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Loading game levels in HTML5


theweirdn8
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So I've been trying to figure out to load files in Javascript, since apparently you can not due to security issues.

 

So I was wondering how do you all handle game levels?

 

I hear there is a bootleg way to do it by making a huge file into one giant string and loading it as a random .js file, but is that the only solution.

 

I really hope I can find a sustainable way to do this as the my game has plenty of levels already...

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If you game lives on the web, you can load JSON files like anything else:

// contents in JSON file// saved at levels/1.json{	"name": "Level 1",	"description": "It's the first level!",	"mapData": // stuff	"otherData": // stuff	// and so on}// assuming jquery for ease of example$.get('level/1.json').done(function (jsonObject) {	console.log(jsonObject);	// It's the first level!         // now do stuff with the data        // buildMap(jsonObject.mapData);});

Just remember $.get is asynchronous. And that the above example doesn't do any error-checking.
 
If you're game is meant to be played locally (on the person's computer), you should look into a wrapper like node-webkit.

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Umm,

 

Since I'm testing locally( offline), I'm doing things "pretty ghettolike". I'm making all level maps into .js files and executing their script.

 

Here is how they are loaded:

 

 

this.open_file = function(newFileName, fileReadType){if( newFileName!=""){if( newFileName.length > 3){newestFileData = new GPE_JSFile(newFileName, fileReadType);this.lastFileOpened = newFileName;var s = document.createElement("script");s.type = "text/javascript";s.src = newFileName || null;s.innerHTML = s.src || null;document.getElementsByTagName("head")[0].appendChild(s);return newestFileData;}else{console.log("File name too short");}}else{console.log("File name is empty.");}return IS_NULL;};
I've erased the "bad javascript special characters" and I made a new NEWLINE string, being "**nl**".

Here is an example level file:

newestFileData.dataSource = "[header]*nl*Version=1*nl*width=200*nl*height=24*nl*tilewidth=32*nl*tileheight=32*nl**nl*Name=Hanswood East Side*nl*isInterior=false*nl**nl*[Backgrounds]*nl*#background format*nl*#file, id,transparent,r,g,b,drawColor,xOff,yOff,xSpeed,ySpeed,tileHori,tileVert,*nl*BGColor=0,0,0,*nl*Background=resources/gfx/bkgds/hanswood_town_bg.png,1,false,0,0,0,0,0,64,0,0,true,false,*nl**nl*[tilesets]*nl*tileset=resources/gfx/tilesheets/tilesheet_terrain.png,32,32,0,0*nl*tileset=resources/gfx/tilesheets/tilesheet_outside_objects.png,32,32,0,0*nl*tileset=resources/gfx/tilesheets/tset_tree_wide_strip4.png,256,256,0,0*nl*tileset=resources/gfx/tilesheets/tset_tree_skinny_strip3.png,128,256,0,0*nl*tileset=resources/gfx/tilesheets/tilesheet_flowers.png,32,64,0,0*nl*tileset=resources/gfx/tilesheets/tilesheet_buildings_public.png,256,256,0,0*nl**nl*[Objects]*nl*Object=level_transport,0,17,Hanswood Town Square,,,95,16,resources/gamedata/levels/hanswood_town_square.map*nl*Object=level_transport,198,14,Town Outskirts,,,2,16,resources/gamedata/levels/town_east_outskirts.map*nl*Object=level_transport,199,14,Town Outskirts,,,2,16,resources/gamedata/levels/town_east_outskirts.map*nl*Object=level_transport,92,15,Nicole's Shop to Shop,,,2,9,resources/gamedata/levels/town_shop_nicole_shoptoshop.map*nl*Object=level_transport,93,15,Nicole's Shop to 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It may be ghetto, but so far it works.
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  • 3 weeks later...

I have a data.js file in which I define a JSON object consisting of an array of objects.  Each object has properties containing values pertinent to a particular level.  So, each index into the array is associated with a distinct level definition.

 

To expose this I wrap it in an IIFE (immediately invoked function expression) to which I pass in my single global variable, which I call GNS (Game Name Space).  Inside the IIFE I set this JSON object to an array variable (you might call it levelDefinitions for example) on the passed in GNS referenced object.  GNS.js (containing my global GNS object) must be included into index.html (or whatever you call your html file) before data.js is included.

 

If you are unfamiliar with some of this sort of thing, and this explanation seems confusing, let me know and I'll try to find time to put a small example together.  It's simple kind of hand-rolled module pattern that I use for other modules as well, with GNS being the gateway to their use anywhere in the game.

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I tend to do it the other way around (because that's the way our own framework works), so you load a JSON file with all your objects and their properties, and that includes member functions of those objects stored as strings, which then get eval'd at load time. (If you are wondering, it's fine performance-wise, there are ways of getting eval'd code to be JIT compiled).

 

I kind of like it this way, so I have self-contained levels, one JSON file for each. And within the JSON files, each object is also fully self-contained, which makes it super easy to reuse. Though having JS files is an equally valid option I suppose, just personal preference.

 

The fact that the JSON files are generated by an editor helps though, if you are hand-coding everything, the whole "function as a string" thing may be impractical.

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You can load any JavaScript file with JSON object in it. Here is an AJAX example with help of jQuery

$.ajax({	type: "POST",	dataType: 'jsonp',	url: 'http://your-url',	crossDomain: true}).done(function( jsonObject ) {	// create a map from jsonObject}) 

Important thing to remember is adding 'crossDomain: true' thus browser wouldn't throw an error.

 

Here is also tutorial on changing levels in Phaser. We use MightyEditor to create game levels. Hope it helps.

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