MikeHart
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CX Code Contributor
3rd Party Module Dev
3rd Party Target Dev
3rd Party Tool Dev
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- Jun 19, 2017
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Hi folks,
this is my game framework called fantomCX. It is using mojo2.
To download it, go to its GitHub release page here: https://github.com/MikeHart66/fantomCX/releases
It ships will numberous examples and a good sized documentation.
Here is a quick feature list:
this is my game framework called fantomCX. It is using mojo2.
To download it, go to its GitHub release page here: https://github.com/MikeHart66/fantomCX/releases
It ships will numberous examples and a good sized documentation.
Here is a quick feature list:
- Various objects like images, tile maps, graphic primitives, sounds, collision zones and layers.
- Automatic processes to create, update and render objects.
- Callback methods which are called during the handling of an object, layer, timer and transitions.
- Layer transitions with callback methods.
- Object transitions for position, rotation, scaling and alpha values with callback methods.
- Several equation and ease types for object and layer transitions.
- Object timers with callback methods.
- Different collision methods with callback methods.
- Touch input handling with callback methods.
- Organize your objects in layers.
- Automatic content scaling via providing a virtual canvas setup.
- Simple high-score list loading, saving and updating.
- Simple sound loading which handles the proper file extension depending on the chosen platform.
- Support for bitmap font text objects which load EzGUI font descriptions.
- Build-in frames per second calculator.
- Extensive handling methods for the engine's objects.
- Simple camera support which you can move around to render parts of your scenery.
- Support for texture maps (atlas) created by the tool TexturePacker.
- Support for tile maps created by the tool Tiled.
- Engine time scaling supporting object updates, timers and transitions.
- Automatic swipe gesture detection with event method.
- Path/Waypoint handling. Let your objects follow them.
- A pathfinding* und user definable grids of nodes. It doesn't have to be a grid of squares!
- Easy integration of Box2D powered physics including ray casting. Physics definition created by the tool PhysicsEditor are supported too.
- Localize your game easily with easy support of multiple languages.
- Support different key maps for different controllers or user definitions.
- Embedded objects inside a Tiled map will be stored and are accessable.
- Easy scene/room management.
- Objects can be composed of several single images.
- Automatic object pooling.
- Custom GUI elements
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