JSPM

  • Created
  • Published
  • Downloads 6
  • Score
    100M100P100Q43050F
  • License MIT

HTML5 canvas based game engine

Package Exports

  • canvas2djs

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (canvas2djs) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

canvas2djs

canvas2djs is an HTML5 canvas based game engine. Simple API allows you to quickly develop HTML5 games.

Installation

npm install --save canvas2djs

Usage

Include by script:

<script src="path/to/canvas2d.js"></script>

Or use import:

import * as canvas2d from 'canvas2djs';

Quick start

  • Stage

    var stage = new canvas2d.Stage(
        document.querySelector('canvas'), // HTMLCanvasElement
        window.innerWidth, // canvas width
        window.innerHeight, // canvas height
        canvas2d.ScaleMode.SHOW_ALL, // design resolution scale mode
        true // auto adjust canvas size when window resize
    );
    
    stage.mouseEnabled = true;
    stage.touchEnabled = true;
    stage.keyboardEnabled = true;
    stage.start();
  • Sprite

    var scene = new canvas2d.Sprite({
        // draw origin will be left-top
        originX: 0, // default to be 0.5
        originY: 0, // default to be 0.5
    
        width: stage.width,
        height: stage.height
    });
    var ball = new canvas2d.Sprite({
        texture: new canvas2d.Texture('res/img/ball.png'),
        x: stage.width * 0.5,
        y: 100
    });
    var box = new canvas2d.Sprite({
        bgColor: 'black',
        border: {
            width: 1,
            color: 'red'
        },
        width: 100,
        height: 100,
        alignX: canvas2d.AlignType.CENTER,
        alignY: canvas2d.AlignType.CENTER
    });
    
    scene.addChild(ball);
    scene.addChild(box);
    stage.addChild(scene);
  • Texture

    var texture1 = new canvas2d.Texture('path/to/img/sprite.png');
    // as same as:
    var texture1 = canvas2d.Texture.create('path/to/img/sprite.png');
    
    // clip a texture from sprite sheet
    var clipRect = {x: 0, y: 0, width: 100, height: 100};
    var texture2 = new canvas2d.Texture('path/to/img/spritesheet.png', clipRect);
  • TextLabel

    var title = new canvas2d.TextLabel({
        text: 'canvas2d',
        fontSize: 32,
        fontFamily: 'Arial',
        fontWeight: 'bold',
        x: stage.width * 0.5,
        y: 50
    });
    
    stage.addChild(title);
  • Sound

    canvas2d.Sound.enabled = true;
    canvas2d.Sound.extension = '.mp3';
    
    canvas2d.Sound.load('path/to/', 'bgMusic', () => {
        canvas2d.Sound.play('bgMusic');
    });
  • Action

    var redBall = new canvas2d.Sprite({
        x: stage.width * 0.5,
        y: stage.height * 0.5,
        scaleX: 1,
        scaleY: 1,
        bgColor: 'red',
        radius: 50
    });
    stage.addChild(redBall);
    
    function scale() {
        let action = new canvas2d.Action(redBall);
        let propOptions = {
            scaleX: 2, // will use default easing function
            scaleY: {
                dest: 2,
                easing: canvas2d.Tween.easeInOutQuad
            }
        };
        let duration = 0.5; // second
    
        action.to(propOptions, duration);
        action.then(() => {
            console.log('Scale action ended, restore action will start');
    
            // restore action
            restore();
        })
        action.start(); // run action
    }
    
    function restore() {
        new canvas2d.Action(redBall)
            .by({scaleX: -1, scaleY: -1})
            .then(scale)
            .start();
    }
    
    scale();