Starting and shipping a project
Scaffolding
Start from the template rather than assembling a build by hand:
npm create melonjs@latest my-game
The project name is required — without it the command prints its usage and exits. It downloads the melonJS TypeScript boilerplate (Vite, TypeScript and the debug plugin already wired in), which saves you the top-level-await and asset-path issues that a hand-rolled config usually hits first.
Adding melonJS to an existing project
npm install melonjs
import { Application, Sprite, loader } from "melonjs";
The package is a tree-shakeable ES module with TypeScript declarations included and no runtime dependencies.
A CDN build exists for quick experiments, but not for production:
<script type="module">
import { Application } from "https://cdn.jsdelivr.net/npm/melonjs@20/+esm";
</script>
Browser support and transpiling
The published bundle targets ES2022 and uses private class members. A browser that predates that cannot parse the file at all — it fails at load, not when a feature is used, so the symptom is a blank page with a syntax error.
To support older browsers, transpile melonJS together with your own code.
The usual trap is that build setups skip node_modules by default, leaving
melonJS untouched however low you set your target:
// vite.config.js — esbuild downlevels dependencies too
export default { build: { target: "es2020" } };
// webpack: the default `exclude: /node_modules/` would skip melonjs
{ test: /\.js$/, exclude: /node_modules\/(?!melonjs)/, use: "babel-loader" }
Two caveats worth knowing:
- Transpiling handles syntax only. Built-in methods need separate polyfills;
a bundler's
targetsetting will never add them. - Downlevelled private class members become
WeakMaplookups, and melonJS uses them in the renderer's hot paths. This is a real trade, not a free switch.
Native apps
Capacitor is the current recommendation for iOS and Android — see
@melonjs/capacitor-plugin. Cordova also works and is documented, but is the
older route.
The thing that breaks first in both is asset loading: the app is served from
file://, where fetch() cannot read local files. melonJS's loader falls back
to XHR for that scheme, so engine-loaded assets work — but any fetch() in
your game code will fail there.
Mini-game platforms
WeChat Mini Games and Facebook Instant Games are both documented in the
wiki. Note that device.platform.isWeixin detects WeChat's in-app browser,
which is a normal WebView. WeChat Mini Games are a different runtime with no
DOM, and need platform-specific adaptation rather than just detection — the one
hook the engine offers is that the renderer adopts a globalThis.canvas when
the runtime's adapter provides one, instead of creating its own.
Size
The whole engine is roughly 250 KB minzipped. Tree-shaking helps less than you might expect — the engine's subsystems reach each other, so a game importing a handful of symbols still pulls most of it. Budget for the full figure.
Practical wins are in assets, not the engine: pack sprites into atlases, prefer
one tileset over several, and use stream: true for long music tracks so they
are not decoded into memory.
Symptom → cause
| symptom | cause |
|---|---|
| blank page, syntax error in the console | browser older than the ES2022 target |
| transpiling changes nothing | build config excludes node_modules |
| assets 404 in a packaged native app | fetch() in game code — file:// needs XHR |
| a built-in method is missing after transpiling | transpiling is syntax-only; polyfills are separate |
| bundle much larger than expected | tree-shaking recovers little — subsystems are interconnected |
Related skills
melonjs— the companion packages, including the Capacitor pluginmelonjs-getting-started— the Application bootstrap the template produces