooled! It's a water level with a name that also describes a high-performance computer needing more than just a normal CPU fan.

But a water level means the frog has to swim through it, instead of jump. I had to make a few changes to my code in order to support an optional "swim mode" behavior. I handled this by putting a water flag in my level objects. When true, it means the physics should be more...liquid.

The swimming level. All platformers should have at least one.

To start, the gravity needed to be adjusted. I have the normal gravity set to 1500 in my game, but I played around with different numbers and 250 seemed most appropriate for a swimming effect. In real life, gravity doesn't decrease when you're in water...but the effect of your body's buoyancy makes it seem as if it does. Same thing here.

function create() {

    // ... other stuff ...

    if (waterLevel) {
        this.physics.arcade.gravity.y = 250;
    } else {
        this.physics.arcade.gravity.y = 1500;
    }

    // ... other stuff ...

}

The other thing that needed to change was the jump behavior. On land, the frog can't start a new jump while still in mid-air. But in the water, doing so gives the impression of swimming. Also, the amount of upward thrust supplied by a jump should be lessened under water. The speed at which the frog moves left and right should also be reduced.

function update() {

    // ... other stuff ...

    var xVel = waterLevel ? 100 : 150;
    var yVel = waterLevel ? -250 : -400;
    var jumpFrames = waterLevel ? 26 : 31;
    
    if (spacebar.isDown) {

        if ((frog.body.onFloor() || frog.locked || waterLevel) && jumpTimer === 0) {
            // jump is allowed to start
            jumpTimer = 1;
            frog.body.velocity.y = yVel;
            frog.cancelLock();
            jumpSound.play();
        } else if (jumpTimer > 0 && jumpTimer < jumpFrames && !frog.body.blocked.up && !frog.body.touching.up) {
            // keep jumping higher
            jumpTimer++;
            frog.body.velocity.y = yVel + (jumpTimer * 7);
        } else if (frog.body.blocked.up || frog.body.touching.up) {
            // permanently end this jump
            jumpTimer = 999;
        }

    } else {
        // jump button not being pressed, reset jump timer
        jumpTimer = 0;
    }

    if (cursors.left.isDown) {
        frog.body.velocity.x = -xVel;
    } else if (cursors.right.isDown) {
        frog.body.velocity.x = xVel;
    }

    // ... other stuff ...

}

Lines 5-7 in the code snippet above set the values for x-velocity, y-velocity, and length of a jump (in frames). These used to be hard-coded to the non-water values, but now there's a water option. In the check to see if a jump can start, line 11, I've added the condition that if this is a water level, jumps can start even if the frog is not on the ground or locked to a floating platform. The jump sets the y-velocity to the appropriate value, and the cursor keys set the x-velocity.

With these relatively simple adjustments in place, it really feels like the frog is swimming through Level 7. You can play it yourself on Amphibian.com, and make sure you also check out today's comic while you're there! If you're more interested in the complete source code for the game, you can find that on GitHub. But seriously, read the comic. It's funny. Most of the time.

Amphibian.com comic for 24 February 2016

Monday, February 22, 2016

Setting Up Level Bosses with Phaser

I've reached the phase of my development on my Phaser platformer where I refactor everything. This weekend, it was the level bosses. If you looked at much earlier versions of the game or read my blog posts from a couple months ago, you might remember that I had one sandbox level with a dinosaur as the boss at the end. He was pretty much hard-coded in there, so adding different bosses for each level was difficult.

To make it better, I added a field to my level objects called boss. I assign a function to that field, which creates the boss Sprite. I can assign different "boss" functions to each level.

function beaver(game, group, frog) {
    // ... set up the boss beaver
}

function dinosaur(game, group, frog) {
    // ... set up the boss dinosaur
}

var levelOne = { // Vector Factory
        map: "Level1",
        music: "assets/audio/Ouroboros.mp3",
        background: "#141414",
        boss: beaver
};

var levelTwo = { // Binary Trees
        map: "Level2",
        music: "assets/audio/Club_Diver.mp3",
        background: "#000066",
        boss: dinosaur
};

// ... define other levels here ...

var gameState = {
        levels: [],
        currentLevel: -1,
        lives: 3
};

// populate the levels array (add more the same way)    
gameState.levels[0] = levelOne;
gameState.levels[1] = levelTwo;

In my game's create function, I call the boss function of whatever level is currently being played. I then add the kill behavior to the boss Sprite, which is to end the level and return to the stage select screen.

function create() {

    // ... other stuff ...

    // create a group for all the enemies
    enemies = this.add.group();

    // create our hero sprite
    frog = createFrog();

    // --------------- set up the boss for this level
        
    var theBoss = gameState.levels[gameState.currentLevel].boss(this, enemies, frog);
    theBoss.events.onKilled.add(function() {
        // this level is complete! change state!
        this.state.start("stageSelect");
    }, this);

    // ... other stuff ...

}

Now it's fairly easy to add new bosses and even switch them around from one level to another. But you may wonder why I chose to always pass in those three parameters to the boss functions - game, group, and frog.

The first thing that the boss setup function must do is to create the boss Sprite, and to accomplish that I need the game object, the group in which to place this boss, and a reference to the frog object so the boss's behavior can change based on attributes such as the frog's proximity or other such things.

// function create the boss beaver
function beaver(game, group, frog) {

    // create this boss:
    //     150 pixels from the far right edge of the level,
    //     100 pixels from the top of the level,
    //     using the spritesheet with the key of "beaver"
    var obj = game.add.sprite(game.world.width - 150, 100, "beaver", 0, group);

    // ... other stuff ...

    return obj;

}

If these little snippets of code aren't enough, you can see the game's complete source code on GitHub.

Try the game out for yourself at Amphibian.com, and also be sure to read today's comic while you're there (or go right to the comic with the link below!).

Amphibian.com comic for 22 February 2016

Friday, February 19, 2016

My Level Design, So Far

With most of the game mechanics getting pretty solid in my platformer, I've been devoting more time to the level design. Here's what I have so far.

There are going to be 8 levels, one for each bit in a byte. I want each one to have at least some loose tie-in with a software engineering technology, much like how the Tron arcade game's difficulty levels were (mostly) named after programming languages. Those were RPG, COBOL, BASIC, FORTRAN, SNOBOL, PL1, PASCAL, ALGOL, ASSEMBLY, OS, JCL, and USER, if you've forgotten. I've programmed in 4 of them. I won't tell you which ones.

But anyway, here are my levels so far:


Level 1 - Vector Factory. Kind of a dark, industrial feel.


Level 2 - Binary Trees. It's a forest. Lots of trees. And pits.


Level 3 - Silicon Dioxide Valley. A desert. Sand and stuff.


Level 4 - Cloud Computing. Also some ice. In the sky.


Level 5 - Containers. There are lots of boxes. And a dock.


Level 6 - Deployment Pipeline. You guessed it - pipes.

I don't really have anything for 7 or 8 yet. Leave a comment below if you have any suggestions. Also, you can check out the game's complete source code on GitHub or play the current unfinished version on Amphibian.com. You can also view today's comic there as well!

Amphibian.com comic for 19 February 2016

Wednesday, February 17, 2016

Hitting the Wall - The Difference Between "blocked" and "touching" in Phaser

I've made another small improvement to my 8-bit style Phaser platformer. Now that I have some more complete levels in place, I noticed that if the frog was jumping and hit his head on the jump wasn't ending. He would just kind of hover there, in collision with the overhead tile, until the jump timer was up (I discussed my use of a timer to control the jump behavior previously).

I wanted to cancel the upward motion in the event of an overhead collision. Phaser has two ways of detecting this kind of thing in the Arcade physics engine: blocked and touching. The blocked and touching fields on the Sprite physics body are objects which each contain four boolean values - one for each direction. When true, these values indicate a collision on that side of the Sprite.

if (sprite.body.blocked.right) {
    // running into a wall on the right
} else if (sprite.body.blocked.left) {
    // running into a wall on the left
} else if (sprite.body.blocked.up) {
    // hitting something above
} else if (sprite.body.blocked.down) {
    // on the ground. same as sprite.body.onFloor() ??
} 

if (sprite.body.touching.right) {
    // hitting another sprite on the right
} else if (sprite.body.touching.left) {
    // hitting another sprite on the left
} else if (sprite.body.touching.up) {
    // hitting another sprite above
} else if (sprite.body.touching.down) {
    // hitting another sprite below
} 

So what's the difference? The blocked object refers to the Sprite colliding with a Tile. Since I am using a Tilemap for each level in my game, blocked will tell me if the frog is hitting some part of the environment. The touching object refers to the Sprite touching another sprite. I could use that field to determine if the frog hits an overhead enemy, for example.

For now, I've updated my jump control algorithm to take the Tile collision case into account.

function update() {

    // ... other stuff ...

    if (spacebar.isDown) {
    
        if ((frog.body.onFloor() || frog.locked) && jumpTimer === 0) {
            // jump is allowed to start
            jumpTimer = 1;
            frog.body.velocity.y = -400;
            frog.cancelLock();
            jumpSound.play();
        } else if (jumpTimer > 0 && jumpTimer < 31 && !frog.body.blocked.up) {
            // keep jumping higher
            jumpTimer++;
            frog.body.velocity.y = -400 + (jumpTimer * 7);
        } else if (frog.body.blocked.up) {
            // permanently end this jump
            jumpTimer = 999;
        }
    
    } else {
        // jump button not being pressed, reset jump timer
        jumpTimer = 0;
    }

    // ... other stuff ...

}

The changes are minor, but important. If the player continues to hold down the spacebar, the jump will only keep going higher if the frog is not being blocked from above. If he is being blocked, I set the jumpTimer to a high value, to ensure that the jump is over - treated basically the same way that it would be if the player let go of the spacebar. If I don't do this, on the next frame the frog will have dropped a little bit and be out of collision, which will make the second branch of the nested if-else block true again and he'll move up some more. This causes the overhead collision to re-occur, and it's a viscous cycle until we get past 30 frames!

That's all I've changed for today, but that's actually good news. It means I'm much closer to being finished with the game, since I'm working on such small details. Maybe by the end of the month it will be complete. For now, you can view the source code on GitHub and play the game in its unfinished state here.

Be sure to read today's comic! It's about load balancers. Or see-saws. Or both.

Amphibian.com comic for 17 February 2016

Monday, February 15, 2016

Switching to Frame Based Tweens in Phaser

This weekend I was doing some more work on my 8-bit style Phaser platformer. I added another enemy (a rabbit) and made some changes which will make it easier to add even more enemies. But during my extensive play-testing I noticed that I was having a lot of trouble with my moving platforms. Both the ridable clouds and the collapsing platforms seemed to move away from the frog, and then the frog's motion became very choppy as it was repositioned.

Frogs can now battle rabbits in the dark forest.

After playing around with some things, I determined that the issue was caused by a slightly lagging frame rate. I had a bunch of other things running on my laptop and the game wasn't running quite as quickly as it was before. The physics engine, which controlled the frog's movements, was making updates based on how much time was elapsing between frames. The movement of the platforms was being handled by Tweens, which by default calculate their movement in constant time. When the frame rate dips below 60 per second, the two get out of sync. Normally this would not be that noticeable but in the situation where the two objects are tied together, it caused some issues.

To resolve these problems, I switched the Tweens into "frame based" mode. This is as easy as setting a boolean flag once in the create function.

function create() {
        
    // ... other stuff ...
     
    this.tweens.frameBased = true;

    // ... other stuff ...

}

When running in frame based mode, the Tweens will use the physics engine's update timer. When I switched to this mode, the frog and the platforms remain in sync much better when the frame rate dips a little. I did have to adjust the duration values in most of my Tweens, since in frame based mode the duration should represent number of frames instead of number of milliseconds. But it was a simple adjustment.

Remember, you can view the complete source code for the game on GitHub, and play the current version at this link: http://amphibian.com/eight-bit.

Before you go, be sure to read today's Amphibian.com comic - and give me a vote on TopWebcomics.com if you have an extra second!

Amphibian.com comic for 15 February 2016