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@smoud/tiny

v3.0.7

Published

Fast and tiny JavaScript library for HTML5 game and playable ads creation.

Downloads

2

Readme

HTML5 Tiny

NPM Package Build Size Build Size NPM Downloads DeepScan

It is a fast, comfortable, lightweight and flexible html5 game framework, you can use for building 2D/3D games and playable ads. The first version of this project was based on PIXI library. Then it extended with 3D components thanks to Three. This project was created thanks to PixiJS | three.js | Phaser | OGL

Use our plugins to extend Tiny abilities:

Installation

Install via npm:

$ npm install tiny

Use CDN:

<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/tiny.js"></script>

API Documentation

Work in progress ...

But

See the sources for details, it's easy !

Usages

Basic Usage:

var renderer = new Tiny.CanvasRenderer(640, 320);
document.body.appendChild(renderer.domElement);

var scene = new Tiny.Scene();
var text = new Tiny.Text("Hello World!");
scene.add(text);
renderer.render(scene);

Tiny application with basic systems and state manager:

var renderer = new Tiny.CanvasRenderer(640, 320);
document.body.appendChild(renderer.domElement);

var scene = new Tiny.Scene();

var states = {
    preload: function() {
        // Tiny.Loader
        // this.load.image("key", source);
    },
    create: function() {

        // var sprite = new Tiny.Sprite("key");

        var text = new Tiny.Text("Hello World!");
        this.text = text;
        text.x = 200;
        text.y = 100;
        scene.add(text);
    },
    update: function(time, delta) {
        this.text.rotation += delta * 0.001;
    },
    render: function() {
        renderer.render(scene);
    }
}

new Tiny.App(states);

Tiny application with class (full example)

import 'tiny';

class MyGame extends Tiny.App {

    constructor(width, height) {

        super();

        this.width = width;
        this.height = height;

        this.renderer = new Tiny.CanvasRenderer(this.width, this.height);

        /**
         * Specify DOM element for Tiny.Input 
         */
        this.inputView = this.renderer.domElement;

        document.body.appendChild(this.renderer.domElement);

        this.scene = new Tiny.Scene();
    }

    preload() {
        // Tiny.Loader
        // this.load.image("image1", source);
        // this.load.atlas("image2", source, sourceFrames);
        // this.load.spritesheet("image3", source, sourceFrames);
    }

    create() {

        // var sprite = new Tiny.Sprite(image1);
        // var sprite2 = new Tiny.Sprite("image2", "frameName");
        // var graphics = new Tiny.Graphics();
        // graphics.drawRect(20, 20, 100, 50);
        // var container = new Tiny.Object2D();
        // container.add(sprite2d);
        // container.add(new Tiny.Text("In container!"));

        var text = new Tiny.Text("Hello World!");
        this.text = text;
        text.x = 200;
        text.y = 100;
        this.scene.add(text);

        // Tiny.Timer
        this.timer.add(1000, function() {
            console.log("Timer example: one time");
        });

        this.timer.loop(1000, function() {
            console.log("Timer example: loop");
        })

        // Tiny.Input
        this.input.on("down", function(e) {
            console.log("Down on game");
        });

        this.input.on("move", function(e) {
            console.log("Mouse move: " + e.x + ":" + e.y);
        });

        this.input.add(text);
        text.input.on("click", function(e) {
            console.log("Click on text");
        });

        text.input.on("down", function(e) {
            console.log("Down on text");
        });

        text.input.on("up", function(e) {
            console.log("Up on text");
        });

        this.tweens.add(text.scale).to({
            x: 1.1,
            y: 1.1
        }, 500).yoyo(true).easing(Tiny.Easing.Sinusoidal.InOut).repeat(Infinity).start();
    }

    update(time, delta) {
        this.text.rotation += delta * 0.001;
    }

    render() {
        this.renderer.render(this.scene);
    }

    resize(width, height) {

        super.resize(width, height);

        this.renderer.setSize(width, height);
    }

    destroy(clearCache) {

        super.destroy(clearCache);

        this.scene.destroy();
        this.renderer.destroy(true);
    }

}

new MyGame(640, 320);

Plugins

Three.js plugin (three):

import 'tiny';
import 'tiny/plugins/three';

class MyGame extends Tiny.App {

    constructor(width, height) {

        super();

        this.width = width;
        this.height = height;

        this.renderer = new THREE.WebGLRenderer({
            antialias: true
        });

        this.renderer.outputEncoding = THREE.sRGBEncoding;
        this.renderer.setSize(this.width, this.height);
        this.inputView = this.renderer.domElement;
        document.body.appendChild(this.renderer.domElement);

        this.scene = new THREE.Scene();
        this.camera = new THREE.OrthographicCamera(1, 1, 1, 1, 0.3, 500);

        this.camera.position.set(40, 50, 40);
        this.camera.lookAt(0, 0, 0);
        this.camera.distance = 4;

        this.screen2d = new Tiny.Screen2D(this.width, this.height);

        this.setupCamera();
    }

    preload() {
        // Tiny.Loader
        // this.load.image("image1", source);
        // this.load.atlas("image2", source, sourceFrames);
        // this.load.spritesheet("image3", source, sourceFrames);

        // this.load.gltf("model", gltfJson, splitObjects = false );
        // this.load.texture3d("texture", imageSrc);
    }

    create() {

        var light = new THREE.DirectionalLight(0xffffff, 1);
        light.position.set(15, 59, 53);
        light.lookAt(0, 0, 0);
        this.scene.add(light);

        var text = new Tiny.Text("Hello World!", {
            fill: "#ffffff"
        });
        this.text = text;
        text.x = 200;
        text.y = 100;
        this.screen2d.add(text);

        this.tweens.add(text.scale).to({
            x: 1.1,
            y: 1.1
        }, 500).yoyo(true).easing(Tiny.Easing.Sinusoidal.InOut).repeat(Infinity).start();

        var mesh = new THREE.Mesh(new THREE.BoxBufferGeometry(1, 1, 1), new THREE.MeshLambertMaterial({
            color: "#ff4534"
        }));
        mesh.material.color.convertSRGBToLinear();
        this.scene.add(mesh);

        // var importedScene = this.cache.gltf["model"].scene;
        // this.scene.add(importedScene);

        // var importedSceneMesh = this.cache.mesh3d["model.meshName"];
        // importedSceneMesh.material.map = this.cache.texture3d["texture"];
        // this.scene.add(importedSceneMesh);
    }

    update(time, delta) {
        this.text.rotation += delta * 0.001;
    }

    setupCamera() {

        var aspect = this.width / this.height;
        var distance = this.camera.distance;

        if (this.camera) {
            if (this.camera.isOrthographicCamera) {
                this.camera.left = -distance * aspect;
                this.camera.right = distance * aspect;
                this.camera.top = distance;
                this.camera.bottom = -distance;
            } else {
                this.camera.fov = distance * 1.2;
                this.camera.aspect = aspect;
            }

            this.camera.updateProjectionMatrix();
        }
    }

    setPixelRatio(dpr) {
        this.renderer.setPixelRatio(dpr);
        this.screen2d.renderer.setPixelRatio(dpr);
    }

    render() {
        this.renderer.autoClear = true;
        this.renderer.render(this.scene, this.camera);
        this.renderer.autoClear = false;
        this.renderer.render(this.screen2d.scene, this.screen2d.camera);
    }

    resize(width, height) {

        super.resize(width, height);

        this.screen2d.setSize(width, height)
        this.renderer.setSize(width, height);
        this.setupCamera();
    }

    destroy(clearCache) {

        super.destroy(clearCache);

        this.screen2d.scene.dispose();
        this.scene.dispose();
        if (this.renderer.domElement.parentNode) {
            this.renderer.domElement.parentNode.removeChild(this.renderer.domElement);
        }

        this.renderer.dispose();
        this.renderer = undefined;
    }
}

new MyGame(640, 320);

Particles plugin (particles)

import 'tiny';
import 'tiny/plugins/particles';

class SmokeParticle extends Tiny.Particle {

    constructor(emitter) {
        super(emitter);
    }

    update(time, delta) {
        this.scale.set(Math.min(time / 1000, 0.7));
        this.alpha = Math.min(time / 1000, 1)

        this.y -= this.yspeed * delta
        this.x += this.xspeed * delta
        this.rotation += this.rotationsp
    }

    onEmit() {
        this.xspeed = Tiny.rnd(-4, 4) * 0.05
        this.yspeed = Tiny.rnd(2, 10) * 0.05
        this.rotationsp = Math.random() * 0.02 - 0.01
    }

    draw(context, resolution) {
        context.fillRect(0, 0, 100 * resolution, 100 * resolution)
    }
}

class MyGame extends Tiny.App {

    constructor(width, height) {

        super();

        this.width = width;
        this.height = height;

        this.renderer = new Tiny.CanvasRenderer(this.width, this.height);

        /**
         * Specify DOM element for Tiny.Input 
         */
        this.inputView = this.renderer.domElement;

        document.body.appendChild(this.renderer.domElement);

        this.scene = new Tiny.Scene();
    }

    preload() {
        // Tiny.Loader
        // this.load.image("image1", source);
    }

    create() {
        var emitter = new Tiny.Emitter(300);
        emitter.x = 200;
        emitter.y = 250;
        emitter.width = 40

        emitter.pattern = SmokeParticle;
        emitter.fillStyle = "#666666";

        emitter.makeParticles();
        // emitter.makeParticles("image1");

        emitter.scale.set(0.7);
        emitter.flow(1000, 100, 8);

        // Tiny.ParticleSystem
        this.particles.add(emitter);

        this.scene.add(emitter);
    }

    render() {
        this.renderer.render(this.scene);
    }

    resize(width, height) {

        super.resize(width, height);

        this.renderer.setSize(width, height);
    }

    destroy(clearCache) {

        super.destroy(clearCache);

        this.scene.destroy();
        this.renderer.destroy(true);
    }

}

new MyGame(640, 320);

Demos

Check the examples to see more