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Market"},"license":"MIT","homepage":"https://github.com/babylonjsmarket/arcade#readme","repository":{"url":"git+https://github.com/babylonjsmarket/arcade.git","type":"git"},"description":"Reusable arcade-style components (mesh, camera, lights, input, physics, scoring, animation) for the @babylonjsmarket/ecs framework","maintainers":[{"name":"lawwantsin","email":"law@cinemasetfree.com"}],"readme":"# @babylonjsmarket/arcade\n\nA curated bundle of reusable arcade-style components — mesh primitives, cameras, lights, input, physics, scoring, animation — built on the [@babylonjsmarket/ecs](https://www.npmjs.com/package/@babylonjsmarket/ecs) framework.\n\n## Where this fits\n\n```\n@babylonjsmarket/ecs                  ← the framework: World, Component, System, EventBus, renderer adapters\n        ▲\n        │ depends on\n        │\n@babylonjsmarket/arcade               ← you are here: 14 ready-to-use components\n        ▲\n        │ scaffolded by\n        │\n@babylonjsmarket/create-arcade        ← CLI that bootstraps a game using both packages\n```\n\nThis is the **starter bundle** for the [BabylonJS Market](https://babylonjsmarket.com) ecosystem. The full marketplace ships 50+ components covering AI behaviors, combat, cameras, level generation, and game directors; this package gives you the 14 components every arcade game needs.\n\nIf you want to build a playable scene without writing the basics from scratch — install this package, install `@babylonjsmarket/ecs` plus a renderer, and you have movement, input, physics, and a score on screen.\n\n## What's included\n\n| Component         | What it does                                                                |\n| ----------------- | --------------------------------------------------------------------------- |\n| `MeshPrimitive`   | Spawn meshes from primitive shapes (box, sphere, capsule, ground, ...)      |\n| `Mesh`            | Load `.glb`/`.gltf` assets and attach them to entities                      |\n| `Movement`        | Velocity-driven movement on `MeshPrimitive` entities                        |\n| `KeyboardMover`   | WASD + arrow-key driver that feeds `Movement`                               |\n| `PlayerInput`     | Higher-level input mapping (move, jump, action)                             |\n| `Physics`         | Dynamic/static/kinematic rigid bodies (Havok via Babylon, pure-JS via Three) |\n| `ArcCamera`       | Orbiting camera around a target entity                                      |\n| `CameraFollow`    | Tracks a target with configurable lag/lead                                  |\n| `DirectionalLight`| Sun-style directional lighting                                              |\n| `HemisphericLight`| Ambient sky lighting with adjustable color                                  |\n| `Shadow`          | Adds a `MeshPrimitive` to a `DirectionalLight`'s shadow caster set          |\n| `Animation`       | Plays/blends skeletal animation clips on loaded meshes                      |\n| `Score`           | Tracks numeric scores per player ID                                         |\n| `Scoreboard`      | DOM overlay that renders `Score` state                                      |\n\nEvery component ships with the same surface convention from the framework:\n\n- `{Name}Component` — the data class\n- `{Name}System` — the logic\n- `{Name}Events` — event names the system emits\n- `{Name}InputEvents` — event names the system listens to\n\n## Install\n\n```bash\nnpm install @babylonjsmarket/arcade @babylonjsmarket/ecs\n\n# pick a renderer\nnpm install @babylonjs/core @babylonjs/loaders @babylonjs/havok\n# …or\nnpm install three\n```\n\n## Entry points\n\n| Import                                  | Contents                                                                          |\n| --------------------------------------- | --------------------------------------------------------------------------------- |\n| `@babylonjsmarket/arcade`               | All 14 components and systems. **No** Solid.js viz panels.                        |\n| `@babylonjsmarket/arcade/viz`           | Solid.js debug panels for every component (see notes below)                       |\n| `@babylonjsmarket/arcade/<ComponentName>` | Single-component import — e.g. `@babylonjsmarket/arcade/MeshPrimitive`            |\n\nThe per-component subpaths let bundlers tree-shake unused components even without aggressive dead-code elimination. Use them when bundle size matters; use the top-level `import { ... } from '@babylonjsmarket/arcade'` when convenience matters.\n\n## Quick start\n\nThe fast path: describe your scene in JSON, hand it to `ArcadeGame`. Components are imported lazily, so bundlers split them per chunk and only ship what your scene uses.\n\n```json\n// scenes/level1.json\n{\n  \"name\": \"Level1\",\n  \"entities\": {\n    \"Player\": {\n      \"tags\": [\"player\"],\n      \"components\": {\n        \"MeshPrimitive\": { \"primitive\": \"capsule\", \"height\": 2 },\n        \"KeyboardMover\": { \"speed\": 8 },\n        \"Physics\":  { \"shapeType\": \"capsule\", \"mass\": 1, \"lockRotation\": true }\n      }\n    },\n    \"Camera\": {\n      \"components\": { \"ArcCamera\": { \"target\": \"Player\", \"radius\": 12 } }\n    },\n    \"Sun\": {\n      \"components\": { \"DirectionalLight\": { \"direction\": [-1, -2, -1] } }\n    }\n  }\n}\n```\n\n```ts\nimport { ArcadeGame } from '@babylonjsmarket/arcade';\nimport { BabylonAdapter } from '@babylonjsmarket/ecs/babylon';\n\nconst game = new ArcadeGame(new BabylonAdapter());\nawait game.init(canvas);\nawait game.loadSceneFromUrl('/scenes/level1.json');\ngame.start();\n```\n\nThat's the whole loop. `MeshPrimitive`, `KeyboardMover`, `Physics`, `ArcCamera`, `DirectionalLight` are the only modules pulled in — the other 9 components stay tree-shaken out.\n\n### Or wire systems yourself\n\nIf you'd rather skip the JSON layer and instantiate systems directly:\n\n```ts\nimport { World } from '@babylonjsmarket/ecs';\nimport { BabylonAdapter } from '@babylonjsmarket/ecs/babylon';\nimport {\n  MeshPrimitiveSystem,\n  KeyboardMoverSystem,\n  ArcCameraSystem,\n  HemisphericLightSystem,\n  ScoreSystem,\n} from '@babylonjsmarket/arcade';\n\nconst renderer = new BabylonAdapter();\nawait renderer.init(canvas);\n\nconst world = new World({ renderer });\nworld.addSystem(new MeshPrimitiveSystem(world.eventBus));\nworld.addSystem(new KeyboardMoverSystem(world.eventBus));\nworld.addSystem(new ArcCameraSystem(world.eventBus));\nworld.addSystem(new HemisphericLightSystem(world.eventBus));\nworld.addSystem(new ScoreSystem(world.eventBus));\n\nrenderer.startLoop((dt) => world.update(dt));\n```\n\n### Mixing in custom components\n\n`ArcadeGame` accepts an optional `componentRegistry` that merges with the built-in 14 resolvers. Use it to add components from another package or your own project:\n\n```ts\nconst game = new ArcadeGame(renderer, {\n  componentRegistry: {\n    EnemySpawner: () => import('./components/EnemySpawner'),\n    Health: () => import('@my-org/combat/Health'),\n  },\n});\n```\n\nEach resolver is `() => Promise<{ [Name]Component: ..., [Name]System: ... }>` — same shape as the components in this package.\n\nFor a fully scaffolded starting project that wires this together — keyboard controls, a camera that follows a player capsule, a light, and a score overlay — use:\n\n```bash\nnpx @babylonjsmarket/create-arcade my-game\n```\n\n## Notes on the `/viz` subpath\n\nEach component has a `.viz.tsx` Solid.js debug panel that surfaces its live state in a side panel — useful during development for tuning movement curves, light angles, physics parameters, etc.\n\nThese panels ship as **TypeScript source**, not pre-compiled JS, because Solid's JSX transform isn't standard `react-jsx`. To use `@babylonjsmarket/arcade/viz`, your build pipeline must have a Solid-aware compiler (e.g. `vite-plugin-solid`, Solid's Vite preset, or `babel-preset-solid`). `solid-js` is declared as an **optional** peer dependency — install it only if you import from `/viz`.\n\nThe plain `@babylonjsmarket/arcade` entry has **no Solid dependency** and is pre-built JS — it works in any ESM bundler.\n\n## See also\n\n- **[@babylonjsmarket/ecs](https://www.npmjs.com/package/@babylonjsmarket/ecs)** — The ECS framework this package is built on.\n- **[@babylonjsmarket/create-arcade](https://www.npmjs.com/package/@babylonjsmarket/create-arcade)** — CLI scaffolder for new arcade games.\n- **[BabylonJS Market](https://babylonjsmarket.com)** — The full component catalog, courses, and example games.\n\n## Notes\n\n- ESM only. `\"type\": \"module\"`.\n- TypeScript declarations included.\n- Tests run against the `MockRendererAdapter` from `@babylonjsmarket/ecs` — no Babylon or Three required for `npm test`.\n","readmeFilename":"README.md"}