Mule Anypoint Studio Download Mac

Posted : admin On 11/24/2021

Welcome to Mule Invaders, the video game inspired by the classic retro shooters Galaga and Space Invaders. In Mule Invaders, help Max the Mule destroy waves of enemies by spawning powerups using APIs. To protect Max on his journey to integrate the universe, create APIs in Anypoint Platform, deploy your application on CloudHub, then make HTTP requests to your APIs to spawn powerups while playing the game in realtime. When you use a REST client to send a POST request to your API, the flow will run and will trigger a powerup to spawn in the video game. The more powerups you trigger, the higher the score you can get.

How can I play?

It’s super easy for anyone to build and play Mule Invaders themselves. Simply click one of the buttons below to download the application on either a PC or Mac, then follow the tutorial on how to set up the backend integration for the video game.

How was the game made?

MuleSoft provides the most widely used integration platform for connecting SaaS and enterprise applications in the cloud and on-premise. Delivered as a packaged integration experience, CloudHub™ and Mule ESB™ (Enterprise Service Bus) are built on proven open source technology for the fastest, most reliable on-premise and cloud integration without vendor lock-in. Read our privacy policy. Though perfect for exploring the myriad uses of Mule and Anypoint Studio, the trial license for Enterprise limits usage of the runtime to 30 days. Before using a Mule Enterprise Edition Runtime in a production environment, you will need to obtain and install an Enterprise license.

Mule Invaders was built using the Unity game engine and written entirely in C#. The video game client polls our API Endpoint created in Anypoint Platform and listens for any updated value in the Object Store. When an Object Store value has been updated, it spawns the corresponding powerup in the video game. Pretty simple right?


If you have any feedback on Mule Invaders or have ideas of what should be added to the game next, please leave a comment below. Also, if you can get a high score, make sure to share a screenshot and tag @muledev on Twitter. Click here to get started today, you should be up and running in less than 10 minutes.

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Now that we have created our MuleSoft account, let's developed the backend logic of the video game using Flow Designer. If you click the blue button below, you will be taken to the Mule Invaders Exchange page where you can download and modify the integration right in your web browser. When you navigate to Exchange by clicking the button below, click Open Flow to open up the integration in Design Center.

Once you click Open Flow, you will need to click: Use this template which will import the entire project into your Anypoint Platform account. When you are prompted to provide a name for the Mule Applicaiton, name it: MuleInvaders.


When you click on the Use this template button, you will see some errors when loading the project. These errors are can be fixed easily! All you have to do is set up your HTTP Listener. An HTTP Listener is a very helpful Connector that enables you to listen to a URL for any new HTTP Request. When a new HTTP request is received by the HTTP Listener, anything that comes after the HTTP Listener in the flow will be executed at runtime.

To set up the HTTP Listener, click on cloudhub_http on the left navigation bar, and then click Add Connection. Insert the credentials listed in the screenshot below by adding the Host as and the Port as 8081.

Once you have added the HTTP listener credentials, click Save and you will notice that all the errors in the project will disappear.

How does the Mule Application work?

In the video game Mule Invaders, there are four powerups that you can unlock in the actual game through sending an HTTP request to one of the API endpoints we have just created. The main endpoint, /hack is the main endpoint that the game client is listening too. The game detects when a new UUID has been added to the Object Store under that endpoints unique key. When a new UUID has been added, the powerup will spawn in the video game. This works since the game polls the /hack endpoint for any new update to the object store twice a second.

Here is a brief description of what each endpoint will do in the video game Mule Invaders:


This is the endpoint that the Mule Invaders client application listens to and polls to listen for a new update from the KV Store.


SpawnShield gives the player invincibility for 5 seconds and protects the player from incoming vulnerabilities. You can see in-game that the text will flash “protected by Anypoint Security” when the shield is spawned.


PowerLaser gives the player a spread laser cannon that changes the particle to red and allows you to kill enemies faster.


API Blaster increases the fire rate of laser cannons. Pew pew pew.



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Spawn score gives you bonus +1000 points and creates the slot machine sound effect.

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Ready to play?

Now that you understand how the Mule application was built, and how each API endpoint affects the video game, go up to the top right of the Flow Designer window and click the Test button to try out the integration you just built.

To test the integration, insert the mocking service URL into a REST client such as Postman, and make a POST request to the endpoint URL that you just created (don't forget to add /hack on the end of the URL). Once you make the HTTP request, you should see is a null value response for each JSON key in all request body. This is because we currently have no values added in the Object Store under those key names.

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To add a new value to the Object Store, change your request URL to /spawnscore instead of /hack and send an additional POST request.

Now once again change your request URL back from /spawnscore to /hack again, and you will notice that score now has a UUID assigned under that JSON key.

This JSON payload is how the game is able to detect if a new request has been made. Pretty simple right?

Publishing your integration

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Now that you understand how the Mule Application works, let's publish our application to CloudHub so we can get a dedicated URL for our application to run on. Click the drop-down arrow at the top right-hand side of the project and click the Deploy Application button. Select your target environment as Sandbox and name your application whatever you wish (must be a unique name). It will take a few minutes for your application to deploy, however when it finishes, navigate to Runtime Manager, then switch your environment to the one you selected which is Sandbox. The application should be illuminating a green dot stating that it is running. Click on the application, and grab the URL from the top of the page, copy it into your URL bar, and add http:// to the beginning and add the /hack endpoint to the end of the URL. That URL including the /hack endpoint will be the URL you insert into the video game.