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melonjs-plugins

Use this skill when adding a melonJS plugin or adapter — the debug panel, Spine skeletal animation, compressed Tiled map support, on-screen touch controls, Capacitor packaging — or when writing your own plugin. Covers plugin.register and its version gate, plugin.cache, plugin.patch, and why physics adapters are not plugins. Triggers on: plugin, plugin.register, plugin.cache, plugin.get, plugin.patch, BasePlugin, debug-plugin, DebugPanelPlugin, SpinePlugin, TiledInflatePlugin, GamepadPlugin, gamepad-plugin, touch controls, virtual joystick, floating joystick, floating button, CapacitorPlugin, a

Published by melonjs ↗melonjs/melonJS

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SKILL.md

name: melonjs-pluginsdescription: "Use this skill when adding a melonJS plugin or adapter — the debug panel, Spine skeletal animation, compressed Tiled map support, on-screen touch controls, Capacitor packaging — or when writing your own plugin. Covers plugin.register and its version gate, plugin.cache, plugin.patch, and why physics adapters are not plugins. Triggers on: plugin, plugin.register, plugin.cache, plugin.get, plugin.patch, BasePlugin, debug-plugin, DebugPanelPlugin, SpinePlugin, TiledInflatePlugin, GamepadPlugin, gamepad-plugin, touch controls, virtual joystick, floating joystick, floating button, CapacitorPlugin, adapter, custom plugin, plugin version mismatch, already registered."license: MIT

Plugins and adapters

Two different mechanisms

This trips people up, so it is worth stating first:

how it is installed
Pluginsplugin.register(Class, name?, ...args) — after await app.init()
Physics adaptersan Application setting (physic:), before init()
// the adapter is chosen at construction …
const app = new Application(800, 600, {
    parent: "screen",
    physic: new PlanckAdapter({ gravity, pixelsPerMeter }),
});

// … the plugin is registered once the renderer exists
await app.init();
plugin.register(DebugPanelPlugin, "debugPanel");

register in detail

plugin.register(PluginClass, "name", ...constructorArgs);
plugin.cache.name;              // the instance
plugin.get(PluginClass);        // by class — or by registered name string
  • The name is optional — it falls back to the class name.
  • The registry is global, not per-application. It is a module-level object, so registering the same name twice throws plugin <name> already registered. A plugin instance does hold an app reference, but it defaults to game — whichever Application most recently finished init(), since that is where game is assigned. On a multi-application page, pass the app explicitly through the constructor args: plugin.register(DebugPanelPlugin, "debugPanel", input.KEY.S, myApp).
  • BasePlugin.version is a floor, not an identity. It declares the minimum melonJS version the plugin needs, and register throws Plugin version mismatch, expected: <floor>, got: <engine> when the running engine is older. That gate is the real enforcement — a peer-dependency range only warns at install time, and not at all for CDN or pre-bundled use. If you see that error, upgrade the engine or pin an older plugin. The check runs after the instance is constructed, so a plugin whose constructor has side effects will already have run them when it throws.

Register after await app.init(): a plugin binds to an Application and reads renderer and frame state that does not exist before init.

The official plugins

@melonjs/debug-plugin

An in-game panel — frame time, draw and object counts — plus toggles for hitbox/bounding-box overlays, velocity vectors and quadtree visualisation. The first thing to reach for when something is slow or a collision is not landing where you expect.

import { DebugPanelPlugin } from "@melonjs/debug-plugin";
plugin.register(DebugPanelPlugin, "debugPanel");   // default toggle key: S

@melonjs/tiled-inflate-plugin

Required, not optional, for Tiled maps using gzip, zlib or zstd layer compression. It installs the inflate hook TMXUtils calls; without it a compressed .tmx fails to parse — a map that opens fine in Tiled and refuses to load in melonJS is nearly always this.

import { TiledInflatePlugin } from "@melonjs/tiled-inflate-plugin";
plugin.register(TiledInflatePlugin);

@melonjs/spine-plugin

Spine 4.x skeletal animation as a melonJS renderable, on all three backends. This is the answer for deforming animated characters — glTF import does not read vertex skinning. It also registers a Tiled object class, so Spine skeletons can be placed from a map.

@melonjs/gamepad-plugin

On-screen touch controls, reported as a gamepad: one or two sticks and any number of buttons, drawn over the game and read by the engine as a pad in a gamepad slot. The game's bindGamepad bindings drive it unchanged, so one set of bindings covers a real pad and a touch screen.

import { GamepadPlugin } from "@melonjs/gamepad-plugin";
plugin.register(GamepadPlugin, "gamepad", {
    buttons: [{ label: "A" }, { label: "B" }],
});
// plugin.cache.gamepad.visible — showing, to word prompts ("tap" or a key)

Shown on touch screens by default (enabled), hidden while a real pad is in use. The left stick also presses the D-pad; a button can press a key instead of a pad button. Since 1.1 a stick or button can be floating (shows up under the finger anywhere in its area), hideAtRest (drawn only while held), and a stick can take a tap (a quick touch that does not steer presses a key or button) — so the mobile layouts, two thumbs or one thumb with tap-to-act, need no code of their own. See melonjs-input for the bindings, the layouts and the overlap rules.

@melonjs/capacitor-plugin

Bridges Capacitor's native lifecycle and hardware-back events into the engine:

import { CapacitorPlugin } from "@melonjs/capacitor-plugin";
plugin.register(CapacitorPlugin, "capacitor", options);
// plugin.cache.capacitor.teardown()  — detach every listener

It also exports helpers usable on their own: onBackButton, bindStageBack, lockOrientation / unlockOrientation, hideSplash. See melonjs-deployment for the wider packaging picture.

Physics adapters

@melonjs/planck-adapter and @melonjs/matter-adapter swap the physics world wholesale. Pick one per game. The portable surface — the declarative renderable.bodyDef, world.adapter.queryAABB(rect) and world.adapter.raycast(from, to) — works unchanged across the built-in world and both adapters, so entity code does not have to branch.

Two queries are not portable: querySphere and raycast3d exist only on the built-in adapter (planck and matter are 2D-only and deliberately omit them). queryAABB is the one region query every adapter must implement, so call the others optionally — app.world.adapter.querySphere?.(center, radius). For rays there is a real flag: app.world.adapter.capabilities.raycasts3d.

Behaviour genuinely differs: velocity units, force magnitudes and where a body's position is measured from all change. See melonjs-physics.

Writing your own

There is no init() lifecycle hook — the constructor is where setup goes, and register instantiates it for you.

import { plugin, event } from "melonjs";

class MyPlugin extends plugin.BasePlugin {
    constructor(app = undefined) {
        super(app);              // stores it as this.app
        this.version = "20.0.0"; // MINIMUM engine version this needs
        event.on(event.GAME_UPDATE, () => { /* … */ });
    }
}

plugin.register(MyPlugin, "myPlugin");

this.version defaults to the running engine version, which means it always passes — set it deliberately to the oldest version you actually support.

To wrap an existing engine method, plugin.patch keeps the original reachable as this._patched():

plugin.patch(app, "update", function (time) {
    const result = this._patched(time);
    return result;
});

patch takes a class or an instance: given a constructor it patches the prototype (that is how the debug plugin decorates Renderable.postDraw), given a plain object it patches that object. this._patched is only bound for the synchronous duration of your replacement — it is set before the call and nulled straight after — so call it inline, never after an await.

plugin.patch(Renderable, "postDraw", function (renderer) {
    this._patched(renderer);
    // draw an overlay on top of every renderable
});

A plugin is the right shape when you need to augment engine classes or hook the engine lifecycle globally. For anything that is just game code, a Renderable or a Stage is simpler and easier to test.

Symptom → cause

symptomcause
plugin <name> already registeredthe registry is global; registered twice, often across hot reloads
Plugin version mismatchthe plugin's version floor is above the running engine
Plugin should extend the BasePlugin Class !the class does not extend plugin.BasePlugin
the panel reports another app's numbersapp defaulted to game, the last Application to finish init()
world.adapter.querySphere is not a functionbuilt-in adapter only; planck and matter are 2D-only
a Tiled map opens in Tiled but not melonJScompressed layers, tiled-inflate plugin missing
plugin setup never runssetup written in an init() method — there is no such hook
plugin.register for an adapter does nothingadapters are a construction setting, not a plugin
physics behaves differently after adding an adapterexpected — units and force scales differ; re-tune

Related skills

  • melonjs-physics — the adapters and their behavioural differences
  • melonjs-tilemaps — where the inflate plugin becomes mandatory
  • melonjs-performance — using the debug panel to measure
  • melonjs-deployment — Capacitor and native packaging
  • melonjs-3d-assets — why skeletal characters go through Spine