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🧪 Mana Potion – Toolkit for JavaScript game development and interactive experiences (React, Vue, Svelte, vanilla)
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🧪Mana Potion is a toolkit for JavaScript game development and interactive experiences. It isnot a game engine or framework but a collection oflow-level utilities and helpers commonly needed when building games.
Mana Potion supports React, Vue, Svelte, and vanilla JavaScript. It is a particularly great fit for people who build games or experiences inReact Three Fiber,TresJS,Threlte, and vanillaThree.js, but it can be used in any context.
The library consists of:
- Listeners and a reactive store for inputs and browser state
- A main loop
- Headless virtual joysticks
- Browser API helpers
- Tailwind media queries
Important: Until we hit 1.0.0, expect breaking changes in minor versions.
Check out theReact,Vue,Svelte, andvanilla JS demos.
- If you useReact, install
@manapotion/react
- If you useVue, install
@manapotion/vue
- If you useSvelte, install
@manapotion/svelte
- If you don't use these frameworks, install
@manapotion/vanilla
Add<Listeners />
somewhere in your app:
React, Vue, Svelte
import{Listeners}from'@manapotion/react'// or vue, svelteconstApp=()=>(<><div>Your game</div><Listeners/></>)
Vanilla
import{listeners}from'@manapotion/vanilla'constunsub=listeners({})// call unsub() to stop listening
This will automatically give you access to some reactive and non-reactive variables. If you do not want to listen to every event supported by the library, you can cherry-pick individual listeners (for example,<MouseMoveListener />
or<FullscreenListener />
).
🗿Non-reactive variables may be frequently updated and should be accessed imperatively in your main loop or in event handlers viagetMouse
,getKeyboard
, andgetBrowser
:
import{getMouse,getKeyboard,getBrowser}from'@manapotion/react'// or vue, svelte, vanillaconstanimate=()=>{const{ right}=getMouse().buttonsconst{ KeyW}=getKeyboard().codesconst{ isFullscreen}=getBrowser()// ...}
⚡️Reactive variables can be accessed imperatively too, but also reactively in components to trigger re-renders:
React
Use theuseMouse
,useKeyboard
, anduseBrowser
hooks with a selector to access variables reactively:
import{useMouse,useBrowser,useKeyboard}from'@manapotion/react'constComponent=()=>{constisRightButtonDown=useMouse(s=>s.buttons.right)const{ KeyW}=useKeyboard(s=>s.codes)constisFullscreen=useBrowser(s=>s.isFullscreen)// Some reactive componentreturn(/* ... */)}
Vue
<script setup lang="ts">import {mouse,browser,keyboard }from'@manapotion/vue'</script><template> <div>{{ mouse.buttons.right }}</div> <div>{{ browser.isFullscreen }}</div> <div>{{ keyboard.codes.KeyW }}</div></template>
Svelte
<scriptlang="ts">import {mouse,browser,keyboard }from'@manapotion/svelte'</script> <div>{$mouse.buttons.right}</div> <div>{$browser.isFullscreen}</div> <div>{$keyboard.codes.KeyW}</div>
Vanilla
There is no reactivity system in vanilla JavaScript, so you can usecallbacks to update your app state when the store changes. You can also subscribe to the Zustand store directly to watch for changes:
import{mouseStore}from'@manapotion/vanilla'constunsub=mouseStore.subscribe(state=>{console.log(state.buttons.right)})
Here are the variables available:
Legend: ⚡️Reactive, 🗿Non-reactive, 🚧Not implemented yet
- ⚡️
browser.isFullscreen
- ⚡️
browser.isPageVisible
- ⚡️
browser.isPageFocused
- ⚡️
browser.isDesktop
/browser.isMobile
- ⚡️
browser.isLandscape
/browser.isPortrait
- 🗿
browser.width
- 🗿
browser.height
- 🚧
pointerLockSupported
- ⚡️
mouse.buttons.left
- ⚡️
mouse.buttons.middle
- ⚡️
mouse.buttons.right
- ⚡️
mouse.locked
- 🗿
mouse.position.x
- 🗿
mouse.position.y
(the bottom of the screen is 0) - 🗿
mouse.movement.x
(reset aftermouseMovementResetDelay
) - 🗿
mouse.movement.y
(going up is positive) - 🗿
mouse.wheel.y
(delta, reset aftermouseScrollResetDelay
)
You can import and useresetMouse
to reinitialize the mouse data.
- ⚡️
keyboard.codes
- ⚡️
keyboard.keys
- ⚡️
keyboard.ctrl
- ⚡️
keyboard.shift
- ⚡️
keyboard.alt
- ⚡️
keyboard.meta
⚡️keyboard
contains keys that are available in two versions,codes
andkeys
. This lets you decide if you want to use thephysical location (codes
) of the key or the character being typed as a key (keys
). Using the physical location is better for game controls such as using WASD to move a character, because it is agnostic to the user's keyboard layout (did you know French keyboards are not QWERTY but AZERTY?).
Here is how you would handle going forward when the user presses W (or Z on French keyboards):
constanimate=()=>{const{ KeyW}=getKeyboard().codesif(KeyW){// Go forward}}
For keyboard events, just like all other events, you can add a custom callback to<Listeners />
:
constApp=()=>{consthandleKeyDown=e=>{if(e.code==='Space'){jump()}}return(<><div>Your game</div><ListenersonKeyDown={handleKeyDown}/></>)}
You can import and useresetKeyboard
to reinitialize the keyboard data.
This is useful to prevent keys from staying pressed when switching between tabs or when the game loses focus:
import{Listeners,resetKeyboard,resetMouse}from'@manapotion/react'constApp=()=>(<ListenersonPageFocusChange={()=>{resetKeyboard()resetMouse()}}onPageVisibilityChange={()=>{resetKeyboard()resetMouse()}}/>)
If your game requires holding a key to perform some action, this technique can prevent players cheating by holding the key and switching tabs.
You can provide custom event callbacks to<Listeners />
or to individual listeners:
React
<ListenersonFullscreenChange={handleFullscreenChange}/>/* or */<FullscreenListeneronFullscreenChange={handleFullscreenChange}/>
Vue
<Listeners @fullscreenChange="handleFullscreenChange" /><!-- or --><FullscreenListener @fullscreen-change="handleFullscreenChange" />
Svelte
<Listenerson:fullscreenChange={handleFullscreenChange} /><!-- or --><FullscreenListeneron:fullscreenChange={handleFullscreenChange} />
Vanilla
listeners({onFullscreenChange:handleFullscreenChange})// ormountFullscreenListener({onFullscreenChange:handleFullscreenChange})
Please check the TypeScript types for the available callbacks.
Once mounted, you cannot modify the callbacks dynamically. If you need to change them, you will need to unmount and remount the component. If you have use cases of callbacks changed dynamically, please let me know onDiscord.
TheuseMainLoop
hook can be used to schedule your various systems in a singlerequestAnimationFrame
call that you can configure per component:
React
import{useRef}from'react'import{useMainLoop}from'@manapotion/react'importplayerfrom'./player'constPlayer=()=>{constref=useRef<HTMLDivElement>(null)useMainLoop(({ delta, elapsed})=>{ref.current!.style.transform=`translate(${player.x}px,${player.y}px)`})return<divref={ref}>Player</div>}
Vue
<script setup lang="ts">import {ref }from'vue'import {useMainLoop }from'@manapotion/vue'importplayerfrom'./player'const playerRef=ref<HTMLDivElement|null>(null)useMainLoop(({delta,elapsed })=> {playerRef.value!.style.transform=`translate(${player.x}px, ${player.y}px)`})</script><template> <divref="playerRef">Player</div></template>
Svelte
<scriptlang="ts">import {useMainLoop }from'@manapotion/svelte'importplayerfrom'./player'let playerEl:HTMLDivElementuseMainLoop(({delta,elapsed })=> {playerEl.style.transform=`translate(${player.x}px, ${player.y}px)` })</script><divbind:this={playerEl}>Player</div>
Vanilla
import{addMainLoopEffect}from'@manapotion/vanilla'constunsub=addMainLoopEffect(({ delta, elapsed})=>{// Your animation loop})// call unsub() to stop the animation loop
You can throttle some callbacks by passing athrottle
option touseMainLoop
/addMainLoopEffect
:
useMainLoop(({ delta, elapsed})=>{// Your animation loop},{throttle:100}// ms)
Organize your main loop into stages to run your systems in a specific order (using arbitrary numbers):
exportconstSTAGE_CONTROLS=-5exportconstSTAGE_PHYSICS=-4exportconstSTAGE_LOGIC=-2exportconstSTAGE_RENDER=0// Default stageexportconstSTAGE_UI=5exportconstSTAGE_CLEANUP=10constHealthBar=()=>{useMainLoop(()=>{// Adjust health bar width},{stage:STAGE_UI,throttle:100})}constPhysics=()=>{useMainLoop(()=>{// Update physics},{stage:STAGE_PHYSICS})}
You can pause and resume the main loop withpauseMainLoop
andresumeMainLoop
:
<ListenersonPageVisibilityChange={({ isPageVisible})=>{isPageVisible ?resumeMainLoop() :pauseMainLoop()}}/>
If you are using React Three Fiber, you can disable R3F's loop and sync the canvas with Mana Potion's loop by settingframeloop="never"
on your<Canvas>
and adding the following component as its child:
constSyncMainLoop=()=>{constadvance=useThree(s=>s.advance)useMainLoop(({ time})=>advance(time/1000),{stage:STAGE_RENDER}// Or whatever stage you want)returnnull}// ...constApp=()=>(<Canvasframeloop="never"><SyncMainLoop/>{/* Your scene */}</Canvas>)
Similarly, if you are using Threlte, setrenderMode
tomanual
on yourCanvas
and calluseThrelte().advance()
in auseMainLoop
.
TresJS will supportconditional rendering inv4.
Mana Potion includes🗿 non-reactive andheadless virtual joysticks for mobile controls. Each virtual joystick is associated with a single<JoystickArea />
. You can create your own Joystick objects withcreateJoystick()
or use one of the two default ones that are already available on the joysticks store. The default ones are calledmovement
androtation
joysticks.
You can choose between 2 modes,follow
ororigin
, and can adjust themaxFollowDistance
ormaxOriginDistance
. Use theonStart
,onMove
, andonEnd
callbacks to update your game state and optionally show a joystick on the screen.
import{JoystickArea,getJoysticks}from'@manapotion/react'constMobileUI=()=>(<JoystickAreajoystick={getJoysticks().movement}mode="follow"// DefaultmaxFollowDistance={50}// DefaultonStart={handleStart}onMove={handleMove}onEnd={handleEnd}/>)
With vanilla JS, usemountJoystickArea
instead.
In follow mode, the joystick will follow the user's finger, which is good for player movement.
Here are the properties that will be updated on your joystick object:
- 🗿
joystick.isActive
- 🗿
joystick.identifier
- 🗿
joystick.origin.x
/joystick.origin.y
- 🗿
joystick.origin.angle
- 🗿
joystick.origin.distance
- 🗿
joystick.origin.distanceRatio
- 🗿
joystick.follow.x
/joystick.follow.y
- 🗿
joystick.follow.angle
- 🗿
joystick.follow.distance
- 🗿
joystick.follow.distanceRatio
- 🗿
joystick.current.x
/joystick.current.y
- 🗿
joystick.movement.x
/joystick.movement.y
See theexample of how to style your joystick.
Multitouch within a single area is not supported, but you can create multiple<JoystickArea />
. One for movement and one for camera rotation for example.
Mana Potion provides helper functions to reduce some browser APIs boilerplate:
enterFullscreen
exitFullscreen
lockOrientation
unlockOrientation
lockPointer
unlockPointer
lockKeys
unlockKeys
For a fully immersive experience of an FPS game for example, when the player clicks Play or the Fullscreen button, you might want to call multiple helpers in a row like this:
import{enterFullscreen,exitFullscreen,lockOrientation,unlockOrientation,lockKeys,unlockKeys,useIsFullscreen,}from'@manapotion/react'constFullscreenButton=()=>{constisFullscreen=useIsFullscreen()return(<buttononClick={()=>{if(isFullscreen){exitFullscreen()unlockKeys()unlockOrientation()}else{enterFullscreen()lockOrientation('landscape')lockKeys(['Escape','KeyW','KeyA','KeyS','KeyD'])}}}> Toggle fullscreen</button>)}
Note: Locking keys is aChrome experimental feature to maintain fullscreen when players press Esc (they have to hold it instead). It lets games show in-game dialogs that players can close with Esc without leaving fullscreen.
Mana Potion provides a Tailwind theme containing the followingscreens
breakpoints:
- 5xs: 192px
- 4xs: 256px
- 3xs: 320px
- 2xs: 384px
- xs: 512px
- sm: 640px - Tailwind default
- md: 768px - Tailwind default
- lg: 1024px - Tailwind default
- xl: 1280px - Tailwind default
- xxl: 1536px - Tailwind default
- 3xl: 1792px
- 4xl: 2048px
- 5xl: 2560px
Making games often involves supporting landscape mode on mobile devices, which require height media queries. The same values are used for the height media queries, but with a*-h
suffix. So you can do:
xs-h:bg-red-500
: Only for screens taller than 512px.sm:xs-h:bg-red-500
: Only for screens wider than 640px and taller than 512px.sm:max-md:xs-h:max-sm-h:bg-red-500
: Only between 640px to 768px wide and 512px to 640px high.
There is currently abug in Tailwind preventingmax-*
classes from being generated when using non-pixel values including raw queries, which prevents us from having height media queries. This package contains a fix for this issue.
There are alsodesktop
andmobile
media queries that you can use to target mobile and desktop devices:
desktop:bg-red-500
: Only for desktop devices.mobile:bg-red-500
: Only for mobile devices (includes tablets).
To add the theme to your Tailwind config:
/**@type {import('tailwindcss').Config} */import{tailwindThemeasmanapotionTheme}from'@manapotion/react'// or vue, svelte, vanillaexportdefault{content:['./index.html','./src/**/*.tsx'],theme:{screens:manapotionTheme.screens,extend:{screens:manapotionTheme.extend.screens,},},}
- Clamp your device pixel ratio from 1 to 1.5. The sharpness of a DPR of 2 or more for high-density screens is not worth the performance hit (at least on mobile).
- On mobile, clamp your frame rate to 60 FPS. It will prevent high-framerate devices from overheating and saves battery life.
- If you use Three.js, somemath utilites such as
clamp
,lerp
, andsmoothstep
are included in Three.js
Join theMana Potion Discord server.
See thecontributing guide.
MIT
Created by@verekia for 🔮MiniMana.io
Visit 🌐WebGameDev.com andjoin the Web Game Dev community.
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🧪 Mana Potion – Toolkit for JavaScript game development and interactive experiences (React, Vue, Svelte, vanilla)