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@blakron/core

v1.0.12

Published

Modern rewrite of the Egret game engine — WebGL multi-texture batching, instruction-driven render pipeline, strict TypeScript, Egret-compatible API

Readme

@blakron/core

A modern rewrite of the Egret game engine. Maintains Egret-compatible display object and event APIs while upgrading the rendering architecture, type safety, and tooling.

Stable (1.0.12). Targets ES2022 and evergreen browsers (Chrome / Edge / Firefox / Safari). No IE / old-Android / pre-2022 Safari support shims.

Features

Rendering Engine

  • WebGL-first with automatic Canvas 2D fallback when WebGL initialization fails
  • WebGL-only InstructionSet pipeline (Build → Execute two-phase, inspired by Pixi.js 8)
  • Multi-texture batching (up to 8 textures per draw call)
  • RenderGroup layers — localize instruction rebuilds to the affected subtree
  • Filters: Blur (ping-pong dual-pass), Glow, DropShadow, ColorMatrix, custom shaders
  • Masks: automatic selection between scissor / stencil / offscreen compositing
  • PixiJS-style cacheAsTexture() plus Egret-compatible cacheAsBitmap
  • WebGL Context Lost recovery

Display Objects

  • Full scene graph: DisplayObject → Container → Sprite → Stage
  • Bitmap (with scale9Grid), Shape, Mesh, TextField, BitmapText, Video
  • Graphics vector drawing (rect, circle, ellipse, arc, bezier, gradients, dashed lines)
  • cacheAsBitmap / cacheAsTexture, tint, skew, zIndex sorting

Event System

  • Egret-compatible event classes: Event, TouchEvent, TimerEvent, ProgressEvent, etc.
  • Capture / bubble two-phase dispatch, object pooling, once() built-in
  • Unified touch + mouse handling, multi-touch support

Other

  • 7 screen scale modes (showAll / noScale / exactFit / noBorder, etc.)
  • Resource manager — async/await loading, group-based batching, 5 built-in parsers (Image / Json / Text / Sound / Sheet)
  • HttpRequest / ImageLoader networking
  • Sound (Web Audio + HTML Audio fallback) / Video playback
  • ByteArray / Timer / Logger / FontManager / LocalStorage
  • Full strict: true TypeScript across runtime APIs

Rendering Backends

Player tries webgl2 and then webgl directly on the supplied canvas. If both context types fail to initialize, it falls back to the Canvas 2D renderer. No temporary canvas is created solely to probe WebGL support.

const app = createPlayer({ canvas });
console.log(app.player.isWebGL ? 'WebGL' : 'Canvas 2D');

The flat InstructionSet pipeline and multi-texture batching apply to the WebGL backend. The full-scene Canvas fallback uses direct display-tree traversal. Canvas support is still part of the normal WebGL path: text, Graphics, RenderTexture, and pixel hit testing may be rasterized through Canvas before being uploaded or composited by WebGL.

Migrating from Egret (1.0.0 breaking changes)

  • .hashCode and the HashObject base class were removed. Use WeakMap-keyed lookups or === for object identity instead of comparing integer hash codes. Internal consumers were migrated to WeakMap in 0.6.3.
  • Resource.instance (singleton getter) was removed — import the shared resource instance directly: import { resource } from '@blakron/core'.
  • The multi-Player listener registration API on DisplayObject / DisplayObjectContainer (addStructureChangeListener / addRenderableDirtyListener / addContainerStructureChangeListener) was removed — the engine is single-Player by design.
  • WebGLRenderContext.getInstance() / resetInstance() were removed — Player constructs the context directly.
  • Internal fields were renamed with a $ prefix (e.g. $x, $y, $renderDirty) to separate engine state from public API.
  • Vendor-prefixed fallbacks (experimental-webgl, webkitAudioContext, webkit/moz fullscreen) and the hand-rolled base64 implementation were removed in favour of native APIs.

vs. Egret

| Aspect | Egret | Blakron | | ----------- | ----------------- | ----------------------- | | Code size | 42,340 lines | ~18,500 lines | | Modules | namespace egret | ES Module | | Type safety | pervasive any | strict: true | | Target | ES5 | ES2022 | | Pipeline | RenderNode tree | Flat InstructionSet | | Batching | same-texture | multi-texture (8/batch) |

Design Credits

The rendering pipeline borrows concepts from Pixi.js 8 while keeping the Egret display object model and API intact:

| Aspect | Source | Notes | | ------------------------------------- | --------- | --------------------------------------------------------------- | | InstructionSet + RenderPipe two-phase | Pixi.js 8 | Build → flat instructions, Execute → dispatch by renderPipeId | | RenderGroup layers | Pixi.js 8 | isRenderGroup isolates subtree instruction sets | | Multi-texture batching | Pixi.js | aTextureId per vertex, up to 8 textures per draw call | | Tint | Pixi.js | displayObject.tint passed as premultiplied vertex color | | Dirty flag separation | Pixi.js 8 | structureDirty (rebuild) vs renderDirty (patch) | | Display objects / events / API | Egret | Fully preserved for minimal migration cost | | Filter shaders | Egret | Original GLSL, blur upgraded to ping-pong dual-pass | | WebGL state management | Egret | DrawCmdManager batching command queue | | Mask strategies | Egret | scissor / stencil / offscreen compositing |

Quick Start

import { createPlayer, Sprite, Shape } from '@blakron/core';

const app = createPlayer({
	canvas: document.getElementById('game-canvas') as HTMLCanvasElement,
	frameRate: 60,
	scaleMode: 'showAll',
	contentWidth: 640,
	contentHeight: 1136,
});

const root = new Sprite();
app.start(root);

const rect = new Shape();
rect.graphics.beginFill(0xff0000);
rect.graphics.drawRect(0, 0, 100, 100);
rect.graphics.endFill();
rect.x = 100;
rect.y = 100;
root.addChild(rect);

// stop() is resumable; destroy() performs final lifecycle cleanup.
// app.destroy();

Development

pnpm install
pnpm run build        # compile
pnpm run test         # run tests (634 cases)
pnpm run dev          # watch mode

Documentation

  • CHANGELOG.md — versioned release notes, including the full list of 1.0.0 breaking changes
  • Architecture — engine structure and rendering pipeline
  • Resource system — resource configuration, loading, and lifecycle
  • PixiJS alignment — rendering concepts adopted from PixiJS and intentional differences
  • Live demo — interactive rendering examples

Test Pages

Interactive test pages in examples/ require an HTTP dev server (ES Modules don't work over file://):

pnpm benchmark

| Page | Description | | --------------- | -------------------------------------------------------------------- | | Visual Test | 19 cases: Shape, Graphics, Filters, Mask, RenderGroup, Animation | | Bitmap Test | Bitmap rendering: scale, rotation, SpriteSheet, scale9Grid, batching | | Mesh Test | Mesh deformation: Quad / Fan / Grid presets, Wave / Ripple / Twist | | Sound Test | Sound / SoundChannel: load, play, volume, loop, error handling | | Video Test | Video: load, play/pause, seek, volume, resize | | Net Test | HttpRequest / ImageLoader: GET / POST, responseType, timeout, abort | | Benchmark | WebGL perf: 5 stress scenes with FPS / Draw Calls / Batch Efficiency |

License

MIT