Archive for the 'Programming' Category

A Tiled Island Map

Sunday, June 22nd, 2008
island with coastline

Smooth coastline!

For the island game I’m creating using App Engine, I need a tiled map. I wasn’t expecting this to be difficult, but the sheer number of different tiles required is daunting. If I limit roads to only entering a tile from the north, south, east, or west, there are still 15 ways for roads to cross a tile. Since I don’t want blocky, square islands with abrupt land/ocean transitions, I need a set of 46 coastline tiles. Start multiplying by different types of base tile (forests, fields, mountains, tiny villages, big cities, etc.) and the situation quickly gets out of hand.

island without coastline

Blocky coastline

The only sane solution appears to be transparent overlays which are composited on demand. I don’t see a way to do server-side compositing with App Engine (plus I don’t think it would scale well), so that leaves client-side compositing. I did a simple mock-up with transparent PNG images, using absolute positioning to stack them on top of each other. It seems workable. Traditionally, transparent PNG images weren’t supported well by IE6, but since only 10% of the visitors to my site are using IE6, I might just forget about supporting it.

So that’s the long-term plan. In the spirit of getting a working prototype as quickly as possible, though, I’m going to start with a really simple tileset where I can pre-generate all the combinations and just serve static images. Here are the 6 tiles I’m starting with:

ocean tile

Ocean

land tile

Land

mountains tile

Mountains

city tile

City

field tile

Field

road tile

Road



I’m not going to allow roads over mountains for now, so there are 50 possible tiles (16 road combinations * (city, field, land) + ocean + mountains). Pre-generating all the combinations is a snap using PIL.

#!/usr/bin/env python2.5

import os
from PIL import Image

def composite(images):
  """Composite a stack of images, [0] on top, [-1] on bottom."""
  top = images[0]
  for lower in images[1:]:
    top = Image.composite(top, lower, top)
  return top

def combinations(list):
  """Generate all combinations of items in list."""
  if list:
    for c in combinations(list[:-1]):
      yield c
      yield c + [list[-1]]
  else:
    yield []

def load(name):
  return Image.open(os.path.join('sources', '%s.png' % name))

def save(name, image):
  image.save(os.path.join('img', '%s.png' % name))

def make_roads(name, above, below):
  """Save tiles with roads.  Images in above will be composited above
  the roads.  Images in below will be composited below the roads."""
  roads = dict(w=load('road_overlay'),
               s=load('road_overlay').transpose(Image.ROTATE_90),
               e=load('road_overlay').transpose(Image.ROTATE_180),
               n=load('road_overlay').transpose(Image.ROTATE_270))
  above = [load(filename) for filename in above]
  below = [load(filename) for filename in below]
  for directions in combinations(sorted(roads.keys())):
    out = composite(above + [roads[x] for x in directions] + below)
    if directions:
      save('%s_road_%s' % (name, ''.join(directions)), out)
    else:
      save(name, out)

def main():
  save('mountains', load('mountains'))
  save('ocean', load('ocean'))
  make_roads('land', [], ['land'])
  make_roads('city', ['city_overlay'], ['land'])
  make_roads('field', [], ['field_overlay', 'land'])

if __name__ == '__main__':
  main()

PIL also comes in handy to paste together the first proof-of-concept map using the new tiles:

#!/usr/bin/env python2.5

import os
import sys
from PIL import Image

TILE_SIZE = 50  # Width/height of a tile in pixels.

in_file, out_file = sys.argv[1:3]
data = [line.split() for line in open(in_file).readlines()]

map = Image.new('RGB', (TILE_SIZE * len(data[0]), TILE_SIZE * len(data)))
for y, row in enumerate(data):
  for x, name in enumerate(row):
    image = Image.open(os.path.join('img', '%s.png' % name))
    map.paste(image, (x * TILE_SIZE, y * TILE_SIZE))
map.save(out_file)

And here it is: The first example map!
Example Map

Next on the agenda: Getting Django running on App Engine and serving this example map using HTML.

Crafting a Game with Google App Engine

Thursday, May 29th, 2008

Neat! I’ve been kicking around the idea of making a simple online game for a while, and now Google App Engine pops up. I love great coincidences, and this is definitely one to take advantage of. App Engine is still really new, so it is hard to tell if it is a good vehicle for writing online games. There are certainly people trying, but instead of sitting on the sidelines watching them, I’m going to wade in and find out for myself: I’m going to build a game using App Engine.

Time for a rough design. I like to start with limitations, figuring out where the boundaries are. The most basic limitation is that I’m just one guy, so the game needs to be pretty simple for me to be able to finish it. The grand scale of a game like World of Warcraft is right out, obviously. I don’t know flash, and I’d prefer not to get bogged down in complicated Javascript, so that means HTML and simple AJAX. This suggests a board game, or some kind of 2D game on a fairly small map. App Engine brings another set of limitations. There’s no background processing (between requests), which makes a turn-based game attractive. There’s also not a lot of CPU available for each individual request, which suggests I should stay away from complicated AI, physics, etc.

Ok, so I’m going to make a small 2D turn-based game. As I was thinking through the limitations, I was building up a list of examples; a list of games that would fit within my constraints that I could use as a reference:

At this point, I’m thinking some kind of colonization/economy game, drawing inspiration from Sim City, Civilization, and Oasis (aside: Oasis is a great turn-based game. It is small and simple, yet fun; a really good example of how to cut a game down to the bare essentials). The core focus will be on expanding an economy by building cities and roads, and managing trade. I may also add a discovery element with exploration (i.e. the map is hidden at the start) and/or a technology tree. To keep things simple, I’ll probably just make the map into an island (keeps the player constrained).

A basic game might run something like this: The player starts with a single settler on the coast of the island. They explore the island a bit and build a tiny village. Once the population starts to grow, they can build other villages elsewhere on the island. At first, the villages will be self-sufficient, but as they get bigger and turn into towns, they will need to be able to trade with other nearby towns to get food, manufactured goods, etc. Building roads to connect towns will facilitate trade between them (towns on the coast might be able to trade using ships). As towns turn into cities, trade becomes even more important. The player can start building sea ports and airports to bring in foreign trade and tourism from outside the island.

I want the towns to have different characters. There might be a small fishing village, or a sleepy farming town, or a busy industrial port city, or a bustling metropolis. I also want the player to have to think a little bit about where they build a town, so some places on the island will be better for certain types of towns. For example, towns surrounded by fields will be great at producing food. A small village surround by mountains will barely produce any food (but it might produce a lot of raw materials like iron ore or gold). A sea port could only be built in a town on the coast.

Along the same lines, I’d like there to be several different, viable approaches to developing the entire island. For example, you could make lots of money from tourism, or by having a strong industry and relying on exports, but you probably can’t do both (that is, if you destroy the natural beauty of the island with factories, tourism will drop off).

One of the weak points of my design is that I don’t have a good idea what the end of the game will be. What are the player’s goals? It could be open-ended, like Sim City, or have a goal like Civilization, or have both a goal and a time limit, like Oasis. I like how Oasis explained both the goal and time limit as part of the narrative (”The barbarians will attack in 90 turns. Build up your defenses”) instead of just setting arbitrary limits. I’m not sure what the right answer is for my game, so clearly this will need more work.

Fortunately, my first constraint (I’m only one guy) makes it easy to design the multiplayer aspect: There won’t be one. Or rather, there won’t be anything substantial. I’d like to have a few embellishments, like some shared high-scores tables (highest population, highest GDP, top tourist destinations, etc.). I might also find a way to give in-game references to other players, similar to the tombstones in Oregon Trail (in Oregon Trail you would occasionally see tombstones with names of players who had died before at that spot).

Ok, that’s definitely enough of a design to get quite a ways into the game. This post is going to be the first in a series of posts chronicling my progress on the game. Likely next steps: getting the beginnings of a map up and starting in on the economy. Till next time…

Drive: a simple scrolling demo in pygame

Saturday, March 17th, 2007


A couple weekends ago I wanted to play around with some game ideas, to see if they were super-awesome or boring. I needed a simple framework to prototype them on, so I whipped one out using pygame. Then I sketched up some art. And made an installer.

And totally forgot to play around my original game ideas.

Damn. Maybe next time.

Anyway, here it is: a simple scrolling demo made with python and pygame. It has no real purpose (unless you want to do scrolling in pygame).

OSX
Windows
Source (Linux)

steal the mouse back from SDL

Monday, August 21st, 2006

I hate it when a poorly-behaved SDL app (usually mine) grabs the mouse, crashes, and doesn’t give the mouse back. Great, now I’m stuck in X with no mouse. Here’s a handy python script to get it back:

#!/usr/bin/env python
# get the mouse back after an SDL app crashes

import pygame
pygame.init()
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
pygame.quit()

Super Happy Dev House

Tuesday, May 2nd, 2006

The new work

Attended my first Super Happy Dev House on Saturday night and had a great time. The house was packed with energetic people devoted to getting stuff done. Even though most of the people were strangers working on their own projects, it was really motivating to be surrounded by so much activity.

My project was getting boost.python working on my iBook. I wasn’t able to stay all night and didn’t reach my goal*, but I did learn about iPython from the people sitting next to me. Someone (not sure who) had designed a great poster for the event and they had printed up stickers & pins so there was even some schwag. I’m looking forward to the next one.

* My problem was I was trying to use the boost packages from fink. Turns out they delete a bunch of the files you need to use bjam. The answer? Download the source directly from boost.org (not sure why I didn’t think of that right away, actually). Mission accomplished.

Perplex City

Monday, April 17th, 2006

Last month, TR bought a Perplex City starter kit for my wife and I. What a cool game! There are so many levels you can play at. You can solve puzzle cards by yourself. You can join up with others online and solve cards together (including some really hard cards requiring group efforts). The city itself has a lot of depth, with record companies, pharmaceutical companies, schools, blogs, and newspapers. Some of these “companies” run ads in London newspapers, and puzzles from the game have shown up in newspapers and magazines. Finally, you can hunt for the stolen cube and try to get the $200K reward.

Many of the puzzles make fun programming challenges. I’ve been doing them in python, since that is such a great language for rapid programming. Sweet Dreams (#85) makes an obvious candidate:

#!/usr/bin/env python

a = 1
b = 1
while a < 400000:
    c = a + b
    a = b
    b = c
    print c

My wife solved Rickety Old Bridge (#106) much faster than I was able to write the program (although the program found that there are two similar solutions, not just one). This was a good one to learn generators with:

#!/usr/bin/env python

class bridge:
    people = { "kurt":2, "scarlett":5, "violet":1, "sente":10 }
    states = [ {"near":people.keys(), "far":[], "moves":[]} ]

    def move(self, source, dest):
        """ yield all new states formed by moving
            a person from source -> dest """
        for state in self.states:
            for person in state[source]:
                yield {source:  [s for s in state[source] if s != person],
                       dest:    state[dest] + [person],
                       "moves": state["moves"] + [person] }

    def to_far(self):
        self.states = [s for s in self.move("near", "far")]

    def to_near(self):
        self.states = [s for s in self.move("far", "near")]

    def score(self, state):
        times = [self.people[name] for name in state["moves"]]
        total_time = max(times[0], times[1]) + times[2] + \\
                     max(times[3], times[4]) + times[5] + \\
                     max(times[6], times[7])
        return total_time, state["moves"]

    def print_scores(self):
        scores = [self.score(s) for s in self.states]
        scores.sort()
        scores.reverse()
        for s in scores:
            print s[0], s[1]

    def run(self):
        self.to_far()
        self.to_far()
        self.to_near()

        self.to_far()
        self.to_far()
        self.to_near()

        self.to_far()
        self.to_far()

        self.print_scores()

if __name__ == "__main__":
    b = bridge()
    b.run()

The program I came up with for solving Magic Square (98) takes a long time to run but eventually starts finding candidate solutions about 2.2 million squares into its search:

#!/usr/bin/env python

def comb(nums, n):
    if n == 0: yield [], nums
    else:
        for i in range(len(nums)):
            for tail, remaining in comb( nums[:i] + nums[i+1:], n-1):
                yield [nums[i]] + tail, remaining

def rows(nums):
    if not nums: yield []
    else:
        for row, remaining in comb(nums, 4):
            if sum(row) == 34:
                for other_rows in rows(remaining):
                    yield [row] + other_rows

def check(grid):
    magic = True
    for i in range(4):
        if sum([row[i] for row in grid]) != 34:
            magic = False
    if sum([grid[i][i] for i in range(4)]) != 34 or \\
       sum([grid[i][3-i] for i in range(4)]) != 34:
        magic = False
    return magic

count = 0
for grid in rows(range(1, 17)):
    count += 1
    if count % 100000 == 0:
        print count / 1000, "K"
    if check(grid):
        print grid

Changing Permissions in Subversion

Wednesday, June 22nd, 2005

It took me entirely too long to figure this today. Perhaps Google will pick this up and save someone else the effort.

I had a file in Subversion which should have been executable but wasn’t. I tried changing the file permissions and checking in the file, but Subversion refused to do anything since the file hadn’t changed. I poked around with Google but didn’t find anything helpful.

Finally the nice folks over in #svn on irc.freenode.net told me the command is svn propset svn:executable "*" filename. Sister commands include propdel and proplist.

Humble Beginnings: Your First OGRE Application (for linux)

Wednesday, September 22nd, 2004

Nicholas Green’s Humble Beginnings tutorial for the Ogre graphics engine says “Under construction” for the Linux section. This is an attempt to remedy that. I’m only going to cover setting up the project and getting to a basic program which compiles and runs, similar to the Mac OSX section. After that, you’re on your own…

To begin, make the Samples/Space directory for your project and copy these files into it:

  • Samples/SkyPlane/src/SkyPlane.cpp
  • Samples/SkyPlane/include/SkyPlane.h
  • Samples/Common/include/ExampleApplication.h
  • Samples/Common/include/ExampleFrameListener.h

Next we will set up a basic build system, for which we are going to use GNU automake and autoconf. If you want to learn more about these tools, I suggest reading the excellent tutorial at the autotools website. First we will write Samples/Space/configure.ac, which tells autoconf which programs and libraries we are going to use to compile our application:

AC_INIT([Ogre Space Tutorial],
        [0.0.1],
        [Mark Ivey zovirl@zovirl.com],
        [Space])
AM_CONFIG_HEADER(config.h)
AM_INIT_AUTOMAKE([dist-bzip2])

AC_PROG_CC
AC_PROG_CXX
AC_PROG_LIBTOOL

PKG_CHECK_MODULES(OGRE, OGRE >= 0.14.1,,AC_MSG_ERROR("OGRE not found!"))
AM_CXXFLAGS="$AM_CXXFLAGS $OGRE_CFLAGS"
AM_LDFLAGS="$AM_LDFLAGS $OGRE_LIBS"

AC_SUBST(AM_CXXFLAGS, "$AM_CXXFLAGS")
AC_SUBST(AM_LDFLAGS, "$AM_LDFLAGS")
AC_SUBST(PKGDATADIR, "${datadir}/${PACKAGE}")

AC_CONFIG_FILES([
   Makefile
])

AC_OUTPUT

Most of that is boiler-plate. The two important parts are “PKG_CHECK_MODULES(OGRE…)” which tells autoconf we will be using OGRE (and it should go find the correct compiler flags for us) library and “AC_CONFIG_FILES(…)” which tells autoconf which files we want it to generate.

Next we will write Samples/Space/Makefile.am, which tells automake how to compile our program:

bin_PROGRAMS = Space

noinst_HEADERs= ExampleApplication.h \
                ExampleFrameListener.h \
                SkyPlane.h

Space_SOURCES= SkyPlane.cpp

EXTRA_DIST = bootstrap configure

Ok, the last part of the build system is a short script to set everything up for us, Samples/Space/bootstrap:

#!/bin/sh

set -x
rm -f config.cache &&
libtoolize --force &&
aclocal &&
autoconf &&
autoheader &&
automake --foreign --add-missing

make that executable with “chmod +x bootstrap”

You are ready to compile (from the Samples/Space/ directory):

./bootstrap
./configure
make

Finally, you should be able to go into the data directory (Samples/Common/bin) and run ../../Space/Space.

Ok, the build system is done, now it is time to add the real source code. Remove SkyPlane.cpp and SkyPlane.h and edit Makefile.am to reflect the new files you are about to add:

bin_PROGRAMS = Space

noinst_HEADERs= ExampleApplication.h \
                ExampleFrameListener.h \
                SpaceApplication.h

Space_SOURCES= SpaceApplication.cpp

EXTRA_DIST = bootstrap configure

Finally, add the code for the application’s main loop in SpaceApplication.cpp:

#include "Ogre.h"
#include "SpaceApplication.h"

int main(int argc, char *argv[])
{
   // Create application object
   SpaceApplication  app;
   try {
      app.go();
   } catch( Ogre::Exception& e ) {

   std::cerr << "An exception has occured: " <<
   	e.getFullDescription().c_str() << std::endl;
   }

   return 0;
}

That won’t compile just yet because SpaceApplication.h hasn’t been added, but you are ready to continue on with the rest of the tutorial. Enjoy…

marbles 0.6

Monday, May 31st, 2004

Just for fun in the evenings, my wife and I have been working on a simple marbles solitaire game. Yeah, we know, there are already hundreds of versions of this game. That isn’t the point. It is a way for us to learn SDL and keep our programming skills sharp. It isn’t finished yet so there are some rough edges, but we are posting it anyway. In the game, just click to move pieces around. ‘q’ quits and ‘r’ resets the board.

Download source code
win32 binaries