Concepts · v1.0.0
Coordinate system & conventions
The signs, units, axes, rotation conventions and reference-resolution rules that prevent common Vaelis scripting mistakes.
Core conventionVaelis is a 2D screen-style coordinate system: +X is right and +Y is down. Treat Y signs accordingly when writing movement, offsets, camera/UI positioning, and physics examples.
#Transform axes
| Value | Positive direction | Common use |
|---|---|---|
x | Right | Horizontal world movement and placement. |
y | Down | Vertical placement; jumping/falling code should use negative/positive signs according to the movement system being used. |
z | Depth layer / pseudo-3D input | Affects pseudo-3D rendering only when the camera’s pseudo-3D behavior is enabled. |
rotation | Degrees around Z | Used by sprites, lights and directional orientation; 0 points along +X for directional/spot style aiming. |
scaleX / scaleY | 1 = native size | Values above 1 enlarge; values below 1 shrink; negative values mirror the axis. |
#UI coordinates
Screen-space Text, TextInput, ChatLog and Joystick components use the reference-resolution pixel convention supplied by the Camera/device-fit pipeline. This is why HUD coordinates remain stable when the physical device resolution changes.
#Angles and vectors
Vector-like APIs use ordinary JavaScript objects such as {x, y}. When converting a direction to an angle, remember that the canvas/world Y axis points downward, so visually “up” is negative Y.
#Timing
| Concept | Meaning |
|---|---|
time.deltaTime | Seconds since the previous script update; multiply speeds expressed per second by deltaTime. |
wait(seconds,...) | Wall-clock game/script timer in seconds. |
repathInterval | Navigation re-plan period in seconds. |