This is a WebAssembly port of Pekka Kana 2.
Play the game in your browser here.
This version should run on almost any desktop platform with a modern web browser, such as:
- Windows
- Linux
- Mac OS
- ChromeOS
- ...and more
Use the following keyboard and mouse controls, which can be redefined in the menu:
Left/Right Cursors - Move
Up Cursor Key - Jump
Down Cursor Key - Duck
Left Shift - Doodle attack
Left Ctrl - Egg attack
Left Alt - Walk
Space - Use item
Esc - Open in-game menu
If you want to use a physical game controller, you can toggle this feature on or off in Controls > Use Keyboard or Use Game Controller.
Once enabled, you can then attach and use physical gamepads at any time. Activate the controller you want to use by pressing a button whilst the game is running.
The primary analogue stick should always move Pekka; the D-Pad and other buttons can be configured in the menu.
If you are interested in building a standalone application, this project should be capable of compiling working desktop apps for Windows and Linux, but this is untested.
This build supports browser-based multi-touch. On-screen controls should work on most modern tablet or mobile devices with a touch screen, including:
- Android phones and tablets
- iOS phones and tablets
- Windows tablets
Please note that if you are using Android, the native app should always outperform the WebAssembly build because there is no browser overhead.
Do not enable touch controls if you are not using a touch screen device. Doing so may make it difficult to navigate some screens, because the mouse cursor is removed and other controls are altered.
Saved games, high scores and settings are automatically stored in your browser's database and should persist between normal browsing sessions.
Android APK building is not included in this version, because there is already another project focussing on that. It should be straightforward to re-merge the two projects if desired and updates on this project do consider compatibility with the other. For Android builds and other updates, please refer to Danilo Lemos' version.
Pekka Kana 2 is in active development, already has an SDL2 backend, and this fork required few changes for the first successful run. There should be almost no visual or game play differences from the current desktop and Android versions.
You can switch between linear and nearest neighbour resampling in the menu, if you prefer a sharper look. The browser is asked to handle this, and it requires the (supplied) custom HTML template.
This game contains 16 sequenced music tracks in FastTracker 2 (.xm) format. These tracks are mixed and played in real-time.
The default levels do not use these streaming formats, so support for them has been disabled to reduce download time. Custom third-party levels that include these formats will instead play the default track from level 1 in the first episode.
Waveform sound effects play as expected.
You can start Pekka Kana 2 with command-line arguments to enable different features.
Arguments unique to this version:
unlock
-- unlock all levels without entering full debug mode (useful if the browser database gets cleared)touchscreen
-- switch to touchscreen mode and enable on-screen controls without assuming Android is the OS
Other useful arguments include:
dev
-- developer mode (assumesunlock
)test <map_path/level_path>
-- skip to, and test a level
Note that this game requires no leading dash on any of the arguments.
- You cannot change the player's name in the WebAssembly version when the touch controls are activated, so in that scenario the name entry screen will be skipped. This is due to limited support for on-screen keyboard entry, which may be added later.
Compiling this project is straightforward:
Download Emscripten's WebAssembly emsdk from https://emscripten.org/
Next, run these commands:
cd <emsdk_path>
./emsdk install
./emsdk activate
source emsdk_env.sh
cd <pk2_source_path>
emmake make
Emscripten will be detected and used during the build. Afterwards, you will find index.html
, index.js
, index.wasm
and index.data
in the bin
folder. For best download time, pre-compress these files with GZip or Brotli and ensure your web server sends them to the client's browser as-is.
The entire game should be under 8MB when compressed.
- (C) Janne Kivilahti (Piste Gamez), 2003 -- Original release
- Samuli Tuomola, 2010 -- First SDL port
- Danilo Lemos, 2016-2020 -- Android and SDL2 (this saved a lot of time)!
The original README.md
is now named README-old.md
.