Excalibur.js is a TypeScript-first 2D game engine with built-in WebGL2 rendering, a scene graph, an ECS, physics, and tweens. It works with any JavaScript bundler — Vite, Webpack, Rollup, esbuild, Parcel, and others. This page covers the generic setup. The example repo uses Vite.
Install dependencies
npm install excalibur
npm install @wvdsh/sdk-js
@wvdsh/sdk-js's default export is the live, fully-typed Wavedash SDK singleton.
Wire up Wavedash.init()
In the file where you create new Engine(...), import Wavedash and call init() once your game has started.
Calling Wavedash.init() is required. Your game stays hidden behind the Wavedash loading screen until you do. Call it once your game is ready to play.
import Wavedash from "@wvdsh/sdk-js";
import { Engine, DisplayMode } from "excalibur";
Wavedash.updateLoadProgressZeroToOne(0.3);
const game = new Engine({
canvasElementId: "game",
displayMode: DisplayMode.FitScreen,
width: 1600,
height: 900,
});
// ...register scenes and actors...
await game.start("main");
Wavedash.init({ debug: true });
Call updateLoadProgressZeroToOne(...) during async asset loading; init() automatically signals load completion, so call it last.
wavedash.toml
Point upload_dir at your bundler's output directory. For Vite and most other bundlers that's ./dist.
game_id = "YOUR_GAME_ID_HERE"
upload_dir = "./dist"
Local development
Produce a build, then run wavedash dev to serve it through the Wavedash sandbox.
SDK features
Once initialized, Wavedash exposes leaderboards, achievements, stats, and user data:
const user = Wavedash.getUser();
const lb = await Wavedash.getLeaderboard("high-scores");
await Wavedash.uploadLeaderboardScore(lb.data.id, score, true);
Wavedash.setAchievement("first_win", true);