Project : Visual ts game engine
Tags: videochat, multiplayerphysics, webrtc, matterjs
Published: 2019-11-27 23:31:15



Version : Sunshine - 2019

https://github.com/zlatnaspirala/visual-ts-game-engine

2d canvas game engine based on Matter.js 2D physics engine for the web.
Writen in typescript current version 3.5.1.
Text editor used and recommended: Visual Studio Code. Luanch debugger configuration comes with this project.
Physics engine based on Matter.js.
Multiplatform video chat (for all browsers) implemented. SocketIO used for session staff. MultiRTC2 used for data transfer also for video chat. MultiRTC3 alias 'broadcaster' used for video chat.
visualTS

Client part
To make all dependency works in build proccess we need some plugins.
  npm install
  npm run build
Navigate in browser /build/app.html to see client app in action

-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 bad for old fasion programmers. You must be conform with classic socket connection methodology. -webRTC can be used for any proporsion. Already implemented : -video chat webRTC (SIP) chat and data communication.

-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

    /**
   * Addson
   * All addson are ansync loaded scripts.
   *  - Cache is based on webWorkers.
   *  - hackerTimer is for better performace also based on webWorkers.
   *  - dragging is script for dragging dom elements.
   */
  private addson: Addson = [
    {
      name: "cache",
      enabled: true,
      scriptPath: "externals/cacheInit.ts",
    },
    {
      name: "hackerTimer",
      enabled: true,
      scriptPath: "externals/hack-timer.js",
    },
    {
      name: "dragging",
      enabled: true,
      scriptPath: "externals/drag.ts",
    },
  ];

  /**
   * @description This is main coordinary types of positions
   * Can be "diametric-fullscreen" or "frame".
   *  - diametric-fullscreen is simple fullscreen canvas element.
   *  - frame keeps aspect ratio in any aspect.
   * @property drawReference
   * @type  string
   */
  private drawReference: string = "frame";

  /**
   * aspectRatio default value, can be changed in run time.
   * This is 800x600
   */
  private aspectRatio: number = 1.333;

  /**
   * domain is simple url address,
   * recommendent to use for local propose LAN ip
   * like : 192.168.0.XXX if you wanna run ant test app with server.
   */
  private domain: string = "maximumroulette.com";

  /**
   * networkDeepLogs control of dev logs for webRTC context only.
   */
  private networkDeepLogs: boolean = false;

  /**
   * masterServerKey is channel access id used to connect
   * multimedia server channel.
   */
  private masterServerKey: string = "multi-platformer-sever1.maximum";

  /**
   * rtcServerPort Port used to connect multimedia server.
   * Default value is 12034
   */
  private rtcServerPort: number = 12034;

  /**
   * connectorPort is access port used to connect
   * session web socket.
   */
  private connectorPort: number = 1234;

  /**
   * broadcasterPort Port used to connect multimedia server MultiRTC3.
   * I will use it for explicit video chat multiplatform support.
   * Default value is 9001
   */
  private broadcasterPort: number = 9001;

  /**
   * @description Important note for this property: if you
   * disable (false) you cant use Account system or any other
   * network. Use 'false' if you wanna make single player game.
   * In other way keep it 'true'.
   */
  private appUseNetwork = true;

  /**
   * appUseAccountsSystem If you don't want to use session
   * in your application just setup this variable to the false.
   */
  private appUseAccountsSystem: boolean = true;

  /**
   * appUseBroadcaster Disable or enable broadcaster for
   * video chats.
   */
  private appUseBroadcaster: boolean = true;

  /**
   * Possible variant by default :
   * "register", "login"
   */
  private startUpHtmlForm: string = "register";

  private gameList: any[];

  /**
   * Implement default gamePlay variable's
   */
  private defaultGamePlayLevelName: string = "level1";
  private autoStartGamePlay: boolean = true;

Start dependency system from app.ts
Fisrt game template is Platformer. This is high level programming in this software. Class Platformer run with procedural (method) level1. Class Starter is base class for my canvas part. 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.
Main dependency file
// Symbolic for now
const plarformerGameInfo = {
  name: "Crypto-Runner",
  title: "PLAY PLATFORMER CRYPTO RUNNER!",
};

// Symbolic for now
const gamesList: any[] = [
  plarformerGameInfo,
];

const master = new Ioc(gamesList);
const appIcon: AppIcon = new AppIcon(master.get.Browser);
master.singlton(Platformer, master.get.Starter);
console.log("Platformer: ", master.get.Platformer);
master.get.Platformer.attachAppEvents();
About runup gameplay
In client-config :

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
|   ├── libs/
|   |   ├── class/
|   |   |   ├── networking/
|   |   |   |   ├── rtc-multi-connection/
|   |   |   |   |   ├── FileBufferReader.js
|   |   |   |   |   ├── RTCMultiConnection2.js
|   |   |   |   |   ├── RTCMultiConnection3.js
|   |   |   |   |   ├── linkify.js
|   |   |   |   |   ├── getHTMLMediaElement.js
|   |   |   |   |   ├── socket.io.js
|   |   |   |   ├── broadcaster-media.ts
|   |   |   |   ├── broadcaster.ts
|   |   |   |   ├── connector.ts
|   |   |   |   ├── network.ts
|   |   |   ├── visual-methods/
|   |   |   |   ├── sprite-animation.ts
|   |   |   |   ├── text.ts
|   |   |   |   ├── texture.ts
|   |   |   ├── browser.ts
|   |   |   ├── math.ts
|   |   |   ├── position.ts
|   |   |   ├── resources.ts
|   |   |   ├── sound.ts
|   |   |   ├── system.ts
|   |   |   ├── view-port.ts
|   |   |   ├── visual-render.ts
|   |   ├── interface/
|   |   |   ├── drawI.ts
|   |   |   ├── global.ts
|   |   |   ├── visual-components.ts
|   |   ├── multiplatform/
|   |   |   ├── mobile/
|   |   |   |   ├── player-controls.ts
|   |   |   ├── global-event.ts
|   |   ├── types/
|   |   |   ├── global.ts
|   |   ├── client-config.ts
|   |   ├── ioc.ts
|   |   ├── starter.ts
|   ├── icon/ ...
|   ├── examples/
|   |   ├── platformer/
|   ├── 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/

Server part
Installed database : mongodb@3.1.8
-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):

  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
Also important "Run Visual Studio Code as Administrator".

-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:
Config property defined in constructor from ServerConfig class.

    this.networkDeepLogs = false;
    this.rtcServerPort = 12034;
    this.rtc3ServerPort = 12034;
    this.connectorPort = 1234;
    this.domain = "192.168.0.14";
    this.masterServerKey = "multi-platformer-sever1.maximum";
    this.protocol = "http";
    this.isSecure = false;
    this.appUseAccountsSystem = true;
    this.appUseVideoChat = true;
    this.databaseName = "masterdatabase";
    this.databaseRoot = "mongodb://localhost:27017";
- Running server is easy :

  npm run rtc
With this cmd : npm run rtc we run server.js and connector.ts websocket. Connector is our account session used for login , register etc.

Implemented video chat based on webRTC protocol.
- Running rtc3 server is also easy :

Command 'npm run broadcaster' is not nessesery for begin. 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).
  npm run broadcaster
Documentation :
Follow link for API: Application documentation

Possible to install from :

   npm visual-ts
If you wanna generate doc you will need manual remove comment from plugin section in webpack.config.js. Restart 'npm run dev' Best way to fully healty build.

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'
Licence
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

Crypto icons downloaded from : https://www.behance.net/JunikStudio

Sprites downloaded from : dumbmanex.com opengameart.org/content/animated-flame-texture

Todo list for 2019
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.
Platformer

Live demo Platformer