diff --git a/README.md b/README.md index 7c1fc824..55d5d437 100644 --- a/README.md +++ b/README.md @@ -16,7 +16,7 @@ Version: 1.4.0 "Cole" - Browse our Plugin Repository - [Contact](http://www.kiwijs.org/help/) us for more information -##Welcome to Kiwi! +## Welcome to Kiwi! Born out of a desire to democratize HTML5 game development and to make something that we love available to the masses, we bring you Kiwi.js. @@ -26,7 +26,7 @@ Our mission is to follow the best open source community practices. We're backing And we do think you're going to feel the love. What couldn't you love about a game engine that is named after a fluffy adorable bird *and* one of the world's greatest game inventors? -##How to Guides +## How to Guides Have you ever been trying to figure out how to do something on a website and the help pages resemble a [Goosebumps](https://en.wikipedia.org/wiki/Goosebumps) choose your own adventure book? So have we, which is why we have spent literally hundreds of hours writing good help documents for Kiwi.js developers. @@ -81,62 +81,62 @@ More details can be found on the [Kiwi.JS repo](https://github.com/gamelab/kiwi. ## Previous Changes View the [changelog](https://github.com/gamelab/kiwi.js/blob/master/CHANGELOG.md) for a list of changes from previous versions. -##Features +## Features -####Powerful Rendering +#### Powerful Rendering Kiwi uses a custom built WebGL rendering system for targeting modern mobile and desktop browsers as well as mobile apps through [CocoonJS](https://www.ludei.com/). Not only is Kiwi lightning quick but it is also extendible, meaning that fellow contributors can easily write their own powerful rendering Plugins and Add-ons using WebGL Shaders. For instance our WebGL Particle Plugin creates stunning special FX using this system. Of course, you can render to canvas too, which means older browsers, and mobile browsers, don't miss out. -####Mobile Publishing +#### Mobile Publishing Kiwi.js is closely aligned with Ludei's [CocoonJS](https://www.ludei.com/). You can use Cocoon to wrap up your game and play it on iOS or Android devices. -####State Management +#### State Management A state management system lets you easily move between and manage game states. Each state has an optional preloader phase, a create phase, an update loop, and a destroy phase. Each of the phases are highly configurable. -####Flexible Asset Loading and Management +#### Flexible Asset Loading and Management It's easy to load in images, sound and data. You can decide when you want it to load (e.g. in a single payload at the beginning, or on a per state basis). When your assets are loaded they're super easy to access from data libraries. -####Gameobjects - Sprites, Images, Textfields +#### Gameobjects - Sprites, Images, Textfields Gameobjects are objects that get rendered in your game. Whether they're frame-based sprites, webGL particles, static images or text fields, they all can be moved in the game world and placed in the scene graph. -####Entity/Component system +#### Entity/Component system Each gameobject is an "Entity" and can have "components" attached to it. Components are small pieces of code that do something useful. For instance the arcade physics system is implemented as a component. If you want your game object to use physics, simply attach a physics component to it. Some of the standard gameobjects have components such as animation already attached. You can also write your own components. -####Scene Graph (Grouping objects) +#### Scene Graph (Grouping objects) The scene graph represents all of the gameobjects that visible in your gameworld. You can group objects, and place groups within groups. You can animate and move your objects and groups and they'll behave in a consistent manner depending on how they are nested. -####Animation +#### Animation Sprites have an animation component that enables frame by animation from spritesheets and texture atlases. You can easily define frame sequences and frame lengths, play, pause, loop and reverse animations. There is also a built in tweening system. -####Input (Including Touch) +#### Input (Including Touch) Kiwi.js supports input for mouse, keyboard and of course touch. Mouse and touch events are easily handled by Kiwi.js pointer objects, so in most cases you don't have to worry about where the input is coming from. -####Camera +#### Camera Your game world is viewed through a controllable camera, which you can move and spin. -####Tilemaps +#### Tilemaps Kiwi.js has support for tilemaps, including multiple tile layers. The Tiled map data format is supported, including isometric tiles. You can programatically generate tile maps, and once a tile map is created you can easily manipulate the data to change the tilemap dynamically. -####Audio +#### Audio Kiwi.js supports the WebAudio api, and falls back to using `