| name | melonjs-20-migration |
| description | 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.
const app = new Application(800, 600, { parent: "screen" });
app.world.addChild(sprite);
const app = new Application(800, 600, { parent: "screen" });
await app.init();
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:
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:
| deprecated | since | use instead |
|---|
CanvasTexture | 17.1.0 | CanvasRenderTarget |
Compositor | 18.1.0 | WebGLBatcher |
PrimitiveCompositor | 18.1.0 | PrimitiveBatcher |
QuadCompositor | 18.1.0 | QuadBatcher |
Math (capitalised) | 18.0.0 | math (lowercase) |
device.requestFullscreen / exitFullscreen | 19.7.0 | app.requestFullscreen() / app.exitFullscreen() |
renderable.shader = … | 19.2.0 | addPostEffect() |
Entity | 18.1.0 | Sprite / Renderable + a Body |
loader.onload / onProgress / onError | 18.2.0, removed 20.3 | the LOADER_* events, or preload(assets, onloadcb) |
response.overlap / overlapN / overlapV | — | response.depth / response.normal |
setLineWidth() | 17.3.0 | the 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
- Is
await app.init() there?
- Is the code assuming WebGL when it might be running on Canvas or WebGPU?
- Is it using
renderable.shader = instead of addPostEffect()?
- Is it importing a deprecated symbol from the table above?
- 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