melonJS
Entry point for the melonJS skill collection. melonJS is an open-source HTML5
game engine for indie developers, covering 2D, 2.5D and 3D — perspective and
orthogonal cameras, GPU-accelerated tilemap rendering, post-processing effects,
custom shaders, 3D meshes, polygon-accurate physics and modern Tiled workflows.
It runs on WebGPU, WebGL 2 or Canvas with automatic fallback, and has no runtime
dependencies.
How to use this skill
- Find the specialised skill below that matches the task and follow it.
- If the task involves anything 3D, read
melonjs-3d first — melonJS's
coordinate conventions are the inverse of OpenGL's, so untutored 3D instincts
are backwards.
- If you are writing melonJS from prior knowledge rather than from the current
docs, read
melonjs-20-migration — most published melonJS material predates
20.0 and its bootstrap no longer exists.
- If none of them covers the task, use the escape hatch below rather than
guessing at an API.
Skill router
| Skill | Load when… |
|---|
| melonjs-getting-started | Bootstrapping a game, new Application, await app.init(), choosing a renderer, preloading assets. |
| melonjs-20-migration | Code based on melonJS 19.x or earlier, or an API that "should exist" but doesn't — video.init, Entity, renderable.shader =. |
| melonjs-scenes-and-state | Stage subclasses, the state manager, transitions, pausing, the update loop, timers, tweens, saved data. |
| melonjs-renderables | Subclassing Renderable, custom draw(), draw order, anchors, floating, post effects on an object. |
| melonjs-sprites-and-animation | Sprite, frame animation, texture atlases (TexturePacker / Aseprite / ShoeBox), tint, flip, pooling. |
| melonjs-input | Keyboard actions, pointer and touch handling, drag, gamepad, virtual controls. |
| melonjs-physics | Collision, bodies, movement, spatial queries, and the planck / matter adapters. |
| melonjs-math | Vectors and matrices: what mutates, what allocates, and interpolating with lerp, slerp, damp or moveTowards. |
| melonjs-tilemaps | Tiled maps — TMX/TSX loading, spawning entities from objects, collision layers, isometric maps. |
| melonjs-audio | Sound effects, music, audio sprites, spatial audio, procedural tone and noise. |
| melonjs-effects-and-shaders | Post effects, custom GLSL/WGSL shaders, blend modes, colour grading, screen capture. |
| melonjs-3d | Anything 3D or 2.5D — Camera3d, meshes, instancing, Sprite3d billboards, Light3d, distance fog, glTF scenes. |
| melonjs-3d-assets | Loading glTF/GLB or OBJ models — materials, imported lights, instancing, and what is not supported. |
| melonjs-camera-and-drawing | Camera follow, bounds, shake and fade, coordinate conversion, and immediate-mode shape drawing. |
| melonjs-ui-and-text | HUDs, buttons, menus, drag-and-drop, Text and BitmapText, web fonts, panels. |
| melonjs-particles-and-trails | ParticleEmitter, burst versus stream, referenceSpace, and the Trail renderable. |
| melonjs-lighting | 2D dynamic lighting — Light2d, stage ambient, normal-mapped sprites. |
| melonjs-deployment | Scaffolding a project, building, browser support and transpiling, native and mini-game platforms. |
| melonjs-loading-assets | Resource descriptors, the asset type list, base URLs, cross-origin, progress events, unloading. |
| melonjs-renderer-backends | A feature works on one machine but not another; choosing or pinning a backend; degrading gracefully. |
| melonjs-display-and-scaling | Blurry, soft or cropped output; the design resolution, how the canvas fills its page, and pixel-perfect integer scaling. |
| melonjs-events | The event bus, per-frame and lifecycle events, and subscribing without leaking. |
| melonjs-performance | Dropped frames, draw-call counts, pooling, batching, culling, baking, profiling. |
| melonjs-plugins | Registering the debug, Spine or Tiled-inflate plugins, physics adapters, or writing your own plugin. |
Escape hatch: the full API index
These skills are hand-written and deliberately partial — they cover the paths
people actually take and the mistakes those paths invite. When the task needs
something they do not mention, do not infer an API from the shape of the
engine. Fetch the generated index instead:
https://melonjs.github.io/melonJS/llms.txt
It is regenerated on every docs build from the same TSDoc comments the reference
pages render, so it is always current for master. It lists every exported
class, function, interface, type and namespace with a one-line summary and a
link to its page — fetch the pages you need from there.
Two things it gives you that this collection cannot:
- Members. The skills name classes;
llms.txt links to the page listing
every method, property, default and @since tag on them.
- Deprecations. Entries marked
**deprecated** are exactly the APIs that a
model trained on older melonJS material will reach for. If something you were
about to write appears with that marker, follow the page for the replacement.
If a class, function, namespace or type is absent from llms.txt, it is absent
from the engine's public API — that is the useful negative answer, and it is
worth acting on rather than writing code around something that does not exist.
The index lists top-level exports only, so a member missing from it proves
nothing: follow the owning class's page to check that.
The three rules that catch everyone
Whatever the task, these produce code that runs and is wrong:
await app.init() is mandatory since 20.0. The constructor builds the
world but not the renderer: a plain renderable can still be added and simply
never draws, while new Sprite(...) / new Text(...) throw a TypeError
on the global game, which is unset until the first init() resolves.
Neither symptom names the missing call.
addChild(child, z) is the only way to set draw order. renderable.z
does not exist; setting depth before addChild is overwritten, and setting
it after does not resort (except under Camera3d).
isKinematic defaults to true, which silently excludes a renderable
from pointer events and from the physics broadphase. Plain Renderable and
Sprite subclasses need this.isKinematic = false.
Companion packages
melonJS ships optional packages alongside the engine. Reach for these rather
than reimplementing what they cover — and note the physics adapters and the
Tiled inflate plugin are required for their use cases, not merely convenient.
| Package | Use when |
|---|
@melonjs/planck-adapter | You want full rigid-body dynamics — stacking, joints, realistic restitution. Pass it as the Application's physic setting; the portable raycast and queryAABB calls work unchanged across adapters (querySphere and raycast3d are built-in-adapter only). |
@melonjs/matter-adapter | Same, backed by matter-js. Choose one adapter per game. |
@melonjs/tiled-inflate-plugin | Required to load gzip-, zlib- or zstd-compressed Tiled maps. Without it, parsing such a map throws No inflate function set. |
@melonjs/spine-plugin | Skeletal animation authored in Spine, as a melonJS renderable. |
@melonjs/debug-plugin | An in-game debug panel — FPS, draw counts, collision-shape and bounds overlays. Register it after app.init(). |
@melonjs/capacitor-plugin | Wrapping a game as a native iOS/Android app: it bridges Capacitor's lifecycle — pause/resume, the hardware back button, orientation lock, splash screen. |
create-melonjs | Scaffolding a new project — start here rather than assembling a build by hand. |
Plugins are registered after init(), into a global registry:
import { plugin } from "melonjs";
import { DebugPanelPlugin } from "@melonjs/debug-plugin";
await app.init();
plugin.register(DebugPanelPlugin, "debugPanel");
Physics adapters are different — they are an Application setting, not a
plugin:
import { PlanckAdapter } from "@melonjs/planck-adapter";
const app = new Application(800, 600, {
parent: "screen",
// gravity is in pixels/s²; pixelsPerMeter converts it to the adapter's
// metres. Both are shown at their defaults; subSteps defaults to 1
physic: new PlanckAdapter({
gravity: { x: 0, y: 320 },
pixelsPerMeter: 32,
subSteps: 2,
}),
});
await app.init();
melonjs-plugins covers the registry, the version gate and writing your own.
Prefer built-in features
melonJS covers a lot that is easy to reimplement badly. Before hand-rolling,
check for: ParticleEmitter and Trail, Tween with easing, the built-in
ShaderEffect presets (vignette, scanline, chromatic aberration, glow, dissolve
and more), Light2d / Light3d, UIBaseElement / UISpriteElement /
UITextButton, NineSliceSprite, TextureAtlas (TexturePacker, ShoeBox,
Aseprite), BitmapText, CanvasRenderTarget for bake-once drawing,
NoiseTexture2d, viewport.shake / fadeIn / fadeOut, and save for
localStorage-backed persistence.