# VibeGame Engine A 3D game engine with declarative XML syntax and ECS architecture. Start playing immediately with automatic player, camera, and lighting - just add a ground to prevent falling. ## Core Architecture ### ECS (Entity Component System) - **Entities**: Just numbers (IDs), no data or behavior - **Components**: Pure data containers (position, health, color) - **Systems**: Functions that process entities with specific components - **Queries**: Find entities with specific component combinations ### Plugin System Bevy-inspired modular architecture: - **Components**: Data definitions using bitECS - **Systems**: Logic organized by update phases (setup, fixed, simulation, draw) - **Recipes**: XML entity templates with preset components - **Config**: Defaults, shorthands, enums, validations, parsers, adapters ### Update Phases 1. **SetupBatch**: Input gathering and frame setup 2. **FixedBatch**: Physics simulation at fixed timestep (50Hz) 3. **SimulationBatch**: Game logic and state updates 4. **DrawBatch**: Rendering and interpolation ## Critical Rules ⚠️ **Physics Position Override**: Physics bodies override transform positions. Always use `pos` attribute on physics entities, not transform position. ⚠️ **Ground Required**: Always include ground/platforms or the player falls infinitely. ⚠️ **Component Declaration**: Bare attributes mean "include with defaults", not "empty". ## Essential Knowledge ## Instant Playable Game ```html ``` This creates a complete game with: - ✅ Player character (auto-created) - ✅ Orbital camera (auto-created) - ✅ Directional + ambient lighting (auto-created) - ✅ Ground platform (you provide this) - ✅ WASD movement, mouse camera, space to jump ## Development Setup After installation with `npm create vibegame@latest my-game`: ```bash cd my-game bun dev # Start dev server with hot reload ``` ### Project Structure - **TypeScript** - Full TypeScript support with strict type checking - **src/main.ts** - Entry point for your game - **index.html** - HTML template with canvas element - **vite.config.ts** - Build configuration ### Commands - `bun dev` - Development server with hot reload - `bun run build` - Production build - `bun run preview` - Preview production build - `bun run check` - TypeScript type checking - `bun run lint` - Lint code with ESLint - `bun run format` - Format code with Prettier ## Physics Objects ```xml ``` ## CRITICAL: Physics Position vs Transform Position ⚠️ **Physics bodies override transform positions!** Always set position on the body, not the transform, for physics entities. ```xml ``` ## ECS Architecture Explained Unlike traditional game engines with GameObjects, VibeGame uses Entity-Component-System: - **Entities**: Just numbers (IDs), no data or behavior - **Components**: Pure data containers (position, health, color) - **Systems**: Functions that process entities with specific components ```typescript // Component = Data only const Health = GAME.defineComponent({ current: GAME.Types.f32, max: GAME.Types.f32 }); // System = Logic only const healthQuery = GAME.defineQuery([Health]); const DamageSystem: GAME.System = { update: (state) => { const entities = healthQuery(state.world); for (const entity of entities) { Health.current[entity] -= 1 * state.time.deltaTime; if (Health.current[entity] <= 0) { state.destroyEntity(entity); } } } }; ``` ## What's Auto-Created (Game Engine Defaults) The engine automatically creates these if missing: 1. **Player** - Character with physics, controls, and respawn (at 0, 1, 0) 2. **Camera** - Orbital camera following the player 3. **Lighting** - Combined ambient + directional light with shadows You only need to provide: - **Ground/platforms** - Or the player falls forever - **Game objects** - Whatever makes your game unique ### Override Auto-Creation (When Needed) While auto-creation is recommended, you can manually create these for customization: ```xml ``` **Best Practice**: Use auto-creation unless you specifically need custom positions, properties, or multiple instances. The defaults are well-tuned for most games. ## Post-Processing Effects Requires including the PostprocessingPlugin in the builder, as it is not included in the DefaultPlugins. ```typescript import { PostprocessingPlugin } from 'vibegame/postprocessing'; GAME .withPlugin(PostprocessingPlugin) .run(); ``` ## 3D Text Requires including the TextPlugin in the builder, as it is not included in the DefaultPlugins. ```typescript import { TextPlugin } from 'vibegame/text'; GAME .withPlugin(TextPlugin) .run(); ``` ```xml ``` ## Vector Lines Requires including the LinePlugin in the builder, as it is not included in the DefaultPlugins. ```typescript import { LinePlugin } from 'vibegame/line'; GAME .withPlugin(LinePlugin) .run(); ``` ```xml ``` ```xml ``` ## Common Game Patterns ### Basic Platformer ```xml ``` ### Collectible Coins (Collision-based) ```xml ``` ### Physics Playground ```xml ``` ## Recipe Reference | Recipe | Purpose | Key Attributes | Common Use | |--------|---------|---------------|------------| | `` | Immovable objects | `name`, `pos`, `shape`, `size`, `color` | Grounds, walls, platforms | | `` | Gravity-affected objects | `name`, `pos`, `shape`, `size`, `color`, `mass` | Balls, crates, falling objects | | `` | Script-controlled physics | `name`, `pos`, `shape`, `size`, `color` | Moving platforms, doors | | `` | Visual entity (no physics) | `name`, `pos`, `shape`, `size`, `color` | Decorations, visual effects | | `` | Text container | `name`, `pos`, `gap`, `align` | Text layouts | | `` | Text element | `name`, `text`, `font-size`, `color` | Individual words, labels | | `` | Player character | `pos`, `speed`, `jump-height` | Main character (auto-created) | | `` | Base entity | `name`, any components via attributes | Custom entities | | `` | Animation | `target`, `attr`, `to`, `from`, `duration`, `easing` | Animate named entities | | `` | Animation group | `name`, `autoplay` | Reusable animation sequences | | `` | Sequence timing | `duration` | Separate parallel tween groups | ### Shape Options - `box` - Rectangular solid (default) - `sphere` - Ball shape ### Size Attribute - Box: `size="width height depth"` or `size="2 1 2"` - Sphere: `size="diameter"` or `size="1"` - Broadcast: `size="2"` becomes `size="2 2 2"` ## Name Resolution Pattern Entities with `name` attribute are registered at parse time. Names resolve to entity IDs for cross-entity references. ```xml ``` Runtime lookup: `state.getEntityByName('door')` returns entity ID or null. ## Tweening (Animation) Tweens are one-shot animations that auto-destroy on completion. They reference entities by `name`. ### Tween Attributes | Attribute | Required | Description | |-----------|----------|-------------| | `target` | Yes | Name of entity to animate | | `attr` | Yes | Property path or shorthand (`at`, `scale`, `rotation`) | | `to` | Yes | End value (single or "x y z") | | `from` | No | Start value (defaults to current) | | `duration` | No | Seconds (default: 1) | | `easing` | No | Easing function (default: linear) | ### Shorthand Targets Shorthands expand to 3 tweens (one per axis): | Shorthand | Expands To | Values | |-----------|------------|--------| | `at` | transform.posX/Y/Z | `"x y z"` position | | `scale` | transform.scaleX/Y/Z | `"x y z"` scale | | `rotation` | body or transform euler | `"x y z"` degrees | ### Property Paths - `body.pos-x/y/z` - Physics position (use for kinematic-part) - `transform.pos-x/y/z` - Transform position - `transform.scale-x/y/z` - Scale - `body.euler-x/y/z` or `transform.euler-x/y/z` - Rotation ### Easing Functions `linear` (default), `sine-in/out/in-out`, `quad-in/out/in-out`, `cubic-in/out/in-out`, `back-in/out/in-out`, `elastic-in/out/in-out`, `bounce-in/out/in-out` ### XML Tween Examples ```xml ``` ### TypeScript Tween Examples ```typescript import { createTween } from 'vibegame/tweening'; // Single field createTween(state, entity, 'transform.pos-x', { from: 0, to: 10, duration: 2, easing: 'sine-out' }); // Shorthand with array values createTween(state, entity, 'at', { from: [0, 0, 0], to: [10, 5, 0], duration: 1.5 }); createTween(state, entity, 'scale', { from: [1, 1, 1], to: [2, 2, 2], duration: 0.5, easing: 'back-out' }); ``` ## Sequences (Animation Groups) Sequences orchestrate multiple tweens with timing control. Tweens before `` run in parallel; pause separates sequential groups. ### Sequence Attributes | Attribute | Description | |-----------|-------------| | `name` | Register sequence for later playback (starts paused) | | `autoplay` | Start immediately when parsed | ### Sequence Execution Model 1. All tweens before first `` start simultaneously 2. `` waits for active tweens to complete + pause duration 3. Next group starts after pause 4. Sequence resets to Idle when complete ### XML Sequence Examples ```xml ``` ### TypeScript Sequence Control ```typescript import { completeSequence, playSequence, resetSequence, stopSequence } from 'vibegame/tweening'; // Get sequence by name and trigger const bounce = state.getEntityByName('bounce'); resetSequence(state, bounce); // Reset to beginning playSequence(state, bounce); // Start playback // Stop mid-animation stopSequence(state, bounce); // Stop, clear active tweens // Skip to end instantly completeSequence(state, bounce); // Apply all final values immediately ``` ### Event-Driven Sequence Pattern ```typescript // Define trigger component const TriggerSequence = GAME.defineComponent({}); const triggerQuery = GAME.defineQuery([TriggerSequence, Sequence]); // System processes triggers each frame const TriggerSequenceSystem: GAME.System = { group: 'simulation', update(state) { for (const eid of triggerQuery(state.world)) { resetSequence(state, eid); playSequence(state, eid); state.removeComponent(eid, TriggerSequence); } } }; // Trigger from DOM document.getElementById('btn')?.addEventListener('click', () => { const seq = state.getEntityByName('my-sequence'); if (seq !== null) state.addComponent(seq, TriggerSequence); }); ``` ## Advanced Animation Patterns ### Driver Pattern: One Value Controls Many Entities A driver is a single tweened component value that a system uses to control multiple entities. Useful for coordinated effects like breathing, pulsing, or wave animations. ```xml ``` ```typescript // System reads driver, applies to all marked entities const BreatheSystem: System = { group: 'simulation', update(state) { const driverValue = BreatheDriver.value[drivers[0]]; const oscillation = Math.sin(state.time.elapsed * 2) * 0.2 * driverValue; for (const eid of breatheQuery(state.world)) { Transform.scaleX[eid] = 1 + oscillation; Transform.scaleY[eid] = 1 + oscillation; Transform.scaleZ[eid] = 1 + oscillation; } } }; ``` ### Shakers: Layered Effects via Tweening Shakers allow multiple independent effects on the same property. Each shaker has an `intensity` (0-1) that can be tweened, enabling effects to fade in/out independently. ```xml ``` Key benefits: - **Safe composition**: Shakers modify at draw time, base values unchanged - **Independent control**: Each shaker's intensity tweens separately - **Order guarantees**: Additive first, then multiplicative - **Alias resolution**: `shaker.intensity` auto-resolves for transform shakers ## How Recipes and Shorthands Work ### Everything is an Entity Every XML tag creates an entity. Recipes like `` are just shortcuts for `` with preset components. ```xml ``` ### Component Attributes Components are declared using bare attributes (no value means "use defaults"): ```xml ``` **Important**: Bare attributes like `transform` mean "include this component with default values", NOT "empty" or "disabled". ### Automatic Shorthand Expansion Shorthands expand to ANY component with matching properties: ```xml ``` ### Recipe Internals Recipes are registered component bundles with defaults: ```xml collider renderer respawn > collider renderer="color: 0xff0000" respawn > ``` ### Common Pitfall: Component Requirements ```xml ``` ### Best Practices Summary 1. **Use recipes** (``, ``, etc.) instead of raw `` tags 2. **Use shorthands** (`pos`, `size`, `color`) for cleaner code 3. **Override only what you need** - recipes have good defaults 4. **Mix recipes with custom components** - e.g., `` ## Currently Supported Features ### ✅ What Works Well - **Basic platforming** - Jump puzzles, obstacle courses - **Physics interactions** - Balls, dominoes, stacking - **Moving platforms** - Via kinematic bodies + tweening - **Collectibles** - Using collision detection in systems - **Third-person character control** - WASD + mouse camera - **Gamepad support** - Xbox/PlayStation controllers - **Visual effects** - Tweening colors, positions, rotations - **Post-processing** - Bloom, dithering, and tonemapping effects for visual styling - **3D Text** - In-world text labels, scores, and UI elements - **Vector Lines** - Line rendering with arrowheads for visualizations - **Game UI/HUD** - HTML/CSS overlays with GSAP animations, ECS state integration ### Example Prompts That Work - "Create a platformer with moving platforms and collectible coins" - "Make bouncing balls that collide with walls" - "Build an obstacle course with rotating platforms" - "Add falling crates that stack up" - "Create a simple parkour level" - "Add a score display and upgrade menu with animations" - "Create a game with currency system and floating text effects" ### Troubleshooting - **Physics not working?** → Check if ground exists, verify `` tag - **Entity not appearing?** → Verify transform component, check position values - **Movement feels wrong?** → Physics body position overrides transform position - **Player falling forever?** → Add a ground/platform with `` ## Plugin Development Pattern ```typescript // Component Definition export const MyComponent = GAME.defineComponent({ value: GAME.Types.f32, enabled: GAME.Types.ui8 }); // System Definition const myQuery = GAME.defineQuery([MyComponent]); export const MySystem: GAME.System = { group: 'simulation', // or 'setup', 'fixed', 'draw' update: (state) => { const entities = myQuery(state.world); for (const entity of entities) { // System logic MyComponent.value[entity] += state.time.deltaTime; } } }; // Plugin Bundle export const MyPlugin: GAME.Plugin = { components: { MyComponent }, systems: [MySystem], config: { defaults: { "my-component": { value: 1, enabled: 1 } }, shorthands: { "my-val": "my-component.value" } } }; // Registration GAME.withPlugin(MyPlugin).run(); ``` ## State Management Patterns ### Singleton Entities (Game State) ```typescript function getOrCreateGameState(state: GAME.State): number { const query = GAME.defineQuery([GameState]); const entities = query(state.world); if (entities.length > 0) return entities[0]; const entity = state.createEntity(); state.addComponent(entity, GameState, { score: 0, level: 1 }); return entity; } ``` ### Component Access (bitECS style) ```typescript // Direct property access Transform.posX[entity] = 10; Transform.posY[entity] = 5; // Read values const x = Transform.posX[entity]; const health = Health.current[entity]; ``` ## Features Not Yet Built-In ### ❌ Engine Features Not Available - **Multiplayer/Networking** - No server sync - **Sound/Audio** - No audio system yet - **Save/Load** - No persistence system - **Inventory** - No item management system built-in (but easily implementable with UI) - **Dialog/NPCs** - No conversation system built-in (but easily implementable with UI) - **AI/Pathfinding** - No enemy AI - **Particles** - No particle effects (though UI can create particle-like effects) - **Custom shaders** - Fixed rendering pipeline - **Terrain** - Use box platforms instead ### Recommended Approaches - **Complex UI** → HTML/CSS overlays (this is actually superior to most game engines) - **Animations** → GSAP for smooth transitions and effects - **Level progression** → Reload with different XML or hide/show worlds - **Enemy behavior** → Tweened movement patterns - **Interactions** → Collision detection in custom systems ## Common Mistakes to Avoid ### ❌ Forgetting the Ground ```xml ``` ### ❌ Setting Transform Position on Physics Objects ```xml ``` ### ❌ Missing World Tag ```xml ``` ### ❌ Wrong Physics Type ```xml ``` ## Custom Components and Systems ### Creating a Health System ```typescript import * as GAME from 'vibegame'; // Define the component const Health = GAME.defineComponent({ current: GAME.Types.f32, max: GAME.Types.f32 }); // Create the system const HealthSystem: GAME.System = { update: (state) => { const entities = GAME.defineQuery([Health])(state.world); for (const entity of entities) { // Regenerate health over time if (Health.current[entity] < Health.max[entity]) { Health.current[entity] += 5 * state.time.deltaTime; } } } }; // Bundle as plugin const HealthPlugin: GAME.Plugin = { components: { Health }, systems: [HealthSystem], config: { defaults: { "health": { current: 100, max: 100 } } } }; // Use in game GAME.withPlugin(HealthPlugin).run(); ``` ### Using in XML ```xml ``` ## State API Reference Available in all systems via the `state` parameter: ### Entity Management - `createEntity(): number` - Create new entity - `destroyEntity(entity: number)` - Remove entity - `query(...Components): number[]` - Find entities with components ### Component Operations - `addComponent(entity, Component, data?)` - Add component - `removeComponent(entity, Component)` - Remove component - `hasComponent(entity, Component): boolean` - Check component - `getComponent(name: string): Component | null` - Get by name ### Time - `time.delta: number` - Frame time in seconds - `time.elapsed: number` - Total time in seconds - `time.fixed: number` - Fixed timestep (1/50) ### Physics Helpers - `addComponent(entity, ApplyImpulse, {x, y, z})` - One-time push - `addComponent(entity, ApplyForce, {x, y, z})` - Continuous force - `addComponent(entity, KinematicMove, {x, y, z})` - Move kinematic ## Plugin System ### Using Specific Plugins ```typescript import * as GAME from 'vibegame'; import { TransformsPlugin } from 'vibegame/transforms'; import { RenderingPlugin } from 'vibegame/rendering'; import { PhysicsPlugin } from 'vibegame/physics'; import { AnimationPlugin } from 'vibegame/animation'; // Start with no defaults, add specific plugins GAME .withoutDefaultPlugins() .withPlugin(TransformsPlugin) .withPlugin(RenderingPlugin) .withPlugin(PhysicsPlugin) .run(); // Keep defaults, exclude specific plugins GAME .withoutPlugins(AnimationPlugin) .run(); ``` ### Default Plugin Bundle - **RecipesPlugin** - XML parsing and entity creation - **TransformsPlugin** - Position, rotation, scale, hierarchy - **RenderingPlugin** - Three.js meshes, lights, camera - **PhysicsPlugin** - Rapier physics simulation - **InputPlugin** - Keyboard, mouse, gamepad input - **OrbitCameraPlugin** - Standalone orbital camera with direct input handling - **PlayerPlugin** - Character controller - **TweenPlugin** - Animation system - **RespawnPlugin** - Fall detection and reset - **StartupPlugin** - Auto-create player/camera/lights ## Headless CLI (AI Testing) For AI testing, validation, and video creation without browser/WebGL: ```typescript import { createHeadlessState, parseWorldXml, getEntityNames, queryEntities, hasComponentByName, getComponentData, getEntityData, getAllSequences, getSequenceInfo, toJSON, } from 'vibegame/cli'; import { playSequence, resetSequence } from 'vibegame/tweening'; // Setup headless state const state = createHeadlessState({ plugins: DefaultPlugins }); await state.initializePlugins(); parseWorldXml(state, xmlContent); // Entity discovery (no hardcoded names) const names = getEntityNames(state); const sequences = getAllSequences(state); // Query by component name (no imports needed) const withTransform = queryEntities(state, 'transform'); const hasParent = hasComponentByName(state, eid, 'parent'); const transform = getComponentData(state, eid, 'transform'); // {posX, posY, posZ, ...} const allComponents = getEntityData(state, eid); // {transform: {...}, parent: {...}} // Step and snapshot state.step(1/60); const snap = state.snapshot({ entities: names, includeSequences: true, }); console.log(toJSON(snap)); // Structured JSON for AI parsing // Sequence control const seq = state.getEntityByName('intro'); resetSequence(state, seq); playSequence(state, seq); for (let i = 0; i < 60; i++) state.step(1/60); // Check sequence progress const info = getSequenceInfo(state, 'intro'); console.log(info.state, info.progress); // 'idle' | 'playing', 0-1 state.dispose(); ``` ### Headless Differences - `state.headless = true` - Systems can check this to skip rendering - No canvas/WebGL required - Text measurement via Typr.js (requires `setHeadlessFont`) - DOM polyfills provided via jsdom ## Plugin Reference ### Core Math utilities for interpolation and 3D transformations. ### Functions #### lerp(a, b, t): number Linear interpolation #### slerp(fromX, fromY, fromZ, fromW, toX, toY, toZ, toW, t): Quaternion Quaternion spherical interpolation #### Examples ## Usage Note Math utilities are used internally by systems like tweening and transforms. For animating properties, use the Tween system instead of directly calling interpolation functions. For transformations, use the Transform component's euler angles which are automatically converted to quaternions by the system. ### Animation Procedural character animation with body parts that respond to movement states. ### Components #### AnimatedCharacter - headEntity: eid - torsoEntity: eid - leftArmEntity: eid - rightArmEntity: eid - leftLegEntity: eid - rightLegEntity: eid - phase: f32 - Walk cycle phase (0-1) - jumpTime: f32 - fallTime: f32 - animationState: ui8 - 0=IDLE, 1=WALKING, 2=JUMPING, 3=FALLING, 4=LANDING - stateTransition: f32 #### HasAnimator Tag component (no properties) ### Systems #### AnimatedCharacterInitializationSystem - Group: setup - Creates body part entities for AnimatedCharacter components #### AnimatedCharacterUpdateSystem - Group: simulation - Updates character animation based on movement and physics state #### Examples ## Examples ### Basic Usage ```typescript import * as GAME from 'vibegame'; import { AnimatedCharacter } from 'vibegame/animation'; import { CharacterController } from 'vibegame/physics'; import { Transform } from 'vibegame/transforms'; // Add animated character to a player entity const player = state.createEntity(); state.addComponent(player, AnimatedCharacter); state.addComponent(player, CharacterController); state.addComponent(player, Transform); // The AnimatedCharacterInitializationSystem will automatically // create body parts in the next setup phase ``` ### Accessing Animation State ```typescript import * as GAME from 'vibegame'; import { AnimatedCharacter } from 'vibegame/animation'; const characterQuery = GAME.defineQuery([AnimatedCharacter]); const MySystem: GAME.System = { update: (state) => { const characters = characterQuery(state.world); for (const entity of characters) { const animState = AnimatedCharacter.animationState[entity]; if (animState === 2) { // JUMPING console.log('Character is jumping!'); } } } }; ``` ### XML Declaration ```xml ``` ### Input Focus-aware input handling for mouse, keyboard, and gamepad with buffered actions. Keyboard input only responds when canvas has focus. ### Components #### InputState - moveX: f32 - Horizontal axis (-1 left, 1 right) - moveY: f32 - Forward/backward (-1 back, 1 forward) - moveZ: f32 - Vertical axis (-1 down, 1 up) - lookX: f32 - Mouse delta X - lookY: f32 - Mouse delta Y - scrollDelta: f32 - Mouse wheel delta - jump: ui8 - Jump available (0/1) - primaryAction: ui8 - Primary action (0/1) - secondaryAction: ui8 - Secondary action (0/1) - leftMouse: ui8 - Left button (0/1) - rightMouse: ui8 - Right button (0/1) - middleMouse: ui8 - Middle button (0/1) - jumpBufferTime: f32 - primaryBufferTime: f32 - secondaryBufferTime: f32 ### Systems #### InputSystem - Group: simulation - Updates InputState components with current input data ### Functions #### setTargetCanvas(canvas: HTMLCanvasElement | null): void Registers canvas for focus-based keyboard input #### consumeJump(): boolean Consumes buffered jump input #### consumePrimary(): boolean Consumes buffered primary action #### consumeSecondary(): boolean Consumes buffered secondary action #### handleMouseMove(event: MouseEvent): void Processes mouse movement #### handleMouseDown(event: MouseEvent): void Processes mouse button press #### handleMouseUp(event: MouseEvent): void Processes mouse button release #### handleWheel(event: WheelEvent): void Processes mouse wheel ### Constants #### INPUT_CONFIG Default input mappings and sensitivity settings #### Examples ## Examples ### Basic Plugin Registration ```typescript import * as GAME from 'vibegame'; import { InputPlugin } from 'vibegame/input'; GAME .withPlugin(InputPlugin) .run(); ``` ### Reading Input in a Custom System ```typescript import * as GAME from 'vibegame'; import { Player, InputState } from 'vibegame/input'; const playerQuery = GAME.defineQuery([Player, InputState]); const PlayerControlSystem: GAME.System = { update: (state) => { const players = playerQuery(state.world); for (const player of players) { // Read movement axes const moveX = InputState.moveX[player]; const moveY = InputState.moveY[player]; // Check for jump if (InputState.jump[player]) { // Jump is available this frame } // Check mouse buttons if (InputState.leftMouse[player]) { // Left mouse is held } } } }; ``` ### Consuming Buffered Actions ```typescript import * as GAME from 'vibegame'; const CombatSystem: GAME.System = { update: (state) => { // Consume jump if available (prevents double consumption) if (GAME.consumeJump()) { // Perform jump velocity.y = JUMP_FORCE; } // Consume primary action if (GAME.consumePrimary()) { // Fire weapon spawnProjectile(); } } }; ``` ### Custom Input Mappings ```typescript import * as GAME from 'vibegame'; // Modify before starting the game GAME.INPUT_CONFIG.mappings.jump = ['Space', 'KeyX']; GAME.INPUT_CONFIG.mappings.moveForward = ['KeyW', 'KeyZ', 'ArrowUp']; GAME.INPUT_CONFIG.mouseSensitivity.look = 0.3; GAME.run(); ``` ### Manual Event Handling ```typescript import * as GAME from 'vibegame'; // Use the exported handlers directly if needed canvas.addEventListener('mousedown', GAME.handleMouseDown); canvas.addEventListener('mouseup', GAME.handleMouseUp); ``` ### Line 2D billboard line rendering plugin using Three.js LineSegments2 for GPU-accelerated fat lines with consistent screen-space thickness. Uses batched rendering for performance - lines with matching material properties share a single draw call. ### Components #### Line - offsetX: f32 (1) - End point X offset from entity position - offsetY: f32 (0) - End point Y offset from entity position - offsetZ: f32 (0) - End point Z offset from entity position - color: ui32 (0xffffff) - Line color as hex - thickness: f32 (2) - Line width in pixels - opacity: f32 (1) - Line opacity 0-1 - visible: ui8 (1) - Visibility flag - arrowStart: ui8 (0) - Draw arrow at start point - arrowEnd: ui8 (0) - Draw arrow at end point - arrowSize: f32 (0.2) - Arrow head size in world units ### Systems #### LineSystem - Group: draw - Batches line segments by material properties - Start position from WorldTransform, end from start + offset - Includes arrow wing segments in batch geometry #### Examples ## Examples ### Basic Line ```xml ``` ### Styled Line ```xml ``` ### Imperative Usage ```typescript import { State } from 'vibegame'; import { Line, LinePlugin } from 'vibegame/line'; import { Transform, WorldTransform, TransformsPlugin } from 'vibegame/transforms'; const state = new State(); state.registerPlugin(TransformsPlugin); state.registerPlugin(LinePlugin); const lineEntity = state.createEntity(); state.addComponent(lineEntity, Transform); state.addComponent(lineEntity, WorldTransform); state.addComponent(lineEntity, Line); Line.offsetX[lineEntity] = 5; Line.offsetY[lineEntity] = 3; Line.offsetZ[lineEntity] = 0; Line.color[lineEntity] = 0xff0000; Line.thickness[lineEntity] = 3; Line.arrowEnd[lineEntity] = 1; Line.arrowSize[lineEntity] = 0.3; ``` ### Orbit Camera Standalone orbital camera controller with direct input handling for third-person views and smooth target following. ### Components #### OrbitCamera - target: eid (0) - Target entity to orbit around - input-source: eid (0) - Entity with InputState component (player or self) - current-yaw: f32 (0) - Current horizontal angle - current-pitch: f32 (π/6) - Current vertical angle - current-distance: f32 (4) - Current distance - target-yaw: f32 (0) - Target horizontal angle - target-pitch: f32 (π/6) - Target vertical angle - target-distance: f32 (4) - Target distance - min-distance: f32 (1) - max-distance: f32 (25) - min-pitch: f32 (0) - max-pitch: f32 (π/2) - smoothness: f32 (0.5) - Interpolation speed - offset-x: f32 (0) - offset-y: f32 (1.25) - offset-z: f32 (0) - sensitivity: f32 (0.007) - Mouse look sensitivity - zoom-sensitivity: f32 (1.5) - Scroll zoom sensitivity ### Systems #### OrbitCameraSetupSystem - Group: setup - Auto-creates target entity at origin if target is unassigned (eid 0) - Auto-assigns inputSource from existing InputState entity, or creates one if none found #### OrbitCameraInputSystem - Group: simulation - Reads InputState from inputSource entity (player or camera) - Updates camera yaw/pitch/distance based on mouse and scroll input #### OrbitCameraSystem - Group: draw - Smoothly interpolates camera to target values - Calculates and updates camera position around target ### Recipes #### orbit-camera - Creates orbital camera with auto-setup for target and input handling - Components: orbit-camera, transform, main-camera #### Examples ## Examples ### Basic Camera ```xml ``` ### Camera Following Player ```xml ``` ### Custom Orbit Settings ```xml ``` ### Dynamic Target Switching ```typescript import { OrbitCamera } from 'vibegame/orbit-camera'; const switchTarget = (state, cameraEntity, newTargetEntity) => { OrbitCamera.target[cameraEntity] = newTargetEntity; }; ``` ### Physics 3D physics simulation with Rapier including rigid bodies, collisions, and character controllers. ### Constants - DEFAULT_GRAVITY: -60 ### Enums #### BodyType - Dynamic = 0 - Affected by forces - Fixed = 1 - Immovable static - KinematicPositionBased = 2 - Script position - KinematicVelocityBased = 3 - Script velocity #### ColliderShape - Box = 0 - Sphere = 1 ### Components #### PhysicsWorld - gravityX: f32 (0) - gravityY: f32 (-60) - gravityZ: f32 (0) #### Body - type: ui8 - BodyType enum (Fixed) - mass: f32 (1) - linearDamping: f32 (0) - angularDamping: f32 (0) - gravityScale: f32 (1) - ccd: ui8 (0) - lockRotX: ui8 (0) - lockRotY: ui8 (0) - lockRotZ: ui8 (0) - posX, posY, posZ: f32 - rotX, rotY, rotZ, rotW: f32 (rotW=1) - eulerX, eulerY, eulerZ: f32 - velX, velY, velZ: f32 - rotVelX, rotVelY, rotVelZ: f32 #### Collider - shape: ui8 - ColliderShape enum (Box) - sizeX, sizeY, sizeZ: f32 (1) - radius: f32 (0.5) - height: f32 (1) - friction: f32 (0.5) - restitution: f32 (0) - density: f32 (1) - isSensor: ui8 (0) - membershipGroups: ui16 (0xffff) - filterGroups: ui16 (0xffff) - posOffsetX, posOffsetY, posOffsetZ: f32 - rotOffsetX, rotOffsetY, rotOffsetZ, rotOffsetW: f32 (rotOffsetW=1) #### CharacterController - offset: f32 (0.08) - maxSlope: f32 (45°) - maxSlide: f32 (30°) - snapDist: f32 (0.5) - autoStep: ui8 (1) - maxStepHeight: f32 (0.3) - minStepWidth: f32 (0.05) - upX, upY, upZ: f32 (upY=1) - moveX, moveY, moveZ: f32 - grounded: ui8 - platform: eid - Entity the character is standing on - platformVelX, platformVelY, platformVelZ: f32 - Inherited velocity from platform #### CharacterMovement - desiredVelX, desiredVelY, desiredVelZ: f32 - velocityY: f32 - actualMoveX, actualMoveY, actualMoveZ: f32 #### InterpolatedTransform - prevPosX, prevPosY, prevPosZ: f32 - prevRotX, prevRotY, prevRotZ, prevRotW: f32 - posX, posY, posZ: f32 - rotX, rotY, rotZ, rotW: f32 #### Force/Impulse Components - ApplyForce: x, y, z (f32) - ApplyTorque: x, y, z (f32) - ApplyImpulse: x, y, z (f32) - ApplyAngularImpulse: x, y, z (f32) - SetLinearVelocity: x, y, z (f32) - SetAngularVelocity: x, y, z (f32) - KinematicMove: x, y, z (f32) - KinematicRotate: x, y, z, w (f32) - KinematicAngularVelocity: x, y, z (f32) #### Collision Events - CollisionEvents: activeEvents (ui8) - TouchedEvent: other, handle1, handle2 (ui32) - TouchEndedEvent: other, handle1, handle2 (ui32) ### Systems - PhysicsWorldSystem - Initializes physics world - PhysicsInitializationSystem - Creates bodies and colliders - PhysicsCleanupSystem - Removes physics on entity destroy - CharacterMovementSystem - Character controller with full velocity inheritance (linear + angular) - CollisionEventCleanupSystem - Clears collision events - ApplyForcesSystem - Applies forces - ApplyTorquesSystem - Applies torques - ApplyImpulsesSystem - Applies impulses - ApplyAngularImpulsesSystem - Applies angular impulses - SetVelocitySystem - Sets velocities - TeleportationSystem - Instant position changes - KinematicMovementSystem - Kinematic movement - PhysicsStepSystem - Steps simulation - PhysicsRapierSyncSystem - Syncs Rapier to ECS - PhysicsInterpolationSystem - Interpolates for rendering ### Functions #### initializePhysics(): Promise Initializes Rapier WASM physics engine ### Recipes - static-part - Immovable physics objects - dynamic-part - Gravity-affected objects - kinematic-part - Script-controlled objects #### Examples ## Examples ### Basic Usage #### XML Recipes ##### Static Floor ```xml ``` ##### Dynamic Ball ```xml ``` ##### Moving Platform ```xml ``` ##### Character with Controller ```xml ``` #### JavaScript API ##### Create Physics Entity ```typescript import * as GAME from 'vibegame'; import { Body, Collider, BodyType, ColliderShape } from 'vibegame/physics'; // Create a dynamic physics box const entity = state.createEntity(); state.addComponent(entity, Body, { type: BodyType.Dynamic, mass: 5, posX: 0, posY: 10, posZ: 0 }); state.addComponent(entity, Collider, { shape: ColliderShape.Box, sizeX: 1, sizeY: 1, sizeZ: 1, friction: 0.7, restitution: 0.3 }); // Note: Physics body won't exist until next fixed update // Transform will be overwritten by Body position after initialization ``` ##### Moving Physics Bodies ```typescript import * as GAME from 'vibegame'; import { Body, BodyType, ApplyForce, ApplyImpulse, KinematicMove, SetLinearVelocity } from 'vibegame/physics'; import { Transform } from 'vibegame/transforms'; // Dynamic bodies - Use forces/impulses for movement if (Body.type[entity] === BodyType.Dynamic) { // Apply force for gradual acceleration state.addComponent(entity, ApplyForce, { x: 10, y: 0, z: 0 }); // Apply impulse for instant velocity change state.addComponent(entity, ApplyImpulse, { x: 0, y: 50, z: 0 }); // Direct position setting only for teleportation Body.posX[entity] = 10; // Teleport - use sparingly } // Kinematic bodies - Direct control via movement components if (Body.type[entity] === BodyType.KinematicPositionBased) { state.addComponent(entity, KinematicMove, { x: 5, y: 2, z: 0 }); } if (Body.type[entity] === BodyType.KinematicVelocityBased) { state.addComponent(entity, SetLinearVelocity, { x: 3, y: 0, z: 0 }); } // Never modify Transform directly for physics entities // Transform.posX[entity] = 10; // ❌ Will be overwritten by Body ``` ##### Apply Forces ```typescript import * as GAME from 'vibegame'; import { ApplyImpulse, ApplyForce, SetLinearVelocity } from 'vibegame/physics'; // Apply upward impulse (jump) state.addComponent(entity, ApplyImpulse, { x: 0, y: 50, z: 0 }); // Apply continuous force state.addComponent(entity, ApplyForce, { x: 10, y: 0, z: 0 }); // Set velocity directly state.addComponent(entity, SetLinearVelocity, { x: 0, y: 5, z: 0 }); ``` ##### Handle Collisions ```typescript import * as GAME from 'vibegame'; import { TouchedEvent, ApplyImpulse } from 'vibegame/physics'; const touchedQuery = GAME.defineQuery([TouchedEvent]); const CollisionSystem: GAME.System = { update: (state) => { // Query entities with collision events for (const entity of touchedQuery(state.world)) { const otherEntity = TouchedEvent.other[entity]; console.log(`Entity ${entity} collided with ${otherEntity}`); // React to collision state.addComponent(entity, ApplyImpulse, { x: 0, y: 10, z: 0 }); } } }; ``` ##### Character Movement ```typescript import * as GAME from 'vibegame'; import { CharacterMovement, CharacterController } from 'vibegame/physics'; const PlayerMovementSystem: GAME.System = { update: (state) => { const movementQuery = GAME.defineQuery([CharacterMovement, CharacterController]); for (const entity of movementQuery(state.world)) { // Set desired movement based on input CharacterMovement.desiredVelX[entity] = input.x * 5; CharacterMovement.desiredVelZ[entity] = input.z * 5; // Jump if grounded if (CharacterController.grounded[entity] && input.jump) { CharacterMovement.velocityY[entity] = 10; } } } }; ``` ##### Custom Plugin Integration ```typescript import * as GAME from 'vibegame'; // Initialize physics before running await GAME.initializePhysics(); // Use with builder GAME .withPlugin(GAME.PhysicsPlugin) .run(); ``` ### Player Complete player character controller with physics movement, jumping, and platform momentum preservation. ### Components #### Player - speed: f32 (5.3) - jumpHeight: f32 (2.3) - rotationSpeed: f32 (10) - canJump: ui8 (1) - isJumping: ui8 (0) - jumpCooldown: f32 (0) - lastGroundedTime: f32 (0) - jumpBufferTime: f32 (-10000) - cameraEntity: eid (0) - Linked camera for orientation reference - inheritedVelX: f32 (0) - Horizontal momentum from platform - inheritedVelZ: f32 (0) - Horizontal momentum from platform - inheritedAngVelX: f32 (0) - Platform angular velocity X - inheritedAngVelY: f32 (0) - Platform angular velocity Y - inheritedAngVelZ: f32 (0) - Platform angular velocity Z - platformOffsetX: f32 (0) - Position relative to platform center - platformOffsetY: f32 (0) - Position relative to platform center - platformOffsetZ: f32 (0) - Position relative to platform center - lastPlatform: eid (0) - Track platform changes ### Systems #### PlayerMovementSystem - Group: fixed - Reads camera yaw for camera-relative movement - Handles rotation, jumping with platform momentum inheritance #### PlayerGroundedSystem - Group: fixed - Tracks grounded state and platform changes - Clears momentum on landing #### PlayerCameraLinkingSystem - Group: simulation - Auto-links player to first available camera - Sets camera target and inputSource to player entity ### Recipes #### player - Complete player setup with physics - Components: player, character-movement, transform, world-transform, body, collider, character-controller, input-state, respawn ### Functions #### processInput(moveForward, moveRight, cameraYaw): Vector3 Converts input to world-space movement #### calculateTangentialVelocity(angVelX, angVelY, angVelZ, offsetX, offsetY, offsetZ): Vector3 Computes tangential velocity from angular rotation (v = ω × r) #### handleJump(entity, jumpPressed, currentTime, platform?): number Processes jump with buffering and angular momentum inheritance #### updateRotation(entity, inputVector, deltaTime, rotationData): Quaternion Smooth rotation towards movement #### Examples ## Examples ### Basic Player Usage (XML) ```xml ``` ### Custom Player Configuration (XML) ```xml ``` ### Accessing Player Component (JavaScript) ```typescript import * as GAME from 'vibegame'; const playerQuery = GAME.defineQuery([GAME.Player]); const MySystem: GAME.System = { update: (state) => { const players = playerQuery(state.world); for (const entity of players) { // Check if player is jumping if (GAME.Player.isJumping[entity]) { console.log('Player is airborne!'); } // Modify player speed GAME.Player.speed[entity] = 10; } } }; ``` ### Creating Player Programmatically ```typescript import * as GAME from 'vibegame'; const PlayerSpawnSystem: GAME.System = { setup: (state) => { const player = state.createEntity(); state.addComponent(player, GAME.Player, { speed: 7, jumpHeight: 3.5, }); state.addComponent(player, GAME.Transform, { posY: 5 }); state.addComponent(player, GAME.Body, { type: GAME.BodyType.KinematicPositionBased }); state.addComponent(player, GAME.CharacterController); state.addComponent(player, GAME.InputState); } }; ``` ### Movement Controls **Keyboard:** - W/S or Arrow Up/Down - Move forward/backward - A/D or Arrow Left/Right - Move left/right - Space - Jump **Mouse (via orbit camera):** - Right-click + drag - Rotate camera - Scroll wheel - Zoom in/out Note: Camera controls are handled by OrbitCameraPlugin, not PlayerPlugin. ### Plugin Registration ```typescript import * as GAME from 'vibegame'; GAME .withPlugin(GAME.PlayerPlugin) // Included in defaults .run(); ``` ### Postprocessing Post-processing effects layer using the postprocessing library for Three.js rendering. ### Components #### Bloom - intensity: f32 (1.0) - Bloom intensity - luminanceThreshold: f32 (1.0) - Luminance threshold for bloom - mipmapBlur: ui8 (1) - Enable mipmap blur - radius: f32 (0.85) - Blur radius for mipmap blur - levels: ui8 (8) - Number of MIP levels for mipmap blur #### Dithering - colorBits: ui8 (4) - Bits per color channel (1-8) - intensity: f32 (1.0) - Effect intensity (0-1) - grayscale: ui8 (0) - Enable grayscale mode (0/1) - scale: f32 (1.0) - Pattern scale (higher = coarser dithering) - noise: f32 (1.0) - Noise threshold intensity #### SMAA - preset: ui8 (2) - Anti-aliasing quality (0=low, 1=medium, 2=high, 3=ultra) #### Tonemapping - mode: ui8 (7) - Tonemapping mode (0-9) - middleGrey: f32 (0.6) - Middle grey value - whitePoint: f32 (4.0) - White point - averageLuminance: f32 (1.0) - Average luminance - adaptationRate: f32 (1.0) - Adaptation rate ### Systems #### PostprocessingSystem - Group: draw - Manages EffectComposer and rebuilds effect passes based on components #### PostprocessingRenderSystem - Group: draw (last) - Renders scene through EffectComposer with effects ### Tonemapping Modes - 0: linear - 1: reinhard - 2: reinhard2 - 3: reinhard2-adaptive - 4: uncharted2 - 5: optimized-cineon - 6: cineon - 7: aces-filmic (default) - 8: agx - 9: neutral #### Examples ## Examples ### Bloom Effect ```xml ``` ### Dithering Effect ```xml ``` ### SMAA Anti-Aliasing ```xml ``` ### Combined Effects ```xml ``` ### Imperative Usage ```typescript import * as GAME from 'vibegame'; // Add bloom to camera entity const cameraEntity = state.createEntity(); state.addComponent(cameraEntity, GAME.MainCamera); state.addComponent(cameraEntity, GAME.Bloom, { intensity: 1.5, luminanceThreshold: 0.9, }); // Add dithering state.addComponent(cameraEntity, GAME.Dithering, { colorBits: 4, intensity: 0.8, scale: 2, }); // Remove effects state.removeComponent(cameraEntity, GAME.Bloom); ``` ### Rendering Lightweight Three.js rendering wrapper with meshes, lights, and cameras. ### Components #### Renderer - shape: ui8 - 0=box, 1=sphere - sizeX, sizeY, sizeZ: f32 (1) - color: ui32 (0xffffff) - visible: ui8 (1) - unlit: ui8 (0) - Use unlit material (ignores lighting) #### RenderContext - clearColor: ui32 (0x000000) - hasCanvas: ui8 #### MainCamera - projection: ui8 (0) - 0=perspective, 1=orthographic - fov: f32 (75) - Field of view in degrees (perspective only) - orthoSize: f32 (10) - Vertical size in world units (orthographic only) #### AmbientLight - skyColor: ui32 (0x87ceeb) - groundColor: ui32 (0x4a4a4a) - intensity: f32 (0.6) #### DirectionalLight - color: ui32 (0xffffff) - intensity: f32 (1) - castShadow: ui8 (1) - shadowMapSize: ui32 (4096) - directionX: f32 (-1) - directionY: f32 (2) - directionZ: f32 (-1) - distance: f32 (30) ### Systems #### MeshInstanceSystem - Group: draw - Synchronizes transforms with Three.js meshes #### LightSyncSystem - Group: draw - Updates Three.js lights #### CameraSyncSystem - Group: draw - Synchronizes camera position and rotation from WorldTransform #### WebGLRenderSystem - Group: draw (last) - Renders scene directly via WebGLRenderer (or through EffectComposer if postprocessing plugin is active) ### Functions #### setCanvasElement(entity, canvas): void Associates canvas with RenderContext #### Examples ## Examples ### Basic Rendering Setup ```xml ``` ### Custom Lighting ```xml ``` ### Imperative Usage ```typescript import * as GAME from 'vibegame'; // Create rendered entity programmatically const entity = state.createEntity(); // Add transform for positioning state.addComponent(entity, GAME.Transform, { posX: 0, posY: 5, posZ: 0 }); // Add renderer component state.addComponent(entity, GAME.Renderer, { shape: 1, // sphere sizeX: 2, sizeY: 2, sizeZ: 2, color: 0xff00ff, visible: 1 }); // Set canvas for rendering context const contextQuery = GAME.defineQuery([GAME.RenderContext]); const contextEntity = contextQuery(state.world)[0]; const canvas = document.getElementById('game-canvas'); GAME.setCanvasElement(contextEntity, canvas); ``` ### Shape Types ```typescript import * as GAME from 'vibegame'; // Available shape enums const shapes = { box: 0, sphere: 1 }; // Use in XML // Or with enum names ``` ### Visibility Control ```typescript import * as GAME from 'vibegame'; // Hide/show entities GAME.Renderer.visible[entity] = 0; // Hide GAME.Renderer.visible[entity] = 1; // Show // In XML ``` ### Unlit Rendering ```xml ``` ### Orthographic Camera ```xml ``` ### Respawn Automatic respawn system that resets entities when falling below Y=-100. ### Components #### Respawn - posX, posY, posZ: f32 - Spawn position - eulerX, eulerY, eulerZ: f32 - Spawn rotation (degrees) ### Systems #### RespawnSystem - Group: simulation - Resets entities when Y < -100 #### Examples ## Examples ### Player with Respawn (Automatic) The `` recipe automatically includes respawn: ```xml ``` ### Manual Respawn Component ```xml ``` ### Imperative Usage ```typescript import * as GAME from 'vibegame'; // Add respawn to an entity const entity = state.createEntity(); // Set spawn point from current transform state.addComponent(entity, GAME.Transform, { posX: 0, posY: 10, posZ: 0, eulerX: 0, eulerY: 0, eulerZ: 0 }); state.addComponent(entity, GAME.Respawn, { posX: 0, posY: 10, posZ: 0, eulerX: 0, eulerY: 0, eulerZ: 0 }); // Entity will respawn at (0,10,0) when falling ``` ### Update Spawn Point ```typescript import * as GAME from 'vibegame'; // Change respawn position dynamically GAME.Respawn.posX[entity] = 20; GAME.Respawn.posY[entity] = 5; GAME.Respawn.posZ[entity] = -10; ``` ### XML with Transform Sync Position attributes automatically populate the respawn component: ```xml ``` ### Startup Auto-creates player, camera, and lighting entities at startup if missing. ### Systems #### LightingStartupSystem - Group: setup - Creates default lighting if none exists #### CameraStartupSystem - Group: setup - Creates orbit camera with InputState if none exists - Sets inputSource to self for standalone operation #### PlayerStartupSystem - Group: setup - Creates player entity if none exists #### PlayerCharacterSystem - Group: setup - Adds animated character to players #### Examples ## Examples ### Basic Usage (Auto-Creation) ```typescript // The plugin automatically creates defaults when included import * as GAME from 'vibegame'; // This will create player, camera, and lighting automatically GAME.run(); // Uses DefaultPlugins which includes StartupPlugin ``` ### Preventing Auto-Creation with XML ```xml ``` ### Manual Plugin Registration ```typescript import * as GAME from 'vibegame'; // Use startup plugin without other defaults GAME.withoutDefaultPlugins() .withPlugin(GAME.TransformsPlugin) .withPlugin(GAME.RenderingPlugin) .withPlugin(GAME.StartupPlugin) .run(); ``` ### System Behavior The startup systems are idempotent - they check for existing entities before creating: ```typescript import * as GAME from 'vibegame'; // First run: Creates player, camera, lights const playerQuery = GAME.defineQuery([GAME.Player]); playerQuery(state.world).length // 0 -> creates player // Subsequent runs: Skips creation playerQuery(state.world).length // 1 -> skips creation ``` ### Text 3D text rendering with troika-three-text. Paragraph/Word hierarchy for layout. Supports headless mode via injectable measurement function (see CLI module). ### Components #### Paragraph - gap: f32 (0.2) - Space between words - align: ui8 (1) - 0=left, 1=center, 2=right - anchorX/anchorY: ui8 (1) - Text anchor - damping: f32 (0) - Position smoothing (0=instant) #### Word - fontSize, color, letterSpacing, lineHeight - outlineWidth/Color/Blur/OffsetX/OffsetY/Opacity - strokeWidth/Color/Opacity, fillOpacity, curveRadius - width (internal), dirty (internal) ### Systems - **WordRenderSystem** (draw): Creates troika meshes (skips in headless) - **WordMeasureSystem** (draw): Measures word width via injectable `measureFn` - **ParagraphArrangeSystem** (simulation): Positions words in paragraph ### Headless Use `setMeasureFn(state, fn)` to inject custom measurement. CLI module provides `setHeadlessFont()` for Typr.js-based measurement. #### Examples ## Examples ```xml ``` ### Transforms 3D transforms with position, rotation, scale, and parent-child hierarchies. ### Components #### Transform - posX, posY, posZ: f32 (0) - rotX, rotY, rotZ, rotW: f32 (rotW=1) - Quaternion - eulerX, eulerY, eulerZ: f32 (0) - Degrees - scaleX, scaleY, scaleZ: f32 (1) #### WorldTransform - Same properties as Transform - Auto-computed from hierarchy (read-only) ### Systems #### TransformHierarchySystem - Group: simulation (last) - Syncs euler/quaternion and computes world transforms #### Examples ## Examples ### Basic Usage #### XML Position and Rotation ```xml ``` #### JavaScript API ```typescript import * as GAME from 'vibegame'; // In a system const MySystem = { update: (state) => { const entity = state.createEntity(); // Add transform component with initial values state.addComponent(entity, GAME.Transform, { posX: 10, posY: 5, posZ: -3, eulerX: 0, eulerY: 45, eulerZ: 0, scaleX: 2, scaleY: 2, scaleZ: 2 }); // Transform system automatically syncs euler to quaternion } }; ``` ### Transform Hierarchy #### Parent-Child Relationships ```xml ``` #### Accessing World Transform ```typescript import * as GAME from 'vibegame'; const transformQuery = GAME.defineQuery([GAME.Transform, GAME.WorldTransform]); const WorldTransformSystem = { update: (state) => { // Query entities with both transforms const entities = transformQuery(state.world); for (const entity of entities) { // Local position const localX = GAME.Transform.posX[entity]; // World position (after parent transforms) const worldX = GAME.WorldTransform.posX[entity]; console.log(`Local: ${localX}, World: ${worldX}`); } } }; ``` ### Common Patterns #### Setting Transform Values ```typescript import * as GAME from 'vibegame'; // Direct property access (bitECS style) GAME.Transform.posX[entity] = 10; GAME.Transform.posY[entity] = 5; GAME.Transform.posZ[entity] = -3; // Using euler angles for rotation GAME.Transform.eulerX[entity] = 0; GAME.Transform.eulerY[entity] = 45; GAME.Transform.eulerZ[entity] = 0; // Quaternion will be auto-synced by TransformHierarchySystem // Uniform scale GAME.Transform.scaleX[entity] = 2; GAME.Transform.scaleY[entity] = 2; GAME.Transform.scaleZ[entity] = 2; ``` #### Transform Interpolation ```typescript import * as GAME from 'vibegame'; // Interpolate between two positions const t = 0.5; // 50% between start and end GAME.Transform.posX[entity] = startX + (endX - startX) * t; GAME.Transform.posY[entity] = startY + (endY - startY) * t; GAME.Transform.posZ[entity] = startZ + (endZ - startZ) * t; ``` ### Tweening Animates component properties with easing functions. Tweens are one-shot animations that destroy on completion. Sequences are reusable animation definitions that can be played, stopped, and reset. Shakers provide additive presentation modifiers without changing base values. Kinematic velocity bodies use velocity-based tweening for smooth physics-correct movement. ### Name Resolution Entities with `name` attribute are registered in a name→entityId map at parse time. Tweens and sequences reference targets by name, resolved to entity IDs during parsing. ```xml ``` Runtime lookup via `state.getEntityByName('door')` returns the entity ID. ### Components **Tween** - Animation controller (auto-destroyed on completion) - duration: f32 (1) - Seconds - elapsed: f32 - Current time - easingIndex: ui8 - Index into easing functions **TweenValue** - Property interpolation (one per animated field) - source: ui32 - Tween entity reference - target: ui32 - Animated entity - from/to: f32 - Value range - value: f32 - Current interpolated value **KinematicTween** - Velocity-based position animation for physics bodies - tweenEntity: ui32, targetEntity: ui32 - axis: ui8 (0=X, 1=Y, 2=Z) - from/to: f32 - Position range **KinematicRotationTween** - Velocity-based rotation for physics bodies - Same structure as KinematicTween, values in radians **Sequence** - Sequential animation orchestrator - state: ui8 (Idle=0, Playing=1) - currentIndex: ui32 - itemCount: ui32 - pauseRemaining: f32 **Shaker** - Presentation modifier for non-transform fields (applied at draw time, restored after) - target: eid - Entity being modified - value: f32 - Modification value - intensity: f32 - Effect multiplier (0-1) - mode: ui8 (Additive=0, Multiplicative=1) **TransformShaker** - Presentation modifier for WorldTransform (position/scale/rotation) - target: eid - Entity being modified - type: ui8 (Position=0, Scale=1, Rotation=2) - axes: ui8 - Bitmask (X=1, Y=2, Z=4, XYZ=7) - value: f32 - Modification value - intensity: f32 - Effect multiplier (0-1) - mode: ui8 (Additive=0, Multiplicative=1) ### Shaker System Shakers modify component values at draw time without affecting simulation. Regular shakers target arbitrary component fields. Transform shakers target WorldTransform (which rendering uses) via quaternion multiplication for rotation (avoiding gimbal lock). **Auto-detection**: `createShaker()` automatically creates TransformShaker when targeting transform fields (transform.pos-*, transform.scale-*, transform.euler-*, or shorthands). **Formulas:** - Additive: `result = base + (value * intensity)` - Multiplicative: `result = base * (1 + (value - 1) * intensity)` - Rotation: quaternion multiplication (degrees input) **Composition order:** All additive shakers apply first, then multiplicative. ### Shorthand Targets Shorthands expand to multiple TweenValue entities for tweens, or set axes bitmask for shakers: | Shorthand | Expands To | Notes | |-----------|------------|-------| | `at` | transform.posX/Y/Z | Position animation | | `scale` | transform.scaleX/Y/Z | Scale animation (all axes uniform for shakers) | | `rotation` | body.eulerX/Y/Z or transform.eulerX/Y/Z | Uses body if present for tweens | ### Kinematic Body Detection For `` entities, tweens on body.pos-* or body.euler-* fields automatically create KinematicTween/KinematicRotationTween instead of TweenValue. This uses velocity-based movement for physics-correct behavior. ### Sequence Execution Model 1. Tweens before first `` start simultaneously 2. `` waits for all active tweens + pause duration 3. Next group of tweens starts after pause completes 4. Sequence resets to Idle when all items processed ### Functions ```typescript // Create one-shot tween (returns tween entity ID) createTween(state, entity, target, options): number | null // Create shaker (returns shaker entity ID) createShaker(state, entity, target, options): number | null // Sequence control playSequence(state, entity): void // Start from current position stopSequence(state, entity): void // Stop and clear active tweens resetSequence(state, entity): void // Stop and reset to beginning completeSequence(state, entity): void // Jump to end, apply final values ``` ### Easing Functions `linear`, `sine-in/out/in-out`, `quad-in/out/in-out`, `cubic-in/out/in-out`, `quart-in/out/in-out`, `expo-in/out/in-out`, `circ-in/out/in-out`, `back-in/out/in-out`, `elastic-in/out/in-out`, `bounce-in/out/in-out` #### Examples ## XML (Declarative) Patterns ### Standalone Tween ```xml ``` ### Shorthand Tweens ```xml ``` ### Named Sequence (Reusable) Sequences with `name` start paused. Trigger via `playSequence()` in TypeScript. ```xml ``` ### Autoplay Sequence (Parallel + Sequential) Tweens before `` run simultaneously. Pause separates sequential groups. ```xml ``` ## TypeScript (Imperative) Patterns ### Basic Tween ```typescript import { createTween } from 'vibegame/tweening'; // Single field createTween(state, entity, 'transform.pos-x', { from: 0, to: 10, duration: 2, easing: 'sine-out' }); ``` ### Shorthand Tweens ```typescript // Position (creates 3 TweenValue entities) createTween(state, entity, 'at', { from: [0, 0, 0], to: [10, 5, 0], duration: 1.5, easing: 'quad-out' }); // Scale createTween(state, entity, 'scale', { from: [1, 1, 1], to: [2, 2, 2], duration: 0.5, easing: 'back-out' }); // Rotation (degrees, auto-detects body vs transform) createTween(state, entity, 'rotation', { from: [0, 0, 0], to: [0, 180, 0], duration: 2 }); ``` ### Triggering Named Sequences ```typescript import { playSequence, resetSequence, stopSequence } from 'vibegame/tweening'; // Get sequence entity by name const buttonPress = state.getEntityByName('button-press'); // Trigger sequence (reset first for replay) resetSequence(state, buttonPress); playSequence(state, buttonPress); // Or stop mid-animation stopSequence(state, buttonPress); ``` ### Event-Driven Sequence Pattern ```typescript // Define trigger component const TriggerSequence = GAME.defineComponent({}); const triggerQuery = GAME.defineQuery([TriggerSequence, Sequence]); // System processes triggers const TriggerSequenceSystem: GAME.System = { group: 'simulation', update(state) { for (const eid of triggerQuery(state.world)) { resetSequence(state, eid); playSequence(state, eid); state.removeComponent(eid, TriggerSequence); } } }; // Trigger from DOM event document.getElementById('btn')?.addEventListener('click', () => { const seq = state.getEntityByName('my-sequence'); if (seq !== null) state.addComponent(seq, TriggerSequence); }); ``` ### Driver Pattern: One Value Drives Many Entities A driver is a single tweened value that controls multiple entities via a system. This is useful for coordinated animations like breathing, pulsing, or wave effects. ```xml ``` ```typescript // System reads driver value, applies to all marked entities const BreatheSystem: System = { group: 'simulation', update(state) { const drivers = driverQuery(state.world); if (drivers.length === 0) return; const driverValue = BreatheDriver.value[drivers[0]]; const oscillation = Math.sin(state.time.elapsed * 2) * 0.2 * driverValue; for (const eid of breatheQuery(state.world)) { Transform.scaleX[eid] = 1 + oscillation; Transform.scaleY[eid] = 1 + oscillation; Transform.scaleZ[eid] = 1 + oscillation; } } }; ``` ### Shakers: Layered Modifications via Tweening Shakers enable multiple independent effects on the same property. Each shaker has an `intensity` that can be tweened, allowing effects to be faded in/out independently. ```xml ``` Key benefits: - **Safe composition**: Shakers apply at draw time without modifying base values - **Independent control**: Each shaker's intensity is separately tweened - **Order guarantees**: Additive shakers apply first, then multiplicative - **Alias resolution**: `shaker.intensity` resolves to `transform-shaker.intensity` when targeting transform properties ### Transform Shaker (TypeScript) ```typescript import { createShaker, createTween } from 'vibegame/tweening'; // Auto-detects transform target, creates TransformShaker const shakerId = createShaker(state, entity, 'transform.pos-y', { value: 0.5, intensity: 1, mode: 'additive' }); // Tween intensity to fade effect (use 'shaker.intensity' - resolves automatically) createTween(state, shakerId, 'shaker.intensity', { from: 1, to: 0, duration: 0.5 }); ``` ### Ui Web-native UI system using HTML/CSS overlays positioned over the 3D canvas. Includes GSAP for animations, ECS state synchronization, and external library support. This provides capabilities superior to most game engines' built-in UI systems. ### Components #### UIManager - element: HTMLElement - Root UI container - state: State - ECS state reference for updates - visible: ui8 (1) - UI visibility toggle ### Systems #### UIUpdateSystem - Group: simulation - Updates UI elements from ECS component state #### UIEventSystem - Group: setup - Handles UI event binding and canvas focus management ### Functions #### createUIOverlay(canvas: HTMLCanvasElement): HTMLElement Creates positioned UI overlay container #### bindUIToState(uiManager: UIManager, state: State): void Connects UI updates to ECS state changes #### showFloatingText(x: number, y: number, text: string): void Creates animated floating text at screen coordinates ### Patterns #### Basic UI Setup ```html
0 100
``` #### ECS Integration ```typescript const UISystem = { update: (state) => { // Update UI from game state components const scoreEl = document.getElementById('score'); if (scoreEl) scoreEl.textContent = getScore(state); } }; ``` #### GSAP Animations ```typescript gsap.to("#currency", { scale: 1.2, duration: 0.2, yoyo: true, repeat: 1 }); ``` #### Examples ## Examples ### Basic Game HUD ```html
Score: 0
Coins: 0
``` ### Animated Currency with GSAP ```javascript import gsap from 'gsap'; class AnimatedCounter { constructor(elementId) { this.element = document.getElementById(elementId); this.currentValue = 0; this.displayValue = 0; } setValue(newValue) { this.currentValue = newValue; gsap.to(this, { displayValue: newValue, duration: 0.8, ease: "power2.out", onUpdate: () => { this.element.textContent = Math.floor(this.displayValue); } }); } } // Usage in ECS system const coinCounter = new AnimatedCounter('coins'); const UISystem = { update: (state) => { const coins = getCoinsFromState(state); coinCounter.setValue(coins); } }; ``` ### Floating Damage Text ```javascript function showDamageText(worldX, worldY, worldZ, damage) { // Convert 3D world position to screen coordinates const camera = getMainCamera(state); const screenPos = worldToScreen(worldX, worldY, worldZ, camera); const element = document.createElement('div'); element.textContent = `-${damage}`; element.style.cssText = ` position: fixed; left: ${screenPos.x}px; top: ${screenPos.y}px; color: #ff4444; font-weight: bold; font-size: 24px; pointer-events: none; z-index: 10000; `; document.body.appendChild(element); gsap.timeline() .to(element, { y: screenPos.y - 100, opacity: 0, duration: 1.5, ease: "power2.out" }) .call(() => element.remove()); } // Usage in collision system const DamageSystem = { update: (state) => { // When player takes damage const playerPos = getPlayerPosition(state); showDamageText(playerPos.x, playerPos.y + 2, playerPos.z, 25); } }; ``` ### Menu System with State ```javascript class GameMenu { constructor() { this.isOpen = false; this.element = document.getElementById('main-menu'); } toggle() { this.isOpen = !this.isOpen; if (this.isOpen) { this.show(); } else { this.hide(); } } show() { this.element.style.display = 'block'; gsap.fromTo(this.element, { opacity: 0, scale: 0.8 }, { opacity: 1, scale: 1, duration: 0.3, ease: "back.out(1.7)" } ); } hide() { gsap.to(this.element, { opacity: 0, scale: 0.8, duration: 0.2, onComplete: () => { this.element.style.display = 'none'; } }); } } // Integration with input system const menu = new GameMenu(); const MenuSystem = { update: (state) => { // Check for escape key press if (GAME.consumeInput(state, 'escape')) { menu.toggle(); } } }; ```