Showing posts with label feed-back. Show all posts
Showing posts with label feed-back. Show all posts

Sunday, June 15, 2008

From a New Perspective

While some users prefer the first person view, even after adding look left/right/aback, you sometimes miss a bit of overview in the game.
Thus, I started working on a third-person perspective for Jangaron, where you can look over the lightcycle walls. To give you an early preview of how it may look like, I used Wink to produce a video of a game played with my workspace version. What you can see right at the beginning is the "camera" moving gently from the usual mid-horizon perspective to a bird's eye view above the player's lightcycle. I plan to provide keys for toggling between those two modes. As you can also see in the video, even in the third-person view, you can look in all four directions!
What do you think?


The technical challenge of this new perspective is that CSS border slants per se can only draw trapezoids where the projection of one of the parallel sides is completely contained within the other (leftmost figure). If the projection has at least a non-empty intersection, two slants (a "real" slant and a triangle) suffice (middle figure).
But what about arbitrary trapezoids? The solution is to cut the trapezoid in
a zigzag, resulting in serveral right angle triangles and one terminal slant (rightmost figure).
The worst case concerning the number of triangles is a very thin, 45 degree trapezoid. This is why I used another trick for the grid lines, which is to draw a white right angle triangle and a slightly smaller black one, so that only the white sloping line remains. I could not use that trick for the lightcycle walls, because they are drawn on top of the grid.
The question was if using this drawing technique degrades performance, but the answer seems to be "no". I use highly optimized code to update the DOM and to create the zigzag (just some linear equations; note that many coordinates can be reused!), so the overhead of projecting the wall etc. seems to outplay creating additional triangle/slant shapes. I hope to be done with the feature soon, so that you can check it out yourselves!

Friday, April 18, 2008

Multiplayer fixed

Zaphod tried to run in several equally decisive directions simultaneously. "Right!" he said. "Er ... we've got to get manual control of this ship."

"Can you fly her?" asked Ford pleasantly.

"No, can you?"

"No."

"Trillian, can you?"

"No."

"Fine," said Zaphod, relaxing. "We'll do it together."


Sorry, users, since some minor modifications to Jangaron for the "mini" version, multiplayer was broken! Both player views were rendered, but only one could be controlled, independent of key assignment.
The reason was a stupid bug: In the switch statement for key control, I wrote
case keyMap.slower: [...]; break;
otherwise: return true;
What I meant was:
case keyMap.slower: ...; break;
default: return true;
But unfortunately, the erroneous otherwise was interpreted as a label (a JavaScript language construct I never use!), so no error was raised, but return true was never executed! This led to the first player swallowing all key presses.
Of course I fixed the problem as soon as I noticed it. Since it was only a minor patch, I did not increase the version number.
You should know that Jangaron is a hobby project. There is no quality assurance, just some basic testing, and there are not yet any real "releases". This is why I need you! If anything does not work or looks awful or is unusable, or if you have any other feed-back, let me know!
So now, please go ahead and play Jangaron with two or more users! Believe me, it's much more fun than against programs.