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    Frozen is an open-source HTML5 game engine delivering ease-of-use, rapid development through tooling and modularity.
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    Frozen v0.8.1

    build status

    What is Frozen?

    Frozen is an open-source HTML5 game engine delivering ease-of-use, rapid development through tooling and modularity.

    Our goal is to apply techniques used in building modern webapps to game development, such as ES next, dependency management, build process, and project scaffolding.

    Get Frozen

    • Frozen (single file - global frozenjs)
      Development and Production

    • Frozen Source (individual modules)
      Use npm i frozenjs to add it to your project

    Examples

    Play examples at https://frozen-demos.netlify.com/
    Examples source code can be found at https://github.com/iceddev/frozen-examples

    Source

    Source available on github: https://github.com/iceddev/frozen

    Rapid Development Through Tooling

    Our Frozen Box2d Editor is available at http://phated.github.com/frozen-editor/

    Technologies behind Frozen

    While builds of Frozen may be tiny, we use some libraries and technologies behind the scenes as to not reinvent the wheel.

    These technologies include:

    • Node.js and npm - used for dependecy mangement for our build process and development workflow
    • Hammer.js - multi-touch library used for mouse/touch/pointer event normalization and gestures
    • Box2d - used for physics calculations in games
    • JSDoc - generates documentation for code

    Building the dist/frozen layer

    npm run build to lint, test, doc, and run webpack build process to build the single file

    Generating the docs

    npm run doc will lint and generate docs

    Running the tests

    npm run test to lint, run tests in PhantomJS and open your default browser at the test URL

    Release Notes

    v0.5.3

    Breaking Changes

    • ES.next re-write

    v0.4.0

    Breaking Changes

    • Due to performance reasons, InputManager.mousemove only fires during mousedown or touchstart - see breakouts example for workaround
    • Added frozen/TouchAction instead of using frozen/MouseAction - used when InputManager.emulateMouse is false
    • InputManager.handleTouch and InputManager.handleMouse removed, replaced with InputManager.emulateMouse which determines if MouseAction or TouchAction should be used
    • Either InputManager.mouseAction or InputManager.touchAction will be active at one time (depending on state of InputManager.emulateMouse)
    • InputManager event handling methods no longer check if a point is inside canvas
    • InputManager.keyActions switched from array to object (only breaking if you iterate over the collection)
    • Removed Box.destroyJoint because it was deprecated in last release
    • Created a frozen/box2d/listeners/Contact module to contain contact listener callbacks and other logic - move custom contact handlers to this object
    • Remove dojo/dom, dojo/dom-geometry and dojo/dom-style modules from hard dependencies to use straight DOM instead (modules will be missing from built layer)
    • Remove dojo/_base/lang in favor of Lo-Dash (module will be missing from built layer)
    • Removed update function from frozen/reiner/Creature - replaced with updateDirection and updateAnimations functions

    New Features

    • Add Bower support
    • Add dependencies on Lo-Dash and Hammer.js
    • Touch/Mouse/Pointer event normalization with Hammer.js
    • Gesture support with Hammer.js
    • InputManager.hammer is an instance of Hammer.js
    • InputManager.on can be used for binding new events
    • InputManager.insideCanvas can be used to check a point against the InputManager's canvas
    • New methods for adding or removing multiple bodies or joints in frozen/BoxGame: addBodies, removeBodies, addJoints, removeJoints
    • New methods for flipping images in frozen/ResourceManager: flipImage, flipImageX, flipImageY
    • Added preSolve to contact listener
    • Added box2d sprite, gesture, ragdoll physics, and breakouts examples

    Non-Breaking Changes

    • Update Examples to use features of 0.3.0/0.4.0
    • frozen/utils/removeExtension now uses a regex for removing the extensions, limited to 4 characters after the .
    • require.toUrl(filename) is now used inside the loadSound and loadImage functions, instead of the plugins
    • Fix for WebAudio on iOS
    • On mobile which requires touch, interally switch to Audio.play() instead of Audio.load() to avoid double loading
    • Use dcl's advice.before to wire up GameCore.beforeUpdate

    Deprecations

    • GameCore.preUpdate - Deprecated in favor of beforeUpdate
    • InputManager.handleMouse (already removed) - Mouse is always handled, use emulateMouse to specify how to handle it
    • InputManager.handleTouch (already removed) - Touch is always handled, use emulateMouse to specify how to handle it
    • InputManager.mouseUp - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.mouseDown - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.mouseMove - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.touchStart - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.touchEnd - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.touchMove - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.keyPressed - Use keydown instead - same syntax as normal event handling
    • InputManager.keyDown - Use the lowercase name instead - same syntax as normal event handling
    • InputManager.keyReleased - Use keyup instead - same syntax as normal event handling
    • InputManager.getMouseLoc - Deprecated in favor of normalizePoint function (Same functionality, different name)

    v0.3.0

    Breaking Changes

    • Removed previously deprecated methods and properties
    • Removed Node 0.6 support for the build process
    • frozen/sounds/Sound was a plugin, but is now the base object of other Sounds and frozen/sounds/AudioBase was removed
    • frozen/sounds/Sound plugin was moved to frozen/plugins/sound
    • frozen/box2d/Entity moved to frozen/box2d/entities/Entity
    • frozen/box2d/RectangleEntity moved to frozen/box2d/entities/Rectangle
    • frozen/box2d/CircleEntity moved to frozen/box2d/entities/Circle
    • frozen/box2d/PolygonEntity moved to frozen/box2d/entities/Polygon
    • frozen/box2d/MultiPolygonEntity moved to frozen/box2d/entities/MultiPolygon

    New Features

    • Auto-selection of Audio extension if no extension is specified
    • loadSound and loadImage plugins now use require.toUrl() to generate a path to your resources
    • Added .jamignore file
    • Box.setAngularVelocity function added to set the angular velocity on an entity
    • Tests added for Sounds, BoxGame, and Sprite
    • Added frozen/box2d/entities which returns a map of entity types
    • Added frozen/box2d/joints which returns a map of joint types
    • BoxGame.addBody, BoxGame.removeBody, BoxGame.addJoint, BoxGame.removeJoint methods added for convenience

    Non-Breaking Changes

    • Made all the examples adhere to the linting rules of the rest of the project
    • Move linting declarations to .jshintrc to allow for JSHint being run in the directory standalone
    • Update Grunt to ~0.4.1 and add/update all the dependencies in package.json
    • Modified the Gruntfile to work with new plugins and define more tasks for convenience
    • Removed Node 0.6 from tested environments
    • Updated examples that were using deprecated methods
    • Cleanup event handler usage on Audio implementations
    • Rearranged the specs/ file structure to match src/
    • Implement the dcl Cleanup API for InputManager to remove event handlers on destruction
    • Add declaredClass to entities and joints

    Deprecations

    • Box.destroyJoint has been deprecated in favor of Box.removeJoint

    Full changelog available: Changelog

    License

    The MIT License (MIT)

    Copyright (c) 2018 Iced Development, LLC

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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