π’ Level 1 Tutorial β Limn Engine Beginner Guide
Start Your Game Development Journey Here
Welcome to Limn Engine β the zeroβconfiguration, browserβbased 2D game engine that prioritises creativity over complexity.
This is Level 1: Beginner, where you'll learn everything you need to make your first game in under 60 seconds.
A special thank you to **GyaanSetu Javascript* for featuring our work and helping us share Limn Engine with the JavaScript community. Your support means the world to us. π*
What You'll Learn
| Topic | What You'll Build |
|---|---|
| 1. Creating a Display | Your first canvas |
| 2. Adding & moving Components | Your first game object |
| 3. Keyboard input & deltaTime | Move with arrow keys |
| 4. Boundaries with move.bound() | Keep objects on screen |
| 5. Rectangle collision | Collect coins, hit walls |
| 6. Text with Tctxt | Score display |
| 7. Images with setImage() | Add sprites |
| 8. Mouse input & clicked() | Click interactions |
| 9. Sound class | Add audio |
| 10. Game states with display.scene | Menu β Game β Game Over |
| 11. Coin collector tutorial | Complete beginner game |
| 12. Quick reference | All the essentials |
Before You Start
What You Need
- A text editor (VS Code, Notepad++, or even Notepad)
- A browser (Chrome, Firefox, Edge, etc.)
-
Limn Engine β Download
epic.jsfrom limn-engine.vercel.app
The Golden Rule
Your Display instance **must* be named
display(lowercase). The engine relies on this variable name internally. Any other name will break it.*
1. Creating a Display
The Display class is the foundation of every Limn Engine game. It creates the canvas, runs the game loop, captures input, manages the camera, and controls which scene is active.
<!DOCTYPE html>
<html>
<head>
<title>My First Limn Game</title>
</head>
<body>
<script src="epic.js"></script>
<script>
// Create the engine
const display = new Display();
// Start the game
display.start(800, 600);
// Set a background colour (optional)
display.backgroundColor("#0d0d2a");
// Your game logic runs here every frame
function update() {
// Game code goes here
}
</script>
</body>
</html>
What's Happening?
| Line | What It Does |
|---|---|
new Display() |
Creates the engine instance |
display.start(800, 600) |
Creates an 800x600 canvas and starts the game loop |
display.backgroundColor("#0d0d2a") |
Sets a dark blue background |
function update() |
Runs every frame β your game logic lives here |
π‘ Tip: Always name your Display instance
display. The engine uses this name internally across many classes.
2. Adding & Moving Components
A Component is any visible object in your game β the player, an enemy, a coin, a wall. You create one and register it with display.add() so the engine draws and moves it every frame.
// Component(width, height, color, x, y, type)
const player = new Component(50, 50, "blue", 100, 200, "rect");
display.add(player); // Now the engine draws and moves it
// Move the player
player.speedX = 3; // Moves 3px right per frame
player.speedY = 2; // Moves 2px down per frame
// Teleport instantly
player.x = 400;
player.y = 300;
// Stop all movement
player.stopMove();
Component Properties
| Property | Type | Purpose |
|---|---|---|
x / y |
Number | Position (top-left corner) |
width / height |
Number | Size in pixels |
speedX / speedY |
Number | Velocity added every frame |
color |
String | Fill colour (or image path) |
angle |
Number | Rotation in radians |
type |
String | "rect", "image", or "text" |
Component Types
| Type | How to Use |
|---|---|
"rect" |
Default β draws a filled rectangle |
"image" |
Draws an image β pass file path as color |
"text" |
Draws text β use Tctxt for more control |
3. Keyboard Input & DeltaTime
Limn Engine fills display.keys[] with true while a key is held. Check key codes inside update() and multiply by deltaTime (dt) for frameβrateβindependent movement.
function update(dt) {
// Reset every frame so player stops when no key is held
player.speedX = 0;
player.speedY = 0;
// Arrow keys
if (display.keys[37]) player.speedX = -250 * dt; // β
if (display.keys[39]) player.speedX = 250 * dt; // β
if (display.keys[38]) player.speedY = -250 * dt; // β
if (display.keys[40]) player.speedY = 250 * dt; // β
// WASD β same thing, different codes
if (display.keys[65]) player.speedX = -250 * dt; // A
if (display.keys[68]) player.speedX = 250 * dt; // D
if (display.keys[87]) player.speedY = -250 * dt; // W
if (display.keys[83]) player.speedY = 250 * dt; // S
}
Common Key Codes
| Key | Code | Key | Code |
|---|---|---|---|
| β Left Arrow | 37 | A | 65 |
| β Up Arrow | 38 | W | 87 |
| β Right Arrow | 39 | D | 68 |
| β Down Arrow | 40 | S | 83 |
| Space | 32 | Enter | 13 |
| Escape | 27 | Shift | 16 |
π‘ Tip: Without
dt, your game runs faster on fast monitors. Withdt, 250 pixels per second is the same on every device.
4. Boundaries with move.bound()
move.bound() prevents a Component from walking off any edge of the canvas. One line replaces four manual if-checks.
function update(dt) {
if (display.keys[39]) player.speedX = 4;
if (display.keys[37]) player.speedX = -4;
else if (!display.keys[39]) player.speedX = 0;
// Keep player on screen
move.bound(player);
// OR clamp to custom boundaries
move.boundTo(player, 50, 750, 0, 580);
// left=50, right=750, top=0, bottom=580
// Leave top and bottom open (only clamp horizontally)
move.boundTo(player, 0, 800, false, false);
}
| Method | Parameters | Purpose |
|---|---|---|
move.bound(id) |
Component | Clamp to all four canvas edges |
move.boundTo(id, l, r, t, b) |
Component, left, right, top, bottom | Clamp to custom boundaries |
5. Rectangle Collision with crashWith()
crashWith(other) checks if two Components overlap and returns true if they do. This is the foundation for hit detection, pickups, and obstacle collision.
const player = new Component(40, 40, "blue", 100, 300, "rect");
const coin = new Component(20, 20, "gold", 400, 200, "rect");
const wall = new Component(200, 20, "gray", 300, 350, "rect");
display.add(player);
display.add(coin);
display.add(wall);
let score = 0;
function update(dt) {
// Move player
if (display.keys[39]) player.speedX = 4;
if (display.keys[37]) player.speedX = -4;
else if (!display.keys[39]) player.speedX = 0;
// Collect coin on touch
if (player.crashWith(coin)) {
score++;
coin.x = Math.random() * 760;
coin.y = Math.random() * 560;
}
// Stop at wall
if (player.crashWith(wall)) {
player.speedX = 0;
}
}
π‘ Tip:
crashWith()is rotation-aware. Even if your Component is rotated, collisions still work correctly.
6. Text with Tctxt
Tctxt is Limn Engine's rich text Component. It extends the base Component class with font size, font family, text alignment, optional background, and padding.
// Tctxt(size, font, color, x, y, align, stroke, baseline, background, padX, padY)
const scoreText = new Tctxt(
"22px", // font size
"Arial", // font family
"white", // text colour
20, 36, // x, y position
"left", // alignment: "left", "center", or "right"
false, // stroke mode (false = fill, true = outline only)
"alphabetic", // text baseline
"rgba(0,0,0,0.6)", // background fill colour (null to disable)
14, 6 // paddingX, paddingY
);
scoreText.setText("Score: 0");
display.add(scoreText);
let score = 0;
function update() {
score++;
scoreText.setText("Score: " + Math.floor(score / 60));
// Keep the score box locked to the screen when the camera moves
scoreText.fixed();
}
π‘ Tip:
fixed()must be called every frame. It keeps the text at the same screen position even when the camera moves.
| Parameter | Example | Purpose |
|---|---|---|
| size | "22px" | Font size as CSS string |
| font | "Arial" | Font family name |
| align | "left" | "left", "center", or "right" |
| stroke | false | false = filled text, true = outlined |
| background | "rgba(0,0,0,0.6)" | Background fill (null to disable) |
| padX / padY | 14, 6 | Pixel padding inside background |
7. Images with setImage()
Any Component can display an image instead of a coloured rectangle. Pass "image" as the type at construction, or call setImage(src) at any point.
// Method 1 β image at construction
const player = new Component(64, 64, "img/hero.png", 100, 100, "image");
display.add(player);
// Method 2 β switch to image at runtime
const enemy = new Component(40, 40, "red", 300, 200, "rect");
display.add(enemy);
enemy.setImage("img/enemy.png"); // switches to image mode
// Switch back to a colour rectangle
enemy.setColor("purple"); // image cleared, back to rect mode
| Method | Parameters | Behaviour |
|---|---|---|
setImage(src) |
file path | Load image β falls back to red rect on error |
setColor(color) |
CSS color | Switch back to filled rect |
π‘ Tip: If the image fails to load, Limn automatically falls back to a red rectangle so you can diagnose the problem.
8. Mouse Input & clicked()
Limn Engine stores the mouse position in display.x and display.y while pressed. clicked() checks if the press landed on a specific Component.
const btn = new Component(160, 50, "#7fffb2", 320, 270, "rect");
display.add(btn);
function update() {
// Check if mouse is pressed anywhere
if (display.x) {
console.log("Mouse at", display.x, display.y);
}
// Check if mouse pressed specifically on the button
if (display.x && btn.clicked()) {
btn.setColor("lime");
console.log("Button clicked!");
} else {
btn.setColor("#7fffb2");
}
}
π‘ Tip: Works on touchscreen too β
touchstartsetsdisplay.xanddisplay.yto the finger position.
9. Sound with the Sound Class
The Sound class wraps the browser's Audio API for simple load-and-play audio with volume control, looping, pause, and automatic clone-on-overlap.
// Create sounds at the top β preloading starts immediately
const jumpSfx = new Sound("audio/jump.wav");
const hitSfx = new Sound("audio/hit.wav", { volume: 0.8 });
const bgMusic = new Sound("audio/music.mp3", { loop: true, volume: 0.5 });
bgMusic.play(); // start background music
function update() {
// Jump on Space β reset key so it fires only once per press
if (display.keys[32]) {
display.keys[32] = false;
jumpSfx.play(); // clones if already playing β no cut-off
}
if (player.crashWith(enemy)) {
hitSfx.play();
}
}
| Method | Purpose |
|---|---|
play(volume?) |
Play sound β clones if already playing (overlap safe) |
stop() |
Stop and rewind to beginning |
pause() |
Pause at current position |
setVolume(0β1) |
Change volume |
setLoop(bool) |
Enable or disable looping |
isPlaying() |
Returns true if currently playing |
10. Game States with display.scene
display.scene is Limn Engine's scene management system. Every Component is registered to a scene number, and only Components whose scene matches display.scene are drawn and updated.
// Scene 0 β main menu
const playBtn = new Component(160, 50, "#7fffb2", 320, 270, "rect");
display.add(playBtn, 0);
// Scene 1 β gameplay
const player = new Component(40, 40, "cyan", 100, 100, "rect");
display.add(player, 1);
// Scene 2 β game over
const gameOverText = new Tctxt("36px","Arial","red",260,280,"center");
gameOverText.setText("GAME OVER");
display.add(gameOverText, 2);
display.scene = 0; // start on the menu
let playerDead = false;
function update() {
if (display.scene === 0) {
if (display.x && playBtn.clicked()) {
display.scene = 1; // start game
}
}
if (display.scene === 1) {
// gameplay logic here
if (playerDead) display.scene = 2;
}
}
π‘ Tip: Components default to scene 0 if you call
display.add(obj)without a second argument.
11. Coin Collector β Complete Tutorial
This builds a complete game using only Level 1 concepts β movement, collision, score, boundaries, and Tctxt.
<!DOCTYPE html>
<html>
<head>
<title>Coin Collector</title>
<script src="epic.js"></script>
</head>
<body>
<script>
let gameActive = true;
const display = new Display();
display.perform();
display.start(800, 600);
display.backgroundColor("green");
const player = new Component(40, 40, "blue", 400, 300, "rect");
display.add(player);
const scoreText = new Tctxt("24px", "Arial", "white", 20, 50);
scoreText.setText("Score: 0 / 10");
display.add(scoreText);
const winText = new Tctxt("48px", "Arial", "gold", 400, 300);
winText.align = "center";
winText.setText("YOU WIN!");
winText.hide();
display.add(winText);
const restartText = new Tctxt("20px", "Arial", "white", 400, 380);
restartText.align = "center";
restartText.setText("Press R to play again");
restartText.hide();
display.add(restartText);
let score = 0;
const totalCoins = 10;
let coins = [];
for (let i = 0; i < totalCoins; i++) {
let coin = new Component(30, 30, "gold",
Math.random() * 700 + 50,
Math.random() * 500 + 50, "rect");
display.add(coin);
coins.push(coin);
}
function restart() {
location.reload();
}
function update(deltaTime) {
if (display.keys[82]) { restart(); return; }
if (!gameActive) return;
// Player movement
if (display.keys[37]) player.speedX = -400 * deltaTime;
else if (display.keys[39]) player.speedX = 400 * deltaTime;
else player.speedX = 0;
if (display.keys[38]) player.speedY = -400 * deltaTime;
else if (display.keys[40]) player.speedY = 400 * deltaTime;
else player.speedY = 0;
move.bound(player);
// Coin collection
for (let i = 0; i < coins.length; i++) {
if (player.crashWith(coins[i])) {
display.camera.shake(3, 3);
coins[i].hide();
coins.splice(i, 1);
score++;
scoreText.setText("Score: " + score + " / " + totalCoins);
break;
}
}
// Win condition
if (score === totalCoins && gameActive) {
gameActive = false;
winText.show();
restartText.show();
scoreText.hide();
}
}
</script>
</body>
</html>
β What You Get:
- Move with arrow keys
- Collect gold coins
- Screen shake on collection
- Win screen when all coins collected
- Press R to restart
12. Quick Reference
| What you want | Code |
|---|---|
| Start the engine | const display = new Display(); display.start(800,600); |
| Add a coloured box | const b = new Component(w,h,"red",x,y); display.add(b); |
| Move with keys | if(display.keys[39]) player.speedX = 250*dt; |
| Stop moving |
player.stopMove(); or player.speedX = 0;
|
| Keep inside canvas | move.bound(player); |
| Detect collision | if(a.crashWith(b)) { ... } |
| Show score text | const t = new Tctxt("20px","Arial","white",10,30); t.setText("0"); |
| Lock HUD to screen | t.fixed(); // every frame |
| Display an image | obj.setImage("img/hero.png"); |
| Detect mouse click | if(display.x && btn.clicked()) { ... } |
| Play a sound | const s = new Sound("sfx.wav"); s.play(); |
| Switch game screen | display.add(obj, 1); display.scene = 1; |
What's Next?
You've completed Level 1: Beginner! π
| Level | Description |
|---|---|
| π’ Level 1 β Beginner | β You are here |
| π‘ Level 2 β Intermediate | Physics, tilemaps, camera follow |
| π Level 3 β Advanced | Particles, circle collision, dynamic tilemaps |
| π΄ Level 4 β 10x | Dualβrenderer, performance optimization, engine extension |
Special Thanks
"A heartfelt thank you to **GyaanSetu Javascript* for featuring Limn Engine and helping us share this tutorial with the JavaScript community. Your support means the world to us."*
If you're reading this because of GyaanSetu Javascript's post, welcome! We're thrilled to have you here.
Useful Links
| Resource | Link |
|---|---|
| Download Limn Engine | limn-engine.vercel.app |
| Complete API Reference | limn-engine.vercel.app/reference.html |
| Discord Community | discord.gg/ZqnUtTQb8 |
| GitHub | github.com/limn-engine |
Draw your game into existence. π¨
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