Essentially, I had this idea in my head for a sort of evolution simulator, not exactly like Conways Game of Life, but the one part where they do match is that they will both be based on a square grid.
Now, personally, I like working in HTML+Javascript+ for simple apps, since it allows fast UI creation, and if you're not doing something computationally heavy, then JS in a browser is a decent platform.
The problem I'm trying to solve right now involves drawing and updating the grid. I might be missing something, but it seems like there is no easy AND computationally light way of doing this for an 80x40 grid. The easy way would be to generate a div with absolute position and a specific background color for any square that is NOT empty. However that can become very slow with anything more than 60-70 colored squares.
I'm definitely willing to switch to a different language if the situation calls for it, but first I just want to know I'm not stupidly missing out on an easy way to do this with HTML+JS.
Answer should include either one of the following:
a) A reasonable way to draw and update a 80x40 grid ( where the squares change color and "move" ) in HTML+JS
b) Another language that can do this reasonably fast. I would prefer to avoid having to spend a few days learning DirectDraw or something of the sort.
Why not build the grid as an HTML Table? After all this is what you want?
Give each cell a computed id and create some javascript functions to update them. Shoudlnt be a problem at all.
You could look at the new canvas tag in HTML 5 but from what you've said I dont think you need it.
<canvas> seems to be the right way to do this. A library like Raphael will help you avoid cross-platform issues. Another options is Processing.js, but it does not work in IE.
For a small grid (< 100x100), use a table and give each cell an ID for fast access.
For bigger grids, you should consider using a canvas object or embedding an Java or Flash applet.
Related
i want to program a 2D-sqare Gamefield. The gamefield shall consits of 9 subfields. The Gamefield shall be an Image, like an Spacefield or so. Here you can see the concept, and how it shall later look like (just a mockup :P)
Within this field i want to move a Object from one field to the other (vertical /horizontal) . But i don't know how i can realize that. I had think of an multidimensional array, but i don't know if this is the right way to do this. I need to know, at which pixel in the image the new field begins. But i think its no good idea to code that hard. I want to do this with Jquery, CSS and HTML. It shall become a very simple online game.
Qapla'
In game development these fields are usually called tiles.
It's perfectly fine to create a multidimensional array of Tiles.
Whether they hold their own position or if it's up to a separate renderer is up to your design.
Some links you might be interested in:
Tiles and tilemaps overview (though this uses a Canvas-element)
Using CSS transitions for smoothly moving from one Tile to the next (not as useful when using a Canvas)
jQuery animate if you don't like CSS transitions, you can make use of jQuery as well.
I'd recommend reading up on Tiles in game development first, there are tons of example implementations.
Before posting this question I did many tries and searched everywhere for alternatives, but I gave up and I'm asking here..
What is the easiest way to create an interactive map controlled by functions?
Here are details:
I have a div with fixed width/height, without a background, and I need to dynamically add things (images/text) inside of it, at any position, and they can also overlap each other if needed.
An example is better than thousand words:
- assuming the div is 500w 500h, I need to create an image at (200,200) with a size of 50x50
Here are the thousand words:
I tried with canvas, but it's too hard to remove something without touching the other things (for example if images #1 and #2 are overlapped and I want to delete the #1, I'll delete part of img #2 in the process. Of course the best thing would be to save things stored to when I need to delete something I can redraw all the rest, but it's a huge pain, if something easier exist would be better)
Tried also with http://leafletjs.com/index.html, but it seems too powerful to solve my problem, and I don't even know if it works without a background.
Maybe the best solution would be to use simple divs with good positioning, so I can change through functions their content easily, but I suck at div positioning.
Thank you to everyone that can help me :)
I really recommend the MapBox JavaScript API. It's a nifty utility that I have used in various instances. https://www.mapbox.com/blog/mapbox-javascript-api/ Extremely extendable API.
I don't know if this is possible, but the client is adamant. He wants his navigation bar contents to be aligned along a "Fibonacci Spiral".
This thing:
I don't even think the CSS3 rotation aspect is functional in any browser currently, and I have no clue if any of the scripting languages would allow me even the faintest of possibilities to create a custom, curving track to force objects to follow instead of the standard (and pretty much only) horizontal and vertical alignment methods. However, I truly do embrace a good challenge. Backing down without an effort is hardly doing a good job.
If any of you know any possibility even of the greatest magnitude in how I might achieve this effect, I would be amazed. THank you for your time! If you think this is truly impossible to achieve in a current web browser, say so!
Interesting idea anyways. Hope you can make your client happy.
I thought i might chip in with something.
Found a jQuery-plugin that bends text along a curve:
http://tympanus.net/Development/Arctext/
Perhaps one could make a layout of square divs of diminishing size and specify a curve for each one?
Possible div-layout if you turn it around: http://upload.wikimedia.org/wikipedia/commons/9/95/FibonacciBlocks.svg
The plugin specifies the curving from a radius-value and can curve upwards or downwards. It does not seem to be constructed for tilted curves, but that can perhaps be modified.
EDIT: I experimented a bit with the plugin, and i believe it certainly is possible to achieve the effect you need, albeit one does have to know trigonometry quite well (as far as i can tell) to make it function properly.
Another option, and the easiest way i can think of so far, is to make use of an old classic: Image map!
http://en.wikipedia.org/wiki/Image_map
Just photoshop a nice spiral image however you like and use image mapping to set linkable areas. This can maybe be of interest: http://www.outsharked.com/imagemapster/default.aspx?demos.html
What is the best cross-browser way to get a flat mouse coordinate input data and simple callback for mouse events for my rectangular game area on my web page, even when it has loads of larger and smaller images and text string overlaid haphazard onto it?
And what is the best way to insert or remove a text string or semi-transparent image overlay at an arbitrary location (and Z order, specified relative to existing objects) in a board game rectangle with cross-browser DHTML?
And how can I stop the user selecting part or all of my montage of images (I just want them to interact with it as if it was Flash), and can I stop the right click menus coming up in IE, FF etc?
I want to do this without Flash because I want something that will work both on desktops and on iPhone and potentially other mobile platforms too.
I appreciate there are serious limitations (eg less image scaling capabilities, not vector, no rotation capability) to what I can do if I'm not using Flash but I'm very interested to know what capabilities are available.
Are there perhaps any frameworks available to make it easier than coding from scratch?
Would J/Query be a good match for some of the requirements? What else do I need?
I would recommend Google Web Toolkit. It lets you program in Java, which gives you all the type-safety and nice IDE functionality that Java entails, but compiles to Javascript so that you can just run it in a browser. It also does a ton of optimization and supports tons of features.
jQuery is excellent at doing this. I used jQuery's UI and Ajax functionality to implement the frontend for a game of chess.
I made it a little easier by creating an 8-by-8 table with unique div names for each tile, so Javascript can access them by getting the elements by id. If you can't create something like that, you do have the option of placing elements anywhere on the page (either absolute or relative to a given element). You can also easily change the z-index, including when the use is dragging a piece or when they have dropped it.
As far as disable right click and item selection goes, that's something that I didn't figure out how to do. You might want to take a look at some other Ajax games like Grand Strategy, which are much more polished than my experiment and may have figured out how to do this.
There are two main APIs for working with arbitrary drawing and positioning on the web, Canvas and SVG.
Take a look at Chrome Canvas Experiments and the Raphael Javascript toolkit to see some examples and Javascript abstractions.
The key is element.style.position = 'absolute'. To illustrate just what's possible here's how far I've managed to push javascript (and from scratch at that!):
http://slebetman.110mb.com/tank3.html - RTS in DOM! Click on units/squads then click somewhere else to tell them where to go. You can control both sides.
I'm doing some animations and I want to implement something like this on the web. I was thinking that the HTML canvas can do this kind of job. Because I can scale part of an image. I just need the algorithm to actually make it work.
The effect is elastic, if the window is small, the greater the elasticity of the window when you restore it. I was thinking that I can make this work in web images.. if the user click the image it will scale with this kind of effect, not the boring way of scaling.
This is ubuntu, I know that we can look at the source code maybe to see how it actually implements the animation. But I dont know where to find it. Or i don't even understand codes written in linux because I just understand php, javascript. Basically I'm not a software developer, My core expertise is in web development.
http://www.youtube.com/watch?v=hgQP-aFragQ
I believe your best bet is having a look at John Resig's Processing.js.
Processing is a animation language for Java; John has ported it to the browser using canvas.
Your not going to find a web based solution that is going to do this for you. If you need something like this done it will have to be in flash or some other application (Lenni mentioned Java) that runs in a separate media box embedded in a web page.
People don't want big flashy animations, seeing something that is 'boring' is much better if it becomes more usable.
First up - I don't know the actual algorithm they use here.
However, I'd attack this by creating a grid of points (say 10x10), each point attached to it's neighbors by damped springs. It might be worth anchoring the edge/corner points to the screen with springs too.
By deforming the grid (stretching and compressing the springs) and then modeling the spring responses, you'd get some interesting effects like those shown. You might then be able to record the patterns so that the points can follow a pre-computed path for faster animation if your animations are predictable.
Then you need to work out how to split the image and map it onto the grid. The splitting may be better done once on the server, but the client can do it if you use canvas.
svg & vml is a possibility - they'll work without plugins and are similar enough to code for, but I don't think you'll get correct enough image deformation. However, you can scale and rotate with impunity (and quickly) so if you just anchor 2 cell image points to the grid rather than all 4, you'll get an interesting animation - not quite like the video, but pretty good.
As for how to model damped springs, you'll need to keep track of the mass of each point (how heavy it is), how much force the spring is exerting on each point (scalar of how compressed/stretched it is and it's vector) and a damping force on the points (resistive force to the square of the velocity of the point).
It's physics modeling, to be sure, but quite possible.
The response may well be slow. Especially on IE. Canvas needs a plug-in on IE, so if you use canvas, IE folk wont see it. SVG works on almost everything except IE, but it does have VML which is similar. http://raphaeljs.com/ is a library that uses whatever's available. This will be a challenge to tune up :)
However you do this, it will always look best in chrome, the V8 javascript engine outstrips everything else for this kind of work. IE has the slowest javascript engine.