Creating a Simple Windows 8 Game Series:
This is the fourth in a series of posts that
will show you to create a (very) simple Windows 8 game. We’ll be using HTML5,
JavaScript, WinJS, and some helpful libraries from CreateJS
along the way.
The game is based on the XNA sample game "Catapult Wars Lab". We’ll reuse the assets
from that game as we develop a new version for Windows 8 that’s based on web
technologies.
In this post, we’ll bring respond to user
input and make things a bit more lively by adding sound.
Handling User Input
Of course there are many ways we could have
shot aiming work – random, time-based, precision-based (e.g. "click... NOW!"),
but in this case we’ll let the user draw a line indicating both direction and
speed.
First, let’s add new variables near the top of
default.js:

Windows 8 supports several ways to draw –
mouse, touch, pen – and our game needs to be flexible enough to support
whichever the user has. Fortunately, the MSPointer system combines support for all of
these into one. We’ll use MSPointerDown/Up to begin and end aiming, plus
MSPointerMove to provide feedback as the user adjusts the aim.
By the way, there’s also great support via
MSGesture for detecting gestures such as tap, double-tap, etc. A good
example for handling input and gestures is the "BallInEight" sample on MSDN.
These events are used by pointing to listener
functions, called when they fire. Let’s take care of that now, adding
near the top of the initialize() function:

And now for the functions themselves (add
where you like, but I placed between update() and fireShot():

Note an exercise is left here. For
simplicity, I omitted showing text with aim % and/or drawing an aiming arrow
during the adjustAim() function. Go ahead and try adding that – from
earlier parts, we’re already using the very same techniques you’ll need.
And a function to help us calculate the aim:

Again, simplicity rules the day and this is
only for player 1, but here’s what’s happening:
- Lines 239-241 –
Create a new Point from the distance from the start to end Points.
Scale it down to a good velocity to apply per frame/update.
- Lines 242 & 244 – Make sure the x and y are limited so the shot doesn’t simply
disappear off the screen, going too quickly
- Lines 243 & 245 – Make sure the shot is going toward the enemy…. more or less.
We earlier added some temporary code to update()
to have player 1 always fire randomly. Now we can replace that to use the
new aimVector:

Go ahead and run the game ...

Now you can use the mouse, pen, or touch to
control the shot!
"I must be hearing things!" – Adding Sound
Our job as a game dev isn’t done until we have
some sound. We’ve already added the sound files back in Part 2 so let’s take the next step by loading them.
First, a few variables in default.js to
keep things tidy:

Recall from Part 2 that we’ve already wired up
PreloadJS to ensure our resources are ready when the game starts? We can
use the same approach with sounds, so let’s add them to the manifest:

To use these files, we’ll create instances of
HTML audio elements. Long story short, if you simply create one
audio instance per sound file, you’ll probably run into clipping as one sound
fails to play before the prior play of that instance completes. There are
several approaches for dealing with this (for example, see "HTML5
Audio and JavaScript Control"), but we’ll do the
simple & 'inefficient' thing of using one instance each time we play a
sound.
Note, we will not be using SoundJS (another part of CreateJS) in this example, but of course you’re
welcome to take it for a spin!
Add the playSound(file) helper
function:

That’s it! Now we just call it,
specifying the constant pointing to the right file. We’ll do this in
several places.
First, add a call to fireShot():

Now, processHit():

As the comment mentions, you could use the
"Hit" sound instead of "Explode" if you’d like to have it take multiple hits to
destroy a catapult.
And finally, play end win or lose sound in endGame():

Go ahead and give it a run to try things out.
Game On ... And On ... And On ...
Congratulations! You’ve made a game!
We’ve covered a lot of ground in this posts,
but like anything, there’s 'plenty' of other things to try. Why not
take a stab at some of them?

- Screen adjustments – Portrait/landscape, snapped/filled. A
great chance to learn about CSS Media Queries!
- Improving Touch/Gesture support
- Sprites/animations – Shot hit/miss,
catapult pullback/fire, catapult destroyed
- Gameplay dynamics – Adding wind, new
scenes, new catapult features/upgrades, choices in ammo, etc.
- Add a mountain and moving clouds to
background (the assets are already there)
- Add some 'intelligence' to the
currently very 'artificial' intelligence
- Consider using a live tile - Maybe show the
player’s last/high score?
- Download the Catapult Wars Extensions Kit and tackle
some of those ideas – health bar, 2 human players, angles, aiming,
supplies, and scrolling!
Enjoy! Looking forward to hearing
about the awesome new things you add!
Chris Bowen (http://blogs.msdn.com/cbowen) is a Principal Technical Evangelist with Microsoft, based in the Boston area and specializing in Windows 8 development. An architect and developer with over 19 years in the industry, he joined Microsoft after holding senior technical positions at companies including Monster.com, VistaPrint, and Staples. He is coauthor of two books (with Addison-Wesley and WROX) and holds an M.S. in Computer Science and a B.S. in Management Information Systems, both from Worcester Polytechnic Institute.