Skip to content

Debug Tools

The @yagejs/debug package provides a toggleable debug overlay with physics shape visualization, HUD text, performance stats, and a contributor system for custom debug views.

import { DebugPlugin } from "@yagejs/debug";
engine.use(new DebugPlugin({
startEnabled: true, // show debug overlay on launch
toggleKey: "Backquote", // key to toggle (default: backtick `)
}));

Press the toggle key (` by default) to show/hide the debug overlay at runtime.

PropertyTypeDefaultDescription
startEnabledbooleanfalseShow overlay on launch
toggleKeystring"Backquote"Key code to toggle overlay
stepKeystring"Period"Key to advance one frozen frame
maxGraphicsnumber256Graphics object pool size
maxHudLinesnumber32Max HUD text lines
flagsRecord<string, boolean>Initial flag overrides

When the debug overlay is active, the plugin automatically shows:

  • Physics colliders — colored outlines around all collider shapes:
    • Green: dynamic bodies
    • Gray: static bodies
    • Blue: kinematic bodies
    • Yellow: sensor colliders
  • FPS counter — frames per second in the HUD
  • Entity count — total entities in the current scene
  • System timing — per-system execution time breakdown

Implement DebugContributor to add your own debug visualizations:

import type { DebugContributor, WorldDebugApi, HudDebugApi } from "@yagejs/debug/api";
class WallDebugContributor implements DebugContributor {
readonly name = "walls";
readonly flags = ["show-walls"] as const;
private readonly shapes: Array<{ x: number; y: number; w: number; h: number }>;
constructor(shapes: Array<{ x: number; y: number; w: number; h: number }>) {
this.shapes = shapes;
}
drawWorld(api: WorldDebugApi): void {
if (!api.isFlagEnabled("show-walls")) return;
for (const s of this.shapes) {
const g = api.acquireGraphics();
if (!g) break;
g.rect(s.x, s.y, s.w, s.h)
.stroke({ color: 0xff0000, width: 2 / api.cameraZoom });
}
}
drawHud(api: HudDebugApi): void {
api.addLine(`Walls: ${this.shapes.length}`);
}
}

Register it in your scene:

import { DebugRegistryKey } from "@yagejs/debug/api";
onEnter(): void {
const registry = this.service(DebugRegistryKey);
registry.register(new WallDebugContributor(this.wallShapes));
}
MethodDescription
acquireGraphics()Get a pooled Graphics object (returns undefined if pool exhausted)
cameraZoomCurrent camera zoom level (scale line widths by 1/cameraZoom)
isFlagEnabled(flag)Check if a debug flag is active
MethodDescription
addLine(text)Add a line to the HUD text overlay
isFlagEnabled(flag)Check if a debug flag is active
screenWidth / screenHeightScreen dimensions for custom positioning

Contributors can declare flags for toggling specific views:

class MyContributor implements DebugContributor {
readonly name = "my-debug";
readonly flags = ["show-paths", "show-hitboxes"] as const;
drawWorld(api: WorldDebugApi): void {
if (api.isFlagEnabled("show-paths")) {
// draw paths...
}
if (api.isFlagEnabled("show-hitboxes")) {
// draw hitboxes...
}
}
}

Set flags programmatically:

registry.setFlag("my-debug", "show-paths", true);

Visual debug overlays and programmatic debug helpers are separate concerns. Use DebugRegistry contributors for drawing, and register inspector extensions when a plugin wants to expose imperative helpers to tests or the browser console.

import type { EngineContext } from "@yagejs/core";
import { InspectorKey } from "@yagejs/core";
install(context: EngineContext): void {
const inspector = context.resolve(InspectorKey);
inspector.addExtension("inventory", {
listItems: () => this.inventory.snapshot(),
grantItem: (id: string) => this.inventory.grant(id),
});
}

Consume that extension from test code or the browser console:

const inventory = window.__yage__.inspector.getExtension<{
listItems(): string[];
grantItem(id: string): void;
}>("inventory");
inventory?.grantItem("rocket-boots");
inventory?.listItems();

DebugPlugin uses the same pattern for renderer-aware helpers:

const debug = window.__yage__.inspector.getExtension("debug");
debug?.getCameraStack?.();
debug?.getLayerTransform?.("game", "world");
debug?.setHudVisible?.(false);

setHudVisible(false) hides only the HUD text readouts (FPS, system timings, entity counts) — world-space debug graphics such as collider outlines stay visible. It re-renders the stage synchronously, so it takes effect even while the debug clock is frozen. Screenshot tooling uses it to keep wall-clock numbers out of captures that would otherwise differ on every run.

StatsStore provides rolling-window statistics for performance monitoring:

import { StatsStore } from "@yagejs/debug";
const stats = new StatsStore();
// Push samples each frame
stats.push("updateTime", performance.now() - start);
// Read stats
stats.average("updateTime"); // rolling average
stats.latest("updateTime"); // most recent sample

Frame-step mode and agent-driven debugging

Section titled “Frame-step mode and agent-driven debugging”

DebugPlugin always installs the frozen-clock implementation. To step exact frames, freeze through the Inspector and then advance from code or with the step key:

window.__yage__.inspector.time.freeze();
window.__yage__.inspector.time.step(1);
window.__yage__.inspector.time.thaw();

The configured stepKey only advances frames while the inspector clock is frozen. This is useful for debugging physics, animations, or frame-specific logic.

The Inspector + frozen clock + scripted input together make a tight short-loop for LLM-assisted debugging and gameplay validation. The intended workflow is a throwaway Playwright spec — write it, run it, delete it. Not a CI fixture, not a permanent regression suite. A scratch session.

Suppose you just changed the jump arc. Drop a spec that boots the platformer, holds Right for 30 frames, fires the jump action, steps 45 frames, and asserts the player landed on a specific ledge entity. Run it. If it passes, delete it. If it fails, iterate.

import { test, expect } from "@playwright/test";
test("can the player jump onto the ledge?", async ({ page }) => {
await page.goto("/platformer.html");
await page.waitForFunction(() => window.__yage__?.inspector);
const result = await page.evaluate(async () => {
const i = window.__yage__.inspector;
i.setSeed(42); // pin RNG for reproducible runs
i.time.freeze(); // stop auto-advance
await i.input.hold("ArrowRight", 30);
await i.input.fireAction("jump", 1);
i.time.step(45); // advance 45 fixed-timestep frames
return i.snapshotJSON();
});
// Optional: capture a frame for visual inspection.
// await page.screenshot({ path: "/tmp/probe.png" });
expect(result).toContain('"name":"player"');
});

The two spec styles serve very different purposes:

Permanent Inspector tests in CIThrowaway agent-vision specs
FrequencyRareCommon
LifetimeLives with the repoDeleted after one session
What’s assertedReproducibility (“snapshots match across reruns”)Gameplay outcome (“player landed at x>200”)
Brittleness to balance changesStable by designBrittle on purpose — that’s why they’re throwaway
Examplee2e/specs/inspector-determinism.spec.ts”did my jump-arc change still let the player reach the ledge?”

Always advance via inspector.time.step(N) (loops one fixed-timestep frame at a time) over clock.step(bigDt) (collapses the interval into one fat frame). Component.update, tweens, and AI logic only see one update at the full bigDt under the latter, which diverges from real gameplay even though physics still substeps correctly.

The entity transform in a snapshot is the entity origin. It does not tell you where a component actually paints, how big it is, or whether it is hidden — and for partial reveals (a typewriter SplitTextComponent that toggles chars[i].visible) the persisted serialize() state disagrees with the screen, reporting the full string with no per-glyph detail.

When RendererPlugin is active it publishes a derived render facet for each graphical component on the snapshot, under facets.render, computed on demand from the live display object:

const scene = window.__yage__.inspector.snapshot().scenes[0];
const label = scene.entities.find((e) =>
e.components.some((c) => c.type === "SplitTextComponent"),
);
// World-space bounds + component-local visibility, surfaced at the entity level
// (first painted component the entity added) and per component:
label?.facets?.render; // { bounds: { x, y, width, height } | null, visible }
label?.components.find((c) => c.type === "SplitTextComponent")?.facets?.render;
// SplitTextComponent additionally reports per-glyph state and the visible
// substring — so a typewriter reveal is testable without touching Pixi.
// `facets.render` is typed as the base facet, so widen it to read the SplitText
// extras (SplitTextRenderFacet is exported from @yagejs/renderer):
const split = label?.components.find(
(c) => c.type === "SplitTextComponent",
)?.facets?.render as SplitTextRenderFacet | undefined;
split?.glyphs; // [{ visible }, ...] in reading order
split?.visibleText; // e.g. "Hel" while only the first 3 glyphs show

bounds are world-space pixels — the same space as transform, before the camera and responsive fit transform — measured from the geometry itself, so a sized-but-hidden object still reports its real box. bounds is null only when there is no geometry to measure (an empty Graphics, a zero-area object), never merely because the object is hidden — read visible for that. visible is the component’s own (local) flag; Pixi v8 exposes no world-resolved visibility, so a hidden parent/layer container is not folded in. glyphs and visibleText cover only rendered glyph segments — SplitText.chars excludes whitespace, so a fully-revealed "Hello world" reports "Helloworld"; compare which glyphs are visible rather than treating it as the verbatim string. The facet is read-only and never part of serialize(), so it does not affect save/load.

The facet lives entirely in @yagejs/renderer, keeping @yagejs/core renderer-agnostic. The Inspector exposes a generic seam — registerFacetContributor() attaches namespaced facets to snapshots — and RendererPlugin registers a RenderFacetContributor for the render namespace (the same contributor idiom as a DebugContributor or a save SnapshotContributor). That contributor duck-types inspectRender() off each component, so a custom graphical component opts in simply by exposing an inspectRender(): RenderFacetSnapshot method. SpriteComponent, AnimatedSpriteComponent, GraphicsComponent, TextComponent, and SplitTextComponent all implement it.

These are truths, not bugs to fix — keep them in mind when interpreting probe results:

  • Visuals: snapshotJSON() covers structural state — positions, components, scene stack — plus the render facet’s world-space bounds and visibility, but still not pixel output (colours, shaders, exact rasterisation). page.screenshot() helps but agent-grade interpretation of pixels is imperfect. Combine both for confidence.
  • Audio: no introspection surface, and WebAudio doesn’t pause in step mode. Probes can’t tell you whether a sound effect played at the right frame.
  • Wall-clock leaks: setTimeout, Date.now(), and raw performance.now() reads bypass the frame clock. No callers in core YAGE today, but custom plugins might.
  • step(bigDt)stepFrames(N) for variable-update logic. Always prefer the latter in probes.

The Logger class is a category-tagged, ring-buffered logger built into the engine. Unlike the debug overlays above, it lives in @yagejs/core, not @yagejs/debug — you don’t need the DebugPlugin installed to use it. Every Engine has a Logger attached at construction time, and the game loop auto-updates the logger’s frame counter so every log entry records the frame it was emitted on.

Access it as engine.logger, or through DI via LoggerKey:

import { Logger, LogLevel, LoggerKey } from "@yagejs/core";
// Direct access on the engine
engine.logger.info("physics", "Shape spawned", { x: 100, y: 200 });
// From inside a System or Component
class SpawnSystem extends System {
private logger!: Logger;
init(context: EngineContext) {
this.logger = context.resolve(LoggerKey);
}
update(dt: number) {
if (wave.complete) {
this.logger.warn("gameplay", "Wave ended with no kills");
}
}
}

All four methods take the same shape: (category, message, data?). The category is a free-form string — use whatever taxonomy suits your game ("physics", "ai", "input", "gameplay"). data is an arbitrary object that gets attached to the entry for later inspection.

MethodLevelTypical use
logger.debug(cat, msg, data?)DebugChatter that only matters when actively diagnosing
logger.info(cat, msg, data?)InfoNormal lifecycle events (scene change, entity spawn)
logger.warn(cat, msg, data?)WarnRecoverable problems (missing texture, late frame)
logger.error(cat, msg, data?)ErrorBroken invariants — something a human should look at

Pass a logger option when constructing the engine to configure level, category filter, ring buffer size, or a custom output sink:

import { Engine, LogLevel } from "@yagejs/core";
const engine = new Engine({
logger: {
level: LogLevel.Info, // drop anything below Info
categories: ["physics", "ai"], // only accept these categories (empty = all)
bufferSize: 1000, // keep the last 1000 entries
output: (entry) => { // optional: override console output
console.log(`[${entry.category}] ${entry.message}`, entry.data);
},
},
});

LogLevel is an enum: Debug (0), Info (1), Warn (2), Error (3), None (4). Anything below the configured level is silently dropped at the log site — entries never enter the ring buffer, so there’s no cost to leaving debug calls in shipping code with level: LogLevel.Info.

The ring buffer is what makes the logger useful beyond console.log. Each entry is a LogEntry carrying level, category, message, optional data, a timestamp, and the frame number the game loop was on when the entry was emitted. You can pull recent entries at any time:

// Grab the last N entries (default: everything in the buffer)
const recent: LogEntry[] = engine.logger.getRecent(20);
// Or pre-formatted as a string, handy for crash dumps
const dump: string = engine.logger.formatRecentLogs(50);
console.log(dump);

A common pattern is to catch an error, dump the recent logs, and ship the result to a crash reporter:

window.addEventListener("error", (ev) => {
reportCrash({
error: ev.error,
recentLogs: engine.logger.formatRecentLogs(100),
});
});

Because every entry carries a frame number, you can correlate log output with specific frames seen in the debug overlay or inspector — very useful for reproducing frame-specific bugs.

The output option replaces the default console.* handler. Use it to ship logs somewhere else — an in-game debug panel, a remote telemetry service, or a file (in Electron/Tauri builds):

const engine = new Engine({
logger: {
output: (entry) => {
// Forward warnings and errors to a remote logging backend
if (entry.level >= LogLevel.Warn) {
telemetry.send("game-log", {
level: LogLevel[entry.level],
category: entry.category,
message: entry.message,
data: entry.data,
frame: entry.frame,
timestamp: entry.timestamp,
});
}
// Also mirror to the console in dev
if (import.meta.env.DEV) {
console.log(`[${entry.category}]`, entry.message, entry.data);
}
},
},
});

Custom sinks don’t replace the ring buffer — entries are still stored in-memory and accessible via getRecent() regardless of what the sink does.