autoebiten
CLI tool for automating Ebitengine games via input injection, screenshots, scripted sequences, and custom commands.
Offers two integration methods: Patch (zero-code changes for existing games using Ebiten's native input) and Library (direct API integration for new projects).
Installation
go install github.com/s3cy/autoebiten/cmd/autoebiten@latest
Which Integration Method?
├─ Already using ebiten's native input functions (ebiten.IsKeyPressed, etc.)?
│ └─→ YES: Use the Patch method. No code changes required!
│
└── Writing a new game or willing to modify input handling code?
└─→ Use the Library method.
Trade-offs:
| Aspect |
Patch |
Library |
| Code changes |
None required |
Must use autoebiten.IsKeyPressed() etc. |
| Ebiten version |
Locked to v2.9.9 (may need custom patch for other versions) |
Works with any version |
| Third-party libs |
Compatible with libs that use Ebiten input |
Incompatible with libs using raw Ebiten input |
| Implementation |
Hack - relies on Ebiten internals |
Clean - direct API integration |
⚠️ Don't mix Patch and Library methods. If Ebiten is patched, calling autoebiten.Update(), autoebiten.Capture(), and any input related methods will panic. With the Patch method, these calls happen automatically inside Ebiten.
Quick Start (Patch Method)
No code changes required! Patch Ebiten to add automation capabilities.
1. Clone and patch Ebiten
git clone https://github.com/hajimehoshi/ebiten.git /path/to/ebiten
cd /path/to/ebiten
git checkout v2.9.9 # Ensure correct version
git apply /path/to/autoebiten/ebiten.patch
go mod tidy
2. Update your game's go.mod
replace github.com/hajimehoshi/ebiten/v2 => /path/to/local/ebiten
3. Build and run your game normally
go build ./cmd/my-game
./my-game
4. Control it via CLI
Note on ticks: 1 tick = 1 Update() call. Ebiten runs at 60 ticks per second (TPS) by default. This is not the same as FPS—your game can render at 120 FPS on a high refresh monitor while still running at 60 TPS. The default --duration_ticks 6 means a key is held for 6 Update() calls (~100ms at 60 TPS). See TPS vs FPS for details.
# Press a key
autoebiten input --key KeyW --action press
# Hold a key for 6 ticks (default)
autoebiten input --key KeySpace --action hold
# Move mouse and click
autoebiten mouse --action position -x 100 -y 200
autoebiten mouse --action press --button MouseButtonLeft
autoebiten mouse --button MouseButtonLeft # defaults to hold action
autoebiten mouse -x 100 -y 200 --button MouseButtonLeft # move to position, then trigger the button
# Scroll wheel
autoebiten wheel -y -3
# Get injected positions (returns last injected values, not real OS positions)
autoebiten get_mouse_position
autoebiten get_wheel_position
# Take a screenshot
autoebiten screenshot --output shot.png
# Run a script file
autoebiten run --script script.json
# Run an inline script
autoebiten run --inline '{"version":"1.0","commands":[{"input":{"action":"press","key":"KeySpace"}}]}'
# Get JSON Schema for IDE support
autoebiten schema > autoebiten-schema.json
# Check connection
autoebiten ping
# Print version information
autoebiten version
# List available keys
autoebiten keys
# List mouse buttons
autoebiten mouse_buttons
Patch Limitations
- What it modifies: The patch wraps Ebiten's public input API functions (
IsKeyPressed, CursorPosition, Wheel, etc.) to check for injected input before falling back to real OS input. It does not modify Ebiten's internal inputstate package.
- Version dependent: The patch relies on Ebiten's internal implementation details and has only been tested with Ebiten v2.9.9. It may not apply cleanly to other versions.
- Custom patches: To use a different Ebiten version, you may need to write your own patch by adapting the changes in
ebiten.patch to your target version's source code.
- Maintenance: You will need to re-apply the patch when updating Ebiten versions.
- Release builds: To ship your game to players without automation capabilities, simply remove the
replace directive from your go.mod and use the official Ebiten module.
Library Method
For new games or when you prefer explicit integration, use the library directly.
1. Add the library to your game
import "github.com/s3cy/autoebiten"
func (g *Game) Update() error {
if !autoebiten.Update() {
return errors.New("exit requested")
}
// Your update logic
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
// Your draw logic
autoebiten.Capture(screen) // Call at the end
}
Note: When using the library integration method, you need to use autoebiten.IsKeyPressed() and other wrapper functions instead of Ebiten's native functions.
2. Build and run
# Development (default)
go build ./cmd/my-game
./my-game
# Release build (no CLI automation)
go build -tags release ./cmd/my-game
3. Control via CLI
Same CLI commands as the Patch method above.
- Default (
go run or go build): Full RPC server enabled. Your game listens for CLI commands via Unix socket.
- Release (
go build -tags release): RPC server disabled. All functions are no-ops that delegate directly to ebiten. Use this when shipping your game to players.
The library operates in different input modes to control how real and injected inputs are combined:
| Mode |
Description |
InjectionOnly |
Only CLI-injected input is recognized |
InjectionFallback |
Per-key fallback: if a key/button has injected state, return it; otherwise check real input (default) |
Passthrough |
All input passes through to ebiten directly; no injection |
Note on InjectionFallback: Each input is checked independently. For example, if you inject 'KeyS' via CLI while physically holding 'KeyW' on your keyboard, IsKeyPressed(KeyS) returns the injected state and IsKeyPressed(KeyW) returns the real keyboard state. They do not interfere with each other.
Custom Commands
Games can register custom commands that can be invoked from the CLI:
Game Side
// In your game initialization
autoebiten.Register("getPlayerInfo", func(ctx autoebiten.CommandContext) {
info := fmt.Sprintf("Health: %d, Mana: %d", playerHealth, playerMana)
ctx.Respond(info)
})
autoebiten.Register("heal", func(ctx autoebiten.CommandContext) {
playerHealth = min(playerHealth+20, 100)
ctx.Respond(fmt.Sprintf("Healed to %d", playerHealth))
})
The CommandContext provides:
Request() string - The request data sent from CLI
Respond(response string) - Send response back to CLI (can be called immediately or deferred)
CLI Side
# List available custom commands
autoebiten list_custom
# Execute a custom command
autoebiten custom getPlayerInfo
# Execute with request data
autoebiten custom echo --request "hello world"
See examples/custom_commands for a complete example.
Scripted Automation
Create a JSON script for complex sequences:
{
"version": "1.0",
"commands": [
{"input": {"action": "press", "key": "KeyW"}},
{"delay": {"ms": 100}},
{"repeat": {"times": 3, "commands": [
{"input": {"action": "press", "key": "KeyA"}},
{"delay": {"ms": 200}}
]}}
]
}
Run from a file:
autoebiten run --script script.json
Or pass an inline JSON string:
autoebiten run --inline '{"version":"1.0","commands":[{"input":{"action":"press","key":"KeySpace"}}]}'
JSON Schema
Generate the JSON Schema for IDE autocompletion and validation:
autoebiten schema > autoebiten-schema.json
The schema defines all available commands, their fields, and valid values. Use it with editors that support JSON Schema for intelligent autocomplete and inline validation.
Script Error Handling
Scripts execute commands sequentially. If any command fails, script execution stops immediately and the error is returned. There is no continue-on-error or try/catch mechanism—fix the issue and re-run the script.
- macOS: Fully supported
- Linux: Fully supported
- Windows: Not supported (uses Unix domain sockets)
Multiple Game Instances
Each game instance uses a PID-based socket at /tmp/autoebiten/autoebiten-{PID}.sock.
Auto-detection: If --pid is not provided, autoebiten automatically detects a running game. If only one game is running, it uses that. If multiple games are running, it lists them and exits with an error—you must specify which one with --pid.
Target a specific game:
autoebiten --pid 12345 input --key KeySpace --action press
Or set the socket path manually:
AUTOEBITEN_SOCKET=/tmp/autoebiten/autoebiten-12345.sock autoebiten ping
Public API
// In your game loop
autoebiten.Update() // Process RPC commands, returns false on exit
autoebiten.Capture(screen) // Capture screenshot (call in Draw)
// Query input state
autoebiten.IsKeyPressed(key ebiten.Key) // bool
autoebiten.IsMouseButtonPressed(button ebiten.MouseButton) // bool
autoebiten.CursorPosition() // (x, y int)
autoebiten.Wheel() // (x, y float64)
// inpututil wrappers (respect input mode)
autoebiten.IsKeyJustPressed(key ebiten.Key) // bool
autoebiten.IsKeyJustReleased(key ebiten.Key) // bool
autoebiten.KeyPressDuration(key ebiten.Key) // int (ticks)
autoebiten.IsMouseButtonJustPressed(button ebiten.MouseButton) // bool
autoebiten.IsMouseButtonJustReleased(button ebiten.MouseButton) // bool
autoebiten.MouseButtonPressDuration(button ebiten.MouseButton) // int (ticks)
// Configure input mode
autoebiten.SetMode(autoebiten.InjectionFallback) // default: injected + real input
// Custom commands
autoebiten.Register(name string, handler func(CommandContext)) // Register a custom command
autoebiten.Unregister(name string) bool // Remove a custom command
autoebiten.ListCustomCommands() []string // List registered commands
License
MIT