Create a game and win an all-expenses paid trip to SenchaCon!

bbz10Last month, Sencha and Blackberry sponsored a contest among the top 25 performing Sencha partners from which five would be selected to be demoed at SenchaCon. The goal of the contest was to develop/port apps to the Blackberry Z10 that highlighted the features and benefits of that new device. We were honored to be included in the contest and delighted to find that our entry was named as one of the winners.

Now, as many of my close friends can attest, I have a weakness for contests that dates all the way back to an unfortunate incident that occurred during my senior year of high school. And ever since then, any time a good contest comes along, it captures my full attention. It’s a bit of an unhealthy obsession, actually. This was as true for the first (and last) game of “quarters” that I played back in college as it is today when I’m competing in a hackathon or for a spot in the Inc. 500/5000. And don’t “double-dog dare” me…ever. You’ll end up licking Bourbon Street. But, I digress.

Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.

-Sun Tsu

So, the first step in competing was strategizing about what kind of app might make it to the “final five.” I wanted to do something that hadn’t really been attempted before. So, I made a list of key features:

  • It had to be “cool.”
  • It had demonstrate the superior performance of the Blackberry Z10.
  • It had to stretch the limits of what was possible with Sencha Touch and mobile platforms.
  • It had to make our brains hurt (something new that we hadn’t built before).
  • It had to contain at least one Mel Brooks or Monty Python reference.
  • It had to “suck up” to the judges (lesson learned in high school)

So I decided that we’d build a game. Not any game, mind you. THE GAME. The game that initially piqued my interest in computers, way back in 1980 – STAR RAIDERS, running on an Atari 400. Surely a game that had been built nearly 35 years ago to run within 8KB of RAM and perform well on a 4.77 Mhz CPU could be redeveloped to run as an HTML5 app on a mobile phone, right? What could possibly go wrong?!

Creating the Proof of Concept

With the plan in hand, we built out a proof-of-concept just to see if we could get the most basic UI elements to operate efficiently on the platform.  We had to get directional starfield working, as well as some of the visuals for basic game features like “raising the shields” and changing direction of the ship. We also wanted to see if we animate the firing of photon torpedoes to be reasonably performant. Fortunately, the overall HTML5 performance of the Blackberry Z10 was really great. This is a device that definitely merits your consideration the next time that you find yourself shopping for a smartphone.

My God, It’s Full of Stars


As it turned out, the starfield was actually relatively easy to implement- largely because we could “cheat” and port this HTML 5 example over to a Sencha Touch view. One of the challenges, however, is that since the starfield was built for an HTML5 canvas, we had to ensure that Sencha’s Ext.draw.Component class would always generate a <canvas> tag, regardless of the device that the app was running on (currently Sencha Touch outputs <canvas> on iOS and SVG for everything else). The solution was fairly straightforward, albeit not particularly well documented. Sencha Touch enables you to explicitly set the drawing engine as illustrated by the following code snippet:

Ext.define('MyApp.view.StarCanvas', {
	extend: 'Ext.draw.Component',
	alias: 'widget.starcanvas',
	engine: 'Ext.draw.engine.Canvas'

The rest of the starfield was, more or less, a direct port. Of course, we had to fit it into the Sencha framework and made some minor mods to support an “aft view” as well as tweaked the code to randomize the star’s starting positions:

Ext.define('MyApp.view.ViewScreen', {
	extend: 'Ext.Container',
	alias: 'widget.viewscreen',
	requires: [

	c_x: null,
	c_y: null,
	starTimer: null,

	config: {
		itemId: 'viewscreen',
		style: 'background-color: #000000',
		layout: {
			type: 'fit'
		aftView: false

	onViewscreenActivate: function() {

            orientationchange: {
                fn: this.onOrientationChange,
                scope: this

	updateAftView: function(nVal) {
		this.star_speed *= -1;

	initialize: function() {
		this.n = 512;
		this.w = 0;
		this.h = 0;
		this.x = 0;
		this.y = 0;
		this.z = 0;
		this.star_color_ratio = 1;
		this.star_ratio = 256;
		this.star_speed = 1;
		this.star_speed_save = 0; = new Array(this.n);
		this.fps = 0;
		this.cursor_x = 0;
		this.cursor_y = 0;
		this.canvas_x = 0;
		this.canvas_y = 0;
			xtype: 'starcanvas',
			itemId: 'viewscreenCanvas'
		this.canvas = this.down('#viewscreenCanvas');
		this.domCanvas = Ext.get(this.canvas.getSurface().element.query('canvas')[0]);
			resize: this.onChangeOrientation,
			scope: this
		Ext.Function.defer(this.onViewscreenActivate, 750, this);
		this.animateStarField = Ext.Function.bind(this.doAnimate, this);

	onOrientationChange: function(e) {
		e = e[0];

		// var s = this.down('starcanvas');
		// console.log('g', e.gamma);
		// console.log('b', e.beta);

		this.cursor_x += e.gamma - this.c_x;
		this.c_x = e.gamma;
		this.cursor_y += e.beta - this.c_y;
		this.c_y = e.beta;

	onChangeOrientation: function() {
		var el = Ext.get('canvas').elements[0]);
		this.w = el.getWidth();
		this.h = el.getHeight();

		this.x = Math.round(this.w / 2);
		this.y = Math.round(this.h / 2);
		this.z = (this.w + this.h) / 2;
		this.star_color_ratio = 1 / this.z;
		this.cursor_x = this.x;
		this.cursor_y = this.y;

	doAnimate: function() {
		context = this.domCanvas.dom.getContext('2d');
		context.fillStyle = 'rgb(0,0,0)';
		context.strokeStyle = 'rgb(255,255,255)';
		mouse_x = this.cursor_x - this.x;
		mouse_y = this.cursor_y - this.y;
		// console.log(mouse_x, mouse_y);
		// var path = '';
		// this.canvas.removeAll(true);
		context.fillRect(0, 0, this.w, this.h);
		for (var i = 0; i < this.n; i++) {
			test = true;
			this.star_x_save =[i][3];
			this.star_y_save =[i][4];[i][0] += mouse_x >> 4;
			if ([i][0] > this.x << 1) {[i][0] -= this.w << 1;
				test = false;
			if ([i][0] < -this.x << 1) {[i][0] += this.w << 1;
				test = false;
			}[i][1] += mouse_y >> 4;
			if ([i][1] > this.y << 1) {[i][1] -= this.h << 1;
				test = false;
			if ([i][1] < -this.y << 1) {[i][1] += this.h << 1;
				test = false;
			}[i][2] -= this.star_speed;
			if ([i][2] > this.z) {[i][2] -= this.z;
				test = false;
			if ([i][2] < 0) {[i][2] += this.z;
				test = false;
			if (!test) {
				// reset starting position and angle[i][0] = Math.random() * this.w * 2 - this.x * 2;[i][1] = Math.random() * this.h * 2 - this.y * 2;[i][2] = Math.round(Math.random() * this.z);
			}[i][3] = this.x + ([i][0] /[i][2]) * this.star_ratio;[i][4] = this.y + ([i][1] /[i][2]) * this.star_ratio;
			if (this.star_x_save > 0 && this.star_x_save < this.w && this.star_y_save > 0 && this.star_y_save < this.h && test) {
				context.lineWidth = (1 - this.star_color_ratio *[i][2]) * 2;
				context.moveTo(this.star_x_save, this.star_y_save);
		// surface.renderFrame();
		// update playfield

	initializeStars: function() {
		for (var i = 0; i < this.n; i++) {[i] = new Array(5);[i][0] = Math.random() * this.w * 2 - this.x * 2;[i][1] = Math.random() * this.h * 2 - this.y * 2;[i][2] = Math.round(Math.random() * this.z);[i][3] = 0;[i][4] = 0;

As you can see from the code snippet, we toyed around with using the device’s accelerometer to control ship/starfield movement but ultimately abandoned the idea as it was too difficult for my forty-four year old fingers to accurately control.

In Space, No One Can Hear the Developer Scream

Another somewhat unexpected challenge involved adding sound effects to the app. I had heard that HTML5 audio had some “issues” but was completely unprepared for the truly heinous support (or lack thereof) that is currently out there. This was 2013, after all, and I figured that a full five years after the introduction of the iPhone that surely browser support for MP3 playback must have been troubleshot. I could not have been more wrong.

Our initial “brute-force” implementation for adding sound was to simply add hidden Ext.Audio instances to a view class as illustrated below:

  { xtype: 'audio',
   url  : 'resources/sounds/pewpew.mp3',
   itemId: 'sndFirePhoton',
   hidden: true
   xtype: 'audio',
   url  : 'resources/sounds/thrust.mp3',
   itemId: 'sndEngineThrust',
   loop: true,
   hidden: true

We then selectively executed the method based on the type of operation that was being performed by the user. And this worked great…until we tested it on mobile devices where it failed in strange and magnificent ways! It turns out that iOS has some significant issues with playing back two audio streams simultaneously, and the Blackberry OS would randomly fail to load our MP3 files once a certain memory usage threshold was reached.

Pull-yourself-together! “What will you do?” Is this a question? You will show him you remember that he is Mr. Incredible, and you will remind him who *you* are. Well, you know where he is. Go, confront the problem. Fight! Win!

Edna Mode

Ultimately, our stop-gap solution was to produce a sound “sprite.” Essentially we merged all of the game’s sound effects into a single file (cudos to Adobe Audition) and then extended the Ext.Audio class to play segments on an as-needed basis:

Ext.define('MyApp.view.Sounds', {
    extend: 'Ext.Audio',
    xtype: 'sounds',

    audioSprite: null, // DOM reference
    audioQueue: [],
    canPlayThrough: false,

    config: {
        hidden: true,

        ambientTrack: 'sndThrust',
        playAmbient: false,

        tracks: {
            sndOn: {
                start: 0,
                length: 0.35
            sndOff: {
                start: 1.38,
                length: 0.5
            sndWarp: {
                start: 2.974,
                length: 6.456
            sndWarpExit: {
                start: 9.43,
                length: 6.96
            sndTorp: {
                start: 17.39,
                length: 1.32

        url: 'resources/sounds/audiosprite.mp3',
        itemId: 'sndSprite'

    initialize: function() {
        this.audioSprite = Ext.get('audio').elements[0]);
        this.audioTimeUpdate = Ext.Function.bind(this.onTimeUpdate, this);

    onTimeUpdate: function(e) {

        if (this.audioQueue.length > 0) {
            if (this.getCurrentTime() >= this.audioQueue[0].start + this.audioQueue[0].length) {
                Ext.Array.erase(this.audioQueue, 0, 1);
                if (this.audioQueue.length > 0)
                else if (this.getAmbientTrack() != '' && this.getPlayAmbient()) {


    updatePlayAmbient: function(bool) {
        if (bool) {

    playQueue: function(bNow, err) {

        try {
        } catch (e) {
            // overcome potential ios seeking issue


    playTrack: function(name, bNow) {

        if (bNow) {
            this.audioQueue = [];



This effectively solved our file loading issue on Blackberry and iOS started playing back a bit more reliably, but is still a bit dodgy. It also had the side benefit of reducing the number of http requests to sound files, and anything that you can do to reduce the number of http transactions is helpful for performance. Ultimately, I’ll refactor this again to try and make it even more stable, but it’s borderline acceptable for a 1.0 release of a “demo app”

Always remember to bring the funny

For me, the best part of working on this project was finding interesting ways to inject geek humor into the proceedings

Like engaging the warp drive…


…and putting a ridiculous backstory into a “Star Wars” crawl  using CSS3…


…and making an oblique reference to the lead developer of Sencha Touch (Jacky Nguyen)…


… and simulating a “cracked” viewscreen when you get caught with your shields down…


…and designing a scenario where legions of  jQuery developers are out to assimilate you …


Was it over when the Germans bombed Pearl Harbor?

I suppose that what I’ve learned over the years is that it takes just a little bit of insanity and no small amount of effort to win these contests. Reach for the stars, but be prepared when the universe responds by firing a photon in your general direction.

Work on the app continues…we’re still hacking away, posting new builds every few days, optimizing the codebase, and tweaking gameplay at Because, let me tell you, MATH IS HARD! We’ll have our initial 1.0 release out before SenchaCon on July 16th which will coincide with a full release of the sourcecode on GitHub for everyone’s mutual enjoyment.


Full sourcecode is available at:


2 thoughts on “Create a game and win an all-expenses paid trip to SenchaCon!

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