Developing with crisp-game-lib
Creates browser-based mini-games using crisp-game-lib, a JavaScript library for rapid arcade game development.
1. Purpose and Scope
Use this skill when asked to create a mini-game with crisp-game-lib.
This guide separates:
- •ordered implementation steps (what to do in sequence)
- •mandatory constraints (rules that always apply)
- •reusable patterns and references (optional support)
2. Pre-Implementation Decisions
Choose Project Setup
Choose the appropriate setup based on the project context.
Option A: CDN (Simplest — single HTML file)
Create a project directory with index.html and main.js:
index.html:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>My Game</title>
<meta
name="viewport"
content="width=device-width, height=device-height, user-scalable=no, initial-scale=1, maximum-scale=1"
/>
<script src="https://unpkg.com/algo-chip@1.0.2/packages/core/dist/algo-chip.umd.js"></script>
<script src="https://unpkg.com/algo-chip@1.0.2/packages/util/dist/algo-chip-util.umd.js"></script>
<script src="https://unpkg.com/crisp-game-lib@latest/docs/bundle.js"></script>
<script src="./main.js"></script>
<script>
window.addEventListener("load", onLoad);
</script>
</head>
<body style="background: #ddd"></body>
</html>
Optional script tags (add before bundle.js if needed):
<!-- GIF capture: add if options.isCapturing is true --> <script src="https://unpkg.com/gif-capture-canvas@1.1.0/build/index.js"></script> <!-- WebGL themes (pixel, shape, shapeDark, crt): add if using these themes --> <script src="https://unpkg.com/pixi.js@5.3.0/dist/pixi.min.js"></script> <script src="https://unpkg.com/pixi-filters@3.1.1/dist/pixi-filters.js"></script>
Option B: npm + Bundler (Vite, Webpack, etc.)
npm install crisp-game-lib
index.html:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>My Game</title>
<meta
name="viewport"
content="width=device-width, height=device-height, user-scalable=no, initial-scale=1, maximum-scale=1"
/>
<script src="https://unpkg.com/algo-chip@1.0.2/packages/core/dist/algo-chip.umd.js"></script>
<script src="https://unpkg.com/algo-chip@1.0.2/packages/util/dist/algo-chip-util.umd.js"></script>
<script type="module" src="./main.js"></script>
</head>
<body style="background: #ddd"></body>
</html>
main.js (bundler version uses const, import, and init()):
import "crisp-game-lib";
const title = "MY GAME";
const description = `[Control instructions]`;
const characters = [];
const options = {};
function update() {
if (!ticks) {
/* init */
}
}
init({ update, title, description, characters, options });
3. Implementation Flow
Step 1: Create main.js
Write main.js following the structure below.
Before and during implementation:
- •Use
reference/api.mdto confirm exact function behavior, arguments, and constraints. - •Use
reference/examples.mdto copy proven patterns and unblock design decisions quickly.
Required Structure (CDN / Repository)
title = "GAME NAME";
description = `
[Control instructions]
`;
characters = []; // Optional pixel art (6x6 grid, use letters a-z)
options = {
viewSize: { x: 100, y: 100 }, // Default screen size
theme: "simple", // simple | dark | shape | shapeDark | pixel | crt
};
// Game state variables
let player, enemies;
function update() {
if (!ticks) {
// Initialize on first frame
player = { pos: vec(50, 50) };
enemies = [];
}
// Input → Physics → Spawn → Draw (with collision) → Score → Game Over
}
Step 2: Implement Core Game Loop
Fill update() with a clear per-frame order:
- •Input handling
- •Physics/state updates
- •Spawning
- •Drawing (with collision checks)
- •Score updates
- •Game-over conditions
Use if (!ticks) { ... } for one-time initialization.
Step 3: Apply Mandatory Rules While Implementing
Before finalizing logic, check all rules in section 4:
- •draw order for collision detection
- •no manual score text rendering
- •avoid white for visible objects
- •use object-style
particle()arguments
Treat section 4 as required validation criteria, not optional advice.
Step 4: Validate Behavior
Run the checklist in section 6 and confirm the game behaves correctly on the target input mode (desktop and/or mobile).
4. Mandatory Rules (Always Apply)
Follow these rules strictly. Violations cause silent bugs.
Drawing order determines collision detection. Objects can ONLY detect collision with shapes drawn BEFORE them in the same frame:
// ✅ CORRECT: Draw targets first, then detectors
color("red");
enemies.forEach((e) => box(e.pos, 10)); // Draw enemies FIRST
color("blue");
if (box(player.pos, 8).isColliding.rect.red) {
end();
} // Player detects enemies
// ❌ WRONG: Checking collision with something not yet drawn
color("blue");
if (box(player.pos, 8).isColliding.rect.red) {
end();
} // red not drawn yet!
color("red");
enemies.forEach((e) => box(e.pos, 10));
Do NOT manually draw the score. The library automatically displays it. Never call text() for score display.
White color is invisible on all themes (matches background). Use light_ variants or other colors instead.
Use particle() with object format:
particle(pos, { count: 5, speed: 2, angle: PI }); // ✅ Preferred
particle(pos, 5, 2, PI, PI); // ❌ Legacy format
5. Common Implementation Patterns (Optional)
One-Button / Tap Game (Best for Mobile)
if (input.isJustPressed) {
/* jump, shoot, or change direction */
}
Slide Control
player.pos.x = input.pos.x; player.pos.clamp(5, 95, 5, 95);
Spawning with Difficulty Scaling
// Declare at game state level
let nextEnemyTicks;
// In update(), initialize on first frame
if (!ticks) {
nextEnemyTicks = 0;
}
// Countdown and spawn
nextEnemyTicks--;
if (nextEnemyTicks < 0) {
enemies.push({ pos: vec(110, rnd(90) + 5) });
nextEnemyTicks = rnd(60, 120) / difficulty;
}
Entity Update with remove()
remove(enemies, (e) => {
e.pos.x -= difficulty * 0.5;
color("red");
box(e.pos, 8);
return e.pos.x < -10; // Remove when off-screen
});
Physics (Gravity + Jump)
player.vy += 0.15; // Gravity
player.pos.y += player.vy;
if (player.pos.y >= ground) {
// Ground collision
player.pos.y = ground;
player.vy = 0;
player.onGround = true;
}
if (input.isJustPressed && player.onGround) {
player.vy = -4;
play("jump");
}
6. Verification Checklist
Open the game in a browser and check:
- •Game initializes without errors
- •Controls respond correctly
- •Collision detection works (drawing order is correct)
- •Score increases appropriately
- •
end()triggers game over correctly - •Mobile: touch controls work if applicable
7. Key API Quick Reference
| Category | Functions |
|---|---|
| Drawing | rect(x,y,w,h) box(pos,w,h) line(p1,p2,t) bar(pos,len,t,angle) arc(pos,r,t,start,end) |
| Text | text(str,x,y) char(ch,x,y) addWithCharCode(ch,offset) |
| Color | color("red") — red, green, blue, yellow, purple, cyan, black, light_* variants, transparent |
| Input | input.pos input.isPressed input.isJustPressed keyboard.code["Space"].isJustPressed |
| Audio | play("coin") — coin, powerUp, hit, jump, select, lucky |
| Vector | vec(x,y) .add() .sub() .mul() .clamp() .wrap() .addWithAngle() .distanceTo() |
| Utility | times(n,fn) range(n) remove(arr,fn) rnd(max) rndi(max) clamp() wrap() |
| State | ticks score difficulty addScore(pts,pos) end() |
| Effects | particle(pos, {count, speed, angle, angleWidth}) |
8. References and Pitfalls
Keep these open while implementing:
- •
reference/api.md(spec-level API behavior) - •
reference/examples.md(complete working examples and patterns)