‘Cut the Rope’ HTML5 JavaScript Preloader

Screenshot of Cut the Rope HTML5 Javascript web appDevelopers from the popular iPhone game Cut the Rope and a crack team of HTML5 gurus from PixelLab, have developed an awesome JavaScript version that runs inside most modern web browsers using JavaScript and a number of powerful HTML5 features such as canvas and media APIs. You can find out how they did it from the behind-the-scenes video they’ve posted.

One of the interesting snippets from the dev blog is that the group behind the creation of the app have released an open-source preloader for JavaScript apps called PxLoader. It supports some extremely useful features such as being able to load in your canvas images in groups, use progress bars, get callbacks when various groups have loaded and supports a plug-in architecture so you can load in sounds too. It’s released under a fairly liberal MIT license and the PxLoader source is available on GitHub.

Image loading in Groups

A good example is using it in an HTML5 game to load menu sprites before actual game sprites since you would want the menu to display and load first. PxLoader can also provide progress updates to many listeners and will scope the updates and statistics to only the set of “tags” a listener is interested in, a tag being the text name of that group.

// Delay each image and append the timestamp to prevent caching 
var baseUrl = 'http://thinkpixellab.com/pxloader/slowImage.php?delay=1time=' + new Date, 
    $log = $('#sample3-log').val(''), 
    $menuProgress = $('#sample3-menuProgress').text('0 / 50'), 
    $gameProgress = $('#sample3-gameProgress').text('0 / 50'), 
    $totalProgress = $('#sample3-totalProgress').text('0 / 100'), 
    loader = new PxLoader(); 

// Queue 50 images for each section 
var addImagesForTag = function(tag, $progress) { 
    for(var i=0; i < 50; i++) { 
        var imageUrl = baseUrl + '&i=' + i + '&tag=' + tag; 
            pxImage = new PxLoaderImage(imageUrl, tag); 
        pxImage.imageNumber = i + 1; 
        loader.add(pxImage); 
    } 

    // add a listener to update progress for the tag 
    loader.addProgressListener(function(e) { 
        $progress.text(e.completedCount + ' / ' + e.totalCount); 
    }, tag); // scope listener to the current tag only 
}; 

addImagesForTag('menu', $menuProgress); 
addImagesForTag('game', $gameProgress); 

// Listen to every event to update total progress 
loader.addProgressListener(function(e) { 

    // log which image completed 
    var line = ' Image ' + e.resource.imageNumber + 
        ' Loaded [' + e.resource.tags[0] + ']\r'; 
    $log.val($log.val() + line); 

    // scroll to the bottom of the log 
    $log.scrollTop($log[0].scrollHeight); 

    // the event provides stats on the number of completed items 
    $totalProgress.text(e.completedCount + ' / ' + e.totalCount); 
}); 

// Start downloading images for tags in prioritized order 
loader.start(['menu', 'game'])

You can play with a working example of the group image loading on the PxLoader homepage (Sample 3).

How to call a block after a delay

On iOS and on OS X you sometimes need the User Interface to update after a short delay. The old way of doing it was calling the performSelector:withObject:afterDelay: selector on any NSObject subclass but that requires defining a new method in your class and you can only pass one object as a parameter.

Instead, you can use dispatch_after from the Grand Central Dispatch APIs to execute code within a block after a certain time interval. Don’t be afraid, it might be low-level C but you can cut and paste and just put your code inside and it will retain the variable scope that blocks usually do!

double delayInSeconds = 0.5;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){

  // Your code here

});

Core Animation stops animation on app relaunch

On one of my projects I discovered a bug in a never-ending animation I had set up. Whenever the app was suspended (such as when you multitask and open another app), on relaunching the app the animation was frozen. After some investigating, I discovered that with Core Animation you need to set a flag on the CABasicAnimation class called removedOnCompletion to NO otherwise the animation will get cleaned up when it gets suspended.

Objective-C:

CABasicAnimation *dartWiggleAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
dartWiggleAnimation.fromValue =
   [NSValue valueWithCGPoint:CGPointMake(self.center.x-DART_WIGGLE_HALF, self.center.y+DART_CENTER_H_OFFSET)];
dartWiggleAnimation.toValue =
   [NSValue valueWithCGPoint:CGPointMake(self.center.x+DART_WIGGLE_HALF, self.center.y+DART_CENTER_H_OFFSET)];
dartWiggleAnimation.timingFunction =
   [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut]; 
dartWiggleAnimation.duration = 0.4;
dartWiggleAnimation.repeatCount = HUGE_VALF;
dartWiggleAnimation.autoreverses = YES;
dartWiggleAnimation.removedOnCompletion = NO;
[[nextDart layer] addAnimation:dartWiggleAnimation forKey:@"dartWiggle"];

Swift:


        let dartWiggleAnimation = CABasicAnimation(keyPath: #keyPath(CALayer.position))
        dartWiggleAnimation.fromValue = CGPoint(x: self.center.x - DART_WIGGLE_HALF, y: self.center.y + DART_CENTER_H_OFFSET)
        dartWiggleAnimation.toValue = CGPoint(x: self.center.x + DART_WIGGLE_HALF, y: self.center.y + DART_CENTER_H_OFFSET)
        dartWiggleAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
        dartWiggleAnimation.duration = 0.4
        dartWiggleAnimation.repeatCount = Float.greatestFiniteMagnitude
        dartWiggleAnimation.autoreverses = true
        dartWiggleAnimation.isRemovedOnCompletion = false
        nextDart.layer.add(dartWiggleAnimation, forKey: "dartWiggle")

Does this seem like a bug or a feature?

WWDC Update: 5 key points for iPhone apps

It’s now been just over 3 weeks since the torrent of information unleashed at Apple’s World Wide Developer Conference refreshingly drenched the brains of designers, developers and engineers. I’ve resisted blogging about the public announcements to fully let the impact soak in and gage everyone’s reactions but now feels like a good time to talk about where the future of computing is heading.
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The eve of Apple’s World Wide Developer Conference 2011

I’m writing this in a hotel room from a block adjacent from the Moscone West Conference center, here in San Francisco, CA. The atmosphere is incredibly lively and for many developers it’s as close to the developer-version of Christmas you can get. Ha ok I know that sounds a bit over the top but there is lots of optimism about Steve Jobs’ keynote tomorrow. You can feel it!

So today I picked up my WWDC attendee badge and hitched a ride on the small army of buses that Jeff LaMarche had arranged to go to Apple’s HQ in 1 Infinite Loop, Cupertino, CA. It’s such a historic place in tech history and I was there! Not only has it been the main home of Apple since Steve Jobs returned to Apple but also features on the front of the Google Map icon on every single iPhone, iPad and iPod Touch.

Me outside Apple HQ

I got my photo taken and chilled in the oddly named BJ’s bar opposite. I also visited the company store there and bought some Apple gear, I just need to work out how to fit the coffee mugs into my suitcase now! Just about to grab some food and chill in a bar with a number of other iPhone developers before getting an early night. Some people recommended getting up at 3am to get a good seat. Mmm, if only I hadn’t just tested out my new coffee mugs…