Scenes, game state and timing
Stages and the state manager
A Stage is a screen. Register it against a state id, then change to it:
import { Stage, state } from "melonjs";
class PlayScreen extends Stage {
onResetEvent(app) { /* build the scene */ }
onDestroyEvent(app) { /* tear it down */ }
}
state.set(state.PLAY, new PlayScreen()); // register first
state.change(state.PLAY); // then switch
Built-in ids: state.LOADING, state.MENU, state.READY, state.PLAY,
state.GAMEOVER (no underscore), state.GAME_END, state.SCORE,
state.CREDITS, state.SETTINGS, state.DEFAULT. state.USER (100) is the
base for your own ids — const CUTSCENE = state.USER + 1.
Build scene content in onResetEvent, not the constructor. onResetEvent
runs on every entry to the state; the constructor runs once. Scene content
created in the constructor exists once and is not rebuilt when you return.
onResetEvent(app) receives the Application — use that rather than importing
the global game.
Extra arguments to state.change are forwarded:
state.change(state.PLAY, false, { level: 2 }); // → onResetEvent(app, { level: 2 })
The second argument is forceChange: pass true to switch immediately instead
of on a deferred tick, which is what you want when changing state right after a
preload completes. It is ignored when a transition is configured — a transition
always drives the switch from its own completion callback.
onResetEvent runs when the switch is made. The first frame, STATE_CHANGE and
a transition's reveal follow once the shaders the stage queued are ready, which
is a few milliseconds once the browser has compiled them before, and at most
1.5s on a first visit. So build the stage in onResetEvent: an object a
STATE_CHANGE listener adds is not waited for, and its first draw may still
compile what it needs. That first frame steps the world once before drawing it,
however short it is, so everything onResetEvent added is in it (the same goes
for the frame after a level.load made while the game runs). Before 20.12 it
was drawn unstepped, and showed the stage's background alone for one frame.
state.change throws Undefined Stage for state '<id>' if nothing was
registered for that id, and state.set throws if the second argument is not a
Stage instance. Neither fails quietly.
Always leave state.LOADING — it is transitional
loader.preload() switches to state.LOADING for you. Building your scene in
the preload callback and then staying there looks like it works, and is one
of the easiest mistakes to make:
// WRONG — the game now runs inside the loading stage, forever
loader.preload(assets, () => {
app.world.addChild(new Player(...));
});
Nothing ever destroys that stage, so the built-in loading screen's logo and
progress bar are never removed and sit on top of your game. (Eight of this
repository's own examples did this before it was noticed, so it is not an
obscure trap.)
Give the scene a stage of its own and switch to it:
class PlayScreen extends Stage {
onResetEvent(app) {
app.world.addChild(new Player(...));
}
}
await loader.preload(assets);
state.set(state.PLAY, new PlayScreen());
state.change(state.PLAY);
The awaited form reads better here than the callback, because "load, then
switch" is exactly what the code then says. If you genuinely want to keep using
the loading stage as your scene, state.change(state.DEFAULT) at least gets
you out of it — but a stage of your own is what you want.
Persistent objects across levels
if (typeof this.HUD === "undefined") {
this.HUD = new Container(); // construct once (or UIBaseElement)
}
this.HUD.isPersistent = true; // survives level changes
this.HUD.floating = true; // screen coordinates, not world
app.world.addChild(this.HUD, 100); // explicit z — see melonjs-renderables
Transitions and pausing
state.transition("fade", "#FFFFFF", 250);
state.transition("mask", "#000", 500, new Ellipse(0, 0, 1, 1)); // shape required
state.transition("pixelate", "#000", 300); // blocks up to 32px; a 4th argument sets the size
state.pause(); // freeze update, keep drawing
state.resume();
app.freeze(150); // brief hit-stop (proxies state.freeze)
state.transition is global and sticky — once set it applies to every later
state.change. The "mask" form needs its fourth argument, an Ellipse or
Polygon; without one it warns and falls back to a direct switch. The
"pixelate" form breaks the screen up into blocks (its fourth argument is the
largest block size in pixels). It is a shader effect, so on Canvas it does
nothing and the state changes directly.
A state.change asked for while a transition covers the screen (Enter pressed
twice on a menu, a timer firing as the player skips a screen) needs no guard:
the transition already under way makes it, switching to the last state asked
for with the last arguments, and a second cover never goes up. A change to a
state with no transition of its own (state.setTransition(id, false)) is made
at once, and the cover comes down with it. Before 20.12 the second change left
the first cover on the camera for good, the screen black over a running game.
A Stage's own update() is NOT paused
This one is easy to get wrong and hard to see. Application.update calls both
of these unconditionally:
this.isDirty = this.world.update(this.updateDelta);
this.isDirty = state.current().update(this.updateDelta) || this.isDirty;
Only Container.update consults the pause — it reads state.isPaused() and
skips every child that is not updateWhenPaused. So world children (entities,
sprites, meshes, a GLTFModel) freeze correctly, while the Stage subclass's
own update() keeps running.
A game that keeps its logic in entities pauses for free and never notices. A
game that drives the simulation from Stage.update — common for an endless
runner, where one object moves and the world scrolls past it — keeps simulating
through pauseOnBlur with its world frozen. The signature is bizarre and very
misleading: the scenery scrolls on, the player character stands still in world
space and slides off the screen, and it all snaps back on focus. It reads as a
culling or animation bug, not a pause bug.
Guard it explicitly:
update(dt) {
super.update(dt);
if (state.isPaused()) {
return true; // world children are already frozen for you
}
// …simulation…
}
Worth knowing that pauseOnBlur (default true) fires on a window blur, not
only on tab visibilitychange — so clicking another window on the same screen
triggers it while the canvas is still fully visible.
The update loop
There is no loop you own. Logic goes in update(dt) overrides, or a
GAME_UPDATE subscription for scene-level animation:
event.on(event.GAME_UPDATE, () => { /* per frame */ });
update(dt) must return true when the object changed and needs redrawing.
Returning nothing is falsy and the object can appear frozen while its state moves.
dt is milliseconds since the last frame and is the right basis for motion —
the engine already paces it. Do not reach for performance.now().
Smooth a value toward a target with math.damp, not with lerp per
frame. lerp(current, target, 0.1) once per frame moves further on a slow
frame than on a fast one, so the feel drifts with the frame rate:
this.speed = math.damp(this.speed, targetSpeed, 5, dt / 1000);
damp(current, target, lambda, dt) takes SECONDS, so divide dt. Higher
lambda converges faster. See melonjs-camera-and-drawing for the camera's
own follow() damping, which is already frame-rate independent for you.
A common idiom for a per-frame game controller with nothing to draw is a
Renderable(0, 0, 1, 1) with alwaysUpdate = true and an empty draw().
Timers: use the engine's, not the window's
import { timer } from "melonjs";
timer.setTimeout(fn, 1000);
const id = timer.setInterval(fn, 500);
timer.clearInterval(id); // in the Stage's onDestroyEvent
Stage has only onResetEvent and onDestroyEvent — there is no
onActivateEvent / onDeactivateEvent on a stage. Those two are Renderable
hooks; put per-renderable teardown there instead.
The outgoing stage is destroyed before the incoming one is reset. That
ordering is what makes "each stage owns what it started" work: a scene can
release a resource in onDestroyEvent and the next scene can claim the same
one in onResetEvent without the teardown arriving late and undoing it.
What a stage starts, it must end: input.registerPointerEvent regions,
event.on subscriptions and running Tweens all outlive the stage that made
them. Music is the exception rather than the rule, since audio.playTrack()
stops the track it replaces, so stopTrack() in onDestroyEvent is only
needed where the next screen has no music of its own.
Engine timers are pause-aware. window.setTimeout keeps firing while the
game is paused, which produces enemies spawning behind a pause menu. Pass
false as the third argument — timer.setInterval(fn, 500, false) — for one
that keeps running through a pause, which is what a pause-menu animation or a
countdown that should not freeze needs. (That argument was ignored by
setInterval before 20.3.)
Tweens
You are hand-rolling a tween if you write this
The shape, in any of its spellings. If you are adding a field that counts
milliseconds and dividing it by a constant to get a 0..1, stop:
// ✗ a tween, written out longhand
private flashMs = 0;
// ... in update(dt)
if (this.flashMs > 0) {
this.flashMs -= dt;
const k = this.flashMs / FLASH_MS; // ← the 0..1
effect.setUniform("uIntensity", k * k); // ← and a curve, by hand
}
// ✓ the same thing
const driver = { k: 1 };
new Tween(driver)
.to({ k: 0 }, { duration: FLASH_MS })
.easing(Tween.Easing.Quadratic.In) // the curve, named
.onUpdate(() => effect.setUniform("uIntensity", driver.k))
.start();
The tells, any one of which is enough: a *Ms or *Age field that only
update() touches; a division by a *_MS constant; k * k, (1 - k) ** 2 or
** 1.4 written inline, which is an easing curve spelled by hand; an
if (x <= 0) arm that exists only to clean up at the end, which is
onComplete; a second timer counting the same duration to chain what happens
next, which is delay.
It matters beyond tidiness: a hand-rolled fade needs something to tick it, and
an effect that is NOT a renderable (one living on the camera, say) has nothing
that will. That forces an update(dt) method and a call site in the game loop
whose only job is to drive the fade. A tween updates itself, so both disappear.
When NOT to reach for one
Four shapes that look similar and are not tweens:
| shape | what it is | use |
|---|
| approaching a value that keeps MOVING | a follow, not an animation | math.damp |
| a loop that never ends | oscillation | a sine of your own clock |
| a gate: cooldown, spawn interval, invulnerability window | a timer, nothing is interpolated | a plain countdown |
| the same effect on dozens of live objects | per-instance churn | a hand-rolled countdown really is cheaper |
The rule in one line: fixed duration, known endpoint, one-shot, few
instances. All four, or it is not a tween.
import { getPool, Tween } from "melonjs";
const t = getPool("tween").get(sprite.pos) // typed pool, release when done
.to({ x: 300 }, { duration: 500 }) // options object, not a number
.easing(Tween.Easing.Quadratic.Out)
.onComplete(() => { /* … */ })
.start(); // ← without this, nothing happens
Four traps:
- A tween without
.start() (or autoStart: true in the to() options)
silently does nothing.
to()'s second argument is an options object
({ duration, easing, yoyo, repeat, delay, repeatDelay, interpolation, autoStart }). Passing a bare number is not a duration — it is read for a
.duration property, finds none, and the tween silently runs the default
1000 ms.
- Tweens freeze during
state.pause() / freeze() unless
tween.updateWhenPaused = true — which is how you get an effect that decays
through a hit-stop.
- Stop a tween before destroying its target, or
onUpdate fires against a
dead renderable.
To animate something that is not a property, tween a holder and push the
value in onUpdate. A shader uniform and a light's intensity are both set
through a method, so there is nothing for to() to interpolate directly. The
callback is invoked with the tweened object as this and the eased progress
0..1 as its argument:
const fade = { level: 1 };
getPool("tween").get(fade)
.to({ level: 0 }, { duration: 400 })
.easing(Tween.Easing.Quadratic.Out)
.onUpdate(function () {
effect.setUniform("uIntensity", this.level);
muzzleLight.intensity = this.level * 3;
})
.start();
Use a function, not an arrow, if you want this to be the tweened object;
an arrow keeps the enclosing this and you read the holder by name instead.
For a handful of pooled objects a hand-rolled countdown in update() is
cheaper than a Tween each — this is the right tool for one-off effects, not
for every particle.
Pick the easing, not just the duration
Eleven families, each with In, Out and InOut. Out is what most UI
wants: the value arrives decisively instead of creeping in. The two worth
knowing by name beyond the power curves:
| family | what it does |
|---|
Back | overshoots past the target and settles back, which is impact: a stamp, a button press, anything that should LAND rather than arrive |
Bounce | lands and bounces, for something dropping onto a surface |
// a stamp: scale falls to 1 and springs through it
const driver = { scale: 5 };
new Tween(driver)
.to({ scale: 1 }, { duration: 420 })
.easing(Tween.Easing.Back.Out)
.onUpdate(() => { label.currentTransform.identity(); label.scale(driver.scale); })
.onComplete(() => camera.shake(12, 400)) // the thump, when it truly lands
.start();
Back and Elastic leave the range between your start and end, so clamp
anything that cannot take it, an opacity or a colour channel above all. The
overshoot follows the direction of travel: a value tweened DOWN overshoots
below its target.
Reach for onComplete for anything that must happen on arrival, rather than a
second timer counting the same duration. delay in the to() options chains
the next one without a timer either.
Guard teardown-adjacent callbacks
Callbacks can fire while a stage is being torn down, when the current state is
already something else:
if (!state.isCurrent(state.PLAY)) return;
Without the guard, a "children emptied" handler can reset the wrong stage.
Persistence
import { save } from "melonjs";
save.add({ hiscore: 0 }); // once; idempotent, loads any stored value
save.hiscore = 1200; // plain assignment writes to localStorage
In TypeScript, keep what add() returns. The namespace carries a
[key: string]: unknown index for keys registered anywhere, so reading
save.hiscore off it gives you unknown. add() hands back the same
namespace typed with the keys you just registered, which is the handle to
keep:
const store = save.add({ hiscore: 0, lives: 3 });
store.hiscore = 1200; // number, no cast
if (score > store.hiscore) { /* ... */ }
Chained calls accumulate, so save.add({ a: 0 }).add({ b: "" }) is typed with
both.
Symptom → cause
| symptom | cause |
|---|
| scene builds once and is empty on return | content created in the constructor, not onResetEvent |
Undefined Stage for state 'N' thrown | no state.set for that id first |
| a tween finishes in 1000 ms whatever you pass | to() takes { duration }, not a number |
| object frozen while its state updates | update() not returning true |
| timers fire behind a pause menu | window.setTimeout instead of timer.setTimeout |
| the world freezes on blur but the game keeps advancing | simulation lives in Stage.update, which the pause does not gate — only Container.update checks state.isPaused() |
| the player character is left behind and scrolls off after a lost window | same cause: the stage advanced the camera while its world children were paused |
| a tween does nothing | .start() never called |
| effect stops during a hit-stop | tween needs updateWhenPaused = true |
| crash after a stage switch | callback ran during teardown — guard with state.isCurrent |
| HUD scrolls away with the camera | missing floating = true |
Related skills
melonjs-getting-started — the Application and the first scene
melonjs-renderables — floating, draw order, update/draw contracts