micro-game-shell
v0.9.0
Published
Minimal game shell: provides tick/render events, and manages pointerLock/fullscreen/resize
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micro-game-shell
A small game shell. Provides reliable timing events, and manages pointerlock/fullscreen/resize.
This library provides two sets of timing events: tick
, which can fire at any specified rate, and render
, which fires on browser frame updates (but can be throttled to a lower rate).`
The intention is that game clients can use these events to implement fixed timesteps, where game logic (e.g. physics) runs at a different cadence than rendering.
Usage
npm i --save micro-game-shell
import { MicroGameShell } from 'micro-game-shell'
// instantiate
var document.querySelector('#game') // optional
var pollRate = 10 // optional
var shell = new MicroGameShell(domElement, pollRate)
// settings
shell.tickRate = 30 // ticks/second
shell.maxRenderRate = 0 // fps - 0 means uncapped
shell.stickyPointerLock = false // whether to request pointerLock on click
shell.stickyFullscreen = false // ditto for fullscreen
shell.maxTickProcessingTime = 25 // see below
// add event callbacks
shell.onTick = (tickDur) => { /* ... */ }
shell.onRender = (dt, fp) => { /* ... */ }
// see below for rest of events
API
Consctructor params:
domElement
- a DOM element, for pointerLock/fullscreen. If none is specified, shell instance will ignore DOM features, and just issue timing events.pollTime
(10ms) - how often to poll for ticks. Set to0
if you want to disable polling.
Instance properties:
tickRate
- desired tick events per second. Default30
maxRenderRate
- upper limit for the rate of render events. Default of0
means uncapped.pointerLock
- check or set whether the DOM element has pointerlockfullscreen
- check or set whether the DOM element has fullscreenstickyPointerLock
- shell will request pointerLock when the domElement is clicked. defaultfalse
stickyFullscreen
- shell will request fullscreen when the domElement is clicked. defaultfalse
maxTickTime
- max time spent issuing tick events when behind schedule. If the shell spends this long on tick events, it will discard all pending ticks to catch up. Default100
ms.
Events:
onTick(tickDur)
- tick event handler.tickDur
is a fixed constant value (ms), not the actual time elapsed.onRender(dt, framePart, tickTime)
- render event handler.dt
is actual time since the last render (in ms), andframepart
is the fractional number of game ticks (i.e. how far we are into the current tick).onInit()
- fires once, when shell is set up (afterDOMReady
)onResize()
- fires when dom element's window changes sizeonPointerLockChanged(hasPL)
- fires on gaining/losing pointerLockonFullscreenChanged(hasFS)
- fires on gaining/losing fullscreenonPointerLockError(err)
- fires when pointerLock is refused by the browser
Credits
Made with 🍺 by Andy Hall, license is ISC.