Quintus - An Easy, Fun HTML5 Game Engine For Mobile, Desktop and Beyond
html5quintus.com
html5quintus.com
The engine isn't really in a released state yet and doesn't have a numbered released yet (darn lack of docs), but it's been used internally for a number of projects, most recently:
http://www.html5gamedevelopment.org/StateofHTML5GameDevelopm...
A rewrite of a couple of the parts (particularly scenes and some UI components) is a work-in-progress.
The primary goal of the engine is to be a small, modular, very JavaScript-like and to have a full test suite for the core parts of the system - http://html5quintus.com/quintus/specs/SpecRunner.html (this will help verify cross-browser behavior)
Forgot to add, this Engine came out of a book I wrote, and the examples for that book all run on Mobile: http://mh5gd.com/
1. Demo: http://www.cocos2d-iphone.org/t/js-tests/tests/
2. Docs: https://github.com/zynga/jsbindings#readme
3. A game example: http://cocos2d-javascript.org/demos/dizzy-3-5
The most interesting thing about Cocos2D with Javascript is that it takes advantage of the native application where it runs. For example, in iPhone it runs a native game with all the GPU acceleration but on a browser it uses the canvas object.
I know that chrome for android is quite behind, but still.
On my PC, the demo is controlled by keyboard only. Presumably, they wanted to make the code as small as possible so they didn't put touch controls in.
The front-page of Quintus contains a simple demo written in approx. 60 lines of JavaScript code which implements a simple Super Mario-like game which you can test for yourself. You can play around with the code and check out the changes you make by yourself.
Documentation is not yet up to scratch, but it looks like a promising game engine.
Check out www.functionn.in for more web resources to keep you functionn.in'.
kthxbye
Also, I see the handler for collisions for the enemies, but where does it say that you can jump on them with no problem? Is that behaviour set somewhere explicitly?
As for the jump on enemy part, perplexed myself re. that. Maybe that's default behavior. Just some rough edges I presume.