Orasund/pixelengine - version: 6.2.0

for more information visit the package's GitHub page

Package contains the following modules:

PixelEngine

PixelEngine is a graphic engine for rendering turn-based pixel games.

Games made with pixelEngine

Games can either be stand-alone documents or imbedded in a website

Tutorials

Games made with this Engine

If you have created a game with this engine, please let me know.

Should I use this Package?

This package follows a few philosophies: * Let CSS handle all animations - I feel like functional programming should describe reactions to some events. Animations are normally running all the time and not a reaction. Addionally by getting rid of an infinite game loop, we can use the time-travel debugger. * Pixel games first - There are a few optimizations to ensure crips pixels as well as good old low-frame animations. * Demand driven features - There is no roadmap. I intend to use this engine for all my games. If I feel like I can't make a game, because my engine is missing a feature, I will add it. (Please feel free to ask if you are missing a feature.)

When to use it:

When not to use it:

Motivation

I had just watched a talk about the time-travel debugger of Elm. So I wanted to test it out for my next project: A little game.

The graphics engines that I could choose from where * elm-2d-game * elmo-8 (currently outdated)

Both used a loop to draw animations and therefore did not support time travelling and besides elmo-8 couldn't even render pixel graphics properly.

So I decided to try something different and to use HTML and CSS instead of WebGL. This way I could let CSS handle the animations. I knew that my little project was not a universal game engine, but for very specific games it might be just right.

Upcoming Features

Upgrading