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@tetsup/web2d

v0.0.17

Published

- Minimal setup: only a canvas and a game class required - High-performance rendering via Worker + SharedArrayBuffer - Simple, stateless rendering model for predictable behavior

Downloads

1,269

Readme

web2d - Lightweight 2D Game Runtime for the Web

  • Minimal setup: only a canvas and a game class required
  • High-performance rendering via Worker + SharedArrayBuffer
  • Simple, stateless rendering model for predictable behavior

🌐 Languages


Install

pip install @tetsup/web2d

Usage

import { GameApp } from '@tetsup/web2d';

const app = new GameApp(canvas, new TestGame(), {
  maxObjects: 10,
  rectSize: { width: 320, height: 240 },
  keyAssignment,
  assignPad,
});

GameApp Constructor

new GameApp(
  canvas: HTMLCanvasElement,
  game: Game,
  options?: {
    maxObjects?: number;
    rectSize?: { width: number; height: number };
    keyAssignment?: any;
    assignPad?: any;
  }
)
  • canvas → Target <canvas> element for rendering
  • game → Instance of a class implementing game logic
  • options (optional)
    • maxObjects → Maximum number of renderable objects
    • rectSize → Virtual screen size (internal resolution)
    • keyAssignment → Keyboard input mapping
    • assignPad → Gamepad input configuration

🎮 Game Class

You only need to implement the following two methods:

class MyGame {
  async onInit(renderer) {}
  async onTick(input, clock, renderer) {}
}
  • onInit → Called once at initialization
  • onTick → Called every frame

🎮 App Control

Start the application with:

app.start();

You can also control the game using the following methods:

Methods

app.start();    // Start game loop and input handling
app.pause();    // Pause
app.advance(n); // Advance simulation by n milliseconds
app.destroy();  // Fully stop and release resources

Details

  • start()

    • Starts the game loop and input handling
  • pause()

    • Stops input handling
    • Pauses the game loop
  • advance(delta)

    • Advances the game state by delta milliseconds
    • Useful for debugging and deterministic simulation
  • destroy()

    • Stops all processes
    • Terminates the Worker
    • Should be called when disposing the app

🧩 Renderer API

The renderer is provided as an argument to lifecycle methods.

renderer.registerImage({ imageId, imageData });
renderer.render([{ pos, imageId }]);

registerImage(image)

Registers an image for rendering.

renderer.registerImage({
  imageId: 'player',
  imageData: bitmap,
});
  • imageId: string
    • Identifier for the image
  • imageData: ImageBitmap
    • Transferred to Worker (ownership moves)

⚠️ Notes:

  • ImageBitmap cannot be reused after transfer
  • Re-register with a new bitmap to update

render(imageObjects)

Submits objects to be rendered for the current frame.

renderer.render([
  {
    pos: { x: 100, y: 200 },
    imageId: 'player',
  },
]);
  • pos: { x: number, y: number }
    • Position in pixels
  • imageId: string
    • Must be registered beforehand

⚠️ Notes:

  • Rendering is stateless per frame
  • All visible objects must be sent every frame
  • Internally optimized using SharedArrayBuffer

🔗 Sample Code

Full example:

👉 https://github.com/tetsup/web2d/tree/main/test-game