Quintus is an easy-to-learn, fun-to-use HTML5 game engine for mobile, desktop and beyond!
The Quintus engine is an HTML5 game engine designed to be modular and lightweight, with a concise JavaScript-friendly syntax. In lieu of trying to shoehorn a standard OOP-game engine structure into an HTML5 JavaScript engine, Quintus takes some cues from jQuery and provides plugins, events and a selector syntax. Instead of a deep single-inheritance-only model, Quintus provides a flexible component model in addition to traditional inheritance to make it easier to reuse functionality and share it across games and objects.
Warning: Quintus is at a very early stage of development, use at your own risk.*
More details and documentation at HTML5Quintus.com
Read the Quintus Guide to get started on the Engine.
The easiest way to use Quintus is simply to use the CDN hosted version at:
<!-- Production minified ~20k gzipped -->
<script src="proxy.php?url=http%3A%2F%2Fcdn.html5quintus.com%2Fv0.2.0%2Fquintus-all.min.js"></script>
<!-- Full Source ~40k gzipped -->
<script src="proxy.php?url=http%3A%2F%2Fcdn.html5quintus.com%2Fv0.2.0%2Fquintus-all.js"></script>
Quintus has no dependencies.
Check the build/ directory for single file builds.
- Update the Q.Scenes method to only render sprites that are visible in the grid. (so draw doesn't get called with thousands of sprites)
- Fix the collision methods to calculate a collision magnitude based on dot product of sprite velocities
- Added in A* Path finding
- Add in Babylon.js as a Optional Render mode(2D will not be removed)
- Add in Babylon UI as a optional UI alternative
- Add in common Ai algorithims(Feeling enemys,Agro enemys etc)
- Finish implementing basic LDK
- Added Global Json State loading
- Added Global Object pool
- Added Updates from last public forks of Quintus
- Added in cash.js,it's a JQUERY alternative that's 75% smaller than jquery but gets the job done
- Removed grunt build
- Added new simple build that works across the various ES versions of code
- Added in eruda adds a virtual debug window that can be viewed on mobile too
- Added in a Render mode that can be set to "pixel" or "hd" this optimizes the canvas using css for pixel games or None pixel art games
- Changed input so it can also trigger events based on arbitrary keys without needing a key schema
- Added a Optional debug stat that tells you how many of the game objects in the world are actually activley rendered/ticked
- Added a Generic and flexible timer
- Added Q.stime it's a simple utility function that just returns Human readable times into their milisecond,second,hourly etc time
- Added in alot more easining functions their were only 2 built in linear and Quadratic
- Added in variables MouseX and MouseY to make working with mouse positions less verbose
- Added in Q.Active this is another helper function that returns the current amount of objects that are deemed active
- Added, Particle Sprite types now automatically get tween component added to them on creation and automatically removed from the scene once no longer in use
- Added a Global Event emitter
- Added Q.Util this adds some common utility functions to speed up game development
- Added, platformer_tmx example,This example will continute to get updates as more features get added to quintus
- Added, Quintus.tmx object parser to detect and converting object array string properties to arrays(TMX does not support arrays)
- Added a BOX2D object type to the base sprite type,This automatically handles properly removing a newly inintialized physics object when it gets destroyed
- Added Default Key config overide Global Variable for desktop controls in the input module
- Added in spread syntax support for describing animation frames ie
walk:"0..5"is the same aswalk:[0,1,2,3,4,5] - Added ,Animation frames now automatically assume atleast a
1/rateso you can just set the rate to15to say run this animation at 15 frames - Added,2d module gravity can be overrided(By default its set to 1)
- Added,Box2D physics world settings can be overriden by utilizing
Q.WorldPhysics - Added,Q.Util now has a faster forEach,some,every,filter,map array functions(Benchmarks are linked in the quintus.js file/Q.Util section)
- Added
setup.zindexit's 0 by defaut,you can lower it with this incase your games working with DOM elmements as the main UI - Added a automatic refocus,When interacting with dom elements the users focus would get shifted
- Added
setup[bootstrap,micron,animexyz,animatestyle]these libraries can be enabled by setting the library names to true,this does a remote file pull so that the core does not get overly bloated - Added,Enabled Sorting by default for stages and sprite to sort by their z positions by defalt
- Fixed,The
UI.HTMLElementit now correctly updates its position - Added,Began partially parsing LDTK basic format export
quintus_tmx.jsTMX file extraction- Multi-layer TMX Support + Sloped Tiles by lendrick
- TMX Object layer support
- TMX Repeater support
- TMX Sensor tile support
- SVG and Physics refactoring by drFabio
- Generate collision points performance optimization
- Disasteroids Example
- Initial Platformer Full Example
- Initial API Documentation
- Conditional Render and step support
- Tower Man Example
- Fix by A11oW to Quintus input
- #41 - repeated rounding issues
- Change SpriteSheet to use tileW, tileH instead of tilew, tileh
- Add flipping to AIBounce componet by fariazz
- Add optional bounding box to viewport by fariazz
- Initial experiment with YuiDoc
- Assorted gruntfile stuff
- Add hide, show, stop and start to stages
- Per-sprite gravity override
- Multi-layer support for TMX files by fariazz
- Fix to scene locate method #46 by noahcampbell
- Add support for sensors
- Add support for loading scenes from a JSON file
- auto-focus when keyboard controls are active
- Add development mode:
Quintus({ development: true })to make changing assets easier - Allow for easier opacity tweening
- Simple TMX/XML parsing from kvroman
- Touch example fix from scottheckel
- Updated Gruntfile.js and dependencies to latest versions
- Added collision loop for Sprites and added platforms example
- Added Repeater to platformer and fixed default type
- Fix to Joypad
- Fix to sprite gridding
- Child sort and flip support
- Tile check fix from izidormatusov
- Initial API Docs
- Fixed UI touch location on iOS when canvas is smaller than full screen
- Fixed asset loading in Web Audio
-
Note: this release was replaced with 0.1.1, which added no new features but fixed a couple bugs
-
Added support for Web Audio output (iOS6 supported, Yay!)
-
Added audio example in
examples/audio -
Removed sound sprite support
-
Added support for Audio looping (via
Q.audio.play("name", { loop: true })) -
Added sound stopping support (
Q.audio.stop()to stop all, `Q.audio.stop("name") to stop 1) -
Moved non-working SVG, DOM and Physics modules to
extra/ -
Added support for functions as direction options to follow (suggested by @gvhuyssteen )
For Example:
stage.follow(player, { // Always follow x x: true, // Only follow y if the player has landed y: function(sprite) { return sprite.p.landed > 0 } }); -
Improved tween animations, by @fqborges fixes tween chaining and adds in an example in
examples/tween/
Changes to your code:
- You must call
Q.audio.playinstead ofQ.playto play sound - If you were using sound sprites, they have been removed.
- Fix to Q.UI.Button with an Asset
- Fix to MouseControls on Android
- Added UI example
- Added Q.GameState for storing global game state ..
- .. listening for events on changes to global game state
- Added Q.input.mouseControls() for tracking mouse/touch locations
- Couple fixes to Q.UI.Text
- Fix to Touch module on iOS
- Transitions scene from
stepto useupdate - Simplified Sprite stepping with update (no _super necessary any longer)
- Added Scene locate method
- Add touch example with drag and locate details
- Added
drawableTileandcollidableTiletoQ.TileLayer
Changes to your code:
- Your sprite's
stepmethod should no longer callthis._super(dt)(in fact, sprites don't define a default super method anymore, so it'll cause a bug)- events are now handled by theSprite.update(dt)method
- Full SAT collision (rotation / scaling)
- Container / Children support
- Removed jQuery Dependency
- Reworked collisions (need optimizations)
- Add Quintus.UI module for containers, buttons and labels.
- Added animate and tween support
- Initial Release
- Basic Sprite and Scene Support
- Limited Audio
- jQuery Dependency
- Keyframe animation support
- 2D Platformer controls and animation
- Limited SAT Collision (no rotation / scale)
