JEvil uses an Entity-Component system.
You can give it a go here:
Simple tile + entity collision system.
Ability to read from Tiled tile maps.
Simple physics system (Gravity, movement, etc).
Multiplayer Support using delta compressed packets over Socket.IO.
Clone the git repo using your preferred Git client.
Navigate to the repo folder
Open up http://localhost:3000/ in your browser.
The front end is managed using Webpack. You'll need to install Webpack through npm using 'npm install -g webpack'
Then do 'webpack --watch' to allow webpack to constantly and efficiently update the code for the frontend.
- Fork it!
- Create your feature branch:
git checkout -b my-new-feature
- Commit your changes:
git commit -am 'Add some feature'
- Push to the branch:
git push origin my-new-feature
- Submit a pull request!
Why not use Phasers physics system?
The multiplayer is inspired by Valves Source multiplayer component. Read more about it here:
In order for this to work, the physics must be emulated on the server side which is not possible using Phaser (unless you run a Phaser instance in PhantomJS which is incredibly hacky imo)
- Lag compensation on the client to minimise 'jittering';
- Ability to attack other players
- Some sort of gamemode script
- Tidy up!
- Many others..
The MIT License (MIT)
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