Skip to content

Releases: danzen/zimjs

ZIM 018

01 Jun 22:11
Compare
Choose a tag to compare

ZIM is a general canvas framework at https://zimjs.com - official updates are at https://zimjs.com/updates.html

Welcome to ZIM 018!

1. HAND TRACKING WITH ML5 AND ZIM CAM

https://zimjs.com/018/handtrack.html

handtrack
A handTrack(ML5results) method has been added to ZIM Cam(). Must import zim_cam.
By default, this replaces the normal mouse and touch when a hand is detected.
Each pointer finger is a cursor for mousemove, mouseover and mouseout
and pinching the pointer finger and the thumb, triggers mousedown, pressmove, pressup, tap, and click.
There is a cursorMode which defaults to AUTO - there are also true and false values.


CURSOR MODES

  • AUTO: mouse and touch are replaced by the finger and pinch only when a hand is detected
  • true: mouse and touch are turned off and only the finger and pinch are used
  • false: mouse and touch are active and the finger and pinch are not used

  • In all cases, the hand cursors still show, have data, and dispatch events.

    The cursorMode property can be used to change the mode dynamically. There is also a toggleReplace parameter and property (default true) which lets the user toggle using the hand rather than mouse and press but pinchin thumb and pinky. When a hand replaces the mouse and touch, the cam.replaceCursor is true as is the zim.handCursor. When the mouse and touch are being used then cam.replaceCursor and zim.handCursor are false. The handTrack() method automatically calls a prepareTrack() method if prepareTrack() is not already called. Optionally, the prepareTrack() can be called first to set a variety of options including the cursorMode parameter. The tracking cursors will still show and the cam dispatches "handmove", "handdown", and "handup" events.
    // INSIDE A CAM ASK - see docs for Cam()
    
    // optional - use prepareTrack() with the following parameters:
    // width, height, hand, pinchColor, pinchHide, leftColor, rightColor,
    // handScale, handAlpha, damp, gapTime, tapTime, cursorMode, toggleReplace
    // cam.prepareTrack();
    
    // ML5
    const handPose = ml5.handPose(modelLoaded);
    function modelLoaded() {
    	handPose.detectStart(cam.getCanvas(), result);							
    	function result(results) {
    		// handTrack() replaces mouse and touch 
    		// with hand and pinch interaction if a hand is detected
    		// prepareTrack() is automatically called 
    		cam.handTrack(results); 		
    	}
    }		

    WORKINGS
    When replaceCursor is true, We pass the finger location directly into CreateJS.
    We use the remoteCursor system that we made in CreateJS for handling TextureActive raycast data from threejs.
    The ZIM cam module alreay had a CamCursor() class... but it is custom pixel tracking and a little slow.
    The ML5 Tracking is the best we have seen... and we have been doing this for 20 years (back in Flash).

    2. ML5 EXAMPLES IN ZIM

    https://zimjs.com/ml5

    ml5
    ML5 - Machine Learning library at https://ml5js.org/
    has a bunch of AI features built on TensorFlow - from Google AI.
    We have made a mini-site demonstrating most but not all features.


    ML5 EXAMPLES

  • https://zimjs.com/ml5/image.html Image Classifier
  • https://zimjs.com/ml5/hands.html Hand Tracking
  • https://zimjs.com/ml5/finger.html Finger Tracking
  • https://zimjs.com/ml5/skeleton.html Hand Skeleton
  • https://zimjs.com/ml5/pinch.html Pinch Tracking
  • https://zimjs.com/ml5/face.html Face Tracking
  • https://zimjs.com/ml5/box.html Face Box
  • https://zimjs.com/ml5/eyes.html Face Eyes
  • https://zimjs.com/ml5/body.html Body Tracking

  • ML5 can give very accurate hand poses, face poses and body poses and results return points.
    These points can be used to place ZIM objects or with a ZIM Shape to make circles, etc.
    There are other features too like shape recognition, blurring backgrounds, etc.
    These can all be used in ZIM - for using ML5 for interaction see the HAND TRACKING section above.

    3. ZIM CAROUSEL3D

    https://zimjs.com/018/carousel3D.html

    carousel3d
    A 3D carousel that cycles through items as it is swiped
    or using next(), prev() or go() methods or index property.
    Can be horizontal or vertical.

    // widthFactor 2.5 will spread the items more in the width 
    // heightFactor 10 will increase height difference 
    // curve .6 will curve them a little more
    const carousel = new zim.Carousel3D(700, 500, pages, 2.5, 10, .6)
    	.center()
    	.change(()=>{
    		indicator.index = carousel.index;		
    	});	
    
    // optional indicator
    const indicator = new Indicator({
    	width:pages.length*20,
    	height:25,
    	num:pages.length,
    	interactive:true,
    	toggleFirst:false,
    	delayLights:true
    }).pos(0,80,CENTER,BOTTOM).change(()=>{
    	carousel.go(indicator.index);
    });
    
    // optional arrows
    new Arrow().pos(50,0,RIGHT,CENTER).tap(()=>{
    	carousel.next();
    });
    new Arrow().rot(180).pos(50,0,LEFT,CENTER).tap(()=>{
    	carousel.prev();
    });
    4. ZIM DAT
    https://zimjs.com/018/dat.html ZIM Dat(file) can now be used for preloaded txt or json files. This is a wrapper class for ZIM asset(file). Use the data property to get the data - for instance, new Dat(file).data. JSON files will be automatically parsed. The asset(file) can still be used if desired. This can be lazy loaded with and comes with a complete (or ready) event but it is not like a promise or a lazy loaded image or sound it can't be used until it is complete.
    new Frame(FIT, 1024, 768, light, dark, ready, "stats.json");
    function ready() {	
    	zog( new Dat("stats.json").data ) // a JSON parsed object		
    }

    5. ZIM PHYSICS PUPPET

    https://zimjs.com/018/puppet.html
    Normally, objects with physics should not be animated or dragged with ZIM
    but rather they should be moved with physics forces or the physics drag.
    Now, we can use puppet() to make an object with physics follow an object without physics.
    The object without physics can be animated, wiggled, dragged with ZIM drag(), etc.
    and the object with physics will be joined with the equivilant of a mouseJoin
    objectWithPhysics.puppet(objectWithoutPhysics) - there is also puppetOff().
    Then animate(), wiggle(), zim drag(), gesture(), transform(), etc. can be used.
    note: it is the x and y property only, not rotation or scale.

    // make sure to import zim_physics
    new Physics();
    const circle = new Circle(20,red)
    	.center()
    	.wiggle("x", null, 100,200,1,2)
    	.wiggle("y", null, 100,200,1,2); // note - no physics
    const ring = new Circle(100,clear,purple,2)
    	.center()
    	.addPhysics()
    	.puppet(circle); // ring will follow circle
    new Rectangle(100,100,purple)
    	.reg(CENTER)
    	.center()
    	.mov(50,50)
    	.addPhysics(false); // static
    1. LABEL LETTERS IMPROVEMENTS
      https://zimjs.com/018/justify.html
      Added labelWidth to LabelLetters to line break at LabelWidth
      Added lineAlign JUSTIFY to LabelLetters and lineAlignLast parameters.
      Added JUSTIFY to global variables
    new LabelLetters({
    	label: "Will this wind be so mighty as to lay low the mountains of the uuuug?",
    	lineWidth: 400,
    	lineAlign:JUSTIFY,
    	// lineAlignLast:JUSTIFY, // or LEFT, RIGHT, CENTER
    });

    7. ZIM MOTIONCONTROLLER TILEOBJ

    https://zimjs.com/018/tileobj.html

    tileobj
    Added tileObj to MotionController for keydown, dPad, gamebutton, and gamestick
    Added moveGrid property to get or set the allowed moves specified by the tileObj
    This let users move an object on a tile game board. Off-limit tiles can also be set.
    This is not path finding - for path finding, use the game module Board with EasyStar.

    const tileObj = {
    	animate:true,
    	cols:10,
    	rows:4,
    	w:70,
    	h:70,
    	spacingH:3,
    	spacingV:3,
    	startCol:1,
    	startRow:1,
    	moves:[
    		[1,1,1,1,1,1,1,1,1,1],
    		[1,1,1,1,1,0,1,1,1,1],
    		[1,1,1,0,0,0,0,0,1,1],
    		[1,1,0,0,0,0,0,1,1,1],
    		[1,1,1,1,0,1,1,1,1,1],
    		[1,1,1,1,1,1,1,1,1,1]
    	]
    }
    
    if (tileObj.moves) {
    	tileObj.cols = tileObj.moves[0].length;
    	tileObj.rows = tileObj.moves.length;
    }
    const tile = new Tile(
    	new Rectangle(tileObj.w,tileObj.h,white).reg(CENTER),
    	tileObj.cols,tileObj.rows,
    	tileObj.spacingH,tileObj.spacingV
    )
    	.alp(.8)
    	.center();	
    // hide tiles that are off limits
    if (tileObj.moves) {
    	loop(tile.items2D, (row,j)=>{
    		loop(row, (item,i)=>{
    			if (!tileObj.moves[j][i]) item.color = clear;
    		});
    	});
    }
    const player = new Circle(25,red).loc(tile.items[1]);
    new MotionController({target:player, damp:1,  type:dPad, tileObj:tileObj});

    8. PERMISSIONASK

    Removed ZIM Frame() sensors parameter and added creating the events to PermissionAsk()
    So now, always use PermissionAsk() for cam, mic, devicemotion, or deviceorientation events
    Tidied up the code for PermissionAsk().

    const ask = new CamAsk().show(yes=>{
    	// if the user answers yes to the CamAsk
    	if (yes) {
    		// new Cam() will trigger the Browser asking for permission
    		// unless already have given permission in this session
    		let cam = new Cam(1280,720);
    		cam.on("ready", ()=>{
    			// code here
    			cam.scaleTo().center().alp(.2);		
    
    		});            
    		// if the user does not accept the browser asking...
    Read more

    ZIM 017

    06 Oct 23:06
    Compare
    Choose a tag to compare

    0. BUBBLING VIDS

    https://www.youtube.com/watch?v=yfgpkRGkwXc - ZIM 017 Has Launched!
    https://www.youtube.com/watch?v=i4GyEDK-W6Q - ZIM Chat Bot for AI Coding
    https://www.youtube.com/watch?v=BQUrLWlLHv4 - Rive Integration - Interactive Graphics Tool
    https://www.youtube.com/watch?v=WBvLtb9d3HM - Outline Image and Concave Physics
    https://www.youtube.com/watch?v=ZCiR8lMwR4g - Accordion, Indicator, Continuous Pages updates
    https://www.youtube.com/watch?v=X4ius2KLY74 - General Updates
    https://www.youtube.com/watch?v=-OTI4l2zY7M - Data to and from NodeJS
    https://www.youtube.com/watch?v=WC4fAcr2EUw - Drop with Drag and Lists
    https://www.youtube.com/watch?v=R81uUfEsiOc - Slicer for n-Slicing and 9-Slicing

    1. CHAT BOT

    https://zimjs.com/bot

    bot

    Created and AI Chat Bot for ZIM.
    This uses RAG (Retrieval Augmented Generation)
    which uses the best 3 questions and answers from 1000 ZIM question and answers
    and the ZIM Template to feed to ChatGPT a special prompt.
    The project was done by Suha Islaih https://www.linkedin.com/in/suha-islaih
    and we would recommend employing Suha for similar projects.
    The 1000 questions and answers were guided by the ZIM team
    to get current information as raw ChatGPT was quite out-of-date.
    From our tests, we greatly improved the answers from about 2% correct to 80% correct.
    Still, that leaves 20% incorrect and possibly quite misleading.
    We have included a poll at the bottom that you can do for each question
    and which shows live results as to the correctness of the answers.

    ZIM STATEMENT ON AI
    We love coding and would much rather code than have AI code.
    We love creating which is the process from idea to product/service.
    How much of that is AI is up to you and your situation.
    We would feel sad if people just use AI and do not code.
    Initially, we considered saying that using AI is like eating without tasting.
    But... if there is no expression in coding as in, it can be automated,
    then we should let it be so, and spend time on more ideas, friends, life, etc.
    Still, many like to cook even though we can just buy meals.
    Code if you want. Use AI if you want.

    2. RIVE INTEGRATION

    https://zimjs.com/rive/animate.html
    https://zimjs.com/rive/input.html
    https://zimjs.com/rive/node.html
    https://zimjs.com/rive/listen.html

    rive_app

    Rive lets you make interactive graphics and animations - https://rive.app/
    Rive is an animation tool similar to Adobe Animate (Flash) but with a special StateMachine
    that has a cool connector node system to guide animation states.
    Personally, I have done interactive animations for years on lots of tools
    but at tenth glance, the StateMachine still confuses me ;-). Education would help, I am sure.
    Most of these Rive animations can just be done in ZIM - but bones are nice!

    Rive apps can be displayed in ZIM using one of two classes under META in Docs (along with QR and GIF)

  • Rive() handles animation, input and nodes
  • RiveListener() is for when a listener is assigned in Rive like pressmove, pressdown or pressup

  • The listener version takes a few seconds to load the WASM code and then is quick.
    The Rive JS runtime script or import must be placed at the top of the HTML page.

    // at top (note: fix the gap between the h and t below)
    <script src="https://unpkg.com/@rive-app/canvas@2.17.3"></script>
    
    // in ZIM code
    // Rive, when not used in ZIM, requires an existing canvas and a canvas parameter.
    // With Rive in ZIM, we make the canvas based on width and height parameters.
    // A canvas parameter is available as well for a predefined canvas.
    
    const r = new Rive({
        src: "rive.riv",
        width: 500,
        height: 500,
        autoplay: true,
        stateMachines: "bumpy", // optional				
    });			
    
    // The Rive object has a display property that is a ZIM DisplayObject - a dynamic Bitmap.
    // The ZIM Vid() is also a dynamic Bitmap but the difference is the Vid is the Bitmap.
    // With Rive, the Rive object is a Rive object so you cannot add it to the stage, for instance.
    // You must add the display property to the stage.
    // This lets people use the Rive object with all its methods and properties just like in examples.
    // For any ZIM methods like center(), animate(), etc. we use the display property of the Rive object.
    
    r.display.center();

    3. VALUE AND INDEX

    currentValue has been replaced with value and selectedIndex with index.
    currentValue and selectedValue will still work for backwards compatibility.
    This is for parameters, properties and STYLE of components such as RadioButton, Slider, etc.
    Note: not all components with a value have an index and visa versa, although some have both.

    STYLE = {index:1}
    const r = new RadioButtons().addTo().change(()=>{
    	zog(r.index)
    });
    1. DROP FOR LIST AND DRAG
      https://zimjs.com/017/canvas.html
      https://zimjs.com/017/dropping.html

    dropping

    We can now drag and drop items from one list to another.
    And from a list to a target display object and from a display object to a list.
    And in general drop any display object onto another target display object.
    The dropping example above shows dropping in and out of lists.
    The two code examples below have dropping between lists and without lists.

    // between Lists
    const w = 60;
    const h = 60;
    STYLE = {
        Rectangle:{width:w, height:h, color:series(blue,green,orange,yellow,pink)},
        List:{vertical:false, spacing:null, viewNum:9, drop:true}
    }
    const items = [];
    loop(40,()=>{items.push(new Rectangle())})
    const list = new List(600, h*1.5, items).center().mov(0, -100);
    
    const items2 = [];
    loop(40,()=>{items2.push(new Rectangle())})
    const list2 = new List(600, h*1.5, items2).center().mov(0,100);
    
    list.dropTargets = list2;
    list2.dropTargets = list;
    // with just drag()
    const rectangles = new Tile(new Rectangle(130,130).reg(CENTER),3,1,50,0).pos(0,100,CENTER,CENTER);
    new Tile(new Circle(50,series(red,blue,pink)),3,1,70,0).pos(0,-100,CENTER,CENTER).drag({
        dropTargets:rectangles.items,
        // dropEnd:false,
        // dropCopy:true,
        // dropBack:false // and more!
    });

    See the many drop parameters of List() and drag() - these are quite similar.

    // LIST
    drop - get or set to allow drag and drop of items onto the current lists - see drop parameter
    dropTargets - get or set a list or an array of lists to drop an item from the current list - see dropTargets parameter
    dropColor - get or set the color of the diamond reticle that indicates where an item will be dropped - see dropColor
    dropReticle - each list that can be dropped on gets a dropReticle property that is the ZIM rectangle
    so individual reticles can be adjusted - say different colors for different lists
    dropItem - after a dropdown event, the dropItem is the ghost being dragged
    dropIndex - after a dropdown event, the dropIndex is the original index of the item being dragged
    dropTarget - after a dropup event, the dropTarget is the object the item was dropped into (could be original list)
    dropNewIndex - after a dropup event, the dropNewIndex is the index in the list the item has been dropped

    // DRAG
    dropTargets - an object or an array of objects that can receive a drop
    this can be a List or a Container or a single object
    if it is a list see the dropListProps as well to set reticle properties and scroll speed
    dropCopy - (default false) make a copy of the object as it is being dragged
    dropSnap - (default true) snap to the target object
    dropBack - (default true) go back to start if not dropped on a target
    dropEnd - (default true) once dropped on a target a noMouse() is set on the object
    dropFull - (default true) do not drop on a full target
    note - if the object is removed from the target then a drop can occur again on that target
    dropHitTest - (default "bounds") can also be "reg", "circles", "circle", "rect" - see ZIM HitTests
    dropScale - set a scale for the dropped object
    dropWidth - set a width for the dropped object - overrides scale
    height will keep aspect ratio unless dropHeight is provided
    dropHeight - set a height for the dropped object - overrides scale
    width will keep aspect ratio unless dropWidth is provided

    Dropped objects have a dropTarget property saying which target was dropped on
    and a dropList for which list, if any, the object came from.

    5. N-SLICING

    https://zimjs.com/slicer/

    n-slicing

    Added ZIM SlicedBitmap() to DisplayObjects, Slicer() to Components, and SlicerTypes() to Meta.
    These work with n-slicing which is an advanced version of traditional 9-slicing.
    The Slicer lets you make slices and types data to pass to a SlicedBitmap.
    The SlicedBitmap can then have its slicesWidth and slicesHeight changed - and transform() now defaults to use these.
    Certain regions will then be fixed, stretched or tiled depending on the types setting.

    // Assuming a new Pic is preloaded
    // slice the pic in four at 25% from the edges, scale the middle and keep the sides and corners not scaled.
    new SlicedBitmap(1600, pic.height, pic, [[0.25,0.75],[0.25,0.75]], [[0,1,0],[0,1,0]])
        .center()
        .transform({minScaleX:.05, minScaleY:.05});

    6. OUTLINE IMAGE

    https://zimjs.com/017/outline.html

    outline

    Added an outlineImage() function to the Code Module
    that returns poi...

    Read more

    ZIM 016

    28 Jan 21:09
    Compare
    Choose a tag to compare

    1. SHADERS

    https://zimjs.com/016/shaders.html
    ZIM now supports shaders converted to 2D canvas as a dynamic Bitmap (similar to video in ZIM).
    This means that shaders can be layered into ZIM features the same as other DisplayObjects.

    // makes a gradient changing across the width
    // note the multiline back tick quote - that is just JavaScript 6
    // but inside is GLSL and in particular OpenGL shader coding language
    const fragment = `  
        void mainImage(out vec4 fragColor, in vec2 fragCoord) {
            fragColor = mix(vec4(1,1,0,1), vec4(0,1,1,1), fragCoord.x/iResolution.x);
        }
    `; 
    new Shader(W, H, fragment).center();

    shaders_updates

    WHAT ARE SHADERS
    Shaders have their own language GLSL to code the GPU (Graphical Processor Unit).
    They are the basis of 3D and can also make very cool 2D effects!

    The code is in two parts: Vertex Shaders and Fragment Shaders.
    Vertex shaders control the points (vertices) of shapes (triangles).
    Fragment Shaders control the color the pixels of the shapes.
    We tend to use fragment shaders on the Canvas 2D.
    The code is very low level and tricky so that it runs as fast as possible.

    You will probably start by using existing code as there are lots of examples.
    For instance - see ShaderToy:
    https://www.shadertoy.com/

    Also see the Docs for more information and examples:
    https://zimjs.com/docs.html?item=Shaders

    Note that the site banner is a shader that can be controlled with a little slider at right.
    We control shaders from the outside with Uniforms (shader properties we can set)

    2. EMITTER CONFIGURATOR

    https://zimjs.com/016/emitter.html
    On request, we have made an Emitter Configurator that uses sliders and checkboxes to set the many parameters,
    visually see the results, and copy the resulting code.

    emitter_updates

    Emitters can emit any DisplayObject as a particle
    so not all configurations are shown here. Also the Shape option for the obj is not here.
    See https://zimjs.com/docs.html?item=Emitter for more possibilities.

    We are keeping ZIM a coding language rather than moving into an authoring environment like Flash.
    Recall our discontinued (draft) visual editor https://zimjs.com/snips/
    But perhaps we can make a few CONFIGURATORS over time - like for a Button next?
    These we can list in the tools section - but will not call them raw tools like our set of tools so far:
    Distill, Zapps, Wonder, AssetList and Doctor which are more HTML-based admin tools.
    We have made a new line there for the Configurators.

    3. NORMALIZE AND RATIO - IMPROVEMENT

    https://zimjs.com/016/normalize.html
    ZIM animate() with sequence animates each item in a container,
    but this can be awkward when animating a tile for instance.
    The sequence starts at to left and goes across the columns and down the rows.
    Or a sequenceReverse will do the opposite.
    But what about animating from the middle and out radially?
    We noticed that GSAP was doing very cool effects from the center (or any sides) of containers.

    Introducing the normalize() method and ratio property of a Container to solve this!
    Normalize can take any property and assign a ratio for each child in a container
    that is how close 1-0 that child is to the maximum property (among all the children).
    Using a sequence time of 0 to animate each child individually
    and setting the rate property relative to the ratio will have the same effect as the cool GSAP animations.

    // animate based on how far from the center 
    // "reg" will also automatically adjust the registration points to the start position 
    const tile = new Tile(new Rectangle(10, 10, series(green,blue,yellow)), 20, 20, 5, 5)
    	.normalize("reg", CENTER)
    	.center()
    	.noMouse()
    	.animate({
    		props:{scale:2},
    		time:2,
    		ease:"elasticOut",
    		rate:target=>{return 1 + target.ratio*4},
    		sequence:0 // turn on per item animation
    	});

    The ratio can also be used on its own without animate().
    For instance, the scale of the child could be set to the ratio
    depending on how close it is to the center of the container.

    normalize_updates

    const tile = new Tile(new Rectangle(70,70,white,black).reg(CENTER), 9, 1, 20)
    	.normalize("x", CENTER)
    	.center();
    
    // scale the items based on the distance from the center
    // note, could set the strokeObj:{ignoreScale:true} param of Rectangle above too
    tile.loop(item=>{
    	zogy(decimals(item.ratio)); // 0, .3, .5, .8, 1, .8, .5, .3, 0
    	item.sca(.5 + item.ratio*2);
    });
    
    // adjust the spacing by re-tiling the scaled items
    const final = new Tile({
    	obj:tile.items, 
    	cols:tile.items.length,
    	rows:1,
    	spacingH:-10, // or make positive to avoid overlapping
    	unique:true, // make sure we do not pick (ZIM VEE) from the array
    	valign:CENTER
    }).center()
    
    tile.dispose();
    
    final.sortBy("ratio"); // make more central objects come to front

    4. SORTBY

    https://zimjs.com/016/normalize.html
    The Container now has a sortBy(prop, inverse) method to sort children levels based on a numeric property.
    This uses the CreateJS sortChildren(sortFunction) but reduces thinking needed to construct the sortFunction.
    However, if a more complex sort function is needed, then use sortChildren() - see CreateJS docs.
    Also, see the last example up above where we sortBy("ratio")
    Using sortBy("ratio", true); for inverse would make the middle objects behind the side objects.

    5. RANGE - IMPROVEMENT

    https://zimjs.com/016/range.html
    ZIM Slider() now has a range parameter to set two buttons on the slider that give range values:

    range_updates

    // SLIDER RANGE PARAMETERS
    range - (default null) make the slider a range slider with two circle buttons
    this will provide read and write rangeMin, rangeMax and rangeAve values instead of currentValue
    also will provide a read only rangeAmount
    rangeBar, rangeSliderA, rangeSliderB, rangeButtonA and rangeButtonB properties will be added
    rangeColor - (default purple) set the color of the range bar
    rangeWidth - (default 3 pixels wider than the barWidth on both sides) set the thickness of the range bar (not its lenght)
    rangeMin - (default min) set the minimum value of the range
    rangeMax - (default (max-min)/2) set the maximum value of the range
    rangeAve - (default null) set the range average value - this may relocate rangeMin and rangeMax settings

    SLIDER RANGE PROPERTIES
    rangeBar - access to the ZIM Rectangle that makes the bar between the range buttons
    rangeSliderA - access to the first slider made - which is the same as this (the Slider object)
    rangeSliderB - access to the second slider made which is a ZIM Slider added to this slider with the bar, ticks, labels, accents removed
    rangeButtonA - access to the first slider's button - so the same as button
    rangeButtonB - access to the second slider's button - so the same as ranageSilderB.button
    rangeMin - get or set the minimum value of the range
    in some cases, it may be better to animate the rangeSliderA.currentValue and rangeSliderB.currentValue
    rather than the rangeMin and rangeMax for instance when wiggling to avoid crossover issues
    rangeMax - get or set the maximum value of the range
    rangeAve - get or set the average value of the range
    rangeAmount - read only get the range amount

    6. WIGGLE DEFAULT BASEAMOUNT AND END ON START - IMPROVEMENT

    https://zimjs.com/docs.html?item=wiggle
    ZIM wiggle() now has a default baseAmount that matches the property's current value
    amd now ends on its start position if totalTime is set. Thanks Ami Hanya for the prompting.
    There is an endOnStart parameter added to the end that defaults to true - set to false to not force end on start.

    // the baseAmount parameter is null which means it will wiggle about the target's current x in this case
    // after 4 seconds the circle will end its wiggle at the start x (in the center)
    new Circle().centerReg().wiggle("x", null, 10, 100, .5, 1, 4);

    7. NEW FORUM - IMPROVEMENT

    forum_updates

    ZIM has a new Forum and we will phase out Slack over the next couple months.
    We are keeping Discord. There are two main reasons for moving:
    The forum content will show in Web searches

    The messages will persist and not be removed after three months

    Discourse has been used for many tech communities including three.js, Cloudflare, FreeCodeCamp, OpenAI, etc. We hope you like it!
    We will refer to this as the ZIM Forum, not Discourse, as we are still keeping Discord - and it would just be too confusing.
    We will post the URL to the forum once we get settled there a bit more.
    We are looking into setting up an invite system as well.

    8. LABELWORDS - IMPROVEMENT

    https://zimjs.com/016/labelwords.html
    ZIM LabelWords() splits text up into individual word labels.
    LabelWords is similar to LabelLetters but extends a Wrapper so it has all the settings of a Wrapper.

    new LabelWords({
    	label:"Here is LabelWords that divides text into words for individual control!",
    	color:white, 
    	itemRegY:BOTTOM, 
    	itemCache:true,
    	backgroundColor:series(red,orange,pink,green,blue,purple),
    	size:50,
    	width:700,
    	align:CENTER
    }).center().animate({
    	props:{scaleY:0},
    	time:.5,
    	rewind:true,
    	loop:true,
    	sequence:.1
    });

    9. OBJECTCONTROLS - IMPROVEMENT

    https://zimjs.com/016/objectcontrols.html
    ObjectControls were coded outside ZIM for three.js
    We have added them automatically to the zim_three helper module.
    They come fro...

    Read more

    ZIM 015

    19 Aug 15:21
    Compare
    Choose a tag to compare

    BUBBLING VIDEOS

    https://www.youtube.com/watch?v=hy53jxlJ_nA - ZIM 015 - Animation Timeline Tool
    https://www.youtube.com/watch?v=_oBfU92Q6fA - ZIM 015 - Emitter Warm
    https://www.youtube.com/watch?v=fJMI_FJiQI4 - ZIM 015 - Continuous List and Carousel
    https://www.youtube.com/watch?v=OQkIAYDz62Y - ZIM 015 - TextureActives 1 - with threejs
    https://www.youtube.com/watch?v=us8TrX890rk - ZIM 015 - TextureActives 2 - with threejs
    https://www.youtube.com/watch?v=G6uCnioPcRk - ZIM 015 - TextureActives 3 - the code

    1. TEXTURE ACTIVES

    ZIM IN THREEJS
    ZIM can now be used inside three.js as an animated and interactive texture.
    This is amazing as ZIM can now be used as interface in VR,
    provide games and puzzles on any material on any mesh object
    such as planes, boxes, cylinders, spheres, and models.
    This includes everything in ZIM - components, emitter, dragging on paths, pen, etc.
    Hopefully, this will introduce ZIM to the three.js community as well.

    textureactives

    https://zimjs.com/015/textureactive.html - panel with various components
    https://zimjs.com/015/textureactive_raw.html - same but without ZIM Three
    https://zimjs.com/015/textureactive2.html - first person interactive cylinders
    https://zimjs.com/015/textureactive3.html - model with scrambler
    https://zimjs.com/015/textureactive4.html - HUD, Noise, Synth
    https://zimjs.com/015/textureactive5.html - Physics
    https://zimjs.com/015/textureactive_hud.html - HUD affecting three object
    https://zimjs.com/015/textureactive_hud_raw.html - same but without ZIM Three

    HOW IT WORKS
    A TextureActive() class extends a ZIM Page() and prepares the needed settings.
    A TextureActives() class (plural) manages these and matching three.js meshes
    to capture x and y data on the mesh material with raycasting and pass the x and y to CreateJS.
    CreateJS has been updated to 1.4.0 with a couple dozen new lines of code including
    a createjs.remotePointers setting that turns off the regular DOM events and receives the three.js x and y.
    The update() code in CreateJS has a single added conditional that tests for a createjs.remoteQueue array
    and if so, updates the cache of any TextureActive objects and sets the required material update flag.

    // TEXTUREACTIVE
    // a TextureActive() is very much like a ZIM Page()
    // it adds borderWidth, borderColor and corner
    // also can specify animated and interactive - both default to true
    const panel = new TextureActive({
        width:W,
        height:H,
        color:white.toAlpha(.8),
        corner:20
    });
    const circle = new Circle(100,red).center(panel).drag(); 
    
    // from the ZIM Three helper module
    const three = new Three({
        width:window.innerWidth, 
        height:window.innerHeight, 
        cameraPosition:new THREE.Vector3(0,0,500),
        textureActive:true
    });
    const renderer = three.renderer;
    const scene = three.scene;
    const camera = three.camera;
    
    const controls = new OrbitControls(camera, three.canvas);
    
    // TEXTUREACTIVES
    // if more than one TextureActive object (likely) then pass in an array [panel, wall, arm, etc.]
    const textureActives = new TextureActives(panel, THREE, three, renderer, scene, camera, controls);
    
    const canvasWindow = three.makePanel(panel, textureActives);
    scene.add(canvasWindow);
    
    // there is now a three.js plane with a draggable circle on it 
    // orbitControls will let you move the camera around and it still drags perfectly!
    
    // the code above looks simple but it was quite complex to achieve working with three different systems
    // and once we got it working we reduced dozens of lines to just a few - in the normal ZIM fashion!

    THREEJS
    Above, we have used a makePanel() method in ZIM Three, that simplifies the three.js side
    when a three.js Plane is needed. This is quite common for 2D like interfaces, games, puzzles, etc.
    But makePanel() is optional. Otherwise on the three.js side everything is pretty well the same:
    use a THREE.CanvasMaterial(textureActive.canvas) which gets mapped to a material as usual
    the material is then meshed with the geometry and the mesh added to a scene again as usual
    and the mesh is also added to the TextureActives() object with the addMesh() method.

    AUTOMATIC
    The TextureActives object receives the TextureActive objects
    and matches these automatically to the provided meshes - as their material and textures are known.
    The TextureActives does the raycasting which is a way to find x and y positions on the material of the 3D object.
    These are passed in to CreateJS and replace the traditional mouse coordinates
    in the very basic down, move and up functions in CreateJS which automatically flow through to ZIM.
    The TextureActive objects are cached but we have recorded them for update in the CreateJS update (used by stage.update())
    and the updateCache() and a three.js needsUpdating flag are done automatically.
    This means there is no extra code needed in ZIM and minimal code in three.js.

    VIEWER
    A TextureActive object is just a ZIM Page - which is just a ZIM Container with a backing rectangle.
    It is being mapped onto a three.js object but the ZIM object is still there on the stage.

    textureactives_viewer

    We normally hide the stage but we have made a toggle key (t) to hide the three.js and show the ZIM stage.
    This can be used during development to see and test the ZIM directly
    and it is live - so any changes on the ZIM stage affect the three.js and visa versa.
    The TextureActive objects are tiled horizontally and a slider and swiping is available to scroll through.
    The TextureActive logo uses the toggle() method of the TextureActives manager property to toggle between the canvases.
    This is controlled but a ZIM TextureActiveManager object that is made automatically when the first TextureActives object is made
    it is available as the manager property of the TextureActives object
    and has a toggle(state) method, a toggled property and a toggleKey property

    ZIM TextureActive for interfaces, games, puzzles interactive texture in three.js

    EXCEPTIONS
    The ZIM custom cursor system works directly with window pointer events
    and would need to be converted to receive the information from CreateJS.
    It is very complicated as createjs toggles between DOM cursors, pointers and now the remotePointers from three.js
    so at the moment, custom cursors is not available in TextureActive.
    There can also only be one physics TextureActive although this can appear on any number of three.js materials.

    2. THREE HELPER MODULE

    https://zimjs.com/docs.html?item=Three
    The ZIM Three module has been updated to 2.3 to accomodate the TextureActive system (above)
    Added ortho, textureActive, colorSpace (THREE.LinearSRGBColorSpace),
    colorManagement (false), legacyLights (false) to the end of the Three() parameters
    The ortho sets up an orthographic camera and scene good for flat HUD elements or pop-ups
    The textureActive parameter needs to be set to true to handle scaling for TextureActives
    See the three.js links for
    https://threejs.org/docs/#manual/en/introduction/Color-management
    https://discourse.threejs.org/t/updates-to-color-management-in-three-js-r152/50791
    https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733/23

    THREEJS UPDATE
    The version of three.js has been updated to R155
    and the colorSpace has been adjusted in recent three.js to default to linear
    which needs some minor adjustments otherwise colors will be washed out.
    So we have set the default colorspace to THREE.LinearSRGBColorSpace which should make things easier
    Basically, light intensity needs to be multiplied by Math.PI (and perhaps increased we have found)
    Could not get the PointLight to work so used a DirectionalLight
    Try setting colorManagement to true in Three() and see which you like better - will have to adjust intensity.
    GLTF models were giving errors with colorManagement which is why the default is false for now.

    3. NPM, GITHUB, TYPESCRIPT

    Updated our NPM format so that import and require work the traditional way for developers.
    This was a solid week of work under the leadership of Yoan Herrera who did a fantastic job.
    We would definitely recommend contacting @yoan Herrera on our Slack for this type of work.
    GitHub has been adjusted to show the system where we can now publish to NPM from VS Code.
    The ZIM package on NPM now includes:

    • dist/zim.js - module for web target (React, Angular, Vue, Svelte, etc.)
    • dist/zim.cjs - module for node
    • combined/zim.js - ES6 module like the ZIM CDN - optional

    There were adjustments to the Typings primarily to remove the duplicate set of defines,
    do a final export and export globals. This does mean that classes will need to be imported
    to see type hints when not using the zim namespace - they work by default for using the namespace.

    TEMPLATES
    Templates were made for popular dev environtments. The specific links below all are set for TypeScript
    See the main TEMPLATES link and scroll down for formats without TypeScript (except for Angular)
    TEMPLATES: https://github.com/yoanhg421/zimjs-templates
    REACT: https://github.com/yoanhg421/zimjs-templates/tree/master/templates/react-zim-ts
    VUE: https://github.com/yoanhg421/zimjs-templates/tree/master/templates/vue-zim-ts
    ANGULAR: https://github.com/yoanhg421/zimjs-templates/tree/master/templates/angular-zim-ts
    SVELTE: target=_blank>https://github.com/yoanhg421/zimjs-templates/tree/master/templates/svelte-zim-ts

    4. TIMELINE

    timeline

    https://zimjs.com/015/timeline.html
    Added a ...

    Read more

    ZIM 014

    20 Jun 17:22
    Compare
    Choose a tag to compare

    ZIM 014 - https://zimjs.com

    ZIM has now moved to a three number major release 014. Past versions are ZIM ONE, TWO, TRI, 4TH, VEE, SIX, HEP, OCT, NIO, TEN, CAT, NFT, ZIM and now we have ZIM 014. We will continue to 015, etc. ZIM version ZIM 00, 01, 02 was fun while but we have decided to leave that system. Here are the updates which can be seen formatted here:

    https://zimjs.com/updates.html

    A large part of this update was external to the actual ZIM code including a STORE, SITE REDESIGN and EDITOR updates.

    STORE

    https://zimjs.com/store
    Added a new STORE page to ZIM along the top.
    And moved NEWS into ABOUT under VERSIONS section.
    The Zapp Store has sample mobile / desktop apps made with ZIM and the PWA tool.
    ZAPPS:
    Dazzle Finger - https://zimjs.com/finger - finger follows path to make magic
    Odd Robots - https://zimjs.com/robots - find the good and bad robots
    Plasma Points - https://zimjs.com/points - collect plasma points
    Leader Board - https://zimjs.com/board - top scores from the zapps
    The Plasma Points zapp has 100 points available
    You can collect them on pages in the site, by accomplishing social tasks
    and by making a zapp in the ZIM Editor.
    We hope you enjoy the Zapps - but it is also a demonstration
    of using ZIM for mobile apps and things like collectables, logins, etc.
    The four zapps were made in less than a month
    along with all the other updates to ZIM and the site.
    Now, go get some high scores!

    NEW SITE HEADER

    Added a new interactive banner to the site
    The banner lets you change the vapourwave landscape
    You can double click the blob points to change to curves
    and the landscape is saved across pages and time
    which is easy to do with ZIM Blob and TransformManager.
    Plasma Pods animate giving a preview of the new ZIM Store.
    Discord and Slack have been moved to the top right
    and makes way for TikTok and Dev in the Social Media links
    Come follow us!

    NEW SITE

    Made the font bigger on the home page and did a little rearranging.
    Added the new STORE and EDITOR to the top nav bar
    Removed the HOME link on the bar for space - click the logo to go home.
    With Editor moved up from the Gold Bars, there is room for a TOP
    gold bar at the bottom right to take you to the top!
    The top nav bar still secretly links to the bottom if pressed off a link.
    Moved the following pages into new 014 template with header and footer
    Home, About, Examples, Learn, Code, Docs, Updates
    Frame, InteractiveAnimation, Make NFTs, Zapps PWA Tool, Mobile, ZIM Shim for Animate
    CDN page, ES6 and Script pages, Tips, Dark Papers, Typescript, Hints, NPM, MVC, Library, Base
    Intro, Tips, Map, Zap, Lab, Creative Coding, College, Explore, Five

    EDITOR

    Added individual INFO pages to the Editor that have a preview image, info, and links to
    full screen, editor, code, origin, share and print.
    The info pages can properly be share, will show up in search engines, etc.
    Thanks Ami Hanya for the suggestion.
    The print page has the image, info and QR codes to INFO, FULL, EDITOR and CODE.
    Thanks Karel Rosseel for the suggestion.
    Added reference field to file for reference links to codepen / youtube / etc.
    This is a single link - if more links are desired then add them to the description
    Made links in the description automatically become clickable.
    Added Origin concept to Editor - if code is transfered with the little yellow arrow
    then a "forked" checkmark shows at the top.
    This also keeps track of the zapp that it was copied from for reference on the info page.
    You can uncheck the Forked checkbox if desired to clear this connection.
    There is no getting the connection back if saved - just remake the fork if desired.

    MOBILE SYSTEM KEYBOARD STAGE SHIFT

    https://zimjs.com/014/keyboard.html
    We have added an optional keyboardShift parameter for TextInput and TextArea - thanks Ami Hanya for request
    The default is false for now, so must be turned on
    This will for mobile when the stystem keyboard is activated
    Currently, the TextArea text shifts - we are trying to adjust it but it is complex.
    BREAK - the ZIM TextArea() now has the placeholder parameter moved and a text parameter added
    after width and height and before size like the TextInput

    GLOBAL CUSTOM CURSORS

    https://zimjs.com/014/cursors.html
    Frame now has a cursors property to apply custom cursors beyond CSS cursors.
    F.cursors = {
    default:DisplayObject,
    pointer:DisplayObject,
    alert:DisplayObject
    etc.
    }
    If the CSS cursor name is used these will override the CSS cursors with the custom cursors
    Any name is fine for custom cursors - for example:
    F.cursors = {yellow:new Circle(10,yellow)}
    new Pic("earth.png").center().cur("yellow"); // will add a yellow circle for the pic's cursor
    Setting F.cursors = null; will clear the custom cursors.
    Any cursor type not assigned will use the regular CSS cursor for the type.

    For reference, the CSS cursor names are as follows:
    CSS2 - auto, crosshair, default, help, move, pointer, progress, text, wait, e-resize, ne-resize, nw-resize, n-resize, se-resize, sw-resize, s-resize, w-resize
    CSS3 - none, context-menu, cell, vertical-text, alias, copy, no-drop, not-allowed, ew-resize, ns-resize, nesw-resize, nwse-resize, col-resize, row-resize, all-scroll, grab, grabbing, zoom-in, zoom-out
    ZIM uses pointer for most rollover, press, drag, move scenarios and default when not interacting.
    There are various resize cursors with Transform.

    NOTE: please use the cur() to set any cursors and not the cursor property.
    This will add an _cursor property to the object to help keep track of the custom cursor.
    We have adjusted ZIM in about 100 places to all call cur() so the system can work.
    No need to worry about cursors for drag(), transform(), Blob(), Squiggle(), tap(), etc.
    These have all been adjusted to work automatically with F.cursors.

    There is a F.cursorList property that is a ZIM Dictionary that keeps track of objects with cursors
    When Frame cursors is on, any object with a cursor set that has a matching type will have its CSS cursor turned off
    and the object's _cursor property is used to set the F.cursorObj.
    If the Frame cursors are turned off, the cursorList is used to reset the CSS cursors on the objects.
    Any DisplayObject used for a custom cursor should most-likely be center reg and sized or scaled properly - for instance:
    F.cursors = {
    default:new Pic("myFinger.png").reg(CENTER).siz(20),
    pointer:new Rectangle(10,10,red).reg(CENTER).animate({props:{scale:2}, rewind:true, loop:true})
    }
    Note that we can animate custom cursors or use an Emitter, etc.
    A set of retro cursors is available as F.makeCursors("retro", [optionalTypes]);
    So use F.cursors = F.makeCursors("retro");
    or F.cursors = {pointer:F.makeCursors("retro", "pointer")};

    WARNING: If an object has its level set to the top of the stage in a timeout, interval, call, etc.
    then also set the F.cursorObj.top() afterwards so the cursor remains on top.
    This has been automatically handled in drag(), transform(), etc.

    DRAG SLIDE FRICTION

    https://zimjs.com/014/slide.html
    BREAK / IMPROVEMENT - added an axis parameter as second parameter to drag() with values of ALL/BOTH or HORIZONTAL or VERTICAL
    The boundary can still be set with a value of 0 for either width or height to drag vertically or horizontally with limits
    BREAK - the localBounds parameter has been changed to localBoundary
    BREAK / IMPROVEMENT - changed all slideDamp to slideFactor with a better sliding equation.
    A damping equation was used (slideDamp) but the better equation is just a velocity that decreases by a factor
    If the slideFactor is 1 then there is no decrease in velocity - the default is .9 and a value of .6 slows quite quickly.
    The velocity is determined by the mouse/finger calculated by the time and distance between 50 milliseconds before release to release.
    This change affects drag() with slide:true and also Window() and List().
    Thanks Anton Kotenko for the request.
    This leads to smoother scrolling lists like most mobile scrolling.

    ZIM PHYSICS

    https://zimjs.com/014/blobphysics.html
    Updated to phsyics_2.2
    ZIM Blob() can now recieve addPhysics() but it must be a convex Blob - so no angles less than 90 degrees
    This is a limitation of Box2D and can be solved by joining shapes
    Added makePoly() method used by addPhysics() for Blob - so there is no need to use makePoly directly.
    Fixed drag() and noDrag() to not convert an array of ZIM objects passed in to an array of physics bodies
    This is confusing from the outside if using that array for other things.

    HIERARCHY - (AND LIST)

    https://zimjs.com/014/hierarchy.html
    Added new methods to edit the ZIM Hierarchy which can be used to remake associated List() objects
    insertBefore(items, id, innerItems) - insert item or an array of items before an id with optional children
    this will insert at the same level as the id - also see insertAfter()
    can pass in an array for items such as ["TEST", "TEST2"]
    can pass in a third parameter for children of a single item
    The third parameter can also be an array but if there is a third parameter
    and if the first parameter is a list then it only uses the first item in the list
    as the parent for the third parameter.
    insertAfter(items, id, innerItems) - insert item or an array of items after an id with optional children
    this will insert at the same level as the id - also see insertBefore()
    can pass in an array for items such as ["TEST", "TEST2"]
    can pass in a third parameter for children of a single item
    The third parameter can also be an array but if there is a third parameter
    and if the first parameter is a list then it only uses the first item in the list
    as the parent for the third parameter.
    replaceItem(item, id) - replace the current item at the id with the provided item
    removeItem(id)...

    Read more

    ZIM 02

    04 Jan 03:42
    Compare
    Choose a tag to compare

    NOTE: ZIM has gone through major versions ONE, TWO, TRI, 4TH, VEE, SIX, HEP, OCT, NIO, TEN, CAT, NFT.

    We are now on major version ZIM and started with ZIM version ZIM 00.
    This is ZIM version ZIM 02. Going forward we will be ZIM 03, ZIM 04, etc.
    We can now just start calling the releases ZIM 01, ZIM 02, ZIM 03, etc.
    But please note that historically, we have gone through many major releases
    with over 8,000 updates and approximately 80,000 lines of code.

    ZIM 02

    Along with this code release there is also a new ZIM EDITOR at https://zimjs.com/editor

    Please see https://zimjs.com/updates.html - rather than repeat updates in two places.

    ZIM 01

    08 Oct 16:30
    Compare
    Choose a tag to compare

    NOTE: ZIM has gone through major versions ONE, TWO, TRI, 4TH, VEE, SIX, HEP, OCT, NIO, TEN, CAT, NFT.

    We are now on major version ZIM and started with ZIM version ZIM 00.
    This is ZIM version ZIM 01. Going forward we will be ZIM 02, ZIM 03, etc.
    We can now just start calling the releases ZIM 01, ZIM 02, ZIM 03, etc.
    But please note that historically, we have gone through many major releases
    with over 8,000 updates and approximately 80,000 lines of code.

    ZIM 01

    Please see https://zimjs.com/updates.html - rather than repeat updates in two places.

    ZIM 00

    13 Apr 15:40
    Compare
    Choose a tag to compare

    NOTE: ZIM has gone through major versions ONE, TWO, TRI, 4TH, VEE, SIX, HEP, OCT, NIO, TEN, CAT, NFT.

    This major release is version ZIM. So we are on ZIM version ZIM 00 - but we are fine calling it ZIM version 00.
    Future releases will be ZIM 01, ZIM 02, etc.
    As a framework gets more complete, updates and versions slow down - and ZIM is nearing completion.
    So it is somewhat ironic referring to ZIM as 00 after nearly 8000 updates on 77,000 lines of code.

    ZIM ZIM 00

    PIC, VID, AUD, SVG CLASSES

    https://zimjs.com/zim/assets.html
    The asset process is now wrapped with Pic(), Vid(), Aud() and SVG() classes.
    It is still recommended to preload assets in the Frame() or in loadAssets().
    asset() will work as always but now there are additional ways to access asset().
    The asset system was somewhat inherited from CreateJS to simplify their PreloadJS manifest structure.
    In ZIM CAT 00, we introduced auto-loading (lazy-loading) of images and then in ZIM CAT 04 of sounds.
    In ZIM ZIM 00, we provide wrappers for these and new video and SVG wrappers too!

    HOW IT WORKS
    Pic(), Vid(), Aud() and SVG() are ZIM Container objects (except Aud) with types of "Pic", "Vid", "Aud" and "SVG".
    ** Their parameters use ZIM DUO and ZIM OCT style - the file parameters accept ZIM VEE.
    The classes are used as follows:

    new Pic(file).center();
    new Vid(file).center().play(); // must interact with app first
    new Aud(file).play(); // must interact with app first
    new SVG(file).center();

    Pic() will call asset() and if the asset was preloaded will add the resulting Bitmap to its container.
    If the asset was not preloaded, Pic() will lazy-load and transfer the resulting Bitmap to its container.
    In both cases, the bitmap (if needed) is available as its bitmap property.
    new Pic() will always clone the original asset this will be easier to remember and more intuitive.
    Cloning lazy-loaded Pic objects now works without needing to wait for a complete event.
    Also, Pic() will provide a "ready" and "complete" event when loaded.
    Lazy-loading works with many methods such as center(), centerReg(), scaleTo() and pos()

    There are certain things such as Tile() and Scroller() that will warn they need dimensions to be set
    Dimesions will be available when preloading using the Frame assets parameter or loadAssets()
    or if a width and height is provided to the Pic() parameters
    or after the object's "ready" or "complete" event is dispatched.

    PATH = "assets/";
    
    new Pic("examples.jpg") // lazy-load the picture from assets/ folder
        .scaleTo() // Fill the stage with the picture (more options too)
        .center();

    Vid() is new and will automatically create and HTML video tag and a source tag (display:none)
    and then handle the HTML events and dispatch a "ready" event.
    Vid() also wraps the play() and pause() methods and provides duration, currentTime and volume properties
    ZIM has also added a keyOut(color, tolerance) - see the CHROMA KEY section.
    Note: the app must be interacted with before the video can be played (same as sound).
    Vid() has a source property to the HTML video tag and a bitmap property to the ZIM Bitmap.

    const video = new Vid("video.mp4")        
        .cur()
        .center();
        
    // init gets called when pane is closed
    const pane = new Pane(600,200,"VIDEO ON CANVAS!").show(init); 
    
    function init() {
        video
            .keyOut("#01b03f", .2) // key out the green            
            .play();
        
        video.on("mousedown", () => { 
            // note videoPaused property
            // not paused (which is for animation)
            video.pause(!video.videoPaused);        
        });
    }

    Aud() is similar to Pic where it calls asset() which loads from preloaded or lazy-loaded sounds
    but default play() parameters have been made available on the main class.
    These include file, volume, loop, loopCount, pan, offset, interrupt, maxNum.
    Setting a volume of .5 will affect audSound.play() unless a volume is provide in play().
    maxNum has been made easier to deal with - it now is a parameter on the Frame(), loadAssets() and asset()
    and we provide a parameter right on each Aud() object.
    maxNum specifies how many copies of a sound can play at the same time.
    interrupt specifies primarily whether to let the first sound play or start it over again.
    Sound can only be played after the user interacts with the app.
    The result of the play() method works like before to pause the sound, dynamically adjust volume, etc.
    and to capture events like complete and loop.

    STYLE = {
        maxNum:1,
        interrupt:"any"
    }
    const press = new Aud("press.mp3");    
    circle.on("mousedown", () => {
        press.play(); 
    }); 

    SVG() wraps either the existing svgToBitmap() or the SVGContainer() depending on parameters.
    An SVG file or a tag can be passed in and will be available as the svg property.
    The default svgToBitmap works flawlessly as far as we know but results in a Bitmap.
    Basic SVG should work for an SVGContainer, but CSS styles will not (let us know if things are missing).
    The advantage of an SVGContainer is that the parts can be transformed or controlled with Beziers.

    Note: alternatively, an SVG path can be passed directly to a Blob or Squiggle to:

    • turn the paths editable
    • animate objects on the path
    • add Beads to the path
    • animate the path
    • shape animate the path to another path
    • do hitTestPath on the path

    Note: SVG can now be lazy-loaded into asset() without preloading - it will become a container with a bitmap inside.
    this was added to allow SVG() to work.

    const tile = new Tile(new SVG("forest.svg", 130, 100), 2, 1)    
        .center();

    ALERT
    It is still optimal to preload in Frame() or loadAssets() first and then use Pic() and Aud().
    In doing so, the loading is batched and all dimensions are known before usage.
    This avoids double calls to scaling and positioning.

    1. ES6 MODULES

    https://zimjs.com/es6.html#MODULES
    https://zimjs.com/es6/zim_module.html
    ZIM has now moved to ES6 Modules as the default way to load ZIM.
    The ZIM Crystal scripts have been replaced with modules.
    The scripts can still be loaded with conventional script tags:
    https://zimjs.com/script.html
    The Code page shows modules to start but has a link to toggle to scripts.

    The CDN lists ZIM under cdn/00/ - these will increase to cdn/01/, etc.
    The module scripts are as follows:

    These all call ZIM and the latest CreateJS.
    There are also the following independent modules:

    Use zns=true in an earlier script tag to force the ZIM namespace

    // to use an ES6 module the module file must be on a server
    // use a script tag with type=module 
    // and import the desired module
    // Note: this is the only script tag needed
    <script type=module>
    
    import zim from "https://zimjs.org/cdn/00/zim"; 
    
    const frame = new Frame(FIT, 1024, 768, light, dark);
    frame.on("ready", ()=>{
        const stage = frame.stage;
        const stageW = frame.stageW;
        const stageH = frame.stageH;
        
        new Circle(100, red).center().drag();
        
        stage.update();
    });
    
    </script>

    Renamed the Socket file to socket.js (was zimsocket.js)
    Made a code page for modules at https://zimjs.com/es6.html
    Made a mini-site for modules at https://zimjs.com/es6/zim_module.html

    2. PIXEL

    https://zimjs.com/zim/pixel.html
    https://zimjs.com/zim/pixel2.html
    Uses raw canvas processing to pixilate a Display Object.
    This is not a pixel by pixel process like the ZIM Effects (BlurEffect, GlowEffect, etc.)
    So the speed is very fast.
    The Display Object is cached, scaled down and scaled back up with image smoothing disabled.
    The scaling procedure is actually faster than scaling with image smoothing turned on.
    This effect has been available on the canvas all along, ZIM Pixel makes it easier to use.

    // pixelate a Circle
    var circle = new Pixel(new Circle(200,red)).center().drag();
    
    // emit pixels
    frame.color = darker;
    function makePixel() {
    	return new Pixel(new Circle(40,[pink,blue,purple]),.3)
    		.alp(.5)
    		.reg(CENTER);
    }
    new Emitter({
    	obj:makePixel,
    	force:{min:.5, max:2},
    	gravity:0,
    	life:3,
    	shrink:false,
    	layers:BOTTOM,
    	animation:{
    		props:{rotation:[-360, 360]}, 
    		time:{min:1,max:10}, 
    		ease:"linear", 
    		loop:true
    	}
    }).center();

    3. SITE

    The ZIM Site has an updated header and footer on all pages.
    This header features generative art banner made with ZIM
    There is a Dr Abstract signature at the right which links through to a synops.
    The synops is a synopsis of Dr Abstract's career of creations
    We hope that you enjoy the video - you are welocome to give it a thumbs up on YouTube!
    Beneath the banner is a main link bar that is now present on all pages.
    This includes the ZIM Docs and Updates pages.
    A couple exceptions, ZIM Skool, ZIM Ten, ZIM Cat pages retain the ZIM TEN look.
    The Map page has been updated with recent updates.
    The Code Page has been updated to the new template with modules.
    A toggle link has been added to the template to go to the scripts version.

    4. COLOR PICKER SPECTRUM

    https://zimjs.com/zim/chromakey.html
    The ColorPicker has been redesigned to default to a colors value of "spectrum".
    Setting thi...

    Read more

    ZIM NFT 01

    08 Jan 03:11
    Compare
    Choose a tag to compare

    A major sub release to ZIM NFT
    See examples at https://zimjs.com/nft/bubbling

    We have released 12 major versions: ONE, TWO, TRI, 4TH, VEE, SIX, HEP, OCT, NIO, TEN, CAT and NFT.
    This is a lot of progress over 7 years. ZIM is one of the largest Canvas frameworks, indeed of any code frameworks.

    The goal of our NFT release is to bring more artists on board.
    ZIM has a good e-learning and kids app following but it is also built for artists.
    We have been making interactive NFTs with ZIM and are seeing more artists in the forums.
    Many artists use Processing or P5js and we have extended an invitation to these artists to consider ZIM:
    https://medium.com/javascript-in-plain-english/an-invite-for-generative-art-makers-and-interactive-artists-106f3ed186ab

    As a framework becomes more stable, major releases slow down.
    We have turned to a single digit sub release and slower release cycle.
    Generally, we can manage with patches between releases.

    This release, the second of the ZIM NFT has two main updates the cam helper module and the Dialog class in the game module.
    There are also a number of exciting important additions to the main zim file as shown below.
    About half of these come from requests in the forums so many thanks for the suggestions.

    It is nice to see these changes in our https://zimjs.com/updates.html page
    where we format them and add code examples.

    Please join us at https://zimjs.com/slack and https://zimjs.com/discord
    where we have community and support.

    Here are the new features in ZIM NFT 01

    DIALOG

    https://zimjs.com/nft/bubbling/dialog.html
    Added a Dialog() class to ZIM Game helper library.
    This makes speech bubbles or boxes with text and arrows.
    Updated GAME MODULE to game_2.6.js

    ZIM CAM

    https://zimjs.com/cam
    Added a cam.js helper module (like socket, game, physics, three, pizzazz, etc.)
    This has Cam, CamMotion, CamCursor, CamAlpha and CamControls classes
    to capture cam screenshots, add effects or a cursor at cam motion.
    This is a recreation of the Ostrich Library made in Flash in 2009 by Dr Abstract (Dan Zen).
    It has been planned to bring into ZIM since ZIM ONE! Yay, it is here and works well.

    EMOJI

    https://zimjs.com/nft/bubbling/emoji.html
    https://zimjs.com/emoji
    Added a ZIM Emoji class that extends a Label to show an emoji.
    This could be done with a plain Label but the Emoji class makes it more apparent.
    Also added a ZIM EmojiPicker to allow users to pick an emoji and make an Emoji object.
    For coding, the ZIM Emoji tool is provided to get UTF strings for emojis to add to code.
    Added a unicodeToUTF() function under the CODE Module to support conversions for Emoji and EmojiPicker
    Thanks Karel Rosseel and Chris Spolton for the guidance.

    ZIM CRYSTAL UPDATES

    https://zimjs.com/crystal.html
    Added crystals for ZIM NFT 01
    and new crystal formats: zim_cam.js to add the new cam.js library
    and zim_pizzazz.js - this adds pizzazz_01, 02 and 03 for backings, icons and patterns

    BLENDMODES

    https://zimjs.com/nft/bubbling/variety.html
    Added a helper method called blendmodes() that cycles through the blendmodes - ble() - on an object
    Click the object to toggle the cycling

    ODDS

    https://zimjs.com/nft/bubbling/variety.html
    Added an odds(percent) function to the Code section.
    This is the same as rand() < percent/100 but a little easier to understand
    if (odds(20)) new Emitter().center(); // add an emitter 20% of the time

    SEEDRANDOM

    https://zimjs.com/nft/bubbling/variety.html
    Seed the Math.random() and therefore ZIM rand() and ZIM VEE values using rand()
    This allows you to repeat the random numbers for the same seed.
    Handy for making specific random art, or game levels, etc.
    This is the main feature of FXHash where you can find captured generative art and scenes:
    Here is a Dr Abstract collectible example https://www.fxhash.xyz/generative/5810

    QR

    https://zimjs.com/nft/bubbling/variety.html
    Added a QR Code helper - must import https://zimjs.org/cdn/qrcode.js
    This is a library by David Shim at https://github.com/davidshimjs/qrcodejs
    The ZIM Class makes a ZIM Bitmap of the QR Code - thanks Bart Libert for the suggestion

    DIR

    https://zimjs.com/nft/bubbling/variety.html
    Set a global DIR constant to either "ltr" or "rtl"
    Use along with START and END constants
    for pos(), reg(), Label(), LabelLetters(), and List()
    START for horizontal position or align will be "left" if DIR is "ltr" and "right" if DIR is "rtl"
    END for horizontal position or align will be "right" if DIR is "ltr" and "left" if DIR is "rtl"
    Thanks Marva for the idea and Xuntar for the confirm.

    REG

    https://zimjs.com/nft/bubbling/variety.html
    Added LEFT, RIGHT, CENTER, TOP, CENTER, BOTTOM and START, END to reg()
    Thanks Karel Rosseel for the request!

    STYLE ONCE

    https://zimjs.com/nft/bubbling/variety.html
    Added a once property to STYLE
    Set this to true to run the STYLE setting only once.
    Once will delete the STYLE after the next object is made
    regardless of the whether the style is applied.
    STYLE = {color:red, once:true}
    new Circle().center(); // this will be red
    new Circle().center().mov(20); // this will be black
    Set a once property to a type such as "Label" and the STYLE will be cleared after a label has been made
    Note: some objects like an Arrow is made from a Button which has a Label so this sometimes can be tricky.
    If it does not work, just turn the STYLE = {} or Style.clear() manually.

    CONVERTCOLOR UPDATES

    Adjusted the convertColor to handle 8 (and 4) character hex numbers - thanks Ami Hanja for the suggestion
    where the alpha is on the right side.
    Passing in an alpha parameter (or RGBA as color) and HEX as output will add alpha on the end of the hex

    TILT

    Added device motion and orientation docs entry to the Frame module (thanks Karel Rosseel)
    This is similar to adding Image, Sound and Font to the Frame module
    It just helps the topic be found in the docs - even though it is already described in Frame

    FRAME TAB FOCUS/BLUR

    Frame now has "tabfocus" and "tabblur" events for when tab is hidden
    This is not focus on the page but rather the tab.

    INDICATOR UPDATES

    https://zimjs.com/nft/bubbling/indicator.html
    Added Emoji support to Indicator indicatorType - add an Emoji and it will show them
    also added backgroundAlpha as parameter for setting unselected Emoji alpha.
    Added heart and star to the indicatorType of a ZIM Indicator() - thanks Karel Rosseel for suggestion
    Combine these with interactive:true parameter to get an easy rating scale
    Adjusted Indicator to toggle off and on last light so can set to zero lights

    COLLAPSE

    https://zimjs.com/nft/bubbling/collapse.html
    Window, List and Panel now have collapse, collapseColor and collapsed parameters - thanks Karel Rosseel for the request
    Also collapseIcon and collapsed properties as well as a collapse(state) method.
    BREAK - changed the name of the close icon and fullScreen icon to closeIcon and fullScreenIcon for Window
    and added a fullScreen(state) method to Window

    PANEL UPDATES

    With the addition of the collapse button the Panel parameters have been rearranged to:
    corner, close, closeColor, next, nextColor, extraButton, collapse, collapseColor, collapsed, align
    and the arrow parameter has been called next and a nextColor added.
    Added a content container and add(object, center, replace) method to Panel to help collapsed content be hidden
    So this is like Window() where content can be added with add() method - and removed with removeFrom()

    WINDOW UPDATES

    In addition to the collapse functionality,
    also added adjusted add(object, center, replace) to Window BREAK
    Added the following events to Window
    dispatches a "resize" event if resizing
    dispatches a "collapse" event if collapsing
    dispatches a "expand" event if expanding after being collapsed
    dispatches a "fullsize" event if made fullscreen
    dispatches a "originalsize" event if reduced from fullscreen

    GENERAL

    Fixed Emitter on text - was flashing due to placement of alpha IMPROVEMENT
    Adjusted ZIM Label in labelWidth + labelHeight mode so shiftHorizontal and shiftVertical happens once
    Fixed when toggling a button the text color is now returning to rollColor
    Made scramble() method return the scrambler object so we can chain it.
    Cloning DisplayObjects were set with the following for cloning bounds:
    if ((!this.type || this.type=="Shape" || this.type=="Blob" || this.type=="Squiggle") && this._bounds) // clone the bounds
    We are not sure why this limitation - there was probably a reason... but we now think all DisplayObjects should have bounds cloned
    So are adjust this accordingly.
    Added stickThickness parameter to Blob and Squiggle.
    Added the borderWidth to titleBar of Window - seemed to be off otherwise.
    Fixed lineOrientation glitch in ZIM Connectors - thanks @chu4ng on GitHub issue.
    Added an AVE constant to represent average - and has a value of "ave" (not "average")
    Made a lazy loading asset be queueOnly loading so it does not trigger the Frame complete event
    as they each have their own complete event.

    PATCHES

    There were 90 lines of patches for ZIM NFT 00 - these of course are all in ZIM NFT 01.

    ZIM SHIM

    Reorganized ZIM SHIM folder to have just the basic example (zim) in the main folder
    and four other examples in folders: (thanks Paul Ruda for the inspiration)
    data - an example of loading comma delimited file into Animate with ZIM
    full - like the basic example but with full screen with scaling
    physics - a physics example
    local - a version with CreateJS and ZIM files locally in the directory

    DOCS

    Added individual doc pages for each entry - thanks ZIMsters for the suggestion

    ZIM NFT

    18 Aug 16:19
    Compare
    Choose a tag to compare

    ZIM NFT (the next major version after ZIM CAT and ZIM TEN) features:

  • instructions to make Interactive NFTs with ZIM. See https://zimjs.com/nft
  • a new Crystal system has been created where one script call calls multiple library scripts
  • a TextInput() for editable text right on the Canvas
  • for these and other features please see formatted UPDATES at https://zimjs.com/updates.html

    1. INTERACTIVE NFTS
    https://zimjs.com/nft 
    NFTs (Non-Fungible Tokens) are a lastest craze for Artists and Collectors
    with some like Beeple and CryptoPunks selling for millions!
    ZIM NFT is actually an NFT that you can collect if you are quick enough. 
    At the bottom of the page linked above we tell you how to collect the ZIM NFT.
    ZIM can be used to make interactive NFTs 
    to sell as art on Web apps such as hic et nunc https://hicetnunc.xyz 
    Please see the NFT page for more! https://zimjs.com/nft
    Incuding a guide to making NFTs, setting up a Wallet
    and COLLECTING the ZIM NFT!
    https://www.youtube.com/watch?v=brIWbJ8QYO8
    https://www.youtube.com/watch?v=gwMdtCT3Kbo
    
    2. ZIM CRYSTAL - IMPROVEMENT
    https://zimjs.com/crystal
    We now present seven single files that can be used to load ZIM Crystals.
    zim.js          // a crystal of createjs.js, zim_min.js 
    zim_game.js     // a crystal of createjs.js, zim_min.js, game.js  
    zim_physics.js  // a crystal of createjs.js, zim_min.js, box2d.js, physics.js, game.js
    zim_three.js    // a crystal of createjs.js, zim_min.js, three.min.js, orbitControls.js, three.js
    zim_socket.js   // a crystal of createjs.js, zim_min.js, socketio.js, socket.js, zimserver_urls.js
    zim_distill.js  // a crystal of createjs.js, a distilled.js placeholder URL
    zim_test.js     // a crystal of createjs.js, zim_doc.js
    <script src=https://zimjs.com/cdn/nft/00/zim.js></script> 
    

    <!-- will load ZIM and CreateJS -->

  • The crystals are all available at the top of the CDN
  • All the traditional files are still available in the CDN and can be brought in as separate script calls instead of using crystals.
  • ZIM Crystal just calls sets of the individual files from a single script.
  • The crystal scripts are made automatically and stored in each MAIN version folder
  • They will use the current scripts at the time the main version folder is created.
  • If a script within the crystal changes versions the crystal script will NOT be updated but rather an subdirectory will be made for the new Crystal
  • 3. TEXTINPUT - IMPROVEMENT
    https://zimjs.com/explore/textinput.html 
    The ZIM TextInput() class provides editable text on the Canvas.
    Three cheers for Cajoek who created a LabelInput that mirrors an HTML input field.
    We then wrapped this in a Window to provide a scrollable TextInput box.
    Now input text is a proper part of the canvas - as opposed to an overlay like ZIM TextArea.
    It is a proper DisplayObject that extends from a ZIM Window and has a ZIM Label. 
    There is a blinker which is a ZIM Rectangle and all this can be rotated, layered, etc.
    For this release, the TextInput is one line and behaves very much like an HTML input of type text.
    See the docs for more features https://zimjs.com/docs.html?item=TextInput
    
    4. NEW SQUIGGLE AND BLOB EDITS - IMPROVEMENT
    https://zimjs.com/explore/pathediting.html
    Added the following functions to the code module to help cut up, join, reverse and trim paths.  
    These are also available as methods on the Squiggle and Blob (availability depends on relevance).
    reversePoints(points)
        Reverses Squiggle formatted points
    appendPoints(original, points, controlType)
        Adds a set of Squiggle points to after an original set of Squiggle points
        The joining point is merged with the provided optional controlType
        ** appendPoints() expects the first point on points (the second parameter)
        to be at the last point of the original (the first parameter)
    prependPoints(original, points, controlType)    
        Adds a set of Squiggle points to before an original set of Squiggle points
        The joining point is merged with the provided optional controlType
        ** prependPoints() expects the last point on points (the second parameter)
        to be at the first point of the original (the first parameter)
    splitPoints(points, index, trimEnds)
        Splits Squiggle points into two sets of Squiggle points
        Also used by Squiggle splitPoints() and Blob makeSquiggle()
    trimEndPoints(points)
        Take outside Bezier rectangles off end points of Squiggle
        Modifies the points but then will have to make Squiggle from modified points
        Used internally, but might want to create a Squiggle from half the points or every other point
        this function would make sure ends are clean.
    SQUIGGLE: gets reversePoints(), appendPoints(), prependPoints(), splitPoints(), and
        makeBlob(controlType, mergeDist) - makes a new Blob from the Squiggle 
        	returns the new Blob - the Squiggle remains unchanged so may need to remove it
        	controlType (default "free" if not merged and "mirror" if merged) 
        		controlType for the joined end points - also see mergeDist below
        		this will not change the control sticks until their handles are dragged
        	mergeDist (default 5) merges overlapping end points (within this pixel distance) 
    BLOB: gets eversePoints() and 
        makeSquiggle(index) - create a new Squiggle by cutting Blob at index (default 0)
        	returns the new Squiggle - the Blob remains unchanged - so may need to remove it
    
    5. SCALETO - BREAK
    ZIM scaleTo() now defaults to FILL if no percentages are provided.
    This is so we can easily set backgrounds that fill the stage:
    backing.scaleTo().center(); // will now FILL the stage 
    // we no longer have to use backing.scaleTo({type:FILL}).center();
    // to FIT 100% to the stage use:
    obj.scaleTo({type:FIT}).center();
    // note that the default if a percentage is applied is FIT
    obj.scaleTo(stage,80,80).center();
    // so this would also FIT to the stage 100%
    obj.scaleTo(stage,100,100).center();
    
    6. GENERAL
    Added countDecimals(num) to Code module - to count decimals in number.
    Added backgroundColor property to Window 
    Changed Circle percent property (not parameter) to percentage BREAK
    to not conflict with animate() percent
    Added blendMode:"difference", etc. to STYLE as part of the transformations
    Added a "closing" event to Pane that triggers before the stage update of the closed Pane 
    this provides for reloading the page without closing the pane which might cause a flash
    The pane now closes and dispatches the "close" event 10ms after being pressed.
    Adjusted Frame to wait for its width and height to be >= 1 before triggering a ready event 
    This came up on hic et nunc which shows NFTs in a React component IMPROVEMENT
    it seemed to start with a width and height of 0 when loading from cache.
    
    7. PATCHES
    Note that there were 77 patches to ZIM Cat 04 - all of which have improved ZIM NFT.
    
    8. ZIM HELPER MODULES
    ZIM game module has been updated to 2.5
    the registration point on the Scorer and Timer for isometric RIGHT has been set to the center (thanks Karel Rosseel)
    Patched ZIM physics_2.2.js to make gravity a get/set property - was just a get property. 
    
    9. ZIM DOCS - IMPROVEMENT
    Added link to EXPAND button so specific docs link can be copied with right click or long click on mobile (thanks Karel Rosseel)
    Updated dozens of docs examples to latest ZIM practice 
    Thanks Karel Rosseel for close to 50 refinements -if anyone else sees things, please report.
    Added examples and descriptions for Pizzazz 4 - paths 
    Added search proxies - so searching visible will find vis, etc. 
    {
        visible:"vis", 
        blendmode:"ble", 
        registration:"reg", 
        registrationPoint:"reg", 
        shadow:"sha", 
        name:"nam", 
        alpha:"alp", 
        rotation:"rot", 
        scale:"sca", 
        scaleX:"sca", 
        scaleY:"sca", 
        x:"loc", 
        y:"loc", 
        skew:"ske", 
        skewX:"ske", 
        skewY:"ske", 
        width:"siz", 
        height:"siz", 
        cursor:"cur", 
        asset:"images", 
        picture:"images", 
        assets:"images", 
        pictures:"images"
    };
    

    Added base methods to ZIM Docs - these are mostly CreateJS DisplayObject methods
    cache(), updateCache(), uncache(), on(), off(), removeAllEventListeners(), getBounds(), setBounds(), clone(), dispose()
    Added filter for Docs search to ignore text inside wrong answers when they come first
    for instance, searching for ble for blendMode would find Scrambler first - now it does not
    If YOU find a wrong answer like this, please let us know and we can add it to the filter
    Make sure you are at the TOP when you do your search. Cheers.
    Added videos links for:
    CAT: "Book", "effect", "updateEffects", "noEffect", "BlurEffect", "GlowEffect", "ShadowEffect",
    "ColorEffect", "MultiEffect", "AlphaEffect", "zimEase", "zimEase"
    HELPER: "PIZZAZZ 4 makePath"

    10. ZIM SITE - IMPROVEMENT
    Added 40 examples to Examples including Feature, NFTS (new!), Collection, CodePen and Magical.
    Updated the NEWS and ABOUT to ZIM NFT
    Added NFT and Crystal pages and links on the CODE page.
    Added TIPS to top of Bits View Code pages - and changed copyright to ZIM (left 2016 as that is when they were made)
    Changed the faveicon to latest ZIM icon stem. 
    
    11. ZIM KIDS  - IMPROVEMENT
    Made major updates to ZIM Kids Slate editor.  Thanks Karel Rosseel for the prompting.
    Added over 600 Backing, Nature, People and Things images and Sounds
    These can be checkmarked and then automatically used in slate as asset("name") 
    Included a six level expandable help section to describe how to use assets. 
    Added STORE functionality to store code while trying other code then retreive the code. 
    Organized and provide DEMO code for Slate.
    Added Physics option to SLATE and sounds to the as...
  • Read more