Project : Visual ts game engine
Old Version:
-
We can fight
- 2020 -
Out of space
- 2021 -
Lake of fire
- 2022
Right now right here
2023
Current Version Fron 0.7.0 VTS migrate to webpack5 version [If you have some trouble try to deleting node_modules/ and install again]
2d canvas game engine based on Matter.js 2D physics engine for the web supported with backend node.js/mongoDB and visual GUI tool 2d map creator/python3.
I use my own concept: take lib only for the great benefits
. It means that i import only staff that i can't make in proper way in proper time, all other coming from head. For example Physics
was imported
in role of npm package for typescript matter.js/ts variant and i keep dependency healthy. In
networking aspect i use full-duplex connection under web-rtc protocol. Pretty nice working
combination of physics and realtime-multiplayer connetions. PeerToPeer used for game-play
and classic websocket(socketio) for session staff. HTMLRequest used only for loading html
parts in run time (on request) because i want clear single page application with all PWA
features inside. Also video chat is integrated based on signaling server.
You can start recording canvas gameplay with implemented record-canvas
.
For npm users
Take a look project examples on: https://github.com/zlatnaspirala/visual-ts-examples
It is nice starter project. Fixed all deps to make npm i visual-ts
usable.
Whats good in this project:
- visual-ts correspondent with mongoDB [Its not only for games you have basic session staff you can use it for your standalone application].
- Fast
full-duplex
connections based on webRTC/socket.io/websocket [node.js] - Multiplatform/Realtime Multiplayer features.
- Video chat comes with visual-ts [standalone].
- No strange logs - No need for forums just follow stackoverflow.com and wc3.
- Fast console log access, tracking code
- Easy stage/production switch
- Fast rebuild - Build single endpoint, Rebuild all
- Luanch/Attacher debugger options implemented [for visual code]
- Lib is not to much
inself
closed. Every intervention or used feature is exposed in high level in that way you can make very fast implementation of your own logic what ever will be. - You are not forced to use typescript you can always downgrade to javascript this comes with typescript inself.
- Example multiplayer
- Migrated to webpack5
Simple there is nothing between you and making the app.
- Written in typescript current version 4.2.4.
- Package tool used webpack 5.5.0.
- Text editor used and recommended: Last version of
Visual Studio Code
[1.66.0]. Luanch debugger configuration comes with this project (for server part). Or run server onJavascript Debug Terminal
. - Physics engine based on
Matter.js - Matter.ts
(npm project). - Multiplatform video chat (for all browsers) implemented. SocketIO used for session staff.
MultiRTC3 alias
broadcaster
used for video chat also for data transfer. - Mobile controls / Tested on android Based on touch area bounds LEFT , UP, RIGHT (for platformer based gameplay, for now).
Logo
Landscape logo
VisualTsGameEngine GUI tool 2d Map Creator made in python:
creator-2dmap
python script. After installation of all needed modules vie pip3 for python3, you need to run:
Much more easyest way to make yor gameplay table sets is @Note If you use
git clone --recurse-submodules https://github.com/zlatnaspirala/visual-ts-game-engine
Then run creator@dmap with npm run creator
// Windows
python.exe tool.py
// Macos - linux
python3 ./tool.py
Possible bug on oldies linux os mint. Bug related with tkinter lib.
You need to change self.absolutePacksPath from defaults.py config file.
Put example platformer pack folder path: src\examples\platformer\scripts\packs
but path must be absolute, my personal path is (For windows users : use double \ for escape ):
This is example for windows users:
E:\\web_server\\xampp\htdocs\\PRIVATE_SERVER\\visual-ts\\project\\visual-ts\\src\\examples\\platformer\\scripts\\packs\\"
This is separated and added like git submodules.
- This is freeware / opensource. There is no any limitation in this project. You can use video stream as gamePlay objects , multiplayer feature is also free.
- Please don't use fake email address to test public maximumroulette.com platformer example.
Project even in dev stage is totally
production
approach. You can't pass registration with fake email. Just clone, install and run in local (client & server). You need to install and run also MongoDB on your system. Change flag in databased confimed to thetrue
value to skip registration confirmation process.
Client part
To make all dependency works in build proccess we need some plugins.
npm install
Command (current: single player solution build):
npm run dev
// or
npm run dev-all
Output for (npm run dev):
├── build/ (This is auto generated) | ├── externals/ | ├── imgs/ | ├── styles/ | ├── templates/ | ├── app.html | ├── manifest.web | ├── offline.html | ├── visualjs2.js | ├── worker.js
Navigate in browser /build/app.html to see client app in action
New way of building multi entries.
Command is npm run dev-all
. This is test for multi instancing webpack capabilities.
Webpack in this case use webpack.multicompile.config.js
.
Thanks for common object definition:
This is best place to manage status of your build action. Just comment or uncomment specific webpack object in this place =>
webpack.multicompile.config.js
module.exports = [
webPackModuleMultiPlayerSolution,
webPackModuleSingleSimpleSolution,
webPackModuleMultiChatBasketBall,
webPackModuleTutorialsDemo1,
// webPackModuleTutorialsDemo2 DISABLE HERE WHOLE SUB BUILD
];
Point of Multi entries is to make independent healthy builds end point for our application. Current export's for 3 solutions looks like (runs webpack.multicompile.config.js) :
Command:
npm run dev-all
Output (npm run dev-all):
├── build/ (This is auto generated) | ├── multiplayer/ | ├── singleplaye/ | ├── demo1/ | ├── demo2/ | ├── sprite-animation/ | ├── basket-ball-chat/ [WIP]
-Client part is browser web application. No reloading or redirecting. This is single page
application. I use html request only for loading local/staged html (like register, login etc.).
Networking is based on webSocket full-duplex communication only. This is good cross for old
fasion native programmers not for web server REST oriented skills. No mix
in communication usage.
You must be conform with classic socket connection methodology and your own idea about connections.
webRTC can be used for many proporsion.
Already implemented:
- video chat webRTC (SIP) chat and data communication. based on multiRTC3 for all modern browser's and hybryd implementation (android, ios etc.) (UDP/TCP). Running on socket.
- Bonus connections options - Coordinator another brodcaster. Parallel multiRTC connections. Coordinator is disabled by default but can be used in same way just like broadcaster.
- Simple facebook api script (addson).
-Class 'Connector' (native webSocket) used for user session staff.
- For main account session staff like login, register etc.
Client config
If you want web app without any networking then setup:
appUseNetwork: boolean = false;
You want to use communication for multiplayer but you don't want to use server database
account sessions. The setup this on false in main client config class.
appUseAccountsSystem: boolean = false;
- Networking is disabled or enabled depens on current dev status.
Find configuration for client part at ./src/lib/client-config.ts
Please read About Client Configuration
Start dependency system from app.ts
- First game template is Platformer. This is high level programming in this software. Class Platformer run with . Class Starter is base class for my canvas part (matter.js/ts). It is injected to the Platformer to make full operated work.
- gamesList args for ioc constructor is for now just simbolic for now. (WIP)
- In ioc you can make strong class dependency relations. Use it for your own structural changes. If you want to make light version for build than use ioc to remove everything you don't need in build.
ioc.ts files located at: src\controllers
. In ioc file i import choosen classes and
create instance or bind. Ioc also save (singleton) instance's and we never make same
class instance again (this is the role). We just call game.ioc.get.NAME_OF_INSTANCE.
Object .get
is key access object not array.
Best practice is to use only one ioc. In that way you will get clear build without
big shared in most time unnecessary data. If you application is big project.Than
best way is still use one ioc.ts for per web page. In that way i use refresh
or redirect moment to load optimised script bundle for current page.
Main dependency file
- Current version:
/**
* Import global css
*/
require("./style/animations.css");
require("./style/styles.css");
import AppIcon from "./app-icon";
import GamePlay from "./examples/platformer/scripts/game-play";
import Ioc from "./controllers/ioc";
/**
* plarformerGameInfo
* This is strong connection.
* html-components are on the same level with app.ts
* Put any parameters here.
*/
const plarformerGameInfo = {
name: "Platformer",
title: "Start Platformer game play",
};
const gamesList: any[] = [
plarformerGameInfo,
];
const master = new Ioc(gamesList);
const appIcon: AppIcon = new AppIcon(master.get.Browser);
master.singlton(GamePlay, master.get.Starter);
console.log("Platformer: ", master.get.GamePlay);
master.get.GamePlay.attachAppEvents();
/**
* Make it global for fast access in console testing.
* (window as any).platformer = master.get.GamePlay;
*/
(window as any).master = master;
(window as any).platformer = master.get.GamePlay;
Recording your game
Setup in client-config.ts
:
public recordCanvasOption: any = {
injectCanvas: () => document.getElementsByTagName("canvas")[0],
frameRequestRate: 30,
videoDuration: 20,
outputFilename: "record-gameplay.mp4",
mineType: "video/mp4",
resolutions: '800x600'
}
You can use this call:
platformer.starter.ioc.get.RecordGamePlay.recordCanvas.run();
About runup gameplay
@Note Somethimes i override autoStartGamePlay!
In client-config :
Disabled at the moment for single-player solution.
javascript
private autoStartGamePlay: boolean = false;
If you setup 'autoStartGamePlay' to false you need to run gamePlay with :
javascript
master.get.GamePlay.load()
Note : Only singleton object instance from master start with upcase letters.
Project structure
- build/ is autogenerated. Don't edit or add content in this folder.
- src/ is main client part (Browser web application). Main file : app.ts
- src/libs/ is common and smart pack of classes, interfaces etc. easy access.
- server/ folder is fully indipendent server size. I use one git repo but consider '/server' represent standalone application. There's server package.json independently from client part also config is not the common. I just like it like that.
├── package.json ├── package-lock.json ├── webpack.config.js ├── tsconfig.json ├── tslint.json ├── launch.json ├── workplace.code-workspace ├── LICENCE logo.png LICENSE ├── build/ (This is auto generated) | ├── externals/ | ├── templates/ | ├── imgs/ | ├── styles/ | | └── favicon.ico | ├── visualjs2.js | ├── app.html ├── src/ | ├── style/ | | ├── styles.css | ├── controllers/ | | ├── ioc.ts | | ├── ioc-single-player.ts | ├── libs/ | | ├── class/ | | | ├── networking/ | | | | ├── rtc-multi-connection/ | | | | | ├── FileBufferReader.js | | | | | ├── RTCMultiConnection2.js | | | | | ├── RTCMultiConnection3.js | | | | | ├── linkify.js | | | | | ├── getHTMLMediaElement.js | | | | | ├── socket.io.js | | | | ├── broadcaster.ts | | | | ├── coordinator.ts | | | | ├── connector.ts | | | | ├── network.ts | | | ├── visual-methods/ | | | | ├── sprite-animation.ts | | | | ├── text.ts | | | | ├── texture.ts | | | ├── bot-behavior.ts | | | ├── browser.ts | | | ├── math.ts | | | ├── position.ts | | | ├── resources.ts | | | ├── sound.ts | | | ├── system.ts | | | ├── view-port.ts | | | ├── visual-render.ts | | ├── interface/ | | | ├── controls.ts | | | ├── drawI.ts | | | ├── global.ts | | | ├── visual-components.ts | | | ├── networking.ts | | ├── multiplatform/ | | | ├── mobile/ | | | | ├── player-controls.ts | | | ├── global-event.ts | | ├── types/ | | | ├── global.ts | | ├── client-config.ts | | ├── ioc.ts | | ├── starter.ts | ├── icon/ ... | ├── examples/ | | ├── platformer/ | | ├── platformer-single-player/ | | ├── basket-ball-chat/ | | ├── tutorials/ (Most simple example of usage) | | | ├── add-camera-stream-to-gameplay/ | | | ├── add-element/ | ├── html-components/ | | ├── register.html | | ├── login.html | | ├── games-list.html | | ├── user-profile.html | | ├── store.html | | ├── broadcaster.html | ├── index.html | ├── app-icon.ts | └── app.ts | └── manifest.web └── server/ | ├── package.json | ├── package-lock.json | ├── server-config.js | ├── database/ | | ├── database.js | | ├── common/ | | ├── email/ | | | ├── templates/ | | | | ├── confirmation.html.js | | | ├── nocommit.js (no commited for now) | | └── data/ (ignored - db system folder) | ├── rtc/ | | ├── server.ts | | ├── connector.ts | | ├── self-cert/
About Dev Prodc regime
Enum: dev
, prod
, mongodb.net
or mongodb.net-dev
Explanation for:
this.serverMode = "mongodb.net-dev";
If you wanna use mongod.net database but you wanna use it from localhost.
Multiplayer (with videochat or realtime net) still use https
.
For single player variant you can use http
.
Audios
Audios are not loaded by defoult if you use it in IOC controller. You create audio instance from code. You can mute it all.
Add new sound
- Open webpack and add line: [After this you need to restart webpack.]
new CopyWebpackPlugin([
...
// Audios
{from: "./src/examples/platformer-single-player/audios/player/dead.mp3", to: "audios/newAudio1.mp3"}
{from: "./src/examples/platformer-single-player/audios/player/dead.mp3", to: "audios/newAudio2.mp3"}
], { debug: 'warn' })
- Find nice place for creating instance:
myInstance.starter.ioc.get.Sound.createAudio("./audios/newAudio1.mp3", "newAudio1");
myInstance.starter.ioc.get.Sound.createAudio("./audios/newAudio2.mp3", "newAudio2");
- Find place where you wanna run play:
root.starter.ioc.get.Sound.playById('jump');
Server part
Installed database : MongoDB server version: 3.5.6
Updated to the last https://tecadmin.net/install-mongodb-on-centos/
-No typescript here, we need keep state clear no. Node.js is best options.For email staff i choose : npm i gmail-send .
-Run services database server (Locally and leave it alive for develop proccess): if you use (running) services mongod no need for this command.
npm run dataserver
Looks like this :
mongod --dbpath ./server/database/data
Fix : "failed: address already in use" :
netstat -ano | findstr :27017
taskkill /PID typeyourPIDhere /F
Cent os:
mongod
db.changeUserPassword(‘admin’,’<new_password>’)
- Command for kill all node.js procces for window users :
taskkill /im node.exe /F
Networking multimedia communication : WebSocketServer running on Node.js
Text-based protocol SIP (Session Initiation Protocol) used for signaling and controlling multimedia sessions.
General networking config:
About generating localhost certs
Read more about cert
serverMode dev
od prod
use https
protocol to make full works on both regime (If you using multiplayer example).
You need to install cert (mmc.exe) (for User or local Mashine), also in browser:
Note:
- Connector (websocket) no need to be wss. If you wanna use just session communication.
About production running (last version of centos will be nice).
-
This is only for localhost test running. On your public server (VPS) you will need to have SSL certification (take a look for free SSL on great https://letsencrypt.org/). Then change in
server-config.js
parameter serverMode toprod
ormongodb.net
. -
If you setup with
prod
it means that you have runned mongodb on public mashine. -
If you setup with
mongodb.net
it means that you regiter free plan on mongodb.net services and you need to setup freeService in databaseRoot:this.databaseRoot = { dev: "mongodb://localhost:27017" , prod: "mongodb://userAdmin:PUT_YOU_PASSWORD@localhost:27017/admin", freeService: "mongodb+srv://userAdmin:PUT_YOU_PASSWORD@cluster0.piqav.mongodb.net/masterdatabase?retryWrites=true&w=majority" };
. -
Cert setup on production (certPathProd): this.certPathProd = { pKeyPath: "/etc/letsencrypt/live/maximumroulette.com/privkey.pem", pCertPath: "/etc/letsencrypt/live/maximumroulette.com/cert.pem", pCBPath: "/etc/letsencrypt/live/maximumroulette.com/fullchain.pem" };
about server-config
Config property defined in constructor from ServerConfig class in interest way. With two defined flags dev & prod it is easy resolved boring problem with migration localhost - public server:
// enum : 'dev', 'mongodb.net' or 'prod'
this.serverMode = "dev";
this.networkDeepLogs = false;
this.rtcServerPort = 12034;
this.rtc3ServerPort = 9001;
this.connectorPort = 1234;
this.domain = {
dev: "localhost",
prod: "maximumroulette.com"
};
this.masterServerKey = "maximumroulette.server1";
this.protocol = "http";
this.isSecure = false;
// localhost
this.certPathSelf = {
pKeyPath: "./server/rtc/self-cert/privatekey.pem",
pCertPath: "./server/rtc/self-cert/certificate.pem",
pCBPath: "./server/rtc/self-cert/certificate.pem",
};
// production
this.certPathProd = {
pKeyPath: "/etc/httpd/conf/ssl/maximumroulette.com.key",
pCertPath: "/etc/httpd/conf/ssl/maximumroulette_com.crt",
pCBPath: "/etc/httpd/conf/ssl/maximumroulette.ca-bundle"
};
this.appUseAccountsSystem = true;
this.appUseBroadcaster = true;
this.databaseName = "masterdatabase";
this.databaseRoot = {
dev: "mongodb://localhost:27017" ,
prod: "mongodb://userAdmin:********@maximumroulette.com:27017/admin"
};
this.specialRoute = {
"default": "/var/www/html/applications/visual-typescript-game-engine/build/app.html"
};
- Running server is easy : From root folder (not from server folder). If you wanna use node.js debugger you need to fix path for the certs.
npm run rtc
With this cmd : npm run rtc we run server.js hosting
and connector.ts websocket session
and webrtc broadcaster.ts
.
Connector is our account session used for login, register etc.
Implemented video chat based on webRTC protocol. Running rtc3 server is integrated.
If you wanna disable session-database-rtc3 features and run only broadcaster
:
Features comes with broadcaster:
- Multiplatform video chat works with other hybrid frameworks or custom implementation throw the native mobile application web control (Chrome implementation usually).
GUI Tools
To get GUI tools first download python3 for your OS.
creator2dmap
is python3 canvas oriented application.
cd tools
git submodule init
git submodule update
// or
git clone --recurse-submodules https://github.com/zlatnaspirala/visual-ts-game-engine
// update
git fetch
git merge
In this way you will get project: https://github.com/zlatnaspirala/creator-2dmap
intro tools/creator2dmap/
folder.
Start application with:
python.exe tool.py (win)
./python3 tool.py (macos)
Documentation:
Follow link for API: [WIP] Application documentation
Possible to install from (It's good for instancing new clear base project):
npm i --save visual-ts
Take a look this repo (it is example for approach npm i visual-ts
)
https://github.com/zlatnaspirala/visual-ts-module
If you wanna generate doc you will need manual remove comment from plugin section in webpack.config.js. Restart 'npm run dev'
If you wanna insert some new html page just define it intro webpack.config.js:
plugins : [
new HtmlWebpackPlugin({
filename: '/templates/myGameLobby.html',
template: 'src/html-components/myGameLobby.html'
}),
...
- See register and login example.
Code format :
npm run fix
npm run tslint
or use :
tslint -c tslint.json 'src/**/*.ts' --fix
tslint -c tslint.json 'src/**/*.ts'
Abour visual tools
Based on python3 tk tech.It is standalone git project imported like git submodule.
https://github.com/zlatnaspirala/creator-2dmap
After setup run python app from cli with command:
npm run creator
Public stage server / Tutorial demos
ACTUALLY SERVER IS RUNNING - You need to register.
Basic examples - How to create instance of engine. With minimum elements and features.
Platformer example without networking, without account session
Multiplayer - Without Account session
Multiplayer/webCam inside gamePlay - With Account session
Licence && Credits
Visual Typescript Game engine is under:
MIT License generaly
except ./src/lib. Folder lib is under:
GNU LESSER GENERAL PUBLIC LICENSE Version 3
External licence in this project:
- Networking based on :
Muaz Khan MIT License www.WebRTC-Experiment.com/licence
- Base physics beased on :
Matter.js https://github.com/liabru/matter-js
Sprites downloaded from (freebies/no licence sites):
- https://craftpix.net/
- https://dumbmanex.com
- https://opengameart.org/content/animated-flame-texture
- https://www.gameart2d.com/
- https://www.behance.net/JunikStudio
In Dreams by Scott Buckley | www.scottbuckley.com.au Music promoted by https://www.chosic.com/free-music/all/ Attribution 4.0 International (CC BY 4.0) https://creativecommons.org/licenses/by/4.0/
Todo list for 2020
I'am still far a away from project objective :
- Make visual nodes for editor mode in game play.
- Item's selling for crypto values.
- Create examples demos in minimum 20 game play variants (table games, actions , platformers , basic demo trow the api doc etc.).
- Implementing AR and webGL2.