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update engine and plugins
1 parent 900ca20 commit 06cc6c3

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public/about.html

Lines changed: 34 additions & 33 deletions
Original file line numberDiff line numberDiff line change
@@ -248,43 +248,45 @@ <h2>Basic boilerplate</h2>
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})
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function init(instance) {
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// "instance" is the engine instance
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// run once before the game starts
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}
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function update(dt) {
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// called at 60 fps by default
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// note: `dt` is a fixed deltatime (fps/1000)
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// note: "dt" is a fixed deltatime (fps/1000)
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}
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function draw() {
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function draw(canvasContext2d) {
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// used to draw your graphics
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}
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function resized() {
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function resized(newScale) {
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// called when the canvas is resized
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// use W and H to get the new width and height of the canvas
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}
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function tap(x, y, tapId) {
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function tap(x, y, touchId) {
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// called when a tap (click/touch) starts
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// equivalent to "mousedown" and "touchstart" browser events
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// Notes:
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// - `tapId` is used to handle multiple touches
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// - each touch has a unique `tapId` >= 1
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// - mouse's `tapId` always equal to 0 (zero)
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// - "touchId" is used to handle multiple touches
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// - each touch has a unique touchId >= 1
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// - mouse's touchId always equal to 0 (zero)
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}
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function untap(x, y, tapId) {
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function untap(x, y, touchId) {
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// called when a tap end
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// equivalent to "mouseup" and "touchend" browser events
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}
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function tapping(x, y, tapId) {
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function tapping(x, y, touchId) {
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// called when a tap moves
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// equivalent to "mousemove" and "touchmove" browser events
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}
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function tapped(x, y, tapId) {
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function tapped(x, y, touchId) {
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// called when a tap stars and ends in a short time
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// equivalent to "click" browser events (only for left mouse clicks)
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}
@@ -305,37 +307,36 @@ <h2><a id="settings">Game Configuration</a></h2>
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<pre><code class="language-typescript">// Initialize the game
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litecanvas(settings = {});
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// the game loop callbacks
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// if loop = undefined, will use global functions:
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// window.init(), window.update(dt), window.draw(), etc
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// the core game loop callbacks
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// if the loop option is null, the engine will uses
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// global functions with the same name as the events:
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// window.init(), window.update(), window.draw(), etc
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settings.loop = {
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init: Function?,
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update: Function?,
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draw: Function?,
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resized: Function?,
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tap: Function?,
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untap: Function?
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tapping: Function?,
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tapped: Function?
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init: Function?, // (instance) => void
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update: Function?, // (dt) => void
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draw: Function?, // (ctx) => void
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resized: Function?, // (scale) => void
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tap: Function?, // (x, y, touchId) => void
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untap: Function? // (x, y, touchId) => void
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tapping: Function?, // (x, y, touchId) => void
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tapped: Function? // (x, y, touchId) => void
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}
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// the canvas (by default a new canvas is created)
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// the canvas (by default a new canvas is created).
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settings.canvas = null
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// the game screen size
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// by default, the game fills the entire webpage
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// set the canvas (game screen) size
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// if width is null, the canvas fills the entire webpage.
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settings.width = null
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settings.height = settings.width || null
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// Determines whether the canvas should
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// scale to fill the canvas
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// Determines whether the canvas should scale to fill the screen,
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// but preserving the aspect ratio. Rather than a boolean you
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// can pass a number to determine a maximum scale.
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settings.autoscale = true
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// enable smooth drawing
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settings.antialias = false
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// disables antialias
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// and force the autoscale to use integers
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// If `true`, the pixel art images won't look blurry.
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// Also, disables canvas built-in antialias.
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settings.pixelart = false
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// exposes all methods and properties (see below)
@@ -350,7 +351,7 @@ <h2><a id="settings">Game Configuration</a></h2>
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// useful to create your own keyboard handler
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settings.keyboardEvents = true</code></pre>
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<h2><a id="globals">Global Variables</a></h2>
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<h2><a id="globals">Variables</a></h2>
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<pre><code class="language-typescript">// the amount of time since the game started
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T: number
@@ -454,7 +455,7 @@ <h2><a id="drawing">Functions for Drawing</a></h2>
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paint(width, height, data: string[]|function, options?): ImageBitmap
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/**
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* ADVANCED DRAWING-RELATED FUNCTIONS
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* ADVANCED DRAWING FUNCTIONS
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*/
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// get the current canvas context 2D or set a newly

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