A minimalistic game engine built for TypeScript.
The engine provides ways to manage a world, entities, and events. It also provides utilities to serialize worlds so it can be used for saving levels and synchronizing multiplayer gameplay.
It does NOT provide any rendering, sound, physics, controls... It is up to the developer to build them.
class PlayerTrait {
static readonly key = "player";
readonly key = PlayerTrait.key;
cycle(elapsed: number) {
this.entity.position.x += elapsed * 50; // move to the right at 50px/s
}
}
const world = new World();
// Add a player to the world
const player = new Entity(undefined, [new PlayerTrait()]);
player.position.x = 100;
player.position.y = 50;
world.entities.add(player);
world.cycle(1); // advance world clock by 1s
console.log(player.position.x, player.position.y); // 150,50
class PlayerTrait {
static readonly key = "player";
readonly key = PlayerTrait.key;
speed = 0;
cycle(elapsed: number) {
this.entity.position.x += elapsed * this.speed;
}
static registryEntry(app: GameModelApp): TraitRegistryEntry<PlayerTrait> {
return traitRegistryEntry((builder) => {
builder.traitClass(PlayerTrait);
builder.simpleProp("speed", PropertyTypes.num());
});
}
}
// Singleton app object
const app = new GameModelApp();
app.traitRegistry.add(PlayerTrait.registryEntry(app));
app.finalize();
// ...
const world = new World();
// Add a player to the world
const player = new Entity(undefined, [new PlayerTrait()]);
player.position.x = 100;
player.position.y = 50;
world.entities.add(player);
const serializationOptions = new SerializationOptions();
// Serialize the world
const serializedWorld = app.serializers.world.serialize(
world,
serializationOptions,
);
saveToFile();
// Deserialize the world
const deserializedWorld = app.serializers.world.deserialize(
serializedWorld,
serializationOptions,
);