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GAME JAM: Squash and stretch: a 2.5D physics sandbox

edited March 2015 in Competition Posts: 2,020

For the game-jam I thought I'd try my hand at a physics sandbox based game.

Box2D is a rigid-body system, so one of the things I'd like to work on is "fooling" the user into thinking that the bodies are in fact flexible, using animation. That's the (tenuous?) link to the gamejam theme of "responsiveness" anyway, how our sense of how something feels can be affected by the way it is animated.

I thought I'd start with an attempt to squash and stretch a ball, depending on the normal of its collision, so that it feels like it's made out of rubber. It's harder than it sounds.

Here's my first, not terribly convincing attempt:

I'll share the code later.

I feel like I've already broken my own rules though, starting off with an animation, rather than actual gameplay....

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  • Posts: 2,042

    Cool! Love the concept. It's like Juice for physics

  • Posts: 2,020

    Here's a link to the code.

    I'm going to render the physics objects in 3D. To make it easier to write the code for touching the 3D plane, there's a nifty bit of code in the cameraMove function which makes such that the 3D projection lines up with the 2D plane.

    There are 2 attempts to implement the bouncing animation. You can swap between them by changing the order of the tabs Ball and Ball2 (only the right-most tab will execute).

    Ball2 (actually the first one I wrote) deforms the sphere in the vertex shader along its local x and y axis (I know, over-complicated much?). I tried to write some code that uses the modelMatrix of the rotated sphere to rotate the normal of the collision, but couldn't get it to work that well.

    It was only after I wrote this that I realised that the scale argument could take separate x, y, z arguments.

    So, Ball uses scale to deform the sphere. It doesn't take into account the rotation of the object (which looks quite odd if the object is spinning while it is still deforming). I think you could account for the rotation of the sphere by placing the scale command after the rotation (but then you'd again face the problem of having to rotate the normal of the collision into the model matrix view, which I couldn't get to work in Ball2)

    https://gist.github.com/Utsira/8a364a35f397f26aefad

  • Posts: 2,020

    Day 2

    (I'm a day behind)

    Right, time to add a mechanic. First, a disclaimer. This is not a terribly original mechanic. It's perhaps most associated with Crayon Physics, and various other games on the AppStore, Finger Physics, Touch Physics, and at least one of which, 6 Dimensions was created in Codea. It's such a great idea though, with so much potential, that I hope the creators (including our own @juaxix ) don't mind me riffing with it. I think it's one of the archetypal physics genres, and hopefully I can add an original twist.

    Here's what I have so far:

    The basic idea is you draw on the screen to create various shaped physics bodies. The goal is to guide the ball into the box.

    Code to follow.

  • Posts: 2,020

    OK, the updated code is now in the Gist.

    Still under 1000 lines (and that's with a superfluous version of the Ball class). I'm continuously amazed at the conciseness of Codea.

    The absolute key Codea technique, IMO, is class inheritance. In this project, every object inherits from a Body superclass (handling all of the physics), and then a Mesh superclass (the 3D skin, with lighting etc). The structure looks a little complex at first. Each object passes 3 tables to the Body superclass: 1. the arguments for the physics.body command itself; 2. variables that are applied to the body; and 3. variables for the mesh. Keeping it modular in this way means that you can add complex objects with just a few extra lines. It really stops complex projects from spinning out of control.

    I'm also really pleased with how the 3D skin on Box 2D has turned out. I was worried that I wouldn't find any decent textures in the Codea built-in assets (I've decided not to use any extra assets, try to keep things simple), but actually the CargoBot assets have a number of textures that lend themselves well to 3D.

    My biggest worry at this point is that sandbox-y games like this one really need lots of levels. Procedural level generation is not really an option. So I could be looking at writing a level editor, and therefore file I/O, which can be a headache when it comes to code portability. hmmmm......

  • Posts: 2,020

    Although, with the new JSON library, perhaps the file I/O needed for a level editor would be easier...

  • Posts: 725

    Very impressive

  • Posts: 2,020

    A couple of quick videos. I've added a notification system (and the beginnings of a narrative):

    And also levels, and a level editor. I don't think the editor will be exposed to the end user (it uses the overlay for its controls etc), just for creating level packs. The new JSON api comes in handy for that!

    I'll post the code and more discussion tomorrow

  • Posts: 2,042

    I always think editors should be open to the end user. It really opens up the possibilities for content. For example, my latest game doesn't include too many levels (~~50), but it has an editor and shareable levels which I think kind of evens it out.

    Re saving, I usually just keep levels in a table of objects, which I turn into a string and save (saveText is cool now)

    Looking really good!

  • SimeonSimeon Admin Mod
    Posts: 4,918

    @yojimbo2000 I love the 2.5D style you have there, looks great.

  • Posts: 2,020

    @Simeon thanks! @JakAttak Yeah I agree, and that's something I might consider if I take this project further, but I'm not going to have time to get the editor ready for prime time within the time scale of the game jam.

    Latest video! The temptation with physics sandbox titles is to throw every single conceivable physics object in. I'm just going to have a revolute joint as the only option. You can see it here with this catapult I made.

  • edited March 2015 Posts: 2,020

    Gist updated.

    I'm using the new JSON libraries for file io.
    The scene manager/ state engine is now complete. I need to design more levels though.

  • Posts: 127

    no man, this is just awesome. respect

  • edited March 2015 Posts: 2,020

    OK, the gist has been updated with the latest (final?) code. I don't have different iPads to test it on though, so I won't make any promises on how stable it is! Please let me know if you find a bug.

    It ships with 12 levels and following @JakAttak 's suggestion, the level editor is now open to the user.

    Level 3 is quite good fun, here's a video (for some reason, the face ordering has become funky when I try to record the screen. It looks fine in the game though):

    And here's a video of the level editor:

  • Posts: 2,020

    Oops, quick hot fix!

    The link again:

    https://gist.github.com/Utsira/8a364a35f397f26aefad

  • Posts: 289

    interesting phisics sandbox

  • Jmv38Jmv38 Mod
    Posts: 3,295

    @yojimbo2000 fantastic achievement!
    on my ipad the whole game is offset to the top left by 200,200 pixels...
    Any idea what is happening?

  • Posts: 2,020

    @Jmv38 Do you have the iPad in landscape orientation when you first run the code?

    I've found that it doesn't launch correctly in portrait mode. Even though I have supportedOrientations(LANDSCAPE_LEFT) outside of setup.

  • Jmv38Jmv38 Mod
    Posts: 3,295

    i was in landscape_right

  • Posts: 2,020

    Maybe I should change it to landscape_any . Does it work OK if you launch landcape_left?

  • Jmv38Jmv38 Mod
    Posts: 3,295

    no it doesnt help. Very stange...

  • Posts: 2,020

    Oh no! May I ask what hardware you're on? (And thank you for testing and providing the bug report)

  • Jmv38Jmv38 Mod
    Posts: 3,295

    ipad air 1, ios7

  • Posts: 2,020

    I'm also an air 1, ios 8, but I don't see that issue that you describe. This is the second time I've had strange code compatibility issues (last time it was to do with shaders. I wonder whether there is a slight difference in GLES between ios 7 and 8?)

    When you draw an object on the screen, does it appear under your finger, or is it displaced by the same 200 pixel gap?

    I would be interested to hear whether other people have the same problem as @Jmv38

  • dave1707dave1707 Mod
    edited March 2015 Posts: 7,546

    I'm on an iPad Air 1 and iOS 8.2 and if I start the game while in portrait mode, half of the START GAME button is off the screen. The game shows as landscape mode, but the button stays half off the screen even when I rotate the iPad to landscape.

    EDIT: If I move screen=vec2(WIDTH,HEIGHT) into setup(), then everything works OK.

  • edited March 2015 Posts: 2,020

    @dave1707 thanks for that, now it launches correctly when you're in portrait mode. I've made that change in the gist (if that's allowed by the competition rules *cough*) Thanks both of you!

  • dave1707dave1707 Mod
    Posts: 7,546

    @yojimbo2000 Is the level editor supposed to work. For the buttons on the right side of the screen, I just get garbage on the buttons so I don't know what they're for.

  • Posts: 2,020

    @dave1707 damn, you're right. The buttons are emoji characters. The emoji display fine in the main gist page, but then when you go through to the raw page they get scrambled. Thanks for the heads-up on this. I guess I need to implement some kind of utf-8 encoding (which is included with Lua 5.3 I think?) I'll see if I can post a fix in a few hours. Thanks again for reporting this.

  • Posts: 2,020

    OK, hot fix 2. the emoji issue in the editor has now been fixed, using the new Lua 5.3 UTF-8 library.

    You can grab the code again here

    https://gist.github.com/Utsira/8a364a35f397f26aefad

    Thanks again to @dave1707 for spotting this

  • Posts: 2,020

    Instructions for the level editor

    (because I ran out of time to implement the help text feature).

    • The top-most icon is the menu toggle. If you press it, all the other buttons go grey and translucent (hmmm they should maybe go more translucent than they do). This indicates the buttons are no longer active, allowing you to draw in the area under them.

    • The top palette is 6 edit modes, only one of these buttons can be selected an any one time. The finger is select, the protractor is plot line, the pencil is free-draw shape, and then there is a crate, ball, and goal flag buttons for placing crates, the ball, and the goal.

    • The bottom palette is level IO. X deletes the selected object, "New" is a new level, pen and paper names the current level, the disk saves the level, the folder loads a new level, and the game controller saves the level and then quits the editor to let you play it.

    When an item is selected you can drag it around the screen or delete it. If objects fall of the bottom of the screen they get deleted, so you could for example delete a bunch of crates by moving the platform out from under them.

  • Posts: 437

    Good job :)

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