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.
For general questions, demos, etc please post to the Quintus HTML5 Game Engine G+ Community
The easiest way to use Quintus is simply to use the CDN hosted version at:
<!-- Production minified ~20k gzipped -->
<script src='http://cdn.html5quintus.com/v0.2.0/quintus-all.min.js'></script>
<!-- Full Source ~40k gzipped -->
<script src='http://cdn.html5quintus.com/v0.2.0/quintus-all.js'></script>
Quintus has no dependencies.
Alternatively you can clone the repo and either use each file separately or generate a unified version:
$ git clone git://github.com/cykod/Quintus.git
$ cd Quintus
$ npm install
$ grunt
Check the dist/
directory for contatenated versions.
The initial version of Quintus was built over the course of writing Professional HTML5 Mobile Game Development, although the repo code has diverged a bit from the Engine built in the book, the main philosophy and technologies used have not changed, and reading the book will give you a fairly exhaustive understanding of the internals of the Quintus Engine.
Quintus is a young engine that has a lot of missing gaps - some of which are pretty straightforward to fill in. If you are interested in hacking on Quintus, shoot me an email pascal at cykod period com, I'm happy to help folks get hacking on the engine.
If you have suggestions for additional enhancements, please add them to the Issues queue - no guarantee all ideas will be implemented and integrated into the core of the system, but suggestions welcome.
Here's some specific pieces that need some love:
quintus_tmx.js
TMX file extractionQuintus({ development: true })
to make changing assets easierNote: 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:
Q.audio.play
instead of Q.play
to play soundstep
to use update
drawableTile
and collidableTile
to Q.TileLayer
Changes to your code:
step
method should no longer call this._super(dt)
(in fact, sprites don't define a default super method anymore, so it'll cause a bug)- events are now handled by the Sprite.update(dt)
method