crtrdg-scene
v1.0.1
Published
scene module for crtrdg games
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crtrdg scene
entity module for games
Goals for crtrdg-scene:
- A simple interface for handling different levels or screens of a game.
This is still an overly simple and naive implementation of a scene manager. Not quite ready for real use, but almost.
Requirements
- node.js
- browserify / beefy
- crtrdg-gameloop (or possibly another method of animating the canvas with requestAnimationFrame that emits
update
anddraw
events)
Getting started
Install node if you haven't already.
Install browserify and beefy:
npm install -g browserify beefy
Usage:
Create an index.html file:
<!DOCTYPE html>
<html>
<head>
<title>crtrdg scene test</title>
</head>
<body>
<canvas id="game"></canvas>
<script src="./bundle.js"></script>
</body>
</html>
Create a game.js file:
var Game = require('crtrdg-gameloop')
var Mouse = require('crtrdg-mouse')
var scenes = require('crtrdg-scene')()
var game = new Game({
canvas: 'game',
width: '800',
height: '400'
})
game.on('update', function (dt) {
scenes.update(dt)
})
game.on('draw', function (context) {
scenes.draw(context)
})
var mouse = new Mouse(game)
mouse.on('click', function (location) {
if (scenes.active.name === 'first scene') scenes.set(sceneTwo)
else scenes.set(scene)
})
var scene = scenes({
name: 'first scene'
})
scene.on('start', sceneSwitch)
scene.on('draw', function (c) {
console.log('scene one drawing')
c.fillStyle = '#e1f23f'
c.fillRect(0, 0, game.width, game.height)
})
scenes.set(scene)
var sceneTwo = scenes({
name: 'second scene',
backgroundColor: '#7def71'
})
sceneTwo.on('start', sceneSwitch)
sceneTwo.on('draw', function (c) {
console.log('scene two drawing')
c.fillStyle = sceneTwo.backgroundColor
c.fillRect(0, 0, game.width, game.height)
})
function setMessage (text) {
document.getElementById('scene-name').innerHTML = text
}
function sceneSwitch (scene) {
console.log(scene.name)
setMessage(scene.name)
}
Purpose of crtrdg
:
Almost every javascript game / animation library I've found bundles things like requestAnimationFrame polyfill, gameloop, entities, abstract drawing methods, keyboard/mouse input, vector math, and more into one entangled library. If I don't like how the library handles just one of those components, I'm stuck with dead library weight, and sometimes it's difficult to replace a library's methods.
So what if each element of 2d games were broken up into it's own modules / repositories?
With inspiration from voxel.js, crtrdg is a collection of javascript modules used for developing 2d games.
As I learned more about node.js, the core events module, and browserify, I realized the ideal api for making simple 2d games could be based on node's events module. So you'll see a lot of crtrdg modules exposing an api that includes .on('some event', function(){})
, which seems to make a lot of sense for games.
Other crtrdg
modules:
Contributing
- Fork this repository.
- Create a branch for you changes.
- Include tests if applicable.
- Add/edit documentation for any changes.
- Submit a pull request.
License
MIT