# Hey there!
Nice to meet you! Here you will find all the official documentation and tutorials for ct.js.
ct is read as
kΛtæ) is a game framework and editor aimed for creation of 2D games. It is based on web technologies and supports lots of platforms. The framework is designed with modularity in mind, allowing additional modules to expand its possibilities and ease the development process.
# Where to start?
Try completing one of our tutorials. They will teach you how to use ct.js, how its library works, how to create basic game features and more. Then, dig into examples that are placed in
ctjs/examples folder and look how more serious projects are done.
Use this documentation whenever you want from the side panel of ct.js, learn its core library.
Some additional modules are vital for building a good game. You will need to know how to use such libraries as
ct.keyboard. Each module has its own reference which you can get inside ct.js in the expandin panel on the right edge of the window.
ct.keyboard are also widely used in our tutorials, and they are good for learning how to use such libraries.
If you get stuck, create a topic at the ct.js forum so others can help you.
# Basic concepts
Any ct.js game consists of textures, copies, types, and rooms.
- A texture is an image that doesn't do much by itself but is used by copies and can be drawn with code. This asset is also referred to as a sprite, but it can also be a tileset, a background, etc.
- A copy is a logical entity in your game that can interact with user inputs and other copies. Enemies, trees, bullets, gems, bonuses, cats — everything is a copy. Copies are often called "objects", "actors" or "instances" in other game engines.
- Each copy corresponds to a specific type. A type is a template for new copies with common settings and behavior. It may be called a class or an object in other game engines.
- A room is a 2D space in your game where you place your copies. Rooms may have their own additional behavior (level scripts). Rooms are also often referred to as levels or maps. A notable difference is that rooms in ct.js are boundless when other 2D engines tend to set a specific size to it.
There are additional resources that help make games jucier, better, fun to play, and easier to develop:
- Actions that combine different input methods into one API, so you can code once for keyboards, gamepads, virtual joysticks and for other stuff.
- Catmods are additional modules that hack on the core library, add new tools for programming and new features to the engine.
- Custom fonts allow you to use .ttf files in your games, so your game looks nicely in every browser or PC.
- Emitter tandems, or simply particle systems, are flexible visual effects made of textures. Explosions, magic effects, rain, snow, and many other special effects may be made with these.
- Skeletal animations for skinnable characters with smooth animations.
- Sounds are audio assets that are played by code.
- Styles are templates for drawing labels that are used while making the user interface.