Does the client require a running Vibe Eyes MCP server?
Yes, the client auto-connects to a Vibe Eyes MCP server at `http://localhost:8869` by default. You must have the server running to capture and send data.
@monteslu
Basic information
Client library for integrating browser games with Vibe Eyes MCP debug server
No standard config provided
This server doesn't expose a parseable MCP config block in its README. See the repository for install instructions.
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Vibe Eyes Client is a lightweight JavaScript library that integrates browser games with the Vibe Eyes MCP debug server for real-time debugging, visualization, and analysis. It captures canvas screenshots, console logs, and errors, and displays SVG visualizations sent back from the server, allowing an AI to see the game it is working on in real time.
Install via npm (npm install vibe-eyes-client) or include the <script> tag from unpkg. Call initializeVibeEyes() with optional configuration to begin auto-capturing. Use the returned client instance to enable an SVG debug window with client.enableSvgDisplay(), toggle it, or stop/restart the capture loop. Configuration options include server URL, capture delay, canvas ID, and debug window position/size.
Yes, the client auto-connects to a Vibe Eyes MCP server at `http://localhost:8869` by default. You must have the server running to capture and send data.
You can install it via npm with `npm install vibe-eyes-client` or include it directly in HTML via `<script src="https://unpkg.com/vibe-eyes-client/dist/vibe-eyes.min.js"></script>`.
UMD (minified and unminified), IIFE, and ES Module builds are available in the `dist/` directory.
Yes. The debug window configuration accepts a `position` parameter with options `'right'`, `'left'`, `'top'`, `'bottom'`, or `'detached'`. The default is `'right'` relative to the game window.
It captures canvas screenshots, console logs, errors, unhandled promise rejections, and displays SVG visualizations received from the Vibe Eyes MCP server.
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