melonJSを使ったゲーム制作で、目的に合う専門ガイドを選ぶための入口です。初期化から描画、入力、物理演算、音声、2D・3D機能まで案内します。
- melonJSで作る内容に合うガイドを探したいとき
- 新しいゲームの初期化手順を知りたいとき
- 3Dやモデル読み込みの参照先を探したいとき
melonJS 19.x以前の知識を20.x向けに更新し、初期化や描画効果、廃止・非推奨APIの変更点を確認して移行時の不具合を調べられます。
Use this skill when writing melonJS code that may be based on pre-20.x knowledge, when migrating a game from melonJS 19.x or earlier, or when an API you expected does not exist. Covers the mandatory async Application.init(), the WebGL 2 baseline and WebGPU backend, renderable post effects replacing the shader property, and the deprecated exports still present. Triggers on: migration, upgrade, melonJS 19, me.game, me.video.init, renderable.shader, Compositor, CanvasTexture, me.Math, deprecated.
実行スコア 未検証
インストール方法を見るmelonJS 19.x以前の知識やコードを20.x向けに見直すための変更点をまとめています。Applicationの作成後に非同期のawait app.init()が必須になったこと、video.init()がなくなったこと、video.AUTOがWebGPU、WebGL 2、Canvasを選ぶことなどを確認できます。また、renderable.shaderに代わるaddPostEffect()の使い方や、CanvasTexture、Entity、大文字のMathなど、残っていても新規コードでは避けるべきAPIを整理しています。古い資料やサンプル由来のコードが動かない場合に、初期化、描画方式、非推奨シンボルを順に点検できます。
19.x以前からゲームを更新するときや、古いチュートリアルを参考にしたコードでAPIが見つからないときに役立ちます。書いたコードがコンパイルできるのに描画されない場合や、古いAPIを新しい書き方に置き換える場合にも参照できます。
renderable.shaderを使わずにポストエフェクトを適用する方法は?」対象はmelonJS 20.xです。古いブラウザーを対象にする場合、トランスパイルは構文を変換しますが、組み込みメソッドのポリフィルは別途必要です。
この紹介文は、公開されている SKILL.md をもとに AI(OpenAI Codex)が作成しました。正確な仕様は下の原文を確認してください。
インストールする前に、エージェントに与えられる指示の中身を確認できます。
What changed in melonJS 20.x, and which older APIs are gone, deprecated, or renamed. Read this before writing melonJS code from memory — much of what is published about melonJS predates 20.0.
Why this skill exists: most melonJS material in circulation describes 19.x or earlier. Code written from that knowledge looks correct and fails at runtime. The items below are ordered by how likely they are to be reproduced from memory.
Application.init() is mandatory and asynchronousSince 20.0, constructing an Application no longer initialises it.
// ✗ pre-20.x — the constructor called init(width, height, options) for you
const app = new Application(800, 600, { parent: "screen" });
app.world.addChild(sprite); // added, but nothing ever renders
// ✓ 20.x
const app = new Application(800, 600, { parent: "screen" });
await app.init(); // REQUIRED
app.world.addChild(sprite);
init() is async because acquiring a WebGPU device is async. There is no
synchronous alternative, and no automatic fallback that papers over the missing
call. Nothing that then breaks names it: the constructor still builds
app.world, so children can be added and simply never draw — no canvas is
appended, the app never subscribes to the frame tick, and app.renderer /
app.viewport stay undefined — while constructing a Sprite or Text first
throws a TypeError on the unset global game instead.
The signature changed too: 19.x took init(width, height, options), 20.x takes
none, and anything passed is ignored (settings come from the constructor).
video.init(...) no longer exists. The video module now exports only the
four renderer constants (AUTO, CANVAS, WEBGL, WEBGPU) — there is no
init on it to call. Any code shaped like me.video.init(800, 600, {...}) is
from a removed API. Build an Application and await init().
Note that import * as me from "melonjs" still works, so me.Sprite style is
fine. It is the globals bootstrap that is gone, not the namespace import.
shader propertyrenderable.shader = … is deprecated since 19.2.0. Use the post-effect API:
// ✗ deprecated
mySprite.shader = new ShaderEffect(app.renderer, glslBody);
// ✓
mySprite.addPostEffect(new ShaderEffect(app.renderer, glslBody));
Related trap: removePostEffect() destroys the effect — and so does
assigning renderable.shader, which destroys whatever it replaces. Only an
effect carrying shared = true is spared. To turn one off temporarily, toggle
effect.enabled instead: remove-and-re-add hands you back an object whose GPU
resources have already been freed.
video.AUTO now tries WebGPU → WebGL 2 → Canvas. WebGL 1 is gone.
Consequences:
These resolve but should not be used in new code:
| deprecated | since | use instead |
|---|---|---|
CanvasTexture | 17.1.0 | CanvasRenderTarget |
Compositor | 18.1.0 | WebGLBatcher |
PrimitiveCompositor | 18.1.0 | PrimitiveBatcher |
QuadCompositor | 18.1.0 | QuadBatcher |
Math (capitalised) | 18.0.0 | math (lowercase) |
device.requestFullscreen / exitFullscreen | 19.7.0 | app.requestFullscreen() / app.exitFullscreen() |
renderable.shader = … | 19.2.0 | addPostEffect() |
Entity | 18.1.0 | Sprite / Renderable + a Body |
loader.onload / onProgress / onError | 18.2.0, removed 20.3 | the LOADER_* events, or preload(assets, onloadcb) |
response.overlap / overlapN / overlapV | — | response.depth / response.normal |
setLineWidth() | 17.3.0 | the lineWidth property |
Two of these deserve emphasis:
Entity is still exported, so code using it compiles and runs while being
the wrong shape for 20.x. Compose a Sprite/Renderable with a Body
instead.Math shadows the global Math if imported carelessly.
me.Math.random() from older docs resolves to the deprecated re-export.game is not the modern shapegame is still exported, but since 20.0 it names the most recently
initialized Application and is undefined until the first init()
resolves — so anything reading it at module scope gets undefined. Take the
Application instance as a parameter instead: Stage#onResetEvent and
onDestroyEvent are handed it, and any renderable can reach it through
parentApp.
melonJS imports cleanly under Node — useful for isomorphic apps and for tooling.
It has no runtime dependencies as of 20.3. Do not add polyfills for
globalThis, String.trimStart or String.trimEnd: the published bundle
targets ES2022, so every environment that can parse it already has them.
The published bundle targets ES2022 and uses private class members. A browser
that predates that cannot parse the file at all — it fails at load, not when a
feature is used. Transpile if you need older browsers, and note that transpiling
handles syntax only: built-in methods need separate polyfills, which a
bundler's target setting will never add.
The examples in this repository are the best reference for how melonJS is assembled, but a few contain stale comments or legacy calls. Do not learn these from them:
webgpu/ has a comment claiming "video.AUTO never selects the WebGPU
backend". That is pre-20 leftover — AUTO tries WebGPU first. The code is
right; the comment is wrong.viewport.shader = … / sprite.shader = …, which is
deprecated. addPostEffect() is current.this.z = Number.POSITIVE_INFINITY on a HUD. That property
does not exist; those HUDs draw on top only because they are added last.platformer/entities/player.ts reads response.overlapV, the deprecated
field. Use response.depth / response.normal.await app.init() there?renderable.shader = instead of addPostEffect()?game?melonjs-getting-started — the correct 20.x bootstrap in fullmelonjs-renderables — post effects, pointer events and custom draw codeまだレビューはありません。使ってみた感想をお寄せください。
ログインなしで書き込めます。使ってみた感想、質問、動かなかった環境などを気軽にどうぞ。
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melonJSを使ったゲーム制作で、目的に合う専門ガイドを選ぶための入口です。初期化から描画、入力、物理演算、音声、2D・3D機能まで案内します。
melonJSの3D・2.5Dゲーム向けに、カメラ、メッシュ、ライト、奥行き順、透明表現やフォグの設定と座標系の注意点を確認できます。
melonJSでglTF・GLBやOBJ・MTLの3Dモデルを読み込み、マテリアルやライト、アニメーション、影、インスタンスの扱い方を確認できます。
melonJSで効果音やBGMを読み込み、再生・停止・音量調整するほか、位置に応じた音や音声合成、ミックス全体へのエフェクト設定を扱うスキルです。
melonJSのカメラ追従や画面効果、座標変換、図形描画を実装する際の要点を確認できます。描画のクリッピングやCanvasへの焼き込み、ピクセルの読み出しも扱います。
melonJSゲームのWeb向けビルドやネイティブアプリ化、ミニゲーム配信に向けた準備を進め、ブラウザー対応や容量の注意点も確認できます。