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Arctic.js

<img src="https://raw.github.com/DeNADev/Arctic.js/master/logo.png" width="347" height="287">

Canvas Framework for smartphone

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GETTING STARTED

  1. Download Arctic.js

  2. Load Arctic.js html <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no"/> <title>Game</title> </head> <body> <canvas id="canvas"></canvas> <script type="text/javascript" src="js/arctic.js"></script> <script type="text/javascript" src="js/game.js"></script> </body> </html>

  3. Create a game class in your JavaScript file `js var GameMain = arc.Class.create(arc.Game, { initialize:function(params){ console.log(params.hp); }, //This method is called in every frame update:function(){

    } }); `

  4. Use the game class `js window.addEventListener('DOMContentLoaded', function(e){ //Pass the width and height of your game and id of the canvas element var system = new arc.System(320, 416, 'canvas');

    //The second parameter will be passed as a parameter of initialize method in the game class system.setGameClass(GameMain, {hp:100, mp:100});

    system.addEventListener(arc.Event.PROGRESS, function(e){ console.log(e.loaded + ", " + e.total); });

    system.addEventListener(arc.Event.COMPLETE, function(){ console.log('loaded'); });

    //After finishing its loading, an instance of the game class will be created automatically system.load(['a.png', 'b.png']); }, false); `

PLATFORM

  • Android2.1(can't rotate)
  • Android2.2+
  • iOS3(can't use arc.display.TextField)
  • iOS4+
  • Safari
  • Google Chrome

LICENSE

  • MIT License