Optional
asepriteOptional
assetLocal paths that may contain assets and game code e.g.: game/
or assets/
.
All files in there are considered to be part of the game (including subdirectories).
Files and folders start with _
or end with _
will be ignored.
Simply put the directories (no *
).
default: game/
, assets/
Optional
buildsWIP, not sure yet
Optional
bundlePer default TypeSprite exports the game in an: iife.
So it can be used like this:
<script src="game.js"></script>
<!-- The game is running now -->
If you like/need to load it in a more modern fashion and get more control when the engine starts and you also like to have access to the running instance one can set this value to true.
<script type="module">
import runGame from 'path/to/game.js';
const gameInstance = runGame();
</script>
Optional
canvasdepends on canvas Type
Optional
canvas"create" => a new canvas is created and attached to the canvas selector object "selector" => it is expected that the canvas selector points to a canvas
Optional
fixedOnly valid if mainloopType
is MainLoopType.Fixed
.
Optional
flags[OPTIONAL] Define any flags that helps to run your game.
Suggestions: "ios", "nativ", "desktop", or "demo" :-)
Optional
mainloopIt's possible to have different mainloop behavior and controlls how update() is called.
Optional
maxwhen > 0 it will cap the FPS to the given value if the window has lost the fosus. This is useful during development when your laptop starts to scream at you while working on a game.
Optional
maxwhen > 0 it will cap the FPS to the given value.
Optional
noMeans the mainloop won't start automatically. This has to be done by hand.
Optional
noOptional
noMeans built-in property-parser won't be set automatically. You can add them by yourself
advanced
Optional
noMeans built-in resourceloader won't be set automatically.
advanced
Optional
pathFIX: remove?
Should be analoge to tsconfig.path.
Simply put the directories (no '*').
{"@game": "./some/path"}
Optional
resourceA global path-prefix used for all resources loaded using the ResourceManager.
This is useful when deploying the game into a environment where the paths of the executed javascript code does not match the dev-environment.
You have two options to run a TypeSprite game:
RunConfig
and start an *.edf
A minimal RunConfig
is just this:
{
startWorlds: ["myworld"]
}
It'll search for a myworld.edf
in the given assetPaths
and
allows quick and full feature access to the TypeSprite.
_
If the reasonable defaults are not suitable it's possible to write a custom main file and initialize the engine by hand.
Optional
servePort for the dev-server
Name or list of names the start world.
For a very simple case one can simply set a string.
However, for certain patterns it's useful to start more than one world and in a controlled order.
Example 1: start two worlds at the same time
startWorlds: ["world1", "world2"]
Example 2: start 3 worlds in a controlled order
startWorlds: [["world1"], ["world2", "world3"]]
when world1 is active, world2 and world3 get activated.
Generated using TypeDoc
Path to the aspeprite executeable used for sprite sheet generation