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# CG.Base Provide tool kits that helps you fast build an app on Code.Gamelet. Key features include: 1. initialize [pixi.js](#pixi.init) environment 1. load and access resources that are imported via Code.Gamelet IDE 1. manage update functions that are called every frame 1. provide debug utilities ## Getting Started Follow the steps below to fast start an app with [PixiJS](#pixi.init). We will implement a box2d environment to demo the usage of Base. <a name="pixi.init"></a> ## Start with Pixi.js<a name="pixi.init"></a> ```typescript class App { constructor() { // initialize pixi CG.Base.pixi.initialize(600, 400); CG.Base.pixi.physicsDebugDraw.setActive(true); // make a physics wall var wall = CG.Base.physics.createPhysicsObject('wall', {type: 'static'}); wall.addEdge(new CG.Base.geom.Point(10, 300), new CG.Base.geom.Point(500, 330)); // make a dynamic physics ball var ball = CG.Base.physics.createPhysicsObject('ball', {type: 'dynamic'}); ball.addCircle(0, 0, 10, {friction: 0.1, density: 0.1, restitution: 0.3}); ball.setPosition(100, 10); } } new App(); ``` @see [Demo](/edit/Base_Start_with_PIXI) ## Load and play with Resources To load resources that are imported from IDE: ```typescript // tell resources what resources to load (using the alias names) CG.Base.resourceManager.addAppResource('Game1.button'); CG.Base.resourceManager.addAppResource('Game1.music'); // start loading CG.Base.resourceManager.load(() => { // all loaded callback // create button with the image "Game1.button" alias name var button = new CG.Base.pixis.interactive.Button(CG.Base.resourceManager.createPixiSprite('Game1.button', 20, 20)); // set the position of the button button.displayObject.position.set(100, 100); // add the button to pixi.root, so pixi can render the button CG.Base.pixi.root.addChild(button.displayObject); // add a click event listener button.on(CG.Base.pixis.interactive.Button.EVENT.CLICK, () => { // when the button is clicked, play sound with "Game1.music" alias name CG.Base.resourceManager.playSound('Game1.music') }); }); ``` @see [Demo](/edit/Base_Load_Resources) ## Manage update functions Take advantage of CG.Base.addUpdateFunction to make a function called every frame ```typescript class App { constructor() { CG.Base.pixi.initialize(600, 400); CG.Base.addUpdateFunction(this, this.update); } // this function will be called every frame(called 60 times per second normally) private update(deltaTime:number):void { // do something } } new App(); ``` @see [Demo](/edit/Base_Update_and_Delay_Func) You can call a function in the future by CG.Base.addDelayFunction ```typescript class App { constructor() { CG.Base.pixi.initialize(600, 400); // call this.delayAction in 1000 milliseconds(= one second) CG.Base.addDelayFunction(this, this.delayAction, 1000); } private delayAction():void { // do something } } new App(); ``` @see [Demo](/edit/Base_Update_and_Delay_Func) ## Interact with Keyboard Use CG.Base.keyboard package to interact with keyboard events. ```typescript export class App { constructor() { // make the window focused, so we can receive keyboard events. window.focus(); // initialize pixi CG.Base.pixi.initialize(600, 400); // tell resourceManager to load the resource 'Game1.button' CG.Base.resourceManager.addAppResource('Game1.button'); // load resources, and wait callback when resources are all loaded CG.Base.resourceManager.load(() => { // add keyboard event listener, when a key is pressed CG.Base.keyboardManager.on(CG.Base.keyboard.KeyboardManagerEvent.PRESSED, key => { // if the pressed key is space, we call this.createSprite() if (key == CG.Base.keyboard.Key.SPACE) { this.createSprite(); } }); }); } private createSprite(): void { // create a sprite with the image 'Game1.button' var sprite: PIXI.Sprite = CG.Base.resourceManager.createPixiSprite('Game1.button'); // set the position of the sprite sprite.position.set(CG.Base.utils.IntUtil.randomBetween(100, 500), CG.Base.utils.IntUtil.randomBetween(100, 300)); // add the sprite to pixi.root, so it can be rendered CG.Base.pixi.root.addChild(sprite); } } new App(); ``` @see [Demo](/edit/Base_PIXI_Keyboard) ## Debugging The best debug tool on browser is the [developer tools](https://developer.chrome.com/devtools) in Chrome (F12). To find your source code in developer tools, first open developer tools(F12), click "Sources" tab, and search the Network tree as below: > top => {projectCode} => gameFrame => code.gamelet.com => gassets => file/{projectCode}/src for example, if the projectCode is 'Game1', source code is located at > top => Game1 => gameFrame => code.gamelet.com => gassets => file/Game1/src  ### Add Watch In addition to browser's debugging tools, CG.Base provides other useful tools. CG.Base.addWatch() adds objects or objects' properties to Watch panel in CG IDE. ```typescript export class App { constructor() { // initialize pixi CG.Base.pixi.initialize(600, 400); // tell resourceManager to load the resource 'Game1.button' CG.Base.resourceManager.addAppResource('Game1.button'); CG.Base.resourceManager.load(() => { // add the created sprite into Watch panel, the alias name in Watch panel is 'sprite' CG.Base.addWatch('sprite', this.createSprite()); }); // add this(App)'s 'time' property into Watch panel. The alias name for this property is 'now' CG.Base.addWatch('now', this, 'time'); } private createSprite(): PIXI.Sprite { // create a sprite with the image 'Game1.button' var sprite: PIXI.Sprite = CG.Base.resourceManager.createPixiSprite('Game1.button'); // set the position of the sprite sprite.position.set(CG.Base.utils.IntUtil.randomBetween(100, 500), CG.Base.utils.IntUtil.randomBetween(100, 300)); // add the sprite to pixi.root, so it can be rendered CG.Base.pixi.root.addChild(sprite); return sprite; } // a getter function, that works like a property of App object. get time(): number { return CG.Base.time(); } } new App(); ``` @see [Demo](/edit/Base_Add_Watch) ## Versioning We use [SemVer](http://semver.org/) for versioning. ## Links and Resources This library is running with the libraries below. * [Pixi.js](http://www.pixijs.com/) - 2D rendering engine * [API reference](http://pixijs.download/release/docs/index.html) * [Examples](http://pixijs.io/examples/) * [Pixi keyboard](https://github.com/Nazariglez/pixi-keyboard) - Keyboard utility * [Pixi sound](https://github.com/pixijs/pixi-sound) - Sound utility * [Pixi filters](https://github.com/pixijs/pixi-filters) - Filters Collections * [Pixi GafPlayer](https://github.com/mathieuanthoine/PixiGAFPlayer) - [GafMedia](https://gafmedia.com/) Player * [Liquidfun](http://google.github.io/liquidfun/) - Box2D based physics engine * [MD5](http://www.myersdaily.org/joseph/javascript/md5-text.html) - MD5 implementation by Joseph Myers ## Authors **Haska Su** - *Initial work*
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# TwilightWarsEvents 使用光暈戰記的遊戲引擎 + 同人陣的任務制作 = TwilightWarsEvents ## Getting Started ```typescript // app.ts export class App { constructor() { CG.TwilightWarsLib.initialize() .then(() => { CG.TwilightWarsLib.events.startEvents('CG.projectCode/your_mission.events') }); } } export const APP = new App(); ``` ## Authors **[Haskasu](/profile/Haskasu)**
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# CG Server This library gives apps the tools to access the powerful game server that provided by code.gamelet.com. The server provides the abilities listed below: 1. Player managements including login, profile, password etc. 1. A database that can do score leaderboard, individual player status, and more. 1. Multiplayer online connections (powered by socket.io). ## GLT Server A Database server. <a href="cg://source/CG.Server/GLT_README.md" class="mat-raised-button mat-primary">GLT Server Readme</a> ## MSG Server A realtime socket server. <a href="cg://source/CG.Server/MSG_README.md" class="mat-raised-button mat-primary">MSG Server Readme</a> ## Authors **[Haskasu](/profile/Haskasu)**
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# CgEventsLib The engine of CgEvents. CgEvents is a great way to build your own games with with a CG.built-in editor. ## Live Demo <a href="cg://source/test/physics.events" class="mat-raised-button mat-primary">Open Demo Events Sheet</a> ## Concept The engine takes a *.events file to run. The .events file is an encoded json which contains a config field and a events field. ```json { config: { stage: { width: "number", height: "number", resolutionPolicy: "showAll" | "exactFit" | "fixedWidth" | "fixedHeight" | "origin", alignHorizontal: "left" | "center" | "right", alignVertical: "top" | "middle" | "bottom" } }, events: [ { id: "string", triggers: [], checks: [], actions: [] }, ... ] } ``` Yon can edit the json with CG.built-in editor to control all your game events. ## How Events Work Each event contains a TRIGGER, some CHECKS, and some ACTION. The event flow works like this: 1. The TRIGGER of the event is triggered by the engine (keyboard pressed, event over, or maybe the hero collides with an enemy) 1. Once the trigger is triggered, the engine then goes check the CHECKS. 1. If all CHECKS pass, the engine executes all the ACTIONS in the event. ## Getting Started ```typescript let manager = new CgEventManager(); manager.importFromSource('CG.YourProject/yourGame.events') .then(() => manager.preload()) .then(() => manager.start()) ; ``` ## Versioning We use [SemVer](http://semver.org/) for versioning. ## Authors * **[Haskasu](/profile/Haskasu)**
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# Fourier Transform 實例展示傅立葉轉換的兩種應用。 科普影片: https://youtu.be/wRNMrTHGJOY ## Authors **[Haskasu](/profile/Haskasu)**
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# ReactMaterial React components that implement Google's Material Design. Integrated with Code.Gamelet. ## Getting Started ### Usage Open a pre-defined dialog: ```typescript // Alert Dialog CG.ReactMaterial.dialogs.openAlertDialog({ title: 'Alert!!!', message: 'Something is happening.', onClose: () => { console.log('dialog is closed'); }; // Confirm Dialog CG.ReactMaterial.dialogs.openConfirmDialog({ title: 'Delete File', message: 'Are you sure?', onConfirm: () => { console.log('user confirmed'); }; // Input Dialog CG.ReactMaterial.dialogs.openInputDialog({ title: 'What\'s your name?', message: 'Your name will be shown in the highscore board.', onConfirm: (value: string) => { console.log('name = ' + value); }; ``` To write your own React element: ```typescript CG.React.renderElement( <div> <materialUI.TextField id="name" label="Name" margin="normal" /> <materialUI.Button variant="contained" color="primary" size="small" className={classes.button}> Send <materialUI.Icon>send</materialUI.Icon> </materialUI.Button> </div> ); ``` ## Versioning We use [SemVer](http://semver.org/) for versioning. ## Authors **[Haskasu](/profile/Haskasu)**
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# PyScript Integrate Py-Script into your CG project. Run py-script on web. - [PyScript home](https://pyscript.net/) - [Document](https://docs.pyscript.net/latest/) - [Github](https://github.com/pyscript/pyscript) ## Getting Started Run a py-script ```typescript CG.PyScript.runScriptFromSource('CG.PyScript/test.py'); ``` Open a py-editor ```typescript CG.PyScript.addRepl('User Script Editor'); ``` Customize the looks ```typescript CG.PyScript.setPyscriptStyles({ fontSize: '16px', padding: '10px, fontFamily: 'Courier', }) ``` ## Build-in utils Some CG related utils are embeded and ready to be used. To get the URL of a source file: ```py url = getAppSourceUrl('CG/PyScript/README.md') print(url) ``` To hide or show python console ```py # hide js.hidePythonConsole() # show js.showPythonConsole() ``` To open dialogs: ```py result = await js.dialog.prompt("What's your name?") print("Your name is " + result) result = await js.dialog.confirm("Are you a girl?") print("You are a " + ("Girl" if result else "Boy")) result = await js.dialog.select(["One", "Two"], "Choose one") print("You got a " + (result if result else "What?")) ``` To draw shapes: ```py # draw a line js.draw.line(10, 400, 300, 100, color=0xFF0000, thickness=5) # draw a rectangle js.draw.rect(100, 300, 100, 50, fillColor=0xFFFF00) # draw a circle js.draw.circle(400, 300, 30, fillColor=0x00FF00, lineThickness=5, lineColor=0x00FFFF) # draw a text js.draw.text(500, 400, "Logo", fontSize=16, color=0xFF9900) # draw lines js.draw.lines([{"x":10,"y":10},{"x":200,"y":400},{"x":100,"y":500}], thickness=2) # draw a polygon js.draw.polygon([{"x":10,"y":10},{"x":200,"y":400},{"x":100,"y":500}]) ```
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# 迷宮生成器 用Python以及深度優先演算法製造一個迷宮,然後讓小老鼠在裏面找出口。 ## 我的計畫 1. 迷宮生成演算法 2. 老鼠找出口
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# Playground 專門用來快速在畫板上塗塗抹抹的專案。 ## Getting Started 摳出來成為你自己的新專案後,可用以下幾種工具(在/libs裏的工具)快速畫圖。 ```typescript // 畫一個紅色的圓 draw.circle(0, 0, 100, {fillColor: 0xFF0000}); // 打開一個確認視窗 dialog.confirm('Are you sure?', 'Click confirm if you think it is ok.') .then((confirm) => { if(confirm) { console.log('User confirmed.'); } }); // 收集資料畫長條圖 let dataCollector = new DataCollector(); dataCollector.addData('一月', 1, 2); dataCollector.addData('二月', 2, 10); dataCollector.addData('三月', 3, 5); dataCollector.addData('四月', 4, 6); dataCollector.showChart('第一季', 'bar'); ```
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# hiddenmath One Paragraph of project description goes here ## Getting Started (For a game project) Write some tips or instructions how to control in your game. (For building a module) Write a piece of codes to demostrate how to use this module. ```typescript function examples() { } ``` ## Authors **[Haskasu](/profile/Haskasu)**
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# 我的光暈戰記 My Twilight Wars 光暈戰記的同人陣範本,編輯地圖和任務檔就可以製作出自己的任務了。 The template that help developers to build their own twilightwars-like game, your own map, your own mission. * [同人陣製作教學影片](https://www.youtube.com/playlist?list=PL1GxW0vJciBTV9DNrhhRpB80gl5irQRx8) ## 快捷鈕 Shortcuts <a href="cg://source/CG.TWEventsGameTemplate/game.events" class="mat-raised-button mat-primary">編輯任務事件表 (Edit Events)</a> <a href="cg://source/CG.TWEventsGameTemplate/gamemap.twmap" class="mat-raised-button mat-primary">編輯地圖 (Edit Map)</a> ## 設定任務季度列表 / Setup Story Seasons 將 appSeasons.ts 設為遊戲進入點,即可支援任務章節/列表。 <a href="cg://source/CG.TWEventsGameTemplate/seasons.zh.json" class="mat-raised-button mat-primary">編輯 seasons.json 任務列表(中文版)</a> Set appSeasons.ts as the entry point to support seasons/mission list. <a href="cg://source/CG.TWEventsGameTemplate/seasons.en.json" class="mat-raised-button mat-primary">Edit seasons.json Mission List (English Ver.)</a>
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# 在圓圈裏隨機取一個點 介紹在圓圈裏隨機取一個點的三種方法。 [影片說明](https://youtu.be/2ElcJh0FwrA) ### iT邦2022鐵人賽示範專案 30個遊戲程式的錦囊妙計系列 [Trick 8: 狙擊槍的彈著點是在哈囉?](https://ithelp.ithome.com.tw/articles/10288347)
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# (寫程式玩數學#12)新手上路(下):可以旋轉的Hitbox怎麼測碰撞 影片教學 https://youtu.be/1NKRpCfR8gI
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# 四輪車演算法 製作以鍵盤控制小車車的遊戲雛形, 模擬四輪車的運動演算法。 [影片說明](https://youtu.be/v7mXuR2ngD0) ### 更為完整的示範APP https://driving.gamelet.online [專案在這](https://code.gamelet.com/edit/driving) ### iT邦2022鐵人賽示範專案 30個遊戲程式的錦囊妙計系列 [Trick 2: 迷你四輪車演算法](https://ithelp.ithome.com.tw/articles/10287663)
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# BIODS 一個模擬鳥類群飛行為的小程式。 [看影片 學原理 跟著寫程式](https://youtu.be/rzKsKH4Ms84)
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# (寫程式玩數學#7)遞迴的力量(一): 快速排序演算法 影片教學 https://youtu.be/FSpg3x2EVF4
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# 線段與線段的碰撞檢測 介紹遊戲中檢測兩個速度飛快的物體如何檢查相撞的數學及程式實作。 [影片說明](https://youtu.be/wScvWemS-8Y) ### iT邦2022鐵人賽示範專案 30個遊戲程式的錦囊妙計系列 [Trick 12: 直男與硬漢的交點-兩條線段的碰撞問題](https://ithelp.ithome.com.tw/articles/10288921)
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# (寫程式玩數學#4)讓顏色在多重宇宙來去自如的演算法! 影片教學 https://youtu.be/k0HgHlc89r8
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# 常態分布的亂數 介紹指數分布和常態分布等機率分布,並用程式碼製作出遵循各個機率分布的亂數產生器。 [影片說明](https://youtu.be/YZvOkIuhQaM) ### iT邦2022鐵人賽示範專案 30個遊戲程式的錦囊妙計系列 [Trick 16: 用MD5亂數產生器當個造物主](https://ithelp.ithome.com.tw/articles/10289680)
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# (寫程式玩數學#2)平方根的小數點後第100位要怎麼算? 影片教學 https://youtu.be/LCt6eWUAE_s
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