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    Lightweight, fast, interactable 2D HTML5 rendering engine for cross-platform game development.
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    Stage

    Stage.js is a 2D HTML5 JavaScript library for cross-platform game development, it is lightweight, fast and open-source.

    Check out examples and demos!

    Install · Usage · Resources · API Doc · Development · License

    中文手册

    Introduction

    Canvas is the graphic component of HTML5 game development, but it only has a drawing API and there is no data model like the DOM to compose your application. You need to manually draw your application and manage rendering cycles to play it. Moreover, mouse events are only available at the entire Canvas level and they also need to be processed manually.

    Stage.js provides a DOM-like tree data model to compose your application and internally manages rendering cycles and the drawing of your application. It also processes and distributes mouse and touch events to targeted tree nodes. A Stage.js application consists of a tree of nodes. Each node is pinned (transformed) against its parent and has zero, one or more image textures.

    Each rendering cycle consists of ticking and drawing tree nodes. On ticking, nodes adjust themselves to recent updates while on drawing each node transforms according to its pinning and draws its textures.

    Rendering is retained and is paused when there is no change.

    Example

    // Create new app
    Stage(function(stage) {
    
      // Set view box
      stage.viewbox(300, 200);
    
      // Create an image and append it to stage
      var box = Stage.image('box').appendTo(stage);
    
      // Align box to center
      box.pin('align', 0.5);
    
      // On mouse click...
      box.on('click', function(point) {
        // ...tween scale values of this node
        this.tween().ease('bounce').pin({
          scaleX : Math.random() + 0.5,
          scaleY : Math.random() + 0.5
        });
      });
    });
    
    // Adding a texture
    Stage({
      image : 'sample.png',
      textures : {
        box : { x : 0, y : 0, width : 30, height : 30 }
      }
    });
    

    Installation

    Download

    Latest builds are available in the project releases page.

    NPM

    npm install stage-js --save
    

    Bower

    bower install stage-js --save
    

    Usage

    Browser

    Include an appropriate build file from dist directory in your HTML page before your application. For example:

    <script src="path/to/stage.web.min.js"></script>
    <script src="path/to/your-app.js"></script>
    

    Browserify, CommonJS, Node.js

    Generally it is preferred to directly include a browser build file in HTML pages, however it is also possible to use CommonJS require instead, for example:

    var Stage = require('stage-js/platform/web');
    

    See platform directory for other available modules.

    Resources

    Introduction to Stage.js by Baljeet Rathi, SitePoint

    中文手册 by Villor 紫刃

    API Doc

    Application

    An application is created by passing a callback function to Stage(). The library will load, create and initialize all required components and will then call the provided function with the application root node and display the container which is normally a Canvas element.

    // Create and start an application
    Stage(function(stage, display) {
    
      // Set viewbox for stage, see pinning for valid modes
      stage.viewbox(width, height, mode = 'in-pad');
    
      // Listen to view port resize events
      stage.on('viewport', function(viewport) {
        // `viewport` attributes are `width`, `height` and `ratio`
      });
    
      // Pause playing
      stage.pause();
    
      // Resume playing
      stage.resume();
    });
    

    Tree Model

    Every app consists of a tree. The tree's root is provided as stage.

    // Create a new node instance (with no textures)
    var node = Stage.create();
    
    // Append/prepend child to parent's children (accepts array)
    parent.append(child);
    parent.prepend(child);
    
    // Append/prepend child to parent's children
    child.appendTo(parent);
    child.prependTo(parent);
    
    // Insert sibling after/before child (accepts array)
    child.insertNext(sibling);
    child.insertPrev(sibling);
    
    // Insert sibling after/before child
    sibling.insertAfter(child);
    sibling.insertBefore(child);
    
    // Remove child from its parent
    child.remove();
    
    // Remove child from parent (accepts array)
    parent.remove(child);
    
    // Remove all of parent's children
    parent.empty();
    
    // Get parent's first/last (visible) child
    parent.first(onlyVisible = false);
    parent.last(onlyVisible = false);
    
    // Get immediate parent
    child.parent();
    
    // Get child's next/prev (visible) sibling
    child.next(onlyVisible = false);
    child.prev(onlyVisible = false);
    
    // Get node's visiblity
    node.visible();
    // Set node's visiblity
    node.visible(visible);
    node.hide();
    node.show();
    
    // Iterate over parent's children, child can not be removed
    for (var child = parent.first(); child; child = child.next()) {
      // use child
    }
    
    // Iterate over parent's children, child can be removed
    var child, next = parent.first();
    while (child = next) {
      next = child.next();
      // use child
    }
    
    // Visit node's sub-tree including node itself
    node.visit({
      start : function(node) {
        return skipChildren;
      },
      end : function(node) {
        return stopVisit;
      },
      reverse : reverseChildrenOrder = false,
      visible : onlyVisibleNodes = false
    });
    

    Game Loop

    Each rendering cycle consists of ticking and redrawing the application tree. Application and its nodes can be updated during ticking. Depending on application activities there can be three different follow-ups after ticking:

    • If at least one node is touched then the entire application tree will be redrawn and the game loop will continue.
    • If no node is touched but at least one ticking function returns true then the game loop will continue but the previous drawing will be retained.
    • If no node is touched and no ticking function returns true then the application will pause until it is touched directly or indirectly.

    Nodes can be touched directly by calling node.touch() but usually they are touched indirectly by other actions such as pinning or tree manipulation.

    // Register a function to be called on ticking
    node.tick(function(millisecElapsed) {
      return continueGameLoop;
    }, beforeChildren = false);
    
    // Touch node
    node.touch();
    

    Pinning

    Pinning specifies how a node is attached to its parent. Pinning consists of size, transformation, positioning and transparency.

    // Get a pinning value
    node.pin(name);
    
    // Set a pinning value
    node.pin(name, value);
    
    // Set one or more pinning values
    node.pin({
      name : value,
      ...
    });
    

    When nameX equals nameY, name shorthand can be used instead.

    Size

    For some nodes, such as images, strings, rows and columns, size is set automatically.

    node.pin({
      height : height,
      width : width
    });
    
    // Shortcut for setting size:
    node.size(width, height);
    node.width(width);
    node.height(height);
    
    // Shortcut for getting size:
    node.width();
    node.height();
    

    Transformation

    Transformation consists of scaling, skewing and rotating. Rotation is applied after scaling and skewing.

    node.pin({
      scaleX : 1,
      scaleY : 1,
      skewX : 0,
      skewY : 0,
      rotation : 0
    });
    
    // Shortcut for setting transformation:
    node.scale(x, y = x);
    node.scale({ x : x, y : y });
    node.skew(x, y = x);
    node.skew({ x : x, y : y });
    node.rotate(angle);
    

    Positioning

    When positioning, handle point on self is positioned at offset distance from align point on the parent. Handle and align are defined as a ratio of width/height, 0 is top/left and 1 is bottom/right. Handle defaults to the align value when it is not specified.

    node.pin({
      alignX : 0,
      alignY : 0,
      handleX : 0,
      handleY : 0,
      offsetX : 0,
      offsetY : 0
    });
    
    // Shortcut methods for setting positioning:
    node.offset(x, y);
    node.offset({ x : x, y : y });
    

    By default an axis-aligned bounding box (AABB) after transformation is used for positioning, however it is possible to use a non-transformed box by setting a pivot location. Pivot location is defined as ratio of non-transformed width/height and is used as central point on self for scale, skew and rotation.

    node.pin({
      pivotX : 0,
      pivotY : 0
    });
    

    Transparency

    Transparency can be applied to both node textures and subtree nodes or only node textures.

    node.pin({
      alpha : 1,
      textureAlpha : 1
    });
    
    // Shortcut methods for setting transparency:
    node.alpha(alpha);
    node.alpha(alpha, textureAlpha);
    

    Scale To

    Scale to a new width/height, if mode is set to scale proportionally. Valid modes are:

    • in: maximum scale which keeps node edges inside the scaleWidth/Height
    • in-pad: like in, but evenly pads node to fill the entire scaleWidth/Height
    • out: minimum scale which keeps node edges outside scaleWidth/Height
    • out-crop: like out, but evenly crops it to scaleWidth/Height
    node.pin({
      scaleMode : mode,
      scaleWidth : width,
      scaleHeight : height
    });
    
    // Shortcut method:
    node.scaleTo(width, height, mode);
    

    Events

    Event listeners can be registered and unregistered to nodes, listeners are called when an event is published to a node. Some events may be published to multiple nodes, but events do not propagate.

    // Register a listener to node
    // Event `name` can be one or an array of strings or spaced separated strings
    node.on(name, listener);
    
    // Unregister a listener from node.
    node.off(name, listener);
    
    // Get listeners registered to node
    // Returns an array or undefined
    node.listeners(name);
    
    // Call listeners with args
    // Returns number of listeners called
    node.publish(name, args);
    

    Mouse and Touch

    Native mouse and touch events are captured, processed and published to application nodes. Nodes receive mouse events in local coordinates, i.e. mouse location is specified as the distance to the top-left of the node.

    // Add click listener to node
    node.on('click', function(point) {
      // point.x and point.y are relative to this node left and top
      // point.raw is original event
    });
    

    Instead of native click events, syntatic click events are created and published to nodes. In addition to standard event types, a syntactic mousecancel event type is also supported which is similar to touchcancel but is published when a mousedown is not followed by mouseup.

    // Mouse events:
    Stage.Mouse.CLICK = 'click';
    Stage.Mouse.START = 'touchstart mousedown';
    Stage.Mouse.MOVE = 'touchmove mousemove';
    Stage.Mouse.END = 'touchend mouseup';
    Stage.Mouse.CANCEL = 'touchcancel mousecancel';
    

    Texture

    Textures are drawable objects which are used by tree nodes to draw graphics on the Canvas surface.

    Texture Atlas

    A texture atlas (sprite sheet) consists of a set of named textures which are referenced by name in an application.

    Atlases are usually created using static image files. Images referenced in atlases are automatically preloaded.

    // Adding texture atlas
    Stage({
      name : 'mario', // optional
      image : {
        src : 'mario.png',
        ratio : 1, // optional, for high-res images
      }
      textures : {
        stand : { x : 0,   y : 0, width : 40, height : 60 },
        walk : [
          { x : 40,  y : 0, width : 40, height : 60 },
          { x : 80,  y : 0, width : 40, height : 60 },
          { x : 120, y : 0, width : 40, height : 60 }
        ],
        number : {
          '0' : { x : 0,  y : 60, width : 10, height : 14 },
          '1' : { x : 10, y : 60, width : 10, height : 14 },
          '2' : { x : 20, y : 60, width : 10, height : 14 },
          '3' : { x : 30, y : 60, width : 10, height : 14 },
          '4' : { x : 40, y : 60, width : 10, height : 14 },
          '5' : { x : 50, y : 60, width : 10, height : 14 },
          '6' : { x : 60, y : 60, width : 10, height : 14 },
          '7' : { x : 70, y : 60, width : 10, height : 14 },
          '8' : { x : 80, y : 60, width : 10, height : 14 },
          '9' : { x : 90, y : 60, width : 10, height : 14 }
        }
      }
    });
    
    Stage.image('mario:stand');
    
    Stage.anim('mario:walk').play();
    
    Stage.string('mario:number').value(100);
    

    If image src starts with ./ it will be resolved relative to the current script URL.

    Image

    An image is a node with one texture.

    // Create a new image instance
    var image = Stage.image(texture);
    
    // Change image texture
    image.image(texture);
    
    // Tile/Stretch image when pinning width and/or height
    // To define borders add top, bottom, left and right to texture
    image.tile();
    image.stretch();
    

    Animation

    An animation or anim is a node with an array of textures as frames.

    // Create a new anim instance
    var anim = Stage.anim(textures, fps = 15);
    
    // Get or set animation frame-per-second
    anim.fps();
    anim.fps(fps);
    
    // Set animation frames, `textures` can be an array or a texture selector
    anim.frames(textures);
    
    // Go to n-th frame
    anim.gotoFrame(n);
    
    // Move n frames forward (or backward if n is negative)
    anim.moveFrame(n);
    
    // Get number of frames
    anim.length();
    
    // Start playing (from `frameName` if specified)
    anim.play(frameName = undefined);
    
    // Stop playing (and jump to `frameName` if specified)
    anim.stop(frameName = undefined);
    
    // Play `repeat * length` frames and then stop and call `callback`
    anim.repeat(repeat, callback = null);
    

    String

    String is a row of images which are dynamically selected from frames using characters of a string value (or items of an array value).

    // Create a new string instance with frames
    var string = Stage.string(frames);
    
    // Set frames, a string referencing a map in an atlas 
    string.frames("digits");
    
    // Set frames, a map with textures as values and frame names as keys 
    string.frames({
      '0' : zeroTexture,
      '1' : oneTexture,
      ...
    });
    
    // Set frames, a function which takes a char (or item) and returns a texture
    string.frames(function(char) {
      // create a texture for char
      return texture;
    });
    
    // Set value, it can be a string (or an array)
    // Characters (or items) are used to select frames and create a row of images
    string.value(value);
    
    // Get assigned value
    string.value();
    

    Row and Column

    A row/column is a node which organizes its children as a horizontal/vertical sequence.

    // Create a new row/column
    var row = Stage.row(childrenAlignY = 0);
    var column = Stage.column(childrenAlignX = 0);
    
    // Make node a row/column
    node.row(childrenAlignY = 0);
    node.column(childrenAlignX = 0);
    
    // Add spacing between row/column cells
    node.spacing(space);
    

    Box (experimental)

    A box resizes to wrap its children. It can be applied to tiled/stretched images to create variable size components such as windows and buttons.

    // Create a new box
    var box = Stage.box();
    
    // Make node a box
    node = node.box();
    

    Tweening

    Tweening is used to apply smooth transitions to pinning values.

    // Create a tweening entry
    // When `append` is true new entry is appended to current entries otherwise replaces them
    var tween = node.tween(duration = 400, delay = 0, append = false);
    
    // Set pinning values and start tweening
    // Pinning shortcut methods, such as `.scale()`, can also be used
    tween.pin(pinning);
    
    // Set easing for tweening, it can be either a function or an identifier
    // defined as 'name[-mode][(params)]', for example 'quad' or 'poly-in-out(3)'
    // Names: linear, quad, cubic, quart, quint, poly(p), sin/sine, 
    //        exp, circle/circ, bounce, elastic(a, p), back(s)
    // Modes: in, out, in-out, out-in
    tween.ease(easing);
    
    // Set duration in milliseconds
    tween.duration(ms);
    
    // Set delay in milliseconds
    tween.delay(ms);
    
    // Callback when tweening is done
    tween.done(function() {
      // this === node
    });
    
    // Remove this node when tweening ends
    tween.remove();
    
    // Hide this node when tweening ends
    tween.hide();
    
    // Create and chain a new tweening to this entry
    var nextTween = tween.tween(duration = 400, delay = 0);
    

    Global Methods

    
    // Create a new app
    Stage(function(stage, display) { });
    
    // Create and preload a texture atlas
    Stage({ });
    
    // A function to be called before starting any app
    // Can be used for preloading application assets
    Stage.preload(function(done) {
      // Call `done` when loaded or failed
      done(error);
    });
    
    // Preload and execute a JS file
    // URLs starting with `./` are resolved relative to current script URL
    Stage.preload(src);
    
    // Pause playing all applications
    Stage.pause();
    
    // Resume playing all applications
    Stage.resume();
    

    Development

    To try examples with a live build run following command and check output for the URL to open in your browser:

    npm run dev
    

    License

    Copyright 2020 Ali Shakiba http://shakiba.me/stage.js
    Available under the MIT License

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