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melonjs-20-migration

Use this skill when writing melonJS code that may be based on pre-20.x knowledge, when migrating a game from melonJS 19.x or earlier, or when an API you expected does not exist. Covers the mandatory async Application.init(), the WebGL 2 baseline and WebGPU backend, renderable post effects replacing the shader property, and the deprecated exports still present. Triggers on: migration, upgrade, melonJS 19, me.game, me.video.init, renderable.shader, Compositor, CanvasTexture, me.Math, deprecated.

Published by melonjs ↗melonjs/melonJS

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SKILL.md

name: melonjs-20-migrationdescription: "Use this skill when writing melonJS code that may be based on pre-20.x knowledge, when migrating a game from melonJS 19.x or earlier, or when an API you expected does not exist. Covers the mandatory async Application.init(), the WebGL 2 baseline and WebGPU backend, renderable post effects replacing the shader property, and the deprecated exports still present. Triggers on: migration, upgrade, melonJS 19, me.game, me.video.init, renderable.shader, Compositor, CanvasTexture, me.Math, deprecated."license: MIT

Migrating to melonJS 20.x

What changed in melonJS 20.x, and which older APIs are gone, deprecated, or renamed. Read this before writing melonJS code from memory — much of what is published about melonJS predates 20.0.

Why this skill exists: most melonJS material in circulation describes 19.x or earlier. Code written from that knowledge looks correct and fails at runtime. The items below are ordered by how likely they are to be reproduced from memory.

1. Application.init() is mandatory and asynchronous

Since 20.0, constructing an Application no longer initialises it.

// ✗ pre-20.x — the constructor called init(width, height, options) for you
const app = new Application(800, 600, { parent: "screen" });
app.world.addChild(sprite);          // added, but nothing ever renders

// ✓ 20.x
const app = new Application(800, 600, { parent: "screen" });
await app.init();                    // REQUIRED
app.world.addChild(sprite);

init() is async because acquiring a WebGPU device is async. There is no synchronous alternative, and no automatic fallback that papers over the missing call. Nothing that then breaks names it: the constructor still builds app.world, so children can be added and simply never draw — no canvas is appended, the app never subscribes to the frame tick, and app.renderer / app.viewport stay undefined — while constructing a Sprite or Text first throws a TypeError on the unset global game instead.

The signature changed too: 19.x took init(width, height, options), 20.x takes none, and anything passed is ignored (settings come from the constructor).

video.init(...) no longer exists. The video module now exports only the four renderer constants (AUTO, CANVAS, WEBGL, WEBGPU) — there is no init on it to call. Any code shaped like me.video.init(800, 600, {...}) is from a removed API. Build an Application and await init().

Note that import * as me from "melonjs" still works, so me.Sprite style is fine. It is the globals bootstrap that is gone, not the namespace import.

2. Post effects replaced the shader property

renderable.shader = … is deprecated since 19.2.0. Use the post-effect API:

// ✗ deprecated
mySprite.shader = new ShaderEffect(app.renderer, glslBody);

// ✓
mySprite.addPostEffect(new ShaderEffect(app.renderer, glslBody));

Related trap: removePostEffect() destroys the effect — and so does assigning renderable.shader, which destroys whatever it replaces. Only an effect carrying shared = true is spared. To turn one off temporarily, toggle effect.enabled instead: remove-and-re-add hands you back an object whose GPU resources have already been freed.

3. WebGL 2 is the baseline; WebGPU is the default attempt

video.AUTO now tries WebGPU → WebGL 2 → Canvas. WebGL 1 is gone.

Consequences:

  • Which backend runs is a runtime fact. Do not write code that assumes WebGL.
  • Custom shaders can carry both GLSL and WGSL in one asset, so one effect runs on either GPU backend.
  • Features needing a programmable pipeline are inert on Canvas and warn once rather than throwing.

4. Deprecated exports still present

These resolve but should not be used in new code:

deprecatedsinceuse instead
CanvasTexture17.1.0CanvasRenderTarget
Compositor18.1.0WebGLBatcher
PrimitiveCompositor18.1.0PrimitiveBatcher
QuadCompositor18.1.0QuadBatcher
Math (capitalised)18.0.0math (lowercase)
device.requestFullscreen / exitFullscreen19.7.0app.requestFullscreen() / app.exitFullscreen()
renderable.shader = …19.2.0addPostEffect()
Entity18.1.0Sprite / Renderable + a Body
loader.onload / onProgress / onError18.2.0, removed 20.3the LOADER_* events, or preload(assets, onloadcb)
response.overlap / overlapN / overlapV—response.depth / response.normal
setLineWidth()17.3.0the lineWidth property

Two of these deserve emphasis:

  • Entity is still exported, so code using it compiles and runs while being the wrong shape for 20.x. Compose a Sprite/Renderable with a Body instead.
  • The capitalised Math shadows the global Math if imported carelessly. me.Math.random() from older docs resolves to the deprecated re-export.

5. The global game is not the modern shape

game is still exported, but since 20.0 it names the most recently initialized Application and is undefined until the first init() resolves — so anything reading it at module scope gets undefined. Take the Application instance as a parameter instead: Stage#onResetEvent and onDestroyEvent are handed it, and any renderable can reach it through parentApp.

6. Node and SSR

melonJS imports cleanly under Node — useful for isomorphic apps and for tooling. It has no runtime dependencies as of 20.3. Do not add polyfills for globalThis, String.trimStart or String.trimEnd: the published bundle targets ES2022, so every environment that can parse it already has them.

7. Browser support

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. Transpile if you need older browsers, and note that transpiling handles syntax only: built-in methods need separate polyfills, which a bundler's target setting will never add.

The shipped examples are not all current

The examples in this repository are the best reference for how melonJS is assembled, but a few contain stale comments or legacy calls. Do not learn these from them:

  • webgpu/ has a comment claiming "video.AUTO never selects the WebGPU backend". That is pre-20 leftover — AUTO tries WebGPU first. The code is right; the comment is wrong.
  • Several examples assign viewport.shader = … / sprite.shader = …, which is deprecated. addPostEffect() is current.
  • Five files set this.z = Number.POSITIVE_INFINITY on a HUD. That property does not exist; those HUDs draw on top only because they are added last.
  • platformer/entities/player.ts reads response.overlapV, the deprecated field. Use response.depth / response.normal.
  • Particle speeds tuned before 20.2 look wrong now: the particle transform fix changed how far a burst travels, and emitters were retuned upward to match.

Checklist when code "should work" but doesn't

  1. Is await app.init() there?
  2. Is the code assuming WebGL when it might be running on Canvas or WebGPU?
  3. Is it using renderable.shader = instead of addPostEffect()?
  4. Is it importing a deprecated symbol from the table above?
  5. Is it referencing a global game?

Related skills

  • melonjs-getting-started — the correct 20.x bootstrap in full
  • melonjs-renderables — post effects, pointer events and custom draw code