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May 5, 2012 Posted on May 5, 2012 in Hints and Tips | 10 comments

Workshop: Utopian Mining – Critique

Today, Matt Porter takes a look at a recently released mining game, currently doing very well on Newgrounds: Utopian Mining, developed by Schulles.


Play the Game


Click to play on Newgrounds

Overview

Utopian Mining is one of the most polished RPG digging games I’ve played on the web in some time. It does so much right that it stings horribly when you do come across its few faults. My expectations were set high after seeing the excellent scores on Newgrounds and playing for a few moments, but I quickly learned that the game wasn’t all my hopes had wanted it to be.

My high expectations aside, there’s a lot to be learned from this wonderful little (emphasis on little) game.


Gameplay

The object is simple. You’re a tiny mining robot hanging out in a town that was recently destroyed by a horrible storm, and you need to collect materials while digging to get the town up and running again. There’s been a decent number of games in this genre over the years, and they’ve always done quite well in the eyes of players; quite well for sponsors too seeing as they continue to get sponsored by large sites such as Newgrounds and Kongregate. There’s definitely some concrete evidence as to why they do so well, which I’ll go over shortly.

Utopian Mining doesn’t really mix things up too much from your standard RPG digger, but it does add a few (extremely linear) quests, as well as a bit of story. Quests generally consist of giving someone money or a certain material, all of which is laid out in the exact order you would achieve if said quests didn’t exist, making the quests more of an illusion than anything.

The game appears to be a lot more content filled at first, especially when new buildings rise as you complete quests, and you learn of a beach far to the east, but it quickly becomes apparent that these changes hardly affect gameplay and are mostly visual fluff. Buildings give a small discount in restoring power to your robot, and the beach is used to get sand for a quest just once (yes, once). This visual fluff is of course a welcome addition, especially in the eyes of sponsors, but I fear that these quests will quickly feel shallow to the average player, leaving them with a desire for just a bit more depth. I would have loved to see quests be less linear, and to have them alter how the game is actually played. Unlocking new upgrades in the shop would have been great incentive to complete a difficult, and not immediately rewarding quest. In addition to these faults, the player also isn’t alerted when a quest is complete, which seems like a no-brainer for an otherwise very polished game.


The beach

The largest flaw of the game is that it’s so simple it becomes ridiculously easy to complete. It’s so unbalanced, that if it wasn’t short, slightly addicting, and quite charming, it would likely fail to be a decent game. Many players, such as myself, often skip cheap upgrades, and save up for the next reasonable purchase. This may take an extra five or ten minutes to do early on in the game, but it generally pays off. The same is true for buying equipment in games such as Final Fantasy, or really any game that offers an upgrade system of some sort.

The problem with Utopian Mining, is that it doesn’t only pay off – it actually destroys whatever challenge may have ever existed. I beat the entire game within an hour, and wasn’t remotely challenged beyond the first five minutes; in fact, my robot never even died. Generally speaking, the challenge of a game should increase as you go on, but Utopian Mining simply gets easy, whether you skip upgrades or not. Schulles (the developer) simply didn’t pay enough attention to the balance of the game, and it unfortunately reared it’s ugly head for me, and from the looks of other reviews, many other players.

Close to death, but never in any real danger.

While casual gaming is fun, it’s important to challenge players, or at least make them feel like they completed something difficult, even if “difficult” simply translates to time consumption (a common tactic of MMORPGs). While I don’t want to write out a game design document in this review, a simple addition to make the game more challenging would have been more hazards, such as lava pits. As it is, going deeper and running out of energy are the only things that can kill you, and that obviously doesn’t really work.

One of the more minor flaws, in my opinion, is the rather clunky user interface. For an example, let’s look at the shop screen:

To navigate the shop, you must press 1-4 to switch between categories (chassis, drill, batter, cooling liquid), use the arrow keys to go up and down, X to select, and C to exit. I love retro games, and I’m all about ditching the mouse when it really isn’t needed, but this wasn’t one of those times. There’s no reason to neglect the mouse for a simple shopping interface, especially when it would be faster and less frustrating to use for the player, and could work alongside keyboard controls as well. There’s no reason to annoy your players because you feel like being truly retro; give players an option, and both casual and hardcore players will be happy.

While Utopian Mining has its flaws, as almost all games do, it does a lot right. It takes everything you’d expect from an RPG digging game, strips it down, and polishes what little it has to an extreme. It’s basic, but it’s addicting, and for any game developer, that’s a good thing. Getting players to return to your game is not only great for increasing views, but it also helps developers gain more recognition, and both sponsors and developers will earn a decent bit more revenue, assuming the developer put ads such as Mochi or CPMstar in their game.

The unfortunate side to this, for Utopian Mining, is that the game isn’t quite long enough to ensure a returning play from most players, as it’s generally beaten in the first sitting. As far as the core mechanics go, they’re addicting. The game lacks any sort of real depth (aside from the digging bit [that was a terrible pun - Ed.]), but that aside, players seem to get addicted, and want more. The core mechanics of the game are undeniably an extremely strong point, and seeing them presented in such a polished manner has appeared to be an easy win for game developers.


Graphics

I’ve said it before, and I’ll say it again: I absolutely love retro and retro-inspired games. Utopian Mining offers some very nice looking retro graphics, which instantly earn my approval. The world is charming on the surface, and while a bit bland below, it’s done well enough to please the eyes. The animations are extremely simple, but they get the job done, and there’s no need for more.

As far as details go, the game doesn’t skimp out, and there’s actually a decent attention to detail. The ground gets darker as you go deeper, digging has a cool particle effect of dirt flying out, and warnings appear in a simple, but cool fashion across the screen. Overall, the graphics are top-notch for a retro-inspired style, and I wouldn’t change them a bit.


Audio

The audio is also extremely well done in Utopian Mining, and has very little room for improvement. The music on the surface is excellent and charming, which sets an immediately positive mood for players. Upon digging and going below the surface, the music instantly changes with a nice fading touch, which is a great addition.

Sound effects are nicely done, even if a bit simple. I would have appreciated some variation when collecting different materials, but that’s a minor piece of polish the develop chose not to include. All in all, the sounds are quite fitting, retro, and very well done.


Conclusion

Utopian Mining is undeniably a great game, it’s just a great game that has been done before. What I appreciate most about it, is that it takes the core mechanics, leaves behind the extras, and makes the game shine nonetheless. It’s an excellent game for developers to study, as there’s very little to it, yet it’s quite successful. I know my interest has been piqued by it, and I plan to explore development in the genre myself. All in all, Utopian Mining is a charming and simple game that can pass some time for the casual gamer, teach some important lessons to game developers looking for them, or both.


Your Turn

What do you think of Utopian Mining?



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10 Responses to “Workshop: Utopian Mining – Critique”

  1. Porter says:
    May 5, 2012 at 7:52 pm

    Today, Matt Porter takes a look at a recently released mining game, currently doing very well on Newgrounds: Utopian Mining, developed by Schulles.


    Play the Game


    Click to play on Newgrounds

    Overview

    Utopian Mining is one of the most polished RPG digging games I’ve played on the web in some time. It does so much right that it stings horribly when you do come across its few faults. My expectations were set high after seeing the excellent scores on Newgrounds and playing for a few moments, but I quickly learned that the game wasn’t all my hopes had wanted it to be.

    My high expectations aside, there’s a lot to be learned from this wonderful little (emphasis on little) game.


    Gameplay

    The object is simple. You’re a tiny mining robot hanging out in a town that was recently destroyed by a horrible storm, and you need to collect materials while digging to get the town up and running again. There’s been a decent number of games in this genre over the years, and they’ve always done quite well in the eyes of players; quite well for sponsors too seeing as they continue to get sponsored by large sites such as Newgrounds and Kongregate. There’s definitely some concrete evidence as to why they do so well, which I’ll go over shortly.

    Utopian Mining doesn’t really mix things up too much from your standard RPG digger, but it does add a few (extremely linear) quests, as well as a bit of story. Quests generally consist of giving someone money or a certain material, all of which is laid out in the exact order you would achieve if said quests didn’t exist, making the quests more of an illusion than anything.

    The game appears to be a lot more content filled at first, especially when new buildings rise as you complete quests, and you learn of a beach far to the east, but it quickly becomes apparent that these changes hardly affect gameplay and are mostly visual fluff. Buildings give a small discount in restoring power to your robot, and the beach is used to get sand for a quest just once (yes, once). This visual fluff is of course a welcome addition, especially in the eyes of sponsors, but I fear that these quests will quickly feel shallow to the average player, leaving them with a desire for just a bit more depth. I would have loved to see quests be less linear, and to have them alter how the game is actually played. Unlocking new upgrades in the shop would have been great incentive to complete a difficult, and not immediately rewarding quest. In addition to these faults, the player also isn’t alerted when a quest is complete, which seems like a no-brainer for an otherwise very polished game.


    The beach

    The largest flaw of the game is that it’s so simple it becomes ridiculously easy to complete. It’s so unbalanced, that if it wasn’t short, slightly addicting, and quite charming, it would likely fail to be a decent game. Many players, such as myself, often skip cheap upgrades, and save up for the next reasonable purchase. This may take an extra five or ten minutes to do early on in the game, but it generally pays off. The same is true for buying equipment in games such as Final Fantasy, or really any game that offers an upgrade system of some sort.

    The problem with Utopian Mining, is that it doesn’t only pay off – it actually destroys whatever challenge may have ever existed. I beat the entire game within an hour, and wasn’t remotely challenged beyond the first five minutes; in fact, my robot never even died. Generally speaking, the challenge of a game should increase as you go on, but Utopian Mining simply gets easy, whether you skip upgrades or not. Schulles (the developer) simply didn’t pay enough attention to the balance of the game, and it unfortunately reared it’s ugly head for me, and from the looks of other reviews, many other players.

    Close to death, but never in any real danger.

    While casual gaming is fun, it’s important to challenge players, or at least make them feel like they completed something difficult, even if “difficult” simply translates to time consumption (a common tactic of MMORPGs). While I don’t want to write out a game design document in this review, a simple addition to make the game more challenging would have been more hazards, such as lava pits. As it is, going deeper and running out of energy are the only things that can kill you, and that obviously doesn’t really work.

    One of the more minor flaws, in my opinion, is the rather clunky user interface. For an example, let’s look at the shop screen:

    To navigate the shop, you must press 1-4 to switch between categories (chassis, drill, batter, cooling liquid), use the arrow keys to go up and down, X to select, and C to exit. I love retro games, and I’m all about ditching the mouse when it really isn’t needed, but this wasn’t one of those times. There’s no reason to neglect the mouse for a simple shopping interface, especially when it would be faster and less frustrating to use for the player, and could work alongside keyboard controls as well. There’s no reason to annoy your players because you feel like being truly retro; give players an option, and both casual and hardcore players will be happy.

    While Utopian Mining has its flaws, as almost all games do, it does a lot right. It takes everything you’d expect from an RPG digging game, strips it down, and polishes what little it has to an extreme. It’s basic, but it’s addicting, and for any game developer, that’s a good thing. Getting players to return to your game is not only great for increasing views, but it also helps developers gain more recognition, and both sponsors and developers will earn a decent bit more revenue, assuming the developer put ads such as Mochi or CPMstar in their game.

    The unfortunate side to this, for Utopian Mining, is that the game isn’t quite long enough to ensure a returning play from most players, as it’s generally beaten in the first sitting. As far as the core mechanics go, they’re addicting. The game lacks any sort of real depth (aside from the digging bit [that was a terrible pun - Ed.]), but that aside, players seem to get addicted, and want more. The core mechanics of the game are undeniably an extremely strong point, and seeing them presented in such a polished manner has appeared to be an easy win for game developers.


    Graphics

    I’ve said it before, and I’ll say it again: I absolutely love retro and retro-inspired games. Utopian Mining offers some very nice looking retro graphics, which instantly earn my approval. The world is charming on the surface, and while a bit bland below, it’s done well enough to please the eyes. The animations are extremely simple, but they get the job done, and there’s no need for more.

    As far as details go, the game doesn’t skimp out, and there’s actually a decent attention to detail. The ground gets darker as you go deeper, digging has a cool particle effect of dirt flying out, and warnings appear in a simple, but cool fashion across the screen. Overall, the graphics are top-notch for a retro-inspired style, and I wouldn’t change them a bit.


    Audio

    The audio is also extremely well done in Utopian Mining, and has very little room for improvement. The music on the surface is excellent and charming, which sets an immediately positive mood for players. Upon digging and going below the surface, the music instantly changes with a nice fading touch, which is a great addition.

    Sound effects are nicely done, even if a bit simple. I would have appreciated some variation when collecting different materials, but that’s a minor piece of polish the develop chose not to include. All in all, the sounds are quite fitting, retro, and very well done.


    Conclusion

    Utopian Mining is undeniably a great game, it’s just a great game that has been done before. What I appreciate most about it, is that it takes the core mechanics, leaves behind the extras, and makes the game shine nonetheless. It’s an excellent game for developers to study, as there’s very little to it, yet it’s quite successful. I know my interest has been piqued by it, and I plan to explore development in the genre myself. All in all, Utopian Mining is a charming and simple game that can pass some time for the casual gamer, teach some important lessons to game developers looking for them, or both.


    Your Turn

    What do you think of Utopian Mining?


  2. James Tyner says:
    May 5, 2012 at 8:03 pm

    In this short tutorial I will introduce you to ASAudio, and AS3 library that greatly reduces the amount of code needed to create and manipulate sound object in your ActionScript projects.


    Step 1: Examining ASAudio

    ASAudio is an ActionScript 3 library that greatly reduces the amount of code needed to create and manipulate (volume changes, pan) audio files’ within your ActionScript Projects. Traditionally you would need to do the following to load in, play, and change the volume of a Sound within ActionScript:

    
    
    var urlRequest:URLRequest = new URLRequest("path/to/track.mp3");
    var sound:Sound = new Sound(urlRequest);
    var soundChannel:SoundChannel = sound.play();
    var soundTrans:SoundTransform = soundChannel.soundTransform;
    soundTrans.volume = .5;
    soundChannel.soundTransform = soundTrans;
    

    With ASAudio all you need to do is the following

    
    
    var track:Track = new Track("path/to/track.mp3");
    track.start();
    track.volume = .5;
    

    Step 2: Getting the Library

    Head over to the project’s Google Code page and download the latest version of ASAudio.

    Once you have downloaded it, extract it and copy the the “com” folder that is inside the “src” folder to the folder where you will be creating your ActionScript project.


    Step 3: New ActionScript Project

    Start a new ActionScript project, and save it in your project folder as “asAudio.fla”. Under the “PROPERTIES” panel, set the stage color to white and give it a width and height of 500x150px.

    Now create a new ActionScript File and save this as “Main.as”. Set this as your Document Class.


    Step 5: Imports and Constructor Function

    Add the following to the “Main.as” you created in the step above.

    
    
    package  {
    	import flash.display.Sprite;
    	import com.neriksworkshop.lib.ASaudio.*;
    	import flash.media.Sound;
    	import flash.events.MouseEvent;
    	import flash.events.Event;
    
    	public class Main extends Sprite {
    
    		public function Main() {
    			trace("Working");
    		}
    
        }
    
    }
    

    Here we import the classes we will need throughout this tutorial, and setup our Main() constructor.


    Step 6: Track

    The Track is the fundamental class of ASAudio. Everything you do with the library depends on the Track. In this step we will create a new Track, and play it. Enter the following code above the Main() within “Main.as”.

    
    
    var track:Track = new Track("BoozeandBlues.mp3");
    

    And the following within the Main() constructor.

    
    
    public function Main() {
    	track.start();
    }
    

    To create a Track you pass in a path to the mp3. We then call the start() method of the Track within Main().

    If you test now you should hear the mp3 play.


    Step 7: Setting up the Interface

    In this step we will setup the interface for the project so we can control our Track‘s.

    From the Component Window drag 4 buttons and a slider onto the Stage. You can get to the Components Window by choosing Window > Components or by pressing CTRL+F7.

    Give the buttons the following properties, one by one.

    • X: 21.00 , Y:61.00, Label:”Play TracK”, Instance Name:”playTrackBtn”
    • X: 175.00, Y:61.00, Label:”Play Group”, Instance Name”playGroupBtn”
    • X: 333.00, Y:61.00, Label:”Play Playlist”, Instance Name”playListBtn”
    • X: 21.00, Y:100.00, Label:”Stop Track”, Instance Name”stopTrackBtn”

    Here is a screenshot of the first Button’s setup.

    Give the slider the following properties.

    • X: 21.00, Y:29.00, Instance Name:”trackSlider”
    • maximum: 1
    • miniumum: 0.1
    • snapInterval: 0.1
    • tickInterval: 0.1
    • value: 1
    • liveDragging: “Make sure it is checked”

    Here we set some initial values for the slider. I won’t go over them as you can refer to my Quick Tip that covers the sliders functionality.


    Step 8: Controlling the Track

    In this step we will code the start, stop, and volume functionality for the track we created in the previous step. Add the following to “Main.as”.

    
    
    public function Main() {
    	addListeners();
    }
    
    private function addListeners():void{
       trackSlider.enabled = false;
       playTrackBtn.addEventListener(MouseEvent.CLICK,playTrack);
       stopTrackBtn.addEventListener(MouseEvent.CLICK,stopTrack);
       trackSlider.addEventListener(Event.CHANGE,adjustTrackVolume);
    
    }
    

    Here we call the addListeners() function within our Main() constructor. Inside addListeners we set the disable the trackSlider and add Listeners to 3 of our buttons.


    Step 9: playTrack()

    The playTrack() function will tell the track to start playing. Add the following beneath the addListeners() function you created in the step above.

    
    
    private function playTrack(e:MouseEvent):void{
       trackSlider.enabled = true;
       track.start();
       track.volume = 1.0;
    }
    

    Here we enable the trackSlider play the Track using the start() method and set the volume of the track using the volume property.


    Step 10: stopTrack()

    The stopTrack() function will be used to stop the Track. Add the following beneath the playTrack() function you added in the step above.

    
    
    private function stopTrack(e:MouseEvent):void{
    	track.stop();
    }
    

    Here we simply call the stop() method on the Track.


    Step 11: adjustTrackVolume()

    The adjustTrackVolume() function will be used to adjust the volume of the Track. Add the following beneath the stopTrack() function you created in the step above.

    
    
    private function adjustTrackVolume(e:Event):void{
       track.volume = e.target.value;
    }
    

    Here we set the volume of the track equal the the sliders value property. Because we set the maximum to 1 and the minimum to 0.1 it will always be a number between 0.1 and 1.0 incremented by 10ths. i.e 0.1, 0.4, and so on.

    If you test the movie now you should be able to play, stop, and adjust the volume of the Track.


    Step 12: Groups

    You may have been wondering what the “Play Group” button was for? Well, along with offering basic the basic Track ASAudio has a notion of “Groups” which allows you to stack sounds together and play them together all at once. Add the following within the addListeners() function you created in the step above.

    
    
     private function addListeners():void{
       trackSlider.enabled = false;
       playTrackBtn.addEventListener(MouseEvent.CLICK,playTrack);
       stopTrackBtn.addEventListener(MouseEvent.CLICK,stopTrack);
       trackSlider.addEventListener(Event.CHANGE,adjustTrackVolume);
       playGroupBtn.addEventListener(MouseEvent.CLICK,playGroup);
    }
     

    Here we add a Listener to our playGroupBtn that will call the playGroup() function. We will code this next.


    Step 13: playGroup()

    Add the following beneath the adjustTrackVolume() function you creafted in the step above.

    
    
     private function playGroup(e:Event):void{
       var group:Group = new Group( [new Track("piano.mp3"), new Track("drumbeat.mp3")] );
       group.start();
    }
    

    Here we create a new Group by passing in an Array of tracks. We then call the start() method which tells the Group to start playing.

    If you test now you should hear the “piano.mp3″ and “drumbeat.mp3″ playing simutaneously.


    Step 14: Playlist

    Along with offering the Group, ASAudio has a notion of a PlayList. The PlayList is like a playlist on an MP3 player. You “queue” up songs and when one finishes it continues to the next. Add the following within the addListeners function.

    
    
    private function playPlayList(e:Event):void{
       var playList:Playlist = new Playlist( [new Track("piano.mp3"), new Track("drumbeat.mp3")] );
       playList.loop = false;
       playList.start();
    }
    

    Like the Group we create a new PlayList by passing in an Array of Tracks. We set the PlayList to not loop and call the start() method.

    You can now test and see the PlayList in action.

    Conclusion

    You have learned about ASAudio and seen how it can greatly reduce the amount of code needed to create Audio within your ActionScript Projects. This library has more to offer including fade, pause, and mute methods… I suggest you take a look through the documentation to see what all is available. I hope you found this useful and thanks for reading!


  3. David Appleyard says:
    May 5, 2012 at 8:44 pm

    Each month, we bring together a selection of the best tutorials and articles from across the whole Tuts+ network. Whether you’d like to read the top posts from your favourite site, or would like to start learning something completely new, this is the best place to start!


    We’ve Been in Kuala Lumpur!

    This month we’ve been attending an Envato company meet-up in Malaysia. We’ve had a fun time working together as a team, made lots of exciting plans for the future of Tuts+, and also had the chance to meet up with lots of our readers! Thanks to everyone who took the time to attend our community meet-up and, if you’re interested, you can find out a bit more about our trip here (and see a few photos!)

    Above: A happy bunch. Clockwise from left: Michael James Williams (Activetuts+ editor), Japh Thomson (Wptuts+ Editor), Ian Yates (Webdesigntuts+ editor), and David Appleyard (Tuts+ Manager).


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  4. Jesse Freeman says:
    May 5, 2012 at 9:31 pm

    In this video I will discus some tips and tricks for optimizing your Impact games and how to get the best performance possible across desktop to mobile. I will cover ways to reduce draw calls, how to set up setting properties for your levels and other important things I have learned through trial and error while building games with Impact.


    Watch the Screencast

    You can also download the video to watch later.


    More Info and Links

    To learn more about Impact visit http://ImpactJS.com and check out a copy of my book on Impact called Introducing HTML5 Game Development, published by O’Reilly.


  5. Dru Kepple says:
    May 5, 2012 at 10:16 pm

    Sublime Text 2 is a powerful text editor, popular due to its cross-platform availability and its knack for leveraging pre-existing TextMate capabilities. Combine Sublime Text 2 with Google’s new Dart language, and power coders can be very happy.


    Prerequisites

    In order for this to go quickly, I’ll assume that you have some foundational knowledge. You should be familiar with the following for this tip:

    • A working knowledge of Sublime Text 2 packages. Most of this tip centers on the steps required to build our own Dart package, but if you’ve never used a snippet before you might want to back up for a second and go learn more about Sublime Text first.
    • A working knowledge of Dart will also help. We won’t really be coding any Dart in this tip, but having a few Dart files around with which to test things will help greatly.
    • We’ll be checking code out of a Subversion repository, and while I’ll feed you the command to use, hopefully this isn’t your first time using Subversion.
    • Finally, a general knowledge of your particular OS is in order. We’ll need to do a small amount of configuration and if you’re comfortable, say, modifying a .bash_profile file via the Terminal, then you’ll be fine.

    If you need some prior reading material, I refer you to the following:

    • Sublime Text 2 documentation (however unofficial) is kept at sublimetext.info/docs. The pages on Packages, Syntax Definitions, and Snippets were particularly useful in the writing of this tip.
    • Dart information can be found at the official site, or by following along Activetuts’ Introduction to Dart tutorial
    • Much has been written about Subversion, not to mention a complete online book. That’s a bit more than you need, as you simply need to have Subversion installed and to checkout a single folder
    • Google will be your friend when it comes to learning more about configuring your system.

    Step 1: Install Dart Editor

    We won’t really be using the Dart Editor (the point of this tutorial is to use Sublime Text for Dart development, after al), but the download includes the Dart SDK, which is really what we’re after. Even if you’re a hardcore Sublime Text 2 fanatic, it’s still not a terrible idea to have the “official” Dart Editor installed and handy.

    On the official Dart site, you can download the Dart Editor from the following link:

    http://www.dartlang.org/docs/getting-started/editor/

    Under “Step 1″ of that page, you’ll find a link to a ZIP file containing the Dart Editors. It’s around 70-100 MB, depending on your OS, so it’s not a terribly heavy download. But get it started!

    The Dart Editor is based on Eclipse, so if you’ve used that you’ll be right at home with the Dart Editor. I won’t be getting into details on using it in this tutorial, but feel free to play around with it. The Activetuts+ introductory Dart tutorial (currently exclusively available through Facebook) takes you through the basic usage of the Dart Editor.

    Note that if you don’t want to install the Dart Editor, you can download just the Dark SDK for your OS at this URL (it’s only 2 or 3 MB):

    http://www.dartlang.org/docs/getting-started/sdk/index.html


    Step 2: If You Have 64-Bit Linux

    If you don’t have a 64-bit Linux installation, you can skip this step. (Yep, that includes you, Windows and Mac users; scroll down for your instructions.)

    If you are on a 64-bit Linux installation, you’ll need to install a 32-bit library in order to run the Dart compiler, even if you’ve downloaded the 64-bit Dart Editor. I’m not a Linux guru by any stretch, but this worked for me, on my Ubuntu 11 installation.

    Go to the Software Center and search for “lib32stdc++6″ or “GNU Standard C++ Library 32 bit”. Install it. You can continue on with the next few steps while it installs – just be sure this library has successfully installed before attempting to run the build system.

    Install this library if you're running 64-bit Linux

    Step 3: Download Google’s Dart TextMate Language File

    The TextMate language file is hosted on Google Code here (web-based view into the repository):

    http://code.google.com/p/dart/source/browse/branches/bleeding_edge/dart/tools/utils/textmate/Dart.tmbundle/Syntaxes/Dart.tmLanguage

    This is actually part of a larger TextMate bundle (but not that much larger), but we’re only interested in the language grammar.

    Before we grab that file, create a location for it to live on your system. You’ll need to create a folder named Dart in the following location, depending on your OS:

    • Mac OS: ~/Library/Application Support/Sublime Text 2/Packages/Dart
    • Windows 7: C:\Users\Administrator\AppData\Roaming\Sublime Text 2\Packages\Dart
    • Linux: ~/.config/sublime-text-2/Packages/Dart

    Then open up your command line interface and navigate to inside of that newly-created Dart folder.

    Subversion doesn’t make it easy to checkout a single file, but we can export a single file. Enter this command:

    
    
    svn export http://dart.googlecode.com/svn/branches/bleeding_edge/dart/tools/utils/textmate/Dart.tmbundle/Syntaxes/Dart.tmLanguage
    

    After a moment you should have the Dart.tmLanguage file in your Dart folder.

    Go ahead and try it out (you may need to restart Sublime Text). Open up a Dart file and check out the colorful syntax:

    A simple Dart file in Sublime Text 2, showing off syntax highlighting
    A simple Dart file in Sublime Text 2, showing off syntax highlighting

    Step 4: Locate your frogc Executable

    frogc is the Dart-to-JavaScript compiler. It’s a command line tool, but it’s thankfully easy to use. We’ll be using it in a Sublime Build System later to turn our Dart file(s) into JavaScript, so we don’t even need to use it on the command line anyway.

    To make the Build System, we need the path to our frogc executable. This was downloaded with the Dart SDK (which you either downloaded with the Dart Editor or by itself). It will be located at dart-sdk/bin/frogc. “dart-sdk” will either be where you downloaded and unzipped the SDK by itself, or nested just inside the dart folder which also contains the Dart Editor application, which will be where you placed it.

    We need a command-line-compatible path to frogc. On Mac OS, you can do this:

    Open up a Terminal window and drag frogc into it. The window will contain the text of the path of the file you dropped.

    For Windows:

    Click in the address bar of the window. It should turn into a plain text path for the folder, which you can then copy. You’ll need to add “\frogc.bat” at the end to get the path to frogc, not just the bin folder.

    If you’re on Linux, you probably already know how to do this.

    Make sure the path is absolute, and readily available. Place it on your clipboard or in a scratch text file for the next step.


    Step 5: Create a Dart Build System to Compile JavaScript

    To make this language package really useful, we should set up a Build System, which lets us run files through a shell build command.

    In Sublime Text, choose the Tools > Build System > New Build System… menu. You’ll be presented with a new file with the following default contents:

    
    
    {
        "cmd": ["make"]
    }
    

    This is just a JSON object that describes a very basic build command. We’ll add much more to this to make it useful for Dart development.

    With that path you determined in the last step readily available, we can edit our sublime-build file.

    If you’re on Mac or Linux, change the contents of the file to:

    
    
    {
        "cmd": ["/Applications/dart/dart-sdk/bin/frogc", "$file"],
        "file_regex": "^(.+\\.dart):(\\d+):(\\d+):.+\\[0m(.+)$",
        "selector": "source.dart"
    }
    

    The above is what I have on my Mac system. Where it says /Applications/dart/dart-sdk/bin/frogc, add in your own frogc path.

    If you're on Windows, the file will look rather similar, but you should change the "cmd" line to:

    
    
    {
        "cmd": ["cmd", "/C", "C:\\insert path here\\frogc.bat", "$file"],
        "file_regex": "^(.+\\.dart):(\\d+):(\\d+):.+\\[0m(.+)$",
        "selector": "source.dart"
    }
    

    To briefly explain what this does, the cmd property is basically just what to run on the command line. frogc is simple to use: just invoke the command and feed it a file. The $file part of that line is a variable that gets expanded automatically to the page of the current file.

    On Windows, things are a little funkier by default (at least in this scenario; that's not a dig at Microsoft, I swear!). What we have will run the Windows command line (cmd) with the "don't keep the terminal window up" parameter (/C, though even the "keep the terminal window up" /K parameter doesn't show it either), and run frogc.bat, passing it the full file path. This is the quick way to get it working, but does seem to produce errors in the current build. This is probably a temporary problem, as at the time of this writing these errors are produced with the standard SDK and not the latest SDK. See the next step for an alternate route.

    The file_regex line is for error reporting purposes. If a line in the output of the command matches this regular expression pattern, it's recognized as an error and pressing F4 will highlight them for you in the output panel.

    Unfortunately frogc uses text-styling codes to make parts of the error message a different color and/or bold. When piped into Sublime Text, these style codes are presented as regular text, so the output can be a little hard to read, with [0m and similar codes peppered amongst the human-readable text. I'm not aware of any way around this, sadly.

    The final line, selector, specifies the scope in which this Build System should take place. With this set to source.dart, Dart files should automatically choose this Build System. Sublime Text 2 knows that a ".dart" file is a, well, a Dart file thanks to the language grammar we installed.

    Save this file as Dart-frogc.sublime-build in [Sublime Data]/Packages/User/Dart/


    Optional Power-User Step for Windows

    To avoid the aforementioned errors on Windows, and also make your build system fit more in line with the Mac and Linux versions, we can add the dart-sdk bin folder to the Windows environment, so that Sublime Text knows to look there for frogc.

    To add the path, click Start, then right-click Computer, and select Properties. (Alternatively: Control Panel > System and Security > System.) Click "Advanced system settings", then on "Environment Variables."

    Now, find the "path" variable, in either User Variables or System Variables (it works with either). If it doesn't exist, you can click New to create it, but if it does exist, then clicking New will overwrite it, so be careful.

    Append the correct path to the end of what's already there, using a semicolon to separate it from everything else. No need to escape slashes or replace spaces with underscores or anything like that. Mine looks like:

    
    
    C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Users\Administrator\Downloads\dart-win32-latest\dart-sdk\bin
    

    (Scroll the above box to the right.)

    That'll let you run frogc c:\whatever\source.dart from the command window, but it still won't work within Sublime Text 2. For some reason, ST2 on Windows requires you to specify the file extension in your build system file, like so:

    
    
    "cmd": ["frogc.bat", "$file"]
    

    At this point, you should have a usable build system on Windows that's less likely to break.


    Step 6: Using the Build System

    Go ahead and try our new Build System out. Open up a Dart file, and press F7 or Control-B (on the Mac, Command-B). "B" for Build.

    You should see the output panel open up at the bottom, and if the Dart is error-free, you'll just see [Finished].

    The Build System is successful

    If you have errors, you'll get much more complex output. For example:

    The Build System showing errors

    When this happens, press F4 to move forward through the various lines of error, and Shift-F4 to move backward. The error line will highlight in the output panel, and your cursor will be placed at the line and column identified by the error.

    The Build System highlighting an error

    Step 7: Start Building Snippets

    There are potentially many useful snippets to be added to a Dart bundle. Let me get you started by adding a snippet that creates a new method.

    From the Sublime Text menu, choose Tools > New Snippet... You'll again be presented with a default file, this one in XML format. Change its contents to:

    
    
    <snippet>
        <content><![CDATA[
    ${1:void} ${2:methodName}(${3:arguments}) {
        $0${1/void|(.+)/(?1:\n\treturn null;)/}
    }
    ]]></content>
        <tabTrigger>method</tabTrigger>
        <scope>source.dart</scope>
    </snippet>
    

    Feel free to change the contents of the <tabTrigger> node from method to something else that you'll find more useful. This is what you type before pressing Tab in order to get the snippet.

    Save the file as method.sublime-snippet (the extension is crucial; the base name is what your snippet will show up as in the menus), in the following location relative to your Sublime Text 2 Packages folder:

    
    
    /Dart/method.sublime-snippet
    

    You should already have the "Dart" folder from the installation of the language grammar file.

    Now try out your new snippet (you may need to restart Sublime Text, but I think this is no longer an issue).

    In a Dart file, type "method" (or whatever you specified, if you forged your own tab trigger), press Tab, and watch it expand. You can tab through the various stops, starting at the return type, then to the method name, and finally in between the parentheses if you want to add arguments. The last tab will drop you at the first line of the method.

    The cool part is that if you change the return type from void, you get an automatic return null statement at the end of your method body. Naturally you'll want to adapt this to your needs, but hopefully it's a feature that saves a little typing. The magic happens in the unwieldy second line of the snippet; if you've never seen this before, then it's somewhat difficult to explain concisely, but it looks at the contents of the first tab stop (the return type) and if it's anything other than "void", it adds the return null. It might make sense if you've ever used Regular Expressions, particularly with the substitution syntax of /pattern/substitute/ found in Perl.

    The field's wide open for the creation of time-saving Dart snippets. Feel free to post your snippets in the comments.


    That's All

    And there you have it; those of use who prefer a certain text editor over anything else can continue to do so, even with this new Dart language. Thanks for reading, and I hope you learned something about Sublime Text 2's extensibility along the way.


  6. Jesse Freeman says:
    May 5, 2012 at 11:13 pm
    This entry is part 3 of 3 in the series An ImpactJS Overview

    Impact is an incredibly powerful HTML5 game framework and one of it’s key advantages is its ability to run on many different platforms such as desktop browsers, mobile browser, as a native iOS or Win 8 Metro app, and on Chrome Market. In this video I will go over how I use Ant to automate building out versions of my game to each of these platforms and some things to keep in mind when you are looking into distributing your own game.


    Watch the Screencast

    You can also download the video to watch later.


    More Info and Links

    This video is based on a more detailed article I wrote called Automating Impact Builds With Ant. To learn more about Impact visit http://ImpactJS.com and check out a copy of my book on Impact called Introducing HTML5 Game Development, published by O’Reilly.


  7. Abel Toy says:
    May 6, 2012 at 12:05 am

    It’s not easy to create the UI side of your game with FlashPunk, as it doesn’t include any UI components like buttons or text fields by default. This isn’t a restriction, though; it just means you’re completely free to create the UI exactly as you like. But you need to know how to do it first! This tutorial will teach you how to build some custom UI components, and show you the different ways you can customize them to exactly fit the style of your game.


    Final Result Preview

    Let’s take a look at the final result we will be working towards:


    Step 1: Introduction

    Many FlashPunk users tend to have problems with the UI side of their games. There’s no ‘easy’ way of making buttons and other interactible-elements like text fields or checkboxes, for example, in FlashPunk. No Button class.

    That may seem of a restriction, yes, and many newcomers find it a little bit confusing at first… but there’s a reason behind that. Games, each one of them, tend to have a custom user interface unique to themselves, which design is related to the mechanics or theme of the game itself. You won’t see any good game (generally speaking) that has the default window buttons for its controls!

    We could argue that, in this case, there could be some classes providen with the bare-bones of the functionality, the minimum required for some buttons to work, and leave the graphic side to the user… yes, that is true… but the generalization we would have to use in those classes would be either too big and confusing or too specific and not costumizable enough. (believe me, I was in charge of the semi-failed semi-working Punk.UI project.) We will learn how to code our own components instead!

    So what this tutorial is going to show you is how to build your own UI elements for your game in FlashPunk, give them behaviour, and show some tricks to make their graphic part with the most used techniques… but remember that each of your games will need a different UI graphically-wise!

    As the tutorial is really lengthy, it’s been divided into multiple parts. This first part will teach you how to build each component, without the eye-candy and costumization. We will introduce these later.

    To code the example SWF with our UI, we are going to use FlashPunk, as this is a FlashPunk tutorial, and FlashDevelop for the IDE. If you feel more comfortable with another IDE, like FlashBuilder, you are free to use that, just adapt the specific parts of this tutorial.

    Previous knowledge on FlashPunk is needed to follow this tutorial. This is not a general FlashPunk tutorial, this is a UI tutorial using FlashPunk. If you don’t know FlashPunk, you can take a look at the Introductory FlashPunk tutorials on Activetuts+ and also check out the official FlashPunk tutorials.


    Step 2: Create a New Project

    Open FlashDevelop and click Project > New Project to open the New Project window.

    FlashDevelop New Project Window

    Choose ActionScript 3 > AS3 Project. For the name of the project, put in “FlashPunk UI”. For the location, click and navigate to the folder you would like to save it into. Leave the “create directory for project” checkbox selected and click OK.


    Step 3: Download the Latest FlashPunk

    The Downloads page of FlashPunk

    Go to the official FlashPunk webpage, FlashPunk.net, and click the Download button on the navigation bar. Then click the “Download FlashPunk” link on the top of the page. It should take you to the GitHub download webpage. Click the “Download .zip” button (or “Download .tar.gz” if you prefer that format) and save the file somewhere you know.


    Step 4: Add FlashPunk to Our Project

    Added FlashPunk to our project

    Now that we have downloaded FlashPunk, we have to add it to our project. To do so, we will simply copy the “net” folder from the FlashPunk zip to our “src” folder in our project, like usual.


    Step 5: Starting the Engine

    We have to initialize FlashPunk in our document class now, so it takes control of our game, like on every FlashPunk project. We do so by making our document class extend the Engine class, and calling super with the required parameters. We will give our application a size of 550×400 pixels. Don’t forget to right-click on our project, go to Properties and configure the dimensions to 550×400 pixels as well.

    
    
    package
    {
    	import net.flashpunk.Engine;
    
    	public class Main extends Engine
    	{
    		public function Main():void
    		{
    			super(550, 400);
    		}
    	}
    }
    
    Setting our project's dimensions

    Step 6: Creating Our World

    Now, we have to create a FlashPunk World to hold our entities. We will place every UI component we create there, so we can test them. In a real-world case, each of our Menu States would be a different World, as well as the Game itself. So we will create a new class which will extend World, called TestWorld, in our “src” folder.

    
    
    package
    {
    	import net.flashpunk.World;
    
    	public class TestWorld extends World
    	{
    
    		public function TestWorld()
    		{
    			super();
    		}
    
    	}
    }
    

    Then we’ll tell our Engine class to go to our TestWorld on startup by overriding the init function. Don’t forget to import the class FP from net.flashpunk!

    
    
    		override public function init():void
    		{
    			super.init();
    
    			FP.world = new TestWorld;
    		}
    

    Step 7: The Button Entity

    The first thing we are going to build is our Button component. Every component we’re going to make will be an Entity, as it’s the most logical step for making something in FlashPunk which will live in a World.

    First of all, we will create a new folder inside the “src” folder, to keep things a bit organized. We will name this folder “ui”, and will hold all of our components.

    Then we create a class there named Button, which will extend Entity. The package will be ui, as it’s inside the ui folder.

    
    
    package ui
    {
    	import net.flashpunk.Entity;
    
    	public class Button extends Entity
    	{
    		public function Button(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    		}
    	}
    }
    

    Now we will add a new instance of this Button class in our World, so we can see it working… when we finish it, as at the moment it’s an invisible Entity. So, add this in our TestWorld class, and don’t forget to import the Button class using import ui.Button;

    
    
    		override public function begin():void
    		{
    			super.begin();
    
    			add(new Button(10, 10));
    		}
    

    Step 8: Graphic for Our Button

    To make our button visible, it will need a graphic. I have created an image for our Button, which you can use freely, but you can also create your own graphic if you want:

    Button graphic

    Save this as “button.png” without the commas in a new folder named “gfx”, situated inside an assets folder which will be in the root of your project (at the same level of your src folder).

    Now we need to insert this button graphic in our game. To do so, we will embed the image and then tell FlashPunk to use it as our graphic. To keep things a bit organized, we will embed everything we need in a new class called Assets. This is what I tend to do on all my projects, and it works like a charm! So we will proceed to create a new Assets class, and embed the graphic as a public static constant, so we can access it from outside:

    
    
    package
    {
    	public class Assets
    	{
    		[Embed(source = "../assets/gfx/button.png")] public static const BUTTON:Class;
    	}
    }
    

    Finally, we will tell FlashPunk to use this as the graphic of our Button. We can use it as an Image or as a Stamp. The difference is, Image will consume more memory but will allow us to transform the graphic, and the Stamp will consume less memory but won’t allow any transformation at all, unless they are applied manually directly to the BitmapData. We will currently use a Stamp, as we don’t need to transform the button yet. Add this to our Button class, and don’t forget to import Stamp.

    
    
    		public function Button(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    
    			graphic = new Stamp(Assets.BUTTON);
    		}
    

    If you test the project now, you will see our graphic on the World, but clicking on it won’t do anything. We will add some behaviour now!


    Step 9: Adding Interactivity

    To make an Entity respond to mouse clicks on FlashPunk, we just need to: check the mouse is over the entity and check if the mouse was released this frame. The second step is really easy, we just have to check the value of the mouseReleased variable in the Input class, but for the other, we must do a collision test between a point (mouse coordinates) and the entity, and to do so, we will need to define the entity collision. At the moment we will use a hitbox, as it’s the simplest option.

    So here’s the code achieving all of what we just said, with an explanation below:

    
    
    package ui
    {
    	import net.flashpunk.Entity;
    	import net.flashpunk.FP;
    	import net.flashpunk.graphics.Stamp;
    	import net.flashpunk.utils.Input;
    
    	public class Button extends Entity
    	{
    		public function Button(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    
    			graphic = new Stamp(Assets.BUTTON);
    			setHitboxTo(graphic);
    		}
    
    		override public function update():void
    		{
    			super.update();
    
    			if (collidePoint(x, y, world.mouseX, world.mouseY))
    			{
    				if (Input.mouseReleased) click();
    			}
    		}
    
    		protected function click():void
    		{
    			FP.screen.color = Math.random() * 0xFFFFFF;
    			trace("click!");
    		}
    	}
    }
    
    • Line 15: We set the Entity’s hitbox to our graphic, so it will have the same Width and Height of the Stamp.
    • Line 22: We check if the mouse position in the world we are collides with the entity.
    • Line 24: If the mouse was released this frame, we call the click function.
    • Lines 28-32: This code will be executed when the button is clicked. It will trace a click message and change the background colour, so we notice the button has been pressed.

    Some of you may notice this class would perform better if we checked the mouse state first and then check the collision, but as we will have to add the hover graphics, we would have to change it back to this, so we’ll leave it this way.

    If you test the game now, it should look like this, but with your button graphic:


    Step 10: Hover and Down Graphics

    Right now, our Button is really boring, and it does not show ANY sign of interactivity, apart from its callback. It’s the time to add some graphics to show the different states: normal, hover, and down.

    First of all, we need to make different graphics for each, so let’s get working! You can grab these two I made or simply make your own. Put them in the gfx folder with the names button_hover.png and button_down.png.

    Button Hover Graphic
    button_hover.png
    Button Hover Graphic
    button_down.png

    Then, we will add them in our Assets class.

    
    
    		[Embed(source = "../assets/gfx/button.png")] public static const BUTTON:Class;
    		[Embed(source = "../assets/gfx/button_down.png")] public static const BUTTON_DOWN:Class;
    		[Embed(source="../assets/gfx/button_hover.png")]  public static const BUTTON_HOVER:Class;
    

    Now we have to hold those graphics somewhere in our button, and switch to the correct one when it’s needed. So we will create three variables to hold the normal, the down, and the hover graphics respectively, and switch the graphic properties to each of the three as appropriate.

    
    
    		protected var normal:Graphic;
    		protected var hover:Graphic;
    		protected var down:Graphic;
    
    		public function Button(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    
    			normal = new Stamp(Assets.BUTTON);
    			hover = new Stamp(Assets.BUTTON_HOVER);
    			down = new Stamp(Assets.BUTTON_DOWN);
    
    			graphic = normal;
    
    			setHitboxTo(graphic);
    		}
    

    Step 11: Fix a Little Bug

    Before making the graphic behaviour, we want do something else. We need to keep track of some data which will also solve a little issue: if I press the mouse outside the button, then go to the button and release the mouse, it will detect as a mouse click. We don’t want that. So we will create a new protected boolean called clicked, which will simply tell us if the mouse was first pressed over the button or not.

    
    
    		protected var normal:Graphic;
    		protected var hover:Graphic;
    		protected var down:Graphic;
    
    		protected var clicked:Boolean = false;
    

    Then we will apply the following changes on the update function: first, inside the collision check, if the mouse was pressed this frame (Input.mousePressed) we will set the clicked boolean to true. Then, on the check for the released mouse button, we will also check for the clicked variable, so we will only detect a button click if the mouse was pressed while over it before. Finally, outside of the collision check, we set clicked to false when the mouse is released.

    
    
    override public function update():void
    {
    	super.update();
    
    	if (collidePoint(x, y, world.mouseX, world.mouseY))
    	{
    		if (Input.mousePressed) clicked = true;
    
    		if (clicked && Input.mouseReleased) click();
    	}
    
    	if (Input.mouseReleased) clicked = false;
    }
    

    Step 12: Assigning the Hover and Down Graphics

    For the graphics itself, we must first plan the behavior we have in mind. When the mouse is over the graphic and it’s not pressed, we will display the hover state. If the mouse is over the graphic and it’s pressed, we will display the pressed state. If the user presses the button and, while keeping the mouse button down, moves the mouse out of the button collision, we will display the hover state, imitating AS3′s SimpleButton behavior. In all the other cases, we will display the normal state.

    
    
    		override public function update():void
    		{
    			super.update();
    
    			if (collidePoint(x, y, world.mouseX, world.mouseY))
    			{
    				if (Input.mousePressed) clicked = true;
    
    				if (clicked) graphic = down;
    				else graphic = hover;
    
    				if (clicked && Input.mouseReleased) click();
    			}
    			else
    			{
    				if (clicked) graphic = hover;
    				else graphic = normal;
    			}
    
    			if (Input.mouseReleased) clicked = false;
    		}
    

    Inside the button collision check we also check if the mouse button is being pressed at the moment. We will check that using the clicked variable, and not the Input.mouseDown variable, because we want to be sure we show the pressed graphic the mouse has been clicked while over the button, not when clicked outside of the button and then dragged on top of it. In case the mouse is being pressed, we will display the down state, if not, the hover state, because the mouse will be over the button but it won’t be pressed.

    In the other pair of checks, when the mouse isn’t over the button, we check first if the mouse has been clicked. If it has, we will display the hover state as we said before. If not, the normal state will be shown.

    Here you can see how it should look at the moment, but with your own graphics instead:


    Step 13: Checkboxes

    If you think about it, a checkbox isn’t really that different from a button. The only difference, apart from the graphic, is they also have a state which determines whether they are checked or not. In fact, a checkbox and a push button – which is a button that remains pressed until you click on it again – are the same.

    For that reason, creating a checkbox is really easy if we know how to create a button. All we need to add is an extra variable that is toggled on each click, and with a few extra checks on the graphic changes, where we determine which version of the graphic to show: the checked or the unchecked one.

    I would also like to teach you something extra as we do the checkbox. For the button, we created the graphics in different files, but what if we want all of the states in the same graphic? That’s pretty simple, we just need to use the clipRect property of the Image class, as we will show when assigning our checkbox graphics.

    So, as checkboxes and buttons share so many features, it’s logical that we want our checkbox class to extend the button class. But, if we did that with the current code, we would have to replace the full update function to considerate our checkbox checked state on the graphics changes. Thus, before creating our Checkbox class, we will refactor our Button class a bit before, so things are easier and cleaner for us.


    Step 14: Refactoring Our Button

    To be able to insert the checked consideration when our graphics change, all we need to do is abstract the graphic change. So, instead of setting the graphic directly in the update function, we will call another function telling what state we want, and that function will do the actual graphic switch.

    The function we will create will be called changeState, and will accept one argument as an integer, the state. 0 will mean normal, 1 will mean hover and 2 will mean down. As we could get a bit confused and forget the meaning of those numbers easily (well, not in THIS case, but this technique may be useful to you in other, more complicated cases), we will create some constants that will hold this values instead.

    First, we create those constants on our Button class:

    
    
    		protected const NORMAL:int = 0;
    		protected const HOVER:int = 1;
    		protected const DOWN:int = 2;
    

    Then we substitute all the graphic changes to call our yet-to-be-created function:

    
    
    		override public function update():void
    		{
    			super.update();
    
    			if (collidePoint(x, y, world.mouseX, world.mouseY))
    			{
    				if (Input.mousePressed) clicked = true;
    
    				if (clicked) changeState(DOWN);
    				else changeState(HOVER);
    
    				if (clicked && Input.mouseReleased) click();
    			}
    			else
    			{
    				if (clicked) changeState(HOVER);
    				else changeState(NORMAL);
    			}
    
    			if (Input.mouseReleased) clicked = false;
    		}
    

    Finally we create the function, using a switch statement with three cases:

    
    
    		protected function changeState(state:int = 0):void
    		{
    			switch(state)
    			{
    				case NORMAL:
    					graphic = normal;
    					break;
    				case HOVER:
    					graphic = hover;
    					break;
    				case DOWN:
    					graphic = down;
    					break;
    			}
    		}
    

    Now we’re ready to easily code our checkbox! But first…


    Step 15: Checkbox Graphics

    As we explained before, we will place all the checkbox graphics in a single file, so you can see both techniques (separate files or same files) and choose whichever you prefer.

    The order of the file will be as follows: normal – hover – down; the top row will be the unchecked states and the bottom one will be the checked states. You can use your own graphics or download this one we provide. Don’t forget to save the graphic as checkbox.png inside the gfx folder.

    Checkbox Graphic

    Now we’ll add it to our Assets class so we can use it.

    
    
    		[Embed(source = "../assets/gfx/button.png")] public static const BUTTON:Class;
    		[Embed(source = "../assets/gfx/button_down.png")] public static const BUTTON_DOWN:Class;
    		[Embed(source = "../assets/gfx/button_hover.png")]  public static const BUTTON_HOVER:Class;
    		[Embed(source = "../assets/gfx/checkbox.png")] public static const CHECKBOX:Class;
    

    Finally, we will create our Checkbox class and setup the variables containing the graphics. So, first we will create the Checkbox class in the ui folder, and make it extend our Button.

    
    
    package ui
    {
    	public class Checkbox extends Button
    	{
    		public function Checkbox(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    
    		}
    	}
    }
    

    Then, we will add three more variables containing the checked graphics. The unchecked graphics will be at the normal, hover and down variables we already have.

    
    
    		protected var normalChecked:Graphic;
    		protected var hoverChecked:Graphic;
    		protected var downChecked:Graphic;
    
    		public function Checkbox(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    		}
    

    And now, we will populate them, as Images so we can clip them using the clipRect variable. This variable accepts a flash Rectangle, which is a Class with x, y, width and height properties. So, when Image sees we provide a clipRect, it will crop itself using that information. That’s how it will look like in my case. You might have to adapt the values, so they fit your own graphics dimensions:

    
    
    		public function Checkbox(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    
    			normal = new Image(Assets.CHECKBOX, new Rectangle(0, 0, 38, 34));
    			hover = new Image(Assets.CHECKBOX, new Rectangle(38, 0, 38, 34));
    			down = new Image(Assets.CHECKBOX, new Rectangle(76, 0, 38, 34));
    
    			normalChecked = new Image(Assets.CHECKBOX, new Rectangle(0, 34, 38, 34));
    			hoverChecked = new Image(Assets.CHECKBOX, new Rectangle(38, 34, 38, 34));
    			downChecked = new Image(Assets.CHECKBOX, new Rectangle(76, 34, 38, 34));
    
    			graphic = normal;
    			setHitboxTo(normal);
    		}
    

    If you take a look at the code, you can see that in the end we are also assigning our graphic to the normal state, and resizing our hitbox to match the Checkbox graphics.


    Step 16: Adding Our Checkbox

    Now we will add the checkbox into our World and see how it looks! Add this in our TestWorld class:

    
    
    		override public function begin():void
    		{
    			super.begin();
    
    			add(new Button(10, 10));
    			add(new Checkbox(20, 140));
    		}
    

    Now test the project… hey, wait! Our checkbox acts just like a normal button, it doesn’t check and uncheck itself! We haven’t added the behavior yet, that’s what we’re going to do now.


    Step 17: Checking and Unchecking the Checkbox

    First of all, we need to create a public boolean which will hold the checked state of our Button. It will be called… oh, surprise! checked. So…

    
    
    		protected var normalChecked:Graphic;
    		protected var hoverChecked:Graphic;
    		protected var downChecked:Graphic;
    
    		public var checked:Boolean = false;
    

    Now, we will need to toggle this variable each time we click the checkbox. The easiest way to do so is to override the click function, and toggle it, so add this in our Checkbox:

    
    
    		override protected function click():void
    		{
    			checked = !checked;
    
    			super.click();
    		}
    

    But, if we test the project, the checkbox won’t change yet. We need to make one last change: make a check when setting each graphic to change it to the checked or unchecked version. To do that, we just need to override the changeState function we refactored before:

    
    
    		override protected function changeState(state:int = 0):void
    		{
    			if (checked)
    			{
    				switch(state)
    				{
    					case NORMAL:
    						graphic = normalChecked;
    						break;
    					case HOVER:
    						graphic = hoverChecked;
    						break;
    					case DOWN:
    						graphic = downChecked;
    						break;
    				}
    			}
    			else
    			{
    				super.changeState(state);
    			}
    		}
    

    So first we check the checked property. If it’s true, we check the state we just changed to, and set it to our corresponding checked graphic. Otherwise, if the checkbox is not checked, we call our Button version of the changeState, which simply sets the graphic to the unchecked state. By using the super there, we need to write less code to do the same behavior! Yay!

    If we test the project, we can see the checkbox working now. It should look like this, but with your own graphics:


    Step 18: Radio Buttons

    If we think about it, a radio button is practically the same as a Checkbox. The only difference is, while the Checkbox is totally independent from the other checkboxes, a RadioButton is part of a group, and in that group, only ONE member can be checked at the same time, so we will have to handle that.

    So, instead of making the RadioButton open and close itself, it will tell the group it needs to be checked, and the group will uncheck all of the other radio buttons, and check ours… and what’s the group?

    Basically, the RadioButton Group will be a special class with an Array (well, in our case an AS3 Vector) containing all the RadioButtons belonging to the group. It will also contain methods to add and remove buttons from the group.

    First of all, though, we will make the graphics for our RadioButtons…


    Step 19: RadioButton Graphics

    We will make the graphics for the RadioButton the same way we did it for the Checkbox. You can make your own costumized graphic if you want to, but if not, you can use this. Save your graphic as “radiobutton.png” in the gfx folder.

    RadioButton Graphic

    Now we’ll add it to our Assets class so we can use it.

    
    
    		[Embed(source = "../assets/gfx/button.png")] public static const BUTTON:Class;
    		[Embed(source = "../assets/gfx/button_down.png")] public static const BUTTON_DOWN:Class;
    		[Embed(source = "../assets/gfx/button_hover.png")]  public static const BUTTON_HOVER:Class;
    		[Embed(source = "../assets/gfx/checkbox.png")] public static const CHECKBOX:Class;
    		[Embed(source = "../assets/gfx/radiobutton.png")] public static const RADIOBUTTON:Class;
    

    After that, we create our RadioButton class which will extend RadioButton, and we’ll set up the graphics the same way we did it before.

    
    
    package ui
    {
    	import flash.geom.Rectangle;
    	import net.flashpunk.graphics.Image;
    
    	public class RadioButton extends Checkbox
    	{
    		public function RadioButton(x:Number=0, y:Number=0)
    		{
    			super(x, y);
    
    			normal = new Image(Assets.RADIOBUTTON, new Rectangle(0, 0, 39, 44));
    			hover = new Image(Assets.RADIOBUTTON, new Rectangle(39, 0, 39, 44));
    			down = new Image(Assets.RADIOBUTTON, new Rectangle(78, 0, 39, 44));
    
    			normalChecked = new Image(Assets.RADIOBUTTON, new Rectangle(0, 44, 39, 44));
    			hoverChecked = new Image(Assets.RADIOBUTTON, new Rectangle(39, 44, 39, 44));
    			downChecked = new Image(Assets.RADIOBUTTON, new Rectangle(78, 44, 39, 44));
    
    			graphic = normal;
    			setHitboxTo(normal);
    		}
    	}
    }
    

    Step 20: RadioButton Group

    It’s time to make the radiobutton group itself now. The class will hold all the radiobuttons in a Vector of RadioButtons. It will also have the following methods: add(), for adding a new radio button, addList(), to add multiple radio buttons in a single step, remove(), to remove a radio button, removeList(), the equivalent of addList() but for removing, and removeAll(), to remove all the radio buttons from the group at once. It will also have a getAt() method, to get a radio button by the index, and a getIndex(), to get the index of a button. We won’t spend much time explaining those methods, as they are basic operations for arrays.

    Then, when creating a RadioButton, it will ask for a radio button group as the parameter, and it will be added automatically there if provided. Also, when removing the RadioButton from the world, it will also be removed from its group. Finally, when clicked, it won’t do anything by itself but call an internal method of the group, which will be called click(). This method will uncheck all the radio buttons and check the one which called the method.

    First of all, we create the group. I have provided some comments to explain a few things, but as it’s only basic operations with an array, I won’t explain it all:

    
    
    package ui
    {
    	public class RadioButtonGroup
    	{
    		public var buttons:Vector.<RadioButton> = new Vector.<RadioButton>;
    
    		public function RadioButtonGroup(...buttons)
    		{
    			//we add the buttons provided to the constructor, if any
    			if (buttons) addList(buttons);
    		}
    
    		public function add(button:RadioButton):void
    		{
    			buttons.push(button);
    		}
    
    		public function addList(...buttons):void
    		{
    			if (!buttons) return;
    			if (buttons[0] is Array || buttons[0] is Vector.<RadioButton>)
    			{
    				//if the parameter is an array or vector of radio buttons, we add the buttons in the vector / array
    				for each(var b:RadioButton in buttons[0]) add(b);
    			}
    			else
    			{
    				//if the parameters are simply a comma separated list of buttons, we add those instead
    				for each(var r:RadioButton in buttons) add(r);
    			}
    		}
    
    		public function remove(button:RadioButton):void
    		{
    			buttons.splice(getIndex(button), 1);
    		}
    
    		public function removeList(...buttons):void
    		{
    			if (!buttons) return;
    			if (buttons[0] is Array || buttons[0] is Vector.<RadioButton>)
    			{
    				//if the parameter is an array or vector of radio buttons, we remove the buttons in the vector / array
    				for each(var b:RadioButton in buttons[0]) remove(b);
    			}
    			else
    			{
    				//if the parameters are simply a comma separated list of buttons, we remove those instead
    				for each(var r:RadioButton in buttons) remove(r);
    			}
    		}
    
    		public function removeAll():void
    		{
    			//fastest way to clear a vector
    			buttons.length = 0;
    		}
    
    		public function getAt(index:int):RadioButton
    		{
    			return buttons[index];
    		}
    
    		public function getIndex(button:RadioButton):int
    		{
    			return buttons.indexOf(button);
    		}
    	}
    }
    

    Now, we will make our RadioButtons ask for a group on the constructor, and add themselves on it when provided:

    
    
    		public function RadioButton(x:Number=0, y:Number=0, group:RadioButtonGroup = null)
    		{
    			super(x, y);
    
    			if (group) group.add(this);
    
    			normal = new Image(Assets.RADIOBUTTON, new Rectangle(0, 0, 39, 44));
    			hover = new Image(Assets.RADIOBUTTON, new Rectangle(39, 0, 39, 44));
    			down = new Image(Assets.RADIOBUTTON, new Rectangle(78, 0, 39, 44));
    
    			normalChecked = new Image(Assets.RADIOBUTTON, new Rectangle(0, 44, 39, 44));
    			hoverChecked = new Image(Assets.RADIOBUTTON, new Rectangle(39, 44, 39, 44));
    			downChecked = new Image(Assets.RADIOBUTTON, new Rectangle(78, 44, 39, 44));
    
    			graphic = normal;
    			setHitboxTo(normal);
    		}
    

    Finally, we’ll add the buttons on the world, so we can test them. We will add 3 buttons in a group, and 2 in a different one.

    
    
    		override public function begin():void
    		{
    			super.begin();
    
    			add(new Button(10, 10));
    			add(new Checkbox(20, 140));
    
    			var group1:RadioButtonGroup = new RadioButtonGroup();
    			add(new RadioButton(20, 200, group1));
    			add(new RadioButton(20, 250, group1));
    			add(new RadioButton(20, 300, group1));
    
    			var group2:RadioButtonGroup = new RadioButtonGroup();
    			add(new RadioButton(200, 200, group2));
    			add(new RadioButton(200, 250, group2));
    		}
    

    If you test it now, the radio buttons will still behave as normal checkboxes. It’s time to change that now.


    Step 21: RadioButton Click Behavior

    First of all, we need to override the click function of the RadioButton, and instead of calling the code there is on the checkbox using super, we will call the still-to-be-created click function of our RadioButton group… oops! How are we going to call this function, if we haven’t got a reference to the group? A simple solution would be to set a reference from the group provided on the constructor but… then we won’t be able to change groups, and all of the methods we can see in the group will be useless.

    What we are going to do instead is, first add a variable on the RadioButton which will reference its group, and we will set this on the added method of the group. We will also set it to null when removing the button:

    
    
    	public class RadioButton extends Checkbox
    	{
    		internal var group:RadioButtonGroup;
    
    		// [...] all the methods in the RadioButton class were omitted for brevety.
    	}
    

    Now we add this on the following methods of the RadioButton group:

    
    
    		public function add(button:RadioButton):void
    		{
    			button.group = this;
    			buttons.push(button);
    		}
    
    
    
    		public function remove(button:RadioButton):void
    		{
    			button.group = null;
    			buttons.splice(getIndex(button), 1);
    		}
    

    And we will also set all the group references to null on the removeAll function:

    
    
    		public function removeAll():void
    		{
    			for each(var b:RadioButton in buttons) b.group = null;
    			//fastest way to clear a vector
    			buttons.length = 0;
    		}
    

    Now we are ready to call the click function on the RadioButton!

    
    
    		override protected function click():void
    		{
    			group.click(this);
    		}
    

    And finally we will build the click function. This function will uncheck all the RadioButtons in the group, and then check the button provided.

    
    
    		internal function click(target:RadioButton):void
    		{
    			for each(var b:RadioButton in buttons) b.checked = false;
    			target.checked = true;
    		}
    

    Now, just before testing, we will also make our button remove itself from the group when removed from the world.

    
    
    		override public function removed():void
    		{
    			super.removed();
    
    			group.remove(this);
    		}
    

    This is how it will look like, but with your own graphics!


    Step 22: Custom Parameters: Text

    What if we want our buttons to contain some text? For example, in the menu of our game, we may want to have a Play button, a Help button, etc. and we want those buttons to have some text on them, which tells which of them is the play and which of them is the help. Currently, the only way we can do it is create a new image for each of them, create a new class as well and change the image in the class…

    So what we can do is accept an extra parameter in our components: the text. This will be a string we will send to our components, and then they will display it as text. Super easy!

    Let’s implement it in our Button now. First, we will add the parametrer text as a string, and also a label variable with type of Text, which is a FlashPunk graphic:

    
    
    		protected var label:Text;
    
    		public function Button(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y);
    
    			normal = new Stamp(Assets.BUTTON);
    			hover = new Stamp(Assets.BUTTON_HOVER);
    			down = new Stamp(Assets.BUTTON_DOWN);
    
    			graphic = normal;
    
    			setHitboxTo(graphic);
    		}
    

    Then we will instantiate this text, with a size of 16 pixels and black color, with the width of the button (minus the borders), wordWrap activated and aligned to the center.

    
    
    		public function Button(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y);
    
    			var normalStamp:Stamp  = new Stamp(Assets.BUTTON);
    
    			label = new Text(text, 10, 0, { size: 16, color: 0x000000, width: normalStamp.width - 30, wordWrap: true, align: "center" } );
    
    			normal = normalStamp;
    			hover = new Stamp(Assets.BUTTON_HOVER);
    			down = new Stamp(Assets.BUTTON_DOWN);
    
    			graphic = normal;
    
    			setHitboxTo(normalStamp);
    		}
    

    We also created an extra variable, a Stamp, which will hold the stamp of the normal graphic, so we can reference its width. We set normal graphic to the normalStamp.

    Now we need to display this text somewhere. To do this, we need to include it in the graphic of our button. In FlashPunk, to display more than a single graphic at once, we need to put all of them in a graphiclist, and use this as the graphic instead. So we will do something similar, to make all of our graphics contain the text:

    
    
    		public function Button(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y);
    
    			var normalStamp:Stamp  = new Stamp(Assets.BUTTON);
    
    			label = new Text(text, 10, 0, { size: 16, color: 0x000000, width: normalStamp.width - 30, wordWrap: true, align: "center" } );
    
    			normal = new Graphiclist(normalStamp, label);
    			hover = new Graphiclist(new Stamp(Assets.BUTTON_HOVER), label);
    			down = new Graphiclist(new Stamp(Assets.BUTTON_DOWN), label);
    
    			graphic = normal;
    
    			setHitboxTo(normalStamp);
    		}
    

    Finally, we will center our text vertically:

    
    
    		public function Button(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y);
    
    			var normalStamp:Stamp  = new Stamp(Assets.BUTTON);
    
    			label = new Text(text, 10, 0, { size: 16, color: 0x000000, width: normalStamp.width - 30, wordWrap: true, align: "center" } );
    			label.y = (normalStamp.height - label.textHeight) * 0.5;
    
    			normal = new Graphiclist(normalStamp, label);
    			hover = new Graphiclist(new Stamp(Assets.BUTTON_HOVER), label);
    			down = new Graphiclist(new Stamp(Assets.BUTTON_DOWN), label);
    
    			graphic = normal;
    
    			setHitboxTo(normalStamp);
    		}
    

    So if we add some text in the button we created in our TestWorld, we will see something like this:


    Step 23: The Problem With the Text

    There is a little problem with the way we are doing Text at the moment: we need to create a new Graphiclist for each graphic. This means we have to write more code for EACH graphic we have, and we can’t have text on classes that extends us unless we also change that. A bit inconvenient.

    So here’s my solution: instead of inserting the text in our graphics, we’ll just render it manually by overriding the render function.

    Here’s a renderGraphic function I created, which mimics the rendering of the Entity class, but accepts the graphic as a parameter. We will add this to our button:

    
    
    		protected function renderGraphic(graphic:Graphic):void
    		{
    			if (graphic && graphic.visible)
    			{
    				if (graphic.relative)
    				{
    					_point.x = x;
    					_point.y = y;
    				}
    				else _point.x = _point.y = 0;
    				_camera.x = world ? world.camera.x : FP.camera.x;
    				_camera.y = world ? world.camera.y : FP.camera.y;
    				graphic.render(renderTarget ? renderTarget : FP.buffer, _point, _camera);
    			}
    		}
    		protected var _point:Point = FP.point;
    		protected var _camera:Point = FP.point2;
    

    Now we will set the graphics as they were before:

    
    
    		public function Button(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y);
    
    			var normalStamp:Stamp  = new Stamp(Assets.BUTTON);
    
    			label = new Text(text, 10, 0, { size: 16, color: 0x000000, width: normalStamp.width - 30, wordWrap: true, align: "center" } );
    			label.y = (normalStamp.height - label.textHeight) * 0.5;
    
    			normal = normalStamp;
    			hover = new Stamp(Assets.BUTTON_HOVER);
    			down = new Stamp(Assets.BUTTON_DOWN);
    
    			graphic = normal;
    
    			setHitboxTo(normalStamp);
    		}
    

    And finally we will override the render function, to render the text as well as the button graphic:

    
    
    		override public function render():void
    		{
    			super.render();
    
    			renderGraphic(label);
    		}
    

    It’s time to add text to our Checkbox as well! First of all, we must accept the text as a string. Then, as we want it completely different (width / height and color), we will replace the label, as following:

    
    
    		public function Checkbox(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y, text);
    
    			normal = new Image(Assets.CHECKBOX, new Rectangle(0, 0, 38, 34));
    			hover = new Image(Assets.CHECKBOX, new Rectangle(38, 0, 38, 34));
    			down = new Image(Assets.CHECKBOX, new Rectangle(76, 0, 38, 34));
    
    			normalChecked = new Image(Assets.CHECKBOX, new Rectangle(0, 34, 38, 34));
    			hoverChecked = new Image(Assets.CHECKBOX, new Rectangle(38, 34, 38, 34));
    			downChecked = new Image(Assets.CHECKBOX, new Rectangle(76, 34, 38, 34));
    
    			label = new Text(text, 40, 0, { color: 0xFFFFFF, size: 16 } );
    			label.y = (Image(normal).height - label.textHeight) * 0.5;
    
    			graphic = normal;
    			setHitboxTo(normal);
    		}
    

    And, thanks to the power of extending, to have text in our RadioButtons, we only have to accept the text parameter and send it to super (and center it vertically)!

    
    
    		public function RadioButton(x:Number=0, y:Number=0, group:RadioButtonGroup = null, text:String = "")
    		{
    			super(x, y, text);
    
    			if (group) group.add(this);
    
    			normal = new Image(Assets.RADIOBUTTON, new Rectangle(0, 0, 39, 44));
    			hover = new Image(Assets.RADIOBUTTON, new Rectangle(39, 0, 39, 44));
    			down = new Image(Assets.RADIOBUTTON, new Rectangle(78, 0, 39, 44));
    
    			normalChecked = new Image(Assets.RADIOBUTTON, new Rectangle(0, 44, 39, 44));
    			hoverChecked = new Image(Assets.RADIOBUTTON, new Rectangle(39, 44, 39, 44));
    			downChecked = new Image(Assets.RADIOBUTTON, new Rectangle(78, 44, 39, 44));
    
    			label.y = (Image(normal).height - label.textHeight) * 0.5;
    
    			graphic = normal;
    			setHitboxTo(normal);
    		}
    

    In some applications and UIs, the “hitbox” of the checkbox / radiobutton also includes its text, so we can include that with a simple line in the Checkbox class, at the end of the constructor (and in RadioButton as well):

    
    
    			width = label.x + label.textWidth;
    

    If we add the text in our TestWorld, and test the project, we will have something like this:


    Step 25: Custom Parameters: Callbacks

    So now we can create different buttons with different text easily, to differentiate them… but at the moment, all our buttons do is change the background color. There’s no use in having zillions of buttons if all of them… well, just change the background color. If we wanted to have different functionalities, with the current code, what we’d have to do is create a Button class for each functionality a button will do… that’s a no-no!

    What we’re going to do instead is use a really similar approach to the text problem: we’ll add a parameter for the functionality. This parameter will be simply a function. We’ll send a function name to it, and when the button is clicked, the function will be called. This way we can have in our World three functions: gotoGame, gotoOptions and gotoCredits. Then, we can link each of them to the Play button, the Options button and the Credits button.

    Doing this is extremely easy. We just need to accept the callback parameter, store it in our Button variables, and call it on the click function. Yay! We’ll also remove the background color code.

    Part of the button class variables and part of its constructor:

    
    
    		//[...]
    		protected var label:Text;
    		public var callback:Function;
    
    		public function Button(x:Number=0, y:Number=0, text:String = "", callback:Function = null)
    		{
    			super(x, y);
    
    			this.callback = callback;
    			//[...]
    		}
    

    And the click function, only calling the callback if a callback was provided:

    
    
    		protected function click():void
    		{
    			if (callback != null) callback();
    		}
    

    That’s it… but I want to add an extra feature for the checkboxes. The whole point of creating a checkbox is being able to determine if it’s checked or unchecked. The current way to do it is keep a reference of the checkbox in the World class, and then check its clicked property on the callback… but it’s a bit tedious having to mantain references to each checkbox in our world, if we have many of them. So what we’re going to do is: send a boolean parameter to the callback, with the value of the checked property. So, for the checkbox callback, we’ll have to accept a boolean, the value of which will be the checked value of the checkbox. Nice!

    Here’s the new checkbox click function:

    
    
    		override protected function click():void
    		{
    			checked = !checked;
    
    			if (callback != null) callback(checked);
    		}
    

    Remember to also ask for the callback parameter, and send it to super, as we show in this fragment of the Checkbox constructor:

    
    
    		public function Checkbox(x:Number=0, y:Number=0, text:String = "", callback:Function = null)
    		{
    			super(x, y, text, callback);
    			//[...]
    		}
    

    And in case of the radiobuttons, I think we need a different approach. Usually, with a radiobutton, you don’t want to determine the click of each individual radiobutton… what you want to do is determine which is the new clicked button in the group. That’s why I think the callback shouldn’t be on the button itself, but on the RadioButton group. Moreover, we also want this callback to provide information to determine which radiobutton was clicked. This can be sorted easily by demanding an extra parameter on the RadioButton: an ID, and sending that to the callback.

    So, first of all, we add the id parameter on the radiobuttons, as shown in this fragment of the RadioButton constructor.

    
    
    		public var id:String = "";
    
    		public function RadioButton(x:Number=0, y:Number=0, group:RadioButtonGroup = null, text:String = "", id:String = "")
    		{
    			super(x, y, text);
    
    			this.id = id;
    			//[...]
    		}
    

    Then, we send it to the group in the click function.

    
    
    		override protected function click():void
    		{
    			group.click(this, id);
    		}
    

    Now it’s the turn of the RadioButtonGroup. First, we add the callback parameter:

    
    
    		public var callback:Function = null
    
    		public function RadioButtonGroup(callback:Function = null, ...buttons)
    		{
    			this.callback = callback;
    
    			//we add the buttons provided to the constructor, if any
    			if (buttons) addList(buttons);
    		}
    

    Then, we call it with the id provided when a RadioButton from the group is clicked:

    
    
    		internal function click(target:RadioButton, id:String):void
    		{
    			if (callback != null) callback(id);
    
    			for each(var b:RadioButton in buttons) b.checked = false;
    			target.checked = true;
    		}
    

    That’s it!


    Step 26: Custom Parameters: Custom Parameters

    Custom parameterception! Basically, let’s say we have a game with 30 levels. We want to create a Level Screen, where the user can select the level they want to play. If we had to create a function to go to each level, it would be a pain… really simpler if we were able to pass the level number to the callback! This way, we assign the level number when creating the button from, possibly, a loop, and then the callback reads the number and shows us the correspondant level.

    If we asked for an extra argument called level number, though, this solution wouldn’t work for any other case where we need extra parameters. What we are going to do instead is, ask for an optional parameter Object. As it will be an object, it can be an int, a String, a custom class, even an array to contain multiple params… or an Object itself, in this syntax: {param: "value", param2: 1, param3: false}. This way, we can have multiple parameters which can be retrieved like this: object.param, object.param2, etc.

    To implement this is really simple. We just need to ask for an extra param, called params, and send it to the callback. You should be able to do it on your own, but just in case, here’s the code for Button and Checkbox:

    
    
    		protected var label:Text;
    		public var callback:Function;
    		public var params:Object;
    
    		public function Button(x:Number=0, y:Number=0, text:String = "", callback:Function = null, params:Object = null)
    		{
    			super(x, y);
    
    			this.callback = callback;
    			this.params = params;
    			//[...]
    		}
    
    		//[...]
    
    		protected function click():void
    		{
    			if (callback != null)
    			{
    				if (params != null) callback(params);
    				else callback();
    			}
    		}
    

    And now the checkbox:

    
    
    		public function Checkbox(x:Number=0, y:Number=0, text:String = "", callback:Function = null, params:Object = null)
    		{
    			super(x, y, text, callback, params);
    
    			//[...]
    		}
    
    		override protected function click():void
    		{
    			checked = !checked;
    
    			if (callback != null)
    			{
    				if (params != null) callback(checked, params);
    				else callback(checked);
    			}
    		}
    

    Now, for the RadioButton, we want the params to be in the button, but they will be transfered to the group and sent using the group callback… wait a minute! We already have something which does just like that! But it’s called ID and it is a String. I think we can safely say we can change ID to params and set it to object, and we will be able to use it for the same reason as ID and as extra params as well.

    Basically, we need to remove the id variable on the RadioButton and rename the param in the constructor:

    
    
    		public function RadioButton(x:Number=0, y:Number=0, group:RadioButtonGroup = null, text:String = "", params:Object = null)
    		{
    			super(x, y, text, null, params);
    
    			//[...]
    		}
    

    Then we send the params on the click function instead of the id:

    
    
    		override protected function click():void
    		{
    			group.click(this, params);
    		}
    

    And we change the click function on the group reflecting these changes as well:

    
    
    		internal function click(target:RadioButton, params:Object):void
    		{
    			if (callback != null) callback(params);
    
    			for each(var b:RadioButton in buttons) b.checked = false;
    			target.checked = true;
    		}
    

    Step 27: Arcade Text Input

    Text Inputs (text fields) are commonly used in games. Most games need at least one text input from the user: to set their name for the score. Depending on the game, there might be other uses for text inputs. Now we’re going to learn how to make them in FlashPunk, without using the AS3 TextField.

    Note that, by implementing the TextInput directly in FlashPunk, there are some kind of characters, like accents (àáèéìíòóùú) which can’t be typed. If you need those, you may want to add AS3 TextFields to FlashPunk directly by adding them on the stage (FP.stage.addChild) or to the engine MovieClip (FP.engine.addChild). Those won’t really be necessary if you are using English text, but other languages have them so keep that in mind.

    First of all, we’ll build the TextInput component. The class will extend Entity, and will have two custom properties: text, as a String, and textGraphic, of the type Text. text will contain the text inputted in the TextInput, and textGraphic will be the visual representation of it. We will implement text as a getter/setter, because when we change it through code, we also want to update the visual representation.

    
    
    package ui
    {
    	import net.flashpunk.Entity;
    	import net.flashpunk.graphics.Text;
    
    	public class TextInput extends Entity
    	{
    		protected var _text:String = "";
    		protected var textGraphic:Text;
    
    		public function TextInput(x:Number=0, y:Number=0, text:String = "")
    		{
    			super(x, y);
    
    			textGraphic = new Text("", 0, 0, { size: 16, color: 0xFFFFFF } );
    			this.text = text;
    			graphic = textGraphic;
    		}
    
    		public function get text():String
    		{
    			return _text;
    		}
    
    		public function set text(value:String):void
    		{
    			_text = value;
    			textGraphic.text = value;
    		}
    	}
    }
    

    Now we need to check for each key and write them on the text string… or use a really helpful variable provided in the Input class! The variable is called keyString, and registers the last 100 keys that were written by the user. This way, we can retrieve the string to know what the user typed. The simplest way is to add an update function to our textField, add all the keys in the variable to our text, and clear the variable so we don’t duplicate the keys we already retrieved.

    
    
    		override public function update():void
    		{
    			super.update();
    
    			if (Input.keyString != "")
    			{
    				text += Input.keyString;
    				Input.keyString = "";
    			}
    		}
    

    Step 28: Erasing Text and Multiline Text

    One thing the Input keyString variable doesn’t support is erasing text. We must add the functionality by hand. But it’s really easy, we just check if the backspace key was pressed, and if it was, delete a character from the string.

    
    
    		override public function update():void
    		{
    			super.update();
    
    			if (Input.keyString != "")
    			{
    				text += Input.keyString;
    				Input.keyString = "";
    			}
    
    			if (Input.pressed(Key.BACKSPACE)) text = _text.substr(0, _text.length - 1);
    		}
    

    The problem is that this method won’t erase if the user keeps the backspace key pressed. To do so, we will use a KeyboardEvent, which we will add to the stage. We will also remove the event when the text input is removed, and it won’t do anything if it detects the current world is not the world the text is in.

    
    
    		override public function added():void
    		{
    			super.added();
    
    			FP.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
    		}
    
    		protected function onKeyDown(e:KeyboardEvent):void
    		{
    			if (world != FP.world) return;
    			if (e.keyCode != Key.BACKSPACE) return;
    
    			text = _text.substr(0, _text.length - 1);
    		}
    
    		override public function removed():void
    		{
    			super.removed();
    
    			FP.stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
    		}
    

    From here, adding multiline is really simple. We just need to check for the Enter key on the onKeyDown function, and insert the "\n" character to the string:

    
    
    		protected function onKeyDown(e:KeyboardEvent):void
    		{
    			if (world != FP.world) return;
    
    			if (e.keyCode == Key.BACKSPACE) text = _text.substr(0, _text.length - 1);
    			else if (e.keyCode == Key.ENTER) text += "\n";
    		}
    

    We could even add a boolean to allow or not multiline. This way we can have the “textfields” and the “textareas”. First, we add it to our variables and ask it as an optional parameter for the constructor:

    
    
    		protected var multiline:Boolean = false;
    
    		public function TextInput(x:Number=0, y:Number=0, text:String = "", multiline:Boolean = false)
    		{
    			super(x, y);
    
    			this.multiline = multiline;
    
    			textGraphic = new Text("", 0, 0, { size: 16, color: 0xFFFFFF } );
    			this.text = text;
    			graphic = textGraphic;
    		}
    

    Then, we just add the check to the onKeyDown function.

    
    
    		protected function onKeyDown(e:KeyboardEvent):void
    		{
    			if (world != FP.world) return;
    
    			if (e.keyCode == Key.BACKSPACE) text = _text.substr(0, _text.length - 1);
    			else if (e.keyCode == Key.ENTER && multiline) text += "\n";
    		}
    

    Now, if you add a multiline textfield to your world, this is approximately what you will see:


    Step 29: Multiple Text Operations

    If you try adding two TextI

  8. Michael James Williams says:
    May 6, 2012 at 12:13 am

    The newest Adobe Creative Suite has been announced. It’ll be available to purchase on May 7th; let’s take a look at what’s new for Flash app and game developers.


    What’s New in Flash Professional CS6?

    Most of the big new features in the flagship Flash software do not involve Flash Player at all; the one exception seems to be integration with Starling, the Stage3D library for 2D assets which we’ve covered before. Other than that, the emphasis is on mobile and HTML5 development.

    A new mobile simulator lets you emulate tilting and rotating a phone (affecting the acceleromoter and the screen orientation), as well as touch gestures such as pinch-to-zoom. There are also new debugging features. I’ll let Mobiletuts+ go into more detail on these additions!

    Flash Pro CS6 also has the ability to export to the HTML5 library CreateJS, which we’ve also covered before under the name EaselJS. No, this doesn’t mean you can take an existing Flash app or game and create an HTML5 canvas version, but you can export animations, images, and sounds, both from the stage and from the library, into clean JavaScript format.

    Along similar lines, movie clips can also be exported to sprite sheets, which will be useful for game development in both HTML5 and Flash Player (as well as pretty much any other platform, for that matter).


    What About Flash Builder and Flash Catalyst?

    Flash Builder is not a “Creative Suite” product – it doesn’t have the CS name – so it runs on a different upgrade schedule. This means it’s not going to be updated to coincide with the CS6 launch. It has been dropped from the Web Premium suite, however, since the Web Premium suite no longer exists (it’s been combined with Design Premium to form Web and Design Premium), but it’s still available in the Master Collection.

    Flash Catalyst, on the other hand, has been dropped; there will not be a Flash Catalyst CS6.


    Creative Cloud

    CS6 in general also sees the launch of the Adobe Creative Cloud; in brief, this allows you to pay an ongoing subscription fee to get every single CS6 app. For some people, this will be a much more attractive or convenient option than buying the entire Suite as a set of software – especially as there’s no additional fee to get future updates.


    What Do You Think?

    Personally, I think it’s interesting (but not at all surprising) that CS6 does not have much to offer programmers. I feel that’s been the case with Flash Professional for a while now; the Flash Platform and AS3 are not constrained to the 18- or 12-month Creative Suite release schedule, and FlashDevelop, Flash Builder and FDT are far better tools for coding anyway. (With that in mind, I am surprised that Flash Builder is not included in the Design and Web Premium bundle.)

    The new sprite sheet and CreateJS export features will be useful for developers that want to port old Flash projects to Stage3D, mobile, HTML5, or other platforms, as well as for designers that work with non-Flash developers but want to keep their familiar Flash workflow. This isn’t something that interests me enough to upgrade, personally, but I don’t think it’s a bad idea.

    What about you?



  9. Jesse Freeman says:
    May 6, 2012 at 12:49 am
    This entry is part 2 of 3 in the series An ImpactJS Overview

    In this video I will briefly go over one of my Impact games, how I set up some of the core logic and discuss how Impact’s level editor works. Creating games with Impact is incredibly straight forward but with the tips from this video you will get a sense of what a final game looks like, how it’s organized as well as some helpful tricks when it comes to working with the level editor.


    Watch the Screencast

    You can also download the video to watch later.


    More Info and Links


    Click here to play Resident Raver

    To learn more about Impact visit http://ImpactJS.com and check out a copy of my book on Impact called Introducing HTML5 Game Development, published by O’Reilly.

    You can also play the Resident Raver game at http://gamecook.com/games/resident-raver/.


  10. Jesse Freeman says:
    May 6, 2012 at 12:51 am
    This entry is part 1 of 3 in the series An ImpactJS Overview

    Impact is an incredibly powerful HTML5 game framework which takes advantage of modern browser’s canvas element and can also run on mobile or be compile into a native iOS app. In this video I will go over the framework, how to set up a project, some background into how to create classes in it and finally go over the core classes that make up the framework. This is a high level overview which will give you a general sense for how things work.


    Watch the Screencast

    You can also download the video to watch later.


    More Info and Links

    To learn more about Impact visit http://ImpactJS.com and check out a copy of my book on Impact called Introducing HTML5 Game Development, published by O’Reilly.

    • Conner Petzol’s nodejs module for Impact: https://github.com/cpetzold/node-impact
    • Mike Hamtilon’s ImpactJS-IIS-.NET-API project: http://code.google.com/p/impactjs-iis-backend/
    • Chris Darroch’s Sinatra backend for Impact: https://github.com/chrisdarroch/impactrb
    • John Resig’s Simple JavaScript Inheritance: http://ejohn.org/blog/simple-javascript-inheritance/
    • There are three more videos in this mini-series, and we’ll be posting them all this week, so come back later for more!


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