Documentation · 0.9.22
Make a game with Will Engine.
New to the editor? The tutorials walk through a first project: install, a picture, a scene, a sheet, an animation, and a prefab. These pages are the reference: the object model, the files a project keeps, and the APIs game scripts call.
Start here
- Tutorials — install, a picture in WeTools, a scene, a sheet, an animation, and a prefab.
- Getting started — the project folder, a first component, Play, and a build.
- Scripting — lifecycle, what the Inspector saves, hot reload.
- Rendering — the indexed canvas, sprites, text, tile maps, particles, animation.
- Assets — GUIDs, folders, and the file formats.
- Input, audio, and saves — keyboard, mouse, gamepad, the mixer, fixed time,
SavesandPrefs. - UI — touch areas, buttons, sliders, scroll views, masks.
- Collision — shapes, layers, and
Move. - Cameras and builds — cameras, tweens, sequences, and the four build targets.
The shape of a game
A scene holds GameObjects. Every object has one Transform: position, scale, rotation in degrees clockwise, and a pivot. Behavior is a subclass of Component. The editor shows public fields and public get/set properties in the Inspector and writes them into .wscene and .wpb files.
Coordinates are canvas pixels. The origin is the top-left, +x goes right, +y goes down. A new project is 320×240. OnUpdate receives a fixed step, 1 / GameTime.FrameRate, which is 1/60 s until you change it.
Pictures are palette-indexed. A palette can be swapped at runtime without rewriting pixels. The renderer draws on the CPU; the GPU only presents the frame.