LesserPanda

A module based HTML5 game engine designed to be flexible and powerful.

Features

LesserPanda has a lot of features, and the list is still growing:

  • Super fast Canvas and WebGL rendering powered by PIXI.js.
  • Idle and fixed game loop with customizable FPS.
  • Fast and powerful physics solution.
  • Super fast AABB collision detection solution.
  • ECS(Entity Component System) like systems for Timer, Gfx, Physics and Anime.
  • High level Entity class.
  • Automatically choose the best resolution based on configs.
  • Tag is supported by systems.
  • Mobile friendly.
  • Rotate prompt for mobile devices with just a few configs.
  • ES6 based scripting environment.
  • CSS style can be imported by using standard ES6 module system.
  • Live-reload browsers after any changes are saved.

Samples

Samples are moved to its own repo here.
Currently the samples are located inside src/game/samples folder, and each is just a simple Game focusing on one or more particular feature.

Note: Samples have not been converted to latest v1.x yet.

Document

Devlog posts what happened to LesserPanda, read them at wiki, it will be updated on each Wednesday.

Brief introduction of modules

  • anime provides both common tween animation and Blender like action.
  • audio provides sound playback functions, the basic usage is included in the game/main.
  • gfx contains whole PIXI.js sources. Filters and mesh is disabled by default, you can enable them by uncomment related lines in engine/pixi/index.js.
  • polyfill contains some ES6 polyfills (Object.assign, rAF and Math.sign).
  • loader brings resource loading functionality which is used by PIXI.js and you probably don't need to use it directly.
  • storage provides session and persistent data storage. session and persistent from this module is quite useful but you can also use low level storage.
  • analytics provides some helper functions to work with Google Analytics.
  • Camera 2D camera that can follow targets, zoom, rotate and shake.
  • core is the core of lesser-panda, which provides the base functionalities such as "loop" and "resize".
  • device tells what device the game is currently running.
  • EventEmitter is a fast EventEmitter implementation.
  • input provides keyboard events and key-maps.
  • loader provides assets loading functon addAsset(path, key, settings)
  • physics provides AABB based collision detection and response.
  • resize provides some resize helper functions.
  • rnd is a random number generator.
  • Game is the main hub for your game.
  • Timer provides timers with callbacks. Use Timer.later or Timer.interval to create instances.
  • utils provides utility functions and constants for array, color, math, object.
  • Vector provide a Vector class that is used everywhere PIXI.Point is also an alias of it.

Progress

There's a Trello board, from which you will see what's coming next.
Github issue and milestone maybe better for progress tracking~

ChangeLog

1.1.0

  • Update behaviors for new Entity API

1.0.2

This version contains some breaking change, but I won't bump it to v1.1 since all the changes
are applied to the built-in gfx module. It does not affect any public APIs.

  • Merge DisplayObject and Container into one and rename it as Node.
  • Remove fromImage and fromFrame functions from Gfx elements, loader should be used instead.
  • Add support to set Sprite textures using keys. (sprite.texture = 'my_image.png')

1.0.1

  • New input system support key-maps bindings, on top of keyboard.
  • Basic CollisionMap implementation supports AABB vs rect tile collision.
  • Tons of small issue fixes.
  • More and better source code comments.
  • Local node modules supported (you can provide a package.json file and install whatever packages)

1.0.0

  • Completely re-design.
  • Scene -> Game.
  • Actor -> Entity.
  • Huge refactor gfx and physics modules.

0.4.2

  • Give BackgroundMap ability to repeat.
  • Add width, height, widthInTile and heightInTile properties to BackgroundMap.
  • Add getTile and setTile method to BackgroundMap.
  • Optimize BackgroundMap rendering, by drawing the visible part only.
  • Force code running in strict mode.
  • [CLI] Use webpack-dev-server instead of browser-sync for live-reloading, performs a little bit slower but will display error in browser console.
  • Add isStatic field to physics.Body to identify bodies don't move and response to the collisions, which also improves the performance of CollisionMap.
  • Improve the design of behavior system.
  • Remove listeners when stop a Tween to prevent issues caused by object pooling.

0.4.1-1

  • Fix container issue while loading a Tiled map.

0.4.1

  • Optimize Tiled map converter by caching results.
  • Improve Tiled map converter, which is now called tiledToMap and convert to latest level format.
  • Add level module that can load a level from data.
  • Add Scene.getActorByName method.
  • Tilemap huge rework, now has a way much cleaner API design.
  • Fix tilemap retina display.
  • Add second parameter to core.setScene to be able to create new instance for the next scene.
  • Improve scale mode support for mobile devices, especially for iOS.
  • Add support of spawning actors using registered type name.
  • Add Actor.register function to register custom(subclass) Actor classes with a key.
  • Moved actor sub-system code into actor module, so scenes won't be able to spawn actors until you import the actor module.
  • Improved Body setup.
  • Deprecated Body.anchor since it's not supported by SAT solver.
  • Completely support tile collider shapes defined from Tiled editor, tilemap based workflow is hugely improved.
  • Fixes collision map so that maps with holes are not properly supported.
  • Add Scene.createLayer method to simplify layer creating.
  • Position, layer and settings parameters of Scene.spawnActor are not optional.
  • Add vertical and horizontal settings to WrapAroundScreen behavior.
  • Device patch is removed since resizing now works without hack.
  • Canvas resizing is fixed and improved, and useless never resize mode is deprecated.
  • Fixed Camera to be able to work without any targets.
  • Add poolable module to utils.
  • Improve the FireBullet behavior, now it has ammo support built-in.
  • Behavior no longer inherits from EventEmitter.
  • Actor spawn/remove behavior changed, now it's possible to maunally create Actor instance and add to any scene instead of calling spawnActor. Object pool support is included.
  • Change Actor.prepare to Actor.ready.
  • Fix some Actor component create methods.
  • Add rotate-around-point behavior
  • Add steering behavior
  • Add face-the-mouse behavior
  • Actor component factory methods now accept settings of all built-in properties.
  • Add getTexture function to engine.loader to be able to get texture from string.
  • Add more component factory methods to Actor.
  • Fix inline documents.
  • Add start function to core module as a easy replacement of startWithScene.
  • canvasquery module is removed.
  • Re-design Actor system and make it more powerful yet easier to work with.
  • Re-design Behavior system.

0.4.0

  • Add a prepare method to Actor which will be called at the end of addTo.
  • Finish rectangle shaped tile collision support.
  • Add simple Tilemap support for both built-in format or Tiled JSON map(some custom properties are required)
  • Add Timer.now to represent time passed since game started.
  • Add top and bottom properties to Camera object.
  • Add width and height properties to physics.Body, which map to shape.width and shape.height.
  • Add high level Actor, SpriteActor, AnimatedActor and PrimitiveActor classes.
  • Add Behavior base class and some simple behaviors.
  • Emit pause and resume events from core.
  • Add resolution config, and renderer will pick the most suited resolution base on your configs.
  • Add Blender/Flash like keyframe based animation.
  • Add SAT based collision solver.
  • Add SpatialHash based broad phase solution for collision heavy games.
  • Change canvas style during resizing for some resize modes.
  • Use bitwise shift to optimise SpatialHash based collision detection, change Body.collisionAgainst to a 32bit integer number while broadPhase is SpatialHash.
  • Add a new device-patch module to solve device specific issues.
  • Add rotate prompt for mobile devices.
  • Save renderer resolution as engine.resolution.
  • [Changes] PIXI.extras.Animation is now renamed as PIXI.extras.AnimatedSprite.
  • [Changes] Huge improve of Animation system(formerly called Timeline), now the tweening of nested properties is supported.
  • [Changes] Deprecate dom resize mode.
  • [Changes] Deprecate Texture.fromAsset method, use loader.resources instead.
  • [Changes] Pass delta time to update methods in both milliseconds and seconds.
  • [Changes] Upgrade PIXI to master/3.0.11
  • [Changes] Default asset key does not contain baseURL any more.

0.3.4

  • Upgrade PIXI to master/3.0.10
  • [Changes] Accept an object as third parameter of loader.addAsset function

0.3.3

  • Add animation support to boolean and object (instantly changes value at the end of duration, ignore its easing setting).
  • Add animation support to string text (from empty to full content).

0.3.2

  • Add tag support to Object, Timeline and Timer sub-systems, now it is possible to pause/resume any tagged components. For example you can easily pause the timelines tagged object and keep the ui when game is paused.
  • Emit boot and booted events when engine is started.
  • Upgrade Kefir and add a emitter function to create self emittable streams for convenience.
  • Create session and persistent data manager for easier data saving without touching low-level storage and localStorage.
  • Add "skipFrame" setting to constantly skip render frames, which may be used to increase performance but may also sacrifice the accuracy of input.

0.3.1

  • Upgrade PIXI to (dev/9d7a393)
  • Upgrade resource-loader
  • Rename base container of Scene to stage instead of container
  • Fixed update support. FPS now can be lock to a constant value
  • Improved PIXI.extras.Animation updating logic
  • Improved Array element removing process
  • Create utils module with useful functions and constants
  • Better pre-defined sub-system updating order, now collision works pretty well with Timelined bodies
  • New component system. The "Object", "Physics", "Timeline" and "Renderer" are just predefined sub-systems.
  • Timer is also updated at fixed steps now, but act as a engine-level system instead of Scene
  • Fix camera update error when it's not added to any containers

0.3.0-rc1

  • Completely module based structure

0.2.1

  • Add camera shake support.
  • Let Scene emit input events just like what PIXI does.

0.2.0

  • Add support for module imports/exports, so you do not need to expose everything to global namespaces (like game).
  • Remove Class system due to performance and capabilities.

0.1.0

  • Update renderer to PIXI.js latest stable version (v3.0.7).

License

LesserPanda is released under the MIT License, the same
as Panda.js engine.

Special Thanks

@ekelokorpi for creating the awesome panda.js-engine
@Pixel-boy for the lovely bat(bat.png in media folder)

Index

gfx/accessibility/index.js

Index

gfx/filters/index.js