
Security News
Attackers Are Hunting High-Impact Node.js Maintainers in a Coordinated Social Engineering Campaign
Multiple high-impact npm maintainers confirm they have been targeted in the same social engineering campaign that compromised Axios.
Lightweight 2D game development framework, target WebGL, inspired by libgdx.
$ npm install gdxts
You can create your game loop by calling createGameLoop function.
import { createGameLoop } from 'gdxts';
...
const loop = createGameLoop((delta: number) => {
// your update and rendering logic goes here!
});
loop.stop(); // stop/pause the game loop
loop.start(); // resume the game loop
loop.getFps(); // get the current FPS of the loop
You can start using gdxts easily with the help of Viewport feature. It will provide responsive feature, keep track and update your orthographic camera and help convert coordinates between world/screen space.
import { createViewport, ViewportInputHandler, InputEvent } from 'gdxts';
...
const viewport = createViewport(canvas, WORLD_WIDTH, WORLD_HEIGHT);
// you can get your default camera by using
const camera = viewport.getCamera();
// and your WebGL context by
const gl = viewport.getContext();
// optionally, you can create a ViewportInputHandler
const inputHandler = new ViewportInputHandler(viewport);
You can use ViewportInputHandler for handling touch events.
For the event-based approach:
inputHandler.addEventListener(InputEvent.TouchStart, (x, y) => {
const coord = inputHandler.getTouchedWorldCoord();
});
And the pooling approach:
let touched = false;
// somewhere inside the game loop
if (inputHandler.isTouched()) {
const coord = inputHandler.getTouchedWorldCoord();
if (touched) {
// do something with the coord
}
touched = true;
}
gl.clearColor(0, 0, 0, 1);
createGameLoop((delta: number) => {
gl.clear(gl.COLOR_BUFFER_BIT);
// your rendering logic goes here!
});
** Step 1: ** Create your SpriteBatch
const batch = new PolygonBatch(gl);
** Step 2: ** Load your texture
const texture = await Texture.load(gl, '<your texture url>');
** Step 3: ** Your typical rendering call
// somewhere inside your game loop
batch.setProjection(camera.combined);
batch.begin();
batch.draw(
texture,
x, // the x coord that you want to draw your texture, going from left to right
y, // the x coord that you want to draw your texture, going from bottom to top
width,
height // the size you want to draw your texture, using world space unit
);
// other draws go here!
batch.end();
Using a batch can help you reduce your draw calls. Calling batch.end() will flush the batch and do the actual draw.
But changing a uniform (change the projection matrix or use another texture) will flush the batch automatically too.
Another case the batch is flushed automatically is when the maximum vertices count is reached.
** Step 4: ** Control your draw (optional) You can rotate and scale your texture while drawing to the screen.
// somewhere inside your game loop
batch.setProjection(camera.combined);
batch.begin();
batch.draw(
texture,
x,
y,
width,
height,
width / 2,
height / 2, // using the center of the sprite as the origin
rotation, // an angle in rad
scaleX,
scaleY, // negative scale will flip the texture
u1,
v1,
u2,
v2 // custom UV, change it when you know what it is
);
batch.end();
TextureRegion is a logical region of the texture, defined by a rectangle that cover a part of the texture.
You can split a texture into multiple even TextureRegion by calling
const cols = 4;
const rows = 4;
const regions = TextureRegion.splitTexture(texture, cols, rows);
...
// use your region for drawing
regions[0].draw(batch, x, y, width, height);
You can also use region.draw(batch, x, y, width, height, originX, originY, rotation, scaleX, scaleY); just like how you do it with Texture.
A TextureAtlas is the recommended method to work with regions.
const atlas = await TextureAtlas.load(gl, '<.atlas file url>'); // the load function is promise-based
// get a single region with a given name, packer tool usually use -1 index for this type of region
const region: TextureRegion = atlas.findRegion('start_button', -1);
// get multiple regions with the same name
const regions: TextureRegion[] = atlas.findRegion('character_run');
You can construct a 2D animation with a set of keyframes (TextureRegion) and a frame duration (time in seconds)
const runAnimation = new Animation(
atlas.findRegions("char_run_full"),
1 / 30
);
If the duration for each keyframe is different, you can use an array for frame durations.
const runAnimation = new Animation(
atlas.findRegions("char_run_full"),
[1 / 10, 1 / 10, 1 / 30] // this array will be filled with the last value
);
Drawing the animation: You can get the current keyframe as a TextureRegion and draw it using the batch
runAnimation.getKeyFrame(stateTime, PlayMode.LOOP).draw(batch, x, y, width, height);
Available PlayModes are LOOP, REVERSED, NORMAL, LOOP_REVERSED, LOOP_PINGPONG
You can load a bitmapfont by calling
const font = await BitmapFont.load(gl, "./number.fnt", YDOWN, false);
The 3rd argument is flipped, useful for the case you want to choose the coordinate system. Usually, you must set flipped to true if you want to draw with y-down.
To draw some string use the loaded font
font.draw(batch, string, x, y, targetWidth, Align.left);
TODO: More documentation on advanced usage of bitmapfont and glyph.
gdxts supports 3D rendering with models, materials, and lighting. Here's a basic setup:
// Create perspective camera
const cam = new PerspectiveCamera(67, canvas.width, canvas.height);
cam.position.set(0, 15, 10);
cam.lookAt(0, 0, 0);
cam.update();
// Setup environment with lighting
const environment = new Environment();
environment.set(new ColorAttribute3D(ColorAttribute3D.AmbientLight, new Color(0.8, 0.8, 0.8, 1)));
const directionalLight = new DirectionalLight().set(1, 1, 1, -0.3, 0.3, -0.7);
environment.addLight(directionalLight);
// Load 3D models
const objLoader = new ObjLoader();
const model = await objLoader.load(gl, 'model.obj');
const instance = new ModelInstance(model);
instance.transform.setTranslation(0, 0, 0);
// Create model batch and render
const modelBatch = new ModelBatch(gl);
modelBatch.begin(cam);
modelBatch.render(instance, environment);
modelBatch.end();
Create custom shaders for special effects:
class OutlineBatch extends PolygonBatch {
private static VS = `...vertex shader code...`;
private static FS = `...fragment shader code...`;
constructor(context: WebGLRenderingContext) {
super(context);
this.setShader(new Shader(context, OutlineBatch.VS, OutlineBatch.FS));
}
setOutlineInfo(enabled: boolean, color?: Color, blurSize?: number) {
// Configure outline parameters
}
}
// Usage:
const batch = new OutlineBatch(gl);
batch.setOutlineInfo(true, Color.RED, 3);
// Draw with outline effect
batch.setOutlineInfo(false);
For better performance with multiple textures:
const batch = new MultiTextureBatch(gl, 4, 10920);
batch.begin();
// Draw from multiple texture atlases
batch.end();
Advanced 2D transformations:
const affine = new Affine2();
affine.setToTrnRotScl(x, y, rotation, scaleX, scaleY);
Create and manage particle effects:
// Load particle effect
const particleEffect = new ParticleEffect();
await particleEffect.load('./effect.p', particleAtlas);
// Use pooling for better performance
const pool = new ParticleEffectPool(particleEffect, 10, 100);
// Get and use effect
const effect = pool.obtain();
effect.setPosition(x, y);
effect.start();
// Update and draw
effect.update(delta);
effect.draw(batch, gl);
// Return to pool when done
if (effect.isComplete()) {
pool.free(effect);
}
Advanced font handling:
const font = await BitmapFont.load(gl, './font.fnt', YDOWN);
font.data.setXYScale(0.7); // Scale font
// Draw with alignment options
font.draw(batch, text, x, y, width, Align.center);
// Transformed drawing
font.drawTransformed(batch, text, transform, width, Align.center);
For correct blending:
// Load texture with PMA
const texture = await Texture.load(gl, 'image.png', true);
// Create PMA batch
const batch = new MultiTextureBatch(gl, 4, 10920, true);
The framework includes utilities for performance testing:
const loop = createGameLoop((delta) => {
// Game logic
});
const fps = loop.getFps(); // Get current FPS
Key features:
FAQs
Unknown package
The npm package gdxts receives a total of 81 weekly downloads. As such, gdxts popularity was classified as not popular.
We found that gdxts demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.
Did you know?

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Security News
Multiple high-impact npm maintainers confirm they have been targeted in the same social engineering campaign that compromised Axios.

Security News
Axios compromise traced to social engineering, showing how attacks on maintainers can bypass controls and expose the broader software supply chain.

Security News
Node.js has paused its bug bounty program after funding ended, removing payouts for vulnerability reports but keeping its security process unchanged.