Doodad Scripts#

Doodads are programmed using JavaScript which gives them their behavior and ability to interact with the player and other doodads. Doodad scripts are run during "Play Mode" when a level containing the doodad is being played.

The main() function of your script is called to initialize your doodad. Here is an example what a doodad script may look like:

function main() {
    // Logs go to the game's log file (standard output on Linux/Mac).
    console.log("%s initialized!", Self.Title);

    // NOTE: you can configure the hitbox in the editor, this function
    // can define it in script. This box marks the region you want to
    // be 'solid' or whatever, the hot spot of your doodad.
    Self.SetHitbox(0, 0, 64, 12);

    // Handle a collision when another doodad (or player) has entered
    // the space of our doodad. The `e` has info about the event.
    Events.OnCollide((e) => {
        console.log("Actor %s has entered our hitbox!", e.Actor.ID());

        // InHitbox is `true` if we defined a hitbox for ourselves, and
        // the colliding actor is inside of the hitbox we defined.
        // To prohibit movement, return false from the OnCollide handler.
        // If you don't return false, the actor is allowed to keep on
        // moving through.
        if (e.InHitbox) {
            return false;

        // When movement is finalized, OnCollide is called one final time
        // with e.Settled=true; it is only then that a doodad should run
        // event handlers for a logical collide event.
        if (e.Settled) {
            // do something
            Message.Publish("power", true);

    // Subscribe to "broadcast:ready" and don't publish messages
    // until the game is ready!
    Message.Subscribe("broadcast:ready", () => {
        // It is now safe to publish messages to linked doodads, something that
        // could have deadlocked otherwise!
        Message.Publish("ping", null);

    // OnLeave is called when an actor, who was previously colliding with
    // us, is no longer doing so.
    Events.OnLeave((e) => {
        console.log("Actor %s has stopped colliding!", e.Actor.ID());

ES6 Syntax#

Doodad scripts support a subset of modern ES6 features of JavaScript, including arrow functions, let and const variables, for of loops and other quality of life features from modern JS.

The underlying engine is the Go module so check there for more details. It is a native Go implementation of JavaScript which is nice for its ability to directly interact with native functions and types in the game's program, but it is not 1:1 compatible with node.js. You should be able to use Babel (etc.) to compile your doodad scripts but it's recommended to just write them directly for Sketchy Maze.

Installing a Doodad Script#

Scripts can be attached to your doodad either in-game (using the Doodad Properties window in the editor) or by using the command-line doodad program.

In-game Script UI

Using the command-line doodad tool:

# Attach the JavaScript at "script.js" to the doodad file "filename.doodad"
doodad install-script script.js filename.doodad

# To view the script currently attached to a doodad
# (prints the script to your terminal)
doodad show --script filename.doodad

Testing Your Script#

The best way to test your doodad script is to use it in a level!

Run the game in a console to watch the log output, and you can use functions like console.log() in your script to help debug issues. Drag your custom doodad into a level and playtest it! Your script's main() function is called when the level instance of your doodad is initialized.

API Reference#

See the Script API Reference for full details.