HTML5 Canvas Optimization: A Practical Example
If you’ve been doing JavaScript development long enough, you’ve most likely crashed your browser a few times. The problem usually turns out to be some JavaScript bug, like an endless while loop; if not, the next suspect is page transformations or animations – the kind that involve adding and removing elements from the webpage or animating CSS style properties. This tutorial focuses on optimising animations produced using JS and the HTML5 <canvas> element.
This tutorial starts and ends with what the HTML5 animation widget you see below:
We will take it with us on a journey, exploring the different emerging canvas optimization tips and techniques and applying them to the widget’s JavaScript source code. The goal is to improve on the widget’s execution speed and end up with a smoother, more fluid animation widget, powered by leaner, more efficient JavaScript.
The source download contains the HTML and JavaScript from each step in the tutorial, so you can follow along from any point.
Let’s take the first step.
Step 1: Play the Movie Trailer
The widget above is based on the movie trailer for Sintel, a 3D animated movie by the Blender Foundation. It’s built using two of HTML5′s most popular additions: the <canvas> and <video> elements.
The <video> loads and plays the Sintel video file, while the <canvas> generates its own animation sequence by taking snapshots of the playing video and blending it with text and other graphics. When you click to play the video, the canvas springs to life with a dark background that’s a larger black and white copy of the playing video. Smaller, colored screen-shots of the video are copied to the scene, and glide across it as part of a film roll illustration.

In the top left corner, we have the title and a few lines of descriptive text that fade in and out as the animation plays. The script’s performance speed and related metrics are included as part of the animation, in the small black box at the bottom left corner with a graph and vivid text. We’ll be looking at this particular item in more detail later.
Finally, there’s a large rotating blade that flies across the scene at the beginning of the animation, whose graphic is loaded from an external PNG image file.
Step 2: View the Source
The source code contains the usual mix of HTML, CSS and Javascript. The HTML is sparse: just the <canvas> and <video> tags, enclosed in a container <div>:
<div id="animationWidget" > <canvas width="368" height="208" id="mainCanvas" ></canvas> <video width="184" height="104" id="video" autobuffer="autobuffer" controls="controls" poster="poster.jpg" > <source src="sintel.mp4" type="video/mp4" ></source> <source src="sintel.webm" type="video/webm" ></source> </video> </div>
The container <div> is given an ID (animationWidget), which acts as a hook for all the CSS rules applied to it and its contents (below).
#animationWidget{
border:1px #222 solid;
position:relative;
width: 570px;
height: 220px;
}
#animationWidget canvas{
border:1px #222 solid;
position:absolute;
top:5px;
left:5px;
}
#animationWidget video{
position:absolute;
top:110px;
left:380px;
}
While HTML and CSS are the marinated spices and seasoning, its the JavaScript that’s the meat of the widget.
- At the top, we have the main objects that will be used often through the script, including references to the canvas element and its 2D context.
- The
init()function is called whenever the video starts playing, and sets up all the objects used in the script. - The
sampleVideo()function captures the current frame of the playing video, whilesetBlade()loads an external image required by the animation. - The pace and contents of the canvas animation are controlled by the
main()function, which is like the script’s heartbeat. Run at regular intervals once the video starts playing, it paints each frame of the animation by first clearing the canvas, then calling each one of the script’s five drawing functions:drawBackground()drawFilm()drawTitle()drawDescription()drawStats()
As the the names suggest, each drawing function is responsible for drawing an item in the animation scene. Structuring the code this way improves flexibility and makes future maintenance easier.
The full script is shown below. Take a moment to assess it, and see if you can spot any changes you would make to speed it up.
(function(){
if( !document.createElement("canvas").getContext ){ return; } //the canvas tag isn't supported
var mainCanvas = document.getElementById("mainCanvas"); // points to the HTML canvas element above
var mainContext = mainCanvas.getContext('2d'); //the drawing context of the canvas element
var video = document.getElementById("video"); // points to the HTML video element
var frameDuration = 33; // the animation's speed in milliseconds
video.addEventListener( 'play', init ); // The init() function is called whenever the user presses play & the video starts/continues playing
video.addEventListener( 'ended', function(){ drawStats(true); } ); //drawStats() is called one last time when the video end, to sum up all the statistics
var videoSamples; // this is an array of images, used to store all the snapshots of the playing video taken over time. These images are used to create the 'film reel'
var backgrounds; // this is an array of images, used to store all the snapshots of the playing video taken over time. These images are used as the canvas background
var blade; //An canvas element to store the image copied from blade.png
var bladeSrc = 'blade.png'; //path to the blade's image source file
var lastPaintCount = 0; // stores the last value of mozPaintCount sampled
var paintCountLog = []; // an array containing all measured values of mozPaintCount over time
var speedLog = []; // an array containing all the execution speeds of main(), measured in milliseconds
var fpsLog = []; // an array containing the calculated frames per secong (fps) of the script, measured by counting the calls made to main() per second
var frameCount = 0; // counts the number of times main() is executed per second.
var frameStartTime = 0; // the last time main() was called
// Called when the video starts playing. Sets up all the javascript objects required to generate the canvas animation and measure perfomance
function init(){
if( video.currentTime > 1 ){ return; }
bladeSrc = new Image();
bladeSrc.src = "blade.png";
bladeSrc.onload = setBlade;
backgrounds = [];
videoSamples = [];
fpsLog = [];
paintCountLog = [];
if( window.mozPaintCount ){ lastPaintCount = window.mozPaintCount; }
speedLog = [];
frameCount = 0;
frameStartTime = 0;
main();
setTimeout( getStats, 1000 );
}
// As the scripts main function, it controls the pace of the animation
function main(){
setTimeout( main, frameDuration );
if( video.paused || video.ended ){ return; }
var now = new Date().getTime();
if( frameStartTime ){
speedLog.push( now - frameStartTime );
}
frameStartTime = now;
if( video.readyState < 2 ){ return; }
frameCount++;
mainCanvas.width = mainCanvas.width; //clear the canvas
drawBackground();
drawFilm();
drawDescription();
drawStats();
drawBlade();
drawTitle();
}
// This function is called every second, and it calculates and stores the current frame rate
function getStats(){
if( video.readyState >= 2 ){
if( window.mozPaintCount ){ //this property is specific to firefox, and tracks how many times the browser has rendered the window since the document was loaded
paintCountLog.push( window.mozPaintCount - lastPaintCount );
lastPaintCount = window.mozPaintCount;
}
fpsLog.push(frameCount);
frameCount = 0;
}
setTimeout( getStats, 1000 );
}
// create blade, the ofscreen canavs that will contain the spining animation of the image copied from blade.png
function setBlade(){
blade = document.createElement("canvas");
blade.width = 400;
blade.height = 400;
blade.angle = 0;
blade.x = -blade.height * 0.5;
blade.y = mainCanvas.height/2 - blade.height/2;
}
// Creates and returns a new image that contains a snapshot of the currently playing video.
function sampleVideo(){
var newCanvas = document.createElement("canvas");
newCanvas.width = video.width;
newCanvas.height = video.height;
newCanvas.getContext("2d").drawImage( video, 0, 0, video.width, video.height );
return newCanvas;
}
// renders the dark background for the whole canvas element. The background features a greyscale sample of the video and a gradient overlay
function drawBackground(){
var newCanvas = document.createElement("canvas");
var newContext = newCanvas.getContext("2d");
newCanvas.width = mainCanvas.width;
newCanvas.height = mainCanvas.height;
newContext.drawImage( video, 0, video.height * 0.1, video.width, video.height * 0.5, 0, 0, mainCanvas.width, mainCanvas.height );
var imageData, data;
try{
imageData = newContext.getImageData( 0, 0, mainCanvas.width, mainCanvas.height );
data = imageData.data;
} catch(error){ // CORS error (eg when viewed from a local file). Create a solid fill background instead
newContext.fillStyle = "yellow";
newContext.fillRect( 0, 0, mainCanvas.width, mainCanvas.height );
imageData = mainContext.createImageData( mainCanvas.width, mainCanvas.height );
data = imageData.data;
}
//loop through each pixel, turning its color into a shade of grey
for( var i = 0; i < data.length; i += 4 ){
var red = data[i];
var green = data[i + 1];
var blue = data[i + 2];
var grey = Math.max( red, green, blue );
data[i] = grey;
data[i+1] = grey;
data[i+2] = grey;
}
newContext.putImageData( imageData, 0, 0 );
//add the gradient overlay
var gradient = newContext.createLinearGradient( mainCanvas.width/2, 0, mainCanvas.width/2, mainCanvas.height );
gradient.addColorStop( 0, '#000' );
gradient.addColorStop( 0.2, '#000' );
gradient.addColorStop( 1, "rgba(0,0,0,0.5)" );
newContext.fillStyle = gradient;
newContext.fillRect( 0, 0, mainCanvas.width, mainCanvas.height );
mainContext.save();
mainContext.drawImage( newCanvas, 0, 0, mainCanvas.width, mainCanvas.height );
mainContext.restore();
}
// renders the 'film reel' animation that scrolls across the canvas
function drawFilm(){
var sampleWidth = 116; // the width of a sampled video frame, when painted on the canvas as part of a 'film reel'
var sampleHeight = 80; // the height of a sampled video frame, when painted on the canvas as part of a 'film reel'
var filmSpeed = 20; // determines how fast the 'film reel' scrolls across the generated canvas animation.
var filmTop = 120; //the y co-ordinate of the 'film reel' animation
var filmAngle = -10 * Math.PI / 180; //the slant of the 'film reel'
var filmRight = ( videoSamples.length > 0 )? videoSamples[0].x + videoSamples.length * sampleWidth : mainCanvas.width; //the right edge of the 'film reel' in pixels, relative to the canvas
//here, we check if the first frame of the 'film reel' has scrolled out of view
if( videoSamples.length > 0 ){
var bottomLeftX = videoSamples[0].x + sampleWidth;
var bottomLeftY = filmTop + sampleHeight;
bottomLeftX = Math.floor( Math.cos(filmAngle) * bottomLeftX - Math.sin(filmAngle) * bottomLeftY ); // the final display position after rotation
if( bottomLeftX < 0 ){ //the frame is offscreen, remove it's refference from the film array
videoSamples.shift();
}
}
// add new frames to the reel as required
while( filmRight <= mainCanvas.width ){
var newFrame = {};
newFrame.x = filmRight;
newFrame.canvas = sampleVideo();
videoSamples.push(newFrame);
filmRight += sampleWidth;
}
// create the gradient fill for the reel
var gradient = mainContext.createLinearGradient( 0, 0, mainCanvas.width, mainCanvas.height );
gradient.addColorStop( 0, '#0D0D0D' );
gradient.addColorStop( 0.25, '#300A02' );
gradient.addColorStop( 0.5, '#AF5A00' );
gradient.addColorStop( 0.75, '#300A02' );
gradient.addColorStop( 1, '#0D0D0D' );
mainContext.save();
mainContext.globalAlpha = 0.9;
mainContext.fillStyle = gradient;
mainContext.rotate(filmAngle);
// loops through all items of film array, using the stored co-ordinate values of each to draw part of the 'film reel'
for( var i in videoSamples ){
var sample = videoSamples[i];
var punchX, punchY, punchWidth = 4, punchHeight = 6, punchInterval = 11.5;
//draws the main rectangular box of the sample
mainContext.beginPath();
mainContext.moveTo( sample.x, filmTop );
mainContext.lineTo( sample.x + sampleWidth, filmTop );
mainContext.lineTo( sample.x + sampleWidth, filmTop + sampleHeight );
mainContext.lineTo( sample.x, filmTop + sampleHeight );
mainContext.closePath();
//adds the small holes lining the top and bottom edges of the 'fim reel'
for( var j = 0; j < 10; j++ ){
punchX = sample.x + ( j * punchInterval ) + 5;
punchY = filmTop + 4;
mainContext.moveTo( punchX, punchY + punchHeight );
mainContext.lineTo( punchX + punchWidth, punchY + punchHeight );
mainContext.lineTo( punchX + punchWidth, punchY );
mainContext.lineTo( punchX, punchY );
mainContext.closePath();
punchX = sample.x + ( j * punchInterval ) + 5;
punchY = filmTop + 70;
mainContext.moveTo( punchX, punchY + punchHeight );
mainContext.lineTo( punchX + punchWidth, punchY + punchHeight );
mainContext.lineTo( punchX + punchWidth, punchY );
mainContext.lineTo( punchX, punchY );
mainContext.closePath();
}
mainContext.fill();
}
//loop through all items of videoSamples array, update the x co-ordinate values of each item, and draw its stored image onto the canvas
mainContext.globalCompositeOperation = 'lighter';
for( var i in videoSamples ){
var sample = videoSamples[i];
sample.x -= filmSpeed;
mainContext.drawImage( sample.canvas, sample.x + 5, filmTop + 10, 110, 62 );
}
mainContext.restore();
}
// renders the canvas title
function drawTitle(){
mainContext.save();
mainContext.fillStyle = 'black';
mainContext.fillRect( 0, 0, 368, 25 );
mainContext.fillStyle = 'white';
mainContext.font = "bold 21px Georgia";
mainContext.fillText( "SINTEL", 10, 20 );
mainContext.restore();
}
// renders all the text appearing at the top left corner of the canvas
function drawDescription(){
var text = []; //stores all text items, to be displayed over time. the video is 60 seconds, and each will be visible for 10 seconds.
text[0] = "Sintel is an independently produced short film, initiated by the Blender Foundation.";
text[1] = "For over a year an international team of 3D animators and artists worked in the studio of the Amsterdam Blender Institute on the computer-animated short 'Sintel'.";
text[2] = "It is an epic short film that takes place in a fantasy world, where a girl befriends a baby dragon.";
text[3] = "After the little dragon is taken from her violently, she undertakes a long journey that leads her to a dramatic confrontation.";
text[4] = "The script was inspired by a number of story suggestions by Martin Lodewijk around a Cinderella character (Cinder in Dutch is 'Sintel'). ";
text[5] = "Screenwriter Esther Wouda then worked with director Colin Levy to create a script with multiple layers, with strong characterization and dramatic impact as central goals.";
text = text[Math.floor( video.currentTime / 10 )]; //use the videos current time to determine which text item to display.
mainContext.save();
var alpha = 1 - ( video.currentTime % 10 ) / 10;
mainContext.globalAlpha = ( alpha < 5 )? alpha : 1;
mainContext.fillStyle = '#fff';
mainContext.font = "normal 12px Georgia";
//break the text up into several lines as required, and write each line on the canvas
text = text.split(' ');
var colWidth = mainCanvas.width * .75;
var line = '';
var y = 40;
for(var i in text ){
line += text[i] + ' ';
if( mainContext.measureText(line).width > colWidth ){
mainContext.fillText( line, 10, y );
line = '';
y += 12;
}
}
mainContext.fillText( line, 10, y );
mainContext.restore();
}
//updates the bottom-right potion of the canvas with the latest perfomance statistics
function drawStats( average ){
var x = 245.5, y = 130.5, graphScale = 0.25;
mainContext.save();
mainContext.font = "normal 10px monospace";
mainContext.textAlign = 'left';
mainContext.textBaseLine = 'top';
mainContext.fillStyle = 'black';
mainContext.fillRect( x, y, 120, 75 );
//draw the x and y axis lines of the graph
y += 30;
x += 10;
mainContext.beginPath();
mainContext.strokeStyle = '#888';
mainContext.lineWidth = 1.5;
mainContext.moveTo( x, y );
mainContext.lineTo( x + 100, y );
mainContext.stroke();
mainContext.moveTo( x, y );
mainContext.lineTo( x, y - 25 );
mainContext.stroke();
// draw the last 50 speedLog entries on the graph
mainContext.strokeStyle = '#00ffff';
mainContext.fillStyle = '#00ffff';
mainContext.lineWidth = 0.3;
var imax = speedLog.length;
var i = ( speedLog.length > 50 )? speedLog.length - 50 : 0
mainContext.beginPath();
for( var j = 0; i < imax; i++, j += 2 ){
mainContext.moveTo( x + j, y );
mainContext.lineTo( x + j, y - speedLog[i] * graphScale );
mainContext.stroke();
}
// the red line, marking the desired maximum rendering time
mainContext.beginPath();
mainContext.strokeStyle = '#FF0000';
mainContext.lineWidth = 1;
var target = y - frameDuration * graphScale;
mainContext.moveTo( x, target );
mainContext.lineTo( x + 100, target );
mainContext.stroke();
// current/average speedLog items
y += 12;
if( average ){
var speed = 0;
for( i in speedLog ){ speed += speedLog[i]; }
speed = Math.floor( speed / speedLog.length * 10) / 10;
}else {
speed = speedLog[speedLog.length-1];
}
mainContext.fillText( 'Render Time: ' + speed, x, y );
// canvas fps
mainContext.fillStyle = '#00ff00';
y += 12;
if( average ){
fps = 0;
for( i in fpsLog ){ fps += fpsLog[i]; }
fps = Math.floor( fps / fpsLog.length * 10) / 10;
}else {
fps = fpsLog[fpsLog.length-1];
}
mainContext.fillText( ' Canvas FPS: ' + fps, x, y );
// browser frames per second (fps), using window.mozPaintCount (firefox only)
if( window.mozPaintCount ){
y += 12;
if( average ){
fps = 0;
for( i in paintCountLog ){ fps += paintCountLog[i]; }
fps = Math.floor( fps / paintCountLog.length * 10) / 10;
}else {
fps = paintCountLog[paintCountLog.length-1];
}
mainContext.fillText( 'Browser FPS: ' + fps, x, y );
}
mainContext.restore();
}
//draw the spining blade that appears in the begining of the animation
function drawBlade(){
if( !blade || blade.x > mainCanvas.width ){ return; }
blade.x += 2.5;
blade.angle = ( blade.angle - 45 ) % 360;
//update blade, an ofscreen canvas containing the blade's image
var angle = blade.angle * Math.PI / 180;
var bladeContext = blade.getContext('2d');
blade.width = blade.width; //clear the canvas
bladeContext.save();
bladeContext.translate( 200, 200 );
bladeContext.rotate(angle);
bladeContext.drawImage( bladeSrc, -bladeSrc.width/2, -bladeSrc.height/2 );
bladeContext.restore();
mainContext.save();
mainContext.globalAlpha = 0.95;
mainContext.drawImage( blade, blade.x, blade.y + Math.sin(angle) * 50 );
mainContext.restore();
}
})();
Step 3: Code Optimization: Know the Rules
The first rule of code performance optimization is: Don’t.
The point of this rule is to discourage optimization for optimization’s sake, since the process comes at a price.
A highly optimized script will be easier for the browser to parse and process, but usually with a burden for humans who will find it harder to follow and maintain. Whenever you do decide that some optimization is necessary, set some goals beforehand so that you don’t get carried away by the process and overdo it.
The goal in optimizing this widget will be to have the main() function run in less than 33 milliseconds as it’s supposed to, which will match the frame rate of the playing video files (sintel.mp4 and sintel.webm). These files were encoded at a playback speed of 30fps (thirty frames per second), which translates to about 0.33 seconds or 33 milliseconds per frame ( 1 second ÷ 30 frames ).
Since JavaScript draws a new animation frame to the canvas every time the main() function is called, the goal of our optimization process will be to make this function take 33 milliseconds or less each time it runs. This function repeatedly calls itself using a setTimeout() Javascript timer as shown below.
var frameDuration = 33; // set the animation's target speed in milliseconds
function main(){
if( video.paused || video.ended ){ return false; }
setTimeout( main, frameDuration );
The second rule: Don’t yet.
This rule stresses the point that optimization should always be done at the end of the development process when you’ve already fleshed out some complete, working code. The optimization police will let us go on this one, since the widget’s script is a perfect example of complete, working program that’s ready for the process.
The third rule: Don’t yet, and profile first.
This rule is about understanding your program in terms of runtime performance. Profiling helps you know rather than guess which functions or areas of the script take up the most time or are used most often, so that you can focus on those in the optimization process. It is critical enough to make leading browsers ship with inbuilt JavaScript profilers, or have extensions that provide this service.
I ran the widget under the profiler in Firebug, and below is a screenshot of the results.

Step 4: Set Some Performance Metrics
As you ran the widget, I’m sure you found all the Sintel stuff okay, and were absolutely blown away by the item on the lower right corner of the canvas, the one with a beautiful graph and shiny text.

It’s not just a pretty face; that box also delivers some real-time performance statistics on the running program. Its actually a simple, bare-bones Javascript profiler. That’s right! Yo, I heard you like profiling, so I put a profiler in your movie, so that you can profile it while you watch.
The graph tracks the Render Time, calculated by measuring how long each run of main() takes in milliseconds. Since this is the function that draws each frame of the animation, it’s effectively the animation’s frame rate. Each vertical blue line on the graph illustrates the time taken by one frame. The red horizontal line is the target speed, which we set at 33ms to match the video file frame rates. Just below the graph, the speed of the last call to main() is given in milliseconds.
The profiler is also a handy browser rendering speed test. At the moment, the average render time in Firefox is 55ms, 90ms in IE 9, 41ms in Chrome, 148ms in Opera and 63ms in Safari. All the browsers were running on Windows XP, except for IE 9 which was profiled on Windows Vista.
The next metric below that is Canvas FPS (canvas frames per second), obtained by counting how many times main() is called per second. The profiler displays the latest Canvas FPS rate when the video is still playing, and when it ends it shows the average speed of all calls to main().
The last metric is Browser FPS, which measures how many the browser repaints the current window every second. This one is only available if you view the widget in Firefox, as it depends on a feature currently only available in that browser called window.mozPaintCount., a JavaScript property that keeps track of how many times the browser window has been repainted since the webpage first loaded.
The repaints usually occur when an event or action that changes the look of a page occurs, like when you scroll down the page or mouse-over a link. It’s effectively the browser’s real frame rate, which is determined by how busy the current webpage is.
To gauge what effect the un-optimized canvas animation had on mozPaintCount, I removed the canvas tag and all the JavaScript, so as to track the browser frame rate when playing just the video. My tests were done in Firebug’s console, using the function below:
var lastPaintCount = window.mozPaintCount;
setInterval( function(){
console.log( window.mozPaintCount - lastPaintCount );
lastPaintCount = window.mozPaintCount;
}, 1000);
The results: The browser frame rate was between 30 and 32 FPS when the video was playing, and dropped to 0-1 FPS when the video ended. This means that Firefox was adjusting its window repaint frequency to match that of the playing video, encoded at 30fps. When the test was run with the un-optimized canvas animation and video playing together, it slowed down to 16fps, as the browser was now struggling to run all the JavaScript and still repaint its window on time, making both the video playback and canvas animations sluggish.
We’ll now start tweaking our program, and as we do so, we’ll keep track of the Render Time, Canvas FPS and Browser FPS to measure the effects of our changes.
Step 5: Use requestAnimationFrame()
The last two JavaScript snippets above make use of the setTimeout() and setInterval() timer functions. To use these functions, you specify a time interval in milliseconds and the callback function you want executed after the time elapses. The difference between the two is that setTimeout() will call your function just once, while setInterval() calls it repeatedly.
While these functions have always been indispensable tools in the JavaScript animator’s kit, they do have a few flaws:
First, the time interval set is not always reliable. If the program is still in the middle of executing something else when the interval elapses, the callback function will be executed later than originally set, once the browser is no longer busy. In the main() function, we set the interval to 33 milliseconds – but as the profiler reveals, the function is actually called every 148 milliseconds in Opera.
Second, there’s an issue with browser repaints. If we had a callback function that generated 20 animation frames per second while the browser repainted its window only 12 times a second, 8 calls to that function will be wasted as the user will never get to see the results.
Finally, the browser has no way of knowing that the function being called is animating elements in the document. This means that if those elements scroll out of view, or the user clicks on another tab, the callback will still get executed repeatedly, wasting CPU cycles.
Using requestAnimationFrame() solves most of these problems, and it can be used instead of the timer functions in HTML5 animations. Instead of specifying a time interval, requestAnimationFrame() synchronizes the function calls with browser window repaints. This results in more fluid, consistent animation as no frames are dropped, and the browser can make further internal optimizations knowing an animation is in progress.
To replace setTimeout() with requestAnimationFrame in our widget, we first add the following line at the top of our script:
requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame || setTimeout;
As the specification is still quite new, some browsers or browser versions have their own experimental implementations, this line makes sure that the function name points to the right method if it is available, and falls back to setTimeout() if not. Then in the main() function, we change this line:
setTimeout( main, frameDuration );
…to:
requestAnimationFrame( main, canvas );
The first parameter takes the callback function, which in this case is the main() function. The second parameter is optional, and specifies the DOM element that contains the animation. It is supposed to be used by to compute additional optimizations.
Note that the getStats() function also uses a setTimeout(), but we leave that one in place since this particular function has nothing to do with animating the scene. requestAnimationFrame() was created specifically for animations, so if your callback function is not doing animation, you can still use setTimeout() or setInterval().
Step 6: Use the Page Visibility API
In the last step we made requestAnimationFrame power the canvas animation, and now we have a new problem. If we start running the widget, then minimize the browser window or switch to a new tab, the widget’s window repaint rate throttles down to save power. This also slows down the canvas animation since it is now synchronized with the repaint rate – which would be perfect if the video did not keep playing on to the end.
We need a way to detect when the page is not being viewed so that we can pause the playing video; this is where the Page Visibility API comes to the rescue.
The API contains a set of properties, functions and events we can use to detect if a webpage is in view or hidden. We can then add code that adjusts our program’s behavior accordingly. We will make use of this API to pause the widget’s playing video whenever the page is inactive.
We start by adding a new event listener to our script:
document.addEventListener( 'visibilitychange', onVisibilityChange, false);
Next comes the event handler function:
// Adjusts the program behavior, based on whether the webpage is active or hidden
function onVisibilityChange() {
if( document.hidden && !video.paused ){
video.pause();
}else if( video.paused ){
video.play();
}
}
Step 7: For Custom Shapes, Draw the Whole Path At Once
Paths are used to create and draw custom shapes and outlines on the <canvas> element, which will at all times have one active path.
A path holds a list of sub-paths, and each sub-path is made up of canvas co-ordinate points linked together by either a line or a curve. All the path making and drawing functions are properties of the canvas’s context object, and can be classified into two groups.
There are the subpath-making functions, used to define a subpath and include lineTo(), quadraticCurveTo(), bezierCurveTo(), and arc(). Then we have stroke() and fill(), the path/subpath drawing functions. Using stroke() will produce an outline, while fill() generates a shape filled by either a color, gradient or pattern.
When drawing shapes and outline on the canvas, it is more efficient to create the whole path first, then just stroke() or fill() it once, rather than defining and drawing each supbath at a time. Taking the profiler’s graph described in Step 4 as an example, each single vertical blue line is a subpath, while all of them together make up the whole current path.

The stroke() method is currently being called within a loop that defines each subpath:
mainContext.beginPath();
for( var j = 0; i < imax; i++, j += 2 ){
mainContext.moveTo( x + j, y ); // define the subpaths starting point
mainContext.lineTo( x + j, y - speedLog[i] * graphScale ); // set the subpath as a line, and define its endpoint
mainContext.stroke(); // draw the subpath to the canvas
}
This graph can be drawn much more efficiently by first defining all the subpaths, then just drawing the whole current path at once, as shown below.
mainContext.beginPath();
for( var j = 0; i < imax; i++, j += 2 ){
mainContext.moveTo( x + j, y ); // define the subpaths starting point
mainContext.lineTo( x + j, y - speedLog[i] * graphScale ); // set the subpath as a line, and define its endpoint
}
mainContext.stroke(); // draw the whole current path to the mainCanvas.
Step 8: Use an Off-Screen Canvas To Build the Scene
This optimization technique is related to the one in the previous step, in that they are both based on the same principle of minimizing webpage repaints.
Whenever something happens that changes a document’s look or content, the browser has to schedule a repaint operation soon after that to update the interface. Repaints can be an expensive operation in terms of CPU cycles and power, especially for dense pages with a lot of elements and animation going on. If you are building up a complex animation scene by adding up many items one at a time to the <canvas>, every new addition may just trigger a whole repaint.
It is better and much faster to build the scene on an off screen (in memory) <canvas>, and once done, paint the whole scene just once to the onscreen, visible <canvas>.
Just below the code that gets reference to the widget’s <canvas> and its context, we’ll add five new lines that create an off-screen canvas DOM object and match its dimensions with that of the original, visible <canvas>.
var mainCanvas = document.getElementById("mainCanvas"); // points to the on-screen, original HTML canvas element
var mainContext = mainCanvas.getContext('2d'); // the drawing context of the on-screen canvas element
var osCanvas = document.createElement("canvas"); // creates a new off-screen canvas element
var osContext = osCanvas.getContext('2d'); //the drawing context of the off-screen canvas element
osCanvas.width = mainCanvas.width; // match the off-screen canvas dimensions with that of #mainCanvas
osCanvas.height = mainCanvas.height;
We’ll then do as search and replace in all the drawing functions for all references to “mainCanvas” and change that to “osCanvas”. References to “mainContext” will be replaced with “osContext”. Everything will now be drawn to the new off-screen canvas, instead of the original <canvas>.
Finally, we add one more line to main() that paints what’s currently on the off-screen <canvas> into our original <canvas>.
// As the scripts main function, it controls the pace of the animation
function main(){
requestAnimationFrame( main, mainCanvas );
if( video.paused || video.currentTime > 59 ){ return; }
var now = new Date().getTime();
if( frameStartTime ){
speedLog.push( now - frameStartTime );
}
frameStartTime = now;
if( video.readyState < 2 ){ return; }
frameCount++;
osCanvas.width = osCanvas.width; //clear the offscreen canvas
drawBackground();
drawFilm();
drawDescription();
drawStats();
drawBlade();
drawTitle();
mainContext.drawImage( osCanvas, 0, 0 ); // copy the off-screen canvas graphics to the on-screen canvas
}
Step 9: Cache Paths As Bitmap Images Whenever Possible
For many kinds of graphics, using drawImage() will be much faster than constructing the same image on canvas using paths. If you find that a large potion of your script is spent repeatedly drawing the same shapes and outlines over and over again, you may save the browser some work by caching the resulting graphic as a bitmap image, then painting it just once to the canvas whenever required using drawImage().
There are two ways of doing this.
The first is by creating an external image file as a JPG, GIF or PNG image, then loading it dynamically using JavaScript and copying it to your canvas. The one drawback of this method is the extra files your program will have to download from the network, but depending on the type of graphic or what your application does, this could actually be a good solution. The animation widget uses this method to load the spinning blade graphic, which would have been impossible to recreate using just the canvas path drawing functions.

The second method involves just drawing the graphic once to an off-screen canvas rather than loading an external image. We will use this method to cache the title of the animation widget. We first create a variable to reference the new off-screen canvas element to be created. Its default value is set to false, so that we can tell whether or not an image cache has been created, and saved once the script starts running:
var titleCache = false; // points to an off-screen canvas used to cache the animation scene's title
We then edit the drawTitle() function to first check whether the titleCache canvas image has been created. If it hasn’t, it creates an off-screen image and stores a reference to it in titleCache:
// renders the canvas title
function drawTitle(){
if( titleCache == false ){ // create and save the title image
titleCache = document.createElement('canvas');
titleCache.width = osCanvas.width;
titleCache.height = 25;
var context = titleCache.getContext('2d');
context.fillStyle = 'black';
context.fillRect( 0, 0, 368, 25 );
context.fillStyle = 'white';
context.font = "bold 21px Georgia";
context.fillText( "SINTEL", 10, 20 );
}
osContext.drawImage( titleCache, 0, 0 );
}
Step 10: Clear the Canvas With clearRect()
The first step in drawing a new animation frame is to clear the canvas of the current one. This can be done by either resetting the width of the canvas element, or using the clearRect() function.
Resetting the width has a side effect of also clearing the current canvas context back to its default state, which can slow things down. Using clearRect() is always the faster and better way to clear the canvas.
In the main() function, we’ll change this:
osCanvas.width = osCanvas.width; //clear the off-screen canvas
…to this:
osContext.clearRect( 0, 0, osCanvas.width, osCanvas.height ); //clear the offscreen canvas
Step 11: Implement Layers
If you’ve worked with image or video editing software like Gimp or Photoshop before, then you’re already familiar with the concept of layers, where an image is composed by stacking many images on top of one another, and each can be selected and edited separately.
Applied to a canvas animation scene, each layer will be a separate canvas element, placed on top of each other using CSS to create the illusion of a single element. As an optimization technique, it works best when there is a clear distinction between foreground and background elements of a scene, with most of the action taking place in the foreground. The background can then be drawn on a canvas element that does not change much between animation frames, and the foreground on another more dynamic canvas element above it. This way, the whole scene doesn’t have to be redrawn again for each animation frame.
Unfortunately, the animation widget is a good example of a scene where we cannot usefully apply this technique, since both the foreground and background elements are highly animated.

Step 12: Update Only The Changing Areas of an Animation Scene
This is another optimization technique that depends heavily on the animation’s scene composition. It can be used when the scene animation is concentrated around a particular rectangular region on the canvas. We could then clear and redraw just redraw that region.
For example, the Sintel title remains unchanged throughout most of the animation, so we could leave that area intact when clearing the canvas for the next animation frame.

To implement this technique, we replace the line that calls the title drawing function in main() with the following block:
if( titleCache == false ){ // If titleCache is false, the animation's title hasn't been drawn yet
drawTitle(); // we draw the title. This function will now be called just once, when the program starts
osContext.rect( 0, 25, osCanvas.width, osCanvas.height ); // this creates a path covering the area outside by the title
osContext.clip(); // we use the path to create a clipping region, that ignores the title's region
}
Step 13: Minimize Sub-Pixel Rendering
Sub-pixel rendering or anti-aliasing happens when the browser automatically applies graphic effects to remove jagged edges. It results in smoother looking images and animations, and is automatically activated whenever you specify fractional co-ordinates rather than whole number when drawing to the canvas.
Right now there is no standard on exactly how it should be done, so subpixel rendering is a bit inconsistent across browsers in terms of the rendered output. It also slows down rendering speeds as the browser has to do some calculations to generate the effect. As canvas anti-aliasing cannot be directly turned off, the only way to get around it is by always using whole numbers in your drawing co-ordinates.
We will use Math.floor() to ensure whole numbers in our script whenever applicable. For example, the following line in drawFilm():
punchX = sample.x + ( j * punchInterval ) + 5; // the x co-ordinate
…is rewritten as:
punchX = sample.x + ( j * punchInterval ) + 5; // the x co-ordinate
Step 14: Measure the Results
We’ve looked at quite a few canvas animation optimization techniques, and it now time to review the results.

This table shows the before and after average Render Times and Canvas FPS. We can see some significant improvements across all the browsers, though it’s only Chrome that really comes close to achieving our original goal of a maximum 33ms Render Time. This means there is still much work to be done to get that target.
We could proceed by applying more general JavaScript optimization techniques, and if that still fails, maybe consider toning down the animation by removing some bells and whistles. But we won’t be looking at any of those other techniques today, as the focus here was on optimizations for <canvas> animation.
The Canvas API is still quite new and growing every day, so keep experimenting, testing, exploring and sharing. Thanks for reading the tutorial.
View full post on Activetuts+

Activetuts+ launched in 2009 with the aim of teaching how to build websites, apps, animations, and interfaces in Flash. Much has changed in the industry over the past few years, and Activetuts+ has evolved several times to continue teaching relevant content.
As of today, we are going to be drawing Activetuts+ to a close in order to concentrate our focus on better covering several exciting new areas of education.
After the break we’ll be explaining our thinking behind the decision, what we’ll be doing with our archive of content, and our plans for the future.
The Evolution of Activetuts+
The web design and development industry has changed a great deal since the original launch of Activetuts+, and we’ve gradually evolved to keep pace with changing development practices.
Over the past year, we’ve moved away from teaching how to create Flash websites, and instead focused on browser-based apps and games. While this remains a relevant topic for many developers, we don’t feel that we’re able to do it justice with our existing legacy of content.
Because of this, we’ve made the decision to draw Activetuts+ to a close, and stop publishing any new content after the end of this month. We’re going to be investing the time and resources we save into several new projects that will have a clearer focus around exciting new topics.
Facts, Figures, and Our Content Archive
Since 2009 we’ve published almost 900 articles on Activetuts+ from 200 different writers, received over 50 million pageviews, and provided 375,000 hours of learning. We’re incredibly proud to have served so many readers over the past few years, and I’m pleased that we will be able to leave our archive of content available!
All the content we’ve published to date will remain available on the site as an archive, and we won’t be taking anything down. You’ll still be able to browse through all our tutorials at Activetuts+, and search through our catalog of older posts.
Plans for the Future
We have some very exciting plans for Tuts+ over the coming months, including new features, new community projects, and — most importantly — several new Tuts+ sites!
We think you’re really going to love the new projects we have in store, and would love for you to remain part of the Tuts+ community. You can stay up to date with these new developments through our central Facebook, Twitter, and Google+ accounts — as well as joining the community at related sites such as Nettuts+.
Thank You!
I’d like to offer a huge thank you to the editors of Activetuts+ who have overseen the site since 2009 — Michael James Williams, and formerly Ian Yates.
Also to the readers who have helped to make Activetuts+ a friendly community over the past few years, and in particular to our talented team of writers who have contributed their time and knowledge to build up such a useful archive of educational material.
We hope you’ll enjoy reading the new sites we have planned over the coming months, and look forward to sharing our awesome educational content with you for many years to come!
A Note from Michael
In this tutorial, I’ll introduce you to Dart and how to start using it. In the course of the article we’ll build a simple JavaScript-based image marquee without writing a single line of JavaScript – just Dart.
Note: This tutorial was originally published in March 2012, as a freebie for our Facebook fans. Since Activetuts+ has now shut down, we’re making it free to all readers.
Project Preview
We will be building the following simple marquee, a screenshot of which is shown below. Click on the image to launch a working example of the project.
Step 1: Install the Dart Editor
Let’s get started building out little marquee. From here on out, we’ll be much more hands-on, and I’ll take the time explain the new stuff along the way.
First things first; we can write Dart in any old text editor, really, but the most convenient way to get started and to immediately run your project in a browser (via JavaScript compilation) is to install the Dart Editor.
Head to http://www.dartlang.org/docs/getting-started/editor/, which should automatically detect your OS and present you with the appropriate download link. It’s not a small download, around 65 MB at this writing, so get it started before continuing to read.
The Dart Editor is rather bare-bones. It’s built on Eclipse, and I hope that eventually it will be offered as an Eclipse plug-in for those with an existing Eclipse installation. But for now, it’s a self-contained Eclipse modification that does Dart and not much else.
It offers a few of the features that Eclipse workspaces typically offer, such as language-aware completion. The big advantage it brings, though, is a fairly simple way to start and run a Dart project.
Once the download completes, extract the ZIP file and you’ll have a dart folder. You can place this wherever you like; I’ve moved mine to my Applications folder.
Step 2: Create a Dart Project
Let’s open up the Dart Editor application. You’ll find it just inside that dart folder you just unzipped.
Once it launches, you’ll be presented with a “Welcome” page, which provides a jumping-off point to some sample projects. These are certainly worth taking a look, but we’ll skip past them for now and first get a little more familiar with the language.
Go to the File menu and choose New Application… or click on the top-left icon in the toolbar:
In the resulting window, enter a name for the project (I’m using DartMarquee). It will want to store the project in a folder named dart in your home directory, but you can change that by clicking on the Browse… button. Note that whichever folder you choose, Dart Editor will create a new folder in the selected folder, using the name you’ve given for the project. Inside of that there will be a few files created for you, also using the name of the project you supplied.
Also be sure the “Web Application” is selected, not “Server Application.”
Step 3: Run the Hello World Example
The default project created for you is a simple Hello World example. You may as well see what happens before we start building our (slightly) more complicated project. Run the application by either choosing Tools > Run from the menu, pressing Command-R (Mac) or Control-R (PC), or by clicking on the green “play” button in the tool bar:
You may expect this open up in your default browser, but – surprise! – Google’s Chromium browser will open (not to be confused with Chrome; Chromium has a blue-ish monochrome icon, not Chrome’s colorful icon). Chromium has built-in support the the Dart language.
This is not the process I mentioned earlier where Dart files are compiled into JavaScript; this is the Dart VM running regular Dart code, which is cool, but not terribly useful for those of us currently building JavaScript applications. We’ll make the project compile to JavaScript next.
Step 4: Add a JavaScript Launch
If you change the run settings, then we can get Dart to compile to JavaScript. To change these settings, choose the Tools > Manage Launches… menu, press Command-Shift-M (Mac) or Control-Shift-M (PC), or click and hold the downward arrow next to the Run tool bar button, and choose Manage Launches… from the pop-up menu.
In the window that appears, you’ll see the default launch created for you, which has the Chromium icon. To create a new launch, click on the new document icon, which will display a pop-up menu.
Choose Dart Web Launch from the menu. In the top field at the right, give it a meaningful name, like DartMarquee JS or something to designate that we’re going for a JavaScript rendition in another browser.
Under Launch Target, click Browse… next to HTML file:. A window will open that presents all (one) HTML files present in your project. Click on DartMarquee.html and then click OK.
Under Browser you can choose to leave the default checked, or uncheck that option and then specify a browser with the Select… button. The browser choice shouldn’t matter too much, although I will be using some CSS3 tricks so a modern browser would be ideal.
Click Apply and then Close.
Now run the project again, but this time be sure to do it by clicking and holding on the Run tool bar button, and then selecting your new launch target. You should now get the same Hello World application in the browser of your choosing, which will be using JavaScript compiled from Dart. In fact, you’ll see a new file show up in your file list: DartMarquee.dart.js. This is the compiled JavaScript file.
Now that you’ve run the new launch once, future Runs will remember this decision and launch the JavaScript version.
But we’re not done yet. The HTML file is set up to include the Dart file, along with another JavaScript file that interprets Dart files in the browser (which is super-cool, but not the best for production applications). We need to edit the HTML file to use the compiled JavaScript file, not the Dart files.
Step 5: The HTML
Your new project should open with DartMaquee.dart in the main editor area. We’ll get to that soon enough, but let’s get our HTML page set up. Double-click on DartMarquee.html in the file list on the left, and it will open in a new tab in the editor.
Dart Editor is really only aware of the Dart language, which is too bad. You’ll notice that the HTML file opens without any syntax coloring or intelligence about the language. It’s good enough for our purposes now, but feel free to open this file (and any other non-Dart file) in the text editor of your choosing. We won’t be spending too much time in non-Dart files, so I’ll just be editing them in Dart Editor for this tutorial.
The body markup is not what we want, but first let’s update those
<script>tags as mentioned in the last step. You can delete the first<script>tag altogether; that’s the once that includes the Dart file directly. Delete this line:(Hint: line numbers aren’t enabled by default, but that’s one of the few options available under Preferences).
The script is the in-browser runtime for Dart; one pretty nifty feature is that you can write Dart without compiling it to JavaScript, and have browsers run it anyway. You just need to include dart.js. Of course, this makes for some extra overhead and impacts performance. Pretty cool trick, though.
Now let’s change the remaining
<script>tag to load our compiled JavaScript file. Change this:To this:
If you like, run the project again, and use the developer tool to ensure that the JavaScript file is loading, and the other two are not.
Now, change that
<h2>tag into a<div>, and give it anidofmarquee.You can leave the
<h1>if you like; sometimes it’s nice to have page identification.Finally, we need to link to a CSS file (which we’ll create in the next step). In the
<head>add a<link>tag:The application will not work, because we’ve removed the
<h2>that was targeted by the Dart code, not to mention that we still need a CSS file. Let’s do that next.Step 6: The CSS
We’ve linked to a non-existent CSS file, so let’s address that. In the Files area of Dart Editor, right-click, and choose New File: from the menu (you can also find New File… in the File menu).
In the resulting window, you may need to ensure that the DartMarquee project is selected in the middle area. Then enter DartMarquee.css for the file name, and click on Finish.
This file will be ready to edit in the main editor area, but as with HTML files, CSS files aren’t intelligently supported with syntax by Dart Editor. Feel free to do your CSS editing in your preferred text editor. Or, since we’re really not here to delve into the CSS, just copy and paste form below into Dart Editor:
#marquee { width: 600px; height: 400px; background-color: #111; } .mainImage { height: 300px; background-color: #666; position: relative; } .mainImage img { display: block; position:absolute; left: 0px; top: 0px; -webkit-transition: opacity 0.6s ease-out; -moz-transition: opacity 0.6s ease-out; -ms-transition: opacity 0.6s ease-out; -o-transition: opacity 0.6s ease-out; transition: opacity 0.6s ease-out; } .mainImage img.fade_away { opacity: 0; } .thumbContainer { height: 100px; background-color: #DDD; } .button { width: 100px; height: 100px; background-color: #eee; position: relative; float: left; } .button .border { width: 90px; height: 90px; position: absolute; opacity: 0; border: 5px solid orange; -webkit-transition: opacity 0.3s ease-out; -moz-transition: opacity 0.3s ease-out; -ms-transition: opacity 0.3s ease-out; -o-transition: opacity 0.3s ease-out; transition: opacity 0.3s ease-out; cursor: pointer; } .button:hover .border { opacity: .5; } .button.selected .border { opacity: 1; }Again, we’re not here to discuss CSS. I’ll point out that I’m using CSS3 transitions for the button hovers and the main image changes. Otherwise, it should be fairly straightforward.
Run the project one more time, or simply reload from the browser; at this point there won’t be any JavaScript to re-compile. If you run from Dart Editor, be sure to switch back to the HTML or Dart file; Dart Editor doesn’t know what to do when you “Run” from a CSS file.
You should see a large dark rectangle. Doesn’t look like much yet, but you’re on the right tack.
Step 7: Preparing the Images
One more housekeeping task, and that’s to make our images readily accessible, so that we can see them when we’re ready to write that code.
In the download package, you’ll find a folder named images. Copy or move this folder from the download archive to your project folder, so that’s sitting at the same level as your other files. You’ll probably need to use the Finder/Explorer for this task, as Dart Editor doesn’t (yet) support importing or drag-and-drop of existing files. They’ll show up in your file list once you get them in place, though.
Now we can get into some Dart code. That’s next!
Step 8: The main() Function
Open up the DartMarquee.dart file in the editor. You’ll see three main blocks of code:
The third block is the
mainfunction, and this is a required part of your Dart project. Dart will look for this function as an entry point to execution. Contrast this with JavaScript where scripts are simply executed from top to bottom. You can certainly replicate this methodology in JavaScript, but the key difference is that you don’t have to, and if you do you have to callmain()yourself; in Dart, it’s expected that you have themainfunction, as it will be called for you once Dart in ready to begin execution of your application.This won’t be a foreign concept to you if you’ve programmed in C or Java, or even in ActionScript 3 and used the Document class. The nice thing about it is that there is a standardized, expected place to begin the execution of your code.
Step 9: Classes
Dart brings with it proper classes, which you may end up preferring to JavaScript’s class-ish-ness prototype system. Take a look at the second block of code in DartMarquee.dart. This is the meat of the program right now, and is a class with two methods declared. We’ll be ditching a large part of this code. We’ll get into the syntax as we go, but for now, hollow out this class so that it looks like this:
class DartMarquee { DartMarquee() { } }What this leaves is the class declaration and the constructor. The class declaration begins with
class, which is followed by the name of the class. That this class is namedDartMarqueeis purely a function of the template used in the application creation process in DartEditor. It’s important to know that just because this file is named “DartMarquee.dart” does not mean that there has to be a class nameDartMarqueeinside. We’re not going to change it, because it makes sense, but Dart is like PHP or Ruby in that you can put as many class definitions as you like in a single file, and the naming doesn’t need to match the file name (as it does in ActionScript).The class definition is then contained between the curly braces. Inside of that, we have a constructor. This is a function that is run when a new object is instantiated from this class. Typically one puts set-up code in a constructor. Note that the name of the constructor needs to match the name of the class, otherwise it’s not a constructor, and is a regular method instead.
Everything else you add to a class should go in between the two curly braces denoting the class.
You’ll notice that back in the
mainfunction, aDartMarqueeobject is instantiate with this line:This should look like object-oriented JavaScript. The
.run()then calls therunmethod on the newly-created object. We just removed that method, so go ahead and change that line to this:Step 10: Imports
Something I’m pretty excited about with Dart, as someone coming from JavaScript, is the ability to easily import and use other code into your project. The first block of our default code uses a single import statement:
#import('dart:html');This imports a built-in Dart library, one that deals specifically with HTML pages and giving us access to DOM manipulation functionality. We’ll be importing other libraries as we need them, including one that we’ll write ourselves.
When our Dart project is compiled to JavaScript, all of the disparate Dart code is converted and concatenated into a single JavaScript file. It’s smart enough to not include the same library twice, so you can import libraries from other files and not worry about them conflicting with or duplicating code in the final product.
Our
DartMarquee.dartfile should look something like this now:#import('dart:html'); class DartMarquee { DartMarquee() { } } function main() { new DartMarquee(); }Step 11: Add a Property to the Class
Let’s finally write code. We’re going to add a
targetproperty to theDartMarqueeclass, so that the main HTML element that we’re referencing is handy within the class.Just after the class declaration, and before the constructor, add a property like so:
class DartMarquee { Element _target; DartMarquee() { } }Notice the syntax here: instead of
var, we use a datatype to both declare a variable and give it a datatype all at once. This syntax is reminiscent of C and Java. The name of our property is_target, and the line ends with a semi-colon. You’ll find Dart much less forgiving about missing semi-colons.An interesting thing about Dart type system is that it’s optional. If you specify a type, Dart will do what it can to adhere to typing rules. But we could also opt to leave typing off by writing that property like this:
Dart will then not attempt to keep your types safe; you’ll have a dynamically-typed variable just like in JavaScript. What’s even more interesting than the fact that it’s optional is that you can mix strong and dynamic typing in the same code.
Personally, strong typing is one of the things that draws me to Dart, as it’s helpful to have that kind of accountability. This will be the last time I mention dynamic typing in Dart.
We’re not done with that property yet. This is an important property, so let’s set it in the constructor.
class DartMarquee { Element _target; DartMarquee(this._target) { } }This may look a little unexpected. This is a Dart idiom; it’s so common for a constructor to receive arguments, and then simply use the constructor’s body to stash those values into properties, that Google created a shortcut.
Normally, a method parameter looks like you’d expect it to: any variable name will do, but not something that looks like a property on another object. These parameters are normal parameters like you’re used to; they’re available by name within the body of the method.
This new syntax, however, will go ahead and assign the value passed in to this parameter to the property designated by the parameter name. In other words, the code above is identical to this code:
DartMarquee(target) { this._target = target; }Only we don’t have to write that boilerplate of a line.
Note that this shortcut is only available in constructors.
Step 12: DOM Queries
Now that we have a target property set up, we need to give it a value. Back in the main function, we need to select the marquee
<div>and pass it in to the constructor.Dart provides a method to find HTML elements by CSS selection, much like jQuery or any of the popular JavaScript libraries do. This is provided by that
dart:htmllibrary imported at the top of the file, which also provides a top-leveldocumentvariable which gives us global access to the HTML document.Update the main function to look like this:
void main() { new DartMarquee(document.query('#marquee')); }It’s that simple: if you’ve used jQuery (or another library), this should be rather familiar. Simply call
document.queryand pass in the selector. Dart does the rest.Step 13: Console Logging
If you’ve developed with JavaScript, chances are you’ve made heavy use of
console.logto test and verify your code. Dart provides aprintfunction that, when compiled to JavaScript, turns in to a call toconsole.log. Let’s try it out, and test our project so far at the same time.In the DartMarquee constructor, let’s print the
_targetproperty to make sure it’s being set.DartMarquee(this._target) { print(this._target); }And hit Run. In your browser, open up your console and you should see something like this:
Note that at the time of this writing, there is a bug with the Dart Editor that generates a warning stating that “print” is not a method. This is being tracked by Google and will probably be fixed soon, if not by the time you read this. But if you’re seeing that warning, just ignore it; it still compiles fine. This is an example of the bleeding edge on which Dart stands; the print warning was not happening when I started writing this tutorial, it’s only happened with the most recent build of the Editor (build 5104).
Step 14: DOM Manipulation
We’re going to create the needed HTML elements programmatically, and place them within our target
<div>. Dart provides a very clean API for this kind of task.First, let’s create a few more properties to hold some of the elements. Add these right below the first property you added:
class DartMarquee { Element _target; DivElement _mainImage; DivElement _thumbContainer; DartMarquee(this._target) {Notice how we’re using underscores as a prefix? Not only this a common convention when naming private properties, it’s actually idiomatic Dart. An underscore prefix makes the property (or method, or class even) private. Otherwise, it’s public.
Also notice how we’ve typed them as
DivElement? Another nice feature of Dart (as least for the web) is that it provides classes for the individual HTML elements, unlike the more generic approach usually taken in JavaScript. The upshot is that individual element types have the appropriate properties so it’s easy to manipulate them with Dart. For example,ImageElements have asrcproperty that can be safely and easily accessed directly with Dart to modify the image’s source.Now let’s create those elements. In the constructor:
DartMarquee(this._target) { _mainImage = new Element.tag('div'); _mainImage.classes = ["mainImage"]; _thumbContainer = new Element.tag('div'); _thumbContainer.classes = ["thumbContainer"]; target.nodes.add(_mainImage); target.nodes.add(_thumbContainer); }There’s a lot going on here; let’s break it down.
First we create a new DivElement. But notice that we don’t write
new DivElementas you might expect (and believe me, I expected that, and continued to expect that for quite a while before I discovered the proper technique). Even thoughDivElementis a class, it doesn’t have a constructor that you can access. Instead, you use a named constructor on theElementclass to create an element of a specific type.Named constructors are just different constructors (kind of like method overloading, but it’s not really that) that can provide a different interface to the construction. In this case, we can specify by string the type of element. You can also write
new Element.html('<div>...</div>');to write out the HTML in string format. Two rather different approaches, so we have two constructors.Once we have our
_mainImageDivElement, we set its class.Elementprovides aclassesproperty which lets us access the various classes that may applied. In this case, it’s a brand new element, so that property is empty. We set it to a single class name,"mainImage".You might expect
classesto be anArray(orList, in Dart parlance), but it’s actually aSet. ASetis similar to anArrayin that it’s a collection of independent values, but the key difference is that the collection is unordered; there is no guarantee that the order of the contained values will be anything in particular, or even the same each time. This has a slight ramification in how we work with theclassesproperty, but for now it’s a simple assignment to what looks like anArraycontaining a singleString.The next two lines are repeated almost verbatim, except that we’re assigning the
_thumbContainerproperty, and assigning a different class.The final two lines add these new
Elements to the DOM, specifically, to thetargetdiv. As you can see, there is anodesproperty on theElement, which as you’d expect is aListof child elements. Being aList(orArray), we can simplyadd(similar to JavaScript’spush) anElementinto it. And at this point, the elements are in the DOM.Go ahead and run the project again; because we’ve added classes to the new
<div>s, and we have our CSS file ready to go, you should see a slight change to the page:Step 15: Loading JSON
We need some content, not just grey boxes at which to look. We’ll drive our little marquee with a JSON file, so let’s look at how we make an HTTP request in Dart.
First, let’s create the JSON file. It’ll be pretty simple, and shouldn’t need any explaining in and of itself. Create a new file in your Dart project (File > New File…) and name it marquee.json. Add the following content:
{ "images":[ "scottwills_machinery3.jpg", "scottwills_machinery4.jpg", "scottwills_machinery5.jpg", "scottwills_machinery6.jpg", "scottwills_machinery7.jpg", "scottwills_machinery8.jpg" ] }Save, and turn back to DartMarquee.dart. We’ll add the code to load this file in the constructor, after we’ve created our extra Elements.
XMLHttpRequest request = new XMLHttpRequest(); String url = 'marquee.json'; request.open("GET", url, true); request.on.load.add(onJSONLoad); request.send();And that’s how you do that.
Oh, all right, a little explanation. First, we create an
XMLHttpRequestobject. That will handle the loading of the data (and would also handle the sending of data if we were doing that sort of thing). The next line is a bit superfluous, but I wanted to show another variable being created. Notice thatStringtypes can be created with the quote literal, just like in JavaScript (and just about every other language). In Dart, there is no difference between single- and double-quotes, unlike PHP or Ruby.Next we start working with the
XMLHttpRequestobject. First we open the connection, passing in the method ("GET"), theurlwe just created, and finally that we’re interested in an asynchronous request (true). That means that we need to add an event listener to know when the load completes. That brings us to the most interesting line:This is Dart’s event model. Objects that dispatch events have an
onproperty which acts as “event central”, where you can go to plan your next party. There will also be properties on theonobject that correspond to the various events dispatched by the object in question; in this case,loadis one of the events. Each of these event properties is actually a collection of listeners, to which we canadda new listener (onJSONLoadin this case; this hasn’t been written yet in case you were wondering).This syntax took a little getting used to, but now I really like it. It’s safer and cleaner than
request.addEventListener('load', onJSONLoad), wouldn’t you agree?The last line of our previous code block simply sets the request in motion;
sendit off to get our data.For this to work, we need an
onJSONLoadfunction. Let’s start doing that next.Step 16: Methods and Event Listeners
Now we get to write a new method. This method also happens to be an event listener (for the
XMLHttpRequestwe set up in the last step), but regardless the syntax is the same. Find a spot in theDartMarqueeclass that’s after the close of the constructor but before the close of the class – it should be between two closing braces. Add the following:void onJSONLoad(Event e) { print("onJSONLoad"); }The syntax should be fairly obvious. It follows the property/variable syntax, in that we’ve replaced JavaScript’s
functionkeyword with a datatype. The datatype is the type of the value returned by the function. In this case,voidis actually the lack of type, as the function doesn’t return anything. And similar to properties, you can optionally leave the method untyped and use thefunctionkeyword instead of a type.Now we can try out the application. Run it again, and check the console. You should get the message that our function has run, meaning the JSON file has loaded.
Step 17: Properly Bound “this”
Let’s pause in the action for a moment to talk theory. Don’t worry, you’ll learn something important along the way.
In the code that we just wrote to add an event listener, our event listener is properly bound to the scope of the object it belongs to. In JavaScript, this be bound to the object that dispatched the event. That is, if you write this in JavaScript:
myElement.addEventListener('click', onClick); function onClick() { console.log(this); }Then
thisrefers tomyElement, the object doing the event dispatching. In Dart, however,thiswill refer to the object to which the listener belongs. Try it out; change theprintto this:void onJSONLoad(Event e) { print(this); }And run it again. You should see this:
OK, that doesn’t exactly prove things very well.
[object Object]could be anything. Let’s take a quick look at a useful trick for making your classes describe themselves.Add a method to
DartMarqueecalledtoString. This method should return aStringand take no arguments.String toString() { return "DartMarquee"; }Run it one more time and now you end up with this:
This should illustrate that “
this” refers to theDartMarqueeobject. JavaScript does not behave this way without workarounds. This means that you don’t have to worry about binding functions to their scope when adding event listeners, such as with jQuery’sbindmethod and other similar solutions.Step 18: Generics
Let’s move on and parse our JSON now that the JSON file is loaded. We’re going to parse it and stuff those URLs into a property, so first let’s trot back to the top of the class and add a
_urlsproperty:This syntax will look odd if you’re not coming from Java. The variable name is
_urls, and the datatype isList<String>. We could just writeList _urls, and that would work, but we can also take advantage of something that Dart provides. Back towards the beginning, I described reified generics, and the<String>part of the datatype is the generic. That is, the elements within theListare typed asStrings. The point of this step is pretty much to introduce this syntax. We’ll see it again soon.If you’ve programmed ActionScript 3, you’ll find the syntax similar to
Vectors, and in fact DartLists and AS3Vectors are essentially the same thing.Step 19: Parsing JSON
Now let’s get to parsing. Remove the
printstatement from onJSONLoad and add this:void onJSONLoad(Event e) { XMLHttpRequest request = e.target; Map<String, Object> result = JSON.parse(request.responseText); print("JSON: " + result); int i = 0; _urls = result['images']; _urls.forEach((url) { print("url $i: $url"); i++; }); }This code really isn’t so bad. Here’s how it breaks down.
Line 2: This is just casting the source of the event (found in
e.target) to anXMLHttpRequestso we can more safely work with properties on it.Line 3: This one gets a little gnarly. Skip to the second half of the line. We’re getting
responseTextout of theXMLHttpRequestobject, which gives us the raw text found in our file. And we pass that into theparsemethod of theJSONclass. That’s all there is to parsing JSON; it’s essentially built-in! Now, to make sure we can work with the data, we need to store it in a variable. This variable isresult. Because I’m advocating strong typing, it also has a type. This type isMap<String, Object>, which might be a little frightening.A
Mapis basically what we call anObjectin JavaScript; it’s a collection, and stores its values by aStringkey.Because
Mapis a collection, it can be generified (see last step), but because there are technically two things we can specify (the key and the value), we supply two types. Somewhat oddly, you can’t use anything other thanStringfor the key type, so I’m not sure why it needs specified. It may be possible that Dart eventually allows the use of any type as the key. But for now, it’s aStringkey. Because our JSON data is anObjectat it’s outermost, we specifyObjectas the value type. We have a little flexibility, depending on the JSON structure.Line 4: Now that we have our JSON parsed, let’s just print it out to verify the result.
Line 5: Initialize a counter. Note that Dart supports an
inttype.Line 6: Get the
imagesproperty out of the main JSON object, which should be anArray/List, and store that in our_urlsproperty that we set up in the last step.Line 7: Loop over that
List, usingforEachand an anonymous function. Note the syntax for anonymous functions:(url) {...}. If there is no return type, we can leave it off completely and just start with the parameter list. It feels a little odd at first, but ultimately leads to less code written, which is kind of nice.Line 8: Now we can print out the URL along with its index. Here we can see that Dart has
Stringinterpolation, which lets you expand variables within aString, and avoid breaking out of aStringin order to include the value of a variable. The use of the dollar sign indicates that what follows is actually a variable, and Dart should interpolate it. Again, this is less code written and leads to much more readable code thanStringconcatenation.Line 9: Hopefully this line of code doesn’t need explanation.
Run the application, and…uh oh. That console doesn’t look pretty.
Read on for the fix.
Step 20: Importing More Libraries
The fix is, thankfully, rather simple. Dart is structured into libraries, and it turns out that JSON capability isn’t part of the HTML library. We simply need to add the following line at the very top of the file:
#import('dart:json');Run the project again, and you should get a console full of output:
What I find odd is that this seems like something the JavaScript compiler catches, but it’s only a warning. The compiler recognizes that you’re using a class called
JSONbut doesn’t know where to find that class…that seems like an important thing to catch. The lesson here, aside from where theJSONlibrary is, is to check the Problems panel in Dart Editor. It got kind of buried amidst the falseprintwarnings, but it was there:Also, when you run the project, the Console panel takes over in that space, so you may have missed the warnings altogether. Just something to be on the look out for. This kind of thing will probably improve with time.
Step 21: Writing External Classes
As we continue to explore Dart’s capabilities, we’re going to write a new class to handle a single thumbnail image. We’ll ultimately instantiate a number of these, one for each thumbnail.
While it’s possible to insert a second class definition into the same file, let’s see what happens when we decide to write an external class. In Dart Editor, create a new file for our project and name it MarqueeButton.dart. You’ll be presented with the following template:
class MarqueeButton { }Again, there is no requirement that we name the class after the file, or vice versa, but it does make sense, so we’ll leave well enough alone and just start filling in the details.
For now, let’s just get this functional by providing a simple constructor that prints a message so we can see it working. Add a constructor to the class:
class MarqueeButton { MarqueeButton(index, image) { print("$index: $image"); } }Nothing we haven’t been over already; this is a simple constructor that uses
Stringinterpolation.But to use it, we need to make sure the
DartMarqueeclass is aware of theMarqueeButtonclass. At the top ofDartMarqee, where there are two#importstatement, add a third line to include our new class:#import('dart:html'); #import('dart:json'); #source('MarqueeButton.dart');You were expecting another
#import, weren’t you?#sourceis a bit simpler than#import.#importis for libraries, which need to be declared as such and can link to other files.#sourcesimply includes the targeted file. One thing to note is the#sourced files cannot, themselves, link to other files. Even#importing the built-in libraries will cause a compiler error. As such, this is a simple way to collect a few files into another script, but for more complex structures you may want to consider creating a library.Now that we’re linking to our new class, let’s use it. Down in
onJSONLoad, we’ll replace the existingprintwith some instantiation:void onJSONLoad(Event e) { XMLHttpRequest request = e.target; Map<String, Object> result = JSON.parse(request.responseText); print("JSON: " + result); int i = 0; _urls = result['images']; _urls.forEach((url) { MarqueeButton btn = new MarqueeButton(i, "images/thumbs/" + url); i++; }); }If you run the project again, you’ll get more or less the same thing, only now it’s logging from within the
MarqueeButtonclass.Step 22: Fill In the “MarqueeButton” Class
At this point, we can fill in most of the
MarqueeButtonclass without running into much that’s new. I’ll present almost the full body of the class here, and discuss it briefly below.class MarqueeButton { DivElement _target; String _image; int _index; Function _onClick; MarqueeButton(this._index, this._image) { _target = new Element.tag('div'); _target.classes = ["button"]; DivElement border = new Element.tag('div'); border.classes = ["border"]; _target.nodes.add(border); _target.style.backgroundImage = 'url("'+_image+'")'; _target.on.click.add(onClick); } void onClick(Event e) { _target.classes.add('selected'); _onClick(this); } }We start the class off with a handful of properties, all private and typed. It may be interesting to note the
Functiontype. We’ll get to this in a moment, but this illustrates that functions are fully-fledged objects in Dart, and can be passed around by reference rather easily.The constructor is mostly about building up the HTML elements for the button. We start from scratch; the only things passed in to the constructor are the index of the button and the image URL. We’ve seen this before, creating and adding new elements. Line 15, however, present something new, although I’d imagine you can figure out what it does.
Elements have astyleproperty which lets you set CSS styles rather easily. The properties available to thestyleobject follow the CSS style names, only removing the hyphen and turning the name camel-case. Note that the value might be aStringor in the case of numeric values, it can just be a number.The last line of the constructor adds a click event listener to the button, following the convention we saw with the
XMLHttpRequestevents.Then we have our
onClickmethod, the listener for that click event. For style purposes we’ll add the.selectedclass to the element, then we call the_onClickfunction. This, you’ll recall, is the property we declared earlier. This is a poor man’s event dispatching, and what happens is thatDartMarqueewill set this property to a function of its own, so thatMarqueeButtoncan call it. We’ll get to the setting in a moment, and we haven’t written the relevantDartMarqueecode. But because functions are first-class citizens of the Dart world, it’s easy to pass that function around, and execute it somewhat arbitrarily.Step 23: Setters and Getters
We’ll finish off the class with some getters and a setter. For the uninitiated, setters and getters are special functions that simply return a value (getters), or receive a value (setters). They’re common enough, and most object-oriented languages provide some method for creating implicit setters and getters, which are functions that are called as if they were properties.
Dart has this, as well, and throws some syntactic sugar on top of it, to boot. Add this to the end of the class (before the closing curly brace, but after the
onClickmethod):DivElement get target() => _target; int get index() => _index; Function get click() => _onClick; void set click(Function fn) { _onClick = fn; }You can see the sugar in the three getters. Each one follows this pattern:
The type is nothing new; it’s the return type of the function. The
getkeyword signifies that this is an implicit getter function.name()is just the name of the method. Next is the=>operator, which basically says “return the value that is expressed on my right.” In the case of_target, we’re simply accessing the value stored in the_targetproperty and returning that. In other words, a basic getter method, written with a little less code than normal.The expression can actually get a little more complicated than that, such as a boolean check or some simple one-liner math. If it’s going to require more than one line of code, it needs to be written as a regular getter, which is just like a regular method except for the
getkeyword:DivElement get target() { return _target; }We’re done with the
MarqueeButtonclass now, so we’ll turn back to theDartMarqueeclass and start using it.Step 24: Displaying Thumbnails
To display the buttons, we need to go back to the
DartMarqueeclass and revisit theonJSONLoadmethod. Specifically, we need to add to that loop._urls.forEach((url) { MarqueeButton btn = new MarqueeButton(i, "images/thumbs/" + url); _thumbContainer.nodes.add(btn.target); btn.click = onThumbClick; i++; });Another
nodes.add(), this time on the_thumbContainerdiv and adding thetargetof theMarqueeButtonobject.Then we set the
clickproperty to a method we have yet to write, but will do so now:void onThumbClick(MarqueeButton btn) { print("onThumbClick"); }We’ll work on this next, but for now we should be able to run the application, see the thumbnails, and click on them to see the log message.
We’re almost there. We’ll work on getting that click to mean something in the next two steps.
Step 25: Handling the Click
The logic involved in displaying a larger image isn’t terribly complex, and at this point we’ve had a pretty extensive tour of the Dart language. I’ll start listing the method here, and then discuss what’s going on.
First we need two properties declared. At the top of the class, with the other properties, add these lines:
Then update
onThumbClick:void onThumbClick(MarqueeButton btn) { if (_currentButton != null) { _currentButton.target.classes.remove('selected'); } _currentButton = btn; ImageElement image = new Element.tag('img'); image.width = 600; image.height = 300; image.src = "images/" + _urls[btn.index]; _mainImage.nodes.add(image); }The first thing to notice is that we’re checking for the existence of a value in
_currentButton. If it does, then we remove the.selectedclass. Then we set the_currentButtonproperty to the button that was clicked, for next time.It’s worth nothing that Dart handles Booleans a little differently than you may be used to. Seth Ladd has a write-up on Booleans in Dart, in which we explains:
Therefore, when checking for the existence of a value within a variable, it’s wise to write
if (variable != null)as opposed to the shorthandif (variable), as that could actually reportfalseeven through the variable has a valid value stored in it.Next we create an image element, set its size, the src, and then add it as a child.
You should be able to try this out now. We won’t get a nice fade between the images, but you should now be able to use the marquee to switch images.
Step 26: Working with the Transition
Let’s work on that fade. Add the highlighted code below to the
onThumbClickmethod. Note that Line 11 is a change from how it was before (it usesinsertAdjacentElement), and the lines after that are new.void onThumbClick(MarqueeButton e) { if (_currentButton != null) { _currentButton.target.classes.remove('selected'); print(_currentButton.target.classes); } _currentButton = e; ImageElement image = new Element.tag('img'); image.width = 600; image.height = 300; image.src = "images/" + _urls[e.index]; _mainImage.insertAdjacentElement('afterBegin', image); if (_currentImage != null) _currentImage.classes.add('fade_away'); _currentImage = image; image.on.transitionEnd.add((evt) { ImageElement img = evt.target; img.remove(); }); }The change to line 53 introduces another way to add children elements.
Element.nodes.add()is fine for appending at the end, but if we want to insert in a specific place, in this case at the beginning, thennodesdoesn’t give us enough options.insertAdjacentElementdoes provide options, although its interface isn’t as clean as it could be. In fact, it’s lifted from the Windows Internet Explorer API. I try not to get too opinionated in a tutorial, but this is an odd decision.Regardless, it’s the API we have if we want to do more than append to the child elements. We want to add our new image to the beginning, so we pass in
"afterBegin"toinsertAdjacentElement, which does exactly that. This method is documented at MSDN if you’d like a description of the various valid arguments to that parameter.The rest of the code involves itself with the CSS3 transition; by adding a
.fade_awayclass to the old image (after checking to be sure it’s not null) we set it’s opacity to 0, invoking the transition. Then_currentImageis set to the new image, to get set for the next transition.Finally, another event listener is added to the current image so that when the transition happens, and is finished, we can run a bit of code. All we do is get the event target and cast it as an ImageElement (not strictly necessary, but it’s something that I find useful to do in general). Then by calling
remove()on theImageElement, we remove it from the DOM. In other words, once it fade away completely, we can remove it altogether to keep our DOM tidy.Note also that we’re using another anonymous function as the event listener in this case. Either way would work, but since this is practically a one-line function, making it anonymous is rather convenient.
Run the application, click on one thumb to load an image, then another thumb and watch it in silent awe.
Step 27: The Final Touch
Our Dart application is rather functional now, but you’ve probably noticed that it has one minor flaw: there is not image loaded up right away. This is a simple fix.
In Marquee.dart, find the
onJSONLoadmethod and add the highlighted line of code toward the bottom:void onJSONLoad(Event e) { XMLHttpRequest request = e.target; Map<String, Object> result = JSON.parse(request.responseText); print("JSON: " + result); int i = 0; _urls = result['images']; _urls.forEach((url) { MarqueeButton btn = new MarqueeButton(i, "images/thumbs/" + url); _thumbContainer.nodes.add(btn.target); btn.click = onThumbClick; if (i == 0) btn.onClick(null); i++; }); }In effect, if we’re on the first iteration, take that
MarqueeButtonand call itsonClickmethod. You’ll remember that as the event listener for the click event within theMarqueeButton. We’ll just call it directly, to sort of simulate a click on the first button, so as to trigger the setting of the styles and putting content in the right place. Since the method expects an event parameter, but isn’t really used, we can supplynullto the method call to satisfy the compiler.Run it once more, and you should now have the first image selected and ready in the main area.
Step 28: Where To Go From Here
We’ve just scratched the surface of Dart, but the cool thing is that if you know JavaScript, you already know Dart in one sense. You’re already familiar with what you can do with an HTML page, and generally how to do it. Dart for the web doesn’t really add any capabilities or fancy frameworks, it’s just another language in the same problem domain. If you want to learn more, you can do worse than to simply write applications in Dart. Maybe dig out a smallish/simple bit of JavaScript you’ve done and port it over to Dart.
If you like scouring the web for more resources, Google is certainly your friend, although the name “Dart” can lead to many unrelated hits that are about the game of darts, rather than the language. Many times I’ve had to specify “dart language” in my searches or get a little more specific than just “dart events”. There is quite a bit of information floating around.
First, the official Dart website is at dartlang.org. You’ll find a small tutorial there that goes into some of the unique language features, along with the nifty Dartboard widget that lets your write and execute dart code in the browser you can even use the widget on your own site).
If you think you know what you need to do, just don’t know the right method name or class, the API documentation is good place to start, at api.dartlang.org. Sometimes the docs are a little bare or even wrong, but you should probably begin any quest for an answer here.
I’ve already mentioned the mailing list, located at groups.google.com/a/dartlang.org/group/misc/topics. It’s very active and I had a few questions answered in a matter of minutes there. The Google engineers are very involved on the list, as well.
The Dart site also has a pretty nice JavaScript-to-Dart comparison chart, located at synonym.dartlang.org, which takes common JavaScript code snippets and shows the equivalent Dart code right beside it.
Moving away from Google’s own resources, there are a few Dart-centric blogs that kept coming up in searches. One of the most prolific is Japh(r) by Chris Strom, at japhr.blogspot.com/search/label/dartlang, who is also writing a
You’ve undoubtedly seen the “Cover Flow” view in effect. It’s all over the place on Apple’s stuff. And you’ve also probably seen a number of implementations of Cover Flow in Flash. In this tutorial, you’ll get one more. We’ll leverage the built-in 3D capabilities of Flash Player 10 (that’s pre-Stage3D) and build our own XML-driven version of Cover Flow.
Note: This tutorial was originally published in April 2011 – before Stage3D was released – as a freebie for our newsletter subscribers. Since Activetuts+ has now shut down, we’re making it free to all readers.
Final Result Preview
Check out the demo to see what we’re working towards.
Click to view the demo.
Step 1: Create an ActionScript 3 Flash File
The very first thing to do is create a Flash file in which we’ll work. Open up Flash CS4 or CS5 and choose File > New, and select Flash File (ActionScript 3.0), and press OK. Save this file into a folder that will be dedicated to this project.
I will be setting the stage size to 600 x 400. Feel free to use whatever size you want, but I would recommend 600 x 400 as a minimum, considering that the Coverflow effect is best when it has ample room for displaying itself. Also, choose a fairly high frame rate, such as the default 24. This will make for smoother animations.
Save this file as CoverFlow.fla in a folder you can dedicate to this project.
Step 2: Create the Test Document Class
Our goal will be to create a reusable CoverFlow class, but to develop it we need a place for it to live. We’ll use the Flash file we just created to act as a testing ground for the CoverFlow class as we develop it, and so we’ll need a document class to go with the Flash file. This class will function to provide a place to instantiate and test the CoverFlow class. It will, as such, provide an example for how to use the CoverFlow class once it is complete.
In the text editor of your choice, create a new file and save it as CoverFlowTest.as in the same folder as your Flash file.
Stub out a simple class:
package { import flash.display.*; import flash.events.*; import flash.net.*; import flash.utils.*; public class CoverFlowTest extends Sprite { public function CoverFlowTest() { trace("CoverFlowTest"); } } }This doesn’t do much, but will trace out a message if it’s hooked up correctly, which we’ll do next.
Step 3: Wire the Document Class to the FLA
In the Flash file, click somewhere on the empty stage, and open the Properties panel (Command/Control-F3, or Window > Properties). In the Class field, type in
CoverFlowTestto assign the document class.Test your movie now, and you should see the aforementioned trace.
Step 4: Create the CoverFlow Class
Next we’ll create the file for the CoverFlow class. This will live in a package, so first create the folder structure. Starting in the project folder (at the same level as your FLA), create a folder called com. Inside of that, create another folder called tutsplus. Inside of this, create one more folder called coverflow.
Now create another text file called CoverFlow.as inside of the coverflow folder.
Add the following boilerplate:
package com.tutsplus.coverflow { import flash.display.*; import flash.geom.*; import flash.events.*; import flash.net.*; import flash.text.*; import flash.utils.*; public class CoverFlow extends Sprite { public function CoverFlow() { trace("CoverFlow"); } } }This is very similar to the document class, only we’re anticipating the need for more classes, so there are more import statements. This class will also extend Sprite, so that we can treat CoverFlow as a display object.
Step 5: Create a CoverFlow Instance
Now to make sure we can create and work with CoverFlow in our document class. Back in CoverFlowTest.as, import the CoverFlow class. After the other imports:
Now we need a property to store the CoverFlow instance. Before the constructor:
And now to create the instance and add it to the display list. In the constructor, remove the trace and replace it with:
Test it now, and you should now see “CoverFlow” trace in the Output panel. If so, all is good. We can now start building CoverFlow.
Here is the whole document class code, for reference:
package { import flash.display.*; import flash.events.*; import flash.net.*; import flash.utils.*; import com.tutsplus.coverflow.CoverFlow; public class CoverFlowTest extends Sprite { private var coverFlow:CoverFlow; public function CoverFlowTest() { coverFlow = new CoverFlow(); addChild(coverFlow); } } }Step 6: Create a Cover Class
A Cover class will be a single item in the entire “flow.” We’ll start by perfecting the class on a single item, then worry about loading data and building the “flow” after that is taken care of.
Again, in your text editor, create a new class file. Save it as Cover.as in the same com/tutsplus/coverflow folder as the CoverFlow class (as opposed to the CoverFlowTest class…yes, we have some potentially confusing names. I’ll try to help you keep things straight throughout this tutorial).
Add the following boilerplate (see a pattern yet?):
package com.tutsplus.coverflow { import flash.display.*; import flash.geom.*; import flash.events.*; import flash.net.*; import flash.utils.*; public class Cover extends Sprite { public function Cover() { trace("Cover"); } } }This is actually identical to the CoverFlow boilerplate, except for the usage of the word “Cover” instead of “CoverFlow.” These will end up being quite different, don’t worry, I’m just making sure we have files in place before going too far down the coding rabbit hole.
Step 7: Create a Cover Instance
So, we’ll have the CoverFlow object create and use a Cover object. In the end, CoverFlow will be responsible for creating and managing several Cover objects, but for now, as we build the Cover class, we’ll just have it create and display a single Cover object.
In CoverFlow, instead of tracing “CoverFlow,” let’s have it do this object creation.
public function CoverFlow() { var test:Cover = new Cover(); addChild(test); }If you test it now, you should see “Cover” being traced (remember, that’s a single Cover object, not the previous test traces we’ve been using).
However, let’s go a step further and try to display something onscreen. In the Cover file, remove the trace and add this:
public function Cover() { graphics.beginFill(0xff0000); graphics.drawRect(0, 0, 200, 200); }Now, instead of tracing to the Output panel, you should see a red square appear in the upper left corner of your movie. If that happens, we’re pretty much set to continue working. What this means is that not only is the code executing all the way down to the individual Cover object, but we’ve successfully added elements to the stage so that we can create visual objects.
Step 8: Put Covers in a Container
We just added our Cover object directly to the CoverFlow’s display list. For reasons that may not be clear at the moment, we’re going to eventually need them in an extra container; that is, CoverFlow will contain a Sprite, which will contain all Cover instances. As we progress through this tutorial, we’ll add other, non-Cover display objects, and it will be very convenient to make sure all Covers are easily managed.
First, in CoverFlow, declare a Sprite property that will reference our container.
And in the constructor, create that Sprite and add it to the display list. Also, instead of adding the test Cover object to the CoverFlow’s display list, add it to the
_coversContainerSprite:public function CoverFlow() { _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover(); _coversContainer.addChild(test); }If you test now, you should see exactly the same thing as before, which is good. We don’t want it to look any different, but we want a different functionality under the hood.
Step 9: Set the CoverFlow Size
There are a few things that we should take care of now. The size of the container that holds the CoverFlow display is one of them, as the the width and height will be used elsewhere. This will be as simple as a few properties and matching setters and getters.
First, in CoverFlow.as, add two properties at the beginning of the class:
And after the constructor, add the following setters and getters:
override public function set width(num:Number):void { _width = num; } override public function get width():Number { return _width; } override public function set height(num:Number):void { _height = num; } override public function get height():Number { return _height; }Since CoverFlow is a subclass of Sprite, there already are width and height setters and getters. So we need to be sure to override them. We don’t want the default behavior of stretching, so we’ll want to control that on our own. We’ll come back to these setters in a few steps.
However, having a size for the CoverFlow object is important enough to require these parameters in the constructor. The width and height determine much of the final layout, so we’ll add some parameters to the constructor and then immediately set our properties with them:
public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover(); _coversContainer.addChild(test); }And of course we need to supply some arguments to this from CoverFlowTest. In that file, update the line that creates a new CoverFlow to this:
There isn’t much to test right now, but if you like you can publish the movie and see if any compiler errors pop up. If there are any errors, take care of them now. You’ll know that the errors somehow relate to the code you just typed, so start there.
Step 10: Set the Background Color
Another property that will get used later will be the background color of the entire “flow.” Apple makes theirs black, but there’s no reason to stick with that, as it will be rather simple to change it. To make it happen, though, we’ll need a Shape object that sits at the bottom of the CoverFlow object’s display stack, and we’ll need to programmatically draw a rectangle of the chosen color into that Shape.
First, add two properties to CoverFlow, one to hold the Shape instance and one to store the background color:
Notice that we’re giving
_backgroundColora default value, so that if it’s never set by the user of this class, we’ll have a black background anyway. The number0is the color code for black.Next, write in the setter and getter for
backgroundColor(we don’t need the Shape to be accessible outside of this class, just the color):public function set backgroundColor(val:uint):void { _backgroundColor = val; drawBackground(); } public function get backgroundColor():uint { return _backgroundColor; }You’ll notice that we’re calling an as-of-yet nonexistent method called
drawBackground. This will do what it says on the label. Let’s write it now:private function drawBackground():void { _background.graphics.clear(); _background.graphics.beginFill(_backgroundColor, 1); _background.graphics.drawRect(0, 0, _width, _height); }This just clears out any previous graphics drawing in the background shape, sets the fill color to the current value of the property, and then draws a rectangle.
Finally, we need to set up the Shape initially. In the constructor, add this at the end:
And go ahead and test it! You should see a black background behind our red square.
If you like, you can resize the player window, and you’ll see that we do indeed have a black rectangle sitting on top of the white base of the movie.
For reference, here is the complete CoverFlow class at this point. Changes made in this step are highlighted.
package com.tutsplus.coverflow { import flash.display.*; import flash.geom.*; import flash.events.*; import flash.net.*; import flash.text.*; import flash.utils.*; public class CoverFlow extends Sprite { private var _coversContainer:Sprite; private var _width:Number; private var _height:Number; private var _backgroundColor:uint = 0; private var _background:Shape; public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover(); _coversContainer.addChild(test); _background = new Shape(); addChildAt(_background, 0); drawBackground(); } override public function set width(num:Number):void { _width = num; } override public function get width():Number { return _width; } override public function set height(num:Number):void { _height = num; } override public function get height():Number { return _height; } public function set backgroundColor(val:uint):void { _backgroundColor = val; drawBackground(); } public function get backgroundColor():uint { return _backgroundColor; } private function drawBackground():void { _background.graphics.clear(); _background.graphics.beginFill(_backgroundColor, 1); _background.graphics.drawRect(0, 0, _width, _height); } } }Step 11: Create the Mask
We may have created a background shape that responds to the size of the CoverFlow, but anything else we add to the object – like individual Covers – may not respect the intended size. What we need is a mask for the entire CoverFlow display object that gets set to the same size.
We could use a regular ol’ mask for this task, but because we are expecting a rectangular mask, we have an even easier approach. The
scrollRectproperty of DisplayObjects provides functionality similar to that of masks, although there are differences. One advantage we have withscrollRectis a performance optimization. I don’t know specifics, but utilizing scrollRect tells Flash to render only the pixels contained within the rectangle, as opposed to regular masks, which still renders all pixels involved in the masked content.Setting it up is as simple as this, in the CoverFlow constructor:
public function CoverFlow(w:Number, h:Number) { // ... drawBackground(); scrollRect = new Rectangle(0, 0, _width, _height); // ...There’s not much to test right now, but you can compile to make sure you didn’t make any typos.
Step 12: Adjust the Width and Height
Now, we need to implement our own sizing logic. In the
widthandheightsetters of CoverFlow, add these lines:override public function set width(num:Number):void { _width = num; _background.width = _width; scrollRect = new Rectangle(0, 0, _width, _height); } override public function get width():Number { return _width; } override public function set height(num:Number):void { _height = num; _background.height = _height; scrollRect = new Rectangle(0, 0, _width, _height); } override public function get height():Number { return _height; }We can test this to a degree by adding a size change to the coverFlow object in CoverFlowTest:
public function CoverFlowTest() { coverFlow = new CoverFlow(stage.stageWidth, stage.stageHeight); addChild(coverFlow); coverFlow.width = stage.stageWidth / 2; coverFlow.height = stage.stageHeight / 3; }You should see what you’ve been seeing, only masked.
It’s hard to tell that the
scrollRectis working at the moment, but at least you have expected results for now. Remove the two lines you just added; we’ll want a full-size CoverFlow in order to continue development.Step 13: Add Properties to Cover
We’ll come back to CoverFlow.as in the near future, but for now we’re going to focus on getting an individual Cover instance up to speed.
Let’s think about what the Cover will need to do. It will need to load and display an image. It will need to display a caption. It will need to be positioned. It will also need to display a reflection beneath the image. When we get to XML data, we’ll have each Cover store the XML node related to that instance, so that we can store extra related information with the associated Cover. And it will need to dispatch a few events, for load progress, load complete, select (for when the cover comes into the center position), and click. The Cover could certainly do more, but for now, these capabilities pretty closely match what iTunes implementation of Cover Flow does, and will help keep our tutorial to a reasonable scope. For the code, this feature set means:
Load Image We’ll need a Loader to load the image, along with specifying the URL of the image to load.
Display Image We’ll need to add the Loader to the display list.
Display Caption We’ll need to be able to set the caption, put it into a TextField, and display the TextField. Note that this opens up the can of worms that is text styling, and the question of how much control of the style to open up outside of the class. For our purposes, we’ll stick with a standard styling. If you’d like an implementation that allows user-definable styles, that’s an exercise for later.
However, note that in the reference implementation of Cover Flow, the caption is not attached to the cover image, it’s a fixed area in the center bottom of the whole display area. What we’ll need is not a TextField for each Cover object, but a single TextField for the entire CoverFlow system. All the Cover object needs to do is store its caption. We’ll have CoverFlow then pull that information out of each Cover as it’s focused and handle its display. So all we really need right now is a storage mechanism for a caption.
Display Image Reflection This will require a Bitmap object and some BitmapData fanciness, but it’s not hard. However, it does require that we know the general background color of the entire Cover Flow display, because the easiest way to handle the transparency of the reflections is to not actually be transparent (if they were, we’d have overlaying reflections show through each other). So, we’ll require that the background color be passed in to our constructor from CoverFlow.
Also, we’ll want to hang onto the Bitmap, but the BitmapData can be a one-time object used to create the reflection in the first place.
Positioning Since we’re subclassing Sprite, anything we display within that Sprite is automatically positioned as a unit by the positional properties of Sprite. We won’t have to do anything to gain this functionality, other than make sure that we add the appropriate display objects as children of the Cover instance itself.
XML Data We’ll just need a property to store an arbitrary XML node and a way to get that back out of the object.
Events Again, since we’re a subclass of Sprite, we also automatically have the capability to dispatch events. In fact, the click event is already defined by the Sprite. Load progress and complete will really just be forwarded events from the LoaderInfo of the Loader we use to load the image. And select will actually be handled by CoverFlow, since it knows how to manage a collection of Covers. So, we’re done with this one, too!
Let’s add the properties we need, along with setters and getters where appropriate. We’ll follow the convention of making actual properties private, and providing public access through setters and getters.
In Cover.as, add some properties to the class file. I like to keep them grouped together, at the very top of the class definition:
Write the setters and getters:
public function get caption():String { return _caption; } public function get data():XML { return _data; } public function set backgroundColor(num:Number):void { _backgroundColor = num; } public function get backgroundColor():Number { return _backgroundColor; }Why only have these? Well, other objects won’t really need access to the Bitmap or the Loader, and for the caption and data, we’ll operate on the assumption that once those values are set, they won’t need to change. We’ll deal with that in the next step.
Go ahead and test this out. There won’t be any changes to take note of; you should still just see a red square. But by testing the movie we run things through the compiler, which helps us find errors should any be introduced. If all went well, the movie will run and you’ll see the red square. Here is the complete Cover class as of now:
package com.tutsplus.coverflow { import flash.display.*; import flash.geom.*; import flash.events.*; import flash.net.*; import flash.utils.*; public class Cover extends Sprite { private var _src:String; private var _caption:String; private var _data:XML; private var _loader:Loader; private var _reflection:Bitmap; private var _backgroundColor:uint; public function Cover() { graphics.beginFill(0xff0000); graphics.drawRect(0, 0, 200, 200); } public function get caption():String { return _caption; } public function get data():XML { return _data; } public function set backgroundColor(num:Number):void { _backgroundColor = num; } public function get backgroundColor():Number { return _backgroundColor; } } }Step 14: Set the Properties
As mentioned, we’ll set the properties like caption, data, and background color through the constructor. Modify the constructor of Cover.as so it takes those three values, and then transfers those values to the appropriate properties. Changes to the constructor below are highlighted:
public function Cover(caption:String, data:XML, backgroundColor:Number) { _caption = caption; _data = data; _backgroundColor = backgroundColor; graphics.beginFill(0xff0000); graphics.drawRect(0, 0, 200, 200); }Now, back in CoverFlow.as, we need to supply values when we create our test Cover or else we’ll get errors. In the constructor:
public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover("I am a caption", <data />, _backgroundColor); _coversContainer.addChild(test); _background = new Shape(); addChildAt(_background, 0); drawBackground(); scrollRect = new Rectangle(0, 0, _width, _height); }We’re obviously using dummy data right now, but this should safely compile. Again, we won’t see any changes, but test the movie to make sure you haven’t introduced errors. However, we can write a quick test of what we wrote by tracing the values of the getters. Still in the CoverFlow constructor:
public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover("I am a caption", <data />, _backgroundColor); _coversContainer.addChild(test); _background = new Shape(); addChildAt(_background, 0); drawBackground(); scrollRect = new Rectangle(0, 0, _width, _height); trace(test.caption); trace(test.data.toXMLString()); trace(test.backgroundColor); }You should see the following in your Output panel:
This verifies that we are properly setting and getting at least the caption, data XML, and backgroundColor properties.
Step 15: Load an Image
For this step, we’ll need an image to load. There are several in the download package for this tutorial, already cropped and sized as squares. Let’s just pick one to load. I’ll use “best.jpg.”
First, put the images folder in the same project folder you’ve been using. It should be at the same location as your CoverFlowTest.swf. Either drop the images folder from the download here, or create your own images folder here and put the images you want to load into that folder.
Next, in the constructor of Cover.as, remove the lines that draw the red square.
public function Cover(caption:String, data:XML, backgroundColor:Number) { _caption = caption; _data = data; _backgroundColor = backgroundColor; //graphics.beginFill(0xff0000); //graphics.drawRect(0, 0, 200, 200); }Now, create a public method called load. This will receive a string URL as a parameter, store it in the
_srcproperty, and then load the image from that URL.public function load(src:String):void { _src = src; _loader = new Loader(); _loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoadProgress); _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete); _loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); addChild(_loader); _loader.load(new URLRequest(_src)); }This is standard Loader stuff. It will ultimately be up to another object (such as CoverFlow) to feed this value to the Cover.
We’ve added three event listeners, all standard fare for loading. Let’s write out some stub listener functions so we can test. Add this code to you class. These are new methods, not code within another method:
private function onLoadProgress(e:ProgressEvent):void { trace("progress: " + e.bytesLoaded + " of " + e.bytesTotal); } private function onLoadComplete(e:Event):void { trace("loaded"); } private function onLoadError(e:IOErrorEvent):void { trace("error: " + e.text) }We’ll end up doing something more useful with these, but for now we’ll fire off a trace just to make sure the functions get called in response to events. For reference, the entire class should look something like this (additions from this step are highlighted):
package com.tutsplus.coverflow { import flash.display.*; import flash.geom.*; import flash.events.*; import flash.net.*; import flash.utils.*; public class Cover extends Sprite { private var _src:String; private var _caption:String; private var _data:XML; private var _loader:Loader; private var _reflection:Bitmap; private var _backgroundColor:uint; public function Cover(caption:String, data:XML, backgroundColor:Number) { _caption = caption; _data = data; _backgroundColor = backgroundColor; } public function get caption():String { return _caption; } public function get data():XML { return _data; } public function set backgroundColor(num:Number):void { _backgroundColor = num; } public function get backgroundColor():Number { return _backgroundColor; } public function load(src:String):void { _src = src; _loader = new Loader(); _loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoadProgress); _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete); _loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); addChild(_loader); _loader.load(new URLRequest(_src)); } private function onLoadProgress(e:ProgressEvent):void { trace("progress: " + e.bytesLoaded + " of " + e.bytesTotal); } private function onLoadComplete(e:Event):void { trace("loaded"); } private function onLoadError(e:IOErrorEvent):void { trace("error: " + e.text) } } }Now, to test this, we need to hop back over to CoverFlow.as and at some point in the constructor, call the
loadmethod and pass in a valid path to an image:public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover("I am a caption", <data />, _backgroundColor); _coversContainer.addChild(test); _background = new Shape(); addChildAt(_background, 0); drawBackground(); scrollRect = new Rectangle(0, 0, _width, _height); trace(test.caption); trace(test.data.toXMLString()); trace(test.backgroundColor); test.load("images/best.jpg"); }If you test the movie now, not only should you see an image show up in place of the red square:
…but you should also see some traces in the Output panel confirming that the progress and complete events were firing (your actual progress events may vary):
Obviously, the load completed because the image appeared, but it’s good to make sure we hooked up the event correctly. If you want to test the error event, just change the path value passed into the Cover constructor to something that won’t work, and you should see a different trace.
Step 16: Center the Image
Movement within the “flow” has two requirements. First, items need to rotate about a vertical axis that is centered horizontally on the image. Second, the bottom of the image needs to be aligned to a “ground” so that images of varying heights are all “sitting” on the same plane.
To make the vertical rotation easy, we can center the image horizontally in relation to the containing Sprite. Similarly, to make the bottom alignment easy, we can position the image so that its bottom edge is at the x-axis of the containing Sprite. To pull this off, we need know the size of the image that we just loaded. In order to determine that, we need to make sure the image is loaded before attempting to work with its size. So, all of our centering code needs to be in the complete handler.
Add this to the
onLoadCompletemethod of Cover.as (and remove the trace that is currently there):private function onLoadComplete(e:Event):void { _loader.x = -Math.round(_loader.width / 2); _loader.y = -_loader.height; }If you test this now, you probably won’t see an image at all, because the Cover sprite is being positioned at (0, 0) on the stage, but all of its visible content is above the registration point of the Cover sprite. So, before testing, add a few lines of code to position the Cover object in CoverFlow.as, just after creating the test Cover object:
Test it now, and you should see the image somewhere in the middle of the stage.
If you like, you can go back and re-test the setting of the width and height of the CoverFlow (see Step 12) to see if the scrollRect works to mask out the contents of CoverFlow. You should see a partial Cover object.
Step 17: Reflect the Image
Now we get into some more challenging stuff. We’re going to take the image we just loaded and create a copy of it that is flipped vertically (that is, it was rotated around the bottom edge). We’ll use BitmapData to clone the appearance of the image. Like before, because we need the actual image before we can do this, we’ll initiate the drawing of the reflection in the
onLoadCompletemethod:private function onLoadComplete(e:Event):void { _loader.x = -Math.round(_loader.width / 2); _loader.y = -_loader.height; drawReflection(); } private function drawReflection():void { var clone:BitmapData = new BitmapData(_loader.width, _loader.height, false, 0x000000); var flip:Matrix = new Matrix(); flip.scale(1, -1); flip.translate(0, _loader.height); clone.draw(_loader, flip); _reflection = new Bitmap(clone); addChild(_reflection); _reflection.x = _loader.x; }That’s a lot of code that may be unfamiliar to you, depending on how much you’ve worked with BitmapData.
BitmapData, first of all, is a class that lets you work with the pixels of a bitmap. The first line creates one, specifying a width and height, transparency, and a default fill color.
The next thing we’ll do is usually a straight forward operation, where we draw the graphics of another display object into a rendered bitmap representation. However, we don’t want a straight clone, we want to flip the image. We can do that by passing in a Matrix object into the second parameter of the draw method. A Matrix object represents a geometric, two-dimensional transformation, including scale, rotation, and translation (or position). So, before we do the draw operation, we create a new Matrix object. Then we use the scale method on the Matrix to flip it vertically (the two arguments are horizontal scale and vertical scale; 1 being no change and -1 being an inversion). Next, because the scale operation performs similarly to how display objects work, we actually scaled the image so it’s “pointing” the other direction. So we need to reposition it to get it back onto the bitmap canvas. The translate method does this, repositioning the scaled image by the image’s height.
With the flipped image represented in a BitmapData object, we need to actually display it in a Bitmap object. BitmapData is a pure data representation and is not, itself, displayable. However, the Bitmap object is displayable, and handily enough takes a BitmapData object as the parameter to its constructor, so we create a Bitmap, add it to the display list, and finally position it horizontally to it’s aligned with the original image.
Try this out, and you should be seeing double.
The BitmapData operations can be confusing, so if they’re not clear to you at this point I encourage you to pursue further information on it. BitmapData opens up some very interesting possibilities, so it’s worth learning more about.
Step 18: Fade the Reflection
Now, to make the reflection fade, we need to fade to that background color, and keep the reflection opaque. It will give the appearance of being transparent, but if we keep it opaque, one reflection can be layered on top of another without the lower one showing through. Go ahead and look at the preview again if you need to visualize this:
We’ll add a bunch of drawing code to drawReflection (in Cover.as). Here’s the whole method, with the changes highlighted:
private function drawReflection():void { var clone:BitmapData = new BitmapData(_loader.width, _loader.height, false, 0x000000); var flip:Matrix = new Matrix(); flip.scale(1, -1); flip.translate(0, _loader.height); clone.draw(_loader, flip); _reflection = new Bitmap(clone); addChild(_reflection); _reflection.x = _loader.x; var gradient:Shape = new Shape(); var gradientMatrix:Matrix = new Matrix(); gradientMatrix.createGradientBox(_reflection.width, _reflection.height, Math.PI / 2); var gradientFill:GraphicsGradientFill = new GraphicsGradientFill(GradientType.LINEAR, [_backgroundColor, _backgroundColor], [.5, 1], [0, 255], gradientMatrix); var gradientRect:GraphicsPath = new GraphicsPath(); gradientRect.moveTo(0, 0); gradientRect.lineTo(_reflection.width, 0); gradientRect.lineTo(_reflection.width, _reflection.height); gradientRect.lineTo(0, _reflection.height); gradientRect.lineTo(0, 0); var graphicsData:Vector.<IGraphicsData> = new Vector.<IGraphicsData>(); graphicsData.push(gradientFill, gradientRect); gradient.graphics.drawGraphicsData(graphicsData); _reflection.bitmapData.draw(gradient); }Yup, that’s quite a lot of code to chew on. In summary, it creates another Shape object, in which we draw a linear gradient. The gradient is set to be same color as the main background, with alpha changes going from half transparent to fully opaque, top to bottom. This gradient then gets merged into the BitmapData already containing the flipped reflection of the image, so that the final effect is a reflection that fades out to the background color.
Go ahead and try this out, you should feel good about obtaining these results:
However, if you test this further and try setting up the coverFlow instance in CoverFlowTest with a background color other than black, you’ll see some unpredictable results:
We’ll address this next.
Step 19: Keep Track of the Cover Instances
We are currently using the CoverFlow instance as a place to test a single Cover instance. And even though we’ll eventually get rid of that test instance, we now need to store it in an official list of all instances. We’ll create an Array of Cover instances, and every one that gets creates will get stashed in the Array. Actually, since we’re targeting Flash 10, we can make it a Vector, which will offer a small performance increase.
First, in CoverFlow.as, declare the Vector, alongside the rest of the properties:
Then, instantiate that Vector almost immediately. In the constructor, put this line right after you set the
_widthand_height:And after the “test” Cover object has been created (still in the constructor), add it to the Vector:
The top part of your CoverFlow class should look like this (additions highlighted):
public class CoverFlow extends Sprite { private var _coversContainer:Sprite; private var _width:Number; private var _height:Number; private var _backgroundColor:uint = 0; private var _background:Shape; private var _covers:Vector.<Cover>; public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _covers = new Vector.<Cover>(); _coversContainer = new Sprite(); addChild(_coversContainer); var test:Cover = new Cover("I am a caption", <data />, _backgroundColor); _coversContainer.addChild(test); test.x = _width / 2; test.y = _height / 2; _covers.push(test); trace(test.caption); trace(test.data.toXMLString()); trace(test.backgroundColor); test.load("images/best.jpg"); _background = new Shape(); addChildAt(_background, 0); drawBackground(); } // ...Step 20: Set the Background Color of the Covers
Now, in the
backgroundColorsetter, we not only need to draw the main background, but we need to inform all of our Cover instances that the background color has changed. The entire method will look like this (new code is highlighted):public function set backgroundColor(val:uint):void { _backgroundColor = val; drawBackground(); for each (var cover:Cover in _covers) { cover.backgroundColor = val; } }Then, in the Cover class, update its
backgroundColorsetter so that it redraws the reflection:public function set backgroundColor(num:Number):void { _backgroundColor = num; drawReflection(); }Lastly, we need to do some error checking. In the test case that we have set up right now, the
backgroundColorgets set before the image loads (and this is a reasonable action; typically you’ll set up the CoverFlow and give it a backgroundColor right away, as the images load). Because of this, the Loader has a width and height of 0, which makes the first line of drawReflection produce an Error. If you set thebackgroundColorof the CoverFlow object right now and test the movie, you’ll see this:This is easy enough to handle. If the Loader has a width and/or height of 0, we can safely assume that the loader hasn’t finished loading yet. So, the very first lines of
drawReflectioncan check for this:private function drawReflection():void { if (_loader.width == 0 || _loader.height == 0) { return; } var clone:BitmapData = new BitmapData(_loader.width, _loader.height, false, 0x000000); var flip:Matrix = new Matrix(); // ...Simply exit the method, and everything will be fine. Don’t worry, we also call
drawReflectionfromonLoadComplete, so at that point, the_backgroundColorproperty will be set with the correct value, and the Loader will be loaded, so we can draw. In the event that we want to change the background color after the images have loaded, this still works, because the Loader will have non-zero dimensions, anddrawReflectionwill run from thebackgroundColorsetter.Try it out: go back to CoverFlowTest and set the CoverFlow instance’s background color:
public function CoverFlowTest() { coverFlow = new CoverFlow(stage.stageWidth, stage.stageHeight); addChild(coverFlow); coverFlow.backgroundColor = 0xC14216; }And you’ll have a glorious orange thing going on:
Feel free to remove that line after you’re satisfied that the background color and the reflection works (what, you don’t like orange?).
Step 21: Write an XML Data Source
We’ll move on to providing a real set of data to drive this piece. Our test image can go away, and we’ll start displaying a set of images.
We’ll assume that in order to provide data to the CoverFlow object, it will most likely be provided as an external XML file. This makes for easier changes to live content, but also allows us to load more than one XML file to reuse the same CoverFlow module with different content in the same movie.
Before we write the ActionScript to handle the XML, let’s write our XML file. Create a new text file called coverFlowImages.xml in the same folder as your CoverFlow.fla file. There will be a root node, of course, and inside of that will simply be a list of image nodes, one for each item to appear in the flow. The general format for an image node will look like this:
<image src="path/to/image.jpg" title="A Titillating Title"> whatever data we want to associate with the image </image>It’s assumed that the image will have an image path, and probably a title. However, we may want to associate more data with each image, which might just be simple text, or we could even provide a nested XML structure with complex data within, for example:
<image src="people/DruKepple.jpg" title="Dru Kepple, ActionScript Implementor"> <name> <first>Dru</first> <last>Kepple</last> </name> <employment> <company name="Summit Projects" url="http://www.summitprojects.com" /> <company name="Art Institute of Portland" url="http://www.aidepartments.com" /> </employment> <websites> <site url="summitprojectsflashblog.wordpress.com" /> <site url="www.thekeppleeffect.com" /> <site url="active.tutsplus.com/author/dru-kepple" /> <site url="www.linkedin.com/drukepple" /> </websites> </image>The point here is that inside of the image node, we can put whatever we want (from lengthy and complex XML data to nothing at all). This data will be available through the CoverFlow class, as the XML node that it is.
Here’s our final full document (I used other images and links during the build), a list of images and data culled from active.tutsplus.com:
It looks like a lot, but it’s really just a list of image nodes with two attributes each, the
srcandtitle, and a<link>node nested inside of the<image>node, which houses the URL of the article associated with the image.Step 22: Load an XML File
To load XML, we’ll need a property to store the XML, and a property for a URLLoader to load the XML. We’ll need a public method to initiate a load with a String URL, some internal event handlers for the URLLoader to handle the XML load events. The elements of this step are pretty standard fare for loading XML, so I’ll just pile it all in to one step and not spend too much time explaining things.
Start by adding two properties, one for the urlLoader and one for the xml, at the top of the CoverFlow class, with the rest of the properties.
In CoverFlow’s constructor, create and set up the URLLoader (it doesn’t really matter where in the constructor, but I’m opting for at the end):
Write the URLLoader event handling functions, somewhere in the main body of your class:
private function onXMLLoad(e:Event):void { _xml = new XML(_urlLoader.data); trace("XML Loaded:\n" + _xml); } private function onXMLLoadError(e:IOErrorEvent):void { trace("There was an error loading the XML document: " + e.text); }Right now we’re just tracing things; we’re making sure we convert the URLLoader’s data to XML, then spitting it out as-is. We’re also handling an error in case we get a bad URL to load. We could do something fancier here, but for now we’re really just preventing the error from stopping everything else, while still tracing a message.
We need a public load method, to initiate the XML load. We can assume that if there is already something loaded, we should clear it out first, then start the new load. To that end, we’ll not only start the load on the URLLoader, but also call a method called clearContents to remove anything previously created in the CoverFlow. We’ll fill that in later, but we’ll plan for it and call it, and create an empty method to house it.
public function load(url:String):void { clearContents(); _urlLoader.load(new URLRequest(url)); } private function clearContents():void { }Lastly, we need to upgrade our tests. We need to remove the lines that create a test Cover from CoverFlow’s constructor (I’ve commented them out here so you can identify them, but go ahead and remove them. The next code snippet of this function will have them removed):
public function CoverFlow(w:Number, h:Number) { _width = w; _height = h; _covers = new Vector.<Cover>(); _coversContainer = new Sprite(); addChild(_coversContainer); //var test:Cover = new Cover("I am a caption", <data />, _backgroundColor); //_coversContainer.addChild(test); //test.x = _width / 2; //test.y = _height / 2; //_covers.push(test); //trace(test.caption); //trace(test.data.toXMLString()); //trace(test.backgroundColor); //test.load("images/best.jpg"); _background = new Shape(); addChildAt(_background, 0); drawBackground(); scrollRect = new Rectangle(0, 0, _width, _height); _urlLoader = new URLLoader(); _urlLoader.addEventListener(Event.COMPLETE, onXMLLoad); _urlLoader.addEventListener(IOErrorEvent.IO_ERROR, onXMLLoadError); }And then we need to go back to CoverFlowTest.as and add a call to
load. Pass in the coverFlowImages.xml file we created in the last step.public function CoverFlowTest() { coverFlow = new CoverFlow(stage.stageWidth, stage.stageHeight); addChild(coverFlow); coverFlow.backgroundColor = 0x000000; coverFlow.load("coverFlowImages.xml"); }You should see our XML document traced to the Output panel.
Step 23: Parse the XML
Next we need to parse the XML and eventually do something with the data. We’ll parse it in this step, and start doing something with it in the next step.
In the
onXMLLoadmethod of CoverFlow, remove the trace and replace it with some basic XML looping. For now, we’ll trace out values to make sure we’re parsing them correctly.private function onXMLLoad(e:Event):void { _xml = new XML(_urlLoader.data); var imageList:XMLList = _xml.image; var iLen:uint = imageList.length(); var imageNode:XML; for (var i:uint = 0; i < iLen; i++) { imageNode = imageList[i]; var src:String = imageNode.@src; var title:String = imageNode.@title; trace(src); trace(title); trace(""); } }There isn’t anything too special going on. We’re just selecting all image nodes, loop over them, and then extracting the attributes from them. Now, we’ll do something with them.
Step 24: Creating Cover Objects
We will have the potential to load quite a few images. It will be bet
In this tutorial, we’ll take a basic browser game (which we built in a Tuts+ Premium tutorial), and add progress bars, a preloader, a splash screen, and a lot more polish.
Introduction
In this Tuts+ Premium tutorial, we built a basic card matching game with JavaScript, whose images came from Flickr. Check out the demo:
Click to try the game as it is now.
In this tutorial, we’ll add a lot of polish to the game, by implementing a preloader and progress bar, a splash screen, and a keyword search. Take a look at how the game will turn out:
Click to try the game with the improvements we’ll be adding.
In this tutorial, you’ll learn the JavaScript and HTML necessary to code all these improvements. Download the source files and extract the folder called
StartHere; this contains all the code from the end of the Premium tutorial.In
flickrgame.jsthere is a function calledpreloadImage(), which contains this line:For the purposes of testing, change it to:
This will show the images on the cards all the time, which makes testing a lot easier. You can change this back at any time.
Now, read on!
Step 1:
addKeyPress()Right now we have the tag “dog” hard coded, but the game will get boring quickly if we force the user to use dog photos all the time!
The search input has been sitting there looking pretty, but being totally non-functional all this time. Let’s fix that. We will listen for the user to hit the Enter key and then call the
doSearch()method using whatever they typed in to call the Flickr API.Add the following beneath the
resetImages()function, inflickrgame.js.function addKeyPress() { $(document).on("keypress", function (e) { if (e.keyCode == 13) { doSearch(); } }); }Here we listen for a keypress and if the
keyCodeis equal to 13, we know they pressed the Enter key so we call thedoSearch()function.We need to modify the
doSearchfunction to use the text in the input, so make the following changes:function doSearch() { if ($("#searchterm").val() != "") { $(document).off("keypress"); var searchURL = "http://api.flickr.com/services/rest/?method=flickr.photos.search"; searchURL += "&api_key=" + flickrGame.APIKEY; searchURL += "&tags=" + $("#searchterm").val(); searchURL += "&per_page=36" searchURL += "&license=5,7"; searchURL += "&format=json"; searchURL += "&jsoncallback=?"; $.getJSON(searchURL, setImages); } }Here, we first check that the input is not empty (we don’t want to search for nothing), then we remove the
keypresslistener. Finally, we alter thetagsto use the input’s value.The last thing we need to do is remove the call to
doSearch()in the JS file. Find where we are manually callingdoSearch()and remove it. (It’s right after theaddKeyPress()function.)Dont forget to actually call the
addKeyPress()function. I called it right beneath where I declared it.function addKeyPress() { $(document).on("keypress", function (e) { if (e.keyCode == 13) { doSearch(); } }); } addKeyPress();Now if you test the game you wont see any images until you do a search.
Step 2: Contacting Server
When we make our first call to Flickr’s API there is a slight delay. We will show an animated GIF (a “throbber”) while we contact the server, and remove it once the call comes back.
Add the following to the
doSearch()function.function doSearch() { if ($("#searchterm").val() != "") { $(document).off("keypress"); $("#infoprogress").css({ 'visibility': 'visible' }); var searchURL = "http://api.flickr.com/services/rest/?method=flickr.photos.search"; searchURL += "&api_key=" + flickrGame.APIKEY; searchURL += "&tags=" + $("#searchterm").val(); searchURL += "&per_page=36" searchURL += "&license=5,7"; searchURL += "&format=json"; searchURL += "&jsoncallback=?"; $.getJSON(searchURL, setImages); } }This sets the
#infoprogressdiv to be visible. Once the information comes back from Flickr, we will hide it. To do so, add the following code to thesetImages()function:function setImages(data) { $("#infoprogress").css({ 'visibility': 'hidden' }); $.each(data.photos.photo, function (i, item) { var imageURL = 'http://farm' + item.farm + '.static.flickr.com/' + item.server + '/' + item.id + '_' + item.secret + '_' + 'q.jpg'; flickrGame.imageArray.push({ imageUrl: imageURL, photoid: item.id }); }); infoLoaded(); }If you test the game now, you should see the loader image show while contacting the Flickr API.
Step 3: Get Photo Info
We need to get the information for each photo we use. We will call the
method=flickr.photos.getInfoon each photo, and then call theinfoLoaded()function every time the information is loaded. Once the information for every photo has loaded, the game continues as before.There is a lot of new information to take in here, so we will break it down step by step. First, add the following to the
setImages()function:function setImages(data) { $("#infoprogress").css({ 'visibility': 'hidden' }); if (data.photos.photo.length >= 12) { $("#searchdiv").css({ 'visibility': 'hidden' }); $.each(data.photos.photo, function (i, item) { var imageURL = 'http://farm' + item.farm + '.static.flickr.com/' + item.server + '/' + item.id + '_' + item.secret + '_' + 'q.jpg'; flickrGame.imageArray.push({ imageUrl: imageURL, photoid: item.id }); var getPhotoInfoURL = "http://api.flickr.com/services/rest/?method=flickr.photos.getInfo"; getPhotoInfoURL += "&api_key=" + flickrGame.APIKEY; getPhotoInfoURL += "&photo_id=" + item.id; getPhotoInfoURL += "&format=json"; getPhotoInfoURL += "&jsoncallback=?"; $.getJSON(getPhotoInfoURL, infoLoaded); }); } else { alert("NOT ENOUGH IMAGES WERE RETURNED"); addKeyPress(); } flickrGame.numberPhotosReturned = flickrGame.imageArray.length; }Now that we are getting the tags from the user we should make sure enough images were returned to make up a single game (12). If so, we hide the input so the player can’t do another search mid-game. We set a variable
getPhotoInfoURLand use themethod=flickr.photos.getInfo– notice that we are using theitem.idfor thephoto_id. We then use the jQuery’sgetJSONmethod, and callinfoLoaded.If not enough images were returned, we throw up an alert and call
addKeyPress()so the user can do another search.So we need to know how many images were returned from the call to the Flickr API, and we store this in the variable
numberPhotosReturned, which we add to ourflickrGameobject:var flickrGame = { APIKEY: "76656089429ab3a6b97d7c899ece839d", imageArray: [], tempImages:[], theImages: [], chosenCards: [], numberPhotosReturned: 0 }(Make sure you add a comma after
chosenCards: [].)We cannot test just yet; if we did we would be calling
preloadImages()36 times in a row since that is all ourinfoLoaded()function does at the moment. Definitely not what we want. In the next step we will flesh out theinfoLoaded()function.Step 4:
infoLoaded()The
infoLoaded()function receives information about a single photo. It adds the information to theimageArrayfor the proper photo, and keeps track of how many photos’ info have been loaded; if this number is equal tonumberPhotosReturned, it callspreloadImages().Delete the call to
preloadImages()and put the following inside theinfoLoaded()function:flickrGame.imageNum += 1; var index = 0; for (var i = 0; i < flickrGame.imageArray.length; i++) { if (flickrGame.imageArray[i].photoid == data.photo.id) { index = i; flickrGame.imageArray[index].username = data.photo.owner.username; flickrGame.imageArray[index].photoURL = data.photo.urls.url[0]._content; } } if (flickrGame.imageNum == flickrGame.numberPhotosReturned) { preloadImages(); } }Here we increment the
imageNumvariable and set a variableindexequal to 0. Inside the for loop we check to see if thephotoidin theimageArrayis equal to thedata.photo.id(remember thedatais a JSON representation of the current image being processed). If they do match we setindexequal toiand update the appropriate index in theimageArraywith ausernameandphotoURLvariable. We’ll need this information when we show the image attributions later.This might seem a bit confusing, but all we are doing is matching up the photos. Since we don’t know the order in which they will be returned from the server we make sure their id’s match, and then we can add the
usernameandphotoURLvariables to the photo.Lastly, we check if
imageNumis equal to thenumberPhotosReturned, and if it is then all images have been processed so we callpreloadImages().Don’t forget to add the
imageNumto theflickrGameobject.var flickrGame = { APIKEY: "76656089429ab3a6b97d7c899ece839d", imageArray: [], tempImages:[], theImages: [], chosenCards: [], numberPhotosReturned: 0, imageNum: 0 }(Make sure you add a comma after the
numberPhotosReturned: 0.)If you test now it will take a little longer for you to see the photos. On top of calling the Flickr API to retrieve the photos, we are now getting information about each one of them.
Step 5: Progress Bar for Photo Info
In this step we will get the progress bar showing when we load the photo information.
Add the following code to the
setImages()function:function setImages(data) { $("#infoprogress").css({ 'visibility': 'hidden' }); $("#progressdiv").css({ 'visibility': 'visible' }); $("#progressdiv p").text("Loading Photo Information"); if (data.photos.photo.length >= 12) { $("#searchdiv").css({ 'visibility': 'hidden' }); $.each(data.photos.photo, function (i, item) { var imageURL = 'http://farm' + item.farm + '.static.flickr.com/' + item.server + '/' + item.id + '_' + item.secret + '_' + 'q.jpg'; flickrGame.imageArray.push({ imageUrl: imageURL, photoid: item.id }); var getPhotoInfoURL = "http://api.flickr.com/services/rest/?method=flickr.photos.getInfo"; getPhotoInfoURL += "&api_key=" + flickrGame.APIKEY; getPhotoInfoURL += "&photo_id=" + item.id; getPhotoInfoURL += "&format=json"; getPhotoInfoURL += "&jsoncallback=?"; $.getJSON(getPhotoInfoURL, infoLoaded); }); } else { $("#progressdiv").css({ 'visibility': 'hidden' }); alert("NOT ENOUGH IMAGES WERE RETURNED"); addKeyPress(); } flickrGame.numberPhotosReturned = flickrGame.imageArray.length; }This shows the
#progressdivand changes the paragraph’s text within the#progressdivto read “Loading Photo Information”. If not enough images were returned we hide the#progressdiv.Next add the following to the
infoLoaded()function:function infoLoaded(data) { flickrGame.imageNum += 1; var percentage = Math.floor(flickrGame.imageNum / flickrGame.numberPhotosReturned * 100); $("#progressbar").progressbar({ value: percentage }); var index = 0; for (var i = 0; i < flickrGame.imageArray.length; i++) { if (flickrGame.imageArray[i].photoid == data.photo.id) { index = i flickrGame.imageArray[index].username = data.photo.owner.username; flickrGame.imageArray[index].photoURL = data.photo.urls.url[0]._content; } } if (flickrGame.imageNum == flickrGame.numberPhotosReturned) { preloadImages(); } }Here we set a variable
percentageequal toMath.floor(flickrGame.imageNum / flickrGame.numberPhotosReturned * 100); this makes sure we get a number between 0 and 100. Then we call$("#progressbar").progressbar()and set thevalueproperty equal topercentage.Now if you test the game it should work just as before, but with a progress bar. Well, there is one problem: the progress bar sticks around after the images get drawn. In the game we first load the photo information, then we preload the images and both use the progress bar. We will fix this in the next step.
Step 6: Preloading the Images
In this step we will utlilize the jQuery.imgpreload plugin (it’s already in the source download). As soon as all the file information from the above steps has been loaded, the progress bar resets itself and monitors the loading of the images.
Add the following to the
preloadImages()function:function preloadImages() { flickrGame.tempImages = flickrGame.imageArray.splice(0, 12); for (var i = 0; i < flickrGame.tempImages.length; i++) { for (var j = 0; j < 2; j++) { var tempImage = new Image(); tempImage.src = "cardFront.png"; tempImage.imageSource = flickrGame.tempImages[i].imageUrl; flickrGame.theImages.push(tempImage); } } $("#progressdiv").css({ 'visibility': 'visible' }); $("#progressdiv p").text("Loading Images"); var tempImageArray = []; for (var i = 0; i < flickrGame.tempImages.length; i++) { tempImageArray.push(flickrGame.tempImages[i].imageUrl); } $.imgpreload(tempImageArray, { each: function () { if ($(this).data('loaded')) { flickrGame.numImagesLoaded++; var percentage = Math.floor(flickrGame.numImagesLoaded / flickrGame.totalImages * 100); $("#progressbar").progressbar({ value: percentage }); } }, all: function () { $("#progressdiv").css({ 'visibility': 'hidden' }); drawImages(); } }); }Here we set the
#progressdivto be visible and change the paragraph to read “Loading Images”. We set up a temporary array and add the temporary images’ URLs to it, then pass the entire array to$.imgpreloadto kick off the preload.The
eachfunction gets run each time a photo is preloaded, and theallfunction gets run when all the images have been preloaded. Insideeach()we check to make sure the image actually was loaded, increment thenumImagesLoadedvariable, and use the same method for the percentage and progress bar as before. (ThetotalImagesis 12 since that how many we are using per game.)Once all the images have been preloaded (that is, when
all()is run) we set the#progessdivto hidden and call thedrawImages()function.We need to add the
numImagesLoadedandtotalImagesvariables to ourflickrGameobject:var flickrGame = { APIKEY: "76656089429ab3a6b97d7c899ece839d", imageArray: [], tempImages:[], theImages: [], chosenCards: [], numberPhotosReturned: 0, imageNum: 0, numImagesLoaded: 0, totalImages: 12 }(Make sure you add the comma after
imageNum.)If you test the game now, you should see the progress bar for both the photo information and for the preloading of the images.
Step 7: Showing the Attributions
To conform to the Flickr API terms of service, we have to show attributions for the images we use. (It’s also polite to do so.)
Add the following code within the
hideCards()function:function hideCards() { $(flickrGame.chosenCards[0]).animate({ 'opacity': '0' }); $(flickrGame.chosenCards[1]).animate({ 'opacity': '0' }); flickrGame.theImages.splice(flickrGame.theImages.indexOf(flickrGame.chosenCards[0]), 1); flickrGame.theImages.splice(flickrGame.theImages.indexOf(flickrGame.chosenCards[1]), 1); $("#image1").css('background-image', 'none'); $("#image2").css('background-image', 'none'); if (flickrGame.theImages.length == 0) { $("#gamediv img.card").remove(); $("#gamediv").css({ 'visibility': 'hidden' }); showAttributions(); } addListeners(); flickrGame.chosenCards = new Array(); }Here, we check if the number of images left is zero, and if so we know the user has matched all of the cards. We therefore remove all the cards from the DOM and set the
#gamedivto be hidden. Then, we call theshowAttributions()function which we will code next.Step 8: Show Attributions
In this step we will code the
showAttributions()function.Add the following beneath the
checkForMatch()function you coded in the steps above:function showAttributions() { $("#attributionsdiv").css({ 'visibility': 'visible' }); $("#attributionsdiv div").each(function (index) { $(this).find('img').attr('src', flickrGame.tempImages[index].imageUrl). next().html('<span>Username: </span> ' + flickrGame.tempImages[index].username + '<br/>' + '<a href="' + flickrGame.tempImages[index].photoURL + '"target="_blank">View Photo</a>'); }); }Here we set the
#attributionsdivto be visible, and then loop through each div within it. There are 12 divs, each with an image and a paragraph; we use jQuery’sfind()method to find theimgwithin the div, set thesrcof the image to the correctimageUrl, and use jQuery’snext()method to set theusernameandphotoURLto the info from Flickr.Here are links to jQuery’s find() and next() methods so you can learn more about them.
If you test the game now and play through a level, you’ll see the attributions with a link to the image on Flickr. You will also see two buttons: one for the next level and one for a new game. We will get these buttons working in the next steps.
Step 9: Next Level
In our call to the Flickr API we set
per_pageto 36, to request that many images at once. Since we are using 12 images per game, this means that there can be up to three levels. In this step we will get the Next Level button working.Add the following code within the
setImages()function:function setImages(data) { // ... snip ... flickrGame.numberPhotosReturned = flickrGame.imageArray.length; flickrGame.numberLevels = Math.floor(flickrGame.numberPhotosReturned / 12); }We need to know how many levels the game will have. This depends on how many images were returned from our search. It will not always be 36. For example, I searched for “hmmmm” and it returned about 21 photos at the time. We’ll use
Math.floor()to round the number down – we don’t want 2.456787 levels, after all, and it would throw the game logic way off.Make sure you add the
numberLevelsvariable to theflickrGameobject:var flickrGame = { APIKEY: "76656089429ab3a6b97d7c899ece839d", imageArray: [], tempImages:[], theImages: [], chosenCards: [], numberPhotosReturned: 0, imageNum: 0, numImagesLoaded: 0, totalImages: 12, numberLevels: 0 }(Don’t forget to add the comma after
totalImages: 12.)Now modify the
drawImages()function as follows:function drawImages() { flickrGame.currentLevel += 1; $("#leveldiv").css({ 'visibility': 'visible' }).html("Level " + flickrGame.currentLevel + " of " + flickrGame.numberLevels); flickrGame.theImages.sort(randOrd); for (var i = 0; i < flickrGame.theImages.length; i++) { $(flickrGame.theImages[i]).attr("class", "card").appendTo("#gamediv"); } addListeners(); }Here we increment the
currentLevelvariable, set the#leveldivto be visible and set the HTML of the div to read what level we are on and how many levels there are.Once again, we need to add the
currentLevelvariable to ourflickrGameobject.var flickrGame = { APIKEY: "76656089429ab3a6b97d7c899ece839d", imageArray: [], tempImages:[], theImages: [], chosenCards: [], numberPhotosReturned: 0, imageNum: 0, numImagesLoaded: 0, totalImages: 12, numberLevels: 0, currentLevel: 0 }(I’m sure you don’t need reminding by now, but make sure you add the comma after
numberLevels: 0.)Now modify the
showAttributions()function to the following:function showAttributions() { $("#leveldiv").css({ 'visibility': 'hidden' }); $("#attributionsdiv").css({ 'visibility': 'visible' }); if (flickrGame.currentLevel == flickrGame.numberLevels) { $("#nextlevel_btn").css({ 'visibility': 'hidden' }); } else { $("#nextlevel_btn").css({ 'visibility': 'visible' }); } $("#attributionsdiv div").each(function (index) { $(this).find('img').attr('src', flickrGame.tempImages[index].imageUrl); $(this).find('p').html('<span>Username: </span> ' + flickrGame.tempImages[index].username + '<br/>' + '<a href="' + flickrGame.tempImages[index].photoURL + '"target="_blank">View Photo</a>'); }); }We hide the
#leveldivby setting its visibility tohidden.Next we check whether the
currentLevelis equal to thenumberLevels. If they are equal, there are no more levels available so we hide the#nextlevel_btn; otherwise, we show it.Finally we need to wire up the
#nextlevel_btn. Add the following code beneath theaddKeyPress()function you created in the step above:$("#nextlevel_btn").on("click", function (e) { $(this).css({ 'visibility': 'hidden' }); $("#gamediv").css({ 'visibility': 'visible' }); $("#attributionsdiv").css({ 'visibility': 'hidden' }); flickrGame.numImagesLoaded = 0; preloadImages(); });Here we hide the button, reveal the
#gamediv, hide the#attributionsdiv, reset thenumImagesLoadedvariable, and callpreloadImages()which grabs the next 12 images.You can test the game now and should be able to play through all the levels. We will wire up the
#newgame_btnin the coming steps.Step 10: Starting a New Game
You can begin a new game at any time, but after all the levels have been played that is the only option. In this step we will wire up the
#newgame_btn.Add the following beneath the code for the
#nextlevel_btnyou added in the step above:$("#newgame_btn").on("click", function (e) { $("#gamediv").css({ 'visibility': 'visible' }); $("#leveldiv").css({ 'visibility': 'hidden' }); $("#attributionsdiv").css({ 'visibility': 'hidden' }); $("#searchdiv").css({ 'visibility': 'visible' }); $("#nextlevel_btn").css({ 'visibility': 'hidden' }); flickrGame.imageNum = 0; flickrGame.numImagesLoaded = 0; flickrGame.imageArray = new Array(); flickrGame.currentLevel = 0; flickrGame.numberLevels = 0; addKeyPress(); });Here we reveal the
#gamediv, hide the#leveldivand#attributionsdiv, reveal the#searchdiv, and hide the#nextlevel_btn. We then reset some variables, and calladdKeyPress()so the user can search again.If you test now you should be able to start a new game at any time, as well as when all levels have been played.
The game is complete as far as gameplay is concerned, but we need to show a splash screen. We’ll do this in the next step.
Step 11: Splash Screen
We need to make some changes to our CSS file. Specifically, we need to set the
#gamedivvisibility to hidden, and set the#introscreento visible. Openstyles/game.cssand make those changes now:#gamediv { position:absolute; left:150px; width:600px; height:375px; border: 1px solid black; padding:10px; color:#FF0080; visibility:hidden; background: #FFFFFF url('../pattern.png'); } #introscreen{ position:absolute; left:150px; width:600px; height:375px; border: 1px solid black; padding-top:10px; color:#FF0080; visibility:visible; background: #FFFFFF url('../pattern.png'); padding-left:80px; }Next we need to change the
addKeyPress()function. Remove everything fromaddKeyPress()and replace it with the following:function addKeyPress() { $(document).on("keypress", function (e) { if (e.keyCode == 13) { if (!flickrGame.gameStarted) { hideIntroScreen(); } else { doSearch(); } flickrGame.gameStarted = true; } }); }Here we check if the user has pressed the Enter key, then we check whether the game has started. If it hasn’t we call
hideIntroScreen(); otherwise, we calldoSearch(); either way, we mark the game as having started. This means that the first time the user presses Enter it will callhideIntroScreen(), and the next time the user presses the Enter key it will calldoSearch().Now we need to code the
hideIntroScreen()function. Add the following beneath theaddKeyPress()function:function hideIntroScreen() { $("#gamediv").css({ 'visibility': 'visible' }); $("#introscreen").css({ 'visibility': 'hidden' }); }If you test the game now you should see the splash screen; press Enter and you can play the game as before.
Step 12: A Better Alert
Right now if enough images are not returned for a game, we pop up an alert. Although this works, we can make it look a little nicer by using jQuery UI’s dialog.
We need to edit
index.html, so open it and add the following right inside the#gamediv:Now we need tie it in. Add the following beneath the
hideIntroScreen()function in the JS file:$("#dialog").dialog({ autoOpen: false });This code converts the
#dialogdiv into a dialog; we disable the auto-open feature.We want to trigger this dialog to open instead of the alert we had before, so remove the alert from the
setImages()function and replace it with the following:} else { $("#progressdiv").css({ 'visibility': 'hidden' }); $("#dialog").dialog('open'); addKeyPress(); } flickrGame.numberPhotosReturned = flickrGame.imageArray.length; flickrGame.numberLevels = Math.floor(flickrGame.numberPhotosReturned / 12); }Now, if not enough images are returned we get a nice looking dialog, instead of using an alert reminiscent of webpages from the ’90s.
Don’t forget to change this line, from
preloadImages():…back to this:
…otherwise, the game will be a bit too easy!
Now test the final game. If anything’s not quite right, you can always compare your source to mine, or ask a question in the comments.
Conclusion
We have coded a fun little game using images from the Flickr API, and given it a decent layer or two of polish. I hope you enjoyed this tutorial and learned something worthwhile. Thanks for reading and have fun!
If you’ve been doing JavaScript development long enough, you’ve most likely crashed your browser a few times. The problem usually turns out to be some JavaScript bug, like an endless
whileloop; if not, the next suspect is page transformations or animations – the kind that involve adding and removing elements from the webpage or animating CSS style properties. This tutorial focuses on optimising animations produced using JS and the HTML5<canvas>element.This tutorial starts and ends with what the HTML5 animation widget you see below:
We will take it with us on a journey, exploring the different emerging canvas optimization tips and techniques and applying them to the widget’s JavaScript source code. The goal is to improve on the widget’s execution speed and end up with a smoother, more fluid animation widget, powered by leaner, more efficient JavaScript.
The source download contains the HTML and JavaScript from each step in the tutorial, so you can follow along from any point.
Let’s take the first step.
Step 1: Play the Movie Trailer
The widget above is based on the movie trailer for Sintel, a 3D animated movie by the Blender Foundation. It’s built using two of HTML5′s most popular additions: the
<canvas>and<video>elements.The
<video>loads and plays the Sintel video file, while the<canvas>generates its own animation sequence by taking snapshots of the playing video and blending it with text and other graphics. When you click to play the video, the canvas springs to life with a dark background that’s a larger black and white copy of the playing video. Smaller, colored screen-shots of the video are copied to the scene, and glide across it as part of a film roll illustration.In the top left corner, we have the title and a few lines of descriptive text that fade in and out as the animation plays. The script’s performance speed and related metrics are included as part of the animation, in the small black box at the bottom left corner with a graph and vivid text. We’ll be looking at this particular item in more detail later.
Finally, there’s a large rotating blade that flies across the scene at the beginning of the animation, whose graphic is loaded from an external PNG image file.
Step 2: View the Source
The source code contains the usual mix of HTML, CSS and Javascript. The HTML is sparse: just the
<canvas>and<video>tags, enclosed in a container<div>:The container
<div>is given an ID (animationWidget), which acts as a hook for all the CSS rules applied to it and its contents (below).#animationWidget{ border:1px #222 solid; position:relative; width: 570px; height: 220px; } #animationWidget canvas{ border:1px #222 solid; position:absolute; top:5px; left:5px; } #animationWidget video{ position:absolute; top:110px; left:380px; }While HTML and CSS are the marinated spices and seasoning, its the JavaScript that’s the meat of the widget.
init()function is called whenever the video starts playing, and sets up all the objects used in the script.sampleVideo()function captures the current frame of the playing video, whilesetBlade()loads an external image required by the animation.main()function, which is like the script’s heartbeat. Run at regular intervals once the video starts playing, it paints each frame of the animation by first clearing the canvas, then calling each one of the script’s five drawing functions:drawBackground()drawFilm()drawTitle()drawDescription()drawStats()As the the names suggest, each drawing function is responsible for drawing an item in the animation scene. Structuring the code this way improves flexibility and makes future maintenance easier.
The full script is shown below. Take a moment to assess it, and see if you can spot any changes you would make to speed it up.
(function(){ if( !document.createElement("canvas").getContext ){ return; } //the canvas tag isn't supported var mainCanvas = document.getElementById("mainCanvas"); // points to the HTML canvas element above var mainContext = mainCanvas.getContext('2d'); //the drawing context of the canvas element var video = document.getElementById("video"); // points to the HTML video element var frameDuration = 33; // the animation's speed in milliseconds video.addEventListener( 'play', init ); // The init() function is called whenever the user presses play & the video starts/continues playing video.addEventListener( 'ended', function(){ drawStats(true); } ); //drawStats() is called one last time when the video end, to sum up all the statistics var videoSamples; // this is an array of images, used to store all the snapshots of the playing video taken over time. These images are used to create the 'film reel' var backgrounds; // this is an array of images, used to store all the snapshots of the playing video taken over time. These images are used as the canvas background var blade; //An canvas element to store the image copied from blade.png var bladeSrc = 'blade.png'; //path to the blade's image source file var lastPaintCount = 0; // stores the last value of mozPaintCount sampled var paintCountLog = []; // an array containing all measured values of mozPaintCount over time var speedLog = []; // an array containing all the execution speeds of main(), measured in milliseconds var fpsLog = []; // an array containing the calculated frames per secong (fps) of the script, measured by counting the calls made to main() per second var frameCount = 0; // counts the number of times main() is executed per second. var frameStartTime = 0; // the last time main() was called // Called when the video starts playing. Sets up all the javascript objects required to generate the canvas animation and measure perfomance function init(){ if( video.currentTime > 1 ){ return; } bladeSrc = new Image(); bladeSrc.src = "blade.png"; bladeSrc.onload = setBlade; backgrounds = []; videoSamples = []; fpsLog = []; paintCountLog = []; if( window.mozPaintCount ){ lastPaintCount = window.mozPaintCount; } speedLog = []; frameCount = 0; frameStartTime = 0; main(); setTimeout( getStats, 1000 ); } // As the scripts main function, it controls the pace of the animation function main(){ setTimeout( main, frameDuration ); if( video.paused || video.ended ){ return; } var now = new Date().getTime(); if( frameStartTime ){ speedLog.push( now - frameStartTime ); } frameStartTime = now; if( video.readyState < 2 ){ return; } frameCount++; mainCanvas.width = mainCanvas.width; //clear the canvas drawBackground(); drawFilm(); drawDescription(); drawStats(); drawBlade(); drawTitle(); } // This function is called every second, and it calculates and stores the current frame rate function getStats(){ if( video.readyState >= 2 ){ if( window.mozPaintCount ){ //this property is specific to firefox, and tracks how many times the browser has rendered the window since the document was loaded paintCountLog.push( window.mozPaintCount - lastPaintCount ); lastPaintCount = window.mozPaintCount; } fpsLog.push(frameCount); frameCount = 0; } setTimeout( getStats, 1000 ); } // create blade, the ofscreen canavs that will contain the spining animation of the image copied from blade.png function setBlade(){ blade = document.createElement("canvas"); blade.width = 400; blade.height = 400; blade.angle = 0; blade.x = -blade.height * 0.5; blade.y = mainCanvas.height/2 - blade.height/2; } // Creates and returns a new image that contains a snapshot of the currently playing video. function sampleVideo(){ var newCanvas = document.createElement("canvas"); newCanvas.width = video.width; newCanvas.height = video.height; newCanvas.getContext("2d").drawImage( video, 0, 0, video.width, video.height ); return newCanvas; } // renders the dark background for the whole canvas element. The background features a greyscale sample of the video and a gradient overlay function drawBackground(){ var newCanvas = document.createElement("canvas"); var newContext = newCanvas.getContext("2d"); newCanvas.width = mainCanvas.width; newCanvas.height = mainCanvas.height; newContext.drawImage( video, 0, video.height * 0.1, video.width, video.height * 0.5, 0, 0, mainCanvas.width, mainCanvas.height ); var imageData, data; try{ imageData = newContext.getImageData( 0, 0, mainCanvas.width, mainCanvas.height ); data = imageData.data; } catch(error){ // CORS error (eg when viewed from a local file). Create a solid fill background instead newContext.fillStyle = "yellow"; newContext.fillRect( 0, 0, mainCanvas.width, mainCanvas.height ); imageData = mainContext.createImageData( mainCanvas.width, mainCanvas.height ); data = imageData.data; } //loop through each pixel, turning its color into a shade of grey for( var i = 0; i < data.length; i += 4 ){ var red = data[i]; var green = data[i + 1]; var blue = data[i + 2]; var grey = Math.max( red, green, blue ); data[i] = grey; data[i+1] = grey; data[i+2] = grey; } newContext.putImageData( imageData, 0, 0 ); //add the gradient overlay var gradient = newContext.createLinearGradient( mainCanvas.width/2, 0, mainCanvas.width/2, mainCanvas.height ); gradient.addColorStop( 0, '#000' ); gradient.addColorStop( 0.2, '#000' ); gradient.addColorStop( 1, "rgba(0,0,0,0.5)" ); newContext.fillStyle = gradient; newContext.fillRect( 0, 0, mainCanvas.width, mainCanvas.height ); mainContext.save(); mainContext.drawImage( newCanvas, 0, 0, mainCanvas.width, mainCanvas.height ); mainContext.restore(); } // renders the 'film reel' animation that scrolls across the canvas function drawFilm(){ var sampleWidth = 116; // the width of a sampled video frame, when painted on the canvas as part of a 'film reel' var sampleHeight = 80; // the height of a sampled video frame, when painted on the canvas as part of a 'film reel' var filmSpeed = 20; // determines how fast the 'film reel' scrolls across the generated canvas animation. var filmTop = 120; //the y co-ordinate of the 'film reel' animation var filmAngle = -10 * Math.PI / 180; //the slant of the 'film reel' var filmRight = ( videoSamples.length > 0 )? videoSamples[0].x + videoSamples.length * sampleWidth : mainCanvas.width; //the right edge of the 'film reel' in pixels, relative to the canvas //here, we check if the first frame of the 'film reel' has scrolled out of view if( videoSamples.length > 0 ){ var bottomLeftX = videoSamples[0].x + sampleWidth; var bottomLeftY = filmTop + sampleHeight; bottomLeftX = Math.floor( Math.cos(filmAngle) * bottomLeftX - Math.sin(filmAngle) * bottomLeftY ); // the final display position after rotation if( bottomLeftX < 0 ){ //the frame is offscreen, remove it's refference from the film array videoSamples.shift(); } } // add new frames to the reel as required while( filmRight <= mainCanvas.width ){ var newFrame = {}; newFrame.x = filmRight; newFrame.canvas = sampleVideo(); videoSamples.push(newFrame); filmRight += sampleWidth; } // create the gradient fill for the reel var gradient = mainContext.createLinearGradient( 0, 0, mainCanvas.width, mainCanvas.height ); gradient.addColorStop( 0, '#0D0D0D' ); gradient.addColorStop( 0.25, '#300A02' ); gradient.addColorStop( 0.5, '#AF5A00' ); gradient.addColorStop( 0.75, '#300A02' ); gradient.addColorStop( 1, '#0D0D0D' ); mainContext.save(); mainContext.globalAlpha = 0.9; mainContext.fillStyle = gradient; mainContext.rotate(filmAngle); // loops through all items of film array, using the stored co-ordinate values of each to draw part of the 'film reel' for( var i in videoSamples ){ var sample = videoSamples[i]; var punchX, punchY, punchWidth = 4, punchHeight = 6, punchInterval = 11.5; //draws the main rectangular box of the sample mainContext.beginPath(); mainContext.moveTo( sample.x, filmTop ); mainContext.lineTo( sample.x + sampleWidth, filmTop ); mainContext.lineTo( sample.x + sampleWidth, filmTop + sampleHeight ); mainContext.lineTo( sample.x, filmTop + sampleHeight ); mainContext.closePath(); //adds the small holes lining the top and bottom edges of the 'fim reel' for( var j = 0; j < 10; j++ ){ punchX = sample.x + ( j * punchInterval ) + 5; punchY = filmTop + 4; mainContext.moveTo( punchX, punchY + punchHeight ); mainContext.lineTo( punchX + punchWidth, punchY + punchHeight ); mainContext.lineTo( punchX + punchWidth, punchY ); mainContext.lineTo( punchX, punchY ); mainContext.closePath(); punchX = sample.x + ( j * punchInterval ) + 5; punchY = filmTop + 70; mainContext.moveTo( punchX, punchY + punchHeight ); mainContext.lineTo( punchX + punchWidth, punchY + punchHeight ); mainContext.lineTo( punchX + punchWidth, punchY ); mainContext.lineTo( punchX, punchY ); mainContext.closePath(); } mainContext.fill(); } //loop through all items of videoSamples array, update the x co-ordinate values of each item, and draw its stored image onto the canvas mainContext.globalCompositeOperation = 'lighter'; for( var i in videoSamples ){ var sample = videoSamples[i]; sample.x -= filmSpeed; mainContext.drawImage( sample.canvas, sample.x + 5, filmTop + 10, 110, 62 ); } mainContext.restore(); } // renders the canvas title function drawTitle(){ mainContext.save(); mainContext.fillStyle = 'black'; mainContext.fillRect( 0, 0, 368, 25 ); mainContext.fillStyle = 'white'; mainContext.font = "bold 21px Georgia"; mainContext.fillText( "SINTEL", 10, 20 ); mainContext.restore(); } // renders all the text appearing at the top left corner of the canvas function drawDescription(){ var text = []; //stores all text items, to be displayed over time. the video is 60 seconds, and each will be visible for 10 seconds. text[0] = "Sintel is an independently produced short film, initiated by the Blender Foundation."; text[1] = "For over a year an international team of 3D animators and artists worked in the studio of the Amsterdam Blender Institute on the computer-animated short 'Sintel'."; text[2] = "It is an epic short film that takes place in a fantasy world, where a girl befriends a baby dragon."; text[3] = "After the little dragon is taken from her violently, she undertakes a long journey that leads her to a dramatic confrontation."; text[4] = "The script was inspired by a number of story suggestions by Martin Lodewijk around a Cinderella character (Cinder in Dutch is 'Sintel'). "; text[5] = "Screenwriter Esther Wouda then worked with director Colin Levy to create a script with multiple layers, with strong characterization and dramatic impact as central goals."; text = text[Math.floor( video.currentTime / 10 )]; //use the videos current time to determine which text item to display. mainContext.save(); var alpha = 1 - ( video.currentTime % 10 ) / 10; mainContext.globalAlpha = ( alpha < 5 )? alpha : 1; mainContext.fillStyle = '#fff'; mainContext.font = "normal 12px Georgia"; //break the text up into several lines as required, and write each line on the canvas text = text.split(' '); var colWidth = mainCanvas.width * .75; var line = ''; var y = 40; for(var i in text ){ line += text[i] + ' '; if( mainContext.measureText(line).width > colWidth ){ mainContext.fillText( line, 10, y ); line = ''; y += 12; } } mainContext.fillText( line, 10, y ); mainContext.restore(); } //updates the bottom-right potion of the canvas with the latest perfomance statistics function drawStats( average ){ var x = 245.5, y = 130.5, graphScale = 0.25; mainContext.save(); mainContext.font = "normal 10px monospace"; mainContext.textAlign = 'left'; mainContext.textBaseLine = 'top'; mainContext.fillStyle = 'black'; mainContext.fillRect( x, y, 120, 75 ); //draw the x and y axis lines of the graph y += 30; x += 10; mainContext.beginPath(); mainContext.strokeStyle = '#888'; mainContext.lineWidth = 1.5; mainContext.moveTo( x, y ); mainContext.lineTo( x + 100, y ); mainContext.stroke(); mainContext.moveTo( x, y ); mainContext.lineTo( x, y - 25 ); mainContext.stroke(); // draw the last 50 speedLog entries on the graph mainContext.strokeStyle = '#00ffff'; mainContext.fillStyle = '#00ffff'; mainContext.lineWidth = 0.3; var imax = speedLog.length; var i = ( speedLog.length > 50 )? speedLog.length - 50 : 0 mainContext.beginPath(); for( var j = 0; i < imax; i++, j += 2 ){ mainContext.moveTo( x + j, y ); mainContext.lineTo( x + j, y - speedLog[i] * graphScale ); mainContext.stroke(); } // the red line, marking the desired maximum rendering time mainContext.beginPath(); mainContext.strokeStyle = '#FF0000'; mainContext.lineWidth = 1; var target = y - frameDuration * graphScale; mainContext.moveTo( x, target ); mainContext.lineTo( x + 100, target ); mainContext.stroke(); // current/average speedLog items y += 12; if( average ){ var speed = 0; for( i in speedLog ){ speed += speedLog[i]; } speed = Math.floor( speed / speedLog.length * 10) / 10; }else { speed = speedLog[speedLog.length-1]; } mainContext.fillText( 'Render Time: ' + speed, x, y ); // canvas fps mainContext.fillStyle = '#00ff00'; y += 12; if( average ){ fps = 0; for( i in fpsLog ){ fps += fpsLog[i]; } fps = Math.floor( fps / fpsLog.length * 10) / 10; }else { fps = fpsLog[fpsLog.length-1]; } mainContext.fillText( ' Canvas FPS: ' + fps, x, y ); // browser frames per second (fps), using window.mozPaintCount (firefox only) if( window.mozPaintCount ){ y += 12; if( average ){ fps = 0; for( i in paintCountLog ){ fps += paintCountLog[i]; } fps = Math.floor( fps / paintCountLog.length * 10) / 10; }else { fps = paintCountLog[paintCountLog.length-1]; } mainContext.fillText( 'Browser FPS: ' + fps, x, y ); } mainContext.restore(); } //draw the spining blade that appears in the begining of the animation function drawBlade(){ if( !blade || blade.x > mainCanvas.width ){ return; } blade.x += 2.5; blade.angle = ( blade.angle - 45 ) % 360; //update blade, an ofscreen canvas containing the blade's image var angle = blade.angle * Math.PI / 180; var bladeContext = blade.getContext('2d'); blade.width = blade.width; //clear the canvas bladeContext.save(); bladeContext.translate( 200, 200 ); bladeContext.rotate(angle); bladeContext.drawImage( bladeSrc, -bladeSrc.width/2, -bladeSrc.height/2 ); bladeContext.restore(); mainContext.save(); mainContext.globalAlpha = 0.95; mainContext.drawImage( blade, blade.x, blade.y + Math.sin(angle) * 50 ); mainContext.restore(); } })();Step 3: Code Optimization: Know the Rules
The first rule of code performance optimization is: Don’t.
The point of this rule is to discourage optimization for optimization’s sake, since the process comes at a price.
A highly optimized script will be easier for the browser to parse and process, but usually with a burden for humans who will find it harder to follow and maintain. Whenever you do decide that some optimization is necessary, set some goals beforehand so that you don’t get carried away by the process and overdo it.
The goal in optimizing this widget will be to have the
main()function run in less than 33 milliseconds as it’s supposed to, which will match the frame rate of the playing video files (sintel.mp4andsintel.webm). These files were encoded at a playback speed of 30fps (thirty frames per second), which translates to about 0.33 seconds or 33 milliseconds per frame ( 1 second ÷ 30 frames ).Since JavaScript draws a new animation frame to the canvas every time the
main()function is called, the goal of our optimization process will be to make this function take 33 milliseconds or less each time it runs. This function repeatedly calls itself using asetTimeout()Javascript timer as shown below.var frameDuration = 33; // set the animation's target speed in milliseconds function main(){ if( video.paused || video.ended ){ return false; } setTimeout( main, frameDuration );The second rule: Don’t yet.
This rule stresses the point that optimization should always be done at the end of the development process when you’ve already fleshed out some complete, working code. The optimization police will let us go on this one, since the widget’s script is a perfect example of complete, working program that’s ready for the process.
The third rule: Don’t yet, and profile first.
This rule is about understanding your program in terms of runtime performance. Profiling helps you know rather than guess which functions or areas of the script take up the most time or are used most often, so that you can focus on those in the optimization process. It is critical enough to make leading browsers ship with inbuilt JavaScript profilers, or have extensions that provide this service.
I ran the widget under the profiler in Firebug, and below is a screenshot of the results.
Step 4: Set Some Performance Metrics
As you ran the widget, I’m sure you found all the Sintel stuff okay, and were absolutely blown away by the item on the lower right corner of the canvas, the one with a beautiful graph and shiny text.
It’s not just a pretty face; that box also delivers some real-time performance statistics on the running program. Its actually a simple, bare-bones Javascript profiler. That’s right! Yo, I heard you like profiling, so I put a profiler in your movie, so that you can profile it while you watch.
The graph tracks the Render Time, calculated by measuring how long each run of
main()takes in milliseconds. Since this is the function that draws each frame of the animation, it’s effectively the animation’s frame rate. Each vertical blue line on the graph illustrates the time taken by one frame. The red horizontal line is the target speed, which we set at 33ms to match the video file frame rates. Just below the graph, the speed of the last call tomain()is given in milliseconds.The profiler is also a handy browser rendering speed test. At the moment, the average render time in Firefox is 55ms, 90ms in IE 9, 41ms in Chrome, 148ms in Opera and 63ms in Safari. All the browsers were running on Windows XP, except for IE 9 which was profiled on Windows Vista.
The next metric below that is Canvas FPS (canvas frames per second), obtained by counting how many times
main()is called per second. The profiler displays the latest Canvas FPS rate when the video is still playing, and when it ends it shows the average speed of all calls tomain().The last metric is Browser FPS, which measures how many the browser repaints the current window every second. This one is only available if you view the widget in Firefox, as it depends on a feature currently only available in that browser called
window.mozPaintCount., a JavaScript property that keeps track of how many times the browser window has been repainted since the webpage first loaded.The repaints usually occur when an event or action that changes the look of a page occurs, like when you scroll down the page or mouse-over a link. It’s effectively the browser’s real frame rate, which is determined by how busy the current webpage is.
To gauge what effect the un-optimized canvas animation had on
mozPaintCount,I removed the canvas tag and all the JavaScript, so as to track the browser frame rate when playing just the video. My tests were done in Firebug’s console, using the function below:var lastPaintCount = window.mozPaintCount; setInterval( function(){ console.log( window.mozPaintCount - lastPaintCount ); lastPaintCount = window.mozPaintCount; }, 1000);The results: The browser frame rate was between 30 and 32 FPS when the video was playing, and dropped to 0-1 FPS when the video ended. This means that Firefox was adjusting its window repaint frequency to match that of the playing video, encoded at 30fps. When the test was run with the un-optimized canvas animation and video playing together, it slowed down to 16fps, as the browser was now struggling to run all the JavaScript and still repaint its window on time, making both the video playback and canvas animations sluggish.
We’ll now start tweaking our program, and as we do so, we’ll keep track of the Render Time, Canvas FPS and Browser FPS to measure the effects of our changes.
Step 5: Use
requestAnimationFrame()The last two JavaScript snippets above make use of the
setTimeout()andsetInterval()timer functions. To use these functions, you specify a time interval in milliseconds and the callback function you want executed after the time elapses. The difference between the two is thatsetTimeout()will call your function just once, whilesetInterval()calls it repeatedly.While these functions have always been indispensable tools in the JavaScript animator’s kit, they do have a few flaws:
First, the time interval set is not always reliable. If the program is still in the middle of executing something else when the interval elapses, the callback function will be executed later than originally set, once the browser is no longer busy. In the
main()function, we set the interval to 33 milliseconds – but as the profiler reveals, the function is actually called every 148 milliseconds in Opera.Second, there’s an issue with browser repaints. If we had a callback function that generated 20 animation frames per second while the browser repainted its window only 12 times a second, 8 calls to that function will be wasted as the user will never get to see the results.
Finally, the browser has no way of knowing that the function being called is animating elements in the document. This means that if those elements scroll out of view, or the user clicks on another tab, the callback will still get executed repeatedly, wasting CPU cycles.
Using
requestAnimationFrame()solves most of these problems, and it can be used instead of the timer functions in HTML5 animations. Instead of specifying a time interval,requestAnimationFrame()synchronizes the function calls with browser window repaints. This results in more fluid, consistent animation as no frames are dropped, and the browser can make further internal optimizations knowing an animation is in progress.To replace
setTimeout()withrequestAnimationFramein our widget, we first add the following line at the top of our script:As the specification is still quite new, some browsers or browser versions have their own experimental implementations, this line makes sure that the function name points to the right method if it is available, and falls back to
setTimeout()if not. Then in themain()function, we change this line:…to:
The first parameter takes the callback function, which in this case is the
main()function. The second parameter is optional, and specifies the DOM element that contains the animation. It is supposed to be used by to compute additional optimizations.Note that the
getStats()function also uses asetTimeout(),but we leave that one in place since this particular function has nothing to do with animating the scene.requestAnimationFrame()was created specifically for animations, so if your callback function is not doing animation, you can still usesetTimeout()orsetInterval().Step 6: Use the Page Visibility API
In the last step we made
requestAnimationFramepower the canvas animation, and now we have a new problem. If we start running the widget, then minimize the browser window or switch to a new tab, the widget’s window repaint rate throttles down to save power. This also slows down the canvas animation since it is now synchronized with the repaint rate – which would be perfect if the video did not keep playing on to the end.We need a way to detect when the page is not being viewed so that we can pause the playing video; this is where the Page Visibility API comes to the rescue.
The API contains a set of properties, functions and events we can use to detect if a webpage is in view or hidden. We can then add code that adjusts our program’s behavior accordingly. We will make use of this API to pause the widget’s playing video whenever the page is inactive.
We start by adding a new event listener to our script:
Next comes the event handler function:
// Adjusts the program behavior, based on whether the webpage is active or hidden function onVisibilityChange() { if( document.hidden && !video.paused ){ video.pause(); }else if( video.paused ){ video.play(); } }Step 7: For Custom Shapes, Draw the Whole Path At Once
Paths are used to create and draw custom shapes and outlines on the
<canvas>element, which will at all times have one active path.A path holds a list of sub-paths, and each sub-path is made up of canvas co-ordinate points linked together by either a line or a curve. All the path making and drawing functions are properties of the canvas’s
contextobject, and can be classified into two groups.There are the subpath-making functions, used to define a subpath and include
lineTo(),quadraticCurveTo(),bezierCurveTo(), andarc(). Then we havestroke()andfill(), the path/subpath drawing functions. Usingstroke()will produce an outline, whilefill()generates a shape filled by either a color, gradient or pattern.When drawing shapes and outline on the canvas, it is more efficient to create the whole path first, then just
stroke()orfill()it once, rather than defining and drawing each supbath at a time. Taking the profiler’s graph described in Step 4 as an example, each single vertical blue line is a subpath, while all of them together make up the whole current path.The
stroke()method is currently being called within a loop that defines each subpath:mainContext.beginPath(); for( var j = 0; i < imax; i++, j += 2 ){ mainContext.moveTo( x + j, y ); // define the subpaths starting point mainContext.lineTo( x + j, y - speedLog[i] * graphScale ); // set the subpath as a line, and define its endpoint mainContext.stroke(); // draw the subpath to the canvas }This graph can be drawn much more efficiently by first defining all the subpaths, then just drawing the whole current path at once, as shown below.
mainContext.beginPath(); for( var j = 0; i < imax; i++, j += 2 ){ mainContext.moveTo( x + j, y ); // define the subpaths starting point mainContext.lineTo( x + j, y - speedLog[i] * graphScale ); // set the subpath as a line, and define its endpoint } mainContext.stroke(); // draw the whole current path to the mainCanvas.Step 8: Use an Off-Screen Canvas To Build the Scene
This optimization technique is related to the one in the previous step, in that they are both based on the same principle of minimizing webpage repaints.
Whenever something happens that changes a document’s look or content, the browser has to schedule a repaint operation soon after that to update the interface. Repaints can be an expensive operation in terms of CPU cycles and power, especially for dense pages with a lot of elements and animation going on. If you are building up a complex animation scene by adding up many items one at a time to the
<canvas>, every new addition may just trigger a whole repaint.It is better and much faster to build the scene on an off screen (in memory)
<canvas>, and once done, paint the whole scene just once to the onscreen, visible<canvas>.Just below the code that gets reference to the widget’s
<canvas>and its context, we’ll add five new lines that create an off-screen canvas DOM object and match its dimensions with that of the original, visible<canvas>.var mainCanvas = document.getElementById("mainCanvas"); // points to the on-screen, original HTML canvas element var mainContext = mainCanvas.getContext('2d'); // the drawing context of the on-screen canvas element var osCanvas = document.createElement("canvas"); // creates a new off-screen canvas element var osContext = osCanvas.getContext('2d'); //the drawing context of the off-screen canvas element osCanvas.width = mainCanvas.width; // match the off-screen canvas dimensions with that of #mainCanvas osCanvas.height = mainCanvas.height;We’ll then do as search and replace in all the drawing functions for all references to “mainCanvas” and change that to “osCanvas”. References to “mainContext” will be replaced with “osContext”. Everything will now be drawn to the new off-screen canvas, instead of the original
<canvas>.Finally, we add one more line to
main()that paints what’s currently on the off-screen<canvas>into our original<canvas>.// As the scripts main function, it controls the pace of the animation function main(){ requestAnimationFrame( main, mainCanvas ); if( video.paused || video.currentTime > 59 ){ return; } var now = new Date().getTime(); if( frameStartTime ){ speedLog.push( now - frameStartTime ); } frameStartTime = now; if( video.readyState < 2 ){ return; } frameCount++; osCanvas.width = osCanvas.width; //clear the offscreen canvas drawBackground(); drawFilm(); drawDescription(); drawStats(); drawBlade(); drawTitle(); mainContext.drawImage( osCanvas, 0, 0 ); // copy the off-screen canvas graphics to the on-screen canvas }Step 9: Cache Paths As Bitmap Images Whenever Possible
For many kinds of graphics, using
drawImage()will be much faster than constructing the same image on canvas using paths. If you find that a large potion of your script is spent repeatedly drawing the same shapes and outlines over and over again, you may save the browser some work by caching the resulting graphic as a bitmap image, then painting it just once to the canvas whenever required usingdrawImage().There are two ways of doing this.
The first is by creating an external image file as a JPG, GIF or PNG image, then loading it dynamically using JavaScript and copying it to your canvas. The one drawback of this method is the extra files your program will have to download from the network, but depending on the type of graphic or what your application does, this could actually be a good solution. The animation widget uses this method to load the spinning blade graphic, which would have been impossible to recreate using just the canvas path drawing functions.
The second method involves just drawing the graphic once to an off-screen canvas rather than loading an external image. We will use this method to cache the title of the animation widget. We first create a variable to reference the new off-screen canvas element to be created. Its default value is set to
false, so that we can tell whether or not an image cache has been created, and saved once the script starts running:We then edit the
drawTitle()function to first check whether thetitleCachecanvas image has been created. If it hasn’t, it creates an off-screen image and stores a reference to it intitleCache:// renders the canvas title function drawTitle(){ if( titleCache == false ){ // create and save the title image titleCache = document.createElement('canvas'); titleCache.width = osCanvas.width; titleCache.height = 25; var context = titleCache.getContext('2d'); context.fillStyle = 'black'; context.fillRect( 0, 0, 368, 25 ); context.fillStyle = 'white'; context.font = "bold 21px Georgia"; context.fillText( "SINTEL", 10, 20 ); } osContext.drawImage( titleCache, 0, 0 ); }Step 10: Clear the Canvas With
clearRect()The first step in drawing a new animation frame is to clear the canvas of the current one. This can be done by either resetting the width of the canvas element, or using the
clearRect()function.Resetting the width has a side effect of also clearing the current canvas context back to its default state, which can slow things down. Using
clearRect()is always the faster and better way to clear the canvas.In the
main()function, we’ll change this:…to this:
Step 11: Implement Layers
If you’ve worked with image or video editing software like Gimp or Photoshop before, then you’re already familiar with the concept of layers, where an image is composed by stacking many images on top of one another, and each can be selected and edited separately.
Applied to a canvas animation scene, each layer will be a separate canvas element, placed on top of each other using CSS to create the illusion of a single element. As an optimization technique, it works best when there is a clear distinction between foreground and background elements of a scene, with most of the action taking place in the foreground. The background can then be drawn on a canvas element that does not change much between animation frames, and the foreground on another more dynamic canvas element above it. This way, the whole scene doesn’t have to be redrawn again for each animation frame.
Unfortunately, the animation widget is a good example of a scene where we cannot usefully apply this technique, since both the foreground and background elements are highly animated.
Step 12: Update Only The Changing Areas of an Animation Scene
This is another optimization technique that depends heavily on the animation’s scene composition. It can be used when the scene animation is concentrated around a particular rectangular region on the canvas. We could then clear and redraw just redraw that region.
For example, the Sintel title remains unchanged throughout most of the animation, so we could leave that area intact when clearing the canvas for the next animation frame.
To implement this technique, we replace the line that calls the title drawing function in
main()with the following block:if( titleCache == false ){ // If titleCache is false, the animation's title hasn't been drawn yet drawTitle(); // we draw the title. This function will now be called just once, when the program starts osContext.rect( 0, 25, osCanvas.width, osCanvas.height ); // this creates a path covering the area outside by the title osContext.clip(); // we use the path to create a clipping region, that ignores the title's region }Step 13: Minimize Sub-Pixel Rendering
Sub-pixel rendering or anti-aliasing happens when the browser automatically applies graphic effects to remove jagged edges. It results in smoother looking images and animations, and is automatically activated whenever you specify fractional co-ordinates rather than whole number when drawing to the canvas.
Right now there is no standard on exactly how it should be done, so subpixel rendering is a bit inconsistent across browsers in terms of the rendered output. It also slows down rendering speeds as the browser has to do some calculations to generate the effect. As canvas anti-aliasing cannot be directly turned off, the only way to get around it is by always using whole numbers in your drawing co-ordinates.
We will use
Math.floor()to ensure whole numbers in our script whenever applicable. For example, the following line indrawFilm():…is rewritten as:
Step 14: Measure the Results
We’ve looked at quite a few canvas animation optimization techniques, and it now time to review the results.
This table shows the before and after average Render Times and Canvas FPS. We can see some significant improvements across all the browsers, though it’s only Chrome that really comes close to achieving our original goal of a maximum 33ms Render Time. This means there is still much work to be done to get that target.
We could proceed by applying more general JavaScript optimization techniques, and if that still fails, maybe consider toning down the animation by removing some bells and whistles. But we won’t be looking at any of those other techniques today, as the focus here was on optimizations for
<canvas>animation.The Canvas API is still quite new and growing every day, so keep experimenting, testing, exploring and sharing. Thanks for reading the tutorial.
The web moves fast – so fast that our original EaselJS tutorial is already out of date! In this tutorial, you’ll learn how to use the newest CreateJS suite by creating a simple Pong clone.
Final Result Preview
Let’s take a look at the final result we will be working towards:
Click to play
This tutorial is based on Carlos Yanez’s Create a Pong Game in HTML5 With EaselJS, which in turn built on his Getting Started With EaselJS guide. The graphics and sound effects are all taken from the former tutorial.
Step 1: Create
index.htmlThis will be our main
index.htmlfile:<!DOCTYPE html> <html> <head> <title>Pong</title> <style>/* Removes Mobile Highlight */ *{-webkit-tap-highlight-color: rgba(0, 0, 0, 0);}</style> <script src="http://code.createjs.com/easeljs-0.4.2.min.js"></script> <script src="http://code.createjs.com/tweenjs-0.2.0.min.js"></script> <script src="http://code.createjs.com/soundjs-0.2.0.min.js"></script> <script src="http://code.createjs.com/preloadjs-0.1.0.min.js"></script> <script src="http://code.createjs.com/movieclip-0.4.1.min.js"></script> <script src="assets/soundjs.flashplugin-0.2.0.min.js"></script> <script src="Main.js"></script> </head> <body onload="Main();"> <canvas id="PongStage" width="480" height="320"></canvas> </body> </html>As you can see, it’s pretty short and consists mainly of loading the CreateJS libraries.
Since the release of CreateJS (which basically bundles all the separate EaselJS libraries) we no longer have to download the JS files and host them on our website; the files are now placed in a CDN (Content Delivery Network) which allows us to load these files remotely as quickly as possible.
Let’s review the code:
<style>/* Removes Mobile Highlight */ *{-webkit-tap-highlight-color: rgba(0, 0, 0, 0);}</style>This line removes the mobile highlight which may appear when you trying to play the game on mobile. (The mobile highlight causes the canvas object to get highlighted and thus ignore your finger movements.)
Next up, we have the loading of the CreateJS libraries:
This code loads the JS files from the CreateJS CDN and it basically allows us to use any of the CreateJS functions in our code
Next, we will load the SoundJS Flash plugin, which provides sound support for browsers that don’t support HTML5 Audio. This is done by using a SWF (a Flash object) to load the sounds.
In this case we will not use the CDN; instead, we’ll download the SoundJS library from http://createjs.com/#!/SoundJS/download and place the
soundjs.flashplugin-0.2.0.min.jsandFlashAudioPlugin.swffiles in a local folder namedassets.Last among the JS files, we’ll load the
Main.jsfile which will contain all the code to our game:Finally, let’s place a Canvas object on our stage.
Now we can start working on the game code.
Step 2: The Variables
Our game code will be inside a file named
Main.js, so create and save this now.First of all, let’s define variables for all the graphic objects in the game:
I’ve added a comment for each variable so that you’ll know what we’ll be loading in that variable
Next up, the scores:
We’ll, need variables for the speed of the ball:
You can change these values to whatever you want, if you’d like to make the game easier or harder.
If you’re a Flash developer, you know that Flash’s
onEnterFrameis very useful when creating games, as there are things that need to happen in every given frame. (If you’re not familiar with this idea, check out this article on the Game Loop.)We have an equivalent for
onEnterFramein CreateJS, and that is thetickerobject, which can run code every fraction of a second. Let’s create the variable that will link to it:Next we have the preloader, which will use the new PreloadJS methods.
preloader– will contain the PreloadJS object.manifest– will hold the list of files we need to load.totalLoaded– this variable will hold the number of files already loaded.Last but not least in our list of variables, we have
TitleView, which will hold several graphics within in order to display them together (like a FlashDisplayObjectContainer).Let’s move on to the Main function…
Step 3: The Main() Function
This function is the first function that runs after all the JS files from the
index.htmlare loaded. But what’s calling this function?Well, remember this line from the
index.htmlfile?This code snippet states that once the HTML (and JS libraries) are loaded, the
Mainfunction should run.Let’s review it:
function Main() { /* Link Canvas */ canvas = document.getElementById('PongStage'); stage = new Stage(canvas); stage.mouseEventsEnabled = true; /* Set The Flash Plugin for browsers that don't support SoundJS */ SoundJS.FlashPlugin.BASE_PATH = "assets/"; if (!SoundJS.checkPlugin(true)) { alert("Error!"); return; } manifest = [ {src:"bg.png", id:"bg"}, {src:"main.png", id:"main"}, {src:"startB.png", id:"startB"}, {src:"creditsB.png", id:"creditsB"}, {src:"credits.png", id:"credits"}, {src:"paddle.png", id:"cpu"}, {src:"paddle.png", id:"player"}, {src:"ball.png", id:"ball"}, {src:"win.png", id:"win"}, {src:"lose.png", id:"lose"}, {src:"playerScore.mp3|playerScore.ogg", id:"playerScore"}, {src:"enemyScore.mp3|enemyScore.ogg", id:"enemyScore"}, {src:"hit.mp3|hit.ogg", id:"hit"}, {src:"wall.mp3|wall.ogg", id:"wall"} ]; preloader = new PreloadJS(); preloader.installPlugin(SoundJS); preloader.onProgress = handleProgress; preloader.onComplete = handleComplete; preloader.onFileLoad = handleFileLoad; preloader.loadManifest(manifest); /* Ticker */ Ticker.setFPS(30); Ticker.addListener(stage); }Let’s break down each part:
canvas = document.getElementById('PongStage'); stage = new Stage(canvas); stage.mouseEventsEnabled = true;Here we link the
PongStageCanvas object from theindex.htmlfile to the canvas variable, and then create a Stage object from that canvas. (The stage will allow us to place objects on it.)mouseEventsEnabledenables us to use mouse events, so we can detect mouse movements and clicks./* Set The Flash Plugin for browsers that don't support SoundJS */ SoundJS.FlashPlugin.BASE_PATH = "assets/"; if (!SoundJS.checkPlugin(true)) { alert("Error!"); return; }Here we configure where the Flash sound plugin resides for those browsers in which HTML5 Audio is not supported
manifest = [ {src:"bg.png", id:"bg"}, {src:"main.png", id:"main"}, {src:"startB.png", id:"startB"}, {src:"creditsB.png", id:"creditsB"}, {src:"credits.png", id:"credits"}, {src:"paddle.png", id:"cpu"}, {src:"paddle.png", id:"player"}, {src:"ball.png", id:"ball"}, {src:"win.png", id:"win"}, {src:"lose.png", id:"lose"}, {src:"playerScore.mp3|playerScore.ogg", id:"playerScore"}, {src:"enemyScore.mp3|enemyScore.ogg", id:"enemyScore"}, {src:"hit.mp3|hit.ogg", id:"hit"}, {src:"wall.mp3|wall.ogg", id:"wall"} ];In the manifest variable we place an array of files we want to load (and provide a unique ID for each one). Each sound has two formats – MP3 and OGG – because different browsers are (in)compatible with different formats.
preloader = new PreloadJS(); preloader.installPlugin(SoundJS); preloader.onProgress = handleProgress; preloader.onComplete = handleComplete; preloader.onFileLoad = handleFileLoad; preloader.loadManifest(manifest);Here we configure the preloader object using PreloadJS. PreloadJS is a new addition to the CreateJS libraries and quite a useful one.
We create a new PreloadJS object and place it in the
preloadervariable, then assign a method to each event (onProgress,onComplete,onFileLoad). Finally we use thepreloaderto load the manifest we created earlier.Here we add the Ticker object to the stage and set the frame rate to 30 FPS; we’ll use it later in the game for the
enterFramefunctionality.Step 4: Creating the Preloader Functions
function handleProgress(event) { //use event.loaded to get the percentage of the loading } function handleComplete(event) { //triggered when all loading is complete } function handleFileLoad(event) { //triggered when an individual file completes loading switch(event.type) { case PreloadJS.IMAGE: //image loaded var img = new Image(); img.src = event.src; img.onload = handleLoadComplete; window[event.id] = new Bitmap(img); break; case PreloadJS.SOUND: //sound loaded handleLoadComplete(); break; } }Let’s review the functions:
handleProgress– In this function you’ll be able to follow the percentage of the loading progress using this parameter:event.loaded. You could use this to create for example a progress bar.handleComplete– This function is called once all the files have been loaded (in case you want to place something there).handleFileLoad– Since we load two types of files – images and sounds – we have this function that will handle each one separately. If it’s an image, we create a bitmap image and place it in a variable (whose name is the same as the ID of the loaded image) and then call thehandleLoadCompletefunction (which we’ll write next); if it’s a sound then we just call thehandleLoadCompleteimmediately.Now let’s discuss the
handleLoadCompletefunction I just mentioned:function handleLoadComplete(event) { totalLoaded++; if(manifest.length==totalLoaded) { addTitleView(); } }It’s a pretty straightforward function; we increase the
totalLoadedvariable (that holds the number of assets loaded so far) and then we check if the number of items in our manifest is the same as the number of loaded assets, and if so, go to the Main Menu screen.Step 5: Creating the Main Menu
function addTitleView() { //console.log("Add Title View"); startB.x = 240 - 31.5; startB.y = 160; startB.name = 'startB'; creditsB.x = 241 - 42; creditsB.y = 200; TitleView.addChild(main, startB, creditsB); stage.addChild(bg, TitleView); stage.update(); // Button Listeners startB.onPress = tweenTitleView; creditsB.onPress = showCredits;Nothing special here. We place the images of the Background, Start Button and Credits Button on the stage and link
onPressevent handlers to the Start and Credits buttons.Here are the functions that display and remove the credits screen and the
tweenTitleViewwhich starts the game:function showCredits() { // Show Credits credits.x = 480; stage.addChild(credits); stage.update(); Tween.get(credits).to({x:0}, 300); credits.onPress = hideCredits; } // Hide Credits function hideCredits(e) { Tween.get(credits).to({x:480}, 300).call(rmvCredits); } // Remove Credits function rmvCredits() { stage.removeChild(credits); } // Tween Title View function tweenTitleView() { // Start Game Tween.get(TitleView).to({y:-320}, 300).call(addGameView); }Step 6: The Game Code
We’ve reached the main part of this tutorial which is the code of the game itself.
First of all, we need to add all the required assets to the stage, so we do that in the
addGameViewfunction:function addGameView() { // Destroy Menu & Credits screen stage.removeChild(TitleView); TitleView = null; credits = null; // Add Game View player.x = 2; player.y = 160 - 37.5; cpu.x = 480 - 25; cpu.y = 160 - 37.5; ball.x = 240 - 15; ball.y = 160 - 15; // Score playerScore = new Text('0', 'bold 20px Arial', '#A3FF24'); playerScore.x = 211; playerScore.y = 20; cpuScore = new Text('0', 'bold 20px Arial', '#A3FF24'); cpuScore.x = 262; cpuScore.y = 20; stage.addChild(playerScore, cpuScore, player, cpu, ball); stage.update(); // Start Listener bg.onPress = startGame; }Again, a pretty straightforward function that places the objects on the screen and adds a mouseEvent to the background image, so that when the user clicks it the game will start (we will call the
startGamefunction).Let’s review the
startGamefunction:function startGame(e) { bg.onPress = null; stage.onMouseMove = movePaddle; Ticker.addListener(tkr, false); tkr.tick = update; }Here, as you can see, in addition to adding an
onMouseMoveevent that will move our paddle. We add thetickevent, which will call theupdatefunction in each frame.Let’s review the
movePaddleandresetfunctions:function movePaddle(e) { // Mouse Movement player.y = e.stageY; } /* Reset */ function reset() { ball.x = 240 - 15; ball.y = 160 - 15; player.y = 160 - 37.5; cpu.y = 160 - 37.5; stage.onMouseMove = null; Ticker.removeListener(tkr); bg.onPress = startGame; }In
movePaddle, we basically place the user’s paddle at the mouse’s y-coordinate.In
reset, we do something similar toaddGameView, except here we don’t add any graphic elements since they are already on the screen.Using the
alertfunction we’ll display the winning and losing popup:function alert(e) { Ticker.removeListener(tkr); stage.onMouseMove = null; bg.onPress = null if(e == 'win') { win.x = 140; win.y = -90; stage.addChild(win); Tween.get(win).to({y: 115}, 300); } else { lose.x = 140; lose.y = -90; stage.addChild(lose); Tween.get(lose).to({y: 115}, 300); } }Step 7: The Game Loop
Now, for the last part of our tutorial we’ll work on the
updatefunction (which occurs in every frame of the game – similar to Flash’sonEnterFrame):function update() { // Ball Movement ball.x = ball.x + xSpeed; ball.y = ball.y + ySpeed; // Cpu Movement if(cpu.y < ball.y) { cpu.y = cpu.y + 4; } else if(cpu.y > ball.y) { cpu.y = cpu.y - 4; } // Wall Collision if((ball.y) < 0) { ySpeed = -ySpeed; SoundJS.play('wall'); };//Up if((ball.y + (30)) > 320) { ySpeed = -ySpeed; SoundJS.play('wall');};//down /* CPU Score */ if((ball.x) < 0) { xSpeed = -xSpeed; cpuScore.text = parseInt(cpuScore.text + 1); reset(); SoundJS.play('enemyScore'); } /* Player Score */ if((ball.x + (30)) > 480) { xSpeed = -xSpeed; playerScore.text = parseInt(playerScore.text + 1); reset(); SoundJS.play('playerScore'); } /* Cpu collision */ if(ball.x + 30 > cpu.x && ball.x + 30 < cpu.x + 22 && ball.y >= cpu.y && ball.y < cpu.y + 75) { xSpeed *= -1; SoundJS.play('hit'); } /* Player collision */ if(ball.x <= player.x + 22 && ball.x > player.x && ball.y >= player.y && ball.y < player.y + 75) { xSpeed *= -1; SoundJS.play('hit'); } /* Stop Paddle from going out of canvas */ if(player.y >= 249) { player.y = 249; } /* Check for Win */ if(playerScore.text == '10') { alert('win'); } /* Check for Game Over */ if(cpuScore.text == '10') { alert('lose'); } }Looks scary, doesn’t it? Don’t worry, we’ll review each part and discuss it.
In each frame, the ball will move according to its x and y speed values
// Cpu Movement if((cpu.y+32) < (ball.y-14)) { cpu.y = cpu.y + cpuSpeed; } else if((cpu.y+32) > (ball.y+14)) { cpu.y = cpu.y - cpuSpeed; }Here we have the basic AI of the computer, in which the computer’s paddle simply follows the ball without any special logic. We just compare the location of the center of the paddle (which is why we add 32 pixels to the cpu Y value) to the location of the ball, with a small offset, and move the paddle up or down as necessary.
if((ball.y) < 0) { //top ySpeed = -ySpeed; SoundJS.play('wall'); }; if((ball.y + (30)) > 320) { //bottom ySpeed = -ySpeed; SoundJS.play('wall'); };If the ball hits the top border or the bottom border of the screen, the ball changes direction and we play the Wall Hit sound.
/* CPU Score */ if((ball.x) < 0) { xSpeed = -xSpeed; cpuScore.text = parseInt(cpuScore.text + 1); reset(); SoundJS.play('enemyScore'); } /* Player Score */ if((ball.x + (30)) > 480) { xSpeed = -xSpeed; playerScore.text = parseInt(playerScore.text + 1); reset(); SoundJS.play('playerScore'); }The score login is simple: if the ball passes the left or right borders it increases the score of the player or CPU respectively, plays a sound, and resets the location of the objects using the
resetfunction we’ve discussed earlier./* CPU collision */ if(ball.x + 30 > cpu.x && ball.x + 30 < cpu.x + 22 && ball.y >= cpu.y && ball.y < cpu.y + 75) { xSpeed *= -1; SoundJS.play('hit'); } /* Player collision */ if(ball.x <= player.x + 22 && ball.x > player.x && ball.y >= player.y && ball.y < player.y + 75) { xSpeed *= -1; SoundJS.play('hit'); }Here we deal with collisions of the ball with the paddles; every time the ball hits one of the paddles, the ball changes direction and a sound is played
if(player.y >= 249) { player.y = 249; }If the player’s paddle goes out of bounds, we place it back within the bounds.
/* Check for Win */ if(playerScore.text == '10') { alert('win'); } /* Check for Game Over */ if(cpuScore.text == '10') { alert('lose'); }In this snippet, we check whether either of the players’ score has reached 10 points, and if so we display the winning or losing popup to the player (according to his winning status).
Conclusion
That’s it, you’ve created an entire pong game using CreateJS. Thank you for taking the time to read this tutorial.
In this mini-series, exclusive to Tuts+ Premium members, you’ll learn how to use Flash to build a Facebook Graph API application that can create slideshows for your public pages. The final part shows you how to actually retrieve and display the information from Facebook.
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Click to try the app on Facebook.
In the previous part of this series, we created the event slider generator. In this part we’ll make the actual slider for the images (and later, for the events).
You’ll need to be logged in to Facebook in order to see this demo: https://apps.facebook.com/activetuts_tabmaker/
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Earlier today, Wilson Lim showed you how to create a gravity-based game called Flux. In this Workshop, Matt Porter critiques Flux, explaining what it would take to turn that simple demo into a real game.
Play the Game
Use the left and right arrow keys to manoeuvre your ship, the up and down arrow keys to increase or reduce the size of the magnetic field it produces, and the space bar to reverse the polarity. Collect the white crystals to increase your fuel supply – but avoid the red ones, because they use it up. Don’t hit a rock, or it’s game over.
Please bear in mind that this demo was created specifically for a tutorial, rather than for release on a Flash portal, so it’s naturally less polished than games we’ve featured in past critiques.
Introduction
Flux is a barebones game. It has one core mechanic, and very basic controls. That being said, even the most basic aspects of a game can require careful balance. With a few small tweaks, we can make something that’s simple and frustrating into something that might not necessarily be a blast, but will be a much smoother and more enjoyable experience.
The core aim of Flux is to sustain energy for your ship by collecting white crystals, while at the same time avoiding red crystals. In addition, you must also avoid rocks, which end your game immediately upon contact. To mix things up a bit, the ship is equipped with a magnet of sorts, that can attract or deflect the negative crystals, but has no effect on the rocks of instant doom.
You can move your ship horizontally, but not vertically, using the left and right arrow keys. The last bit of spice in this otherwise currently bland game is that you can increase or decrease your magnet’s area of effect, by pressing the up and down arrow keys respectively.
So there you have it, that’s Flux. While there’s very little to this game, we’re about to break it down into more than the average eyes see, and come up with some simple, yet game changing, alterations.
Getting Started
The first and most immediate flaw in Flux is that there isn’t really a title screen.
Flux’s starting screen
There’s no instructions, no place to check high score, no title, no music… you’re just tossed onto a bland screen with a Start Game button. Pretty bad start, but okay, let’s move on.
Upon pressing the button, we now see our ship, and some objects in our face. Let’s just assume that we know what to do right off, and that there is a rock (instant death if it hits us) coming right at us (that’ll happen when positions are 100% random). We quickly get our hands onto the keyboard (we started using the mouse, and there were no instructions, so we’re not actually prepared for this), and attempt to dodge the rock.
Oh no, our ship isn’t moving! Does WASD not work? Well, actually, they don’t work (which is a horrible decision, as WASD and arrow keys should always both be supported where possible) – but believe it or not, that’s not our issue either.
The real issue is that the game area doesn’t have focus. We actually need to click the player area to gain control, even though we just pressed the Start Game button. Looks like we just blew up from an oncoming rock. So here we are, literally five seconds into the game, and all we’ve done is see a bland title screen and die from absolute unfairness. Congratulations, you’ve just lost the majority of all your players right off, and most of them have down-voted your game if it’s being played on a major portal such as Newgrounds or Kongregate.
A likely response from a Newgrounds gamer
While the above is an absolute mess, it’s actually quite easily fixed.
Pixel Purge‘s title screen, for comparison
First off, we add a simple title screen. The quality can range greatly, but at the very least, we need a title, a play button, and something related to scores – whether it’s a list already on screen, or a button to let us view them all.
Next, we make sure that the play area has keyboard focus after the Start Game button is pressed. If this were my game, I would then choose to display the controls of the game to the player through pictures and text, and not just a wall of text. For good measure, I’d save a variable to a shared object that says the player has seen the controls, and I would never display them at the start of a game again (unless a “delete all data” button was pressed).
Now that the player has a good initial first impression, with a decent menu, and controls shown to them, we’d start the game. Here I would make sure that the game didn’t actually start until the player moved the ship. This would accomplish two things: first, we’d know that they have their hands on the keyboard and are ready to play; and second, they wouldn’t die from a randomly generated flying space rock within the first two seconds of the game.
Nothing that I just listed above is hard, but it’s just changed that poor initial first impression of this game to “this has potential, let’s see what happens”.
Gameplay
Now that we’ve taken care of analyzing the first impression, let’s focus a bit on the actual gameplay.
Flux’s play screen
The first thing I noticed when playing Flux, is that the movement was extremely stiff, and felt very amateur. It’s obvious that the movement is locked to a set speed, and that there’s no acceleration or easing. If we were to add some of that then not only would the game feel better and look more smooth, but our control would be far more precise, making for a much more enjoyable experience.
The magnet mechanic is actually pretty neat, but it’s a bit rough around the edges. The first thing I noticed, is that there are no restrictions on how big or small the attract radius can be. This allows us to go negative, and eventually appear to be positive again, but the magnet won’t actually do anything. This could leave various impressions on the player, from them being confused to them thinking the game looks unprofessional, so it’s important that we put restrictions in place.
One More Time
Assuming that players actually have fun with the game the way it is (admittedly doubtful beyond the first play or two), we still have some fixing up to do. When the player dies, they aren’t really left with any incentive to play again. The game over screen should be used as an opportunity to tempt the player to play again – and simply having a button to let them do so is not what I mean.
Flux’s game over screen
In this case, the game over screen should still show the player’s score, but also their all-time best score. If their previous play was their best, this should be related to the player both visually and audibly.
Pixel Purge’s game over screen, for comparison
If we wanted to take things even further, we’d toss in Facebook / Twitter buttons, and allow the player to brag about their accomplishment with friends.
What Else?
As I’ve mentioned, even with the critical flaws fixed, and the controls a bit polished, the game is still a bit boring. While there are hundreds if not thousands of directions in which to take a game this basic, I’ll just focus on some of the simpler yet still effective changes.
The first addition I would add is powerups. We’ve already got collision code we use for collecting crystals, so adding powerups is not that hard from a technical standpoint. For example, we could add a powerup that turns every red crystal into a white one. With a cool visual effect, and an awesome sound effect, grabbing one of these would be quite rewarding.
The next thing I would do, is add crystals of different sizes, where the bigger the crystal, the harder it is to attract or repel. Give the larger crystals a higher score value, and a more rewarding sound, and you’ve now got some substance to your game. You’ll find players act extra risky around instant-kill death rocks, just so they can attempt to pull in a giant white crystal.
Speaking of instant-kill death rocks, why not add a way to get rid of them? With the simple press of a button (say, the X key), let the player shoot directly ahead – for a cost. To make the game more interesting, firing your weapon would require some of your energy, so it would have to be used sparingly. We could also add a powerup that explodes all rocks on the screen, or that makes the player invincible so that they can hit them without worry for a limited time.
If I really wanted to add a level of complexity to the game, I’d make it so that all crystals gained would be stored as currency, and after each game (or level), the player could spend those points on upgrading stats. These stats could range from maximum magnet radius, to increased energy regeneration from white crystals; the possibilities are nearly endless.
All of the biggest remaining issues are related to polish, and as many developers will tell you, this can take a long time to get right.
Some of the more major aspects of polish that are needed are as follows:
Conclusion
As you can see, it didn’t take too much to really rip this game apart, and then point out some simple but effective ways to fix it up.
There are enormous benefits to being able to fix up such a basic game. In reality, everything that Flux has is no larger or more complex than one individual portion of any other larger game. If we look at game development like this, we then see the benefit of being able to fix up such a simple game. We’re essentially able to view our bigger projects as small pieces, and we can then polish each piece up individually until it’s a smooth and enjoyable experience on its own. In the end, we’ll be left with a full-fledged game, comprised of many small, extremely well built pieces.
What do you think should be added to Flux? Post your suggestions in the comments – or you could even follow the tutorial and make the changes yourself…
In this tutorial, I’ll explain the major steps and workflow for creating a simple space survival game, based on the gravity mechanic explained in a previous tutorial. This game is written in AS3 using FlashDevelop.
Play the Game
Use the left and right arrow keys to manoeuvre your ship, the up and down arrow keys to increase or reduce the size of the magnetic field it produces, and the space bar to reverse the polarity. Collect the white crystals to increase your fuel supply – but avoid the red ones, because they use it up. Don’t hit a rock, or it’s game over!
In this tutorial, we won’t actually create the full game displayed above; we’ll just get started on it, by making a very simple version with primitive graphics and just one type of object. However, by the end, you should have learned enough to be able to add the other features yourself!
The game itself is very simple in its current state – take a look at this critique for tips on how you can take it from a simple demo to a full game!
Let’s Get Started!
Set up a new AS3 project in FlashDevelop, and set its dimensions to 550x600px.
package { [SWF(width = "550", height = "600")] public class Main extends Sprite { } }Step 1: Identifying the Game Objects
There are six objects in particle that you can identify from playing the game above:
Of course you can add in any other object to make the game more interactive or add a new feature. For this tutorial we’ll just make
Step 2: The
EnergyClassFrom the objects we identified, four of them actually work in exactly the same way: by falling from top to bottom.
They are:
In this tutorial, we’re only going to make the “energy supply” objects, out of the four above. So let’s begin by creating these objects and making them fall down, with a random spawning position and speed.
Start by creating an
Energyclass:package { import flash.display.MovieClip; import flash.events.Event; public class Energy extends MovieClip { private var rSpeed:Number = 0; public function Energy(speed:Number) { graphics.beginFill(0x321312); graphics.drawCircle(0, 0 , 8); rSpeed = speed; } // we will call this every frame public function move():void { this.y += rSpeed; //rotation speed is linked to moving speed this.rotation += rSpeed / 8; } } }Step 3: The
GameScreenClassThis class will eventually control most of the aspects of our game, including the player movement and the game loop.
Create the class:
package { public class GameScreen extends MovieClip { public function GameScreen() { } } }That’s all we need for now.
Step 4: Update The Main Class
We’ll now create an instance of
GameScreenwithinMain:package { import flash.display.Sprite; import flash.events.Event; [SWF(width = "550", height = "600")] public class Main extends Sprite { private var game:GameScreen; public function Main():void { // don't display a yellow rectangle on the screen at startup stage.stageFocusRect = false; game = new GameScreen(); addChild(game); // give keyboard focus to the game screen immediately stage.focus = game; } } }Why bother? Well, this way, it’ll be easier to add extra screens later if we want to (like a preloader, a title screen, a game over screen…).
Step 5: Introducing a Manager Class
To avoid the
GameScreenclass becoming too much of a mess, we’ll use separate classes to manage each object.Each manager class will contain all the functions that relate to, and interact with, a particular object. Here’s the
EnergyManagerclass:package { import flash.display.MovieClip; public class EnergyManager { // this Vector will store all instances of the Energy class private var energyList:Vector.<Energy> private var gameScreen:GameScreen; public function EnergyManager(gs:GameScreen) { gameScreen = gs; energyList = new Vector.<Energy>; } } }Note that we require a reference to the GameScreen to be passed to the constructor, and we store this reference in a private variable. We also set up a Vector to store references to all the energy objects.
So far the class contain no other functions; we will add them in later.
Step 6: Creating Energy
Add the below function for creating energy, this is just a function; we will call the function later from
GameScreenClass:public function createEnergy(number:int):void { var energy:Energy; for (var i:int = 0; i < number; i++) { energy = new Energy(4); gameScreen.addEnergyToScreen(energy); energyList.push(energy); energy.x = Calculation.generateRandomValue(30, 520); energy.y = Calculation.generateRandomValue( -150, -20); } }We create a new energy supply with a speed of 4, add it to the display list (via the GameScreen), add it to the Vector of all energy objects that we just created, and set its position to a random point within certain bounds.
The
Calculation.generateRandomValue(#, #)is a static function we haven’t written yet, so let’s do that now. Create a new class calledCalculationand add this function:public static function generateRandomValue(min:Number, max:Number):Number { var randomValue:Number = min + (Math.random() * (max - min)); return randomValue; }This function will generate a random number between the two values passed to it. For more information on how it works, see this Quick Tip. Since this is a static function, we don’t need to create an instance of
Calculationin order to call it.Now, what’s that
addEnergyToScreen()function? We haven’t defined that yet, so let’s do it now. Add this toGameScreen:public function addEnergyToScreen(energy:Energy):void { addChild(energy); }It just adds the passed instance of energy to the display list. Let’s also make a corresponding function to remove a given energy object from the screen:
public function removeEnergyFromScreen(energy:Energy):void { if (energy.parent == this) { removeChild(energy); } }Step 7: Spawning Energy
Let’s set a timer that defines the interval for each spawning. This code goes in
GameScreen‘s constructor function:So, every three seconds, the timer will call
spawnEnergy(). Let’s write that function now:private function spawnEnergy(e:TimerEvent):void { energyM.createEnergy(4); // create 4 energies }Step 8: Creating Player
Let’s use another, bigger circle to represent the player. Feel free to import an image to use instead:
public function Player() { graphics.beginFill(0x7ebff1); graphics.drawCircle(0, 0, 20);Add this code to
GameScreento add the player to the screen:So far we should have a few energy supplies falling few seconds, and the player appearing in the middle of the screen:
Step 9: Moving the Player
There are basically two ways to apply movement:
true. In each frame update, “moving right” istrue, we increase the object’s x-value.Using direct update each frame– when the right arrow key is pressed, an object is told to move right immediately, by increasing its x-value.The second method does not lead to smooth movement when the key is continuously pressed, but the first method does – so we shall use the first method.
There are three simple steps to doing this:
addEventListener(Event.ENTER_FRAME, update); addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler); addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler); } private function KeyDownHandler(e:KeyboardEvent):void { if (e.keyCode == Keyboard.RIGHT) { moveRight = true; } if (e.keyCode == Keyboard.LEFT) { moveLeft = true; } if (e.keyCode == Keyboard.SPACE) { if (isGravityPushing == true) { isGravityPushing = false; } else { isGravityPushing = true; } } } private function KeyUpHandler(e:KeyboardEvent):void { if (e.keyCode == Keyboard.RIGHT) { moveRight = false; } if (e.keyCode == Keyboard.LEFT) { moveLeft = false; } }Don’t forget to first create a function listen from the enter frame event, “updating” :
//call this function every frame private function update(e:Event):void if (moveRight == true) { player.x += 6; } if (moveLeft == true) { player.x -= 6; }Keep the player within the bounds of the screen:
if (player.x >= 525) { moveRight = false; } if (player.x <= 20) { moveLeft = false; }Here’s how all that looks, in place:
package { import flash.display.MovieClip; import flash.events.Event; import flash.events.TimerEvent; import flash.ui.Keyboard; import flash.utils.Timer; import flash.events.KeyboardEvent; public class GameScreen { public var player:Player; private var energyM:EnergyManager; private var moveRight:Boolean = false; private var moveLeft:Boolean = false; private var isGravityPushing:Boolean = true; private var returnedPower:int = 0; private var scoreText:Text; private var totalScore:int=0; private var score:Text; public function GameScreen() { scoreText = new Text("Score :"); addChild(scoreText); energyM = new EnergyManager; var spawnTimer:Timer = new Timer(3000, 0); spawnTimer.addEventListener(TimerEvent.TIMER, spawnEnergy); spawnTimer.start(); player = new Player; addChild(player); player.x = 275; player.y = 450; addEventListener(Event.ENTER_FRAME, update); addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler); addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler); } private function KeyDownHandler(e:KeyboardEvent):void { if (e.keyCode == Keyboard.RIGHT) { moveRight = true; } if (e.keyCode == Keyboard.LEFT) { moveLeft = true; } if (e.keyCode == Keyboard.SPACE) { if (isGravityPushing == true) { isGravityPushing = false; }else if (isGravityPushing == false) { isGravityPushing = true; } } } private function KeyUpHandler(e:KeyboardEvent):void { if (e.keyCode == Keyboard.RIGHT) { moveRight = false; } if (e.keyCode == Keyboard.LEFT) { moveLeft = false; } } private function update(e:Event):void { if (player.x >= 525) { moveRight = false; } if (player.x <= 20) { moveLeft = false; } if (moveRight == true) { player.x += 6; } if (moveLeft == true) { player.x -= 6; } } } }Step 10: Move the Energy Supplies
At the moment, the energy supplies are spawning but not moving. We’ll use the
GameScreen.update()function to make them move, since it runs every frame.Add this code to
GameScreen.update():Now of course we need to make the
EnergyManager.moveAll()function, so add this toEnergyManager.as:public function moveAll():void { for (var i:int = 0; i < energyList.length; i++) { var energyS:Energy = energyList[i]; energyS.move(); } }Step 10: Collision Detection
We will need to check for collisions between each energy object and the player. (If you develop the game further, you’ll need to check this for asteroids and energy consumers, but not for stars.)
The best place to handle these checks is inside the
EnergyManager, triggered every frame by theGameScreen.One thing to consider: the collision checks will be between two circles, so
hitTestObject()is not ideal. Instead, we’ll be using the method explained in this tutorial.We can write the function as below:
public function checkCollision(p:Player):int { // energy transferred due to collision var energyTransfer:int = 0; for (var i:int = 0; i < energyList.length; i++) { var energyS:Energy = energyList[i]; var newX:Number = p.x - energyS.x; var newY:Number = p.y - energyS.y; var distance:Number = Math.sqrt(newX * newX + newY * newY); if (distance <= 28) { gameScreen.removeEnergyFromScreen(energyS); energyList.splice(i, 1); // for this simple game, we'll always transfer 1 unit // but you could alter this based on speed of collision // or any other factor energyTransfer = 1; } } return energyTransfer; }EnergySis short for Energy Supply.You could alter Line 51 to
energyTransfer += 1, to allow the player to absorb more than one energy object at once. It’s up to you – try it out and see how it affects the game.Step 11: Call Collision Detection Routine
We need to check for collisions every frame, so we should call the function we just wrote from
GameScreen.update().First, we need to create an integer variable to store the energy transfer value from the collision detection function. We’ll use this value for increasing the ship’s energy and adding to the player’s score.
Step 12: Newton’s Law of Gravitation
Before we go into creating the game mechanic for the ‘Push’ and ‘Pull’ function of the ship, I would like to introduce the physics concept on which the mechanic is based.
The idea is to attract the object towards the player by means of a force. Newton’s Law of Universal Gravitation gives us a great (and simple) mathematical formula we can use for this, where the force is of course the gravitational force:
G is just a number, and we can set it to whatever we like. Similarly, we can set the masses of each object in the game to any values that we like. Gravity occurs across infinite distances, but in our game, we’ll have a cut-off point (denoted by the white circle in the demo from the start of the tutorial).
The two most important things to note about this formula are:
Step 13: Revising Math Concepts
Before we start coding the game mechanics for the ‘Push’ and ‘Pull’ function, let’s be clear on what we want it to do:
Essentially, we want A (the player) to exert a certain force on B (a crystal), and move B towards A based on that force.
We should revise a few concepts:
Math.atan2(B.y - A.y, B.x - A.x).B.x += (Force*Math.cos(angle));B.y += (Force*Math.sin(angle));For more information, see the tutorials Gravity in Action and Trigonometry for Flash Game Developers.
Step 14: Implementing Push and Pull
Based on the previous explanation, we can come up with an outline for our code that attracts each crystal to the ship:
Sample Code:
public function gravityPull(p:Player): void { for (var i:int = 0; i < energyList.length; i++) { var energyS:Energy = energyList[i]; var nX:Number = (p.x - energyS.x); var nY:Number = (p.y - energyS.y); var angle:Number = Math.atan2(nY, nX); var r:Number = Math.sqrt(nX * nX + nY * nY); if (r <= 250) { var f:Number = (4 * 50 * 10) / (r * r); energyS.x += f * Math.cos(angle); energyS.y += f * Math.sin(angle); } } }Here’s a timelapse showing how this looks:
Note that the energy moves faster the closer it gets to the ship, thanks to the r-squared term.
We can implement the pushing function just by making the force negative:
public function gravityPull(p:Player): void { for (var i:int = 0; i < energyList.length; i++) { var energyS:Energy = energyList[i]; var nX:Number = (p.x - energyS.x); var nY:Number = (p.y - energyS.y); var angle:Number = Math.atan2(nY, nX); var r:Number = Math.sqrt(nX * nX + nY * nY); if (r <= 250) { var f:Number = (4 * 50 * 10) / (r * r); energyS.x -= f * Math.cos(angle); energyS.y -= f * Math.sin(angle); } } }Here the object moves more slowly as it gets further away from the player, since the force gets weaker.
Step 15: Apply the Mechanic
Of course that you will need this function to be run each frame by
GameScreen– but before that, we will need to use a Boolean function to toggle between the two functions:We are going to use true for ‘Push’ and false for ‘Pull’.
Inside
KeyDownHandler():if (e.keyCode == Keyboard.SPACE) { if (isGravityPushing == true) { isGravityPushing = false; } else if (isGravityPushing == false) { isGravityPushing = true; } }Afterwards, you will have to check the Boolean each frame. Add this to
update():if (isGravityPushing == true) { energyM.gravityPull(player); } if (isGravityPushing == false) { energyM.gravityPush(player); }Step 16: Modification
You might find that the movement doesn’t look so nice. This could be because the force is not quite ideal, or because of the r-squared term.
I’d like to alter the formula like so:
As you can see, I’ve reduced the value of “G” to 0.8, and changed the force to depend simply on the distance between the objects, rather than the distance squared.
Try it out and see if you enjoy the change. You can always alter it however you like.
Step 17: The Text Class
We will need to show some text on the screen, for showing the score and the ship’s remaining power.
For this purpose, we’ll build a new class,
Text:package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.Event; import flash.text.TextFormat; import flash.text.TextFormatAlign; public class Text extends MovieClip { public var _scoreText:TextField= new TextField(); public function Text(string:String) { var myScoreFormat:TextFormat = new TextFormat(); //Format changeable myScoreFormat.size = 24; myScoreFormat.align = TextFormatAlign.LEFT; myScoreFormat.color = (0x131313); _scoreText.defaultTextFormat = myScoreFormat; _scoreText.text = string; addChild(_scoreText); } public function updateText(string:String) { _scoreText.text = string; } } }It’s very simple; it’s basically a MovieClip with a text field inside.
Step 18: Adding Power for Player
To give the game some challenge, we’ll make the ship’s power get used up slowly, so that the player has to collect energy objects in order to recharge.
To make the ship’s power appear on the ship itself, we can simply add an instance of
Textto the ship object’s display list.Declare these variables within the
Shipclass:We’ll need to keep the amount of power (both stored and displayed) updated every frame, so add this new function to
Player:First, in the constructor:
// add a new text object if it doesn't already exist if (!powerText) { powerText = new Text(String(int(totalPower))); addChild(powerText); powerText.x -= 20; //Adjust position powerText.y -= 16; }And then…
public function updatePower():void { // fps = 24, so this makes power decrease by 1/sec totalPower -= 1 / 24; powerText.updateText(String(int(totalPower))); }The power will decrease every frame by 1/24th of a unit, meaning it’ll decrease by one full unit every second.
We need to make this run every frame, so add this line to
GameScreen.update():Step 19: Make Energy Increase Power
When the ship collides with an energy object, we want it to increase its power.
In
GameScreen.update(), add the highlighted line:Remember you can alter how much power is returned in the
EnergyManager.checkCollision()function.Step 20: Setting Up the Score
Again, we will need the text class. This time, we’ll display “Score” and then the value.
Here, we will need three more variables:
Declare these in
GameScreenclass:In the constructor, add this code:
scoreText = new Text("Score :"); addChild(scoreText); score = new Text(String(totalScore)); addChild(score); score.x = scoreText.x + 100; //Positioning it beside the "Score : " Text. score.y += 2;Now, in the
update()function, add this:That’s it – we’ve created a basic version of the above game!
Take a look (you may need to reload the page):
Extra Features and Polishing
Space Background
Maybe you would also like a background with an embedded image and stars. Add this to your
Mainclass:Now create the
Starclass:package assets { import flash.display.MovieClip; import flash.events.Event; public class Star extends MovieClip { private var speed:Number; public function Star(alpha:Number, size:Number, speed1:Number) { graphics.beginFill(0xCCCCCC); graphics.drawCircle(0, 0, size); speed = speed1; } // make sure you call this every frame private function moveDown():void { this.y += speed; if (this.y >= 600) { this.y = 0; } } } }In the
Main()constructor, add this to create the stars:for (var i:int = 0; i < numOfStars; i++) { createStars(); }Here’s the actual
createStars()function:private function createStars():void { var star:Star = new Star( Math.random(), Calculations.getRandomValue(1, 2), Calculations.getRandomValue(2, 5) ); //random alpha, size and speed addChild(star); star.x = Calculations.getRandomValue(0, 550); star.y = Calculations.getRandomValue(0, 600); }With random alpha, size, position, and speed, a pseudo-3D background can be generated.
Range indicator
A range indicator circle can be made by simply creating another circle and adding it to the ship’s display list, just like how you added the power indicator text. Make sure the circle is centred on the ship, and has a radius equal to the ship’s push/pull range.
Add transparancy (alpha value) to the circle with the below code:
Try adding extra controls that make the range increase or decrease when the up and down arrow keys are pressed.
Conclusion
I hope you enjoyed this tutorial! Please do leave your comments.
Next: Read this critique for a guide to taking Flux from a simple demo to a full game!
There are several methods used to produce menus within Unity, the main two being the built in GUI system and using GameObjects with Colliders that respond to interactions with the mouse. Unity’s GUI system can be tricky to work with so we’re going to use the GameObject approach which I think is also a bit more fun for what we’re trying to achieve here.
Final Result Preview
Please view the full post to see the Unity content.
Step 1: Determine Your Game Resolution
Before designing a menu you should always determine what resolution you are going to serve it to.
Open the Player settings via the top menu, Edit > Project Settings > Player and enter your default screen width and height values into the inspector. I chose to leave mine as the default 600x450px as shown below.
You then need to adjust the size of your Game view from the default "Free Aspect" to "Web (600 x 450)", else you could be positioning your menu items off the screen.
Step 2: Choosing a Menu Background
As you will have seen in the preview, our menu scene is going to have our game environment in the background so that when you click Play you enter seamlessly into the game.
To do this you need to position your player somewhere in the scene where you like the background and round up the Y rotation value. This is so it’s easier to remember and to replicate later, so that the transition can be seamless from the menu into the game.
Let’s now get on with the creation of the menu scene!
Step 3: Creating the Menu Scene
Make sure your scene is saved and is called "game" – you’ll see why later.
Select the game scene within the Project view and duplicate it using Ctrl/Command + D, then rename the copy to "menu" and double-click it to open it.
Note: You can confirm which scene is open by checking the top of the screen, it should say something like "Unity – menu.unity – ProjectName – Web Player / Stand Alone". You don’t want to start deleting parts accidently from your game scene!
Now select and delete the GUI and PickupSpawnPoints GameObjects from the Hierarchy. Expand the "Player" and drag the "Main Camera" so that it’s no longer a child of the Player, then delete the Player.
Next, select the terrain and remove the Terrain Collider Component by right-clicking and selecting Remove Component.
Finally, select the "Main Camera" and remove the MouseLook Component by right-clicking and selecting Remove Component.
If you run the game now nothing should happen and you shouldn’t be able to move at all. If you can move or rotate then redo the above steps.
Step 4: Adjusting the Build Settings
Currently when you build or play your game the only level included within that build is the "game" scene. This means that the menu scene will never appear. So that we can test our menu, we’ll adjust the build settings now.
From the top menu select File > Build Settings and drag the menu scene from your Project View into the Build Settings’ "Scenes In Build" list as shown below
(Make sure you rearrange the scenes to put "menu.unity" at the top, so that it’s the scene that’s loaded first when the game is played.)
Perfect!
Step 5: Adding the Play Button
We’re going to use 3D Text for our menu, so go ahead and create a 3D Text GameObject via the top menu: GameObject > Create Other > 3D Text, then rename it "PlayBT". Set the Y rotation of the PlayBT text to match the Y rotation value of your Main Camera so that it’s facing directly at it and therefore easily readable.
With the PlayBT selected, change the Text Mesh text property from Hello World to "Play", reduce the Character Size to 0.1 and increase the Font Size to 160 to make the text crisper.
Note: If you want to use a font other than the default, either select the font before creating the 3D Text or drag the Font onto the 3DText’s TextMesh’s Font property and then drag the Fonts "Font Material" onto the Mesh Renderers Materials list, overwriting the existing Font Material. Quite a hassle I know!
Finally, add a Box Collider via the top menu: Component > Physics > Box Collider. Resize the Box Collider to fit the text if it doesn’t fit it nicely.
At this point in the tutorial you really need to have both the Scene and Game Views open at the same time since you are now going to move the PlayBT within the Scene View so that it’s centred within your Game View as shown below. I recommend first positioning it horizontally using a top down view and then revert to using a perspective view to position it vertically using the axis handles.
So that’s our Play button all set up. Now let’s make it play!
Step 6: The Mouse Handler Script
Create a new JavaScript script within your scripts folder, rename it "MenuMouseHandler" and add it as a Component of the PlayBT GameObject by either dragging in directly onto PlayBT or by selecting PlayBT and dragging the script onto it’s Inspector.
Replace the default code with the following:
/** Mouse Down Event Handler */ function OnMouseDown() { // if we clicked the play button if (this.name == "PlayBT") { // load the game Application.LoadLevel("game"); } }We’re using the MonoBehaviour OnMouseDown(…) function, invoked every time the BoxCollider is clicked by the mouse. We check whether the button clicked is called "PlayBT", and if so we use Application.LoadLevel(…) to load the "game" scene.
Enough talk – go run it and watch your game come to life when you click Play!
Note: If you click Play and have found yourself with a build settings error, don’t fret; you just need to check your build settings – revisit Step 4.
Step 7: Ending the Game
So the menu to start the game is great but the game technically never ends since when the timer runs out nothing happens… let’s fix that now.
Open the CountdownTimer script and at the bottom of the
Tick()function add the following line:Application.LoadLevel("menu");Now re-run your game and when the timer runs out you’ll be taken back to the menu! Easy Peasy!
There we go – a basic menu added to our game. Now let’s make it a little more user friendly with a help screen to explain how to play.
Step 8: Adding the Help Button
The help button is identical to the PlayBT in practically every way, so go ahead and duplicate the PlayBT, rename it to HelpBT and position it below the Play button. Adjust the text property to say "Help" rather than "Play" and perhaps make the Font Size a little smaller as shown below – I used 100.
Now open the MenuMouseHandler script and add the following
else ifblock to your existingifstatement.// if we clicked the help button else if (this.name == "HelpBT") { // rotate the camera to view the help "page" }If you check the preview you’ll see that when you click Help the camera rotates around to show the help menu. So, how do we do that?
Step 9: God Save iTween
Our camera rotation can all be done nice and cleanly in one line, thanks to iTween. Without iTween life wouldn’t be nearly as fun. As the name may give away it’s a tweening engine, built for Unity. It’s also free.
Go ahead and open iTween within the Unity Asset store, then click Download/Import and import it all into your project. Once it’s imported you need to move the iTween/Plugins directory into the root of your Assets folder.
You’re now all set to tween your life away!
Step 10: Rotating the Camera
Grab a piece of paper and a pen (or open a blank document) and make a note of your Main Camera’s Y rotation value, as circled below.
Within the scene view rotate the camera around in whichever direction you like around the Y axis so that the Play and Help text are out of view and so that you’ve got a decent background for your help page. You can see mine below: I rotated from -152 to -8.
Return to your MenuMouseHandler script and add the following line within the
else ifstatement:We use Camera.main to retrieve the main camera (defined by the "MainCamera" tag) from the scene and use iTween.RotateTo(…) to rotate the camera to a specific angle – in my case
-8.(You need to replace the
-8within the above line with your camera’s current rotation.)Now go back to your scene and return your camera back to its original rotation that you wrote down at the start of this section, so that it’s facing the PlayBT. Run your game, click Help and the camera should spin around. Woo!
Note: If you get an error about iTween not existing then you haven’t imported it properly – revisit Step 9.
Now let’s build our Help page.
Step 11: Building the Help Page
Rotate your camera back to the Y rotation of your help page – in my case
-8.Now we’re going to add a little explanation text as well as some more text to explain the different pickups and their scores. Finally, we’ll add a Back button to return to the main menu. You can arrange your page in whatever way you wish so feel free to get creative. Here we go…
Duplicate the HelpBT, rename it HelpHeader, set its rotation to that of your camera, change the Anchor value to "upper center" and reduce the Font Size – I used 60.
Next, copy and paste the below paragraph into the
textproperty:"Collect as many Cubes as you can within the time limit.
Watch out though, they change over time!
Note: It’s worth noting that you can’t type multiline text into the text property; you have to type it in another program and then copy and paste it since pressing enter/return assigns the field.
Finally remove the Box Collider and MenuMouseHandler Components within the Inspector since this text won’t need to be clickable. Hopefully you end up with something like this:
Now drag a pickup prefab into the scene and position it on the screen. I put mine as shown below.
Next, duplicate the HelpHeader, rename it to HelpPowerups, change the Anchor to "upper-left" and copy and paste the below paragraph into the text field.
"Green: + 2 Points
Pink: +/- Random Points
Blue: Random Speed Boost"
Reposition it so you have something like the below.
All that’s left now is to add a Back button to return to the main menu.
Step 12: The Help Page Back Button
Duplicate the HelpBT, rename it BackBT, change its text to "Back", set its rotation to that of your camera and use the Scene View to reposition it within the Game View. I placed mine in the bottom corner as shown here:
Now we just need to update our MenuMouseHandler script to handle mouse clicks from the BackBT as well. Add the following
else ifblock to the bottom of theOnMouseDown()ifstatements:// if we clicked the Back button else if (this.name == "BackBT") { // rotate the camera to view the menu "page" iTween.RotateTo(Camera.main.gameObject, Vector3(0, -152, 0), 1.0); }This is nearly identical to the previous iTween statement, the only difference being the angle the camera is rotated to –
-152in my case. You need to change this number to the original Y rotation of your camera was (the one you wrote down, remember?)Now all you need to do it set your camera back to its original rotation – the value you just added to the iTween statement – so that it’s facing the main menu again.
Run the game and your camera should spin round to reveal the help page and spin back round to the main menu. Congratulations, you’ve finished!
Conclusion
I hope you’ve enjoyed this Getting Started with Unity Session!
In this part we’ve covered using GameObjects as menu items and the incredibly powerful tweening library, iTween.
If you want an extra challenge, try using iTween to change the text colour on MouseOver and then back again on MouseExit. (You’ll find a list of Mouse handlers on this page.)
Or add an iTween CameraFade and then fade it out when the timer runs out, then load then menu – rather than abruptly ending the game. You could then delay the call to
Application.LoadLevel(...)usingyield WaitForSeconds(...).Let me know how you get on in the comments!