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Cristy","email":"maurocristy@gmail.com"},"license":"MIT","homepage":"https://angrypixel.gg/engine","keywords":["video game engine","game engine","2d engine","webgl","canvas","typescript","game development","entity component system"],"repository":{"url":"git+https://github.com/angry-pixel-studio/angry-pixel-engine.git","type":"git"},"description":"Lightweight 2D game engine made with TypeScript.","maintainers":[{"name":"maurocristy","email":"maurocristy@gmail.com"}],"readme":"<img src=\"https://angrypixel.gg/image/angry-pixel-logo.png\" alt=\"Angry Pixel\" width=\"256\" />\n\n[![NPM Version](https://img.shields.io/npm/v/angry-pixel?style=for-the-badge)](https://www.npmjs.com/package/angry-pixel)\n[![License](https://img.shields.io/badge/license-MIT-blue.svg?style=for-the-badge)](https://github.com/angry-pixel-studio/angry-pixel-engine/blob/master/LICENSE)\n[![Docs](https://img.shields.io/badge/docs-angrypixel-blue?style=for-the-badge&color=blue)](https://docs.angrypixel.gg)\n[![Actions](https://img.shields.io/github/actions/workflow/status/angry-pixel-studio/angry-pixel-engine/main.yml?branch=main&style=for-the-badge)](https://github.com/angry-pixel-studio/angry-pixel-engine/actions?query=workflow%3AContinuous)\n\n## What is Angry Pixel Engine?\n\nAngry Pixel Engine is a 2D game engine for browser written in Typescript.\n\nMain features:\n\n-   [Entity-Component-System](https://github.com/SanderMertens/ecs-faq) based architecture\n-   WebGL rendering\n-   Sprite-based graphics and frame-by-frame animations\n-   Text rendering with support for web-safe and imported fonts\n-   Basic 2D lightning system\n-   Polygonal collision detection and physical response based on speed and acceleration.\n-   Keyboard, mouse, gamepad, and touchscreen input support\n-   Ability to create desktop or mobile games using frameworks like [Electron.js](https://www.electronjs.org/) or [React Native](https://reactnative.dev/)\n-   Built-in tilemap and tileset components, with support for orthogonal maps exported from [Tiled](https://www.mapeditor.org/)\n-   Dependency Injection\n\n## Getting Started\n\nLet's create a scene where the Angry Pixel sprite bounces off the edges of the screen in a DVD screensaver fashion.\n\n### Installation\n\n```bash\nnpm i angry-pixel\n```\n\nor\n\n```bash\nyarn add angry-pixel\n```\n\n### Load from the CDN\n\nThe builds are also published to `https://cdn.angrypixel.gg/engine/`, under the version number of each release and under `latest`.\n\nUMD build, exposed as the global `angry-pixel`:\n\n```html\n<script src=\"https://cdn.angrypixel.gg/engine/latest/index.js\"></script>\n<script>\n    const { Game, Scene } = window[\"angry-pixel\"];\n</script>\n```\n\nES module build:\n\n```html\n<script type=\"module\">\n    import { Game, Scene } from \"https://cdn.angrypixel.gg/engine/latest/index.esm.js\";\n</script>\n```\n\n### Initialize\n\nFirst we create an instance of the `Game` class:\n\n```typescript\nimport { Game, GameConfig } from \"angry-pixel\";\n\nconst config: GameConfig = {\n    containerNode: document.querySelector(\"#app\"),\n    width: 1920,\n    height: 1080,\n    canvasColor: \"#00D9D9\",\n};\n\nconst game = new Game(config);\n```\n\n### Create a Scene\n\nThen we will create the `MainScene` class, which extends the `Scene` base class. This class represents a scene in our game, and has three main functions:\n\n-   To load assets.\n-   To create the initial entities.\n-   To know which are the necessary systems.\n\nFor the moment we only implement the function loadAssets to load an image that we will use later:\n\n```typescript\nimport { Scene } from \"angry-pixel\";\n\nclass MainScene extends Scene {\n    // within this method we load the assets\n    loadAssets(): void {\n        this.assetManager.loadImage(\"sprite.png\");\n    }\n}\n```\n\nAnd we add this scene to our game:\n\n```typescript\n// arguments: the scene class, the scene name, opening scene = true\ngame.addScene(MainScene, \"MainScene\", true);\n```\n\n### Create a Component\n\nThen we will create the `MoveAndBounce` component which has the necessary attributes to define the movement of our entity.\n\n```typescript\nimport { Vector2 } from \"angry-pixel\";\n\nclass MoveAndBounce {\n    boundaries: number[] = [476, -476, 896, -896]; // top, bottom, left, right\n    direction: Vector2 = new Vector2(1, 1); // the direction in wich the entity will move\n    speed: number = 200; // pixels per second\n}\n```\n\n### Create a System\n\nOnce we have created our component, we will need a system that executes the business logic. Extending the base class `GameSystem`, we will create our `MoveAndBounceSystem`, which, using the `EntityManager`, obtains all the entities that have the `MoveAndBounce` component, and executes the business logic necessary for the entity to move by bouncing on the edges of the screen:\n\n```typescript\nimport { GameSystem, Transform } from \"angry-pixel\";\n\nclass MoveAndBounceSystem extends GameSystem {\n    onUpdate(): void {\n        this.entityManager.search(MoveAndBounce, (component, entity) => {\n            const transform = this.entityManager.getComponent(entity, Transform);\n            const { boundaries, direction, speed } = component;\n\n            if (transform.position.y >= boundaries[0] || transform.position.y <= boundaries[1]) {\n                direction.y *= -1;\n            }\n\n            if (transform.position.x >= boundaries[2] || transform.position.x <= boundaries[3]) {\n                direction.x *= -1;\n            }\n\n            transform.position.x += direction.x * speed * this.timeManager.deltaTime;\n            transform.position.y += direction.y * speed * this.timeManager.deltaTime;\n        });\n    }\n}\n```\n\nOnce the system is created, we can add it to the scene\n\n```typescript\nimport { Scene } from \"angry-pixel\";\n\nclass MainScene extends Scene {\n    loadAssets(): void {\n        this.assetManager.loadImage(\"sprite.png\");\n    }\n\n    // within this method we register the systems of the scene\n    registerSystems(): void {\n        this.addSystem(MoveAndBounceSystem);\n    }\n}\n```\n\n### Create the entities\n\nFinally, we need to create two entities, one that represents our sprite, to which we want to apply the behavior of moving and bouncing, and another one that represents the camera of our game. For this we will use the `EntityManager`, specifically the `createEntity` method. This method accepts an array of components, the components can be concrete instances (this is useful when it is necessary to pass parameters by constructor) or classes (if it is not necessary to pass parameters by constructor, we can pass only the class).\n\n```typescript\nimport { Camera, Scene, SpriteRenderer, Transform } from \"angry-pixel\";\n\nclass MainScene extends Scene {\n    loadAssets(): void {\n        this.assetManager.loadImage(\"sprite.png\");\n    }\n\n    registerSystems(): void {\n        this.addSystem(MoveAndBounceSystem);\n    }\n\n    // within this method we create the entities\n    createEntities(): void {\n        // camera\n        this.entityManager.createEntity([new Transform(), new Camera({ layers: [\"Sprite\"] })]);\n\n        // sprite\n        this.entityManager.createEntity([\n            new Transform(),\n            new MoveAndBounce(),\n            new SpriteRenderer({\n                layer: \"Sprite\",\n                image: this.assetManager.getImage(\"sprite.png\"),\n            }),\n        ]);\n    }\n}\n```\n\n### Run the game\n\nNow we can start the game:\n\n```typescript\ngame.start();\n```\n\n### Check this example live\n\n🎮 [https://demos.angrypixel.gg/move-and-bounce](https://demos.angrypixel.gg/move-and-bounce)\n\n## DOCS\n\n🔎 [Documentation](https://angrypixel.gg/engine)\n","readmeFilename":"README.md"}