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canvas2djs

v2.6.3

Published

HTML5 canvas based game engine

Downloads

123

Readme

canvas2djs

canvas2djs is an HTML5 canvas based game engine. Simple API allows you to quickly develop HTML5 games.

Installation

npm install --save canvas2djs

Usage

Include by script:

<script src="path/to/canvas2d.js"></script>

Or use import:

import * as canvas2d from 'canvas2djs';

Quick start

  • Stage

    var stage = new canvas2d.Stage(
        document.querySelector('canvas'), // HTMLCanvasElement
        window.innerWidth, // canvas width
        window.innerHeight, // canvas height
        canvas2d.ScaleMode.SHOW_ALL, // design resolution scale mode
        true // auto adjust canvas size when window resize
    );
    
    stage.mouseEnabled = true;
    stage.touchEnabled = true;
    stage.keyboardEnabled = true;
    stage.start();
  • Sprite

    var scene = new canvas2d.Sprite({
        // draw origin will be left-top
        originX: 0, // default to be 0.5
        originY: 0, // default to be 0.5
    
        width: stage.width,
        height: stage.height
    });
    var ball = new canvas2d.Sprite({
        texture: new canvas2d.Texture('res/img/ball.png'),
        x: stage.width * 0.5,
        y: 100
    });
    var box = new canvas2d.Sprite({
        bgColor: 'black',
        border: {
            width: 1,
            color: 'red'
        },
        width: 100,
        height: 100,
        alignX: canvas2d.AlignType.CENTER,
        alignY: canvas2d.AlignType.CENTER
    });
    
    scene.addChild(ball);
    scene.addChild(box);
    stage.addChild(scene);
  • Texture

    var texture1 = new canvas2d.Texture('path/to/img/sprite.png');
    // as same as:
    var texture1 = canvas2d.Texture.create('path/to/img/sprite.png');
    
    // clip a texture from sprite sheet
    var clipRect = {x: 0, y: 0, width: 100, height: 100};
    var texture2 = new canvas2d.Texture('path/to/img/spritesheet.png', clipRect);
  • TextLabel

    var title = new canvas2d.TextLabel({
        text: 'canvas2d',
        fontSize: 32,
        fontFamily: 'Arial',
        fontWeight: 'bold',
        x: stage.width * 0.5,
        y: 50
    });
    
    stage.addChild(title);
  • Sound

    canvas2d.Sound.enabled = true;
    canvas2d.Sound.extension = '.mp3';
    
    canvas2d.Sound.load('path/to/', 'bgMusic', () => {
        canvas2d.Sound.play('bgMusic');
    });
  • Action

    var redBall = new canvas2d.Sprite({
        x: stage.width * 0.5,
        y: stage.height * 0.5,
        scaleX: 1,
        scaleY: 1,
        bgColor: 'red',
        radius: 50
    });
    stage.addChild(redBall);
    
    function scale() {
        let action = new canvas2d.Action(redBall);
        let propOptions = {
            scaleX: 2, // will use default easing function
            scaleY: {
                dest: 2,
                easing: canvas2d.Tween.easeInOutQuad
            }
        };
        let duration = 0.5; // second
    
        action.to(propOptions, duration);
        action.then(() => {
            console.log('Scale action ended, restore action will start');
    
            // restore action
            restore();
        })
        action.start(); // run action
    }
    
    function restore() {
        new canvas2d.Action(redBall)
            .by({scaleX: -1, scaleY: -1})
            .then(scale)
            .start();
    }
    
    scale();

canvas2djs with TypeScript and tsx

tsconfig.json

{
    "compilerOptions": {
        // ...
        "jsx": "react",
        "jsxFactory": "canvas2d.createSprite"
    }
}

Import canvas2djs declaration in .tsx files:

// test.tsx

// use ref
/// <reference types="canvas2djs" />


// or import as a module
import * as canvas2d from 'canvas2djs';

canvas2djs supports : <stage />, <sprite />, <text />, <bmfont />,

// example:
/// <reference types="canvas2djs" />

namespace demo {

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

    export var stage: canvas2d.Stage;
    export var santa: canvas2d.Sprite<any>;

    var stageProps: canvas2d.StageProps = {
        width: window.innerWidth,
        height: window.innerHeight,
        scaleMode: canvas2d.ScaleMode.SHOW_ALL,
        autoAdjustCanvasSize: true,
        touchEnabled: true,
        mouseEnabled: true,
        canvas,
    };
    var sceneProps: canvas2d.SpriteProps = {
        originX: 0,
        originY: 0,
        width: stageProps.width,
        height: stageProps.height
    };
    var titleProps: canvas2d.TextProps = {
        y: 30,
        alignX: canvas2d.AlignType.CENTER,
        fontName: 'Arial',
        fontSize: 30,
        fontColor: 0xfff,
        strokeWidth: 2,
        strokeColor: 0x00f,
    };

    var santaFrames = [];

    for (let i = 0; i < 11; i++) {
        santaFrames.push(`img/Run_${i}.png`);
    }

    export var santaProps: canvas2d.SpriteProps = {
        alignX: canvas2d.AlignType.CENTER,
        alignY: canvas2d.AlignType.CENTER,
        actions: [{
            queue: [{
                type: canvas2d.ActionType.ANIM,
                frameList: santaFrames,
                frameRate: 20
            }],
            repeatMode: canvas2d.ActionRepeatMode.REVERSE_REPEAT,
        }]
    };

    var action: canvas2d.Action;

    function santaJump() {
        if (action) {
            return;
        }

        action = new canvas2d.Action(santa)
            .by({
                y: {
                    value: -200,
                    easing: canvas2d.Tween.easeOutQuad
                }
            }, 0.3)
            .to({
                y: santa.y
            }, 0.2)
            .then(() => action = null)
            .start();
    }

    <stage {...stageProps} ref={e => stage = e} >
        <sprite {...sceneProps}>
            <text {...titleProps}>
                canvas2djs
            </text>
            <sprite {...santaProps} ref={e => santa = e} onClick={santaJump} />
        </sprite>
    </stage>;
}