fps25.html
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THE END
I'm very close to... ...ellipsis Some ads showing... ...ellipsis Look! That's Ads! The City would be near! ...ellipsis Ads show there. They are like almost nothing but in reality they maintain this world under the ground. ...ellipsis limited short messages break unnessesary incovenience of communication. ...ellipsis would like to create ROOMS! ...ellipsis Next MAPS! ...ellipsis map-camera-canvas integration,...? c'est difficile... ...ellipsis the relation of Krile, the camera, the map and the canvases is very complicated and spaghetical. ...ellipsis Is AOP just the paradigm for logging and locking? ...ellipsis All entities in this program have four Aspects, namely, init, react, run, draw. ...ellipsis Who manages What? ...ellipsis In different aspects the relation of belongingness is different, that is the fundamental reason of the difficulty of the situation. ...ellipsis Camera sees the x,y of Krile in run aspect, Krile sees Map in react aspect, Canvases sees Map in init aspect, Canvases see Camera in draw aspect. ...ellipsis All:Init --> loop:(All:React --> All:Run ---> All:Draw) ...ellipsis The division of aspects except init is deliberate, not necessary. three is not necessary number of aspect division, two, four or more is possible. ...ellipsis namespace problem: what information should be visible by the global scope, and what should be not? ...ellipsis Aspect is interface (in Java sense) which all classes concerned in the situation should implement. ...ellipsis React: interaction with inputs, world states or other object outside the object itself. Run: calculation of values inside the object. Draw: drawing to canvases, doms or any other visible parts. ...ellipsis MQing between objects. ...ellipsis Message: MessageSubject:String, MessageContent:Object. ...ellipsis MessageContent proccessed MessageSubject-specific way. ...ellipsis MessageContent is Data Transfer Object. typically, it contains callback for next messaging proccess. ...ellipsis message: head:String, body:Object(Dto, typically contains 'callback'); ...ellipsis typical member ordering of full equiped runner node: 1. constructor, 2. init, 3. react, 4. Listening, 5. custom methods, 6. run, 7. draw. ...ellipsis it may be possible to unify react aspect and listen aspect, these two seem similar. ...ellipsis struggling with Object Addressing Problem. ...ellipsis thinking about send back the message protocol. ms.callback = funnction(){} ? ms.callback = {head: "XX", ...} ? ms.callback = "XX", ms.callbackArgs = [...] ? ...ellipsis three aspects of programming: solving, designing, hacking. In solving aspect, the goal of programming is (logically) explicit. And reaching the goal is only one objective of writing source code. In this aspect, the programmers are completely logical. When designing, the goal itself doesn't matter, but the way reaching the goal is important. How elegantly reaching goal is the only objective of writing source in this aspect. Hacking is very different from the other aspects of programming. When hacking some systems, programmers doesn't know about the systems' internals. Hacking is the programming for knowing new information about targets, discoverying some facts about the target systems or extracting some information from the target systems. Hacking is the programming for discovery and is really creative category of programming. ...ellipsis resource.ja_JP.js resource.en_US.js resource.en_UK.js ...ellipsis producing trivial maps. ...ellipsis TODO: - notifications clean up - information panels clean up and enhancement. - conversation area. wide stretched box on the bottom of screen. - conversation mode. fullscreen conversation mode. ...ellipsis TODO: - point annotation(how) - generate maps - done. ...ellipsis make players have something strange like #?!*~/+4 ...ellipsis make short data messaging criteria for which certain type of map creation have special value. ...ellipsis messaging and its effect. basically the messaging and its effect are asynchronous. The effect (reaction of message) is not always immediate after messaging. ...ellipsis message analysis. message: transed data, info subject, info target(s), messaging method, message effects, var ms = new Message({ subject: "label" from: this, to: that, content: "xxx", back: new Message({ subject: "xxx", from: that, to: this, content: "abc" }) }); ms.send(); ...ellipsis xmlizing tile types. ...ellipsis If some maps are valuable and some are not, then users have a fun to make good maps. ...ellipsis data transcendentality, message transcendentality. ...ellipsis usually data have tree structures. ...ellipsis In usual messaging services, messages' tree structures are constructed in the manner of natural languages. ...ellipsis type of message, type of the tool for messaging. ...ellipsis dispatching moogles from me. (bhava message) moogles move along the some algorithm. ...ellipsis object limits 1 player 30 charactors limited, platinum plan -> 500 characters! 1 player 600 mob limited, gold plan -> 9000 mobs! 1 player 900 assets limited, bronze plan -> 12000 assets! 1 player 11 private map limited, silver plan -> 100 private maps! ...ellipsis share the fps Specific History. ...ellipsis trans-imagine ...ellipsis asset idea: Death Box - if Mob enter into Death Box, then it dies. (inspired by Befunge's @) ...ellipsis time to think seriously about MobML and AssetML. Those describe how mobs move and how assets behave, respectively. ...ellipsis connect asset symbol and asset definition. ...ellipsis Lenna = Uta ...ellipsis left-clockwise, clock-clockwise ...ellipsis symbol-putting strategies: - A A A ... - A B A B A... - A B C B A B C B A ... - state 0 A, state 1 B, state 2 C, state 3 D symbol eating strategies: - eat always (SYM -> 0) ...ellipsis symbol histogram. ...ellipsis camera modes: static, targeting camera submodes: cycling on/off, forward shift ...ellipsis decision tree var decition = { action: "actionName", actionSpecificParameter0: "actionSpecificParameter0Value", ... actionSpecificParameterN: "actionSpecificParameterNValue" } ...ellipsis reinventing page in terms of
(or dom). ...ellipsis page is more difficult than is previously understood by people. ...ellipsis In the next web, page is not but
. ...ellipsis the replacement of the inside of the container div is regarded as page transition. ...ellipsis now almost all web pages never consider about memory release because the page unloading collects every memory the page used and the page developer don't need to consider about it. But if one would build the page which contains several pages inside it, he/she should consider about memory allocation and release. ...ellipsis The decision is produced every frame because an actor can make decision every frame. Inside decision making process, unnecessary consideration about impossible commands, like move commands during moving, should be reduced. ...ellipsis The dismodularity of all the components is a problem for future development. Now accepted practice 'one export namespace (object) per .js module' is based on the old fashion modulation of js libraries. It works well on simple import situation, but the really necessary feature for dependency resolution is 'to require .js' in requiring .js file. ...ellipsis About addressing actors or other object solution in sceneml. In scml, define chars by keys and they can be addressed by the keys. and others addressed just by others or others[0], others[1], ..., others[N]. ...ellipsis addressing framework is filled. ...ellipsis now we need total direction of the source code and the whole project. ...ellipsis It is an Art as a Service. ...ellipsis we need map generation strategy. we need upper-actml language. we need actml generation. we need moogle ai sophistication on more step, like adding week passable and strong passable. strong passable means 1 is umpassable and the others are all passable as :p is. week passable means now-right-clock-moogle's implementation of passable i.e. 0 and .(perioid) are passable and all others are umpassable. pass through 1's are very ridiculus and unphysical, so 1 should never be passed through by mobs and actors. ...ellipsis need to decide first release quality of map generation. want the custom free tile implemetation (for free customization by user and for ads.) need map clear criteria. map crear event capture. implement some sample 'puzzle' stages to be cleared by user. kdirve is (shall be) inifinitely complex symbol exchange language but the first some 'puzzle' stages should be simple ones and have obvious right solutions. ...ellipsis world vision of krive. world vision of Dragon Quest is very similar to Don Quixote's world (i.e. medieval Spain). w.v. of Final Fantasy is very similar to Michael Moorecock's well boiled fantasy world. w.v. of kdrive will resemble to
modern browser required.
/quake: earth quake.
/fade: fade in/out
/speed: speed change.
ARROWS: move up/down/left/right.
Alt + S: speed change.
Alt + Z: screen on/off
Alt + N: toggle fps monitor
Alt + [Number]: create a moogle.
Alt + G: create a sphere.
Alt + F: don't push.
[ESC]: game stop/restart
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SOUTH
WEST
EAST
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SAY