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react-ion-engine
Advanced tools
Single component to make it easier to construct dynamic and interactive scenes using React[web].
There is a react-game-engine template that illuminates both the core concepts and integration with 3D, sound, physics, spritesheets, etc.; take a look at react-game-engine-template.
Firstly, install the package to your project:
npm install --save ___
Then import the Engine wrapper-component:
import Engine from "___";
Then, setup your main component's body like so:
<Engine
style={{
width: 800,
height: 600,
backgroundColor: 'blue',
}}
systems={[MoveBox]}
entities={{
box1: {x:300, y:200, renderer: <Box/>}
}}
></Engine>
...you can [theoretically] have multiple Engine components at once. Whether that's performant or not is another question...
MoveBox is a function. systems is a an array of functions. These get called on each cycle.
This is what the MoveBox declaration looks like:
const MoveBox = (entities, {input})=>{
const {payload} = input.find(x=>x.name==='onMouseDown') || {}
if (payload) {
const box1 = entities['box1']
box1.x = payload.pageX
box1.y = payload.pageY
}
return entities
}
export default MoveBox
It watches for the onMouseDown event and sets the coordinates of box1 to match those of the mouse.
Every system function recieves two parameters: game-state and engine-state.
game-state is an object containing all the entities.
engine-state is an object thusly set:
{
input: <array of current events>,
window: <...>,
dispatch: <fx to send an event>,
time: {
current: <+(new Date())>,
previous: <Integer>,
delta: <Integer>,
previousDelta: <Integer>,
}
}
...dispatched events evaporate after the current cycle
The Box renderer is a usual React component:
function Box({ size=100, x=250, y=150 }) {
const thisX = x - size/2
const thisY = y - size/2
return (
<div style={{
position: "absolute",
width: size,
height: size,
backgroundColor: "red",
left: thisX,
top: thisY,
}} />
)
}
export Box
This component renders a Box.
Note that entities do not have to render something, they can be just data and functions.
Build and run: each entity is a "box". Every time you click on the screen, the first entity will move to the clicked coordinate.
You can go much further than this.
e.g. You can use a custom renderer to integreate with three.js
e.g. Using onEvent you may integrate a sound player, reading dispatched events
e.g. Add HTML children withn the Engine to incorporate a HUD.
e.e. Multiple Engine components for serially awesome experiences.
| Prop | Description | Default |
|---|---|---|
systems | An array of functions to be called on every tick. | [] |
entities | An object containing your game's initial entities. This can also be a Promise that resolves to an object containing your entities. This is useful when you need to asynchronously load a texture or other assets during the creation of your entities or level. | {} or Promise |
renderer | A function that receives the entities and needs to render them on every tick. (entities,screen) => { /* DRAW ENTITIES */ } | DefaultRenderer |
running | A boolean that can be used to control whether the game loop is running or not | true |
onEvent | A callback for being notified when events are dispatched | undefined |
style | An object containing styles for the root container | undefined |
className | A className for applying styles for the root container | undefined |
children | React components that will be rendered after the entities | undefined |
Because not all problems lend themselves to the static-document-model solution. Yet, the DOM is far more powerful and capable than how we typically use: for electronic brochures with dynamic tweaks here and there.
The base notion of this Engine is that of a cycle; much like an embedded controller cycles to read and write I/O, and a game-engine loops to get input and draw output. This allows us compartmentalize our user interface solution into input (systems, handlers) and output (renderers, network).
Yes. Perfectly unique. Just like you- and everyone else.
FAQs
A lightweight interactivity engine for React applications
The npm package react-ion-engine receives a total of 0 weekly downloads. As such, react-ion-engine popularity was classified as not popular.
We found that react-ion-engine demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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Security News
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