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@newkrok/nape-js

Modern TypeScript 2D physics engine for the web. Fully typed, with object pooling and dual ESM/CJS exports (~175 KB gzip bundled). Originally ported from the Haxe Nape engine by Luca Deltodesco.

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# @newkrok/nape-js

> Modern TypeScript 2D physics engine for the web. Fully typed, with object pooling and dual ESM/CJS exports (~175 KB gzip bundled). Originally ported from the Haxe Nape engine by Luca Deltodesco.

Install: `npm install @newkrok/nape-js`

- [GitHub Repository](https://github.com/NewKrok/nape-js): Source code, issues, contributing guide
- [npm Package](https://www.npmjs.com/package/@newkrok/nape-js): Published package with TypeScript declarations
- [API Reference](https://napejs.org/api/index.html): Full TypeDoc-generated API docs
- [Interactive Demos](https://napejs.org/examples): Live physics demos with source code — every demo also has its own page at https://napejs.org/examples/<id>/
- [Games built on nape-js](https://napejs.org/games/): Complete playable game demos (AI, waves, cameras, 3D rigs) and shipped titles — the reference for "how do I build X" questions
- [Full LLM Documentation](https://raw.githubusercontent.com/NewKrok/nape-js/master/packages/nape-js/llms-full.txt): Complete API reference in a single file
- [Prompt Collection](https://napejs.org/ai.html): Copy-paste prompts for building a game with an LLM, plus the API mistakes models reliably make
- [Cookbook](https://napejs.org/guides/cookbook/): Task-oriented recipes (platformer, ragdoll, fluid, serialization, replay, etc.)
- [Replay Guide](https://napejs.org/guides/replay-guide/): Recorder + Player + binary encode/decode + determinism contract
- [Troubleshooting](https://napejs.org/guides/troubleshooting/): Common problems and solutions
- [Anti-Patterns](https://napejs.org/guides/anti-patterns/): Common mistakes to avoid
- [PixiJS Integration](https://www.npmjs.com/package/@newkrok/nape-pixi) (`@newkrok/nape-pixi`): Sibling package — body/sprite sync, fixed-step render interpolation, debug draw, and off-thread physics bridge. PIXI v8.

## Quick Start

```typescript
import { Space, Body, BodyType, Vec2, Circle, Polygon } from "@newkrok/nape-js";

const space = new Space(new Vec2(0, 600));

const floor = new Body(BodyType.STATIC, new Vec2(400, 550));
floor.shapes.add(new Polygon(Polygon.box(800, 20)));
floor.space = space;

const ball = new Body(BodyType.DYNAMIC, new Vec2(400, 100));
ball.shapes.add(new Circle(20));
ball.space = space;

function update() {
  space.step(1 / 60);
}
```

Version check: `import { VERSION } from "@newkrok/nape-js"` — or, after any import, read the `__NAPE_JS__` global in the console (three.js-style).

## Common Mistakes (read before generating code)

These are the places nape-js differs from Box2D/Matter.js, where models most often generate broken code.

- **No `space.add()`** — a body joins the world by assignment: `body.space = space`. Shapes attach with `body.shapes.add(shape)`.
- **No `body.applyForce()`** — assign `body.force = new Vec2(x, y)`. The value **persists across `space.step()`**, so clear it each frame unless you want accumulation. `body.applyImpulse(vec)` is a real method and is usually the right one.
- **Fast bodies
…

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