micro-game-shell
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0.9.0 • Public • Published

micro-game-shell

A small game shell. Provides reliable timing events, and manages pointerlock/fullscreen/resize.

Live demo

This library provides two sets of timing events: tick, which can fire at any specified rate, and render, which fires on browser frame updates (but can be throttled to a lower rate).`

The intention is that game clients can use these events to implement fixed timesteps, where game logic (e.g. physics) runs at a different cadence than rendering.


Usage

npm i --save micro-game-shell
import { MicroGameShell } from 'micro-game-shell'

// instantiate
var document.querySelector('#game')     // optional
var pollRate = 10                       // optional
var shell = new MicroGameShell(domElement, pollRate)

// settings
shell.tickRate = 30               // ticks/second
shell.maxRenderRate = 0           // fps - 0 means uncapped
shell.stickyPointerLock = false   // whether to request pointerLock on click
shell.stickyFullscreen = false    // ditto for fullscreen
shell.maxTickProcessingTime = 25  // see below

// add event callbacks
shell.onTick = (tickDur)  => { /* ... */ }
shell.onRender = (dt, fp) => { /* ... */ }
// see below for rest of events

API

Consctructor params:

  • domElement - a DOM element, for pointerLock/fullscreen. If none is specified, shell instance will ignore DOM features, and just issue timing events.
  • pollTime (10ms) - how often to poll for ticks. Set to 0 if you want to disable polling.

Instance properties:

  • tickRate - desired tick events per second. Default 30
  • maxRenderRate - upper limit for the rate of render events. Default of 0 means uncapped.
  • pointerLock - check or set whether the DOM element has pointerlock
  • fullscreen - check or set whether the DOM element has fullscreen
  • stickyPointerLock - shell will request pointerLock when the domElement is clicked. default false
  • stickyFullscreen - shell will request fullscreen when the domElement is clicked. default false
  • maxTickTime - max time spent issuing tick events when behind schedule. If the shell spends this long on tick events, it will discard all pending ticks to catch up. Default 100ms.

Events:

  • onTick(tickDur) - tick event handler. tickDur is a fixed constant value (ms), not the actual time elapsed.

  • onRender(dt, framePart, tickTime) - render event handler. dt is actual time since the last render (in ms), and framepart is the fractional number of game ticks (i.e. how far we are into the current tick).

  • onInit() - fires once, when shell is set up (after DOMReady)

  • onResize() - fires when dom element's window changes size

  • onPointerLockChanged(hasPL) - fires on gaining/losing pointerLock

  • onFullscreenChanged(hasFS) - fires on gaining/losing fullscreen

  • onPointerLockError(err) - fires when pointerLock is refused by the browser


Credits

Made with 🍺 by Andy Hall, license is ISC.

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Install

npm i micro-game-shell

Weekly Downloads

11

Version

0.9.0

License

ISC

Unpacked Size

14.4 kB

Total Files

4

Last publish

Collaborators

  • andyhall