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@codexo/exojs

v0.8.4

Published

A TypeScript-first browser 2D runtime for games and interactive apps.

Readme

ExoJS

ExoJS is a TypeScript-first 2D runtime for browser games and interactive apps. It is designed around explicit scene flow, practical rendering features, and predictable runtime behavior.

Project status

ExoJS is pre-1.0. The public API is still under active design — scene graph, rendering pipeline, and resource lifecycle boundaries may change between minor versions. Pin exact versions in downstream experiments. 1.0.0 will mark the first stable API contract.

Why ExoJS

  • TypeScript-first API surface with strong runtime contracts
  • Scene and asset workflows built for real game loops
  • Modern rendering stack: WebGPU-first with WebGL2 fallback
  • Practical visuals: filters, masks, render passes, cache-as-bitmap
  • Gameplay tools: animated sprites, scene stacking, camera helpers, audio sprites
  • Performance visibility with built-in render stats and benchmark harness

What Is Shipped Today

  • Application, Scene, and scene-manager lifecycle
  • Typed Loader with manifest/bundle workflow (defineAssetManifest, registerManifest, loadBundle)
  • Drawables: Sprite, AnimatedSprite, Graphics, ParticleSystem, Text, Video
  • Scene stacking (overlay / modal / opaque) with input routing and fade transitions
  • View/camera helpers (follow, bounds clamp, shake, zoom)
  • Rendering composition primitives (RenderTexture, RenderTargetPass, filter chains, visual masks, cache-as-bitmap)
  • Render stats (submittedNodes, culledNodes, drawCalls, batches, renderPasses, ...)

Installation

npm install @codexo/exojs

ExoJS currently publishes an ESM-first package shape. Use import syntax with modern bundlers/runtime tooling. CommonJS require() usage is not part of the supported contract for this pre-1.0 line.

Quickstart

import { Application, Scene, Graphics, Color, type RenderBackend } from '@codexo/exojs';

class HelloScene extends Scene {
  private readonly box = new Graphics();

  public constructor() {
    super();

    this.box.fillColor = Color.white;
    this.box.drawRectangle(-32, -32, 64, 64);
    this.box.setPosition(400, 300);

    this.addChild(this.box);
  }

  public override update(delta: import('@codexo/exojs').Time): void {
    this.box.rotation += delta.seconds * 45;
  }

  public override draw(backend: RenderBackend): void {
    this.root.render(backend);
  }
}

const canvas = document.querySelector('canvas');

if (!canvas) {
  throw new Error('Missing <canvas> element.');
}

const app = new Application({
  canvas,
  width: 800,
  height: 600,
  clearColor: Color.cornflowerBlue,
});

await app.start(new HelloScene());

Next Steps

WebGPU and WebGL2

Application defaults to backend auto-selection:

  • prefers WebGPU when available
  • falls back to WebGL2 if WebGPU is unavailable or initialization fails

You can force backend selection when needed:

new Application({ backend: { type: 'webgpu' } });
new Application({ backend: { type: 'webgl2' } });
new Application({ backend: { type: 'auto' } });

Examples

The runnable live site (Astro + Lit + Monaco preview) lives in examples/ and is deployed as the repository's GitHub Pages site at https://exoridus.github.io/ExoJS/.

Development

npm run typecheck
npm run lint
npm test
npm run build
npm run verify:package
npm run perf:benchmark

Internal imports use the @/* path alias (mapped to src/*) — the same convention used by Vite, Next.js, and other modern TypeScript setups. Building the library requires TypeScript 6.

Links