The Raspberry Pi is an inexpensive portable computer, but its power consumption is high, and it’s not suitable for every gaming task.
That’s where the Electron Game Engine comes in.
Electron is a game engine written in JavaScript and developed by Electron Gaming.
Electrons goal is to create a portable, easy to build and deploy software that can run on most devices.
The game engine itself uses a simple programming language called Electron JS, and Electron uses a game console, the Electrum, for multiplayer game-making.
Electrum was built to run a simple browser game called The Legend of Zelda: Ocarina of Time.
Electrums goal is also to be portable: Electron has no dependencies other than a single Electrum game and a few plugins, and you don’t need to install any software in order to run it.
The Electrum plugin has a lot of features, and the ElectraRoms GitHub repository has a nice tutorial on how to get started with the plugin.
We’ll get started now, but first, let’s take a closer look at Electron and what it can do.
Electrodex The Electron engine is built on top of Electrum.
The two engines are separated by a few file formats.
ElectraMorph is a static library that acts as the base for the game engine and can be downloaded and installed from Electrum’s GitHub repository.
The other file format is ElectraGame, which is a GameMaker-compatible game editor that allows the engine to generate a number of game objects.
The interface for Electron Games engine is simple, and we’ll get to that in a second.
Electro Games has many plugins, including an online multiplayer game editor called The Electrolab, which lets you create your own game environments.
It’s a little complicated to get up and running with the Electrolabs online multiplayer tool, but it’s really easy to configure.
There’s also a plugin for Electrum called ElectroGame, but this plugin isn’t available yet.
The Plugin manager in Electron lets you download and install the plugins you want, and when you install it, it automatically creates the required ElectronGame.js file.
We can now open ElectronGames.js and edit the Electro Game file to use it.
We also need to import the plugin in order for it to be used.
Open Electron’s file manager.
Type in the following line: var electronGame = new Electron.
Game(‘electrongame.js’); If you want to run the game in your browser, you can click the “Run in your Browser” button.
If you’re a developer, you’ll want to make sure that the Electrons Javascript file loads before the game.
The plugin should be available in the Electromorph plugins folder, and click on the “Add Plugins” button to add it to the list.
Click “Next” when you’ve finished editing the plugin and the “Install” button for the ElectrodEX file.
After installing the plugin, we can open Electro’s file editor.
You’ll see two file types here: the Electromancer file type, which we can use to create our game’s elements and a game object, the “Game Object”.
The Game Object is the main object in the game, and its main purpose is to play the game itself.
The Game object has a number that represents how many turns the game will last.
In the case of the game above, the number is 4.
We’re going to set that to 0.
Next, we’ll add a function to create an object that looks like this: function createGameObject() { var gameObject = new GameObject(); gameObject.id = 4; gameObject[0].name = ‘Game Object’; gameObject[“name”].text = ‘Electron Game’; gameObj.className = ‘electronGame’; gameobj[“width”].width = 4.25; gameObj[“height”].height = 4.; gameObj[‘speed”].speed = 0.5; gameobj.animate(); return gameObject; } The “GameObject” class represents the game object that the player will see when playing the game at a specified speed.
The “name” property defines the name of the Game object.
The text property specifies the name and description of the object.
And finally, the properties “width”, “height”, and “speed” define how fast the object moves when it’s moved.
For now, we’re only interested in the speed property, but the gameObject class has many other properties that affect the object’s behavior.
Here’s an example of how to use the “speed property”: var gameObj = new gameObject(); // Create a Game object and a new Game object gameObj .
name = ‘Guitar’; gameId = 0; gameId++; gameObj[