API reference · v1.0.0
Runtime modules
Vaelis 1.0.0 global scripting and runtime module reference.
Need to know what must exist first?Use the API requirements & complete usage map to see prerequisites for every global and component API.
#Global runtime API
| Module/function | Summary |
|---|---|
findFirst(name) | Find the first entity by name. |
findAll(name) | Find all entities by name. |
findById(id) | Find one exact entity by stable ID. |
findWithTag(tag) | Find all entities with a tag. |
findInRadius(x,y,radius,opts) | Find nearby entities, nearest first. |
scene | Scene lookup, loading, restart, pause/resume and lighting. |
physics | Raycasts and collision-layer masks. |
nav | Pathfinding, walkability and navigation area utilities. |
input | Keyboard held/pressed state. |
mouse | Cursor position, button state and shape-accurate hit tests. |
touch | Multitouch state plus swipe/pinch gestures. |
time | Frame delta and elapsed game time. |
random | Random integers/floats. |
mathx | Gameplay math helpers. |
global | Transient cross-script state. |
save | Persistent per-slot IndexedDB state. |
debug | On-screen debugging HUD/logging. |
spawn() | Clone authored entities at runtime. |
wait()/repeat() | Entity-owned timers. |
sendMessage() | Targeted or tag-group messaging. |
broadcastMessage() | Scene-wide message broadcast. |
#Fixed update
onFixedUpdate(dt) is driven at a fixed 60 Hz accumulator. Keep physics-step decisions here when deterministic cadence matters; use onUpdate(dt) for per-render-frame behavior.
#Coordinate spaces
Entity positions, mouse world coordinates, touch world coordinates and raycast points share the game world’s 2D coordinate space. Screen coordinates (screenX/screenY) are raw canvas pixels. Camera reference resolutions are separate from world units.