clarkmoody 11 years ago

A project during my graduate work was to solve this problem. You can read my write up, which includes pseudo-code for the best algorithm I found[1].

Long story short: a simple, rules-based algorithm defeated my best efforts at having multiple elevators working together to coordinate their action.

[1]: https://clarkmoody.com/Moody_AgentBasedElevatorControl.pdf

kalleboo 11 years ago

Slightly related - SimTower was originally created as an elevator simulator - if you right click on an elevator engine room in the game you get a wealth of programming options

  • sneak 11 years ago

    mind: blown

  • giancarlostoro 11 years ago

    Never even knew all those years playing SimTower... I knew other tricks, but never this.

  • aidenn0 11 years ago

    The people in that game were a lot smarter though; if the only path to a floor required switching elevators, they would do it.

    • sukilot 11 years ago

      Well Sim tower had range limit elevators. This game doesn't.

magwo 11 years ago

Developer here! Thanks for all the feedback. Appreciate all of it, including bug reports! Pull requests also welcome.

Especially I would appreciate help with adding more challenges, and/or making them all balanced and interesting, for a good and reasonable difficulty curve.

It is very simple to tweak them - they are defined at the bottom of challenges.js: https://github.com/magwo/elevatorsaga/blob/master/challenges...

  • christiangenco 11 years ago

    What I would've loved to have seen in some of the later levels is a very clear "you now need to use this new API call to accomplish the goal. Here's how that call works."

    For example: in level 2, what if people only ever came to the second floor trying to go to the third floor, so you had to look at where buttons were being pushed and where they wanted to go?

  • avereveard 11 years ago

    hi, why leaving the elevator at a floor doesn't pick up additional passengers? i.e.

    http://pastebin.com/xA4NJbas @ http://play.elevatorsaga.com/#challenge=2

    (yes that's only a stub, but has logging as I was trying to understand the event order)

    at least elevator.goToFloor(elevator.currentFloor());

    doesn't count as a move and unlocks the passenger to onboarding

    btw, when you start you get 2 moves per elevator in the moves count

    • magwo 11 years ago

      The last one about moves has been fixed.

      The additional-people-not-getting-on is kind of an architectural problem with the game, working on it.

jazzychad 11 years ago

This is incredible. I've been successfully nerd-sniped away from work. Also nice touch w/ the time-scale factors being Fibonacci numbers :) Great work.

noonespecial 11 years ago

Nitpick. Accidentally programming an infinite loop kills the page. Refreshing restores the offending code and immediately does it again. Had to clear cookies to get going again?

Just drop in a while (1) {} to reproduce.

danvk 11 years ago

Slightly related question: are there any standard workloads and tools out there for experimenting with elevator programming?

My apartment building has a utility elevator and two normal elevators. Each floor has two sets of call buttons. These have been programmed in different ways over the years, and I've always been curious if there was a good way to quantify the changes.

chidevguy 11 years ago

Here's a fairly simple strategy for beating challenges 1 - 5. Basically drop off people in the elevator according to whoever's floor is closest. Then once the elevator is empty go to the closest floor that has people waiting to be picked up.

https://gist.github.com/cspags/93f18a2fe505bf4f1686

zzleeper 11 years ago

Nitpick: it breaks the browser's back button

  • bondezu 11 years ago

    Sure does

    • astrojetsonjr 11 years ago

      Yea, the super wide screen is super annoying. Is there some reason for the big width? A little stealth at work would be nice, hard to hide something that huge.

  • KeytarHero 11 years ago

    Another nitpick: it's 1360 px wide.

    • fnordfnordfnord 11 years ago

      Yeah, I just had a little difficulty with that. It doesn't fit on my crappy projector.

  • dsjoerg 11 years ago

    came to the comments to say this

Daneel_ 11 years ago

For someone like me who knows zero Javascript, this is exactly the sort of puzzle I need to get started. Elevator programming has always interested me. Thanks also to SeoxyS for posting some code - I was struggling a lot to get started without a few examples.

Ideka 11 years ago

A couple of problems with the API.

First, why do you have to call checkDestinationQueue after modifying the queue? It's awfully redundant. I assume this is due to some kind of limitation.

And second, goingUpIndicator and goingDownIndicator are kind of sketchy. Can you activate both at the same time? What effect would that have? There should be a single property, directionIndicator of an enum type with the possible values up, down, and none. I don't think you can make enums in javascript though, but I don't know the language very well. I'm just explaining this in terms that I know; there probably is a suitable javascript equivalent or replacement.

  • Bdiem 11 years ago

    I'm not a developer of the game but:

    DestinationQueue handling: It is not redundant, those are different options. Just to give an valid example: Add something to the queue, sort the queue, make the elevator run the updated and sorted queue.

    Having both goingUpIndicator and goingDownIndicator is probabaly necessary to get this abritrary third state (both enabled / both disabled) which essentially indicates that the elevator will go in both directions.

    • magwo 11 years ago

      Yeah this is basically correct. There is nothing really preventing an elevator from reporting that it's going both up and down. The up/down indicators are used for two things: 1. To shut off the up/down request indicators correctly on the floor when the elevator arrives. 2. By passengers to decide whether to get on an elevator or not.

      • function_seven 11 years ago

        Thanks, I'm having a hard time with those indicators as well. One question. If I never set the indicators in my code, do they automatically get set? Or are the passengers getting on the car when there is no indicator?. (So far I've been having a lot of people refuse to get on my car, and I assume it's because my code is setting the wrong indicator).

        BTW, this is a game that will haunt me for a long time to come. Even when I pass a level, I stay on it trying to reduce the metrics rather than accept that I "lucked out" with my naive algorithm. You did a fantastic job on this.

        • athenry 11 years ago

          I think they are automatically set to true at the start, and will never change unless you change them.

    • avereveard 11 years ago

      correct, those works as flag with 'accept passenger in these direction' meaning. also note that if you change those values while you are at a floor, you need to go to that floor again for passenger to notice.

Brashman 11 years ago

I got to Challenge #5 by just having the elevators go to every floor like in the first example. It'd be nice to have an earlier challenge with only a single elevator force you to have a more complex controller. With 4 elevators going at a time, it's harder for me to "debug" and figure out how to use the API.

  • Someone1234 11 years ago

    > I got to Challenge #5 by just having the elevators go to every floor like in the first example.

    Strange, that strategy doesn't allow me to get past challenge 2 (just going to every floor one after the other).

    • Brashman 11 years ago

      Guess, I got lucky, haha. I should probably go back to challenge 2 and learn how to program these then.

      • Phlarp 11 years ago

        On six it takes you back to 4 floors with 2 elevators and the challenge is 40 people in under 60 elevator moves.

        The first 5 are easy to "brute force" but six is making me think a bit more.

        • pavel_lishin 11 years ago

          I cheated with #6. My elevators wait on the ground floor until they fill up, then they deliver the patrons to their floors. Everyone not on the ground floor... is stuck forever.

noonespecial 11 years ago

Wow. I want so many more of these kind of things for my kids. It's so close to using code to solve real problems. How about an assembly line version where many parts have to come together in the correct order? Or an air traffic control one? Subway scheduling? Pizza delivery? More please!

  • magwo 11 years ago

    Yeah! Something I think about occasionally is traffic-light optimization problems, optimizing for throughput, wait-time, safety etc. I think it could work well in a packaging similar to Elevator Saga.

benwaffle 11 years ago
  {init:function(){world.transportedCounter=999999},update:eval}
  • _lce0 11 years ago

    oh man, both clever and evil. love it!

chipuni 11 years ago

In challenge 3, I got the following error:

There is a problem with your code: .init@http://play.elevatorsaga.com/app.js line 66 > eval:12:9 createWorldController/controller.start@http://play.elevatorsaga.com/world.js:185:13 app.startChallenge@http://play.elevatorsaga.com/app.js:175:9 @http://play.elevatorsaga.com/app.js:216:13 riot.observable/el.trigger@http://play.elevatorsaga.com/libs/riot.js:45:1 pop@http://play.elevatorsaga.com/libs/riot.js:89:31

  • rco8786 11 years ago

    The error messages are bad because eval()...but rest assured there is a problem in your code.

eru 11 years ago

I wonder how much more efficient you could be, if people didn't just call for going up/down, but their destination floor.

  • _lce0 11 years ago

    ahead of time optimization!

  • g8gggu89 11 years ago

    They have that at work and it takes far longer to get an elevator. It's always annoying going to those buildings and using those elevators.

    • eru 11 years ago

      I like it much more. Yes, getting an elevator might take longer, but total travel time should be reduced. (Otherwise, the system is programmed wrong.)

      • Sami_Lehtinen 11 years ago

        As well as the overall throughput of the elevator system should be improved a lot.

    • nness 11 years ago

      In more than a few buildings I've worked in, these 'destination controlled' elevators shine the moment after a fire-drill and a couple of hundred people attempt to get back upstairs. It must be quicker, how else to justify what I'd imagine to be a far higher cost of operation.

  • tfinniga 11 years ago

    I'd love to see a version of the game that does this, for comparison.

AceJohnny2 11 years ago

This is awesome, however is there any way to get better syntax errors? Damnit Jim, I'm a C programmer not a Javascript coder!

  • danvk 11 years ago

    Try looking in the dev tools? I've been able to debug a few runtime errors this way.

pepijndevos 11 years ago

I think it would be a lot easier if idle elevators have idle fire every time someone presses a button.

That way the elevator can evaluate the new situation. Now you have to look up an elevator in the button event, and the API does not specify many properties, only events.

function_seven 11 years ago

Need help on this. I tried registering a handler for the up_button_pressed and down_button_pressed events, but the handler doesn't seem to be passed any arguments.

Is this correct?

    floor.on("up_button_pressed", function(event) { ... } );
  • tokenizerrr 11 years ago

    I don't think you need an argument. Within the callback function you still hold a reference to floor, and you know the up button has been pressed. There doesn't seem to be any more information. Note that there is also down_button_pressed

q_no 11 years ago

Is it just me, or is programming more than one elevator buggy?

I used a for( var i =0;i < elevators.length;++i) statement to apply my code to each elevator, but people only keep using the last one. Could someone give me a hint? ;)

  • archgoon 11 years ago

    You're probably hitting an issue with the way that closures work in javascript (and many other languages).

        for(var i = 0; i < elevators.length; ++i) {
            elevator[i].on("floor_button_pressed",
                 function(floorNum){ elevator[i].goToFloor(floornum)});
        }
    

    Doesn't do what one might expect. When the anonymous function is invoked, it looks up the value of the 'i' identifier, which will have changed it's value to elevators.length by the end of the loop. To get the behavior you want, I've seen people do

        for(var i = 0; i < elevators.length; ++i) {
            (function(i){
                elevator[i].on("floor_button_pressed",
                    function(floorNum){ elevator[i].goToFloor(floornum)});
            })(i);
        }
    

    This creates a new scope, which ensures that 'i' has the value that was passed in. I'm afraid I'm a little too tired to look up the parts of the spec that make the semantics clear.

    • q_no 11 years ago

      Thank you! Your suggestion makes sense indeed and works fine!

      • Jtsummers 11 years ago

        You can also use:

          elevators.forEach(function(elevator, elevatorNumber) {...});
        

        This will provide each elevator with its index in the elevators array.

joelthelion 11 years ago

How are the passengers generated? Do they follow a realistic distribution, or are they just completely random?

The game would be a lot more fun with realistic or even real measured workloads.

  • magwo 11 years ago

    Dev here. :)

    They spawn at a fixed rate, but at random floors, with 50% spawning at the bottom floor.

    I agree it would be more interesting if there were patterns, distributions, more popular floors etc. Haven't gotten around to implementing it. There's a small unused bit of code here intended for this: https://github.com/magwo/elevatorsaga/blob/master/challenges...

sossles 11 years ago

Pretty cool concept. Had a little trouble working out how to get started because on my 1024px wide monitor, the 'apply' button was not visible.

frevd 11 years ago

// works well enough:

{ currentFloor: 0,

    init: function(elevators, floors) {
        var elevator = elevators[0]; // Let's use the first elevator
        elevator.on("idle", function() {
            // The elevator is idle, so let's go to all the floors (or did we forget one?)
            var nextFloor; 
            do nextFloor = Math.round(Math.random() * 2); while (nextFloor == this.currentFloor); 
            elevator.goToFloor(this.currentFloor = nextFloor);
        });
    },
    update: function(dt, elevators, floors) {
        // We normally don't need to do anything here
    }, 
    vendor: 'Sirius Cybernetics Corporation'
}
  • frevd 11 years ago

    Okay, didn't read or look (currentFloor is already defined) and this won't work in this context.

    Here is another approach that brought me through till challenge #7:

        {   
            init: function(elevators, floors)  // hook up events
            {
                // these are the global wish lists that idle elevators choose from (key are floor numbers, values are number of people): 
                var wishListUp = {}, wishListDown = {}; 
    
                for (var i = 0, l = elevators.length; i < l; i++)
                {
                    var elevator = elevators[i];
                    // API: goToFloor(n) [enqueues], stop() [clears queue], currentFloor(), 
                    //      goingUpIndicator([set]), goingDownIndicator([set]), loadFactor() [0..1], 
                    //      destinationQueue[], checkDestinationQueue() [after manual update]
    
                    elevator.on("idle", function()  // elevator destination queue finished
                    {
                        processWishList();
                    }); 
    
                    elevator.on("floor_button_pressed", function(floorNum)  // passenger indicates where to go
                    {
                        if (this.destinationQueue.filter(function (d) { return d == floorNum; }).length == 0)  // if not already enqueued
                            this.goToFloor(floorNum);  // enqueue
                        // note: passengers coming first need to be delivered first (or at least at all)
                        //       however, the elevator will check by passing, whether one destination
                        //       can be approached before the others since it comes on the way. 
                    }); 
    
                    elevator.on("passing_floor", function(floorNum, direction/*"up"/"down"*/)  // if not in destination queue
                    {
                        updateIndicators(this);  // indicate next destination from here
                        // we stop here if the queue contains this destination, 
                        // or if a passenger on the global wish list want to go in our direction. 
                        // we can only hope that people check where the elevator is going. 
                        if (this.destinationQueue.filter(function(d) { return d == floorNum; }).length > 0)
                        {
                            this.destinationQueue = this.destinationQueue.filter(function(d) { return d != floorNum; });  // remove from later
                            this.destinationQueue.unshift(floorNum);  // add as immediate next destination
                            this.checkDestinationQueue();  // announce modification
                        }
                        else if (this.loadFactor() < 1.0)  // if there is some space left
                        {
                            switch (getDirection(this))
                            {
                                case 1:  // going up
                                    if (wishListUp[floorNum])  // are people waiting to go up from here?
                                    {
                                        //if ((1.0 - this.loadFactor()) * 10.0 - wishListUp[floorNum] > 0)  // assume capacity for 10 people with regular weight
                                        //    delete wishListUp[floorNum];  // mark as visited
                                        this.destinationQueue.unshift(floorNum);  // add as immediate next destination
                                        this.checkDestinationQueue();  // announce modification
                                    }
                                    break;
                                case -1: // going down
                                    if (wishListDown[floorNum])  // are people waiting to go down from here?
                                    {
                                        //if ((1.0 - this.loadFactor()) * 10.0 - wishListDown[floorNum] > 0)  // assume capacity for 10 people with regular weight
                                        //    delete wishListDown[floorNum];  // mark as visited
                                        this.destinationQueue.unshift(floorNum);  // add as immediate next destination
                                        this.checkDestinationQueue();  // announce modification
                                    }
                                    break;
                                case 0:  // final destination
                                default: 
                                    break; 
                            }
                        }
                    }); 
    
                    elevator.on("stopped_at_floor", function(floorNum)  // one destination reached
                    {
                        processWishList(); 
                        updateIndicators(this);  // next direction
                    });
                }
    
                for (var i = 0, l = floors.length; i < l; i++)
                {
                    var floor = floors[i];
                    // API: floorNum()
    
                    floor.on("up_button_pressed", function()  // somebody wants to go up from a certain floor
                    {
                        // elevators are choosing their next best destination, 
                        // we just enqueue this into the global wish list queue: 
                        var f = this.floorNum(); 
                        if (wishListUp[f])
                            wishListUp[f]++; 
                        else
                            wishListUp[f] = 1;
                        processWishList(); 
                    }); 
    
                    floor.on("down_button_pressed", function()  // somebody wants to go down from a certain floor
                    {
                        // elevators are choosing their next best destination, 
                        // we just enqueue this into the global wish list queue: 
                        var f = this.floorNum();
                        if (wishListDown[f])
                            wishListDown[f]++;
                        else
                            wishListDown[f] = 1;
                        processWishList();
                    });
                }
    
    
                function processWishList()  // give idle elevators a new destination
                {
                    for (var i = 0, l = elevators.length; i < l; i++)  // idle
                    {
                        var elevator = elevators[i]; 
                        if (elevator.destinationQueue.length == 0)
                        {
                            var next = chooseFloor(elevator.currentFloor(), true);  // find closest wish
                            if (elevator.currentFloor() != next)
                                elevator.goToFloor(next); 
                        }
                    }
                }
    
                function getDirection(elevator)
                {
                    if (elevator.destinationQueue.length == 0)
                        return 0;  // nowhere
                    else if (elevator.currentFloor() < elevator.destinationQueue[0])
                        return 1;  // up
                    else
                        return -1;  // down
                }
    
                function chooseFloor(currentFloor, dequeue)
                {
                    // choose next destination from the global wish lists for up and down, 
                    // depending on a) closest distance and b) number of waiting passengers: 
                    var wishList = {};  // joined up and down lists with passenger counts
                    var floors = [];  // array of distinct floor numbers
                    for (var i in wishListUp)
                    {
                        wishList[i] = wishListUp[i]; 
                        floors.push(i); 
                    }
                    for (var i in wishListDown)
                        if (wishList[i])
                            wishList[i] += wishListDown[i];
                        else
                        {
                            wishList[i] = wishListDown[i];
                            floors.push(i); 
                        }
                    floors.sort(function(a, b)
                        { 
                            var res = Math.abs(currentFloor - a) - Math.abs(currentFloor - b);  // by closeness asc
                            if (res == 0)
                                res = wishList[b] - wishList[a];  // by passengers waiting desc
                            return res; 
                        }); 
                    if (floors.length == 0)
                        return 0;  // nothing to do, go back to base
                    var next = floors[0];
                    if (dequeue)
                    {
                        if (wishListUp[next])
                            delete wishListUp[next]; 
                        if (wishListDown[next])
                            delete wishListDown[next];
                    }
                    return next; 
                }
    
                function updateIndicators(elevator)
                {
        return;  // there seems to be a bug if announcing, people do not react ..
                    switch (getDirection(elevator))
                    {
                        case 1:  // up
                            if (!elevator.goingUpIndicator())
                                elevator.goingUpIndicator(true);
                            if (elevator.goingDownIndicator())
                                elevator.goingDownIndicator(false);
                            break; 
    
                        case -1:  // down
                            if (elevator.goingUpIndicator())
                                elevator.goingUpIndicator(false);
                            if (!elevator.goingDownIndicator())
                                elevator.goingDownIndicator(true);
                            break; 
    
                        case 0:  // nowhere
                        default: 
                            if (elevator.goingUpIndicator())
                                elevator.goingUpIndicator(false);
                            if (elevator.goingDownIndicator())
                                elevator.goingDownIndicator(false);
                            break; 
                    }
                }
            },
    
            update: function(time, elevators, floors)  // loop during operation, called each frame
            {
            }, 
    
            vendor: 'frevd'
        }
outsidetheparty 11 years ago

I stopped writing javascript for work at 10pm and then for fun immediately started writing javascript for imaginary elevators until way too late o'clock

I can't help but feel like there is something deeply wrong with me

Scaevolus 11 years ago

If you accidentally make an infinite loop, you can no longer load the page :(

  • scott_karana 11 years ago

    Good find!

    Clearing cookies/localstorage should fix that for you, at least until the devs figure out a fix :)

SeoxyS 11 years ago

My attempt at a basic smart algorithm. Not so easy...

https://gist.github.com/kballenegger/e275a99d50de2ee07f97

  • idbehold 11 years ago

    Why do you have conditionals written like this: if (elevator.goingUpIndicator() == true)? Why not just: if (elevator.goingUpIndicator())?

    • _lce0 11 years ago

      I believe some people really need think in term of comparations and, for those, adding a "==" symbol make sense, even if the resultant code doesn't make any sense at all!!

      Also, I can never understand why people write ..

          if (foo()) {
              return true;
          } else {
              return false;
          }
      

      .. or things like extra parens on conditionals, or weird styles like:

          return (false);
      
      

      I strongly believe people write as they talk, and talk as they think; which not clearly translates linearly when what you write is code ;)

      • JoeAltmaier 11 years ago

        Many languages are expressions (as opposed to statements) including C-like languages. I've always thought that 'return' itself was redundant. If a compound statement was defined to return the value of the final (executed) statement, then functional methods would get much simpler. And remove the need for the '?' operator for instance.

        e.g.

           int foo(int x) {   bar(x,y); }
        

        or

           x = {if (foo() > 9) true; else false; }
        • eru 11 years ago

          You might like functional languages.

        • thedufer 11 years ago

          Have you tried coffeescript? Your examples are pretty close to valid code that does what you want.

        • _lce0 11 years ago

          I think one problem with statements-as-expression is that is not always evident which should be their result.

          for instance:

              bool r = if (test()) {
                false;
              } else {
                true;
              }
          

          what r should be set to? true or false?

          I don't see the point of adding such complexity.. it's waaay more clear to be explicit

              bool r = test();
              if (r) {
                false;
              } else {
                true;
              }
          

          or, if you intended the other way

              bool r;
              if (test()) {
                r = false;
              } else {
                r = true;
              }
          

          I guess that's why you need to be strictly correct, or highly opinionated, to design a language.

          • JoeAltmaier 11 years ago

            I'm missing your point I guess. All those are equivalent? In C an assignment has the value of the RHS, so that doesn't change anything in these examples.

          • molo 11 years ago

            That is unnecessary verbosity. Try this instead:

                bool r = !test();
        • eru 11 years ago

          In an imperative language, you still might want an optional return to jump out of the middle of some code.

      • SeoxyS 11 years ago

        Responding to GP; I think it's a tiny bit clearer with `== true`, but I don't feel particularly strongly about it. I wrote this code without caring too much about style and cleanliness.

        However, I don't agree that the shortest code is always the cleanest. In JS for example, I've found that wrapping every conditional body in braces even if it's a single statement helps avoid bugs and clear out ambiguity.

        Also, this code:

            if (foo()) {
                return true;
            } else {
                return false;
            }
        

        is not equivalent to

            return foo();
        

        because foo() could return something that isn't boolean. The correct short version would be:

            return !!foo();
        

        It's far less obvious what is going on here. That said, I'd probably go with:

            return foo() ? true : false;
  • _lce0 11 years ago

    here mine: https://gist.github.com/eridal/7ce55190837801811067

    side note: why are you using underscore? I wanted to try your code, but doesn't work out-of-the-box.

    • SeoxyS 11 years ago

      LoDash actually, not Underscore. Mostly because it's included by the game already. The code should run as-is. That said, it does occasionally get stuck. I think I have a bug with the direction indicators.

highmastdon 11 years ago

Added solution: https://github.com/magwo/elevatorsaga/wiki/Solution-by-alber...

Can work for all up to 9, except 5. Can't get it to work. When it has to be done within 'x' moves, change foreach 'e' variable to var `e = <total elevator minus 1>`

Main 'pattern' behind it: the elevators decide everything. Each elevator does the same based on a global array of where passengers are waiting.

tokenizerrr 11 years ago

Very fun game. After playing for a while I did of course look for a way to break it.

{ init: function(elevators, floors) { console.log(window.world); }, update: function(dt, elevators, floors) { _.each(window.world.users, function(user) { if(user.done) { user.removeMe = true; user.trigger("removed"); user.off("*"); }else{ user.done = true; user.trigger("exited_elevator", 0); } }) } }

demarq 11 years ago

Couldn't get past eight, but what a fun idea!!

As an extra challenge I followed these rules:

1) Elevators cannot inspect the state of other elevators

2) No Hacking the games internal apis

3) No timeout callbacks

EchoAce 11 years ago

Accessibility to non-programmers though as a good and inspiring learning tool? Or is that not an intended purpose?

  • Gustomaximus 11 years ago

    Non-programmer here playing. It gamifies coding for sure. Intended purpose unknown.

    If the makers read this, firstly this is brilliant. Second my feature request would be to have some record of history to watch how I improve (or not) each simulation.

NietTim 11 years ago

Now this is cool. Thanks for sharing, I will be playing this for a bit over the weekend :)

bgun 11 years ago

Cleverly done! And "Saga" got a chuckle from me.

umutisik 11 years ago

This is brilliant. Do you know of other games like this?

Fede_V 11 years ago

I was horrendously worried this would be a parody of the incident with Rebecca Watson. I'm glad this is much more tasteful - looks really, really fun actually.

sandsand 11 years ago

How do I store global state (if at all)?

  • danvk 11 years ago

    It's JavaScript, everything is a global! (so long as you don't declare it with var)

Aeolun 11 years ago

This is awesome