GoudEngine TypeScript SDK
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    GoudEngine TypeScript SDK

    GoudEngine TypeScript SDK

    npm

    Alpha — This SDK is under active development. APIs change frequently. Report issues · Contact

    TypeScript bindings for GoudEngine with two targets: Node.js desktop (via napi-rs) and web browser (via wasm-bindgen). Published as goudengine on npm.

    npm install goudengine
    
    import { GoudGame, Color, Transform2D } from "goudengine";

    const game = new GoudGame(800, 600, "My Game");

    while (game.isRunning()) {
    const dt = game.beginFrame();
    // game logic here
    game.endFrame();
    }

    game.destroy();
    import { GoudGame, Color, Transform2D } from "goudengine/web";

    const game = await GoudGame.create(800, 600, "My Game");
    // same API as Node

    A condensed Node.js version showing the core patterns — game loop, physics, sprite rendering, and AABB collision. The web variant uses the same game.ts logic with a WASM-backed GoudGame. See the full source for the complete implementation including the web entry point.

    import { GoudGame } from "goudengine";

    const SCREEN_W = 288, SCREEN_H = 512;
    const GRAVITY = 9.8, JUMP_STRENGTH = -3.5;
    const PIPE_SPEED = 1.0, PIPE_SPAWN_INTERVAL = 1.5, PIPE_GAP = 100;
    const TARGET_FPS = 120;

    const game = new GoudGame({ width: SCREEN_W, height: SCREEN_H + 112, title: "Flappy Goud" });

    // Load textures — engine returns numeric handles
    const bgTex = await game.loadTexture("assets/sprites/background-day.png");
    const pipeTex = await game.loadTexture("assets/sprites/pipe-green.png");
    const baseTex = await game.loadTexture("assets/sprites/base.png");
    const birdTex = [
    await game.loadTexture("assets/sprites/bluebird-downflap.png"),
    await game.loadTexture("assets/sprites/bluebird-midflap.png"),
    await game.loadTexture("assets/sprites/bluebird-upflap.png"),
    ];

    // Bird state
    let birdY = SCREEN_H / 2, velocity = 0;
    const birdX = SCREEN_W / 4;

    // Pipe state
    type Pipe = { x: number; gapY: number };
    let pipes: Pipe[] = [];
    let spawnTimer = 0;

    function reset() {
    birdY = SCREEN_H / 2; velocity = 0; pipes = []; spawnTimer = 0;
    }

    function aabb(x1: number, y1: number, w1: number, h1: number,
    x2: number, y2: number, w2: number, h2: number): boolean {
    return x1 < x2 + w2 && x1 + w1 > x2 && y1 < y2 + h2 && y1 + h1 > y2;
    }

    while (!game.shouldClose()) {
    game.beginFrame(0.4, 0.7, 0.9, 1.0);
    const dt = game.deltaTime;

    if (game.isKeyPressed(256)) { game.close(); break; } // Escape
    if (game.isKeyPressed(82)) { reset(); } // R

    // Bird physics
    if (game.isKeyPressed(32) || game.isMouseButtonPressed(0))
    velocity = JUMP_STRENGTH * TARGET_FPS;
    velocity += GRAVITY * dt * TARGET_FPS;
    birdY += velocity * dt;

    if (birdY + 24 > SCREEN_H || birdY < 0) { reset(); game.endFrame(); continue; }

    // Pipe movement and collision
    for (const p of pipes) {
    p.x -= PIPE_SPEED * dt * TARGET_FPS;
    const topY = p.gapY - PIPE_GAP - 320;
    if (aabb(birdX, birdY, 34, 24, p.x, topY, 52, 320) ||
    aabb(birdX, birdY, 34, 24, p.x, p.gapY + PIPE_GAP, 52, 320)) {
    reset(); game.endFrame(); continue;
    }
    }
    pipes = pipes.filter(p => p.x + 60 > 0);

    spawnTimer += dt;
    if (spawnTimer > PIPE_SPAWN_INTERVAL) {
    spawnTimer = 0;
    pipes.push({ x: SCREEN_W, gapY: PIPE_GAP + Math.random() * (SCREEN_H - 2 * PIPE_GAP) });
    }

    // Render — draw order sets depth
    game.drawSprite(bgTex, 144, 256, 288, 512);
    for (const p of pipes) {
    const topY = p.gapY - PIPE_GAP - 320;
    game.drawSprite(pipeTex, p.x + 26, topY + 160, 52, 320, Math.PI);
    game.drawSprite(pipeTex, p.x + 26, p.gapY + PIPE_GAP + 160, 52, 320, 0);
    }
    game.drawSprite(birdTex[Math.floor(game.totalTime / 0.1) % 3], birdX + 17, birdY + 12, 34, 24);
    game.drawSprite(baseTex, 168, SCREEN_H + 56, 336, 112);

    game.endFrame();
    }

    game.destroy();

    Controls: Space or left-click to flap, R to restart, Escape to quit. The web variant works the same way — import from goudengine/web and call await GoudGame.create(...).

    A few things to keep in mind when targeting the browser:

    • Synchronous game loop callback -- The game.run() callback must be synchronous. Passing an async function triggers a console warning because wasm-bindgen's RefCell borrow cannot be held across await points.
    • Texture loading uses fetch() -- loadTexture(path) calls fetch() internally, so relative URLs resolve from the page's origin. Make sure your asset paths are correct relative to your HTML file or use absolute URLs.
    • pause() / resume() -- You can pause the game loop without detaching input handlers by calling game.pause(). Call game.resume() to restart. game.stop() fully tears down the loop and input handlers.
    • Tab visibility -- requestAnimationFrame automatically pauses when the browser tab is hidden. No extra handling is needed.
    • Touch input -- Touch events are automatically mapped to mouse button 0. touchstart maps to press_mouse_button(0), touchend maps to release_mouse_button(0).

    The package uses conditional exports to select the right backend automatically:

    • Node.js -- Uses a native addon built with napi-rs. Calls the Rust engine directly through N-API for near-native performance. Requires a .node binary matching your platform.
    • Web -- Uses a WASM module built with wasm-bindgen. Runs in any modern browser with WebAssembly support. Smaller binary, slightly lower performance.

    Both targets expose the same TypeScript API. Game code written against one target works on the other without changes.

    You can also import a specific target explicitly:

    import { GoudGame } from "goudengine/node";  // Force Node backend
    import { GoudGame } from "goudengine/web"; // Force Web backend
    cd sdks/typescript/native && npm run build
    

    Or from the SDK root:

    cd sdks/typescript
    npm run build:native # Build napi-rs .node addon
    npm run build:ts # Compile TypeScript sources
    npm run build # Both of the above
    cd sdks/typescript
    npm run build:web # Build WASM + compile TS for web target
    npm run build:all # Node + Web
    cd sdks/typescript
    npm test # node --test test/*.test.mjs
    npm run typecheck # tsc --noEmit for both targets

    Most source files under native/src/ and src/generated/ are auto-generated by the codegen pipeline. Files with a .g.rs or .g.ts suffix should not be edited by hand. Run ./codegen.sh from the repository root to regenerate.

    JavaScript number is always 64-bit. The Node SDK converts between f64 (JS) and f32 (Rust engine) at the napi boundary. The WASM target uses f32 directly since wasm-bindgen supports it natively.