Hx Multianim
MCP server for inspecting and manipulating running hx-multianim applications
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hx-multianim-mcp
An MCP server that connects Claude (or any MCP client) to a running hx-multianim application via its DevBridge.
Call
connectfirst. All other tools return anot_connectederror untilconnectsucceeds. The DevBridge port is printed to game stdout as[DevBridge] Listening on port N(default 9001).
Tools
Connection & health
| Tool | Description |
|---|---|
connect | Connect to a game instance on a specific port/host. Must be called first. |
ping | Lightweight health check — uptime and port |
performance | FPS, draw calls, triangle count, object count, scene dimensions |
Scene inspection
| Tool | Description |
|---|---|
list_screens | Registered screens with active/failed status |
list_builders | Loaded .manim builders and their parameter definitions |
scene_graph | Recursive scene tree dump (depth) |
inspect_element | Position, size, visibility, text of a named element |
inspect_programmable | Deep inspection of a live programmable (params, slots, refs, elements) |
find_element_at | Hit-test scene coords, front-to-back list of objects |
get_screen_state | Screen manager state: mode, transitions, pause, counts |
get_tween_state | All active tweens with target, duration, progress |
list_interactives | Interactive hit-test regions with IDs and bounds |
list_slots | Swappable container slots of a programmable |
list_active_programmables | Live incremental-mode programmables with current state |
list_resources | Loaded sprites, fonts, .manim, .anim files |
list_fonts | Registered font names |
list_atlases | Loaded sprite atlases and tile/sprite names |
coordinate_transform | Convert between scene and element-local coordinates |
check_overlaps | Detect overlapping interactives/visuals to find layout bugs |
Screenshots
| Tool | Description |
|---|---|
screenshot | Capture current frame as PNG (optional width/height scale-down) |
State manipulation
| Tool | Description |
|---|---|
set_parameter | Modify a programmable parameter at runtime (incremental mode) |
get_parameters | Current parameter values and definitions for a programmable |
set_visibility | Toggle element visibility |
reload | Hot-reload .manim files (specific file or all changed) |
eval_manim | Parse and validate .manim snippets |
Game control
| Tool | Description |
|---|---|
pause | Pause/resume the game loop |
step | Advance N frames while paused (max 100) |
wait_for_idle | Check if no tweens/transitions are active |
quit | Cleanly shut down the game |
Input injection
| Tool | Description |
|---|---|
send_event | Inject a single mouse/keyboard/wheel event |
send_events | Sequence of events with frame steps (drag, scrub, multi-step gestures) |
click_button | Click an interactive by ID, bypassing hit testing |
Diagnostics
| Tool | Description |
|---|---|
get_traces | Recent trace() output (ring buffer) |
get_errors | Accumulated runtime errors/exceptions |
get_debugger_hits | Poll DevBridge.debugger(data, pause?) breakpoint hits (cursor-based) |
Breakpoints from game code
Call DevBridge.debugger(data, pause) anywhere in your game code to capture a data snapshot (with auto-captured file/line/method):
screenManager.devBridge.debugger({hp: unit.hp, target: unit.target?.name}); // pauses by default
screenManager.devBridge.debugger({fps: hxd.Timer.fps()}, false); // push-only, no pause
Hits are delivered two ways:
- Push — real-time
debuggerSSE events surfaced as warning-level MCP log notifications. - Poll —
get_debugger_hitstool withsince_idcursor (in case the agent missed the push).
If pause=true, resume with pause({paused:false}).
Usage
Claude Code
// .mcp.json
{
"mcpServers": {
"hx-multianim": {
"command": "npx",
"args": ["-y", "@bh213/hx-multianim-mcp"]
}
}
}
Environment variables
| Variable | Default | Description |
|---|---|---|
HX_DEV_PORT | 9001 | DevBridge port |
HX_DEV_HOST | localhost | DevBridge host |
License
BSD-3-Clause
