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View Code? Open in Web Editor NEWA lightweight HTML5 Game engine with WebGL rendering and default Canvas2D Fallback -
Home Page: http://lynx.cosrnos.com/
License: ISC License
A lightweight HTML5 Game engine with WebGL rendering and default Canvas2D Fallback -
Home Page: http://lynx.cosrnos.com/
License: ISC License
A Layer is a graphic component, separating canvases on the Z axis. Objects on Layers should only collide with objects on the same layer by default but can be manipulated to interact with objects on other layers if specified.
There should be at least one collision detection component included in the source
Entities should extend Lynx.Object and contain canvas objects, Have a link to the parent layer and have a bounding box (rectangle of size of image or object by default).
It's been ages since my last commit and in this time I've learned quite a bit about Javascript, best practices and working with teams. A rewrite is necessary for the new face of Lynx!
QuadCanvas has been added to the source. However, the current implementation is too large to be considered production ready. The main issue is that we cannot simply extend a quadtree, since the split method would require a new Lynx.QuadCanvas rather than Lynx.Quadtree for its nodes.
This should be redone. The only idea I have at the moment is making all private variables properties and then modifying the split method of the extended Quadtree object, though I don't like the idea of giving direct access to the nodes, objects and limits.
Should include gravity, friction and force libraries
I should be able to import json files through the asset manager.
Textures should be managed for WebGL to make sure we conserve memory and not duplicate textures.
An array of textures or images should be able to be passed to the object's texture object and the animator will decide which to use for each frame.
A scene is a combination of layers and objects all placed on a Lynx.Map.
Basic transformation methods should be attached to each canvas element:
I should be able to load a spritesheet and an associated JSON object with sprite coordinates and Lynx should turn it into a texture and map the correct coordinates for each frame
The code should be reviewed and cleaned up as necessary. Additionally, the online documentation and getting started guide should be posted.
Canvas is fine and dandy for what we're doing now but eventually we'll need WebGL Support
A Lynx Map is a rectangle the viewport can navigate around. A Map has a camera view and can have multiple cameras that can be switched between.
A game engine is useless if we can't easily render sprites! Time to add in texture/image support to Lynx.Renderer
A QuadCanvas is like a quadtree, dividing objects into 4 separate quadrants, each having their own "requiresUpdate" field to help boost performance with less calls to Draw();
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