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Limn Engine — Complete API Reference

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📑 Inhaltsübersicht




📚 Limn Engine — Complete API Reference









Quick Navigation




































































Class Purpose Level
Display Canvas, game loop, input, camera, scenes 🟢 L1
Component Every visible game object 🟢 L1
Camera Viewport control (follow, shake, zoom) 🟡 L2
move Movement, physics, particles, helpers 🟢 L1
state Read-only query helpers 🟢 L1
TileMap Grid-based levels 🟡 L2
Tctxt Rich text with backgrounds 🟢 L1
Sound Single audio file 🟢 L1
SoundManager Multiple sounds, volume control 🔴 L4
ParticleSystem Emit, burst, continuous emitters 🟠 L3
Sprite Spritesheet animation 🟡 L2








Display



The heart of every Limn Engine game. Creates the canvas, runs the game loop, captures input, manages the camera, and controls scenes.






Constructor






CODE
const display = new Display();









Properties


























































Property Type Description
.canvas HTMLCanvasElement The game canvas
.context CanvasRenderingContext2D 2D drawing context
.keys Array Boolean array indexed by keyCode
.scene Number Current active scene (default 0)
.camera Camera Attached camera instance
.deltaTime Number Time since last frame (seconds)
.fps Number Current frames per second
.frameNo Number Total frames elapsed
.x / .y Number false





Methods




































































Method Parameters Description
.start(w, h, node) width, height, parentNode Initialise canvas and start game loop
.perform() Activate dual-canvas pipeline (call before .start())
.add(comp, scene) Component, scene number Register a Component for rendering
.stop() Pause the game loop
.scale(w, h) width, height Resize canvas after start
.backgroundColor(color) CSS color Set background colour
.lgradient(dir, c1, c2) direction, color, color Linear gradient background
.rgradient(c1, c2) color, color Radial gradient background
.fullScreen() Enter fullscreen
.exitScreen() Exit fullscreen
.tileMap() Build TileMap from display.map and display.tile





Usage






CODE
const display = new Display();
display.perform();
display.start(800, 600);
display.backgroundColor("#0a0a2a");

const player = new Component(40, 40, "blue", 100, 100);
display.add(player);












Component



Every visible object in your game. Combines position, size, appearance, velocity, physics, and collision.






Constructor






CODE
new Component(width, height, color, x, y, type)
// type: "rect" | "image" | "text" (default: "rect")









Properties









































































Property Type Description
.x / .y Number Position in world coordinates
.aX / .aY Number Anchor for .fixed() method
.width / .height Number Dimensions in pixels
.speedX / .speedY Number Velocity
.angle Number Rotation angle in radians
.angularMovement Boolean If true, uses moveAngle() instead of move()
.physics Boolean Enable gravity accumulation
.gravity Number Downward pull per frame
.gravitySpeed Number Accumulated vertical velocity
.bounce Number (0–1) Energy retained on impact
.changeAngle Boolean Apply rotation on draw
.isCircle Boolean Set by .enableCircleCollision()





Methods
























































































Method Parameters Description
.setImage(src) file path Load image — falls back to red rect on error
.setColor(color) CSS color Switch back to rect mode
.setText(text, font, color) string, string, string Switch to text mode
.move() Apply velocity and gravity (auto-called)
.moveAngle() Move along current angle direction
.hitBottom(groundY?) optional number Clamp to floor and bounce
.stopMove() Set speedX/Y to 0
.clicked() Returns true if clicked
.crashWith(other) Component AABB collision detection
.enableCircleCollision(radius?) optional number Enable circle collision
.crashWithCircle(other) Component Circle-to-circle collision
.hide() Stop drawing (still updates)
.show() Resume drawing
.fixed(ctx) ctx=display Lock to screen position (call every frame)
.destroy() Remove permanently from engine





Usage






CODE
const player = new Component(40, 40, "blue", 100, 100);
player.physics = true;
player.gravity = 0.4;
player.bounce = 0.2;
display.add(player);

function update() {
if (display.keys[39]) player.speedX = 4;
player.hitBottom();
move.bound(player);
}












Camera



Controls what part of the game world is visible. Access via display.camera.






Properties




























Property Type Description
.x / .y Number Current camera offset
.worldWidth / .worldHeight Number World bounds (clamping)
.rotationShake Number Current rotational shake angle





Methods

































Method Parameters Description
.follow(target, smooth) Component, boolean Track a Component. smooth=true for lerp.
.setZoom(amount) Number Scale view (call every frame)
.shake(x, y) Number, Number Brief positional shake
.shakeRotation(angle) radians Brief rotational shake





Usage






CODE
display.camera.worldWidth = 2000;
display.camera.worldHeight = 2000;

function update() {
display.camera.follow(player, true);
display.camera.setZoom(1.2);
}

function onExplosion() {
display.camera.shake(8, 8);
display.camera.shakeRotation(0.05);
}












move Utility



Global object with helpers for movement, positioning, physics, and particles.






Movement Methods

















































































































Method Parameters Description
.bound(id) Component Clamp to all canvas edges
.boundTo(id, l, r, t, b) Component, numbers/false Clamp to custom boundaries
.teleport(id, x, y) Component, numbers Instantly set position
.setX(id, x) Component, number Set X only
.setY(id, y) Component, number Set Y only
.forward(id, steps) Component, number Move forward along angle
.backward(id, steps) Component, number Move backward along angle
.turnLeft(id, radians) Component, number Rotate left
.turnRight(id, radians) Component, number Rotate right
.glideX(id, ms, x) Component, duration, target Ease to X over ms
.glideY(id, ms, y) Component, duration, target Ease to Y over ms
.glideTo(id, ms, x, y) Component, duration, x, y Ease both axes
.project(id, speed, angle, gravity, ground?) Component, speed, degrees, gravity, groundY Projectile motion
.hitObject(id, floor) Component, floor Component Land on a Component surface
.accelerate(id, ax, ay, mx, my) Component, accelX, accelY, maxX, maxY Add acceleration up to max
.decelerate(id, dx, dy) Component, decelX, decelY Reduce speed smoothly
.pointTo(id, tx, ty) Component, targetX, targetY Rotate to face target
.circle(id, speed) Component, degrees/frame Increment angle for orbit
.position(id, direction, offset) Component, "top/bottom/left/right/center", offset Snap to edge or center
.stamp(id) Component Clone a Component





Particle Presets




































Method Description
.particles.explosion(ps, x, y, n) Orange-red burst with gravity
.particles.smoke(ps, x, y) Single upward grey puff
.particles.sparkle(ps, x, y) 5 yellow circles, radial spread
.particles.rain(ps, x, y, n) Thin blue rects falling fast
.particles.blood(ps, x, y, n) Red circles with downward gravity
.particles.magic(ps, x, y) 20 multicolour rotating rects





Audio Shortcuts




































Method Description
.sound.play(name) Play a sound by name
.sound.playMusic(name) Start background music
.sound.stopMusic() Stop current music
.sound.setMasterVolume(vol) Global volume (0–1)
.sound.mute() Mute all audio
.sound.unmute() Unmute all audio





Usage






CODE
function update() {
move.bound(player);
move.pointTo(turret, mouse.x, mouse.y);
if (display.keys[68]) move.accelerate(player, 0.5, 0, 8, 0);
else move.decelerate(player, 0.3, 0);
}












state Utility



Read-only helpers for querying Component properties.











































Method Returns Description
.distance(a, b) Number Euclidean distance between two Components
.rect(id) [x, y, w, h] Position and size as array
.pos(id) "x,y" Position as string
.Angle(id) Number Current angle in radians
.physics(id) Boolean Whether physics is enabled
.changeAngle(id) Boolean Whether rotation is applied on draw








TileMap



Grid-based level system. Tiles are full Components.






Setup






CODE
display.tile = [
new Component(32, 32, "green", 0, 0), // tile 1
new Component(32, 32, "brown", 0, 0) // tile 2
];

display.map = [
[1, 1, 1, 1, 1],
[1, 0, 2, 0, 1],
[1, 1, 1, 1, 1]
];

display.tileMap();
display.tileFace.show();









Properties
























Property Description
display.map 2D number array — level layout (0 = empty)
display.tile Component array — tile templates
display.tileFace TileMap instance





Methods
















































Method Parameters Description
.show(layer) layer=0 Render a layer into the fake canvas
.addMap(map) 2D array Add a new layer
.tiles(id) optional tileId Get all tiles or filter by type
.crashWith(obj, id) Component, optional tileId Collision against tiles
.add(id, tx, ty, layer) tileId, gridX, gridY, layer=0 Place a tile at runtime
.remove(tx, ty, layer) gridX, gridY, layer=0 Remove a tile at runtime
.rTile(tx, ty) gridX, gridY Get Tile object at position





Usage






CODE
// Runtime editing
display.tileFace.add(1, 5, 3);
display.tileFace.remove(5, 3);

// Collision
if (display.tileFace.crashWith(player, 1)) {
// hit a wall
}

// Get all coins (tile type 2)
const coins = display.tileFace.tiles(2);












Tctxt



Rich text Component with background, padding, alignment, and baseline control.






Constructor






CODE
new Tctxt(size, font, color, x, y, align, stroke, baseline, bgColor, padX, padY)





























































Parameter Type Example
size string "22px"
font string "Arial"
color string "white"
x / y number 20, 40
align string
"left" / "center" / "right"
stroke boolean
false (fill) / true (outline)
baseline string
"alphabetic" / "top" / "middle"
bgColor string
"rgba(0,0,0,0.6)" or null
padX / padY number 12, 6





Methods




















Method Description
.setText(txt) Update displayed string
.fixed() Lock to screen position (call every frame)





Usage






CODE
const score = new Tctxt(
"24px", "Arial", "white", 20, 40,
"left", false, "alphabetic", "rgba(0,0,0,0.5)", 10, 5
);
score.setText("Score: 0");
display.add(score);

function update() {
score.setText("Score: " + scoreValue);
score.fixed();
}












Sound



Load and play a single audio file. Supports overlapping via cloning.






Constructor






CODE
new Sound(src, options)































Option Type Default
volume Number (0–1) 1
loop Boolean false
autoplay Boolean false





Methods











































Method Parameters Description
.play(volume) optional volume Play sound (clones if overlapping)
.stop() Stop and rewind
.pause() Pause at current position
.setVolume(vol) Number (0–1) Change volume
.setLoop(loop) Boolean Enable/disable loop
.isPlaying() Returns true if currently playing





Usage






CODE
const jump = new Sound("jump.wav");
const music = new Sound("theme.mp3", { loop: true, volume: 0.5 });

jump.play();
music.play();












SoundManager



Central hub for loading, organising, and mixing multiple sounds.






Constructor






CODE
window.soundManager = new SoundManager();









Properties




























Property Type Default
.masterVolume Number (0–1) 1
.sfxVolume Number (0–1) 0.8
.musicVolume Number (0–1) 0.7





Methods




































































Method Parameters Description
.load(name, src, options) name, path, options Preload a sound by name
.preload(list, callback) array, function Load multiple sounds
.play(name, volume) name, optional volume Play a sound by name
.stop(name) name Stop a named sound
.playMusic(name, loop) name, boolean Start background music
.stopMusic() Stop current music
.setMasterVolume(vol) Number (0–1) Global volume
.setSFXVolume(vol) Number (0–1) SFX volume
.setMusicVolume(vol) Number (0–1) Music volume
.mute() Mute all audio
.unmute() Unmute all audio





Usage






CODE
const sm = new SoundManager();
window.soundManager = sm;

sm.load("coin", "coin.wav");
sm.load("explosion", "boom.wav");
sm.load("music_theme", "theme.mp3");

sm.playMusic("music_theme");

function update() {
if (collectCoin) sm.play("coin");
}












ParticleSystem



Spawn and manage particles. Must call .update() every frame.






Constructor






CODE
const ps = new ParticleSystem(display);









Methods






































Method Parameters Description
.emit(x, y, options) x, y, options Spawn one particle
.burst(x, y, count, options) x, y, count, options Spawn many at once
.createEmitter(x, y, options) x, y, options Continuous emitter
.update() Advance all particles (call every frame)
.clear() Remove all particles and emitters





Particle Options






















































































Option Type Default Description
life Number 60 Frames until death
speedX / speedY Number 0 Initial velocity
randomSpeed Number Random velocity spread
gravity Number 0 Downward acceleration
friction Number 0.98 Speed multiplier per frame
alphaFade Number 0.02 Fade-out rate
scale / scaleFade Number 1 / 0 Scale and shrink rate
rotationSpeed Number 0 Rotation per frame
color String "white" Particle colour
colors Array Random colour picker
randomColor Boolean false Pick random from colors
type String "rect" "rect", "circle", or "image"





Emitter Options






































Option Type Default Description
rate Number 10 Particles per second
randomSpread Boolean false Random direction
randomOffset Number 0 Random position radius
speed Number 2 Speed for randomSpread





Usage






CODE
const ps = new ParticleSystem(display);

function update() {
ps.update();

// Single particle
ps.emit(player.x, player.y, {
color: "cyan", life: 30, speedY: -2
});

// Burst
move.particles.explosion(ps, enemy.x, enemy.y, 30);

// Emitter
const fire = ps.createEmitter(400, 300, {
rate: 40,
randomSpread: true,
speed: 2,
color: "#ff4400",
life: 35,
gravity: -0.06
});
fire.setPosition(player.x + 20, player.y + 30);
}












Sprite & AnimatedSprite



Spritesheet animation. All frames in one horizontal image.






Sprite Constructor






CODE
new Sprite(image, frameWidth, frameHeight, frameCount, frameSpeed, x, y)









AnimatedSprite Constructor






CODE
new AnimatedSprite(image, frameWidth, frameHeight, x, y)









Methods


























































Method Parameters Description
.addAnimation(name, start, end, speed, loop) string, int, int, int, boolean Define a named clip
.playAnimation(name) string Switch to named animation
.updateAnimation() Advance frame counter (call every frame)
.faceLeft() Flip horizontally
.faceRight() Unflip horizontally
.play() Resume paused animation
.stop() Pause animation
.reset() Reset to first frame
.gotoFrame(frame) int Jump to specific frame





Properties

































Property Type Description
.paused Boolean True when one-shot animation finishes
.loop Boolean Whether animation loops
.flipX / .flipY Boolean Flip sprite horizontally/vertically
.currentFrame Number Current frame index





Usage






CODE
// Basic Sprite
const explosion = new Sprite("explode.png", 64, 64, 8, 4, 300, 200);
display.add(explosion);

// AnimatedSprite with clips
const hero = new AnimatedSprite("hero.png", 64, 64, 400, 300);
hero.addAnimation("idle", 0, 3, 10, true);
hero.addAnimation("walk", 4, 11, 5, true);
hero.addAnimation("jump", 12, 15, 4, false);
display.add(hero);

function update() {
if (isMoving) hero.playAnimation("walk");
else hero.playAnimation("idle");
hero.updateAnimation();
}












Key Code Table






























































Key Code Key Code
← Left Arrow 37 A 65
↑ Up Arrow 38 W 87
→ Right Arrow 39 D 68
↓ Down Arrow 40 S 83
Space 32 Enter 13
Escape 27 Shift 16
Z 90 X 88
0–9 48–57 F1–F12 112–123








Fake Canvas (Dual-Renderer)



Offscreen buffer for high-performance rendering. Activated by display.perform().






Properties























Property Type Description
.bgComm Component false
.scene Number Current scene of fake canvas





Methods























Method Parameters Description
.add(component, scene) Component, scene Add static Component to fake canvas
.refresh() Force fake canvas redraw on next frame





Usage






CODE
display.perform();
display.start(800, 600);

// Background (renders behind everything)
fake.bgComm = new Component(1600, 1200, null, 0, 0, "image");
fake.bgComm.setImage("sky.png");

// Static objects (tilemaps, backgrounds)
fake.add(backgroundTilemap);

// Dynamic objects (player, enemies)
display.add(player);









Render Order





  1. fake.bgComm — Background (sky, distant scenery)


  2. tileComm — Tilemap layers (ground, walls)


  3. commp — Other fake canvas components (trees, decorations)


  4. comm — Main display components (player, enemies, UI with .fixed())









Quick Reference Card




























What you want Code
Start the engine const display = new Display(); display.start(800, 600);
Add a Component const b = new Component(w, h, color, x, y); display.add(b);
Move with keys (frame-independent) if(display.keys[39]) player.speedX = 250 * dt;
St
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