quill

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Description:

quill

Quill #
A lightweight game engine, that keeps your game simple by only using feathers and quills!
Why Quill? #
The idea of Quill is to give you full control over your game or application.
Using Quill is simple, everything is a node based Feather, but your Feathers can
turn into a Quill, which contains many of the Component class. Quills can be
preset to contain specific components. You can use preset Quills, or you can
create your own!
Quick Start #
lib/main.dart
import 'package:quill/quill.dart';
import 'dart:ui'

void main() async {
/// Start the application with 60.0 frames per second
new QuillEngine(new Application(), fps: 60.0)
..start();
}

class Application extends Feather {
/// `Sprite` is a `Quill` preset
Sprite user;
@override
void init() {
super.init();
/// Create a Sprite
user = new Sprite()
..initWithColor(const Color(0xFFFF0000)
..setPosition(0.0, 0.0)
..setSize(100.0, 100.0);
addFeather('user', user);

addFeather<Sprite>('block', new Sprite())
..initWithColor(const Color(0xFF0000FF))
..setPosition(200.0, 200.0
..setSize(50.0, 50.0)
..origin = Origin.top_left;
}

@override
void update(Time time) {
super.update(time);
/// Move the user 10 pixels per second
user.position.x += 10.0 * time.elapsedSeconds;
}
}
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The Feather Loop #
Each feather, and all associated components follow a main way of looping.
Primarily through the input, update, and render methods.
init: Initializes the feather/component.
destroy: Disposes of the feather/component, and all internal properties.
load: Loads any data neccessary for the feather/component.
unload: Unloads any data, to make room for loading new data.
input: Handles input events as neccessary for the feather/component.
update: Updates our feather/component.
render: Draws our feather/component to the screen.
Custom Components & Quills #
Creating custom components & quills is simple, you just need to extend the Quill or
Component class. Use the Feather Loop above to override any methods you need, or
create your own unique methods. Try to be consistent, and avoid using constructors,
as there are plans to remove the use of them as soon as possible. So, rather than
passing parameters in the constructor, use a custom setter such as
setSize(double width, double height); like the SizeComponent. For Quills, using
custom initializers works great, like the Sprite quill:
initWithColor(Color color, Point position, Size size)... then you can initialize
each of these as components!
Upcoming #
Please note that Quill is still in it's early stages, so there are a lot of missing features.
I have finally gotten the foundation finalized, so now it's just a matter of adding each of
these features. Here is a list of upcoming features:
Version 0.2.0

Audio
Image Caching
LifeCycle Management

Version 0.x.0

Local/Push Notifications
Admob support (?) - May be in a separate package such as quill-admob
Native Game Center support

Suggestions & Feedback #
I hope this library helps others build their games rapidly an easily. Any feedback that
could help make Quill even better, are more than welcome! Please use github as an open
way to communicate those ideas.
Contributing #
I hope that one day there will be a community of components and quills to help new users
streamline their app development.
More Coming soon...

License:

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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