VaelisDocs
v1.0.0
Get started · v1.0.0

Build your first game

A practical first-game path using entities, components and a simple script.

View as Markdownllms.txt

#1. Start with a scene

Create a scene and add an entity. The editor stores scene state as JSON-compatible data: entities have IDs, names, tags, active state, optional hierarchy folders/prefab metadata, and a component map.

#2. Add a visual

Attach a SpriteRenderer and assign a sprite asset, or use a ShapeRenderer when you want a procedural primitive. Add a Camera and mark one camera as the main camera.

#3. Add physics when you need it

A typical physics actor uses a Rigidbody2D plus a Collider2D. Choose Dynamic, Kinematic or Static based on who is responsible for movement.

#4. Add a Script component

Put a script on the entity and define lifecycle functions. Vaelis calls onStart() once and onUpdate(dt) every render frame.

js
function onStart() {
  this.speed = 220;
}

function onUpdate(dt) {
  if (input.keyDown("ArrowRight")) {
    this.x += this.speed * dt;
  }
  if (input.keyDown("ArrowLeft")) {
    this.x -= this.speed * dt;
  }
}

#5. Prefer frame-rate-independent movement

Use time.deltaTime (or the dt lifecycle argument) when movement is expressed in units per second. Keep physics-step work in onFixedUpdate(dt) when the logic should track the fixed simulation cadence.

#6. Run, iterate, export

Use the editor’s Play flow to test, inspect the Debug HUD when diagnosing runtime behavior, then use Export for HTML5, PWA or Android APK.