Use this skill when packaging, shipping or scaffolding a melonJS game — starting a project with create-melonjs, building for the web, wrapping as a native app with Capacitor or Cordova, publishing to WeChat Mini Games or Facebook Instant Games, browser support and transpiling. Triggers on: create-melonjs, scaffold, new project, build, deploy, publish, Capacitor, Cordova, native app, iOS, Android, WeChat, Instant Games, browser support, transpile, ES2022, bundle size, tree-shaking.
npx skills add https://github.com/melonjs/melonJS --skill melonjs-deployment
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.
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>
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:
a bundler's target setting will never add them.
WeakMap lookups, and melonJS usesthem in the renderer's hot paths. This is a real trade, not a free switch.
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.
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.
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 |
|---|---|
| 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 |
melonjs — the companion packages, including the Capacitor pluginmelonjs-getting-started — the Application bootstrap the template producesTake melonjs/melonjs-deployment from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.
The instructions reference npm.
Without those the skill loads but fails at the first command.