Useful JavaScript Game Extensions: Array#each

Computer code vortex

Welcome to the nether realm of JavaScript extensions… things that should exist and sometimes kind of do, but with a different name and an inconsiderate API.

Part 6 of 256 Useful JavaScript Extensions Array#each.

/**
 * Call the given iterator once for each element in the array,
 * passing in the element as the first argument, the index of
 * the element as the second argument, and this array as the
 * third argument.
 *
 * @param {Function} iterator Function to be called once for
 * each element in the array.
 * @param {Object} [context] Optional context parameter to be
 * used as `this` when calling the iterator function.
 *
 * @returns `this` to enable method chaining.
 */
Array.prototype.each = function(iterator, context) {
  if(this.forEach) {
    this.forEach(iterator, context);
  } else {
    var len = this.length;
    for(var i = 0; i < len; i++) {
      iterator.call(context, this[i], i, this);
    }
  }

  return this;
};

You’ll notice that this method makes use of the possibly existing Array#forEach method if it exists. In fact it is almost an alias of it, but since forEach always returns undefined like a jerk, we need to wrap it and return the object for chaining like a good citizen. Also, who wants to always be writing forEach, why not just each? Yeah… I like this.

// Example:

var people = [{name: "David"}, {name: "Joe"}, {name: "Gandalf"}];

// Greet each person by name
people.each(function(person) {
  alert("Hi " + person.name + "!");
});

Useful JavaScript Extensions: Number#times

Part 5/256

For loops… I hate them so much. Fortunately, a well established functional iteration convention is the Number#times method.

/**
 * Calls iterator the specified number of times, passing in a number of the
 * current iteration as a parameter. The number will be 0 on first call, 1 on
 * second call, etc.
 *
 * @param {Function} iterator The iterator takes a single parameter, the number
 * of the current iteration.
 * @param {Object} [context] The optional context parameter specifies an object
 * to treat as this in the iterator block.
 *
 * @returns The number of times the iterator was called.
 */
Number.prototype.times = function(iterator, context) {
  for(var i = 0; i < this; i++) {
    iterator.call(context, i);
  }
  return i;
}

This hides the inner workings of the iteration from the calling code so there’s no need to keep track of an external dummy iterator variable if you don’t want to.

var n = 3;

// Greets you three times, with respect
n.times(function() {
  alert("O HAI!");
});

// logs: 0, 1, 2
n.times(function(i) {
  console.log(i);
});

Useful JavaScript Game Extensions: Array#remove

Debris Removal
Part 4: Array#remove

JavaScript Arrays are missing some very common, very useful functions. One of those is the remove method. We want to be able to say “Hey you, array, remove this object from yourself! Now!!” But our poor JS array’s don’t know how. They can barely remove elements from specific indices, let alone a specified object. Well no longer! Now they’ll do what we say.

/**
 * Remove the first occurance of the given object from the array if it is
 * present.
 *
 * @param {Object} object The object to remove from the array if present.
 * @returns The removed object if present otherwise undefined.
 */
Array.prototype.remove = function(object) {
  var index = this.indexOf(object);
  if(index >= 0) {
    return this.splice(index, 1)[0];
  } else {
    return undefined;
  }
};

By building off of the Array‘s built in methods we can keep this code very short. We find the first occurrence of the specified object using indexOf, then we remove and return it using splice. If it wasn’t found we return undefined instead.

// An illustrative test suite

test("Array#remove", function() {
  ok([1,2,3].remove(2) === 2, "[1,2,3].remove(2) === 2");
  ok([1,3].remove(2) === undefined, "[1,3].remove(2) === undefined");
  ok([1,3].remove(3) === 3, "[1,3].remove(3) === 3");

  var array = [1,2,3];
  array.remove(2);
  ok(array.length === 2, "array = [1,2,3]; array.remove(2); array.length === 2");
  array.remove(3);
  ok(array.length === 1, "array = [1,3]; array.remove(3); array.length === 1");
});

John Resig has another take on Array#remove, remove by index. You may want to take a look at that as well, though for me it feels more natural to remove by specified object rather than by specified index.

Useful JavaScript Game Extensions: Array#rand

Ayn Rand

Part 3 of 256.

/**
 * Randomly select an element from the array. The array remains unmodified.
 *
 * @returns A random element from an array, or undefined if the array is empty.
 */
Array.prototype.rand = function() {
  return this[rand(this.length)];
};

Building on the last installment of a global rand method, we can easily extend Array to provide simple random element selection.

// Example:
["rock", "paper", "scissors"].rand()

Selecting options from a loot table, or random AI actions is now wonderfully easy. With all these extensions the theme is the same, start with the best interface for the programmer and extend what you must to make it happen.

Useful JavaScript Game Extensions: rand

Rand Atlas Shrugged
Part 2 of my 256 part series: Useful JavaScript Game Extensions!

/**
 * Generate uniformly distributed random numbers.
 *
 * @param {Number} [n]
 * @returns A Random integers from [0, n) if n is given, otherwise a random float
 * between 0 and 1.
 * @type Number
 */
function rand(n) {
  if(n !== undefined) {
    return Math.floor(Math.random() * n);
  } else {
    return Math.random();
  }
}

Some games make use of random numbers… a lot. So when choosing the best interface it is important to keep that in mind. Often times uniform distributions are the way to go, such as when selecting from an array, or rolling a six sided die. If one often has need of a variety of random distributions then having different methods live in a Random namespace would probably be best. For simple, everyday use a little rand(6) is very convenient.

Useful JavaScript Game Extensions: Clamp

Give him the clamps!

Part 1 of my new 256 part series on simple JavaScript extensions to make game programming easy and fun!

/**
 * Returns a number whose value is limited to the given range.
 *
 * Example: limit the output of this computation to between 0 and 255
 * (x * 255).clamp(0, 255)
 *
 * @param {Number} min The lower boundary of the output range
 * @param {Number} max The upper boundary of the output range
 * @returns A number in the range [min, max]
 * @type Number
 */
Number.prototype.clamp = function(min, max) {
  return Math.min(Math.max(this, min), max);
};

Note that this extends the behavior of the Number class. Some may consider it poor form to “mess with” the JS built-ins, but I consider it poor form to expose a worse than necessary interface to the programmer. Compare:

// Namespace?
STRd6.Util.clamp(x * 255, 0, 255);

// global function clamp?
clamp(x * 255, 0, 255);

// Clean, simple and object oriented!
(x * 255).clamp(0, 255);

Stay tuned for the next 255 parts of the series!

Matrix.js 1.0.1 Released

Thoroughly documented, tested, and minifies very small (1.4k), this is the best release yet!

Observe the sweetness:

  // Rotate 90 degrees
  var matrix = Matrix.rotation(Math.PI / 4);

  // Scale and move
  var finalTransform = matrix.scale(1/2).translate(125, 175);

  canvas.withTransform(finalTransform, function() {
    // Draw a circle or whatever in the transformed coordinates
    // canvas.fillCircle(0, 0, 50);
  });

jQuery style events

jQuery events are cool. But what if you want to trigger some events but not extend all your JavaScript objects to jQuery ones? If you are drawing thousands and thousands of these objects to screen you probably don’t want to worry about the overhead of making them jQuery objects.

Here’s how you can write your own simple jQuery style events:

function Meteor() {
  var eventCallbacks = {
    'destroy': alert('destroyed')
  };

  var destroyed = false;

  var self = {
    bind: function(event, callback) {
      eventCallbacks[event] = callback;
    },
    destroy: function() {
      if (!destroyed) {
        destroyed = true;
        self.trigger('destroy');
      }
    },
    explode: function() {
      // Kaboom
    },
    trigger: function(event) {
      eventCallbacks[event](self);
    },
  };
  return self;
}

Here’s how you use it

var meteor = Meteor();
meteor.bind('destroy', function() {
  meteor.explode();
});

...

meteor.destroy();

matrix.js Demo

Excerpts, source code and images are great, but a working example is even greater. That’s why I’ve cobbled together a working demo just for you! View it here: Matrix Demo. I’ve extracted it to just the minimum that you need to work with. Jump Straight to the guided tour.

Some Background

Though matrix.js has no dependencies, I depend on jQuery to code in JavaScript without sobbing uncontrollably. This code makes use of jQuery, though you should be fine if you are familiar with any major JS framework.

There are two main components that need to be brought together to make a decent demonstration: object(s) with nested component(s) and a canvas that can understand matrices.

Canvas

The canvas implementation of matrix transformations is mega-clunky, but that won’t bother us any longer.

        var canvas = $('#gameCanvas').get(0).getContext('2d');

        $.extend(canvas, {
          withTransform: function(matrix, block) {
            this.save();

            this.transform(
              matrix.a,
              matrix.b,
              matrix.c,
              matrix.d,
              matrix.tx,
              matrix.ty
            );

            try {
              block();
            } finally {
              this.restore();
            }
          }
        });

The withTransform method takes a matrix and a function (code block). It handles saving the context, applying the elements in the matrix to the correct parameters, calling the code block, and restoring the saved context no matter what, even if the code block throws an exception up in its face after eating bad seafood. It will stop at nothing to make your programming dreams come true.

Rather than handle all that junk ourselves every time want to draw a rotated top hat, we can instead do something like:

        var matrix = Matrix.rotation(Math.PI/2);
        canvas.withTransform(matrix, function() {
          // I'm so carefree, I can draw and draw without worrying about
          // saving or restoring the context, or what order those 4 trig
          // dealies go in. Thank you matrix.js for saving my life and
          // becoming my new best friend. <3<3<3 XOXO !!!1
        });

Hand-crafted matrix elements do not have more value than those forged in the heart of a machine.

Objects

Ok, so the canvas can handle matrix transforms easily, big deal. I just want to put a top hat on a dinosaur, make him dance, and laugh on into the early morning light.

  var hat = GameObject("images/accessories/tophat.png", Matrix.translation(30, -32));

  var dino = GameObject("images/levels/dino1.png", Matrix.translation(320, 240), [
    hat
  ]);

Done!

I’ve called my objects GameObject because sometimes I make games. The constructor takes 3 arguments, a url for an image, the transformation matrix of the object, and a list of component objects to draw inside it. I’ve got a dinosaur and the dinosaur has a hat.

To actually draw the dino we have a classic game loop.

  setInterval(function() {
    canvas.fill('#A2EEFF');

    dino.draw(canvas);
  }, 33);

Only the dino needs to be drawn because he’ll take care of drawing his own hat.


Making him dance

This is the part where you open up the demo page, fire up your JS console, and play along.

We want to move the dino up a little bit. Remember, up is negative.

  dino.translate(0, -50);

Now we want to rotate him.

  dino.rotate(Math.PI / 3);

Now we want him to walk warily down the street with his brim pulled way down low.

  // Brim down
  hat.translate(0, 10);

  // Walk warily...?
  (function() {
    var i = 0;
    setInterval(function() {
      dino.rotate(Math.sin(i / 8) * (Math.PI / 6));
      i++;
    }, 33);
  }());

Well you get the idea. If things get too nuts just refresh and start again.

Images Extras (Bonus Section!)

Even assuming you already have an image and HTML5 Canvas all set up, it is still a giant pain to draw it on there. Not to mention loading an image or waiting for it to load. So step one is to remove the tedium from drawing images onto the canvas forever.

  var sprite = Sprite.load(imageUrl);
  sprite.draw(canvas);

Wow, that was easy! Take a look at the Sprite class in the source for more on this miraculous occurrence.

Introducing matrix.js

When using the HTML5 canvas element it would be nice to have access to the one thing Flash does well: matrix transformations. This short utility adds the classic matrix operations: rotation, translation, scaling, concatenation, and inverting. It also provides the very useful transformPoint to transform points on an object in the same way that canvas transforms images.

Working with HTML5 Canvas

You’ll most likely want to use the following function to make using matrix transformations super easy with your HTML5 Canvas.

    function withTransformation(transformation, block) {
      context.save();

      context.transform(
        transformation.a,
        transformation.b,
        transformation.c,
        transformation.d,
        transformation.tx,
        transformation.ty
      );

      try {
        block();
      } finally {
        context.restore();
      }
    }

This is great for objects that have components, such as, completely hypothetically, a dinosaur flying and rotating through the air crazily swinging a chainsaw while wearing a jetpack.

Working with collision detection

A big advantage of circular collision detection comes when used with Euclidean Transformations, isometries of the Euclidean plane that preserve geometric properties such as length. Rotation, translation and reflection are the subset of affine transformations that maintain these properties.

If the collision area of an object is represented by n circles, then you can transform the points representing the centers of each circle with the same transformation as the one applied to the object. Because circles are the same across translation, rotation, and reflection, the logic to detect collisions remains the same, using the new center-points.


Scaling by the same factor across x and y could also work, just multiply the radius by the scale factor. Skewing would affect the shape of the circles, and therefore cannot be used without significant modification to the collision detection algorithm.

The Code

On github

/**
* Matrix.js v1.1.0
*
* Copyright (c) 2010 STRd6
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
* Loosely based on flash:
* http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/geom/Matrix.html
*/
(function() {
  /**
   * Create a new point with given x and y coordinates. If no arguments are given
   * defaults to (0, 0).
   * @name Point
   * @param {Number} [x]
   * @param {Number} [y]
   * @constructor
   */
  function Point(x, y) {
    return {
      /**
       * The x coordinate of this point.
       * @name x
       * @fieldOf Point#
       */
      x: x || 0,
      /**
       * The y coordinate of this point.
       * @name y
       * @fieldOf Point#
       */
      y: y || 0,
      /**
       * Adds a point to this one and returns the new point.
       * @name add
       * @methodOf Point#
       *
       * @param {Point} other The point to add this point to.
       * @returns A new point, the sum of both.
       * @type Point
       */
      add: function(other) {
        return Point(this.x + other.x, this.y + other.y);
      }
    }
  }

  /**
   * @param {Point} p1
   * @param {Point} p2
   * @returns The Euclidean distance between two points.
   */
  Point.distance = function(p1, p2) {
    return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
  };

  /**
   * If you have two dudes, one standing at point p1, and the other
   * standing at point p2, then this method will return the direction
   * that the dude standing at p1 will need to face to look at p2.
   * @param {Point} p1 The starting point.
   * @param {Point} p2 The ending point.
   * @returns The direction from p1 to p2 in radians.
   */
  Point.direction = function(p1, p2) {
    return Math.atan2(
      p2.y - p1.y,
      p2.x - p1.x
    );
  }

  /**
   *  _        _
   * | a  c tx  |
   * | b  d ty  |
   * |_0  0  1 _|
   * Creates a matrix for 2d affine transformations.
   *
   * concat, inverse, rotate, scale and translate return new matrices with the
   * transformations applied. The matrix is not modified in place.
   *
   * Returns the identity matrix when called with no arguments.
   * @name Matrix
   * @param {Number} [a]
   * @param {Number} [b]
   * @param {Number} [c]
   * @param {Number} [d]
   * @param {Number} [tx]
   * @param {Number} [ty]
   * @constructor
   */
  function Matrix(a, b, c, d, tx, ty) {
    a = a !== undefined ? a : 1;
    d = d !== undefined ? d : 1;

    return {
      /**
       * @name a
       * @fieldOf Matrix#
       */
      a: a,
      /**
       * @name b
       * @fieldOf Matrix#
       */
      b: b || 0,
      /**
       * @name c
       * @fieldOf Matrix#
       */
      c: c || 0,
      /**
       * @name d
       * @fieldOf Matrix#
       */
      d: d,
      /**
       * @name tx
       * @fieldOf Matrix#
       */
      tx: tx || 0,
      /**
       * @name ty
       * @fieldOf Matrix#
       */
      ty: ty || 0,

      /**
       * Returns the result of this matrix multiplied by another matrix
       * combining the geometric effects of the two. In mathematical terms,
       * concatenating two matrixes is the same as combining them using matrix multiplication.
       * If this matrix is A and the matrix passed in is B, the resulting matrix is A x B
       * http://mathworld.wolfram.com/MatrixMultiplication.html
       * @name concat
       * @methodOf Matrix#
       *
       * @param {Matrix} matrix The matrix to multiply this matrix by.
       * @returns The result of the matrix multiplication, a new matrix.
       * @type Matrix
       */
      concat: function(matrix) {
        return Matrix(
          this.a * matrix.a + this.c * matrix.b,
          this.b * matrix.a + this.d * matrix.b,
          this.a * matrix.c + this.c * matrix.d,
          this.b * matrix.c + this.d * matrix.d,
          this.a * matrix.tx + this.c * matrix.ty + this.tx,
          this.b * matrix.tx + this.d * matrix.ty + this.ty
        );
      },

      /**
       * Given a point in the pretransform coordinate space, returns the coordinates of
       * that point after the transformation occurs. Unlike the standard transformation
       * applied using the transformPoint() method, the deltaTransformPoint() method's
       * transformation does not consider the translation parameters tx and ty.
       * @name deltaTransformPoint
       * @methodOf Matrix#
       * @see #transformPoint
       *
       * @return A new point transformed by this matrix ignoring tx and ty.
       * @type Point
       */
      deltaTransformPoint: function(point) {
        return Point(
          this.a * point.x + this.c * point.y,
          this.b * point.x + this.d * point.y
        );
      },

      /**
       * Returns the inverse of the matrix.
       * http://mathworld.wolfram.com/MatrixInverse.html
       * @name inverse
       * @methodOf Matrix#
       *
       * @returns A new matrix that is the inverse of this matrix.
       * @type Matrix
       */
      inverse: function() {
        var determinant = this.a * this.d - this.b * this.c;
        return Matrix(
          this.d / determinant,
          -this.b / determinant,
          -this.c / determinant,
          this.a / determinant,
          (this.c * this.ty - this.d * this.tx) / determinant,
          (this.b * this.tx - this.a * this.ty) / determinant
        );
      },

      /**
       * Returns a new matrix that corresponds this matrix multiplied by a
       * a rotation matrix.
       * @name rotate
       * @methodOf Matrix#
       * @see Matrix.rotation
       *
       * @param {Number} theta Amount to rotate in radians.
       * @param {Point} [aboutPoint] The point about which this rotation occurs. Defaults to (0,0).
       * @returns A new matrix, rotated by the specified amount.
       * @type Matrix
       */
      rotate: function(theta, aboutPoint) {
        return this.concat(Matrix.rotation(theta, aboutPoint));
      },

      /**
       * Returns a new matrix that corresponds this matrix multiplied by a
       * a scaling matrix.
       * @name scale
       * @methodOf Matrix#
       * @see Matrix.scale
       *
       * @param {Number} sx
       * @param {Number} [sy]
       * @param {Point} [aboutPoint] The point that remains fixed during the scaling
       * @type Matrix
       */
      scale: function(sx, sy, aboutPoint) {
        return this.concat(Matrix.scale(sx, sy, aboutPoint));
      },

      /**
       * Returns the result of applying the geometric transformation represented by the
       * Matrix object to the specified point.
       * @name transformPoint
       * @methodOf Matrix#
       * @see #deltaTransformPoint
       *
       * @returns A new point with the transformation applied.
       * @type Point
       */
      transformPoint: function(point) {
        return Point(
          this.a * point.x + this.c * point.y + this.tx,
          this.b * point.x + this.d * point.y + this.ty
        );
      },

      /**
       * Translates the matrix along the x and y axes, as specified by the tx and ty parameters.
       * @name translate
       * @methodOf Matrix#
       * @see Matrix.translation
       *
       * @param {Number} tx The translation along the x axis.
       * @param {Number} ty The translation along the y axis.
       * @returns A new matrix with the translation applied.
       * @type Matrix
       */
      translate: function(tx, ty) {
        return this.concat(Matrix.translation(tx, ty));
      }
    }
  }

  /**
   * Creates a matrix transformation that corresponds to the given rotation,
   * around (0,0) or the specified point.
   * @see Matrix#rotate
   *
   * @param {Number} theta Rotation in radians.
   * @param {Point} [aboutPoint] The point about which this rotation occurs. Defaults to (0,0).
   * @returns
   * @type Matrix
   */
  Matrix.rotation = function(theta, aboutPoint) {
    var rotationMatrix = Matrix(
      Math.cos(theta),
      Math.sin(theta),
      -Math.sin(theta),
      Math.cos(theta)
    );

    if(aboutPoint) {
      rotationMatrix =
        Matrix.translation(aboutPoint.x, aboutPoint.y).concat(
          rotationMatrix
        ).concat(
          Matrix.translation(-aboutPoint.x, -aboutPoint.y)
        );
    }

    return rotationMatrix;
  };

  /**
   * Returns a matrix that corresponds to scaling by factors of sx, sy along
   * the x and y axis respectively.
   * If only one parameter is given the matrix is scaled uniformly along both axis.
   * If the optional aboutPoint parameter is given the scaling takes place
   * about the given point.
   * @see Matrix#scale
   *
   * @param {Number} sx The amount to scale by along the x axis or uniformly if no sy is given.
   * @param {Number} [sy] The amount to scale by along the y axis.
   * @param {Point} [aboutPoint] The point about which the scaling occurs. Defaults to (0,0).
   * @returns A matrix transformation representing scaling by sx and sy.
   * @type Matrix
   */
  Matrix.scale = function(sx, sy, aboutPoint) {
    sy = sy || sx;

    var scaleMatrix = Matrix(sx, 0, 0, sy);

    if(aboutPoint) {
      scaleMatrix =
        Matrix.translation(aboutPoint.x, aboutPoint.y).concat(
          scaleMatrix
        ).concat(
          Matrix.translation(-aboutPoint.x, -aboutPoint.y)
        );
    }

    return scaleMatrix;
  };

  /**
   * Returns a matrix that corresponds to a translation of tx, ty.
   * @see Matrix#translate
   *
   * @param {Number} tx The amount to translate in the x direction.
   * @param {Number} ty The amount to translate in the y direction.
   * @return A matrix transformation representing a translation by tx and ty.
   * @type Matrix
   */
  Matrix.translation = function(tx, ty) {
    return Matrix(1, 0, 0, 1, tx, ty);
  };

  /**
   * A constant representing the identity matrix.
   * @name IDENTITY
   * @fieldOf Matrix
   */
  Matrix.IDENTITY = Matrix();
  /**
   * A constant representing the horizontal flip transformation matrix.
   * @name HORIZONTAL_FLIP
   * @fieldOf Matrix
   */
  Matrix.HORIZONTAL_FLIP = Matrix(-1, 0, 0, 1);
  /**
   * A constant representing the vertical flip transformation matrix.
   * @name VERTICAL_FLIP
   * @fieldOf Matrix
   */
  Matrix.VERTICAL_FLIP = Matrix(1, 0, 0, -1);

  // Export to window
  window["Point"] = Point;
  window["Matrix"] = Matrix;
}());