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One Word

This is the code behind http://oneword.games, a group of online games inspired by party games like Just One and Decrypto.

Installing

  1. Install Node.js and npm
  2. $ npm install --global yarn to install Yarn
  3. $ yarn to install JS dependencies

Developing

  1. $ yarn dev to spin up a local server at http://localhost:3000
  2. Start editing code! See our recommended tools.

Committing code

Merging code directly into master is okay, but if some work you're doing is:

  • Risky (could break existing gameplay)
  • Uncertain (not sure if we want this)
  • Touches code that others are also modifying

... then consider opening up a Pull Request instead!

Every pull request will automatically get a separate preview URL; perfect for getting quick feedback.

Testing

If you write some complicated logic, consider adding unit tests! Our testing framework combines @web/test-runner, this Vite plugin, and Chai.

  • $ yarn test to run all tests
  • See src/utils.test.js for an example of how to add tests

Deploying

Just push to master, and the site will update automatically.

Android

We use Capacitor to package our web apps into mobile apps.

Setup

  1. Install Android Studio
  2. Set up an Android emulator, or connect your phone in developer mode

Developing

  1. $ yarn build to build Vue app for distribution
  2. $ npx cap run --list android to check that your emulator/phone is connected
  3. $ yarn android to run on Android
    • Or $ npx cap open android to edit project in Android Studio

OR for live reloading from your local server:

  1. $ yarn dev to spin up a local Vue server
  2. Copy the network url (e.g. http://192.168.1.5:3001)
  3. Paste it into capacitor.config.json's server.url field.
  4. $ yarn android to run on Android

(TODO: would be cool to have $ yarn android-dev do all of the above)

Deploying to Google Play Store

See also this guide to Play Store deployment.

  1. Get the keystore file (oneword.jks) and passwords from Austin
  2. $ npx cap open android to open Android Studio
  3. Build > Generate Signed APK
  4. Find the generated app in oneword/android/app/release/app-release.aab

(TODO: Try out Appflow for automatic app deploys)

Notes

  • $ yarn resources to generate app icons
  • To crack the keystore password, see this
    • To use Java JDK after Android Studio is installed: export JAVA_HOME=/Applications/Android\ Studio.app/Contents/jre/jdk/Contents/Home

iOS

Setup

You'll need:

  • A Mac to develop on, with:
    • Xcode
    • CocoaPods (sudo gem install cocoapods to install)

Developing

  1. $ yarn build to build Vue app for distribution
  2. $ yarn ios to run on iOS
    • Or $ npx cap open ios to edit project in Xcode

iOS Misc

  • While setting up, needed sudo xcode-select -s /Applications/Xcode.app/Contents/Developer (see link)
  • OAuth client ID: 340753176141-k38315g3fgbnfq3avasgq05dmg9evjj2.apps.googleusercontent.com (see reference)

Localization Workflow

Vue i18n is a library that lets our UI change between English and other languages.

Localazy is a website that allows people to add translations without needing to code.

Adding a string to the i18n system

  1. In src/locales/en.json, add a key and its English value
  2. In the codebase, replace the English value with {{ $t('key') }}
  3. Run $ yarn localazy upload to tell Localazy about the new key

Adding translations from VSCode

  1. In src/locales/{LANG}.json, add the translation fo the English value
  2. Run $ yarn localazy upload existing to upload the translation

Adding translations from the Web UI

  1. Add the new language from the Localazy UI

  2. On the main translations page, go to "Start Translating" from the dropdown

  3. Translate the words using the UI

  4. Click the green Publish button:

  5. Run yarn localazy download to get the translated JSON file

Appendix

Tech stack

One Word is built on top of:

Architecture

The game state is a single JS object

One Word code is all on the client (aka JAMStack). We start by defining the game's data: a single JS object to represent one game room. For example:

  Room: {
    name: apple,
    players: ['alice', 'bob', 'carol'],
    currentRound: {
      state: 'clueing' // or 'guessing', or 'done'
      guesser: 'alice',
      word: 'company'
      clues: {
        alice: 'corporation',
        bob: 'collected'
        carol: 'collected'
      }
    }
    history: [{round1}, ...]
  }

This has all the info needed to represent the entire state of the game, at any point in time. It should be complete (no info missing), but also minimum (no additional information).

Vue turns that into HTML

Based on what's in the room object, we then want to show the right HTML and CSS to users. The VueJS framework helps us express our JS object as HTML to show the user, and also handles user inputs.

Here's a simple example of Vue code:

<template>
  <!-- JS expressions inside {{ these braces }} get rendered -->
  <p v-for="player in room.players">- {{ player }}</p>

  <!-- newPlayer automatically syncs when this input is edited -->
  <input v-model="newPlayer" />

  <!-- Call some Javascript code using @event notation -->
  <button @click="addPlayer">Add a player</button>
</template>

<script>
export default {
  data() {
    return {
      room: { players: ['Alice', 'Bob', 'Charlie'] },
      newPlayer: 'Eve',
    }
  },
  methods: {
    addPlayer() {
      this.room.players.push(this.newPlayer)
    },
  },
}
</script>

Which produces:

The amazing thing is that Vue binds the HTML elements and forms to our JS data. When we update the JS data, the HTML elements will re-render; and when the user clicks on or types in an HTML form, the underlying JS data stays in sync!

Firestore keeps all players in sync

Now, how does one player's changes get sent to everyone else? A: Firestore. Each different game (One Word, Incrypt) has a different Firestore table, containing every room ever created and keyed by the room's name.

We use some Firestore logic to keep everyone's clients sync'd to the latest state. So your code can act as though its room is always up-to-date; you only think about when you need to push a change to the Firestore database. Super convenient!

To prevent race conditions (one client overwriting the changes of another), try to scope down each change to be very narrow. Instead of pushing the entire room object each time, just push the path of the object that updated.

Continuing the example above:

async addPlayer() {
  this.room.players.push(this.newPlayer)
  // Only update the 'players' field of the room
  await saveRoom(room, 'players')
},

And... that's all you really need to get started with making your own game!

Recommended tools

  • Get the Vue3 devtools to easily debug and inspect your Vue logic

  • We highly, highly, highly recommend VSCode, along with these extensions:

    • Vetur for Vue syntax highlighting

    • Prettier for format-on-save

    • i18n Ally for text/translation display

      • Then open VSCode Preferences: Open Settings (JSON), and add
      "editor.formatOnSave": true,
      "[html]": {
        "editor.defaultFormatter": "esbenp.prettier-vscode"
      },
      "[javascript]": {
        "editor.defaultFormatter": "esbenp.prettier-vscode"
      },
      "[vue]": {
        "editor.defaultFormatter": "esbenp.prettier-vscode"
      },
      "i18n-ally.sortKeys": true,
      "i18n-ally.keepFulfilled": true,
      
    • Optional Debugger for Chrome for breakpoint debugging from inside VSCode

  • You can instantly join as guest by adding ?player=Holo at the end of a room url. Useful for keeping 3 tabs open, for testing multiplayer interactions!

Best practices for working with Vue + Firestore

  • Most important: keep your Firestore data structure simple and elegant. App logic and visuals are easy to change; backfilling data is annoying.
  • Prefer local computed properties over putting more things into the Firestore room.
    • Declarative code (the WHAT) is better than imperative code (the HOW); for example, prefer array.map() over for loops.
  • When possible, your Firestore pushes should to be idempotent (ie can be called multiple times with the same effect), and free of race conditions (ie one client should not overwrite another's changes).
  • Instead of pushing an array to Firestore, consider pushing an object. (Then make a computed array, eg with Object.keys(foo)). This prevents race conditions if multiple clients update the same array

Other tips

  • Constantly invest in faster dev velocity!
    • Build mod tools for yourself
    • If anything in your iteration cycle seems slow, bother Austin about it
  • Code should be as readable as possible
    • Self-documenting if possible, then comments
    • It's easier to read less code!

Compiling locally

This is useful for testing the site for performance, in Chrome Devtool's Lighthouse.

$ yarn build
$ yarn serve

Then go to http://localhost:5000 and run Lighthouse!