🎮 Getting Started with TCJSgame v3
A streamlined 2D JavaScript engine, TCJSgame v3 trims away complexity so you can focus on building. It’s approachable enough for newcomers yet flexible enough to power complete projects with sprites, tilemaps, scenes, audio, and camera controls.
What makes v3 tick
- Modern scenes: Organize game flow into discrete scenes (menus, levels, cutscenes) for clean structure and easy state transitions.
- Tilemap support: Build worlds from grid-based maps, ideal for platformers, RPGs, or puzzle layouts.
- Camera controls: Follow your player, lock to zones, or add smooth pans and shakes for cinematic flair.
- Improved rendering: Efficient drawing routines keep frame times stable, even with busy scenes.
- Sprites and animation: Frame-based animations, layering, and tinting help bring characters to life.
- Sound integration: Trigger effects and music with basic controls for volume, looping, and playback.
- Components: Reusable behaviors (movement, physics-lite, health, interactions) keep code tidy.
Who it’s for
If you’ve ever opened a blank editor and wished for a clear path to a playable prototype, this engine is for you. Beginners get a fast on-ramp to core concepts like update loops and input handling. More experienced devs get a predictable toolbox that stays out of the way when it’s time to ship.
First run: the core loop
At the heart of TCJSgame v3 is a straightforward game loop. You define a scene, add entities (like a player sprite), and update them each frame based on input and physics-like behaviors. In a few lines, you’ll have movement on screen and a camera ready to follow.
Quick-start (pseudo-code)
Below is example-style pseudo-code to show the general flow; specific method names may differ in your setup:
// 1) Initialize a game instance
const game = new TCJS.Game({
width: 960,
height: 540,
background: '#1e1e1e'
});
// 2) Create a scene
const main = new TCJS.Scene('main');
// 3) Load assets (sprites, tilemaps, audio)
main.preload(() => {
main.assets.addSprite('player', 'player.png');
main.assets.addTilemap('level1', 'level1.json');
main.assets.addAudio('jump', 'jump.wav');
});
// 4) Set up your world
main.create(() => {
const map = main.add.tilemap('level1');
const player = main.add.sprite('player', { x: 64, y: 64 });
const cam = main.camera;
cam.follow(player, { lerp: 0.1 }); // smooth follow
// Optional: add behaviors
player.addComponent(new TCJS.Components.Movement({ speed: 180 }));
});
// 5) Per-frame updates
main.update((dt, input) => {
// Example: movement with arrow keys
let vx = 0, vy = 0;
if (input.left) vx -= 1;
if (input.right) vx += 1;
if (input.up) vy -= 1;
if (input.down) vy += 1;
// Normalize diagonal and apply speed
// (handled by Movement component in many setups)
});
// 6) Start the game
game.addScene(main);
game.start('main');
Designing your first level
- Tilemaps: Use a grid-based layout to define platforms, walls, hazards, and collectibles. Layers help separate collision from decoration.
- Entities: Keep player, enemies, and pickups as independent sprites or prefabs built from components.
- Camera zones: Limit scrolling to your level bounds and add subtle easing for a polished feel.
- Audio: Tie jump, hit, and pickup sounds to the corresponding actions for instant feedback.
Scenes and flow control
TCJSgame v3’s scene system lets you break development into manageable chunks. A typical flow might be: Boot → Main Menu → Level 1 → Pause → Game Over → Back to Menu. Each scene can preload its own assets and manage its own UI and logic, reducing cross-scene complexity.
Performance pointers
- Batch where possible: Group static tiles and sprites to minimize draw calls.
- Cull off-screen content: Skip updates and rendering for entities the camera can’t see.
- Keep textures lean: Use power-of-two sizes where helpful and trim unused frames.
- Mind your timers: Prefer delta-time updates over setInterval for smooth motion.
What you can build
- Platformers with tight controls, parallax layers, and camera shake for impact
- Top-down adventures using tilemaps for towns, dungeons, and overworlds
- Puzzle games with simple sprites and crisp transitions between scenes
- Arcade-style score chasers with fast loops and minimal overhead
The takeaway
TCJSgame v3 keeps the barrier to entry low while delivering the essentials: scenes, tilemaps, sprites, sound, and camera work. Spin up a scene, drop in a player, and you’re already iterating on a playable prototype. From there, extend with components, refine performance, and grow your project into a full 2D game—all in JavaScript.
1 comment
Your code is wrong.