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@whatever-engine/api

v0.4.0

Published

TypeScript scripting API for Whatever Engine mods

Readme

@whatever-engine/api

TypeScript scripting API for Whatever Engine mods. Abstracts the NDJSON IPC protocol between the engine and Bun script subprocesses.

Usage

import { Engine, Window, File, Scene, Entity, Mods, Message, Console, Audio } from "@whatever-engine/api";

Engine.on("init", ({ mod_id }) => {
  Engine.log("info", `loaded as ${mod_id}`);
});

Engine.on("tick", async ({ delta_seconds }) => {
  // game logic — engine waits for this Promise before advancing
});

No install step needed — Bun resolves the package automatically for any script running within the engine directory tree.

API

Engine

  • Engine.on(event, handler) — subscribe to an engine event (init, exit, tick, mod_message)
  • Engine.log(level, message) — log through the engine logger ("info", "warn", "error")
  • Engine.setTickRate(ticks_per_second) — override the game tick rate at runtime
  • Engine.setFpsCap(fps | null) — set FPS cap; null = uncapped
  • Engine.setVsync(enabled) — enable or disable vertical sync
  • Engine.setMainCamera(entity_id) — designate an entity as the active camera (needs core:camera + core:transform)
  • Engine.clearCamera() — remove the active camera (screen goes black with a warning)

Window

  • Window.setTitle(title) — change the window title
  • Window.setSize(width, height) — request a new inner size in physical pixels (no-op in fullscreen modes)
  • Window.setMode(mode) — set display mode: "windowed", "borderless", or "fullscreen"

File

Sandboxed per-mod file I/O. Paths must not contain ...

  • File.write(path, data)Promise<void>
  • File.read(path)Promise<string>
  • File.delete(path)Promise<void>

Entity

A live entity in the scene. Returned by Scene.createEntity, Scene.listEntities, Scene.query, and Scene.spawnSprite. For built-in component types the data parameter/return is automatically typed; for custom component types a generic T can be supplied.

  • entity.id — opaque entity ID string
  • entity.destroy() — fire-and-forget
  • entity.setComponent(component_type, data) / entity.setComponent(component) — fire-and-forget; typed for built-in components; single-argument form reads id from the component object
  • entity.removeComponent(component_type) — fire-and-forget
  • entity.getComponent(component_type)Promise<T | null> — typed for built-in components
  • entity.move(position)Promise<void> — update core:transform position, preserve rotation/scale
  • entity.setParent(parent | null) — attach to a parent entity or detach; fire-and-forget; transform becomes local-space relative to parent
  • entity.getParent()Promise<Entity | null> — return the parent entity
  • entity.getChildren()Promise<Entity[]> — return all direct children

Scene

Entity and component management. Methods that accept a raw entity_id string are provided for cases where only an ID is available; prefer Entity methods when possible.

  • Scene.createEntity()Promise<Entity>
  • Scene.destroyEntity(entity_id) — fire-and-forget
  • Scene.listEntities()Promise<Entity[]>
  • Scene.setComponent(entity_id, component_type, data) — fire-and-forget; typed for built-in components
  • Scene.removeComponent(entity_id, component_type) — fire-and-forget
  • Scene.getComponent(entity_id, component_type)Promise<T | null> — typed for built-in components
  • Scene.query(component_types)Promise<QueryResult[]> — each row has entity: Entity and components
  • Scene.spawnSprite(texture, position, scale?)Promise<Entity> — convenience
  • Scene.spawnMesh(mesh, shader, position, options?)Promise<Entity> — convenience
  • Scene.spawnText(text, position, options?)Promise<Entity> — convenience
  • Scene.moveEntity(entity_id, position)Promise<void> — convenience
  • Scene.addAmbientLight(color?, intensity?)Promise<Entity> — convenience
  • Scene.addDirectionalLight(direction, color?, intensity?)Promise<Entity> — convenience
  • Scene.addPointLight(position, color?, intensity?, range?)Promise<Entity> — convenience
  • Scene.setParent(entity_id, parent_id | null) — fire-and-forget
  • Scene.getParent(entity_id)Promise<string | null>
  • Scene.getChildren(entity_id)Promise<string[]>

Built-in component types: core:transform, core:sprite_renderer, core:mesh_renderer, core:text_renderer, core:camera, core:ambient_light, core:directional_light, core:point_light. getComponent for built-in types returns a live class instance with methods — not a plain object.

BuiltInComponents.Transform

Methods (all setters chainable, return this):

  • getX/Y/Z(), setX/Y/Z(v), addX/Y/Z(v) — individual position components
  • getPosition()[x, y, z], setPosition(x, y, z) — full position
  • getScaleX/Y/Z(), setScaleX/Y/Z(v) — individual scale components
  • getScale()[x, y, z], setScale(x, y, z), setScaleUniform(s) — full scale
  • getRotation()[x, y, z, w], setRotation(x, y, z, w) — raw quaternion
  • getEulerRadians/Degrees()[rx, ry, rz] — intrinsic XYZ decomposition
  • setEulerRadians/Degrees(rx, ry, rz) — set from intrinsic XYZ Euler angles
  • rotateX/Y/Z(degrees) — incremental world-space rotation around axis
  • distance(other)number — Euclidean distance between positions

BuiltInComponents.SpriteRenderer

  • getTexture(), setTexture(path) — VFS texture path
  • getShader(), setShader(path) — VFS shader path (default: "core://shaders/sprite.wgsl"; see docs/SHADER.md)

BuiltInComponents.MeshRenderer

  • getMesh(), setMesh(path) — VFS mesh path (.json, .obj, .glb, .gltf)
  • getShader(), setShader(path) — VFS shader path (default: "core://shaders/mesh_lit.wgsl"; see docs/SHADER.md)
  • getTexture(), setTexture(path | null) — VFS texture path; null = 1×1 white fallback

BuiltInComponents.TextRenderer

  • getText(), setText(text) — displayed string
  • getFont(), setFont(path) — VFS path to TTF/OTF font (default: "core://fonts/default.ttf")
  • getFontSize(), setFontSize(size) — font size in logical pixels (default: 24)
  • getColor(), setColor(r, g, b, a) — RGBA colour, each channel [0.0, 1.0] (default: white)

BuiltInComponents.Camera

Makes an entity usable as a scene camera. Requires core:transform on the same entity. Activate with Engine.setMainCamera(entity.id).

  • getFov(), setFov(degrees) — vertical FOV in degrees (default: 45)
  • getZNear(), setZNear(v) — near clip plane (default: 0.1)
  • getZFar(), setZFar(v) — far clip plane (default: 1000)

BuiltInComponents.AmbientLight

Uniform fill light. Multiple ambient lights are additive. No position needed.

  • getColor(), setColor(r, g, b) — RGB colour, channels in [0.0, 1.0] (default: white)
  • getIntensity(), setIntensity(v) — multiplier (default: 0.1)

BuiltInComponents.DirectionalLight

Infinitely distant light (sun-like). Max 4 active simultaneously.

  • getDirection(), setDirection(x, y, z) — normalised world-space direction (default: [0, -1, 0])
  • getColor(), setColor(r, g, b) — RGB colour (default: white)
  • getIntensity(), setIntensity(v) — multiplier (default: 1.0)

BuiltInComponents.PointLight

Omnidirectional point light. Position comes from core:transform. Max 8 active simultaneously.

  • getColor(), setColor(r, g, b) — RGB colour (default: white)
  • getIntensity(), setIntensity(v) — multiplier (default: 1.0)
  • getRange(), setRange(v) — attenuation radius in world units (default: 10)

Audio

Play audio files loaded from the VFS. Supported formats: WAV, OGG/Vorbis, MP3.

  • Audio.play({ path, seek?, speed?, volume? }) — fire-and-forget; engine frees the handle automatically when playback ends
  • Audio.load({ path, play?, closeStrategy?, volume?, speed?, loop? })Promise<AudioHandle> — load and optionally start playback; returns a controllable handle

AudioHandle methods:

  • handle.isStopped()boolean (sync): true after stop() or engine-initiated close
  • handle.play(opts?)Promise<number> — resume playback; returns position in ms; opts can override volume and speed
  • handle.pause()Promise<number> — pause; returns position in ms
  • handle.stop() — void (sync): stop and free the handle; fires close handlers immediately
  • handle.position()Promise<number> — current position in ms
  • handle.isPlaying()Promise<boolean>
  • handle.volume()Promise<number>
  • handle.speed()Promise<number>
  • handle.isLooping()Promise<boolean>
  • handle.metadata()Promise<AudioMetadata>{ duration_ms, sample_rate, channels }; cached after first call
  • handle.seekTo(ms)Promise<number> — seek to absolute position; returns previous position
  • handle.seek(offsetMs)Promise<number> — seek forward/backward; returns new position; clamped to [0, duration-1], pauses if past end
  • handle.loop(enabled) — void (sync): enable or disable looping; resets position to 0 when changed
  • handle.on("close", fn) — fired on both manual stop() and engine-initiated close

CloseStrategy: "Auto" (default) — engine frees handle when playback ends; "Manual" — mod must call stop().

Mods

  • Mods.list()Promise<ModManifest[]> — all loaded mods in load order
  • Mods.get(id)Promise<ModManifest> — manifest for a specific mod

Message

Inter-mod communication. Payloads must be JSON-serializable.

  • Message.sendAndForget(id, message) — fire-and-forget
  • Message.send(id, message, timeout)Promise<JsonValue> — send and await a reply
  • Message.registerMessageHandler(handler) — handle incoming messages; return a value to reply

Console

  • Console.register(spec) — register developer console commands with typed args and subcommands

Development

# Regenerate type declarations after editing index.ts
bun run build:types

Full API documentation is in docs/SCRIPTING.md at the repo root.