Skip to content

eva-engine/eva.js

Repository files navigation

Eva.js (Interactive Game Engine)

Eva.js logo

npm-version npm-size npm-download

English | Chinese

Introduction

Eva.js is a front-end game engine specifically for creating interactive game projects.

Easy to Use: Eva.js provides out-of-box game components for developers to use right away. Yes, it's simple and elegant!

High-performance: Eva.js is powered by efficient runtime and rendering pipeline (Pixi.JS) which makes it possible to unleash the full potential of your device.

Scalability: Thanks to the ECS(Entity-Component-System) structure, you can expand your needs by highly customizable APIs. The only limitation is your imagination!

Documentation

You can find the Eva.js Documentation on eva.js.org, we appreciate your devotion by sending pull requests to this repository.

Checking out the Live example.

Packages

Package Description
@eva/eva.js Core engine: Game, GameObject, Component, System, Resource
@eva/plugin-renderer Core renderer (PixiJS)
@eva/plugin-renderer-img Image rendering
@eva/plugin-renderer-text Text rendering (Text, HTMLText, BitmapText)
@eva/plugin-renderer-sprite Sprite sheet rendering
@eva/plugin-renderer-sprite-animation Frame animation
@eva/plugin-renderer-spine Spine skeleton animation
@eva/plugin-renderer-dragonbone DragonBones skeleton animation
@eva/plugin-renderer-lottie Lottie animation
@eva/plugin-renderer-graphics Vector graphics drawing
@eva/plugin-renderer-nine-patch Nine-slice scaling
@eva/plugin-renderer-tiling-sprite Tiling sprite
@eva/plugin-renderer-mask Mask / clipping
@eva/plugin-renderer-mesh Perspective mesh deformation
@eva/plugin-renderer-render Render properties (alpha, zIndex, visible)
@eva/plugin-renderer-event Touch / pointer events
@eva/plugin-sound Audio playback
@eva/plugin-transition Tween animation
@eva/plugin-a11y Accessibility
@eva/plugin-evax Global state management
@eva/plugin-matterjs Physics engine (Matter.js)
@eva/plugin-layout Flexbox layout
@eva/plugin-stats Performance monitor
@eva/plugin-renderer-particle Particle emitter with zones, ranges and atlas frames
@eva/plugin-renderer-filter PixiJS 2D filters (blur, colorMatrix, displacement, noise, alpha)
@eva/plugin-renderer-render-texture Phaser-style dynamic render texture
@eva/plugin-renderer-dom-element Pin an HTML element to a GameObject transform
@eva/plugin-renderer-video HTML5 <video> rendering
@eva/plugin-renderer-tilemap 2D tilemap (Phaser v1 + Godot-style chunked v2)
@eva/plugin-renderer-spine36 Spine 3.6 skeleton animation
@eva/plugin-hitarea Trigger-style overlap detection (Godot Area2D equivalent, no physics)
@eva/plugin-input-action Map raw input (key / mouse / touch) to semantic action signals
@eva/plugin-camera2d 2D camera with follow / deadzone / shake
@eva/plugin-canvas-layer Named render layers with zIndex / screen-space flag
@eva/plugin-parallax Camera-driven background parallax with optional tiling
@eva/plugin-path-follow Move a GameObject along a waypoint path (once / loop / pingpong)
@eva/plugin-tween Godot-style tween with sequence / parallel / yoyo
@eva/plugin-animation-track Multi-track keyframe animation
@eva/plugin-easing Shared easing functions (linear / quad / cubic / elastic / back / bounce)
@eva/plugin-trigger Signal -> declarative actions, the stateless cousin of StateMachine
@eva/plugin-state-machine Finite state machine driven by signals
@eva/plugin-behavior-script Godot-style scriptable behaviors
@eva/plugin-signal-bus Namespaced global event bus
@eva/plugin-tick Reliable frame scheduler with RAF / wall fallback
@eva/plugin-timer Godot-style countdown / interval timer
@eva/plugin-ui UI kit: shapes + 14 @pixi/ui widgets + RadioGroup
@eva/plugin-ai DOM AI overlay (semantic mirror of GameObjects)
@eva/plugin-persistence localStorage <-> mx.store auto sync
@eva/plugin-pool GameObject object pool with scene-scoped recycling
@eva/plugin-worker Run Eva.js inside a Web Worker (OffscreenCanvas)
@eva/spine-base Internal base for Spine renderers
@eva/renderer-adapter Internal PixiJS display-object adapter layer

Usage

Install

npm i @eva/eva.js @eva/plugin-renderer @eva/plugin-renderer-img --save

Quick Start

<canvas id="canvas"></canvas>
import { Game, GameObject, resource, RESOURCE_TYPE } from '@eva/eva.js';
import { RendererSystem } from '@eva/plugin-renderer';
import { Img, ImgSystem } from '@eva/plugin-renderer-img';

resource.addResource([
  {
    name: 'imageName',
    type: RESOURCE_TYPE.IMAGE,
    src: {
      image: {
        type: 'png',
        url: 'https://gw.alicdn.com/tfs/TB1DNzoOvb2gK0jSZK9XXaEgFXa-658-1152.webp',
      },
    },
    preload: true,
  },
]);

const game = new Game();
await game.init({
  systems: [
    new RendererSystem({
      canvas: document.querySelector('#canvas'),
      width: 750,
      height: 1000,
    }),
    new ImgSystem(),
  ],
});

const image = new GameObject('image', {
  size: { width: 750, height: 1319 },
  origin: { x: 0, y: 0 },
  position: { x: 0, y: -319 },
  anchor: { x: 0, y: 0 },
});

image.addComponent(
  new Img({
    resource: 'imageName',
  }),
);

game.scene.addChild(image);

API Reference

Core - @eva/eva.js

Game

Game engine entry. Manages systems, scenes, and the game loop.

import { Game } from '@eva/eva.js';

const game = new Game();
await game.init({
  autoStart: true,       // auto start the game loop (default: true)
  frameRate: 60,         // target frame rate (default: 60)
  systems: [],           // systems to register
  needScene: true,       // auto create default scene (default: true)
});
Method Description
addSystem(system) Register a system
removeSystem(system) Remove a system
getSystem(SystemClass) Get registered system instance
start() Start the game loop
pause() Pause the game loop
resume() Resume the game loop
destroy() Destroy the game
loadScene({ scene, mode?, params? }) Load a scene
findByName(name) Find first GameObject by name
findAllByName(name) Find all GameObjects by name
Property Description
scene Current main scene
playing Whether the game is running
ticker Ticker instance
systems Registered systems array

GameObject

Entity in the ECS architecture. Holds components and supports parent-child hierarchy.

import { GameObject } from '@eva/eva.js';

const go = new GameObject('name', {
  position: { x: 0, y: 0 },
  size: { width: 100, height: 100 },
  origin: { x: 0, y: 0 },     // transform origin
  anchor: { x: 0.5, y: 0.5 }, // anchor point
  scale: { x: 1, y: 1 },
  rotation: 0,                  // radians
  skew: { x: 0, y: 0 },
});
Method Description
addComponent(component) Add a component instance
addComponent(ComponentClass, params) Add component by class + params
removeComponent(component) Remove a component
getComponent(ComponentClass) Get component by class
addChild(gameObject) Add child GameObject
removeChild(gameObject) Remove child GameObject
remove() Remove self from parent
destroy() Destroy self and all children
Property Description
transform Transform component
parent Parent GameObject
children Child GameObjects
scene Scene this object belongs to

Component

Base class for all components.

import { Component } from '@eva/eva.js';

class MyComponent extends Component {
  static componentName = 'MyComponent';

  init(params) {}        // called when added to GameObject
  awake() {}             // called after init
  start() {}             // called before first update
  update({ deltaTime, time, fps }) {}
  lateUpdate({ deltaTime }) {}
  onPause() {}
  onResume() {}
  onDestroy() {}
}

System

Base class for all systems. Processes components each frame.

import { System } from '@eva/eva.js';

class MySystem extends System {
  static systemName = 'MySystem';

  init(params) {}
  awake() {}
  start() {}
  update({ deltaTime, time, fps }) {}
  lateUpdate({ deltaTime }) {}
  onPause() {}
  onResume() {}
  onDestroy() {}
}

resource

Global resource manager singleton.

import { resource, RESOURCE_TYPE, LOAD_EVENT } from '@eva/eva.js';

// Add resources
resource.addResource([
  {
    name: 'img',
    type: RESOURCE_TYPE.IMAGE,
    src: { image: { type: 'png', url: 'path/to/image.png' } },
    preload: true,
  },
]);

// Preload all preload:true resources
resource.preload();

// Listen to loading progress
resource.on(LOAD_EVENT.PROGRESS, (progress) => {});  // 0-1
resource.on(LOAD_EVENT.COMPLETE, () => {});
resource.on(LOAD_EVENT.ERROR, (err) => {});

// Get resource (async)
const res = await resource.getResource('img');

// Destroy resource
resource.destroy('img');

RESOURCE_TYPE: IMAGE, SPRITE, SPRITE_ANIMATION, AUDIO, VIDEO, FONT


RendererSystem - @eva/plugin-renderer

Core rendering system powered by PixiJS. Required by all renderer plugins.

import { RendererSystem } from '@eva/plugin-renderer';

new RendererSystem({
  canvas: document.querySelector('#canvas'),
  width: 750,
  height: 1000,
  preference: 'webgl',   // 'webgl' | 'webgpu' | 'canvas'
  backgroundAlpha: 1,    // 0=fully transparent, 1=opaque
  antialias: false,
  resolution: window.devicePixelRatio,
  backgroundColor: 0x000000,
  enableScroll: false,
  debugMode: false,
});
Method Description
resize(width, height) Resize the canvas

Img - @eva/plugin-renderer-img

Render a single image.

import { Img, ImgSystem } from '@eva/plugin-renderer-img';

// Register system
game.addSystem(new ImgSystem());

// Add component
go.addComponent(new Img({ resource: 'imageName' }));
Param Type Description
resource string Resource name (IMAGE type)

Sprite - @eva/plugin-renderer-sprite

Render a sub-image from a sprite sheet.

import { Sprite, SpriteSystem } from '@eva/plugin-renderer-sprite';

game.addSystem(new SpriteSystem());

go.addComponent(new Sprite({
  resource: 'spriteName',
  spriteName: 'frame01.png',
}));
Param Type Description
resource string Resource name (SPRITE type)
spriteName string Sub-image name in the sprite sheet

SpriteAnimation - @eva/plugin-renderer-sprite-animation

Play frame-by-frame animation from a sprite sheet.

import { SpriteAnimation, SpriteAnimationSystem } from '@eva/plugin-renderer-sprite-animation';

game.addSystem(new SpriteAnimationSystem());

const anim = go.addComponent(new SpriteAnimation({
  resource: 'animResource',
  autoPlay: true,
  speed: 100,       // ms per frame
  forwards: false,  // stop at last frame when done
}));

anim.play(3);                // play 3 times
anim.gotoAndPlay(5);         // jump to frame 5 and play
anim.gotoAndStop(0);         // jump to frame 0 and stop
anim.stop();
Param Type Default Description
resource string Resource name (SPRITE_ANIMATION type)
autoPlay boolean true Auto play on load
speed number 100 Milliseconds per frame
forwards boolean false Freeze on last frame when complete
Property Description
currentFrame Current frame number
totalFrames Total frame count
Event Description
complete All play iterations finished
loop Each loop iteration
frameChange Frame changed

Text / HTMLText / BitmapText - @eva/plugin-renderer-text

Render text content with three rendering modes.

import { Text, HTMLText, BitmapText, TextSystem } from '@eva/plugin-renderer-text';

game.addSystem(new TextSystem());

// Canvas Text
go.addComponent(new Text({
  text: 'Hello World',
  style: {
    fontFamily: 'Arial',
    fontSize: 36,
    fill: 0xff1010,
    stroke: { color: 0xffffff, width: 5 },
    fontWeight: 'bold',
    wordWrap: true,
    wordWrapWidth: 200,
    align: 'center',
    dropShadow: {
      alpha: 1, angle: Math.PI / 6,
      blur: 5, color: 0x000000, distance: 5,
    },
  },
}));

// HTML Rich Text (supports <b>, <i>, <span>, <br> tags)
go.addComponent(new HTMLText({
  text: '<b>Bold</b> and <i>italic</i>',
  style: {
    fontFamily: 'Arial',
    fontSize: 24,
    fill: 0x000000,
    wordWrap: true,
    wordWrapWidth: 300,
  },
}));

// Bitmap Text (using bitmap font resource)
go.addComponent(new BitmapText({
  text: 'Score: 100',
  style: {
    fontFamily: 'myBitmapFont',
    fontSize: 32,
  },
}));

Graphics - @eva/plugin-renderer-graphics

Draw vector shapes using PixiJS Graphics API.

import { Graphics, GraphicsSystem } from '@eva/plugin-renderer-graphics';

game.addSystem(new GraphicsSystem());

const comp = go.addComponent(new Graphics());
// Use PixiJS Graphics API directly
comp.graphics.rect(0, 0, 100, 100);
comp.graphics.fill(0xff0000);
comp.graphics.circle(50, 50, 30);
comp.graphics.fill(0x00ff00);

NinePatch - @eva/plugin-renderer-nine-patch

Nine-slice scaling. Corners stay fixed while edges and center stretch.

import { NinePatch, NinePatchSystem } from '@eva/plugin-renderer-nine-patch';

game.addSystem(new NinePatchSystem());

go.addComponent(new NinePatch({
  resource: 'panelImg',
  leftWidth: 20,
  topHeight: 20,
  rightWidth: 20,
  bottomHeight: 20,
}));
Param Type Description
resource string Image or sprite resource name
spriteName string Sub-image name (when using SPRITE resource)
leftWidth number Left non-stretch width
topHeight number Top non-stretch height
rightWidth number Right non-stretch width
bottomHeight number Bottom non-stretch height

TilingSprite - @eva/plugin-renderer-tiling-sprite

Repeating tiled texture within a region.

import { TilingSprite, TilingSpriteSystem } from '@eva/plugin-renderer-tiling-sprite';

game.addSystem(new TilingSpriteSystem());

go.addComponent(new TilingSprite({
  resource: 'bgTexture',
  tileScale: { x: 1, y: 1 },
  tilePosition: { x: 0, y: 0 },
}));
Param Type Default Description
resource string Image resource name
tileScale {x, y} {x:1, y:1} Tile scale
tilePosition {x, y} {x:0, y:0} Tile offset

Mask - @eva/plugin-renderer-mask

Clip the display area of a GameObject.

import { Mask, MaskSystem, MASK_TYPE } from '@eva/plugin-renderer-mask';

game.addSystem(new MaskSystem());

// Circle mask
go.addComponent(new Mask({
  type: MASK_TYPE.Circle,
  style: { x: 50, y: 50, radius: 50 },
}));

// Rect mask
go.addComponent(new Mask({
  type: MASK_TYPE.Rect,
  style: { x: 0, y: 0, width: 200, height: 100 },
}));

// Image mask (alpha-based)
go.addComponent(new Mask({
  type: MASK_TYPE.Img,
  resource: 'maskImg',
  style: { x: 0, y: 0, width: 200, height: 200 },
}));

MASK_TYPE: Circle, Ellipse, Rect, RoundedRect, Polygon, Img, Sprite


PerspectiveMesh - @eva/plugin-renderer-mesh

Perspective mesh deformation by adjusting four corner points.

import { PerspectiveMesh, MeshSystem } from '@eva/plugin-renderer-mesh';

game.addSystem(new MeshSystem());

const mesh = go.addComponent(new PerspectiveMesh({
  resource: 'cardImg',
  verticesX: 10,    // horizontal vertex count
  verticesY: 10,    // vertical vertex count
}));

// Set four corners (x0,y0 x1,y1 x2,y2 x3,y3)
// top-left, top-right, bottom-right, bottom-left
mesh.setCorners(0, 0, 200, 20, 180, 300, 20, 280);

Render - @eva/plugin-renderer-render

Control render properties: visibility, transparency, z-order.

import { Render, RenderSystem } from '@eva/plugin-renderer-render';

game.addSystem(new RenderSystem());

go.addComponent(new Render({
  alpha: 1,               // opacity 0-1
  visible: true,
  zIndex: 0,
  sortableChildren: false,
  resolution: 1,
}));

Event - @eva/plugin-renderer-event

Add touch/pointer interaction to GameObjects.

import { Event, EventSystem, HIT_AREA_TYPE } from '@eva/plugin-renderer-event';

game.addSystem(new EventSystem());

const evt = go.addComponent(new Event({
  hitArea: {
    type: HIT_AREA_TYPE.Rect,
    style: { x: 0, y: 0, width: 100, height: 100 },
  },
}));

evt.on('tap', (e) => {
  console.log('tapped!', e.data.position);
});

evt.on('touchstart', (e) => {
  e.stopPropagation(); // stop bubbling
});

Events: tap, touchstart, touchmove, touchend, touchendoutside, touchcancel

Event data:

  • data.position - global coordinates {x, y}
  • data.localPosition - local coordinates {x, y}
  • data.pointerId - pointer ID
  • gameObject - target GameObject
  • stopPropagation() - stop event bubbling

HIT_AREA_TYPE: Circle, Ellipse, Polygon, Rect, RoundedRect


Spine - @eva/plugin-renderer-spine

Play Spine skeleton animations. Use @eva/plugin-renderer-spine36 for Spine 3.6 format.

import { Spine, SpineSystem } from '@eva/plugin-renderer-spine';

game.addSystem(new SpineSystem());

const spine = go.addComponent(new Spine({
  resource: 'spineRes',
  animationName: 'idle',
  autoPlay: true,
  scale: 1,
}));

spine.play('walk', true);               // play looping
spine.stop();
spine.addAnimation('attack', 0, false); // queue animation
spine.setMix('idle', 'walk', 0.2);      // transition blend
spine.setAttachment('weapon', 'sword'); // slot attachment (skin swap)
spine.getBone('head');                   // get bone

// Mount a GameObject to a spine slot
spine.addSlotObject('hand', weaponGameObject);
spine.removeSlotObject(weaponGameObject);
Event Description
complete Animation complete
start Animation started
end Animation ended
event Spine event triggered
interrupt Animation interrupted

DragonBone - @eva/plugin-renderer-dragonbone

Play DragonBones skeleton animations. Compatible with PixiJS v8.

import { Game, GameObject, resource, RESOURCE_TYPE } from '@eva/eva.js';
import { RendererSystem } from '@eva/plugin-renderer';
import { DragonBone, DragonBoneSystem } from '@eva/plugin-renderer-dragonbone';

// DragonBones requires three asset files: skeleton json, atlas json, atlas image.
resource.addResource([
  {
    name: 'hero',
    type: RESOURCE_TYPE.DRAGONBONE,
    src: {
      image: { type: 'png',  url: '/assets/hero/texture.png' },
      tex:   { type: 'json', url: '/assets/hero/texture.json' },   // atlas
      ske:   { type: 'json', url: '/assets/hero/skeleton.json' },  // skeleton
    },
    preload: true,
  },
]);

game.addSystem(new DragonBoneSystem());

const db = go.addComponent(new DragonBone({
  resource: 'hero',
  armatureName: 'Hero',     // required: armature name in the DragonBones project
  animationName: 'idle',
  autoPlay: true,
}));

db.play('run');             // play default loop count
db.play('attack', 1);       // play once
db.play('idle', 0);         // loop forever
db.stop();
db.stop('walk');
Param Type Default Description
resource string Resource name (DRAGONBONE type)
armatureName string Armature name; required, throws on missing
animationName string Initial animation to play
autoPlay boolean true Auto play animationName once armature is ready
Event Description
start Animation start / loop start
loopComplete One loop finished
complete All loops finished
fadeIn / fadeInComplete Fade-in start / complete
fadeOut / fadeOutComplete Fade-out start / complete
frameEvent Custom keyframe event
soundEvent Sound event

The internal lib/db.js is the DragonBones PixiJS runtime. PixiJS v8 polyfills for setTransform, BLEND_MODES, Ticker.shared, mesh slot stub and Texture constructor are applied at the import layer. Mesh slot vertex deformation falls back to a flat sprite — image-based slots render fully.


Lottie - @eva/plugin-renderer-lottie

Play Lottie (After Effects) animations.

import { Lottie, LottieSystem } from '@eva/plugin-renderer-lottie';

game.addSystem(new LottieSystem());

const lottie = go.addComponent(new Lottie({
  resource: 'lottieRes',
  autoStart: false,
}));

// Play frame range [0, 60], loop infinitely
lottie.play([0, 60], { repeats: -1 });

// Play with slot replacement
lottie.play([0, 100], {
  slot: [
    { type: 'IMAGE', name: 'layerName', url: 'newImg.png' },
    { type: 'TEXT', name: 'textLayer', value: 'New Text', style: { fontSize: 24 } },
  ],
});

// Tap interaction on named layer
lottie.onTap('buttonLayer', () => console.log('clicked'));
Event Description
complete Play complete
loopComplete Loop iteration
enterFrame Each frame

Sound - @eva/plugin-sound

Audio playback based on Web Audio API.

import { Sound, SoundSystem } from '@eva/plugin-sound';

game.addSystem(new SoundSystem({
  autoPauseAndStart: true,  // sync with game pause/resume
}));

const sound = go.addComponent(new Sound({
  resource: 'bgm',
  autoplay: false,
  loop: true,
  volume: 0.8,
  speed: 1,
  muted: false,
  onEnd: () => console.log('done'),
}));

sound.play();
sound.pause();
sound.resume();
sound.stop();
sound.volume = 0.5;
sound.muted = true;
Property Description
playing Whether sound is playing
volume Volume (0-1)
muted Mute state
state 'unloaded' / 'loading' / 'loaded'

Transition - @eva/plugin-transition

Tween animation with keyframes and easing.

import { Transition, TransitionSystem } from '@eva/plugin-transition';

game.addSystem(new TransitionSystem());

const render = go.addComponent(new Render({ alpha: 1 }));

const transition = go.addComponent(new Transition({
  group: {
    fadeIn: [
      {
        name: 'alpha',
        component: render,
        values: [
          { time: 0, value: 0, tween: 'ease-in' },
          { time: 1000, value: 1 },
        ],
      },
    ],
    moveRight: [
      {
        name: 'position.x',
        component: go.transform,
        values: [
          { time: 0, value: 0, tween: 'ease-out' },
          { time: 500, value: 300 },
        ],
      },
    ],
  },
}));

transition.play('fadeIn');
transition.play('moveRight', Infinity);  // loop forever
transition.stop('fadeIn');

transition.on('finish', (name) => console.log(`${name} finished`));

Easing functions: linear, ease-in, ease-out, ease-in-out, bounce-in, bounce-out, bounce-in-out


A11y - @eva/plugin-a11y

Accessibility support. Creates transparent DOM overlay with ARIA attributes over canvas.

import { A11y, A11ySystem, A11yActivate } from '@eva/plugin-a11y';

game.addSystem(new A11ySystem({
  debug: false,
  activate: A11yActivate.CHECK,  // CHECK | ENABLE | DISABLE
  delay: 100,
}));

go.addComponent(new A11y({
  hint: 'Play button',
  role: 'button',
  'aria-label': 'Start the game',
}));

Physics - @eva/plugin-matterjs

2D physics powered by Matter.js.

import { Physics, PhysicsSystem, PhysicsType } from '@eva/plugin-matterjs';

game.addSystem(new PhysicsSystem({
  resolution: 1,
  isTest: false,           // debug render
  world: {
    gravity: { x: 0, y: 1 },
  },
}));

// Rectangle body
go.addComponent(new Physics({
  type: PhysicsType.RECTANGLE,
  bodyOptions: {
    isStatic: false,
    restitution: 0.8,
    density: 0.01,
  },
}));

// Circle body
go.addComponent(new Physics({
  type: PhysicsType.CIRCLE,
  radius: 25,
  bodyOptions: { restitution: 1 },
}));

// Polygon body
go.addComponent(new Physics({
  type: PhysicsType.POLYGON,
  sides: 6,
  radius: 30,
}));

PhysicsType: RECTANGLE, CIRCLE, POLYGON


Layout - @eva/plugin-layout

Flexbox-like layout system.

import { Layout, LayoutChild, LayoutSystem } from '@eva/plugin-layout';

game.addSystem(new LayoutSystem());

// Container
container.addComponent(new Layout({
  direction: 'row',           // 'row' | 'column'
  justifyContent: 'center',  // 'start' | 'center' | 'end' | 'space-between' | 'space-around'
  alignItems: 'center',      // 'start' | 'center' | 'end' | 'stretch'
  gap: 10,
  padding: [10, 20],         // number | [v,h] | [top,right,bottom,left]
  autoSize: true,             // auto-fit container size
}));

// Child item
child.addComponent(new LayoutChild({
  flexGrow: 1,
  flexShrink: 0,
  alignSelf: 'center',
  margin: 5,
  fixedSize: { width: 100 },
}));

Stats - @eva/plugin-stats

Performance monitoring panel displaying FPS and other metrics.

import { Stats, StatsSystem } from '@eva/plugin-stats';

game.addSystem(new StatsSystem({
  show: true,
  style: { x: 0, y: 0, width: 200, height: 100 },
}));

go.addComponent(new Stats());

ParticleEmitter - @eva/plugin-renderer-particle

GPU-batched particle emitter built on PixiJS ParticleContainer / Particle. Supports range-driven properties (number, {min,max}, {start,end,ease}, number[]), emit/death zones, atlas frame pools, gravity, acceleration and moveTo targeting.

import { ParticleEmitter, ParticleEmitterSystem } from '@eva/plugin-renderer-particle';

game.addSystem(new ParticleEmitterSystem());

const emitter = go.addComponent(new ParticleEmitter({
  resource: 'sparkAtlas',
  frame: ['spark0.png', 'spark1.png'],   // random per emit (atlas) or single string
  auto: true,
  frequency: 30,            // ms between emits
  quantity: 4,               // particles per emit
  maxParticles: 500,
  lifespan: { min: 600, max: 1200 },
  speed: { min: 80, max: 200 },
  angle: { min: 0, max: 360 },         // degrees
  scale: { start: 1, end: 0, ease: 'quad.out' },
  alpha: { start: 1, end: 0 },
  tint: [0xffcc33, 0xff5522],
  gravityY: 200,
  emitZone: { shape: { type: 'circle', radius: 40 } },
  deathZone: { shape: { type: 'rect', x: -300, y: -300, width: 600, height: 600 }, mode: 'onLeave' },
}));

emitter.stop();    // pause emission (existing particles finish their lifespan)
emitter.start();   // resume
Param Type Default Description
resource string Image or sprite atlas resource name
frame string | string[] Atlas frame(s); array samples randomly per emit
auto boolean true Auto-start on add
explode number One-shot burst of N particles (overrides frequency)
duration number -1 Emit duration in ms; -1 = infinite
stopAfter number Stop after N total particles emitted
frequency number 250 ms between emits
quantity number 1 Particles per emit
maxParticles number 500 Hard cap of live particles
lifespan RangeValue 1000 Particle lifespan (ms)
speed / speedX / speedY / angle RangeValue Initial velocity; angle in degrees
rotate RangeValue Per-particle rotation speed
scale / scaleX / scaleY / alpha RangeValue Tween-capable via {start,end,ease}
tint number | number[] Hex color, or random sample from array
gravityX / gravityY number 0 Constant world gravity
accelerationX / accelerationY RangeValue Per-particle acceleration
moveTo {x, y} Aim each particle at this point (overrides angle)
emitZone EmitZoneSpec Spawn area: point / rect / circle / ellipse / line, type:'random'|'edge'
deathZone DeathZoneSpec Kill area with mode:'onEnter'|'onLeave'
onEmit / onUpdate string Named hooks resolved by host (DSL stores event keys)

RangeValue forms: number, {min, max} (uniform), {start, end, ease?} (per-particle interpolation, see easing list), or number[] (random pick).

Easing: linear, sine.in/out/inout, quad.in/out/inout, cubic.in/out, expo.out.


Filter - @eva/plugin-renderer-filter

Apply PixiJS built-in 2D filters to a GameObject. Each entry in filters is instantiated by FilterSystem and bound to the underlying display container's filters array.

import { Filter, FilterSystem } from '@eva/plugin-renderer-filter';

game.addSystem(new FilterSystem());

sprite.addComponent(new Filter({
  filters: [
    { type: 'blur', strength: 8, quality: 4 },
    { type: 'colorMatrix', preset: 'sepia' },
    { type: 'displacement', resource: 'noiseMap', scaleX: 20, scaleY: 20 },
    { type: 'noise', noise: 0.3, seed: 0.1 },
    { type: 'alpha', alpha: 0.7 },
  ],
  filterArea: { x: 0, y: 0, width: 750, height: 1000 },
}));
FilterSpec field Type Used by Description
type 'blur' | 'colorMatrix' | 'displacement' | 'noise' | 'alpha' all Filter kind
enabled boolean all Per-filter toggle
strength / quality / blurX / blurY number blur Pixi BlurFilter knobs
preset / presetArg / matrix ColorMatrixPreset / number / number[] colorMatrix Built-in preset (e.g. sepia, grayscale, negative, polaroid, vintage, hue, saturate, brightness, contrast) or raw 4x5 matrix
resource / scaleX / scaleY string / number displacement Displacement map image resource + scale
noise / seed / noiseAnimSpeed number noise Noise filter params
alpha number alpha 0..1 opacity multiplier

ColorMatrixPreset: sepia, grayscale, negative, polaroid, vintage, lsd, predator, kodachrome, browni, technicolor, blackAndWhite, tint, saturate, brightness, contrast, hue, night


RenderTexture - @eva/plugin-renderer-render-texture

Phaser-style dynamic render texture. Holds an offscreen Pixi RenderTexture and replays a declarative queue of draw ops (fill, draw, drawFrame, drawText, erase, paint, clear). Optionally registers the final texture as a resource via saveAs so other Img / Sprite components can reference it.

import { RenderTexture, RenderTextureSystem } from '@eva/plugin-renderer-render-texture';

game.addSystem(new RenderTextureSystem());

const rt = go.addComponent(new RenderTexture({
  width: 512,
  height: 512,
  backgroundColor: 0x000000,
  backgroundAlpha: 0,
  append: true,        // accumulate ops (Phaser-like); false = clear each commit
  saveAs: 'paintCanvas',
  ops: [
    { type: 'fill', color: 0x222222, alpha: 1 },
    { type: 'draw', resource: 'bg', x: 0, y: 0, width: 512, height: 512 },
    { type: 'drawText', text: 'HELLO', x: 100, y: 60, style: { fontSize: 48, fill: 0xffffff } },
  ],
}));

// Mutate the queue at runtime — system detects via `dirty` counter
rt.addOp({ type: 'paint', resource: 'brush', x: 200, y: 200, step: { x: 4, y: 0 }, times: 8 });
rt.clearOps();
Param Type Default Description
width number 256 Logical RT width
height number 256 Logical RT height
ops RenderTextureOp[] [] Declarative draw queue, replayed on each commit
backgroundColor number -1 Clear color (when append=false); -1 = transparent
backgroundAlpha number 1 Background alpha
append boolean true Append ops without clearing; false clears each commit
saveAs string Register final RT as a resource key for Img / Sprite

Op types: fill (solid rect), clear (transparent), draw (image / atlas frame at x,y with tint/anchor/scale/rotation/blendMode), drawFrame (atlas-frame shorthand), drawText (PIXI.Text), erase (destination-out rect), paint (repeat a sprite N times with offset for paint trails).


DOMElement - @eva/plugin-renderer-dom-element

Pin a real HTML element onto a GameObject. The element lives in a .eva-dom-layer overlay aligned to the PixiJS canvas, while transform.position / scale / rotation are synced every frame to CSS transform. Useful for <input>, <video>, rich HTML buttons, or any DOM-only feature on top of Canvas.

import { DOMElement, DOMElementSystem } from '@eva/plugin-renderer-dom-element';

game.addSystem(new DOMElementSystem());

// Option A: raw HTML string (first root node is used)
go.addComponent(new DOMElement({
  html: '<input type="text" placeholder="Name" />',
  width: 240,
  height: 48,
  anchorX: 0.5,
  anchorY: 0.5,
  style: { background: '#fff', borderRadius: '8px', padding: '0 12px' },
  attrs: { maxlength: '12' },
}));

// Option B: tag + style
go.addComponent(new DOMElement({
  element: 'div',
  className: 'overlay-card',
  cssText: 'background: rgba(0,0,0,0.6); color: #fff;',
  width: 320,
  height: 120,
  pointerEvents: 'auto',
  blendMode: 'multiply',
}));
Param Type Default Description
html string Raw HTML; first root node becomes the element
element string 'div' Tag name when html is empty
className string className applied to the element
cssText string Inline style.cssText
style Record<string,string> Individual style props
attrs Record<string,string> setAttribute map
width / height number Element pixel size
anchorX / anchorY number 0.5 Origin (0..1), Phaser-style
blendMode string CSS mix-blend-mode
pointerEvents string 'auto' CSS pointer-events (layer itself is none)

The DOM layer is pointer-events: none; individual elements default to auto so inputs and buttons stay interactive. Game.pause() halts the layer-sync RAF loop to avoid forced layouts.


Video - @eva/plugin-renderer-video

Phaser-style video component (MVP). Wires a detached <video> DOM element into a PixiJS Sprite so videos render inside the ECS pipeline. Browser autoplay restrictions still apply — keep muted: true if you need playback without a user gesture.

Not supported: HLS/DASH/MSE streaming, getUserMedia, alpha / chroma-key video, shader-bound video textures.

import { Video, VideoSystem } from '@eva/plugin-renderer-video';

game.addSystem(new VideoSystem());

const video = go.addComponent(new Video({
  src: 'https://cdn.example.com/intro.mp4',  // raw URL or registered resource key
  loop: false,
  autoplay: true,
  muted: true,        // required for autoplay without user gesture
  volume: 1,
  playbackRate: 1,
  width: 640,
  height: 360,
  anchorX: 0.5,
  anchorY: 0.5,
  playsInline: true,  // iOS inline playback
  onComplete: 'video:ended',
}));

video.play();
video.pause();
video.setCurrentTime(3.5);             // seek (seconds)
const canvas = video.snapshot();        // current frame -> HTMLCanvasElement (or null)
video.videoElement.muted = false;       // raw <video> access if needed
Param Type Default Description
src string '' Video URL, or a registered resource key
loop boolean false Loop playback
autoplay boolean true Auto-start after loadeddata
muted boolean true Required by browsers for unattended autoplay
volume number 1 0~1
playbackRate number 1 Playback speed
width / height number video intrinsic Display size
anchorX / anchorY number 0.5 Sprite anchor
crossOrigin 'anonymous' / 'use-credentials' / '' 'anonymous' Required for snapshot() to read pixels
playsInline boolean true iOS inline playback
onComplete string DSL hook key, fired on ended

Tilemap - @eva/plugin-renderer-tilemap

2D tilemap renderer supporting two coexisting paths:

  • v1 (Phaser-style, static): drive layers from a row-major 2D data[row][col] array against a single tileset image.
  • v2 (Godot-style, chunked): drive layers from tilemapRef + layersV2[].cellData.chunks (16x16 chunks, packed int32 per cell). The system also exposes peering / autotile / animation / mesh-vs-sprite strategy / static physics body helpers.

The Tilemap system picks the path automatically based on whether tilemapRef is set.

import { Tilemap, TilemapSystem } from '@eva/plugin-renderer-tilemap';
import { resource, RESOURCE_TYPE } from '@eva/eva.js';

resource.addResource([
  { name: 'tiles', type: RESOURCE_TYPE.IMAGE, src: { image: { type: 'png', url: '/tiles.png' } }, preload: true },
]);

game.addSystem(new TilemapSystem());

// v1 Phaser-style: static 2D grid, id 0 = empty, id N = (N-1)th tile.
const tilemap = go.addComponent(new Tilemap({
  tileset: 'tiles',
  tileWidth: 32,
  tileHeight: 32,
  layers: [
    {
      name: 'ground',
      data: [
        [1, 1, 2, 0],
        [1, 2, 2, 3],
      ],
      offsetX: 0,
      offsetY: 0,
      alpha: 1,
    },
  ],
}));

// v2 Godot-style: chunked cellData via TILESET resource
// resource.addResource([{ name: 'world', type: 'TILESET', src: { json: { url: '/world.tileset.json' } } }])
// new Tilemap({ tilemapRef: 'world', layersV2: [...], renderStrategy: 'auto' })
Param (v1) Type Default Description
tileset string '' Tileset image resource key
tileWidth / tileHeight number 32 Source tile size in tileset
tilesetColumns number auto Columns in tileset (else derived from image)
tilesetSpacing / tilesetMargin number 0 Atlas spacing / margin
renderTileWidth / renderTileHeight number tileW/H Render-time tile size (scale)
layers TilemapLayer[] [] { name, data[][], offsetX, offsetY, alpha, visible, tint }
Param (v2) Type Default Description
tilemapRef string TILESET resource key (enables chunked v2 path)
mapOrigin {x,y} {0,0} World origin of cell (0,0)
cellSize {width,height} derived Cell pixel size (else from tileset doc)
layersV2 TileMapLayerV2[] Chunked layers (cellData: { kind: 'chunked', chunks })
renderStrategy 'sprite' / 'mesh' / 'auto' 'auto' Per-chunk renderer pick
collisionEnabled / navigationEnabled / animationEnabled boolean Toggle physics body / navmesh / tile animations

Also exports utilities: decodeChunk / unpackCell (cell codec), PeeringBitIndex / pickAutotileCandidate (autotile lookup), TileAnimationDriver, buildChunkMesh, buildTileMapStaticBodies (Matter.js bodies), diffTilesetForChunkRebuild (hot-reload diff).


Spine36 - @eva/plugin-renderer-spine36

Spine skeleton animation for the 3.6 export format, built on pixi-spine36. API is identical to @eva/plugin-renderer-spine (both extend the same @eva/spine-base base class) — pick this package when your Spine assets are exported from the 3.6 toolchain and the modern runtime cannot load them.

import { Spine, SpineSystem } from '@eva/plugin-renderer-spine36';

game.addSystem(new SpineSystem());

const spine = go.addComponent(new Spine({
  resource: 'heroSpine36',
  animationName: 'idle',
  autoPlay: true,
}));

spine.play('walk', true);
spine.addAnimation('attack', 0, false);
spine.setMix('idle', 'walk', 0.2);
spine.setAttachment('weapon', 'sword');

The package also re-exports the bundled runtime as pixiSpine for advanced low-level access:

import { pixiSpine } from '@eva/plugin-renderer-spine36';
// pixiSpine.Spine, pixiSpine.AtlasAttachmentLoader, ...

For the full event / Params reference see the Spine section above — same params (resource, animationName, autoPlay, scale), same events (start, complete, end, event, interrupt).


HitArea - @eva/plugin-hitarea

Trigger-style overlap detection without a physics engine — a lightweight Godot Area2D equivalent. Every frame the system pairs entities by layer / mask and emits enter / exit signals through @eva/plugin-signal-bus.

import { HitArea, HitAreaSystem } from '@eva/plugin-hitarea';
import { getSignalBus } from '@eva/plugin-signal-bus';

game.addSystem(new HitAreaSystem());

// Monster: listens for rockets entering its body
monster.addComponent(new HitArea({
  shape: { type: 'circle', radius: 238 },
  layer: ['monster'],
  mask: ['rocket'],
  signalEnter: 'monster:hit',
  signalExit: 'monster:leave',
  oneShot: false,
  enabled: true,
}));

// Rocket: just declares its layer
rocket.addComponent(new HitArea({
  shape: { type: 'rect', width: 40, height: 80 },
  layer: ['rocket'],
  mask: [],
}));

getSignalBus().on('monster:hit', ({ selfGo, otherGo }) => {
  console.log('rocket', otherGo.name, 'hit monster', selfGo.name);
});
Param Type Default Description
shape { type: 'circle', radius } / { type: 'rect', width, height } / { type: 'point' } circle r=10 Hit shape, with optional offsetX / offsetY
layer string[] [] Which layers this area belongs to
mask string[] [] Layers this area cares about (only matches when other.layer ∩ self.mask)
signalEnter string Signal emitted on first overlap
signalExit string Signal emitted when overlap ends
oneShot boolean false Disable self after first enter
enabled boolean true Skip evaluation when false

Signal payload: { self, other, selfGo, otherGo } (both components and GameObjects). If both layer and mask are empty, all HitAreas pair with each other (legacy DSL fallback). Broad phase is N² — fine for < ~50 active areas; add a quadtree above for larger scenes.


InputActionMap - @eva/plugin-input-action

Map raw keyboard / mouse / touch / click events to semantic actions (e.g. fire, left, jump) and emit press / release / hold signals through @eva/plugin-signal-bus. Keeps gameplay components decoupled from the underlying input device.

import { InputActionMap, InputActionSystem } from '@eva/plugin-input-action';
import { getSignalBus } from '@eva/plugin-signal-bus';

game.addSystem(new InputActionSystem());

const input = player.addComponent(new InputActionMap({
  bindings: [
    { action: 'fire', sources: [{ type: 'click' }, { type: 'key', code: 'Space' }] },
    { action: 'left', sources: [{ type: 'key', code: 'ArrowLeft' }] },
    { action: 'right', sources: [{ type: 'key', code: 'ArrowRight' }] },
  ],
}));

getSignalBus().on('input:fire:press', () => player.fire());
getSignalBus().on('input:left:hold', () => player.moveLeft());

// Polling-style query for non-signal callers
if (input.isPressed('right')) player.moveRight();
Param Type Default Description
bindings ActionBinding[] [] Action → input source list
rootSelector string CSS selector for the listening element; defaults to document

Input sources: { type: 'key', code }, { type: 'mouse', button? }, { type: 'touch' }, { type: 'click' } (touch + mouse merged).

Default signals (override per binding via pressSignal / releaseSignal / holdSignal):

Signal When
input:{action}:press First time any source goes down
input:{action}:release When all sources are released
input:{action}:hold Every frame while the action is held

Camera2D - @eva/plugin-camera2d

2D camera with follow target, deadzone, damping, world limits and shake. The camera does not alter a renderer viewport — instead it translates the worldRoot GameObject every frame in the opposite direction of the follow target. Pair with @eva/plugin-canvas-layer (screenSpace: true) for HUD entities that should stay fixed.

import { Camera2D, Camera2DSystem } from '@eva/plugin-camera2d';
import { getSignalBus } from '@eva/plugin-signal-bus';

game.addSystem(new Camera2DSystem());

cameraGo.addComponent(new Camera2D({
  followEntity: 'Player',
  worldRoot: 'world',
  viewportCenter: { x: 360, y: 640 },
  deadzone: { x: 80, y: 60 },
  damping: 0.15,
  limits: { minX: 0, maxX: 2000, minY: 0, maxY: 1280 },
}));

// Trigger a shake via the signal bus
getSignalBus().emit('camera:shake', { intensity: 12, duration: 250 });
Param Type Default Description
followEntity string Entity name to follow (searched in the active scene)
worldRoot string Entity whose transform.position represents the world; gets offset every frame
viewportCenter {x,y} {0,0} Screen point the target should be anchored to
deadzone {x,y} {0,0} Pixel offset from viewportCenter before the camera starts moving
damping number 0 Smoothing factor 0..10 snaps instantly, 1 never catches up
limits {minX,maxX,minY,maxY} Clamp the world offset on each axis (any field optional)
Signal Payload Description
camera:shake { intensity?: number; duration?: number } Trigger a decaying random shake (default intensity=8, duration=200ms)

CanvasLayer - @eva/plugin-canvas-layer

Declare which logical layer a GameObject belongs to and whether it should ignore the camera. The system sorts sibling children of any parent that contains CanvasLayer entities by zIndex; the screenSpace flag is read by @eva/plugin-camera2d to decide whether the entity should follow world translation.

import { CanvasLayer, CanvasLayerSystem } from '@eva/plugin-canvas-layer';

game.addSystem(new CanvasLayerSystem());

worldGo.addComponent(new CanvasLayer({
  name: 'world',
  zIndex: 0,
  screenSpace: false,
}));

hudGo.addComponent(new CanvasLayer({
  name: 'ui-hud',
  zIndex: 1000,
  screenSpace: true,   // pinned to screen — Camera2D will skip translating it
}));
Param Type Default Description
name string Semantic layer name (e.g. background, world, ui-hud, ui-modal)
zIndex number 0 Sort key — higher renders in front (siblings re-sorted each frame)
screenSpace boolean false When true, the entity is treated as HUD and won't be translated by Camera2D

Parallax - @eva/plugin-parallax

Move a GameObject opposite to a camera reference at a configurable speed factor, optionally wrapping after a tile width / height for looping backgrounds. Pair with @eva/plugin-camera2d (or any entity acting as a camera anchor).

import { Parallax, ParallaxSystem } from '@eva/plugin-parallax';

game.addSystem(new ParallaxSystem());

// Far background — barely moves with the camera
far.addComponent(new Parallax({
  speedX: 0.2,
  tileWidth: 1080,
  cameraEntity: 'mainCamera',
}));

// Mid background — moves faster, also tiles vertically
mid.addComponent(new Parallax({
  speedX: 0.6,
  speedY: 0.6,
  tileWidth: 1080,
  tileHeight: 1920,
  cameraEntity: 'mainCamera',
}));
Param Type Default Description
speedX number 0 Horizontal parallax factor; 0 = static, 1 = locked to camera, >1 = faster than camera
speedY number 0 Vertical parallax factor
tileWidth number 0 Wrap position.x by tileWidth; 0 disables tiling
tileHeight number 0 Wrap position.y by tileHeight
cameraEntity string Name of the camera GameObject to read transform.position from

The parallax entity must NOT be a child of the moving world root — keep it sibling to the camera (or under a fixed UI root), otherwise the world translation is applied twice. Base offset is captured in awake(), so set the entity's initial position to its design-time anchor.


PathFollow - @eva/plugin-path-follow

Move a GameObject along a polyline of waypoints at constant speed, with once / loop / pingpong modes and optional tangent-aligned rotation. Useful for patrolling enemies, conveyor items, or scripted cameras.

import { PathFollow, PathFollowSystem } from '@eva/plugin-path-follow';
import { getSignalBus } from '@eva/plugin-signal-bus';

game.addSystem(new PathFollowSystem());

const follow = enemy.addComponent(new PathFollow({
  waypoints: [
    { x: 0, y: 0 },
    { x: 200, y: 0 },
    { x: 200, y: 200 },
    { x: 0, y: 200 },
  ],
  speed: 180,              // px / sec
  loop: 'pingpong',         // 'once' | 'loop' | 'pingpong'
  autostart: true,
  rotateToFace: true,       // align transform.rotation to current segment
  signal: 'enemy:path:done',
}));

follow.play();
follow.pause();
follow.stop();

getSignalBus().on('path:finish', ({ component }) => {
  console.log('reached the end', component);
});
Param Type Default Description
waypoints { x, y }[] [] Path points; ≥ 2 required to move
speed number 0 Travel speed in pixels per second
loop 'once' | 'loop' | 'pingpong' 'once' End-of-path behavior
autostart boolean false Start moving from awake()
rotateToFace boolean false Set transform.rotation to the current segment angle (radians)
signal string Extra signal emitted on once completion

Built-in signals: path:finish always fires when a once path completes, with { component } payload. Methods on the component: play(), pause(), stop() (resets to start and reapplies position).


Tween - @eva/plugin-tween

Godot-equivalent Tween component. Differences vs. @eva/plugin-transition:

  • Target is any path: transform.*, components.<Name>.<field>, store.<key> (mx.store)
  • Built-in sequence and parallel orchestration
  • Yoyo + finite/infinite loops
  • Emits a named signal on finish
import { Tween, TweenSystem, Easing } from '@eva/plugin-tween';

game.addSystem(new TweenSystem());

// Single-step tween
const tween = go.addComponent(new Tween({
  step: {
    target: 'components.RocketAimer.currentAngleDeg',
    from: -60, to: 60,
    duration: 1500,
    easing: 'easeInOutQuad',
  },
  yoyo: true,
  loop: -1,           // -1 = infinite
  autostart: true,
  signal: 'aimer:swept',
}));

// Multi-step (sequence by default, set parallel:true for simultaneous)
go.addComponent(new Tween({
  steps: [
    { target: 'transform.position.x', to: 300, duration: 500, easing: 'easeOutCubic' },
    { target: 'transform.position.y', to: 100, duration: 500, delay: 100 },
  ],
  parallel: false,
}));

tween.play();
tween.pause();
tween.resume();
tween.stop();
Param Type Default Description
step TweenStep - Single-step shorthand
steps TweenStep[] [] Multi-step list
parallel boolean false Run steps in parallel instead of sequence
yoyo boolean false Reverse on every cycle end
loop number 0 -1 for infinite, 0 for play-once
autostart boolean false Start on awake
signal string - Signal emitted on finish

Each TweenStep is { target, from?, to, duration, easing?, delay? }. If from is omitted, the current value at play-time is captured.

Easing names: linear, easeIn|Out|InOutQuad, easeIn|Out|InOutCubic, easeIn|Out|InOutElastic, easeIn|Out|InOutBack, easeIn|Out|InOutBounce. Import Easing to call the curves directly.

Signal When
tween:finish Always emitted on finish (non-looping completion)
signal Emitted on finish if configured

AnimationTrack - @eva/plugin-animation-track

Multi-track keyframe animation driven by a single timeline. Each track binds to a property path on the GameObject (e.g. transform.position.x) and interpolates between keyframes with optional per-segment easing.

import { AnimationTrack, AnimationTrackSystem } from '@eva/plugin-animation-track';

game.addSystem(new AnimationTrackSystem());

const track = go.addComponent(new AnimationTrack({
  duration: 2,          // seconds; if omitted, derived from max keyframe time
  loop: true,
  autostart: true,
  signal: 'intro:done', // emitted on plugin-signal-bus when non-looping finishes
  tracks: [
    {
      target: 'transform.position.x',
      keyframes: [
        { time: 0,   value: 0,   easing: 'easeInOutCubic' },
        { time: 1,   value: 200, easing: 'easeOutBack' },
        { time: 2,   value: 0 },
      ],
    },
  ],
}));

track.play();
track.pause();
track.stop();
track.seek(0.5);                 // jump to t=0.5s
track.setTracks(newTracks, 3);   // swap tracks at runtime
Param Type Default Description
tracks Track[] [] Array of { target, keyframes }; target is a dotted property path
duration number max keyframe time Total timeline length in seconds
autostart boolean false Start playing immediately on awake
loop boolean false Loop the timeline
signal string Signal name emitted on getSignalBus() when finished (non-loop only)

A Keyframe is { time: number; value: number; easing?: EasingName }. Easing names come from @eva/plugin-easing (linear, easeInOutCubic, easeOutBack, …). Completion always fires track:finish on the signal bus; signal adds a second custom emit.


Easing - @eva/plugin-easing

Shared easing functions used by plugin-transition, plugin-animation-track, plugin-path-follow, plugin-camera2d. Pure math utility — no Component / System, no DSL.

import { Easing, applyEase, type EasingName } from '@eva/plugin-easing';

// Direct lookup
const y = Easing.easeOutBack(0.5);

// Safe apply (falls back to linear if name is missing / unknown)
const v = applyEase('easeInOutCubic', 0.25);

// Use in a custom tween loop
function tween(from: number, to: number, t: number, name: EasingName) {
  return from + (to - from) * applyEase(name, t);
}

Available easings: linear, easeInQuad, easeOutQuad, easeInOutQuad, easeInCubic, easeOutCubic, easeInOutCubic, easeInElastic, easeOutElastic, easeInOutElastic, easeInBack, easeOutBack, easeInOutBack, easeInBounce, easeOutBounce, easeInOutBounce.

All easings accept and return t ∈ [0, 1]. Use this package instead of re-implementing easing math in your own plugin so curves stay consistent across the engine.


Trigger - @eva/plugin-trigger

Maps signals to declarative actions — emit, mutate mx.store, log, or call a method on another component. Stateless cousin of @eva/plugin-state-machine: covers the 80% of "on button press, increment score" wiring without writing a custom Component.

import { Trigger, TriggerSystem } from '@eva/plugin-trigger';

game.addSystem(new TriggerSystem());

go.addComponent(new Trigger({
  rules: [
    { on: 'input:fire:press',
      do: [
        { type: 'emit', signal: 'rocket:spawn' },
        { type: 'incStore', key: 'shotsFired' },
      ] },
    { on: 'rocket:hit',
      guard: 'ctx.allowedScene === true',
      do: [
        { type: 'incStore', key: 'score', delta: 10 },
        { type: 'callMethod', entity: 'Monster', component: 'MonsterAI', method: 'onHurt' },
      ] },
  ],
  context: { allowedScene: true },
}));
Action Type Fields Description
emit signal, payload? Re-emit via signal bus (default payload = incoming)
setStore key, value mx.store.update(key, () => value)
incStore key, delta? Numeric increment (default 1)
log message console.log with original payload
callMethod entity, component, method, args?, ref? Look up another GameObject's component and call a method; ref disambiguates same-name component instances on one entity

guard is a JS expression with payload and ctx in scope; falsy result skips the rule.


StateMachine - @eva/plugin-state-machine

Lightweight finite state machine. States are configured declaratively; transitions fire on signal-bus events, after timers, or explicit goto() calls. Designed to replace one-off NPC / UI controller components.

import { StateMachine, StateMachineSystem } from '@eva/plugin-state-machine';

game.addSystem(new StateMachineSystem({
  emitSceneSwitch: true,         // emit 'fsm:scene-switch' on sceneChanged (default true)
  autoResetOnSceneSwitch: false, // auto-call reset() on all FSMs (default false)
}));

const fsm = go.addComponent(new StateMachine({
  initial: 'moving',
  states: {
    moving:    { onEnter: 'monster:state-moving',
                 transitions: [
                   { on: 'monster:hit', to: 'knockback' },
                   { after: 3000, to: 'resting' },
                 ] },
    resting:   { transitions: [{ after: 1000, to: 'moving' }] },
    knockback: { transitions: [{ after: 800, to: 'resting' }] },
  },
  signalChange: 'monster:state-change',
  context: { hp: 3 },
}));

fsm.goto('resting');                       // manual transition
fsm.goto('resting', { force: true });      // re-enter even if already there
fsm.reset();                                // back to initial, re-emit onEnter
fsm.reenterCurrent();                       // re-emit current onEnter (no exit)
console.log(fsm.state);                     // current state name
Param Type Default Description
initial string - Initial state name
states Record<string, StateConfig> {} State table; each value has onEnter / onExit / transitions
signalChange string - Signal emitted on every transition with { from, to, reason }
context Record<string, any> {} Variables exposed to guard JS expressions

Each TransitionRule supports { on?, after?, to, guard? } — listen to a signal, wait N ms, or both. guard is a JS expression evaluated with ctx in scope.

Signal When
fsm:reset Any StateMachine.reset() call (global observer)
fsm:scene-switch Game sceneChanged (framework does NOT auto-reset; consumer decides)

BehaviorScript - @eva/plugin-behavior-script

Godot-style scriptable behaviors. A script is a typed factory that returns an object with lifecycle hooks (setup, ready, process, input, onSignal, …) and runs inside a BehaviorContext that gives it groups, nodes, resources, signals, timers and disposers without any boilerplate.

import {
  BehaviorScript,
  BehaviorScriptSystem,
  defineBehaviorScript,
} from '@eva/plugin-behavior-script';

const PlayerController = defineBehaviorScript({
  id: 'PlayerController',
  propsSchema: {
    speed: { type: 'number', default: 200 },
  },
  factory: (ctx) => ({
    setup() {
      ctx.onSignal('game:pause', () => ctx.addToGroup('paused'));
    },
    process({ deltaTime }) {
      if (ctx.isInGroup('paused')) return;
      const t = ctx.gameObject.transform;
      t.position.x += ctx.props.speed * (deltaTime / 1000);
    },
  }),
});

game.addSystem(new BehaviorScriptSystem({
  scripts: { PlayerController },   // or scriptModules: [...]
  runMode: 'play',                  // 'play' | 'edit'
  defaultPauseMode: 'stop',         // 'stop' | 'process'
}));

// Programmatic attach (DSL usage is the canonical path):
go.addComponent(new BehaviorScript({
  scriptId: 'PlayerController',
  props: { speed: 320 },
  enabled: true,
  priority: 0,
  groups: ['actors'],
  nodes: { sword: 'hand/sword' },
  resources: { hitSfx: 'sfx_hit' },
}));
Param Type Default Description
scriptId string Registered script id (matches defineBehaviorScript({ id }))
props Record<string, any> {} User props; observed deeply, triggers propsChanged
enabled boolean true Toggle script execution; fires enable / disable hooks
priority number 0 Higher runs first within a frame
groups string[] [] Tags for callGroup(name, method, …) broadcast
nodes Record<string,string> {} Named scene paths, retrieved via ctx.getNode(name)
resources Record<string,string> {} Named resource refs, retrieved via ctx.loadResource(name)
pauseMode 'inherit'|'stop'|'process' 'inherit' Per-script pause policy
executeInEditMode boolean false Allow script to run in runMode: 'edit'

Lifecycle hooks: setup, enterTree, ready, process, lateProcess, physicsProcess, input, unhandledInput, onSignal, onEvent, propsChanged, enable / disable, pause / resume, onSceneSwitch, serializeState / restoreState, exitTree, destroy. All hooks may be async. ctx.fsm.attach(entity, ref) bridges to @eva/plugin-state-machine for HFSM-driven scripts.


SignalBus - @eva/plugin-signal-bus

Namespaced global event bus that replaces ad-hoc EventBus.ts per game. Signal names use a colon-separated namespace (monster:hit, game:over, score:change). Supports schema declaration (surfaces in manifest / inspector), external transports (wraps mx.event / EventEmitter without double-emitting), owner-scoped batch dispose, and scene-scoped auto-cleanup on sceneChanged. A type-safe facade is available via .typed<P>().

import { SignalBusSystem, getSignalBus } from '@eva/plugin-signal-bus';

game.addSystem(new SignalBusSystem({
  signals: [
    { name: 'monster:hit', description: 'Player hit a monster', payload: { id: 'string', damage: 'number' } },
    { name: 'game:over' },
  ],
  // transport: mxEvent,            // optional external bus, prevents double-emit
  // logListenerErrors: true,        // console.error inside listeners (default true)
  // autoDisposeSceneScoped: true,   // auto dispose { scope: 'scene' } on sceneChanged (default true)
}));

const bus = getSignalBus();

// emit + on with owner-scoped cleanup
class Hero extends Component {
  onAwake() {
    bus.on('monster:hit', (p) => console.log(p.id, p.damage), { owner: this });
    bus.on('game:over', this.onGameOver, { owner: this, scope: 'scene' });
  }
  onDestroy() {
    bus.disposeByOwner(this);   // one-line release of every subscription on `this`
  }
}

bus.emit('monster:hit', { id: 'm1', damage: 10 });
const handle = bus.once('game:over', () => {});
handle.dispose();

// Typed facade — zero-cost cast, compile-time payload check
type Events = { 'fire': { x: number }; 'die': void };
const tbus = bus.typed<Events>();
tbus.emit('fire', { x: 1 });    // ok
// tbus.emit('fire', { y: 1 }); // compile error
SignalBusSystem param Type Default Description
signals SignalSchema[] Schemas for manifest / inspector
transport SignalTransport / null null External bus (mx.event / EventEmitter); when set, no local fanout (prevents double-emit)
logListenerErrors boolean true console.error when a listener throws
autoDisposeSceneScoped boolean true Auto-dispose { scope: 'scene' } subs on game.sceneChanged
SignalBus method Description
on(name, fn, { scope?, owner? }) Subscribe, returns SignalHandle with .dispose()
once(name, fn, opts?) Subscribe for a single emit
off(name, fn?) Unsubscribe (omit fn to clear local listeners for name)
emit(name, payload?) Fire a signal; listener snapshot taken before fanout (safe to off/on inside callbacks)
disposeByOwner(owner) Batch-dispose every handle subscribed with { owner }
disposeSceneScoped() Dispose every { scope: 'scene' } handle (called by system on sceneChanged)
register(schema) / registerMany(schemas) Declare signal schemas
getSchemas() All registered schemas
typed<P>() Zero-cost cast to typed facade
clear() Drop all local listeners (no-op in transport mode)

In DSL, declare via { systems: [{ type: 'SignalBus', order: 50, params: { signals: [...] } }] }. Dev builds also emit a console.warn for duplicate subscriptions (same fn reference on the same name, or >=8 subs on a single owner) to catch leak patterns early.


Ticker - @eva/plugin-tick

Unified frame scheduler. Replaces per-component setInterval + performance.now patterns with a single time source, dt clamp (max 50 ms), and ordered groups (physics -> logic -> late). Auto-falls back to setInterval(16) when the tab is hidden so countdowns and timers do not stall.

import { TickerSystem, getTickerSystem } from '@eva/plugin-tick';

game.addSystem(new TickerSystem());

const ticker = getTickerSystem();

// Register a per-frame callback
const handle = ticker.add((dt, time) => {
  // dt: ms since last tick (clamped to [0, 50])
  // time: performance.now() snapshot
}, 'logic', 0); // group, priority

handle.dispose(); // unregister
Param Type Default Description
fn (dt, time) => void - Per-frame callback; dt in ms, clamped to [0, 50]
group 'physics' | 'logic' | 'late' 'logic' Execution group; fixed order physics -> logic -> late
priority number 0 Within a group, smaller priority runs first

The ticker is a process-level singleton shared across multiple Game instances (useful for editor hot-reload). TickerSystem ref-counts owners — game.pause() pauses the owner's ref, and the RAF loop only stops when every owner is paused or released.


Timer - @eva/plugin-timer

Godot-equivalent Timer component. Driven by Component.update(dt) so it stays in sync with @eva/plugin-tick's wall fallback when the tab is hidden — much more reliable than setTimeout/setInterval for in-game countdowns.

import { Timer, TimerSystem } from '@eva/plugin-timer';

game.addSystem(new TimerSystem());

const timer = go.addComponent(new Timer({
  wait: 30000,                // ms until timeout
  oneShot: true,              // one-shot vs. looping (default true)
  autostart: true,            // start on awake (default false)
  signal: 'game:timeup',      // emitted at timeout (in addition to 'timer:timeout')
  tickSignal: 'countdown:tick', // emitted each tick (optional)
  tickInterval: 100,          // min ms between tick signals (0 = every frame)
}));

timer.start();
timer.pause();
timer.resume();
timer.stop();      // stop and zero out
timer.reset();     // zero out, keep running flag
console.log(timer.timeLeft, timer.timeElapsed);
Param Type Default Description
wait number 1000 Countdown duration in ms
oneShot boolean true If false, restarts forever (preserving sub-frame remainder)
autostart boolean false Start on awake
signal string - Extra signal emitted at timeout, with { component } payload
tickSignal string - Signal emitted each tick with { elapsed, left }
tickInterval number 0 Throttle for tickSignal (ms)
Signal When
timer:timeout Always emitted at timeout
signal Emitted at timeout if configured
tickSignal Emitted while running, throttled by tickInterval

UI - @eva/plugin-ui

A full UI kit built on top of @pixi/ui v2. Ships 16 ECS components: a Shape primitive (rect / circle / ellipse / roundedRect with linear-gradient fills) and 14 widget wrappers — Button, FancyButton, CheckBox, Switcher, Slider, DoubleSlider, ProgressBar, CircularProgressBar, Input, List, ScrollBox, Select, Dialog, MaskedFrame — plus a cross-entity RadioGroup coordinator. One UISystem drives them all.

import {
  UISystem,
  Shape, ShapeType,
  FancyButton,
  ProgressBar,
  CheckBox,
  RadioGroup,
} from '@eva/plugin-ui';

game.addSystem(new UISystem());

// 1) Vector shape (rect / circle / ellipse / roundedRect)
go.addComponent(new Shape({
  type: ShapeType.ROUNDED_RECT,
  style: {
    width: 200, height: 80, radius: 12,
    fill: 'linear-gradient(180deg, #340033 0%, #CB2269 100%)',
    stroke: '#ffffff', lineWidth: 2,
  },
}));

// 2) FancyButton with multiple visual states
const btn = go.addComponent(new FancyButton({
  text: 'Play',
  views: {
    default: { texture: 'btn_default' },
    hover:   { texture: 'btn_hover' },
    pressed: { texture: 'btn_pressed' },
  },
  nineSliceSprite: [12, 12, 12, 12],
  textStyle: { fontSize: 28, fill: '#fff' },
}));

// 3) ProgressBar bound to a store path (mx.store)
go.addComponent(new ProgressBar({
  value: 0,
  valueRange: [0, 100],
  width: 240, height: 16,
  bgView:   { texture: 'bar_bg' },
  fillView: { texture: 'bar_fill' },
  bindToStore: 'game.progress',
}));

// 4) CheckBox + RadioGroup (cross-entity selection)
radioParent.addComponent(new RadioGroup({
  selectedId: 'easy',
  childNames: ['easy', 'normal', 'hard'],
  direction: 'vertical',
  elementsMargin: 8,
}));
Component Key params
Shape type, style, shapes[] (stack multiple)
Button / FancyButton view / views.{default,hover,pressed,disabled,icon}, text, nineSliceSprite, enabled
CheckBox checked, text, views.{checked,unchecked}, bindToStore
Switcher active, views[], triggerEvent
Slider / DoubleSlider value, min, max, step, views.{bg,fill,thumb}
ProgressBar / CircularProgressBar value, valueRange, bgView/fillView or radius/lineWidth
Input value, placeholder, maxLength, secure, bgView
List / ScrollBox type/direction, elementsMargin, padding, width/height
Select items, selectedIndex, closedView, openView
Dialog open, title, content, buttons[], backdropView, backgroundView
MaskedFrame targetView, maskView, borderView
RadioGroup selectedId, childNames[], direction

Widgets emit standard @pixi/ui signals (press, down, up, hover, change, update, select, scroll, …) which are bridged to the GameObject as <signalPrefix>:<event> (e.g. button:press, slider:change). view refs accept either a resolved PixiJS display object or a { texture: '<resourceName>' } reference resolved against the resource pool.


AI - @eva/plugin-ai

DOM accessibility / AI overlay. Mirrors every visible GameObject as a positioned <div> next to the canvas, carrying data-* attributes (name, type, bounds, text content, resource, hierarchy, interactivity). Useful for AI agents, e2e tests and screen readers that need a semantic view of the rendered scene.

System-only — there is no AI component to add. The system reads RendererSystem bounds and reflects every gameObject automatically.

import { AISystem } from '@eva/plugin-ai';

game.addSystem(new AISystem({
  enabled: true,   // turn the DOM overlay on/off entirely
  debug: false,    // draw red outlines around mirrored nodes
  zIndex: 10001,   // overlay z-index relative to the canvas
}));
Param Type Default Description
enabled boolean true Master switch — when false, no DOM nodes are created
debug boolean false Draw a red outline + faint fill around each mirrored element
zIndex number 10001 CSS z-index of the overlay container

Each mirrored element exposes (when applicable): data-name, data-type, data-bounds, data-parent, data-children, data-text, data-resource, data-interactive, plus aria-label and role="img".


Persistence - @eva/plugin-persistence

Auto-sync selected mx.store keys to localStorage. Loads on awake, listens to store:change:{key} signals (via @eva/plugin-signal-bus) and debounces writes. Flushes once more on destroy.

import { Persistence, PersistenceSystem } from '@eva/plugin-persistence';

game.addSystem(new PersistenceSystem());

const persist = go.addComponent(new Persistence({
  namespace: 'nian',
  keys: ['highScore', 'completedTutorial'],
  autoload: true,        // on awake: read storage -> mx.store
  autosave: true,         // on store:change:{key} signal: write storage
  saveDebounceMs: 200,
}));

// Imperative API
persist.load();   // pull from localStorage into mx.store
persist.save();   // push current mx.store values to localStorage
persist.clear();  // remove all namespaced keys from localStorage
Param Type Default Description
namespace string Storage key prefix. Effective key = ${namespace}:${storeKey}
keys string[] [] Which mx.store paths to persist
autoload boolean true Load from storage into store on awake
autosave boolean true Auto-save when store:change:{key} is emitted
saveDebounceMs number 200 Debounce window for batched writes

Host must emit store:change:{key} on the shared SignalBus when mx.store updates; otherwise only manual save() will persist.


Pool - @eva/plugin-pool

Object pool for GameObjects with explicit lifecycle scope. PoolSystem listens to sceneChanged and auto-recycles every scope: 'scene' pool to prevent orphaned GameObjects from leaking across scenes.

import { Pool, PoolSystem } from '@eva/plugin-pool';

game.addSystem(new PoolSystem());

// 1) Declare the pool (usually on a global entity or scene root)
root.addComponent(new Pool({
  name: 'rocket',
  initialSize: 8,
  maxSize: 32,
  scope: 'scene',          // 'scene' (default, recycled on sceneChanged) | 'game'
}));

// 2) Inject factory / hooks from code (cannot be expressed in DSL)
const pool = Pool.get('rocket');
pool.setFactory(() => cloneFromPrefab('Rocket'));
pool.setReset((go) => { /* clean state before pooling */ });
pool.setActivate((go) => { /* prep state before reuse */ });
pool.warmup();

// 3) Acquire / release at runtime
const go = pool.acquire();   // reuse from free, or factory() on miss
pool.release(go);             // back to pool (or destroy if over maxSize)

// Bulk
pool.releaseAll();
pool.destroyFree();

// Metrics
pool.hitRate;     // hitCount / acquireCount
pool.freeCount;
pool.usedCount;
Param Type Default Description
name string Global pool id; look up via Pool.get(name)
initialSize number 0 Warmup count
maxSize number Infinity Free queue cap; excess release destroys the GameObject
scope 'scene' | 'game' 'scene' 'scene' auto-recycles on sceneChanged; 'game' survives scene switches
factory () => GameObject Required for acquire(); usually set from code via setFactory
reset (go) => void Called when entering the pool
activate (go) => void Called when leaving the pool

Pools default to scope: 'scene'. Cross-scene global pools must opt in with scope: 'game', otherwise PoolSystem will releaseAll() + destroyFree() on every scene switch.


Worker - @eva/plugin-worker

Run the Eva.js / PixiJS renderer inside a Web Worker with OffscreenCanvas. The plugin installs PixiJS's EventSystem with WebWorkerAdapter and provides an eventHandler that the main thread forwards normalized DOM events to, so canvas-attached events still work from inside the worker.

// === Worker entry (e.g. game.worker.js) ===
import { eventHandler } from '@eva/plugin-worker';
import { Game } from '@eva/eva.js';
import { RendererSystem } from '@eva/plugin-renderer';

self.onmessage = (e) => {
  const { type } = e.data;
  // Forward init + pointer/touch events to the worker EventSystem
  eventHandler(e.data);

  if (type === 'start') {
    const { canvas, width, height } = e.data; // OffscreenCanvas
    const game = new Game();
    game.init({
      systems: [new RendererSystem({ canvas, width, height, transparent: true })],
    });
  }
};

// === Main thread ===
const worker = new Worker(new URL('./game.worker.js', import.meta.url), { type: 'module' });
const canvas = document.querySelector('#canvas');
const offscreen = canvas.transferControlToOffscreen();

// 1) tell the worker which canvases exist (keyed by id)
worker.postMessage({ type: 'eva-init', canvasMap: { main: { width: 750, height: 1000 } } });
worker.postMessage({ type: 'start', canvas: offscreen, width: 750, height: 1000 }, [offscreen]);

// 2) forward DOM events into the worker
function forward(eventName) {
  canvas.addEventListener(eventName, (event) => {
    worker.postMessage({
      type: 'eva-events',
      id: 'main',
      canvasRect: canvas.getBoundingClientRect(),
      events: [{ eventName, event: serialize(event) }],
    });
  });
}
['pointerdown', 'pointermove', 'pointerup', 'wheel'].forEach(forward);
Message Type Direction Description
eva-init main -> worker Provide canvasMap (id -> rect/size) so the worker EventSystem knows about each canvas
eva-events main -> worker Forward a batch of { eventName, event, normalizedEvents } records for canvas id id

The worker side is intentionally tiny — it only registers the PixiJS EventSystem extension and dispatches forwarded events. All other rendering / ECS plugins are imported and run inside the worker as usual. Importing this package must happen inside a Worker module; it calls DOMAdapter.set(WebWorkerAdapter) at load time.


SpineBase - @eva/spine-base

Internal base — typically not used directly. Shared Spine component, SpineSystem and skeleton-data cache used by @eva/plugin-renderer-spine (Spine 3.8+) and @eva/plugin-renderer-spine36 (Spine 3.6). Registers the SPINE resource type with the Eva.js resource loader on import.

// You almost never import this package directly.
// Use @eva/plugin-renderer-spine or @eva/plugin-renderer-spine36 instead,
// which inject the version-specific @pixi-spine runtime into SpineSystem.
import { Spine, SpineSystem } from '@eva/spine-base';
import * as pixiSpine from '@pixi-spine/runtime-4.1';

game.addSystem(new SpineSystem({ pixiSpine }));

The public component / API surface (play, stop, addAnimation, setMix, setAttachment, getBone, addSlotObject, …) is documented under the Spine section — the plugin packages re-export the same Spine class from here.


RendererAdapter - @eva/renderer-adapter

Internal base — typically not used directly. Thin re-export layer over PixiJS display objects (Application, Container, Sprite, TilingSprite, NinePatch, Graphics, Text, HTMLText, BitmapText, SpriteAnimation) used by @eva/plugin-renderer and the plugin-renderer-* family. Keeps Eva.js's renderer plugins decoupled from PixiJS's exact class shape so upgrades (e.g. v7 -> v8) only need to be handled here.

// Only relevant when authoring a new renderer plugin.
import { Container, Sprite, NinePatch } from '@eva/renderer-adapter';

class MyCustomRenderer {
  createContainer() { return new Container(); }
  createSprite(texture) { return new Sprite(texture); }
}

Application code should depend on the higher-level plugin packages (@eva/plugin-renderer-img, @eva/plugin-renderer-text, etc.) instead of importing from this adapter directly.


Questions

For questions and support please use Gitter or WeChat (微信) to scan this QR Code.

Issues

Please make sure to read the Issue Reporting Checklist before opening an issue. Issues not conforming to the guidelines may be closed immediately.

Changelog

release notes in documentation.

Contribute

How to Contribute

License

The Eva.js is released under the MIT license. See LICENSE file.

About

Eva.js is a front-end game engine specifically for creating interactive game projects.

Topics

Resources

License

Code of conduct

Stars

1.8k stars

Watchers

30 watching

Forks

Contributors