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Isometric game engine
JavaScript
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README.md

Isodrive

Isometric game engine.

Usage

Pick one script from dist/ folder and create Isometric UI in following way:

var ui = Isodrive.create({
  // Id or <canvas> element itself
  canvas: 'field',

  // Hashmap of sprites
  sprites: {
    // Property name - sprite's id,
    // Value - "url" # "x-offset" x "y-offset"
    block: '/images/block.png#32x16',
    player: '/images/player.png#32x12'
  },

  // Isometric cell properties
  cell: {
    width: 64,
    height: 32
  },

  // Zone configuration
  zone: {
    size: 8
  }
})

Items

Engine consists of zones, which are basically cubes with width of 2 zone sizes from options, and zones consists of items. Item is basically a sprite with position and some class methods.

All items are instances of Isodrive.Item class. You can instaniate by calling:

var item = new Isodrive.Item({
  // Item id, must be unique
  id: 123,

  // Item type, not used by engine itself
  type: 'some-user-specific-type',

  // Id of sprite to render
  sprite: 'sprite',

  // Position of item
  x: 0,
  y: 0,
  z: 0,

  // If true - players won't be able to pass through this item
  obstacle: true,

  // If true - gravitation applies to the item (NOT IMPLEMENTED YET!)
  gravitable: true
});

And you can add item to the map by calling ui.add(item).

Player item

Only one item is required to exists and to be initialized first - player item. Map will follow player's movement and zones will be loaded if player will reach their boundaries.

You should set map's player before inserting any other items: ui.setPlayer(p).

Item methods

Item#setSprite(id)

Change item's sprite

Item#animate({ props }, interval, callback)

A jquery-like animation method. Following props are available: x, y, z, dx, dy, dz, sprite.

Item#move(dx, dy, dz)

Move item by relative offset

Item#setPosition(x, y, z)

Set item's absolute position.

Item#reset()

Reset all queued animations.

Item#remove()

Remove item from map.

Item#command(type, args, callback)

Abstraction, only one command is implemented by default - remove. Could be overrided by subclasses. On execution emits command event.

Isodrive methods

Isodrive map has it's own methods too.

Isodrive#setPlayer(item)

Sets map's player. Map will follow player if it'll change it's position.

Isodrive#hasObstacle(x, y, z)

Returns Item instance if there's obstacle on specified position. Also may return true if specified position is out of loaded zones' ranges. Otherwise returns false.

Isodrive#getItem(id)

Finds item by id.

Isodrive#player

Current map's player.

Isodrive Events

Result of Isodrive.create() is an instance of EventEmitter2. And can emit following events:

load

Emitted once ui is ready to be rendered. Happens once all sprites are loaded.

zone:load

Emitted once player enters new zone and engine wants you to fetch items from server.

Zone configuration consists of following properties: lx, ly, lz, rx, ry, rz. Which basically means inclusive left and exclusive right positions of zone ranges.

LICENSE

Copyright (c) 2012, Fedor Indutny.

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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