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Trios2D

It is a simple, lightweight game engine for the web working over canvas

##How to Use

var game = new Trios2D("selector", {
    init: function () {
        ...
    },
    render: function (canvasContext) {
        ...
    },
    update: function (delta) {
        ...
    }
});

game.start();

Create an Engine object with the canvas where the game will be rendered as the first parameter and an object containing these ther methods:

Objects can be created to the game and those when added can perform its currents updates and renders independently;

    init: function (engine) {
        var independentObject = new Trios2D.GameObject();
        independentObject.position = new Trios2D.Vector(30,15);
        independentObject.update = function (delta) {
            ...
        };
        independentObject.render = function (context) {
            renderthings(context, this.absolutePosition.x, this.absolutePosition.y);
            ...
        };

        engine.addChild(independentObject);
    } 

Every object can have its own childrens and all childrens positions are relative to the parent. An object which is made from other objects can be easyly done.

var car = new Trios2D.GameObject();

car.wheels = [];

car.wheels[0] = new Trios2D.GameObject();
car.wheels[1] = new Trios2D.GameObject();
car.wheels[2] = new Trios2D.GameObject();
car.wheels[3] = new Trios2D.GameObject();

for (var wheel in car.wheels) {
   car.addChild(wheel);
}

car.position = new Trios2D.Vector(100, 200);

game.addClild(car);

##Deeper in the Engine The Engine is an object which encapsulates some repetitive stuff to make a game in javascript for the mothern browsers and HTML5 apps. You dont have to worry about getting the input or other stuff. With this engine your game can be as easy as objects iteracting.

So to make a new game as said before you should do this:

var game = new Trios2D(canvas, logic);

Where canvas is a selector, representing an Canvas element, or an Canvas event as it is. Otherwise it will throw an exeption and the game would not be created. Then is logic, which is optional and it is an object like this:

var logic = {
    init: function (game) {
        initializeStuff();
    },
    
    update: function (delta, game) {
        updateStuff();
    },
    
    render: function (context, game) {
        renderStuff();
    }
}

All three functions in the logic object are optional. If you won't use them, just don't include them.

Here what these functions are for:

  • init: Is the begining of the game logic. Here you can set things when the game begins and it will be executed just before the game starts (#start). You are not limited to do the initialization in here. you can also make it befor you call the #start function in your game. The firt parameter is the game itself.

  • update. here you can update the game logic. If you dont want to do the game by objects interacting you can just put your update logic in here and the rendering in the render function andd there's no problem. The first parameter is the time sice the last update and the second is the game itself.

  • render: Here you can render whatever into the context. As I said before, if you would make the game like structured, so you render the stuff here. The first patameter is a Canvas Context where you draw stuff. More in W3schools

###Instance Variables

  • maxFrameRate: is the max times render will be called in a second. It is default to 60, but you can set the framerate you think is better for your game.

  • maxUpdates: is the max times update will be called in a second. It is default to 60, but you can set the framerate you think is better for your game.

  • cleanBeforeRender: This specifies if the canvas will be cleared every time render is called. It is default to true.

  • pauseOnBlur: This specifies if the game will pause if the canvas lose it's focus. It is default to true.

  • camera: Is an Camera object which manages the render perspective. Click here to se more.

  • childen: Is an array containing all the GameObject objects that are directly in the game (not the GameObject children, see GameObject#children). DO NOT MODIFY THIS ARRAY OR SET IT DIRECTLY UNLESS YOU KNOW WHAT YOU ARE DOING!!!

###Methods

  • #addChild(child): Adds child to the game. Every time update and render is called for the engine, render and update methods will be called for every children within the engine. The child must be a GameObject, a Module, or any object derived from GameObject (will be checked using instaceof)

  • #removeChild(child): Removes child from the engine, so it wont render or update until it is on the engine again.

  • #start(): Start the game.

  • #pause(): Pauses the game. By default the game pauses when canvas loose focus unless you say no (game.pauseOnBlur = false).

  • #resume(): Resumes the game.

  • #getInput(): Return the current input of the user in an Input object.

##Built-in Objects

Trios2D has some objects to work with the engine, some of them are:

###Vector

A Vector is simply a vector. It encapsulates x and y values and offer a set of methods to make math with them as other utitlity methods.

To make a new Vector just call new Trios2D.Vector(x, y), where x and y are the coordenates. You can also do it these other ways:

var coords = [x, y];
var vec1 = new Trios2D.Vector(coords); // it can take an array as parameter.
                                       // this way coors[0] is x and coors[1]
                                       // is y.

And this way:

var coords = {x: 0, y: 0};
var vec1 = new Trios2D.Vector(coords); // Here coords.x is x and coords.y is y

####Methods

As mentioned before the an Vector object has some utility methods. Currents are:

  • #add(otherVector): This method return a new vector made by the addition of these two vectors.

  • #sub(otherVector): This method return a new vector made by the substraction of these two vectors.

  • #multiply(scalar): This method return a new vector made by the product of this vector and an scalar.

  • #divide(scalar): This method return a new vector made by the quotient of this vector and an scalar.

  • #invert(): Return an inverted vector (x and y values are inverted).

  • #getAbsoluteValue(): returns the absolute value from the vector (obtained by the pythagorean theorem).

  • #lerp(to, by): Linear interpolation. Return an interpolated vector from the current Vectorobject to the to vector by the by fraction.

  • #isBetween(vector1, vector2): Returns true if the current vector is in between vector1 and vector2 coordenates.

###GameObjects

You read about them above, they are object made to work together in the game and interact. That way you can reduce your game logic to just objects interacting with each other. Every time the engine renders and updates, the GameObjects children of the engine methods render and update respectively will be called.

A GameObject can be made this way: new Trios2D.GameObject().

A game object has a position which is a Vector and is relative to the parent.

This is what a GameObject looks like:

var gameObject = new Trios2D.GameObject();

gameObject.update = function update(delta) { // Here you put the update logic of your object.
    updateObject(delta);                     // delta is the time since the last update

};

gameObject.render = function render(context, parentPosition) { // Here you put the render logic of your object.
    renderObject(context, this.absolutePosition);              // context is the canvas context where you would render
                                                               // parentPosition is an vector with the position of the parent
};

gameObject.addChild(child);

Here we can se some other things not mentioned in the coment. First the #addChild method. This method adds a GameObject into a GameObject. Second is the this.absolutePosition. We will cver it later.

####Instance Variables

  • position: Is an Vector indicating the object position relative to it's parents. If you want to move it right just add to the vector x and thats it.

  • size: Is an Vector indicating the width (x) and height (y) of the GameObject.

  • renderPosition: Indicates the render priotity of the GameObject and that way if it is in the front or the back. Higher values means that is more on the front. By default 0.

  • childen: Is an array containing all the GameObject objects that are children of the GameObject. DO NOT MODIFY THIS ARRAY OR SET IT DIRECTLY UNLESS YOU KNOW WHAT YOU ARE DOING!!!

  • components: Is an array containing all Component (See more about Component here) which belongs to the GameObject. DO NOT MODIFY THIS ARRAY OR SET IT DIRECTLY UNLESS YOU KNOW WHAT YOU ARE DOING!!!

####Methods

  • #addChild(child): Adds child to the GameObject. Every time update and render is called for the GameObject, render and update methods will be called for every children within the object. The child must be a GameObject, a Module, or any object derived from GameObject (will be checked using instaceof)

  • #removeChild(child): Removes child from the GameObject, so it wont render or update until it is on the GameObject or the engine directly again.

  • #addComponent(component): Adds component to the GameObject. More in components here.

  • #removeComponent(component): Removes component from the GameObject. More in components here.

  • autoCalcSize(): Calculates, set and return the size of the GameObject based on the sizer ans positions of it's childs. Util with collisions boxes when the object has no defined size but it has childs with does.

###Input

It is an object that contains the input from the user. To know if a key is down, you must call #isKeyDown(code) where code is the key code. It returns true if that key is down, else false.

Other methods are:

  • #isKeyUp(code): Returns true if the key was released during the update. Else false.

  • #isKeyUp(code): Returns true if the key was pressed. Else false.

####Available keys

For convenience of the programer, key codes are available as variables. You can acces to these key codes like this: Trios2D.Input.key.

Available Keys:

Name Description Value
ANY Any key -1
BACKSPACE Backspace key 8
TAB Tab key 9
ENTER Enter/Return key 13
SHIFT Shift key 16
CTRL Control key 17
ALT Alt key 18
PAUSE Pause/Interrupt key 19
CAPS_LOCK Caps Lock key 20
ESCAPE Escape (esc) key 27
PAGE_UP Page Up key 33
PAGE_DOWN Page Down key 34
END End key 35
HOME Home key 36
LEFT_ARROW Left arrow (←) key 37
UP_ARROW Up arrow (↑) key 38
RIGHT_ARROW Right arrow (→) key 39
DOWN_ARROW Down arrow (↓) key 40
INSERT Insert key 45
DELETE Delete key 46
KB_0 Normal 0 key 48
KB_1 Normal 1 key 49
KB_2 Normal 2 key 50
KB_3 Normal 3 key 51
KB_4 Normal 4 key 52
KB_5 Normal 5 key 53
KB_6 Normal 6 key 54
KB_7 Normal 7 key 55
KB_8 Normal 8 key 56
KB_9 Normal 9 key 57
A A key 65
B B key 66
C C key 67
D D key 68
E E key 69
F F key 70
G G key 71
H H key 72
I I key 73
J J key 74
K K key 75
L L key 76
M M key 77
N N key 78
O O key 79
P P key 80
Q Q key 81
R R key 82
S S key 83
T T key 84
U U key 85
V V key 86
W W key 87
X X key 88
Y Y key 89
Z Z key 90
LEFT_WINDOW_KEY Right Windows key (if applys) 91
RIGHT_WINDOW_KEY Left Windows key (if applys) 92
NUMPAD_0 Numbad 0 key 96
NUMPAD_1 Numbad 1 key 97
NUMPAD_2 Numbad 2 key 98
NUMPAD_3 Numbad 3 key 99
NUMPAD_4 Numbad 4 key 100
NUMPAD_5 Numbad 5 key 101
NUMPAD_6 Numbad 6 key 102
NUMPAD_7 Numbad 7 key 103
NUMPAD_8 Numbad 8 key 104
NUMPAD_9 Numbad 9 key 105
MULTIPLY Multyply key (*) on the numpad 106
ADD Addition key (+) on the numpad 107
SUBTRACT Substraction key (-) on the numpad 109
DECIMAL_POINT Decimal Point key (.) on the numpad 110
DIVIDE Division key (/) on the numpad 111
F1 F1 function key 112
F2 F2 function key 113
F3 F3 function key 114
F4 F4 function key 115
F5 F5 function key 116
F6 F6 function key 117
F7 F7 function key 118
F8 F8 function key 119
F9 F9 function key 120
F10 F10 function key 121
F11 F11 function key 122
F12 F12 function key 123
COMMA Comma (,) key 188
DASH Dash (-) key 189
PERIOD Period (.) key 190
SINGLE_QUOTE Single Quote (') key 222

###Camera

Camera object is made to manage the view point pof the game, giving to id a "camera", which you point to a position and in the canvas you can see what the "camera" sees. By default, the camera is seeing at the point (0,0). You can change the position where the Camera is by setting the position variable to a vector of the new position.

##Modules

Trios2D has modules built in, making easy thing like images managing or animations. It isn't very complete yet, but it is growing. All the modules are Game Objects and you can treat them as it. Modules are in the ./modules folder.

###Some Modules

####GameImage

It is a module to manage images. It implements the render and update methods so you just have to specify the image and the size and it will make the work for you.

To use it you must import the ./modules/GameImage.js script.

<script src="js/Trios2D.js"></script>
...
<script src="js/modules/GameImage.js"></script>

To make a new image use new Trios2D.GameImage(image, size) where image is an HTMLImage Object or a source string. If the browser supports data url GameImage too. The size is an Vector object, an object containing {x: 0, y: 0} or even an array [x, y]. If size in not secified, it will take the image original size, but while the image isn't loaded in the navigator it will be (0,0).

If you are working with sprites you can make the GameImage this way: new Trios2D.GameImage(image, clipStart, size). Here clipStart is where to start trimming the image, and the size is how much to trim. The same as size, clipStartcan be a Vector and object or an array.

Heres some examples of using GameImage module:

var image1 = new Trios2D.GameImage("/res/images/car.jpg", new Trios2D.Vector(330, 150));

var htmlImage = document.querySelector("img#wheel");

var image2 = new Trios2D.GameImage(htmlImage, [20, 20]);


var image2 = new Trios2D.GameImage("/res/images/person.jpg"); // without size too :)


var image4 = new Trios2D.GameImage("/res/images/spritesheet.png, [10, 200], {x:100, y:100});

image1.addChild(image2); // This is ok since every module is an GameObject too

game.addChild(image1); // Ok because it is a game object, are made for this.
game.addChild(image3);
game.addChild(image4);

All these ways are ok.

#####Intance Variables

  • image: The HTMLImage which is rendered by the GameImage module.

  • originalSize: An Vector representig the real size of the image or how much of it will be rendered.

  • clipStart: An Vector representing from where the image will be renderer (where the triming start). If not specified in the constructor it is default to (0,0).

  • scale: How much scaling the image has when rendering. 1 is normal, 0.1 is 10% of it size and 2 is 2x size. Default to 1.

  • size: Overwritten from GameObject. Is a get-only property which return the size of the image in the canvas.

####GameText

It is a module to manage text rendering. It giives cappabilities to render test with your desired font, size, color, alignment and other thing thar are normaly messy when rendering text on canvas.

To use it you must import the ./modules/GameText.js script.

<script src="js/Trios2D.js"></script>
...
<script src="js/modules/GameText.js"></script>

Here an example of how to use it:

var text = new Trios2D.GameText("I am rendering :)", options);

text.position = new Trios2D.Vector(20, 20);

game.addChild(text);

Where options is an object containig information about how to render the text. here a list of posible options:

  • size: The font size of the text to render. Default to 10.

  • font_family: The font family of the text to render. Can be set like the css rule font-family. Defaults to "sans-serif".

  • font_misc: Other font properties, separated by spaces. An Example would be "bold italic".

  • textAlign: See canvas' textAlign on W3Schools. Default to "start".

  • baselineAlign: See canvas' baselineAlign on W3Schools. Default to "alphabetic"

  • drawMode: Specifies if the text will be rendered by filling the text on canvas, stroking the text or both. Posible values are "fill", "stroke", and "fillNStroke", where "fillNStroke" first fills the text and then strokes.

  • fillStyle: Defines the filling color of the text (also everything canvas can). Defaults to the current value setted in the context.

  • strokeStyle: Defines the stroking color of the text(also everything canvas can). Defaults to the current value setted in the context.

  • strokeWidth: Defines the width of the stroke . Defaults to the current value setted in the context.

#####Intance Variables

You can chage any of the options at any time changin the value tu the instance. If you change the text property, it will be reflected in the next render. Also all the other properties. These properties are almost the same as the optiosn, let's see them.

  • text: the text which renders in the screen

  • size: The font size of the text to render. Default to 10.

  • font_family: The font family of the text to render. Can be set like the css rule font-family. Defaults to "sans-serif".

  • font_misc: Other font properties, separated by spaces. An Example would be "bold italic".

  • textAlign: See canvas' textAlign on W3Schools.

  • baselineAlign: See canvas' baselineAlign on W3Schools.

  • drawMode: Specifies if the text will be rendered by filling the text on canvas, stroking the text or both. Posible values are "fill", "stroke", and "fillNStroke", where "fillNStroke" first fills the text and then strokes.

  • fillStyle: Defines the filling color of the text (also everything canvas can). Defaults to the current value setted in the context.

  • strokeStyle: Defines the stroking color of the text(also everything canvas can). Defaults to the current value setted in the context.

  • strokeWidth: Defines the width of the stroke . Defaults to the current value setted in the context.

####Animation

Animation is module whichmanages and render a set of images which changes every time. It makes easyer thinks like render a walking dog or an jumping player. You can make an animation from several images (url ot HTMLImage object), or an spritesheet specifing the spritesheet size, the margin between images and the size of each image. It will calculate how much sprites the sprite sheet has depending of the sizes provided, but you can specify how much images to take.

To use it you must import the ./modules/Animation.js script.

<script src="js/Trios2D.js"></script>
...
<script src="js/modules/Animation.js"></script>

Heres some examples of using Animation module:

var animation1 = new Trios2D.Animation("/res/images/spritesheet.png", { // The first parameter is an sprite sheet
    spriteSize: [32,32],                                                // and in the options specifies each sprite
    imageSize: [448, 448],                                              // size, the spritesheet size (optional) and 
    imageNumber: 30                                                     // the number of sprites to take. First and 
});                                                                     // second options can be vector object,
                                                                        // an array or ansimple object

game.addChild(animation1);

var animation2 = new Trios2D.Animation([ // here the first paramether is an image url
    "/res/images/player1/1.png",         // array. It will get the size for each image.
    "/res/images/player1/2.png",         // If it where HTMLImage Objects ther would be 
    "/res/images/player1/3.png",         // no problem. This way options are ignored
    "/res/images/player1/4.png"
]);

game.addChild(animation2);

var animation3 = new Trios2D.Animation([
    {
        image: "/res/images/spritesheet.png", // Here the first parameter specifies
        clipStart: [32,0],                    // an array of objects containing the
        originalSize: {x:32, y: 32}           // image url, where to start cliping (optional)
    },                                        // and the size. Both can bevector object, an 
                                              // array or an simple object

    {
        image: "/res/images/spritesheet.png",
        clipStart: [32,32],
        originalSize: {x:32, y: 32}
    },

    {
        image: "/res/images/spritesheet.png",
        clipStart: [64,0],
        originalSize: {x:32, y: 32}
    }
]);


game.addChild(animation3);

We can see here all the work you can save using this animation module. Just prepare your sprite and set it size.

The options can be:

  • imageSize: Specify when the first paramether of the constructor is an image. It is the size of the image. If not set, imageNumber neither, and the image haven't been loaded by the navigator, your animation wont render.

  • spriteSize: Specify when the first paramether of the constructor is an image. It is the size of each sprite that will be rendered. If not specified when the first paramether of the constructor is an image it will throw an error.

  • margin: Is the space between each sprite in the sprite sheet. Only work when the first paramether of the constructor is an image.

  • imageNumber: Is the number of sprites to take from the sprite sheet. Only work when the first paramether of the constructor is an image.

  • framesPerSecond: Indicates how many times per second the current image in the animation will change. Default to 10.

  • scale: Indicate the initial scale of the animation. Default to 1.

We have seen that you can pass an array of images url, HTMLImage objects, or objects containing info about each one of the images with will make the animation. The last mentioned can have these properties:

  • image: It could be an url, and data url, or an HTMLImage object.

  • clipStart: Optional. It is where to start to trim the image. It can be a Vector, an array or a simple object. (0,0) by default.

  • originalSize: Optional. It is the size of the image or how much will be trimmed. It can be a Vector, an array or a simple object. If not specified i will take the size from the image specified.

#####Instance variables

  • images: It is an array of all the frames the animation renders. Every frame is an object composed as follows: ··* image: An HTMLImage object. ··* clipStart: An Vector object representing where to star trimming the image. ··* originalSize: An Vector object representing the size of the image or how much is trimmed when rendering.

  • current: The index of the current image rendering in the animation.

  • framesPerSecond: Indicates how many times per second the current image in the animation will change.

  • pingpong: If true, when the animation get to the end it wiil come back like 9 .. 8 .. 7 ...; by default false.

  • scale: Indicate the scale of the animation.

  • size: Read-only property which return the actual size at the moment that the animation renders on canvas.

#####Methods

  • #reverse(): Reverses the current animation.

###How To Make my own modules

You can make your own modules and use it within your own proyects or just share them.

To make a Module you must just make an object constructor which derives from GameObject. Here is a Template:

(function (window, undefined) { // Autoexecuting anonymous function so anithing
    "use strict";               // but what you specify be modified outside it.
                                // Not necesary, but recomended
                                
    if (!window.Trios2D)                                                // Just Enshuring that
        throw new Error("You must include Trios2D in your HTML");       // the engine is defined.
                                                                        // If not the plugin would trow more errors

    var Trios2D = window.Trios2D,               // Just taking the engine and other component 
        Vector = Trios2D.Vector,                // from the window variable, so it's easier 
        GameObject = Trios2D.GameObject;        // to use them



    function MyModule(param1, param2) {

        // Calling GameObject Constructor
        GameObject.apply(this);                      // this is a way to enshure all the initializaions
                                                     // necesary to make a game object are done. If this
                                                     // isn't done, the module can behave weird
                                                     
        DoCustomInitializationStuff();               // then do every thing to initialize your module
        
    }

    MyModule.prototype = Object.create(GameObject.prototype);  // This makes an prototype wich derives from 
                                                               // the GameObject prototype, so it shares all
                                                               // the stuff the GameObject prototype has, but wont 
                                                               // change anything in the GameObject Prototype but 
                                                               // in MyModule prototype will do.

    
    MyModule.prototype.update = function update(delta) {                       // Now Implement your custom render and update
        updateStuff(delta);                                                    // this way. You could also define it in the 
    };                                                                         // constructor. It won't make a difference
                                                                                
    MyModule.prototype.render = function render(context, parentPosition) {     // Both methods are optional
        renderStuff(context);
    };
    
    
    MyModule.prototype.customMethod = function customMethod(param1, param2) {
        // You can make your own custom methods this way or the constructor way.
        doMoreStuff();
    };

    window.Trios2D.MyCustomModuleName = MyModule;  // Make it aviable in the Trios2D namespace, if yow want
                                                   
    // Otherwise just make it aviable this way:
    window.MyModule = MyModule;    

}(window));

This way you can make object constructors with reutilizable logic just available any time you need. More about Object.create here.

##Components

Components are mede to encapsulate behavior, like player movement or physics. All the components must derive from Trios2D.Component. To use componets you must add it to a GameObject or any derivate, using the #addComponent method. To make a blanc component you can do that this way:

var newComp = new Trios2D.Component();

newComp.update = function update(delta, gameObject) {
    updateGameObject(gameobject);
};

newComp.render = function render(context, parentPosition, gameObject) {
    renderGameObject(gameobject);                                           // As you can see, you can do rendering to.
};

gameObject.addComponent(newComp);

As you can see here the component does things on the game obect itself.

###Components for more than one use.

The idea of a component is to manage some behaviors that some entities share. So kaing the way above is not the best way to do it. With this engine come a set of componets, so developing games could be more easy. All the Trios2D Components are in the ./components/ folder and this is the way to use them.

In the HTML:

<script src="js/Trios2D.js"></script>
...
<script src="js/components/ComponentName.js"></script>

and in the js:

var component = new Trios2D.Components.ComponentName(param);

gameObject.addComponent(component);

gameObject.componentName = component; // This is usefull when you have to acces to a component.

####Physics Component

We are currently working on this. This encapsulate the physics behavior of a Gameobject. It currently only handle the velocity and aceleration of an object.

#####Instance Variables

  • velocity: indicates the velocity of the GameObject the component is subcribed to.

  • aceleration: indicates the aceleration of the GameObject the component is subcribed to.

###Making my Reusable Component

This way you can make the component really reusable:

(function (window, undefined) { // Autoexecuting anonymous function so anithing
    "use strict";               // but what you specify be modified outside it.
                                // Not necesary, but recomended
                                
    if (!window.Trios2D)                                                // Just Enshuring that
        throw new Error("You must include Trios2D in your HTML");       // the engine is defined.
                                                                        // If not the plugin would trow more errors

    var Trios2D = window.Trios2D,               // Just taking the engine and other component 
        Vector = Trios2D.Vector,                // from the window variable, so it's easier 
        GameObject = Trios2D.GameObject,        // to use them
        Component = Trios2D.Component;


    function MyComponent() {
        // Calling Component Constructor
        Component.apply(this);

        initializeStuff();  
    }

    MyComponent.prototype = Object.create(Component.prototype); // This makes an prototype wich derives from 
                                                                // the Component prototype, so it shares all
                                                                // the stuff the Component prototype has, but wont 
                                                                // change anything in the Component Prototype but 
                                                                // in MyComponent prototype will do.


    MyComponent.prototype.update = function update(delta, gameObject) {
        updateStuff();                                              //Do your update stuff here
    };
    
    MyComponent.prototype.render = function render(context, parentPosition, gameObject) {
        renderStuff();                                              //Do your render stuff here
    };
    
     
    
    MyComponent.prototype.customMethod = function customMethod(param1, param2) {
        // You can make your own custom methods this way or the constructor way.
        doMoreStuff();
    };

    window.Trios2D.Components.MyComponentName = MyComponent;  // Make it aviable in the Trios2D.Components namespace, if yow want
                                                   
    // Otherwise just make it aviable this way:
    window.MyComponent = MyComponent;    

}(window));

Now your component can be used again and again simply using new MyCompoent(). More about Object.create here.

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It is a simple, lightweight HTML5 game engine for the web working over canvas

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