Oct. 10, 2023

tl;dr: have some CSS animations to make your browser games juicy!

particles.gif

My favourite game engine is the browser. You get so many batteries included when you use the browser as your runtime. Sprites, animation, sound, mouse, keyboard, touch, gamepad, fonts, text handling, localization, concurrency, networking, 2d, 3d, and a weird XML based scene-graph called "The DOM". The list goes on.

I'm not even talking about canvas based games. These days when I build games like Rogule, Asterogue, and Smallest Quest, I sometimes use <canvas> but I always use the DOM.

One cool thing I've discovered about using the DOM as your 2d game's scene graph is you can offload a lot of CPU intensive effects to a high performance declarative graphics language called CSS. This frees you up to write far less code, and do the more interesting stuff with game logic in your procedural code.

Smallest Quest

It was Juice It or Lose It that inspired me to put more juice into my games. The talk makes the case that "game feel" is a major part of what makes games fun. Game feel is a mixture of animation and sound in response to interactivity and in-game events. It's the difference between a flat game and one that pops.

When I started building Asterogue (a solo-developed space based sci-fi roguelike) I got to wondering - is CSS good enough for video games? I was using web tech to build the game already. Could I do all of the visual effects using only CSS animations?

Asterogue game play

I put together this collection of juicy CSS game-feel animations as a test and I've been building on them ever since. Feel free to use them in your own browser games!

https://chr15m.github.io/juice-it/

Before I made Asterogue I would have used JavaScript to manually script sprite animations. Manually coding animations takes a lot of time and effort. It's also not very performant. That means the game ends up less juicy than it should be. Why not speed the process up using the domain specific animation language built right into browser?

boing.gif

It turns out CSS is absolutely good enough for a large class of browser based 2d games.

In the end I was able to build and ship a juicy graphical roguelike in about 1.5 months. I used Electron and Cordova to build the Asterogue binaries for desktop and mobile. I used plain old CSS animations for game feel. I saved on code using pure JavaScript with just one library (rot.js). Asterogue is only 2k lines of code which helped a lot with debugging and development speed. Browser based debugging tools are also absolutely fantastic during game development.

I would highly recommend this path to anybody making 2d games. The browser is a killer game engine.

screenshake.gif

Have fun!

Sept. 10, 2023

Today I put together a small test repo to check how much space is saved when replacing React with Preact in a ClojureScript project.

I used npm init shadowfront prtest to get a basic project up and running. This creates a simple one page Reagent app with a button you can click.

(ns prtest.core
  (:require
    [reagent.core :as r]
    [reagent.dom :as rdom]))

(defonce state (r/atom {}))

(defn component-main [_state]
  [:div
   [:h1 "prtest"]
   [:p "Welcome to the app!"]
   [:button {:on-click #(js/alert "Hello world!")}
            "click me"]])

(defn start {:dev/after-load true} []
  (rdom/render [component-main state]
               (js/document.getElementById "app")))

(defn init []
  (start))

I made a build to check the size of the resulting js binary. Then I uninstalled react and react-dom and installed preact@8 and preact-compat. Then I updated shadow-cljs.edn to add the following clause into the :app build:

:js-options {:resolve {"react" {:target :npm :require "preact-compat"}
                       "react-dom" {:target :npm :require "preact-compat"}}

This asks shadow-cljs to alias those React modules to the Preact compatibility layer throughout the whole stack.

I ran make to build the project before and after the change and got the following results:

  1. With React = 292k
    $ du -hs build/js/main.js 
    292K    build/js/main.js
  1. With Preact = 172k
    $ du -hs build/js/main.js 
    172K    build/js/main.js

A 41% size reduction (120k) for a simple one page app seems pretty good. Most of the remaining 172k would be ClojureScript core and libraries such as Reagent.

Update: shadow-cljs lets us generate a build report. Here's a build report with React and then Preact:

React ClojureScript build report

Package Weight %
react-dom @ npm: 18.2.0 128.22 KB 45.8 %
org.clojure/clojurescript @ mvn: 1.11.60 115.71 KB 41.4 %
reagent @ mvn: 1.1.0 22.93 KB 8.2 %
react @ npm: 18.2.0 6.49 KB 2.3 %
scheduler @ npm: 0.23.0 3.96 KB 1.4 %
org.clojure/google-closure-library @ mvn: 0.0-20230227-c7c0a541 1.12 KB 0.4 %
Generated Files 932 0.3 %
src 490 0.2 %

Preact ClojureScript build report

Package Weight %
org.clojure/clojurescript @ mvn: 1.11.60 115.61 KB 71.4 %
reagent @ mvn: 1.1.0 22.94 KB 14.2 %
preact-compat @ npm: 3.19.0 9.24 KB 5.7 %
preact @ npm: 8.5.3 8.18 KB 5.1 %
preact-context @ npm: 1.1.4 2.55 KB 1.6 %
org.clojure/google-closure-library @ mvn: 0.0-20230227-c7c0a541 1.12 KB 0.7 %
Generated Files 931 0.6 %
prop-types @ npm: 15.8.1 801 0.5 %
src 490 0.3 %

June 23, 2023

Hello! Today I am very excited to announce a thing I've been tinkering with for the past month or so. You can find it at https://livereload.net.

It's a simple online utility that enables live reloading web development for your local HTML/JS/CSS projects. It's easy to use and you don't have to install anything. Just drag your web project folder onto the window and your index page will show up. When you edit the files on your local machine they will live-reload in the browser and you'll see your changes immediately.

That is basically all there is to it. I've found live reloading to be so useful in my own development and I wanted to make it easy for anybody to get this feature without complicated command line build tooling. I discovered a browser filesystem feature that allows polling for file changes and realized I could use it for this, and so I did.

So there you have it. If you have any feedback do let me know. Enjoy!

screenshot.png

March 26, 2023

tl;dr: you can generate very small (less than 1k) JS artifacts from ClojureScript with some tradeoffs. I worked out a list of rules to follow and made the cljs-ultralight library to help with this.

Photograph of a glider in the air

Most of the web apps I build are rich front-end UIs with a lot of interactivity. Quite often they are generating audio in real time and performing other complicated multimedia activites. This is where ClojureScript and shadow-cljs really shine. All of the leverage of a powerful LISP with its many developer-friendly affordances (editor integration, hot-loading, interop, repl) brought to bear, allowing me to quickly iterate and build with fewer bugs.

On many projects I find myself also needing a small amount of JavaScript on a mostly static page. An example would be a static content page that has a form with a submit button that needs to be disabled until particular fields are filled. It seems a bit excessive to send a 100s of kilobyte JS file with the full power of Clojure's immutable datastructures and other language features just to change an attribute on one button.

In the past I resorted a tiny bit of vanilla JS to solve this problem. I have now discovered I can use ClojureScript carefully to get most of what is nice about the Clojure developer experience and still get a very small JS artifact.

Here's an example from the Jsfxr Pro accounts page. What this code does is check whether the user has changed a checkbox on the accounts page, and shows the "save" (submit) button if there are any changes.

(ns sfxrpro.ui.account)

(defn start {:dev/after-load true} []
  (let [input (.querySelector js/document "input#update-email")
        submit-button (.querySelector js/document "button[type='submit']")
        initial-value (-> input .-checked)]
    (aset submit-button "style" "display" "none")
    (aset input "onchange"
          (fn [ev]
            (let [checked (-> ev .-target .-checked)]
              (aset submit-button "style" "display"
                    (if (coercive-= checked initial-value)
                      "none"
                      "block")))))))

(defn main! []
  (start))

This code compiled to around 500 bytes. It has since been updated to do a bunch of different more complicated stuff and today it compiles to 900 bytes. I'll talk about some of the special weirdness and language tradeoffs in a second, but first here is the shadow-cljs config I used.

{:builds {:app {:target :browser
                :output-dir "public/js"
                :asset-path "/js"
                :modules {:main {:init-fn sfxrpro.ui/main!}}
                :devtools {:watch-dir "public"}
                :release {:output-dir "build/public/js"}}
          :ui {:target :browser
               :output-dir "public/js"
               :asset-path "/js"
               :modules {:account {:init-fn sfxrpro.ui.account/main!}}
               :devtools {:watch-dir "public"}
               :release {:output-dir "build/public/js"}}}

The first build target :app is for the main feature-rich app which does all the complicated stuff. I am fine with this being a larger artifact as it does a lot of things for the user including realtime generation of audio samples.

The second target :ui creates a file called account.js which is just 900 bytes. It gets loaded on the accounts page which is statically rendered. The reason for two completely separate build targets is otherwise the compiler will smoosh all of the code together and bloat your artifact size. It is easiest just to keep both codebases completely separate.

When compiling I found it useful to have a terminal open watching the file size of account.js so I could see real time when the size ballooned out and figure out which code was making that happen.

So what tricks do we have to use in the code to get the artifact size down? Here is a brief list of rules to follow to stay small. If you break any of these rules your artifact size will balloon.

  1. Do not use any native Clojure data types. Don't use vec or hash-map or list for example. Instead you have to use native JavaScript data structures at all times like #js {:question 42} and #js [1 2 3]. That also means you will have to use aget and aset instead of get and assoc. It means we are dropping immutablity and other data type features.
  2. Do not use Clojure's = operator. I know that sounds mad but what you can use instead is ClojureScript's coercive-=. This function does a native-style surface level JavaScript comparison. This means you have to give up the value based equality comparison you can use on deeply nested datastructures in Clojure.
  3. Do not use certain built-ins like partial. Other clever built-ins like juxt are probably going to be bad for file size too. As far as I can tell it's anything that uses immutable Clojure types under the hood. For the specific case of partial you can use #(...) instead to do what you need.
  4. Use js/console.log instead of print.
  5. Use (.map some-js-array some-func) instead of (map some-func some-js-array)

Generally as far as possible you should stick with native JavaScript calls and data types.

If all of this sounds onerous remember that the idea here is to only do this in situations where you have a small codebase giving the user some small amount of interactivity on a web page. So that's the tradeoff. You still get LISP syntax, editor integration, hot-loading, repl, and lots of other nice Cloure stuff, but you have to forgo immutable datastructures and language features like partial.

I have created a small library called cljs-ultralight to help with the UI side of things. It uses browser calls and returns JS data types. You can use it to perform common UI operations like attaching event handlers and selecting elements, without incurring too much overhead.

The library applied-science.js-interop also works with these techniques. Require it like this: [applied-science.js-interop :as j] and you can use j/assoc! and j/get and friends. Note if you use j/get-in or other functions that take a list argument, you should instead pass a JavaScript array which works well.

Also note that @borkdude has a couple of very interesting projects under way in this space. Check out squint and cherry for more details.

March 2, 2023

be288dc6b22d9de42a1c2d2c4c47cb10.png

Hello! Just in time for 7DRL, Roguelike Browser Boilerplate is now open source.

The boilerplate is a JavaScript based game template that takes care of all the annoying stuff like splash screen, start screen, credits screen, instructions screen, settings screen, menus, pixel styled UI, win/lose condition screens, sound effects, animations, etc. so you can get on with making the actual game.

It's ROT.js based and includes example implementations for monster, inventory, level gen, etc. It works on mobile and desktop.

The license is MIT so you can do what you want basically, including using it in a commercial game.

Enjoy!