Giter VIP home page Giter VIP logo

excaliburjs / excalibur Goto Github PK

View Code? Open in Web Editor NEW
1.6K 35.0 176.0 212.86 MB

๐ŸŽฎ Your friendly TypeScript 2D game engine for the web ๐Ÿ—ก๏ธ

Home Page: https://excaliburjs.com

License: BSD 2-Clause "Simplified" License

JavaScript 9.37% HTML 1.55% TypeScript 78.18% CSS 0.38% GLSL 0.36% Dockerfile 0.02% MDX 10.14%
excalibur game-development game-engine gamedev typescript html5-canvas game-framework games excaliburjs

excalibur's Introduction

Logo

Appveyor status Coverage Status npm version npm downloads NuGet version Discord

Sweep Stacks

Excalibur is a free game engine written in TypeScript for making 2D games in HTML5 canvas. Our goal is to make it easier for you to create 2D HTML/JS games, whether you're new to game development or you're an experienced game developer. We take care of all of the boilerplate engine code, cross-platform targeting (using browserstack ๐Ÿ˜Ž), and more! Use as much or as little as you need!

Excalibur is an open source project licensed under the 2-clause BSD license (this means you can use it in commercial projects!). It's free and always will be. We welcome any feedback or contributions! If you make something with Excalibur, please let us know!

Get Started

Our user documentation is at https://excaliburjs.com/docs (and you can contribute to the docs at https://github.com/excaliburjs/Excalibur/tree/main/site)

โ— Note: Excalibur is still in version 0.x, which means this project and its associated plugins may be a little rough around the edges. We try to minimize API changes, but breaking changes will occur in new released versions. Excalibur is a labor of love and the product of many hours of spare time. Thanks for checking it out!

API Reference

Visit the API Reference section for fully-annotated documentation of the API.

Questions

Samples

Compiled examples can be found in the Excalibur Samples collection.

Contributing

Please read our Contributing Guidelines and our Code of Conduct. Whether you've spotted a bug, have a question, or think of a new feature, we thank you for your help!

Mac/Linux

Prerequisites

  • Docker for Mac https://docs.docker.com/desktop/mac/install/
  • In the root, run docker-compose build (setup build environment and installs dependencies, only needed once)
  • To run tests in watch mode docker-compose run --rm dev npm run test:watch
  • To run a build docker-compose run --rm dev npm run all

Writing Documentation

We love when people help improve our documentation. You can contribute to the docs in this repo under /site

Environment Setup

The Excalibur.js team primarily uses Visual Studio Code as a platform agnostic editor to allow the widest contributions possible. However, you can always use your own preferred editor.

Testing

Browserstack

Excalibur is committed to supporting the latest 2 versions of popular desktop and mobile browsers. We leverage browserstack automated testing to ensure that Excalibur is automatically tested as thoroughly as possible on all our supported platforms.

Prerequisites

After cloning the repository, run:

npm install

You can then run the npm tasks for various purposes:

# Run compilation, linting, and all unit & visual tests
# Recommend to do this before finalizing pull requests
npm run all

# Run engine core compilation only
# Useful for quick checks to ensure everything compiles
npm run build

# Run engine tests only (does not run compile task)
# Useful to run tests ad-hoc
npm test
npm run test

# Start Storybook-based sandbox
# Used for creating interactive visual tests and examples for docs
npm run sandbox

# Build a nuget package and specify a version
npm run nuget -- 1.1.1

License

Excalibur is open source and operates under the 2-clause BSD license:

BSD 2-Clause License

Copyright (c) 2014, Erik Onarheim
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

* Redistributions of source code must retain the above copyright notice, this
  list of conditions and the following disclaimer.

* Redistributions in binary form must reproduce the above copyright notice,
  this list of conditions and the following disclaimer in the documentation
  and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

excalibur's People

Contributors

alanag13 avatar andrewmbyrd avatar butlersrepos avatar carghaez avatar catrielmuller avatar crizzooo avatar davidli119 avatar davince avatar dependabot[bot] avatar djcsdy avatar edualb avatar eonarheim avatar guahanweb avatar hogart avatar htalat avatar jasonlh-harris avatar jedeen avatar jyoung4242 avatar kamranayub avatar loserantbear avatar mattjennings avatar miqh avatar mrkmg avatar nidble avatar puritylake avatar renovate-bot avatar renovate[bot] avatar rougepied avatar t00mm avatar xstoudi avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

excalibur's Issues

Events should be thrown in the context of an Actor

Currently when events are thrown the are emitted as "global", which means that multiple collision events may be thrown and every actor must check whether the event applies to them. This is incredibly inefficient, the EventDispatcher should only send events to actors that apply to them.

Add new event types for actors and engine

Actor

Enter view port event - 'enterviewport'
Exit view port event - 'exitviewport'
More specific collision events - 'collidesbottom', 'collidestop', 'collidesleft', collidesright'

Engine

load
gamestart
Key Combinations - 'ctrl+b'
mousemove
touchstart
touchend
touchmove
touchcancel

Error thrown in engine on game start

An unknown error is being thrown at the start of the game.

It looks to be an 'undefined' eventName being passed to the event dispatcher publish

[DEBUG] : Game started Engine.js:970
Uncaught TypeError: Cannot call method 'toLowerCase' of undefined Engine.js:1159
[DEBUG] : Game stopped Engine.js:970

Sprite Fonts!

This is useful when you want to use retro fonts from sprite sheets

Add logging to engine

A logging setup around the concept of appenders would be useful and extensible as in log4j or log4net.

Color constants

var red = Color.RED;
var blue = Color.BLUE;
var green = Color.GREEN;

New Collision Primitives

The engine needs new collision primitives that can collide with one another like:

BoundingCircle
BoundingBox
BoundingPoly
BoundingPixels

Create resource loader to preload all images and sound

The loader should also display a progress bar indicating progress.

The progress bar drawing should be overloadable as well.

Something like

var loader = new Loader();
loader.addSound(somesound);
loader.addImage(someimage);
loader.addSpriteSheet(somess);
game.loader = loader;

or

game.start(loader);

or on game init

var game = new Game(600,400,'#game', loader);

Add storage API to allow persistence

StorageManager

Probably better as an Excalibur plug-in/feature.

  • Abstract storage (amplify.store?)
  • Stores "schema" version and handles migrations (up/down)
  • get/set methods
  • TypeScript generic support

Pseudocode

interface IPersistenceStore {
  version: string;
  migrations: IMigration[];

  init(): void;
  get<T>(key: string): T;
  store(key: string, value: any): void;
  // ... promises?
}

var storage: ex.Storage.IPersistenceStore = new ex.Storage.AmplifyStore("my-game-store");

// handle versioning?
storage.version = "2.0";
storage.migrations.add("1.0", "2.0", 
  (from, to) => { // from
  },
  (to, from) => { // to
  }); // ex.Storage.IVersionMigration

// set options
...

// load up existing DB/create new one and run migrations
storage.init();

// get prefs
var prefs = storage.get<IPreferences>("preferences");

// update prefs
prefs.showTutorials = false;

// store prefs
storage.store("preferences", prefs);

Hopefully we can just wrap storage providers rather than build our own. Really we just want to handle versioning.

Add toggle for debug output

Right now key press debug output is always drawn to the screen. Add a flag to the game container.

Maybe add an api for developers to attach a key press to toggle debug output.

Add Sound Sprite functionality

The idea of a sound sprite that push all your sound effects into a single sound file, so only one trip to the server is made. Similar to the idea behind atlases or sprite sheets.

Need a way to encode offsets and lengths to play the appropriate sound in the sound sprite.

Label color is hard coded to black when no SpriteFont is supplied

      ctx.save();
      ctx.translate(this.x, this.y);
      ctx.scale(this.scale, this.scale);
      ctx.rotate(this.rotation);
        if(this.spriteFont){
            this.spriteFont.draw(ctx, 0, 0, this.text); 
        }else{
            ctx.fillStyle = 'black';
            ctx.fillText(this.text, 0, 0);
        }

        super.draw(ctx, delta);
        ctx.restore();

Add glow/shadow effects to engine

I suspect we will need to play some tricks with an off screen canvas, after running some tests, the canvas shadowBlur is too slow.

Play animations anywhere in the game

Engine needs to be part of the animation constructor for this to work.

var animation = new Animation(images, engine, ....);
animation.play(x,y);

Grid partioning for collision detection

This will improve the performance of grid based collision detection.

//x, y, cellWidth, cellHeight, rowCount, colCount
var collisionMap = new CollisionMap(....);

var somethingUseful = collisiomMap.collides(actor);

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.