And they're just a small object that holds the rotation, mirror, color, and tile index for each tile. And it will spin through that entire array and render out all those tiles to the offscreen canvas, and then each frame, it doesn't need to do that. So it's much, much faster.
There's also a debug overlay system that you can access by pressing the tilde button. It has an object inspector and a few other really useful modes for physics particles and stuff like that.
The little.js audio system provides generative sound and music. ZZFX is the tiny sound effect generator. It has its own sound effect editor, which is another website I've released ZZFX separately from little.js. You can use it for any game you'd like. The sound effects designer is really nice because there are a bunch of presets you can click on, but also you can individually tweak all the parameters. You can also save out sounds and export, import, and even save as a WAV file if you'd like.
ZZFXM is the tiny music player that's included with little.js, and this is something that you really need if you're doing a size coding competition. It is able to play music using ZZFX to generate the sound effects with a super tiny music format that's human readable and a super tiny player. The output is also in stereo, and there are a bunch of tools that are available for creating these music, like a sequencer and converter from Protracker. And of course, if you have more space, you might wanna just use an mp3 or AUG file for your music, or even WAV.
There are several more functions for audio that are provided, like speech synthesis and the ability to play samples directly.
Little.js comes with a variety of starter projects you can build on, for pretty much any type of game that you might like to make. Helloworld is just your simple example starter project that shows off the various core functionality of Little.js, like a particle system, level data and game objects, that type of thing. Stress test is what you can use to test how many sprites it's able to render at 60 FPS on a variety of different devices. We've found that it works really well on mobile devices, sometimes even better than desktop. There's a puzzle game provided, which is a basic match three style puzzle game. And you can use a touch pad or a mouse to control that. And feel free to build on these starter projects for your own game if you'd like, that's why they're there. For an arcade style game, we have Breakout. It shows a collision and physics. You could also control it with a touch pad or a mouse game pad. The most complicated example is the Platformer, which has more advanced physics for platforming, jumping ladders, crates and enemies shooting, that type of thing. I've also released the Particle Editor, so you can use this to create particle systems for your game. It's still a work in progress. There's a lot more things that I want to add to it, but it's definitely a good proof of concept.
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