cartridge.js
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HTML5 retro game engine
cartridge.js
Create a full game containing your own sprites, maps, sounds, gamepad input, music, and code in the editor.

Demos
Editor documentation
ctrl + enter run game
alt + left / alt + right switch between editors
Sprite editor (SPR)
r rotate
del clear sprite
f / v flip left / right
q / w previous / next
ctrl + c copy sprite
ctrl + v paste sprite or image
Map editor (MAP)
mmb / space pan
lmb draw
Sound editor (SFX)
space play current sound
lmb add sound
rmb + drag remove sound(s)
Code editor (.JS)
ctrl + v paste
tab insert two spaces
home / end end/start of line
ctrl + k remove characters on the right on the line
pagedown / pageup move up/down a screen
Track editor (TRK)
space play current track
ZSXDCVGBHNJM C C# D D# E F F# G G# A A# B
Q2W3ER5T6Y7U C C# D D# E F F# G G# A A# B, in the next octave
Music editor (MUS)
space play current pattern
Run mode
escape Return to editor
Editor startup parameters
You the editor takes a few query parameters to its URL. Use these to control the initial behavior of the editor.
- file
- Tries to load a cart/JSON-file from the given URL.
- run
- If set to 1, the editor will start the current cart when loaded. Default is 0.
- pixel_perfect
- If set to 1, canvas will be stretched to fit the browsers' window. If 0, it will scale up the canvas by an integer number (1x, 2x, 3x etc) while fitting inside the browser window. Default is 0.
For example, https://schteppe.github.io/cartridge.js/editor?file=../carts/twister.json will load a cart from the URL ../carts/twister.json before starting the editor (try here).
https://schteppe.github.io/cartridge.js/editor?file=../carts/twister.json&run=1 will load a cart from the URL ../carts/twister.json and run it (try here).
Library usage
See the examples.
API documentation
See the Wiki.




