Depends on JavaScript Edition 5. Works with Chrome 9+, Firefox 3.6+, Safari 5+ & IE9.
Licensed under LGPL so you’re free to use it for commercial projects.
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Animation(), Sprite(), SpriteSheet(), TileMap(), Assets() and other useful constructors
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Easy and robust game state system to switch between menus, play, high score lists and settings
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JSDOC Documentation & commented examples
Jaws also:
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Does <canvas>-sprites and exprimental HTML-based sprites
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Does not depend on any other JavaScript library
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Doesn’t try to force a certain “JS class pattern” on you, just pure JavaScript as mother nature intended it
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Tries to make assets (images, music, json data) in webgames as easy as possible
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Often does object literals as arguments for readabillity (ie. new Sprite({image: “player.png”, x: 100, y: 100})
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Builds on lessons learned from years of developing github.com/ippa/chingu (Ruby game lib)
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jawsjs.com/docs/index.html - Jaws documentation
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jawsjs.com/ - Official Jaws homepage. Overview and design choices.
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jawsjs.com/jawsjs/test/index.html - Jaws testsuite (QUnit)
Jaws is well suited for “classic” side/top scrolling games (tile based or not) where you have a number of sprite-sheet-animated sprites. Jaws comes with basic rect-vs-rect/circle-vs-circle collision detection that works well in most cases. If you have tons of sprites (for example, a bullet hell schmup) you probably want to use a physicslib like Box2D or spatial hashing like quad trees to speed things up. Jaws use of canvas makes pixel perfect collisions and worms-style terrain relatively easy to develop. If your game is very GUI-heavy you might want to base your game on pure HTML-elements instead of canvas-sprites.
Check out the sourcecode for comments and explanations:
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jawsjs.com/jawsjs/examples/example0.html - get a Jaws-app working with as little code as possible
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jawsjs.com/jawsjs/examples/example1.html - basic example with manual setup of canvas
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jawsjs.com/jawsjs/examples/example2.html - jaws game states
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jawsjs.com/jawsjs/examples/example3.html - jaws.Animation
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jawsjs.com/jawsjs/examples/example4.html - jaws.Rect based collision detection
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jawsjs.com/jawsjs/examples/example5.html - the jaws.Sprite({anchor: “…”}) parameter
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jawsjs.com/jawsjs/examples/example6.html - jaws.Parallax
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jawsjs.com/jawsjs/examples/example7.html - simple DOM-based sprite
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jawsjs.com/jawsjs/examples/example8.html - jaws.TileMap
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jawsjs.com/jawsjs/examples/example9.html - jaws.Viewport (The basics for a sidescrolling platformer right here)
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jawsjs.com/jawsjs/examples/example10.html - jaws.game_states.Edit, a simple map editor
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jawsjs.com/jawsjs/examples/example11.html - jaws.gfx.retroScaleImage and Literal Notion game state
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jawsjs.com/jawsjs/examples/example12.html - jaws.viewport.drawTileMap() - optimized tile map drawing
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ippa.se/webgames/the_escape/index.html - “The Escape” - My Ludum Dare #21 entry. Adventure/Puzzle.
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ippa.se/webgames/unexpected_outcome/index.html - A 10-minute adventure game with pixel-perfect collisions
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ippa.se/webgames/unwaivering/index.html - A Jaws-game for www.ludumdare.com/compo/2011/01/25/minild-24/
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dl.dropbox.com/u/73425602/ld23/index.html - LD #23 game by Nibelung (www.ludumdare.com/compo/author/nibelung/)
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www.twitchtetris.com/ - A tetris game by twitchcode.blogspot.com/
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www.mcfunkypants.com/kart/magma/ - Another pixel perfect game from MC Funky Pants. Don’t touch the rising lava!
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dl.dropbox.com/u/15658925/LD22%20release/game.html - LD#22 entry by “Char” (www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=3407)
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h31p.com/save-atherton/ - A political satire mini-game from github.com/dalethatcher
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www.mcfunkypants.com/LD22/ - a Ludum Dare #22 entry by Christer Kaitila
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nibster.net/LD/ - a Ludum Dare #22 entry by github.com/Nibster
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memetika.com/iron_santa/ - a Ludum Dare #22 entry by github.com/dmitrizagidulin
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markbennett.ca/JAWS-on-a-plane/ - A minigame by github.com/MarkBennett
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davidgomes.github.com/paxlure/ - Zombie blasting minigame by github.com/davidgomes
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crystalpart.com/hp/ - A mini game by by Ashan Fernando (crystalpart.com/wp/)
… missing your game here? Msg me on github!
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jaws.js - includes the whole framework in one easy-to-include file.
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jaws-min.js - same as jaws.js but minified with Googles closure compiler. This is probably what you want to include in your project.
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jaws-dynamic.js - dynamically loads all separate jaws files. Useful for debugging errors in Jaws. Warning, jaws-dynamic.js loads all jaws source-files asynchronously meaning Jaws might not be fully loaded before the browser
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reaches your game.js or likewise. Jaws tries to solve this issue by calling jaws.onload() when all files are loaded.
You can also link to invidual files in your HTML:
<script src="/jawsjs/src/core.js"></script> <script src="/jawsjs/src/sprite.js"></script>
NOTE: core.js is always needed but after that you can pick and choose depending on what you need. A rule of thumb is that a file named “foo.js” will include a contructor named Foo().
Jaws accepts contributions, some simple guidelines:
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Formatting: oneFunction(), OneConstrutor() and one_variable
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2 spaces for indentation
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Don’t patch jaws.js or jaws-min.js
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Please bundle tests with non-trivial patches
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For bigger patches/feature additions, please contact me beforehand to discuss if/how it fits into Jaws and how to form the API
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Naming shouldn’t consist of abbreviations, let’s use “context”, not “ctx”
Jaws has gotten bigger contributions from: github.com/dmitrizagidulin - SpriteList() rewrite github.com/gregmax17 - Viewport related stuff
If you find an issue with Jaws githubs issue-tracker is the place to go. Easiest for the developers is if you put your game online. If you don’t have any hosting check out pages.github.com/. Pasting your problematic code in the issue-ticket itself will usually mean a lot of hassle with supportcode and assets to actually be able to test the code in question.
/* * Jaws provides powerful functions like jaws.start() to quickly get a robust gameloop running. * It's also possible to do it more manually, fetch your own canvas context and send it to new Sprite(). * Nothing stops you from using jaws.assets or other jaws.helpers with your own game loop either. * * Below code shows the preferred way, letting jaws worry about most of the setut, so we can get straight to get game logic. */ <html> <script src="jaws.js"></script> <body> <canvas width=500 height=300></canvas> <!-- don't set width/height of canvas with CSS --> <script> /* * Jaws encourages the use of game states to separate various parts of your game. * We send MyGameState to jaws.start() to start with. * You can later switch to another game state with jaws.switchGameState(OtherGameState) */ function MyGameState() { var player; var robot; /* Put your one-time initializing here. Will get called once each time this game state is activated. */ this.setup = function() { /* * Make a sprite, place it at position 10/200. * The string "player.png" will resolve to a previously fetched resource. * If we wanted the sprite to be drawn to a special canvas, we could add the option {context: my_canvas_context}. * Otherwise jaws will just pick the most likely canvas, which works 99% of the times. */ player = new jaws.Sprite({image: "player.png", x: 10, y: 200}); /* Let's create an animated robot sprite */ robot = new jaws.Sprite({x: 200, y: 200}); /* Creates an animation from a classic sprite sheet */ robot.animation = new jaws.Animation({sprite_sheet: "images/droid_11x15.png", frame_size: [11,15], frame_duration: 120}); } /* update() is called each gametick with given FPS. Put your game logic here. */ this.update = function() { if(jaws.pressed("left")) { player.x--; } if(jaws.pressed("right")) { player.x++; } robot.setImage( robot.animation.next() ); } /* draw() is called each gametick just after update() is done. Put your drawing/canvas stuff here. */ this.draw = function() { player.draw(); robot.draw(); } } /* Let's start jaws after the document is fully loaded... */ window.onload = function() { /* * Add two images to jaws internal list of assets to be loaded. * You can load them manually with jaws.assets.loadAll({loaded: myAssetsAreReadyCall}). * jaws.start() will automatically load all unloaded assets while displaying a progress meter. * * Alternative way (nice when you have a lot of assets in the same dir): * jaws.assets.path = "images/"; * jaws.assets.add(["droid_11x15.png", "player.png"]) */ jaws.assets.add("images/droid_11x15.png"); jaws.assets.add("images/player.png"); /* * jaws.start(MyGameState) is the easiest way to get something up and running. It will in this order: * * 1) * Call jaws.init() that will detect <canvas> (or create one for you) and set up the 2D context. * It's then available in jaws.canvas and jaws.context and will be used by all new sprites. * * 2) * Pre-load all assets while showing progess meter. Assets are then available with jaws.assets.get("player.png"). * * 3) * Create an instance of given game state (in this case MyGameState) and call setup() on that instance. * In setup() you usually initialize that game state, create your gameobjects, sprites and so forth. * * 4) * Loop calls to update() and draw() with given FPS (default 60) until the game ends, is paused or another game state is activated. * */ jaws.start(MyGameState); } </script> </body> </html>