The Engine controls the game world and manages game state. Once you set it up and let it run it pretty much takes care of itself.
You can use the engine to add or remove objects from the game world.
There are several modules that can include to add additional capabilities to the engine.
The engine fires events that you may bind listeners to. Event listeners
may be bound with engine.on(eventName, callback)
beforeAdd
Observe or modify the entity data before it is added to the engine.
@param {Object} entityData
afterAdd
Observe or configure a GameObject
that has been added to the engine.
@param {GameObject} object The object that has just been added to the engine.
update
Called when the engine updates all the game objects.
@param {Number} elapsedTime The time in seconds that has elapsed since the last update.
afterUpdate
Called after the engine completes an update.
beforeDraw
is called before the engine draws the game objects on the canvas.
The current camera transform is applied.
@params {PixieCanvas} canvas A reference to the canvas to draw on.
draw
is called after the engine draws on the canvas. The current camera transform is applied.
@params {PixieCanvas} canvas A reference to the canvas to draw on.
engine.bind "draw", (canvas) -> # print some directions for the player canvas.drawText text: "Go this way =>" x: 200 y: 200
draw
is called after the engine draws.
The current camera transform is not applied. This is great for adding overlays.
@params {PixieCanvas} canvas A reference to the canvas to draw on.
engine.bind "overlay", (canvas) -> # print the player's health. This will be # positioned absolutely according to the viewport. canvas.drawText text: "HEALTH:" position: Point(20, 20) canvas.drawText text: player.health() position: Point(50, 20)
{defaults} = require "./util"
Bindable = require "./modules/bindable"
Engine = (I={}, self=Bindable(I)) ->
defaults I,
FPS: 60
paused: false
frameAdvance = false
running = false
startTime = +new Date()
lastStepTime = -Infinity
animLoop = (timestamp) ->
timestamp ||= +new Date()
msPerFrame = (1000 / I.FPS)
delta = timestamp - lastStepTime
remainder = delta - msPerFrame
if remainder > 0
lastStepTime = timestamp - Math.min(remainder, msPerFrame)
step()
if running
window.requestAnimationFrame(animLoop)
update = (elapsedTime) ->
self.trigger "beforeUpdate", elapsedTime
self.trigger "update", elapsedTime
self.trigger "afterUpdate", elapsedTime
draw = ->
return unless canvas = I.canvas
self.trigger "beforeDraw", canvas
self.trigger "draw", canvas
self.trigger "overlay", canvas
step = ->
if !I.paused || frameAdvance
elapsedTime = (1 / I.FPS)
update(elapsedTime)
draw()
self.extend
###*
Start the game simulation.
engine.start()
@methodOf Engine#
@name start
###
start: ->
unless running
running = true
window.requestAnimationFrame(animLoop)
return self
###*
Stop the simulation.
engine.stop()
@methodOf Engine#
@name stop
###
stop: ->
running = false
return self
###*
Pause the game and step through 1 update of the engine.
engine.frameAdvance()
@methodOf Engine#
@name frameAdvance
###
frameAdvance: ->
I.paused = true
frameAdvance = true
step()
frameAdvance = false
###*
Resume the game.
engine.play()
@methodOf Engine#
@name play
###
play: ->
I.paused = false
###*
Toggle the paused state of the simulation.
engine.pause()
@methodOf Engine#
@name pause
@param {Boolean} [setTo] Force to pause by passing true or unpause by passing false.
###
pause: (setTo) ->
if setTo?
I.paused = setTo
else
I.paused = !I.paused
###*
Query the engine to see if it is paused.
engine.pause()
engine.paused()
# true
engine.play()
engine.paused()
# false
@methodOf Engine#
@name paused
###
paused: ->
I.paused
###*
Change the framerate of the game. The default framerate is 60 fps.
engine.setFramerate(60)
@methodOf Engine#
@name setFramerate
###
setFramerate: (newFPS) ->
I.FPS = newFPS
self.stop()
self.start()
update: update
draw: draw
Engine.defaultModules.each (module) ->
self.include module
self.trigger "init"
return self
Engine.defaultModules = [
"age"
"engine/background"
"engine/collision"
"engine/game_state"
"engine/finder"
"engine/keyboard"
"engine/mouse"
"engine/options"
"timed_events"
].map (name) ->
require "./modules/#{name}"
module.exports = Engine
- Include these modules
- "Tilemap"
- "Levels"
- Extract driving loop into a module