A micro framework for JavaScript games.
Handles collision detection, the game update loop, canvas rendering, and keyboard and mouse input.
http://coquette.maryrosecook.com
- Minified: https://github.com/maryrosecook/coquette/coquette-min.js
- Single file: https://github.com/maryrosecook/coquette/coquette.js
- GitHub: https://github.com/maryrosecook/coquette
$ npm install coquette
A game where you, the valiant player, must find a person of indeterminate gender in distress so you can take them away from all this. The code below appears in /demos/simple/. Open /demos/simple/index.html to play.
The HTML below defines a canvas element and loads in Coquette and the game code.
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript" src="../../coquette.js"></script>
<script type="text/javascript" src="game.js"></script>
</head>
<body><canvas id="canvas"></canvas></body>
</html>The game code:
var Game = function() {
this.c = new Coquette(this, "canvas", 500, 150, "#000");
// paramour
this.c.entities.create(Person, { center: { x:250, y:40 }, color:"#099" });
// player
this.c.entities.create(Person, { center: { x:256, y:110 }, color:"#f07",
update: function() {
if (this.c.inputter.isDown(this.c.inputter.UP_ARROW)) {
this.center.y -= 0.4;
}
},
collision: function(other) {
other.center.y = this.center.y; // follow the player
}
});
};
var Person = function(game, settings) {
this.c = game.c;
for (var i in settings) {
this[i] = settings[i];
}
this.size = { x:9, y:9 };
this.draw = function(ctx) {
ctx.fillStyle = settings.color;
ctx.fillRect(this.center.x - this.size.x / 2,
this.center.y - this.size.y / 2,
this.size.x,
this.size.y);
};
};
window.addEventListener('load', function() {
new Game();
});Four demos are included in this repository:
/demos/spinning-shapes- an example of collisions between rotated entities./demos/box2d-physics- a game that uses the Box2D physics engine./demos/leftrightspace- a complete game./demos/simple- the example at the top of this readme.
Pass in:
- Your main game object.
- The ID of the canvas element, e.g.
"canvas". - The desired width of the canvas element.
- The desired height of the canvas element.
- The background colour of your game, e.g.
"#000".
var YourGame = function() {
this.c = new Coquette(this, "canvas", 150, 150, "#000");
};When you instantiate Coquette, you get an object that has some modules. You can use these modules in your game.
Keeps track of all the entities in the game: the player, enemies, obstacles.
Most entities will have these attributes:
center: The center of the entity, e.g.{ x: 10, y: 20 }size: The size of the entity, e.g.{ x: 50, y: 30 }angle: The orientation of the entity in degrees, e.g.30
And these methods:
update(timeSinceLastTick): Called every tick. You should change the state of the entity in this method.draw(canvasCtx): Called every tick. You should draw the entity upright in this method. The drawing will automatically get rotated to the orientation indicated byangle.
For example:
var Block = function(game, settings) {
this.game = game;
this.center = settings.center;
this.size = settings.size;
this.angle = 30;
};
Block.prototype = {
update: function(timeSinceLastTick) {
this.center.x += 0.02 * timeSinceLastTick;
this.center.y += 0.02 * timeSinceLastTick;
},
draw: function(canvasCtx) {
ctx.fillStyle = "black";
ctx.fillRect(this.center.x - this.size.x / 2,
this.center.y - this.size.y / 2,
this.size.x,
this.size.y);
}
};See the Collider section for instructions on enabling collision detection.
Call c.entities.create() with:
- The constructor function of the entity you want to create, e.g.
Block. - An optional settings object that will be passed into the constructor, e.g.
{ center: { x: 5, y: 10 }, size: { x: 10, y: 30 } }.
Returns the created entity.
var Block = function(game, settings) {
this.game = game;
this.center = settings.center;
this.size = settings.size;
this.angle = 0;
};
var myBlock = c.entities.create(Block, {
center: { x: 5, y: 10 },
size: { x: 10, y: 30 }
});Call c.entities.destroy() with:
- The entity you want to destroy, e.g.
myBlock.
c.entities.destroy(myBlock);var all = c.entities.all();var invaders = c.entities.all(Invader);Handles keyboard and mouse input from the player.
var leftArrowDown = c.inputter.isDown(c.inputter.LEFT_ARROW);
var rightMouseDown = c.inputter.isDown(c.inputter.RIGHT_MOUSE);This returns true for the tick following the key going down. In subsequent ticks, it returns false until the key is released and pressed down again.
var leftArrowPressed = c.inputter.isPressed(c.inputter.LEFT_ARROW);
var rightMousePressed = c.inputter.isPressed(c.inputter.RIGHT_MOUSE);c.inputter.bindMouseMove(function(position) {
console.log("The mouse is at", position.x, position.y);
});position is relative to the game canvas. If the mouse pointer is in the top left corner, position will be { x: 0, y: 0 }.
var position = c.inputter.getMousePosition();position is relative to the game canvas. If the mouse pointer is in the top left corner, position will be { x: 0, y: 0 }.
Holds the canvas drawing context. Calls draw() on the main game object and all the game entities.
See the Define an Entity sub-section of the Entities section.
var ctx = c.renderer.getCtx();
ctx.fillStyle = "#f00";
ctx.fillRect(0, 0, 10, 10);When you create your entities, set an integer zindex attribute on them. An entity with a higher zindex will get drawn on top of an entity with a lower zindex. The default zindex is 0.
var BackgroundTile = function() {
this.zindex = -1;
};
var Player = function() {
this.zindex = 0;
};
c.entities.create(BackgroundTile, {});
c.entities.create(Player, {}); // drawn on topYou can use c.renderer.setViewCenter() to move the view around the world. For example, to make the view follow a specific object, you could call setViewCenter(specificObj.center) in the update() function of your game:
var Game = function() {
var c = new Coquette(this, "canvas", 500, 500, "#000");
var specialObject = c.entities.create(SpecialObject, {});
this.update = function() {
c.renderer.setViewCenter(specialObject.center);
};
};Reports when entities collide.
To make an entity support collisions, put these attributes on it:
center: The center of the entity, e.g.{ x: 10, y: 20 }.size: The size of the entity, e.g.{ x: 50, y: 30 }.boundingBox: The shape that best approximates the shape of the entity, eitherc.collider.RECTANGLEorc.collider.CIRCLE.angle: The orientation of the entity in degrees, e.g.30.
And, optionally, these methods:
collision(other, type): Called when the entity collides with another entity. Takesother, the other entity involved in the collision. Takestype, which will bec.collider.INITIALif the entities were not colliding in the previous tick, orc.collider.SUSTAINEDif the entities were colliding in the previous tick.uncollision(other): Called when the entity stops colliding with another entity. Takesother, the other entity involved in the collision.
For example:
var Player = function() {
this.center = { x: 10, y: 20 };
this.size = { x: 50, y: 50 };
this.boundingBox = c.collider.CIRCLE;
this.angle = 0;
};
Player.prototype = {
collision: function(other, type) {
if (type === c.collider.INITIAL) {
console.log("Ow,", other, "hit me.");
} else if (type === c.collider.SUSTAINED) {
console.log("Ow,", other, "is still hitting me.");
}
},
uncollision: function(other) {
console.log("Phew,", other, "has stopped hitting me.");
}
};Install Node.js and npm: https://github.com/isaacs/npm
Install the node dependencies and run the tests with:
$ cd path/to/coquette
$ npm install --dev
$ npm test