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step

A small JS game engine with a smaller API. It provides access to true fixed update calls that are aware of input.

core.js is where its at. It exports the key object Core, create with

var core = new Core(window, canvasContext)

core.physicsTimeStep

Frequency at which update will be called. Defaults to 1000/60

core.entities

Array of game objects. Adding an object to this list will attempt to call its draw(context) and update() functions.

core.start()

Call this once everything is loaded to get things moving. After it is called once, it acts as core.play

core.pause

Prevent internal time propogation

core.play

Continue internal time propogation

Input

Input is accessed through core.input. All browser key events are avaiable in the correct update calls.

Note: keyCode is deprecated in most browsers and will be dropped soon. Will switch soon to keyboardEvent.code and bump version number.

core.input.getKey(keyCode)

returns true if the Key of code keyCode was down at time of the current frame.

core.input.getKeyDown(keyCode)

returns true if the Key of code keyCode was first depressed at time of the current frame (only one frame will see this)

core.input.getKeyUp(keyCode)

returns true if the Key of code keyCode was released at time of the current frame (only one frame will see this)

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Small js game engine giving true fixed-update calls your physics can depend on.

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