@kurot/core
v1.0.15
Published
Modern rewrite of the Egret game engine — WebGL multi-texture batching, instruction-driven render pipeline, strict TypeScript, Egret-compatible API
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@kurot/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-compatiblecacheAsBitmap - 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: trueTypeScript 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)
.hashCodeand theHashObjectbase class were removed. UseWeakMap-keyed lookups or===for object identity instead of comparing integer hash codes. Internal consumers were migrated toWeakMapin 0.6.3.Resource.instance(singleton getter) was removed — import the sharedresourceinstance directly:import { resource } from '@kurot/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 —Playerconstructs 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 | Kurot |
| ----------- | ----------------- | ----------------------- |
| 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 '@kurot/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 modeDocumentation
- 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 | Shared Kurot/PixiJS/Egret comparison across 7 deterministic workloads |
Kurot and PixiJS run on WebGL 1 and WebGL 2. The bundled Egret 5.4.1 baseline supports WebGL 1 only; unsupported combinations are omitted rather than reported as zero-cost results.
The benchmark has three task-oriented commands:
pnpm benchmark
pnpm benchmark:smoke
pnpm benchmark:comparebenchmark starts the visible interactive page, benchmark:smoke quickly
checks that every supported engine/backend integration works, and
benchmark:compare runs the complete reproducible comparison matrix. Automated
runs print case-by-case progress and write reports to the ignored local
examples/benchmark/results/ directory. Each run records its commit, exact
browser version, machine characteristics, raw samples, and a commit-addressed
history entry. Chromium also reports JS heap use; all adapters report logical
benchmark texture count, while Kurot additionally reports its retained blur
framebuffer pool.
Release regression gates are deliberately machine-scoped. Set a stable
BENCHMARK_MACHINE name on a reference machine and approve the generated
results/baseline-candidate.json as
examples/benchmark/baselines/<machine-name>.json. A later
benchmark:compare automatically applies the baseline only when the machine
name and exact browser version match. Timing limits use both observed variance
and a 12% floor; a baseline row needs at least five samples before it can gate.
Deterministic visual regression tests cover Canvas 2D, WebGL 1, WebGL 2, and WebGL context restoration:
pnpm test:visualAfter an intentional renderer change has been visually reviewed, regenerate the
golden images with pnpm test:visual:update. Failed comparisons retain expected,
actual, and diff images under the ignored local test-results/ directory.
Resource-lifetime soak tests repeatedly rebuild scenes, upload and dispose textures, pressure blur framebuffer pools, force garbage collection, and restore a lost WebGL context. The short release smoke is:
pnpm test:soakLong evidence runs use the explicit test:soak:30m, test:soak:2h, and
test:soak:overnight commands. Reports are written under the ignored
examples/benchmark/results/soak/ directory. Virtual-list renderer reuse is
owned by the UI package and is intentionally outside this core test suite.
The example index also links to a release device-matrix page. It captures
browser/display details, the reported GPU renderer, WebGL limits, completed
manual checks, and known exceptions as a portable JSON record. This supports
manual macOS, Windows, iOS, Android, integrated-GPU, and discrete-GPU release
coverage without treating one machine's result as evidence for another.
pnpm test:device-matrix smoke-tests the diagnostics and JSON export path; it
does not replace the manual checks on physical devices.
License
MIT
