Getting started with melonJS
Bootstrapping a melonJS 20.x game: the
Applicationlifecycle, the mandatoryawait app.init(), the world container, and what the renderer fallback means for feature availability.
Applies to: melonJS 20.x. Older major versions differ — see the
melonjs-20-migration skill.
The bootstrap
Application construction is synchronous but initialisation is not. init()
returns a promise and must be awaited before building any renderable, loading
assets, or entering a scene.
import { Application, Text } from "melonjs";
const app = new Application(1218, 562, {
parent: "screen", // id of the DOM element to mount into
scale: "auto",
backgroundColor: "#202020",
});
await app.init(); // ← REQUIRED. Nothing below works without it.
app.world.addChild(
new Text(609, 281, {
font: "Arial",
size: 160,
fillStyle: "#FFFFFF",
textAlign: "center",
textBaseline: "middle",
text: "Hello World !",
}),
);
This is the single most common thing to get wrong. On 19.x the constructor
called init(width, height, options) for you; on 20.x init() takes no
arguments and calling — and awaiting — it is your job. Nothing that follows
names the missing call. The constructor does build app.world, so adding a
plain renderable succeeds and simply never draws — no canvas is appended and the
app never subscribes to the frame tick — while constructing a Sprite or a
Text throws Cannot read properties of undefined (reading 'renderer'),
because the global game those two fall back on is only set once the first
init() resolves. Either way app.renderer and app.viewport stay undefined
and the page stays blank.
init() is asynchronous because acquiring a WebGPU device is asynchronous. There
is no synchronous alternative.
Top-level await
The bootstrap needs await at module scope. In an ES module that is fine. If the
surrounding tooling does not allow it, wrap it:
async function main() {
const app = new Application(800, 600, { parent: "screen" });
await app.init();
// …
}
void main();
Choosing a renderer
video.AUTO (the default) tries WebGPU → WebGL 2 → Canvas and uses the first
that works.
import { video } from "melonjs";
const app = new Application(800, 600, {
parent: "screen",
renderer: video.AUTO, // default; or video.WEBGPU / video.WEBGL / video.CANVAS
});
Two consequences worth knowing before writing rendering code:
- Which backend you get is a runtime fact, not a build-time one. The same code runs on a different renderer depending on the machine. Do not assume WebGL.
- Not every feature exists on every backend. Shader effects and post effects need a programmable pipeline and are inert on Canvas. Where a feature degrades, the engine warns once rather than throwing — so a missing effect is a console warning, not a crash.
Pin the renderer explicitly (video.WEBGL) only when you have a reason to. It
costs you the WebGPU path and the Canvas fallback.
The scene graph
app.world is the root Container. Everything drawn is a descendant of it.
app.world.addChild(sprite, 10); // 10 is the z / draw order
Pass the z-order as the second argument to addChild — it is the only form
that works. renderable.z does not exist as a property, setting depth before
addChild is overwritten by autoDepth, and setting it afterwards does not
resort. See the melonjs-renderables skill for the full explanation.
Scenes
For anything beyond a single screen, use Stage subclasses and the state
manager rather than mutating app.world directly:
import { Stage, state } from "melonjs";
class PlayScreen extends Stage {
onResetEvent() { /* build the scene */ }
onDestroyEvent() { /* tear it down */ }
}
state.set(state.PLAY, new PlayScreen());
state.change(state.PLAY);
onResetEvent runs every time the state is entered, not once — build scene
content there, not in the constructor.
Loading assets
Assets are declared and preloaded through loader; audio needs audio.init()
with the formats you ship before any audio asset is preloaded.
import { audio, loader } from "melonjs";
loader.setOptions({ crossOrigin: "anonymous" }); // needed for remote assets
audio.init("mp3,ogg"); // BEFORE preloading audio
await loader.preload([
{ name: "tileset", type: "image", src: "data/img/tileset.png" },
{ name: "jump", type: "audio", src: "data/sfx/" }, // directory, not file
]);
Two ordering rules that produce confusing failures when missed:
audio.init()must run before any audio asset is preloaded, and names the formats you actually ship. Preloading first throws "target audio extension(s) should be set through me.audio.init() before calling the preloader".- The audio
srcis a directory, not a file. The loader appends the assetnameplus each configured extension, so a full filename gives you a 404.
anchorPoint defaults to the centre
Renderable.anchorPoint is (0.5, 0.5), so pos is an object's centre, not
its top-left. Container forces (0, 0) instead.
Writing top-left math against a centred anchor puts everything half a sprite off with no error — it is the most common source of "close but subtly wrong" placement.
Common mistakes
| symptom | cause |
|---|---|
blank page, nothing drawn, or a TypeError reading renderer from new Sprite / new Text |
missing await app.init() |
| objects draw in the wrong order | .z/depth set instead of addChild(child, z) — .z is not even a real property |
| shader/post effect does nothing, warning in console | running on the Canvas renderer |
| audio 404s | audio asset src given as a file rather than a directory |
| scene content appears once and never resets | scene built in the constructor instead of onResetEvent |
| everything offset by half a sprite | top-left math against the centred anchorPoint default |
a Tween or ParticleEmitter does nothing |
.start() / streamParticles() never called |
| cross-origin textures fail to load | missing loader.setOptions({ crossOrigin: "anonymous" }) |
Related skills
melonjs-20-migration— what changed in 20.x that older code and older training data get wrongmelonjs-renderables— customRenderablesubclasses, pointer events, post effects and the traps in each