Coroutines
New ex.coroutine for running code that changes over time, useful for modeling complex animation code. It can do a lot of what the Actions API can do, but this is useful when things really get complicated.
Patterns
Here are a few patterns and guidelines that you can use in your Excalibur projects.
Timers
Timers are useful for running tasks synchronized with the Excalibur update and framerate, using the browser setTimeout() or setInterval().
Triggers
[[Trigger|Triggers]] can be used to fire logic when an [[Actor]] intersects with a [[Collider]], this is useful for in game switches, doors, or other in game sensors.
Clock
The Excalibur mainloop, the infinite update and draw cycle, is driven by the [[Clock]].
Pause
The Pause System provides a flexible way to pause and resume entities in your game. This system allows you to selectively pause certain entities while allowing others to continue updating, giving you fine-grained control over your game's pause behavior.
PostProcessors
[[PostProcessor|PostProcessors]] are a way to quickly modify every pixel on the screen with WebGL fragment shaders. This can be useful to give your game a certain aesthetic or effect.
UI
HTML5 is super great at building UI's, there are many popular front end frameworks and toolkits that will deliver highly polished UIs, so we recommend that first.
Particles
Particles can be used to generate dust, smoke, or fire effects in your games.
Performance
Excalibur uses the WebGL under the hood to render it's graphics, however sometimes browsers and systems may have a non standard configuration that can cause issues with WebGL.
Serialization
ExcaliburJS Serialization System
Hosting Excalibur Games
Itch.io
Utilities
Constructor Arguments