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@gush/candybar

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@gush/candybar

🍫

0.0.0-alpha19
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Candybar 🍫

A simple <canvas> rendering engine and collection of classes and utils. And by "engine" I mean about as advanced as a broken scooter 🛴

🚨 This is an alpha release

Really, don't use this thing for anything yet.

Getting started

Install it, duh.

yarn add @gush/candybar

Then create a canvas.

import { Canvas } from '@gush/candybar';

const canvas = new Canvas({
    canvas: document.getElementById('canvas'),
});

This will create a beautiful blank canvas. 🙌🏻

Canvas options

Canvas classes can be created with a few options:

  • canvas
  • container
  • hasPointer
  • entities
new Canvas({
    // This is the required HTML element that the Canvas class will render to.
    canvas: document.getElementById('canvas'),
    // Container is the element that the canvas should be fit within,
    // if this is not provided it's assumed this is a full screen canvas
    container: document.getElementById('container'),
    // Indicates if the canvas should capture mouse/touch pointer events.
    hasPointer: true,
    // Entities are objects that will be renedered by the Canvas engine.
    entities: [...things],
});

Entities

The engine will loop through each entity and call a couple methods to "render" the entity. First a draw() method is called where you should do any drawing using the HTML canvas API. Then an update() method is called which should be used to update any properties based on the engine.

class MyThing {
    constructor() {
        this.x = 0;
        this.y = 0;
    }
    draw = ({ ctx }) => {
        // draw with canvas API through the provided context
        ctx.fillRect(this.x, this.y, 100, 100);
    };

    update = ({ pointer }) => {
        // update the rect position based on pointer position
        const { x, y } = this.pointer.position;
        this.x = x;
        this.y = y;
    };
}

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Package last updated on 07 Aug 2018

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U.S. Patent No. 12,346,443 & 12,314,394. Other pending.