A simple engine for Javascript games
Named after the compact, lightweight rotary engine designed by German engineer Felix Wankel in the 1950s and developed more recently by Mazda for its RX-7 and RX-8 sports cars. Some variants have achieved a power-to-weight ratio of more than one horsepower per pound, and the design has been built into a range of vehicles and devices from chainsaws to sports cars.
So, a small, capable power plant for use in a wide range of applications. And also, why would any normal person bother to roll yet another game engine?!
TODO!
But in the meantime, and in the absence of any useful docs, here's my work-in-progress astrowars example of how the engine can be (ab)used.
There's also a fledgling EccentricEngineDemos repo here to which I'll add other demos as I make them.
- Swap requestAnimationFrame around in Engine
start&tick
- Updated dependencies
- Added a
Formatterto theEngineto ease string padding / justification and lightweight date/time strings for logging - Added a
deleteObjectByIdmethod toEngineto make it easier to kill off a specificgameObjectfor whatever reason - Export the Formatter class so you can use it in places other than via the
Engine - Added debugging to see what's going on inside events, timers and other engine functionality. Activate it by adding a
?debugsearch param to your game url in your browser - Added a
Loggerclass that sends debug info (see above) to the browser console - Changed the way that objects deregister their
xxx-Loadedevent - added a timed call to itsinitDonemethod. You now have 500ms to complete your custom initialisation code in game objects.