It is a fast, comfortable, lightweight and flexible html5 game framework, you can use for building 2D games and playable ads. The first version of this project was based on PIXI library. The syntax of application is pretty similar to the Phaser framework.
Use our plugins to extend Tiny abilities:
Install via npm:
$ npm install tiny
Use CDN:
<script src="https://cdn.jsdelivr.net/npm/tiny@2.0.10/build/tiny.js"></script>
Work in progress ...
But
See the sources for details, it's easy !
Basic Usage:
var renderer = new Tiny.CanvasRenderer(640, 320);
document.body.appendChild(renderer.domElement);
var scene = new Tiny.Scene();
var text = new Tiny.Text("Hello World!");
scene.add(text);
renderer.render(scene);
Tiny application with basic systems and state manager:
var renderer = new Tiny.CanvasRenderer(640, 320);
document.body.appendChild(renderer.domElement);
var scene = new Tiny.Scene();
var states = {
preload: function() {
// Tiny.Loader
// this.load.image("key", source);
},
create: function() {
// var sprite = new Tiny.Sprite("key");
var text = new Tiny.Text("Hello World!");
this.text = text;
text.x = 200;
text.y = 100;
scene.add(text);
},
update: function(time, delta) {
this.text.rotation += delta * 0.001;
},
render: function() {
renderer.render(scene);
}
}
new Tiny.App(states);
Tiny application with class (full example)
import 'tiny';
class MyGame extends Tiny.App {
constructor(width, height) {
super();
this.width = width;
this.height = height;
this.renderer = new Tiny.CanvasRenderer(this.width, this.height);
/**
* Specify DOM element for Tiny.Input
*/
this.inputView = this.renderer.domElement;
document.body.appendChild(this.renderer.domElement);
this.scene = new Tiny.Scene();
}
preload() {
// Tiny.Loader
// this.load.image("image1", source);
// this.load.atlas("image2", source, sourceFrames);
// this.load.spritesheet("image3", source, sourceFrames);
}
create() {
// var sprite = new Tiny.Sprite(image1);
// var sprite2 = new Tiny.Sprite("image2", "frameName");
// var graphics = new Tiny.Graphics();
// graphics.drawRect(20, 20, 100, 50);
// var container = new Tiny.Object2D();
// container.add(sprite2d);
// container.add(new Tiny.Text("In container!"));
var text = new Tiny.Text("Hello World!");
this.text = text;
text.x = 200;
text.y = 100;
this.scene.add(text);
// Tiny.Timer
this.timer.add(1000, function() {
console.log("Timer example: one time");
});
this.timer.loop(1000, function() {
console.log("Timer example: loop");
})
// Tiny.Input
this.input.on("down", function(e) {
console.log("Down on game");
});
this.input.on("move", function(e) {
console.log("Mouse move: " + e.x + ":" + e.y);
});
this.input.add(text);
text.input.on("click", function(e) {
console.log("Click on text");
});
text.input.on("down", function(e) {
console.log("Down on text");
});
text.input.on("up", function(e) {
console.log("Up on text");
});
this.tweens.add(text.scale).to({
x: 1.1,
y: 1.1
}, 500).yoyo(true).easing(Tiny.Easing.Sinusoidal.InOut).repeat(Infinity).start();
}
update(time, delta) {
this.text.rotation += delta * 0.001;
}
render() {
this.renderer.render(this.scene);
}
resize(width, height) {
super.resize(width, height);
this.renderer.setSize(width, height);
}
destroy(clearCache) {
super.destroy(clearCache);
this.scene.destroy();
this.renderer.destroy(true);
}
}
new MyGame(640, 320);
Three.js plugin (three):
import 'tiny';
import 'tiny/plugins/three';
class MyGame extends Tiny.App {
constructor(width, height) {
super();
this.width = width;
this.height = height;
this.renderer = new THREE.WebGLRenderer({
antialias: true
});
this.renderer.outputEncoding = THREE.sRGBEncoding;
this.renderer.setSize(this.width, this.height);
this.inputView = this.renderer.domElement;
document.body.appendChild(this.renderer.domElement);
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera(1, 1, 1, 1, 0.3, 500);
this.camera.position.set(40, 50, 40);
this.camera.lookAt(0, 0, 0);
this.camera.distance = 4;
this.screen2d = new Tiny.Screen2D(this.width, this.height);
this.setupCamera();
}
preload() {
// Tiny.Loader
// this.load.image("image1", source);
// this.load.atlas("image2", source, sourceFrames);
// this.load.spritesheet("image3", source, sourceFrames);
// this.load.gltf("model", gltfJson, splitObjects = false );
// this.load.texture3d("texture", imageSrc);
}
create() {
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(15, 59, 53);
light.lookAt(0, 0, 0);
this.scene.add(light);
var text = new Tiny.Text("Hello World!", {
fill: "#ffffff"
});
this.text = text;
text.x = 200;
text.y = 100;
this.screen2d.add(text);
this.tweens.add(text.scale).to({
x: 1.1,
y: 1.1
}, 500).yoyo(true).easing(Tiny.Easing.Sinusoidal.InOut).repeat(Infinity).start();
var mesh = new THREE.Mesh(new THREE.BoxBufferGeometry(1, 1, 1), new THREE.MeshLambertMaterial({
color: "#ff4534"
}));
mesh.material.color.convertSRGBToLinear();
this.scene.add(mesh);
// var importedScene = this.cache.gltf["model"].scene;
// this.scene.add(importedScene);
// var importedSceneMesh = this.cache.mesh3d["model.meshName"];
// importedSceneMesh.material.map = this.cache.texture3d["texture"];
// this.scene.add(importedSceneMesh);
}
update(time, delta) {
this.text.rotation += delta * 0.001;
}
setupCamera() {
var aspect = this.width / this.height;
var distance = this.camera.distance;
if (this.camera) {
if (this.camera.isOrthographicCamera) {
this.camera.left = -distance * aspect;
this.camera.right = distance * aspect;
this.camera.top = distance;
this.camera.bottom = -distance;
} else {
this.camera.fov = distance * 1.2;
this.camera.aspect = aspect;
}
this.camera.updateProjectionMatrix();
}
}
setPixelRatio(dpr) {
this.renderer.setPixelRatio(dpr);
this.screen2d.renderer.setPixelRatio(dpr);
}
render() {
this.renderer.autoClear = true;
this.renderer.render(this.scene, this.camera);
this.renderer.autoClear = false;
this.renderer.render(this.screen2d.scene, this.screen2d.camera);
}
resize(width, height) {
super.resize(width, height);
this.screen2d.setSize(width, height)
this.renderer.setSize(width, height);
this.setupCamera();
}
destroy(clearCache) {
super.destroy(clearCache);
this.screen2d.scene.dispose();
this.scene.dispose();
if (this.renderer.domElement.parentNode) {
this.renderer.domElement.parentNode.removeChild(this.renderer.domElement);
}
this.renderer.dispose();
this.renderer = undefined;
}
}
new MyGame(640, 320);
Particles plugin (particles)
import 'tiny';
import 'tiny/plugins/particles';
class SmokeParticle extends Tiny.Particle {
constructor(emitter) {
super(emitter);
}
update(time, delta) {
this.scale.set(Math.min(time / 1000, 0.7));
this.alpha = Math.min(time / 1000, 1)
this.y -= this.yspeed * delta
this.x += this.xspeed * delta
this.rotation += this.rotationsp
}
onEmit() {
this.xspeed = Tiny.rnd(-4, 4) * 0.05
this.yspeed = Tiny.rnd(2, 10) * 0.05
this.rotationsp = Math.random() * 0.02 - 0.01
}
draw(context, resolution) {
context.fillRect(0, 0, 100 * resolution, 100 * resolution)
}
}
class MyGame extends Tiny.App {
constructor(width, height) {
super();
this.width = width;
this.height = height;
this.renderer = new Tiny.CanvasRenderer(this.width, this.height);
/**
* Specify DOM element for Tiny.Input
*/
this.inputView = this.renderer.domElement;
document.body.appendChild(this.renderer.domElement);
this.scene = new Tiny.Scene();
}
preload() {
// Tiny.Loader
// this.load.image("image1", source);
}
create() {
var emitter = new Tiny.Emitter(300);
emitter.x = 200;
emitter.y = 250;
emitter.width = 40
emitter.pattern = SmokeParticle;
emitter.fillStyle = "#666666";
emitter.makeParticles();
// emitter.makeParticles("image1");
emitter.scale.set(0.7);
emitter.flow(1000, 100, 8);
// Tiny.ParticleSystem
this.particles.add(emitter);
this.scene.add(emitter);
}
render() {
this.renderer.render(this.scene);
}
resize(width, height) {
super.resize(width, height);
this.renderer.setSize(width, height);
}
destroy(clearCache) {
super.destroy(clearCache);
this.scene.destroy();
this.renderer.destroy(true);
}
}
new MyGame(640, 320);
Check the examples to see more