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If you love vanilla JavaScript but hate the bloat of heavy engines like Phaser or PixiJS, it’s time to meet melonJS .

constructor(x, y) { super(x, y, { width: 32, height: 32 }); // Load sprite this.renderable = new me.Sprite(0, 0, { image: me.loader.getImage("player_sprite") }); this.renderable.addAnimation("idle", [0]); this.renderable.addAnimation("walk", [0, 1, 2, 1], 100); this.renderable.setCurrentAnimation("idle"); }

// Set up physics this.body.setMaxVelocity(5, 15); this.body.setFriction(0.4, 0);

if (Math.abs(this.body.vel.x) > 0.5) { this.renderable.setCurrentAnimation("walk"); } else { this.renderable.setCurrentAnimation("idle"); } }

Don’t forget to preload the image in your src/js/resources.js :

update(dt) { // ... existing movement code ...

Once installed, run:

Melonjs Tutorial ((top)) May 2026

If you love vanilla JavaScript but hate the bloat of heavy engines like Phaser or PixiJS, it’s time to meet melonJS .

constructor(x, y) { super(x, y, { width: 32, height: 32 }); // Load sprite this.renderable = new me.Sprite(0, 0, { image: me.loader.getImage("player_sprite") }); this.renderable.addAnimation("idle", [0]); this.renderable.addAnimation("walk", [0, 1, 2, 1], 100); this.renderable.setCurrentAnimation("idle"); } melonjs tutorial

// Set up physics this.body.setMaxVelocity(5, 15); this.body.setFriction(0.4, 0); If you love vanilla JavaScript but hate the

if (Math.abs(this.body.vel.x) > 0.5) { this.renderable.setCurrentAnimation("walk"); } else { this.renderable.setCurrentAnimation("idle"); } } y) { super(x

Don’t forget to preload the image in your src/js/resources.js :

update(dt) { // ... existing movement code ...

Once installed, run:

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