Download and install: www.postgresql.org/download/
Create database ‘microbuilder’
(In Windows you MUST set a password and set it in config/database.yml)
>> rake db:migrate
Wenn Fehler mit game.visible -> kommentiere alles mit ‘visible’ aus in app/models/game.rb
Download Windows: github.com/kcherenkov/redis-windows-service
Create file: config/redis_credentials.yml
username: your-OS-username password: your-OS-password
In redis.conf:
requirepass your-OS-password
Oder in redis-cli:
>> CONFIG SET requirepass your-os-password
Falls redis.conf nicht gefunden wird, dann starte redis-server mit:
>> redis-server path/to/redis.conf
gem install heroku git remote add heroku [email protected]:playtin.git heroku keys add ~./.ssh/id_rsa.pub
git checkout -b deploy rake assets:precompile (test if everything works) git add . git commit -m "compiled assets" git push heroku deploy:master (git push -f heroku deploy:master)
if migrations:
heroku run rake db:migrate git checkout master git branch -D deploy
// definitions {} : object () : optional <> : data-type [] : array | : or // objects <int> <float> <string> <vector> : { x : <int>, y : <int> } <area> : { x : <int>, y : <int>, width : <int>, height : <int> } <circle> : { x : <int>, y : <int>, radius : <int> } game : { version : <int> title : <string> instructions : <string> duration : <int, seconds> ( backgroundID: <int> ) gameObjects: [ { ID : <int> name : <string> graphicID : <int> position : <vector> ( boundingArea: <area> | <circle> ) behaviours : [ { triggers : [ { ID : clickObject, objectID : <int> } { ID : clickArea, area : <area> } { ID : touchObject, objectID : <int>, object2ID : <int> } { ID : touchArea, objectID : <int>, area : <area> } { ID : overlapObject, objectID : <int>, object2ID : <int> } { ID : overlapArea, objectID : <int>, area : <area> } { ID : timeExact, time : <int, %> } { ID : timeRandom, time : <int, %>, time2 : <int, %> } { ID : counterEqualsObject, objectID : <int>, object2ID : <int> } { ID : counterGreaterObject, objectID : <int>, object2ID : <int> } { ID : counterSmallerObject, objectID : <int>, object2ID : <int> } { ID : counterEqualsNumber, objectID : <int>, counter : <int> } { ID : counterGreaterNumber, objectID : <int>, counter : <int> } { ID : counterSmallerNumber, objectID : <int>, counter : <int> } { ID : gameWasWon } { ID : gameWasLost } { ID : gameStart } ] actions : [ { ID : moveInDirection, angle : <float, radians>, speed : <0-4> } { ID : moveInRandom, speed : <0-4> } { ID : moveInLocation, location : <vector>, speed : <0-4> } { ID : moveInObject, objectID : <int>, speed : <0-4> } { ID : moveToLocation, location : <vector>, speed : <0-4> } { ID : moveToObject, objectID : <int>, offset : <vector>, speed : <0-4> } { ID : jumpToLocation, location : <vector> } { ID : jumpToObject, objectID : <int>, offset : <vector> } { ID : jumpToArea, area : <area> } { ID : moveRoam, mode : <wiggle, reflect, insect, bounce>, area : <area>, speed : <0-4> } { ID : moveSwap, objectID : <int> } { ID : moveStop } { ID : moveAlongPath, mode : <loop, ping-pong, once>, speed : <0-4>, path : [ <vector> ] } { ID : scaleSize, scale : <int>, speed: <0-4> } { ID : flipObject, mode : <horizontally, vertically, both> } { ID : artToFrame, frame : <int> } { ID : artPlay, mode : <loop, ping-pong, once>, frame : <int>, frame2 : <int>, speed : <0-4> } { ID : artStop } { ID : artChange, graphicID : <int> } { ID : counterSet, counter : <int> } { ID : counterUp } { ID : counterDown } { ID : gameWin } { ID : gameLose } ] } ] } ] graphics : [ { ID : <int> frameWidth : <int> frameHeight : <int> frameCount : <int> url : <string> } ] }
version 5
-
queueing actions before execution
version 4
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added ‘scaleSize’ action
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added ‘flipObject’ action
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added ‘object2ID : <int>’ to trigger : ‘counterEqualsObject’
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added ‘object2ID : <int>’ to trigger : ‘counterGreaterObject’
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added ‘object2ID : <int>’ to trigger : ‘counterSmallerObject’
-
added ‘objectID : <int>’ to trigger : ‘counterEqualsNumber’
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added ‘objectID : <int>’ to trigger : ‘counterGreaterNumber’
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added ‘objectID : <int>’ to trigger : ‘counterSmallerNumber’
version 3
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added ‘object2ID : <int>’ to trigger : ‘touchObject’
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added ‘object2ID : <int>’ to trigger : ‘overlapObject’
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added ‘objectID : <int>’ to trigger : ‘touchArea’
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added ‘objectID : <int>’ to trigger : ‘overlapArea’
version 3
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added ‘object2ID : <int>’ to trigger : ‘touchObject’
-
added ‘object2ID : <int>’ to trigger : ‘overlapObject’
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added ‘objectID : <int>’ to trigger : ‘touchArea’
-
added ‘objectID : <int>’ to trigger : ‘overlapArea’
version 2
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removed trigger : ‘clickSelf’
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removed trigger : ‘gameIsWon’
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removed trigger : ‘gameIsLost’
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removed action : ‘gameEnd’