Introducing Kiwi.js framework with the creation of an HTML5 Spellfall prototype

If you liked the Spellfall prototype I showed you earlier this week made with Phaser, i am going to show you the same prototype made with another HTML5 framework which works in a very similar manner: Kiwi.js.


Among its features you will find:

2D CANVAS AND WEBGL RENDERING: Your games can target both canvas and WebGL. Use canvas for older browsers and most mobile browsers. Use WebGL for the latest browsers, and in conjunction with Cocoon.js to build fast native mobile apps.

TARGET COCOON.JS: Make games for app stores by configuring your game to compile within the Cocoon.js system.

FLEXIBLE GAME OBJECTS: Support for spritesheets, texture atlases and individual images give you plenty of options for creating and managing animations and static images.

FULL DISPLAY LIST: Place your game objects within groups and subgroups to manage their transformation and z – ordering.

ENTITY / COMPONENT SYSTEM: Build your own game objects by extending the core game objects and attaching components such as physics to give them additional functionality.

MULTITOUCH SUPPORT: Make the most of touch device capability and make games for multitouch and well as single touch.

STATE MANAGEMENT: Easily create and manage your game states. States are the main way you arrange and manage your resources.

FILE MANAGEMENT AND LOADING: Easily add images, audio and data resources. Includes resource loaders, and easy access and management of your files.

The making of Spellfall prototype was very similar to the Phaser version, so here is the source code organized in the same way as the Phaser counterpart for you to compare them:

As you can see, this framework too is really easy to use.

And this is the final result:

You should know how to play: just select a tile and drag onto another to swap them.

Download the source code and give a try to Kiwi.js