Jaws: HTML5 Javascript game engine / development library
jawsjs.com
jawsjs.com
Until there's a clear "winner" in the space, I'm happy to see more engines come out, maybe one of them will finally get close enough to a general purpose game engine that it will see some community involvement.
I wanted something minimalistic and clean, without any dependencies. And I didn't want yet another "classes for JS"-pattern forced on me.
JawsJS is really picking up speed now, I know quite some ppl that used it for the last Ludum Dare.
I kindof understand why. If my recent forays into in-browser audio are any indication, it's kindof a mess. You need Flash fallbacks for older versions of IE, there are latency/seeking problems on browsers that do support the audio element, mobile support is even sketchier and limited to a single element, and that's just for playback of pre-generated media...
[1] http://jawsjs.com/docs/symbols/jaws.Assets.html [2] http://ippa.se/webgames/unexpected_outcome/ [3] http://ippa.se/webgames/unexpected_outcome/game.js
Jaws creates instances of Audio() for each sound, loading them by setting the src-attribute and listening for the canplay event before making the asset as fully loaded.
Just google the Audio-tag, you have play(), pause() etc.
I got documentation at http://jawsjs.com/docs/index.html but I know it could be better. I've tried to make up for it with tons of examples.. I know I personally love examples when learning new stuff.
About sound, I would say it's HTML5 weakest point. I think both chrome and ff are working on new sound APIs so this might change.
JawsJS now support basic playing of sounds through the Audio()-element. Last time I checked in safari there was a delay though, making it slightly sucky for shooting-sounds and so on.
I'm actually now diving into HTML5 game development as well and I was wondering what's the advantage of Jaws.js over Easel.js?