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lightweight 2D game engine written in typescript","keywords":["game-engine","game","engine","2D","lightweight","typescript"],"license":"MIT","readme":"<div align=\"center\">\n    <div> <img width=\"180\" src=\"./resources/logo/unrail-engine.svg\" alt=\"Unrail Engine logo\"></div>\n    <h1 style=\"margin: .5em\"><b>Unrail Engine</b></h1>\n    <a href=\"https://badge.fury.io/js/unrail-engine\"><img src=\"https://badge.fury.io/js/unrail-engine.svg\" alt=\"npm version\"/></a>\n    <a href=\"https://www.npmjs.com/package/unrail-engine\"><img src=\"https://badgen.net/npm/dt/unrail-engine\" alt=\"npm downloads\"/></a>\n</div>\n\n**Unrail Engine** is a modern and lightweight 2D game engine written in Typescript during a train ride.\n\nThis engine is not only for games, its modules can be used independently. For instance, the `render` module and the `interface` one can be used for an animated project.\n\nThe renderer is based on the __OffscreenCanvas API__ (currently not supported by Safari & Firefox). The render process is done in a DedicatedWorker which threads the process and speed up the operation ands adapts to the `devicePixelRatio`.\n\nExamples can be found at [/test](./test/). <br>\nThe engine is written using test driven development. Currently there is no test automatisation but the aim is to develop E2E efficient tests.\n\nI   - [Getting Started](#getting-started)<br>\nII  - [Documentation](#documentation)<br>\nIII - [Examples](#examples)<br>\n\n\n## <a name=\"getting-started\"></a>Getting Started\n### Installation\n#### Via `<script>`\nTo import the engine, you can include the script in your `index.html` file : \n\n```html\n<!-- Production minified ~10kB gzipped -->\n<script type=\"module\" src=\"./unrail-engine.es.js\" defer></script> \n```\nThen import it like a regular moduel in your `.js` file : \n```ts \nimport { /* Stuff you need */ } from './unrail-engine/dist/unrail-engine.es.js'\n```\n\n#### Via [NPM](https://www.npmjs.com/package/unrail-engine): \n```bash\nnpm i --save unrail-engine\n```\nand import it as an ES module : (the types are included in the package)\n```ts \nimport { /* Stuff you need */ } from 'unrail-engine'\n```\n\n### Starting a game\nThe UnrailEngine entry point is the `Game` object. With this object, all the modules will be instantiated and will work properly.\nAll the objects have to be imported first.\n\n```ts \nimport { Game } from 'unrail-engine'\n\nlet game = new Game('Game name')\n```\n\nThen you can register a main loop which will be called the right amout of time to respecct the fps limitation (which can be set by the `game.setFPS(fpsNumber)` method - default is 60fps)\n\n```ts \nfunction update(deltaTime) {\n    // Do the update & render job here\n}\n\ngame.setMainLoop(update)\n```\n\nThen just call `game.start()` and there you go.\n## <a name=\"documentation\"></a>Documentation\n\n> The full documentation is available [here](https://d0rianb.github.io/UnrailEngine/docs).\n\nAll the entities are built around two methods : `update` and `render`. The `update` method is used to handle the logic of the entity and the `render` method aims at doing the rendering job and should only use the `Renderer` static methods.\n\n```ts\n// main.ts\nconst { width, height } = getWindowDimensions() \nconst env = new Env(width, height) // Create an environment for the game\nconst game = new Game('Game Name', env)\n\ngame.setMainLoop(() => env.update()) // register a main loop\ngame.start()\n```\n\n### Event System\n\nThe event system is usefull to communicate between differente classes or objects.<br>\nNative events are handled by the system.<br>\nThe keydown management ideo comes from [keydrown](https://github.com/jeremyckahn/keydrown) and eliminate the delay when long pressing a key.<br>\n\n```ts\nimport { Event } from 'unrail-engine'\n\n// Key Events\nEvent.onKeyDown('ArrowLeft', e => callback(e)) // While key is down\nEvent.onKeyPressed('<keyCode>', e => callback(e)) // Fired once\n\n// Custom Events\nEvent.emit('custom-event-name', params)\nEvent.on('custom-event-name', callback)\n```\n\n### Renderer\nThe UnrailEngine currently supports 2 render methods : (_WebGL_ rendering is planned) <br>\n-   The `Renderer` object is a classic optimized canvas 2D renderer.<br>\n-   The `OffscreenRenderer` uses the `OffscreenCanvas` API and web worker to run in a different thread.<br>\nBoth renderer uses the same methods name so switching from one to another is as simple as replacing an import alias.<br>\n```ts \n// Choose one or another\nimport { Renderer } from 'unrail-engine'                      // to use the regular renderer\nimport { OffscreenRenderer as Renderer } from 'unrail-engine' // to use the multithreaded renderer for better performances\n```\n\n```ts\n// Canvas2DContext options from : https://developer.mozilla.org/fr/docs/Web/API/CanvasRenderingContext2D\nlet style: StyleObject = { \n    strokeStyle?: string,\n    lineWidth?: number,\n    lineJoin?: CanvasLineJoin,\n    fillStyle?: string,\n    globalAlpha?: number,\n    globalCompositeOperation?: string\n}\n\n// Create a canvas & init the Renderer\nRenderer.create()               // To create a canvas with the dimension of the window\nRenderer.create(width, height)  // To create a canvas with custom dimensions\nRenderer.createFromCanvas('#canvas')  // To create a Renderer from an existing canvas\n\n// Renderer is a static class. Here are the different methods\nRenderer.clear()\nRenderer.rect(x, y, width, height, style?)\nRenderer.line(x1, y1, x2, y2, style?)\nRenderer.poly(pointArray, style?)\nRenderer.circle(x, y, radius, style?)\nRenderer.point(x, y, style?)\nRenderer.rectSprite(x, y, width, height, texture)\nRenderer.circleSprite(x, y, radius, texture)\nRenderer.tint(color, x, y, width, height)      // tint a rect width a color\n```\n\n### Interface\n\n```ts\nimport { Interface } from 'unrail-engine'\n\nlet value = 'some value'\n\nInterface.addItem(() => `Value : ${value}`, position, { CSSproperties })\n// position is a string : 'top-left', 'top-right', 'bottom-left', 'bottom-right' or 'custom'\n// CSSproperties is an object containing { css-attribute: value }\n\n// Example :\nInterface.addItem(() => `Iteration : ${i++}`, 'top-left', { color: '#999' })\n```\n\n### Animation\n\nThe Unrail Engine comes with a built-in animation system.\nTo use it, simply declare a new `Animation` : \n```ts\nimport { Easing } from 'unrail-engine'\nconst options = { autostart?: true, loop?: false }\nconst animation = new Animation(from, to, duration, Easing.linear, options) // duration in ms\nEvent.onClick(() => animation.start())\n```\n\nThe default easing function is linear, but others are available in the `Easing` object. To specify an easing function, you can pass the function in the animation constructor or simply its name if the fonction belong to the `Easing` object.\n\nThe available methods of the animation class are :\n - `.start()`  to begin the animation\n - `.pause()`  to stop the animation\n - `.resume()` to resume the animation\n - `.reset()`  to reset the animation to its initial state\n - `.toggle()` to toggle the animation state (pause if the state is play and the inverse)\n - `.isRunning` returns true if the animation is running, else false\n\n\n## <a name=\"examples\"></a>Examples\n- Space Invader : [Code](./examples/space-invader/space-invader.ts) | [Demo](https://d0rianb.github.io/UnrailEngine/examples/space-invader/index.html)\n- Tic-Tac-Toe : [Code](./examples/tic-tac-toe/tic-tac-toe.ts) | [Demo](https://d0rianb.github.io/UnrailEngine/examples/tic-tac-toe/index.html)\n- Animation : [Code](./examples/animation-curves/animation.ts) | [Demo](https://d0rianb.github.io/UnrailEngine/examples/animation-curves/index.html)\n- The [Swatch Demo](https://github.com/d0rianb/SwatchDemo) uses the UnrailEngine for rendering & handling the update loop.\n- The [TowerDefenseGame](https://github.com/d0rianb/TowerDefenseGame) & [Run&Gun](https://github.com/d0rianb/RunAndGun) will soon use the UnrailEngine too.\n\n---\n\n2021 © Dorian Beauchesne\n","readmeFilename":"README.md","author":{"name":"d0rianb","email":"dorian.beauchesne@icloud.com"}}