@combos-fun/engine 0.0.12 → 0.0.14
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/agent-skill.md +159 -82
- package/dist/engine.cjs.js +19 -4
- package/dist/engine.cjs.js.map +1 -1
- package/dist/engine.cjs.prod.js +1 -1
- package/dist/engine.d.ts +23 -3
- package/dist/engine.esm.js +19 -4
- package/dist/engine.esm.js.map +1 -1
- package/package.json +2 -2
- package/plugin-authoring.md +2 -0
package/agent-skill.md
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# `@combos-fun/engine` — Agent notes
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ECS microkernel for Combos Fun. This file is the canonical knowledge source for **using** the engine. For **authoring** a new `@combos-fun/plugin
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ECS microkernel for Combos Fun. This file is the canonical knowledge source for **using** the engine. For **authoring** a new `@combos-fun/plugin-`*, read `@combos-fun/engine/plugin-authoring` instead.
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## When to read
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@@ -25,14 +25,31 @@ Read this every time before working on a Combos Fun project. The entry skill loa
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### `GameParams`
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| Field | Type | Default | Notes |
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| ------------------------------ | ------------------------ | ------- | ---------------------------------------- |
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| `systems` | `System[]` | `[]` | Bootstrapped async in registration order |
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| `frameRate` | `number` | `60` | |
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| `autoStart` | `boolean` | `true` | |
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| `needScene` | `boolean` | `true` | Auto-creates `Scene('scene')` |
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| `onSystemsBootstrapComplete` | `(game, error?) => void` | — | After all systems init |
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| `pluginInitNotifyTargetOrigin` | `string` | `'*'` | postMessage target |
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When the game runs inside an iframe (`window.parent !== window`), each `Game.addSystem` call posts to the parent after that system's `init` completes:
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```typescript
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{
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type: 'combos-game:plugin-init-success',
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systemName: string, // System.systemName
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engineVersion: string, // @combos-fun/engine build version
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packageName?: string, // npm name, injected at plugin build
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packageVersion?: string, // semver from plugin package.json, injected at plugin build
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}
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```
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Official `@combos-fun/plugin-*` packages get `packageName` / `packageVersion` automatically via `scripts/build-package.mjs` (no hand-written static fields). Host pages can gate tooling on specific systems or versions using this payload. Types: `CombosGamePluginInitSuccessMessage`, helper `postParentPluginInitSuccess` in `bootstrapMessages.ts`.
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### `Game` methods
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### `resource` singleton
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| Method | Notes |
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| ---------------------------------------------------------- | ------------------------- |
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| `addResource(resources[])` | Register (no load) |
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| `preload()` | Load all `preload: true` |
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| `loadConfig(resources[])` | `addResource` + `preload` |
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| `loadSingle(resource): Promise` | Add + load one |
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| `getResource(name): Promise` | Get loaded |
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| `destroy(name): Promise` | Destroy one |
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| `registerResourceType(type, value?)` | Custom type |
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| `registerInstance(type, cb)` / `registerDestroy(type, cb)` | Factory / destructor |
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Fields: `timeout` (6000ms), `resourcesMap`, `progress`.
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> ⚠️ `addResource` only registers; it does **not** kick off network load. Components that reference an unloaded `resource` (e.g. `Img({ resource: 'logo' })`) silently render nothing — the canvas stays blank with no console error. Always pair it with `preload()` (and gate `new Game(...)` behind `resource.once(LOAD_EVENT.COMPLETE, ...)`), or skip the pair entirely and use `loadConfig(resources[])` which does both in one call.
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## ECS hard rules (mandatory)
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These rules apply to every code change. Violations must be fixed before the change is considered complete.
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### Rule 2: All behaviour logic lives in Component / System hooks
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Code that runs per-frame, reacts to events, or mutates entity state must live in `Component` hooks (`init` / `awake` / `start` / `update` / `lateUpdate` / `onPause` / `onResume` / `onDestroy`) or `System` hooks (same set + `componentObserver` in `update`). No event callbacks in bootstrap, no `setInterval` outside Components, no `game.ticker.add` for game logic.
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Code that runs per-frame, reacts to events, or mutates entity state must live in `Component` hooks (`init` / `awake` / `start` / `update` / `lateUpdate` / `onPause` / `onResume` / `onDestroy`) or `System` hooks (same set + `componentObserver` in `update`). No event callbacks in bootstrap, no `setInterval` outside Components, no `game.ticker.add` for game logic. Every `.on(...)` / `addEventListener(...)` subscription set up in `start` / `awake` must be torn down in `onDestroy`.
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### Rule 3: Bootstrap code only wires, never implements
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### Rule 4: Single concern per Component, cross-entity logic in Systems
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A Component holds data + self-contained behaviour for one concern on one entity. A System holds cross-entity logic reacting to component changes. Do not put multi-entity coordination inside a Component.
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A Component holds data + self-contained behaviour for one concern on one entity. A System holds cross-entity logic reacting to component changes. Do not put multi-entity coordination inside a Component. Every custom Component subclass must set `static componentName`; every custom System reacts via `@decorators.componentObserver({ Name: ['prop'] })` and drains observations in `update()` — never via ad-hoc scans of the scene graph.
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### Rule 5: No direct Pixi / Three.js / DOM manipulation outside Renderer pattern
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2D display objects must come through `plugin-renderer
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2D display objects must come through `plugin-renderer-`* systems or a custom `Renderer` subclass registered via `rendererManager.register(this)`. 3D objects must come through `plugin-renderer-3d-`* systems or a custom `Renderer3D` subclass. No raw `new PIXI.Sprite(...)` / `new THREE.Mesh(...)` in bootstrap or plain Components.
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### Rule 6: Component configuration via params, not imperative calls
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└── Rendering integration → Renderer (2D) / Renderer3D (3D) subclass
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```
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## ECS compliance checklist
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Run after every change:
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- [ ] No game logic in entry file — only resource registration, `Game` / `System` creation, `GameObject` + `Component` wiring, scene setup
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- [ ] No retained component references — entry file does not store `addComponent()` returns for later use
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- [ ] No anonymous event handlers — all `.on(...)` / `addEventListener(...)` inside Component lifecycle hooks with cleanup in `onDestroy`
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- [ ] No module-scope mutable state holding entity data
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- [ ] All entity state accessible via `gameObject.getComponent(...)`
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- [ ] All per-frame logic in Component / System `update` / `lateUpdate`
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- [ ] Custom behaviour = named Component class with `static componentName`
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## Inventory (mandatory after every task)
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After every development task, write or update three inventory tables in the **project memory**:
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**Component inventory** — for each custom Component:
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| Field | Description |
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| --------------- | ----------------------------------------------------------------------------------------- |
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| `componentName` | Static name string |
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| Purpose | One-sentence description |
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| Key params | Constructor params that affect behaviour |
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| Lifecycle hooks | Which of `init` / `awake` / `start` / `update` / `lateUpdate` / `onDestroy` it implements |
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**GameObject inventory** — for each GameObject:
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| Field | Description |
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| ---------- | ------------------------------- |
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| Name | Identifier or variable name |
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| Parent | Parent GameObject or scene root |
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| Components | Attached Components |
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| Purpose | Role in the game |
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**System inventory** — for each System:
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| Field | Description |
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| ------------ | ------------------------------------- |
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| Class name | System class |
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| Order | Registration order in `systems` array |
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| What it owns | Components observed / coordinated |
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| Purpose | One-sentence description |
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Skipping inventory is treated with the same weight as the ECS hard rules.
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## Common pitfalls
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| Blank canvas | Add the right base renderer system (`RendererSystem` for 2D, `Renderer3DSystem` for 3D); ensure `autoStart: true` or call `game.start()` |
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| Nothing draws | Add the matching sub-system (e.g. `ImgSystem`, `Graphics3DSystem`) before adding components |
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| Cannot pause / resume behaviour | Logic in `setInterval` / `ticker.add` — move into `Component.update()` |
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| Stale render after async load | 3D: use `increaseAsyncId` / `validateAsyncId` to drop stale work |
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| Symptom | Fix |
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| Blank canvas | Add the right base renderer system (`RendererSystem` for 2D, `Renderer3DSystem` for 3D); ensure `autoStart: true` or call `game.start()` |
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| Nothing draws | Add the matching sub-system (e.g. `ImgSystem`, `Graphics3DSystem`) before adding components |
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| `getSystem` returns undefined | Use class reference, not string: `game.getSystem(RendererSystem)` |
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| Resource name not found | Match `resource.addResource` `name` to component `resource` field |
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| Stale render after async load | 3D: use `increaseAsyncId` / `validateAsyncId` to drop stale work |
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```ts
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import { Game, resource } from '@combos-fun/engine';
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import { RendererSystem } from '@combos-fun/plugin-renderer';
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import { RenderSystem } from '@combos-fun/plugin-renderer-render';
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import { ImgSystem } from '@combos-fun/plugin-renderer-img';
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## Minimal 2D bootstrap
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```ts
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import {
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Game,
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GameObject,
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resource,
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RESOURCE_TYPE,
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LOAD_EVENT,
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} from "@combos-fun/engine";
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import { RendererSystem } from "@combos-fun/plugin-renderer";
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import { Render, RenderSystem } from "@combos-fun/plugin-renderer-render";
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import { Img, ImgSystem } from "@combos-fun/plugin-renderer-img";
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resource.once(LOAD_EVENT.COMPLETE, () => {
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new Game({
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systems: [
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new RendererSystem({
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canvas: document.querySelector("#canvas")!,
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width: 750,
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height: 1334,
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}),
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new RenderSystem(),
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new ImgSystem(),
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],
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// Safe place to wire the scene graph: every system has finished init.
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onSystemsBootstrapComplete: (g) => {
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// Transform values go through constructor params — never set them imperatively.
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const logo = new GameObject("logo", {
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position: { x: 100, y: 100 },
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size: { width: 200, height: 200 },
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origin: { x: 0.5, y: 0.5 },
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});
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logo.addComponent(new Img({ resource: "logo" }));
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// Render is only needed when you want to hide / fade / reorder; without it the
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// object is still drawn at alpha 1, zIndex 0. Requires RenderSystem registered.
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logo.addComponent(new Render({ zIndex: 5 }));
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// Use addChild — not addGameObject — so transform parent + scene are both wired.
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g.scene.addChild(logo);
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},
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});
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resource.loadConfig([
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name: "logo",
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type: RESOURCE_TYPE.IMAGE,
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src: { image: { type: "png", url: "logo.png" } },
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preload: true,
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},
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]);
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```
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`ResourceBase` requires both `type: RESOURCE_TYPE` and a nested `src` object keyed by media slot (`image` / `json` / `audio` / `video` / `tex` / `ske` / …) where each slot is `{ type, url }`. A flat `src: 'logo.png'` is invalid.
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## Minimal 3D bootstrap
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```ts
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import { Game } from
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import { Renderer3DSystem } from
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import {
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import { Game, GameObject } from "@combos-fun/engine";
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import { Renderer3DSystem } from "@combos-fun/plugin-renderer-3d";
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import {
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Graphics3D,
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Graphics3DSystem,
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} from "@combos-fun/plugin-renderer-3d-graphics";
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new Game({
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new Renderer3DSystem({
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new Renderer3DSystem({
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canvas: document.querySelector("#canvas")!,
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width: 750,
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height: 1000,
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}),
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|
188
243
|
new Graphics3DSystem(),
|
|
189
244
|
],
|
|
245
|
+
// Safe place to wire the scene graph: every system has finished init.
|
|
246
|
+
onSystemsBootstrapComplete: (g) => {
|
|
247
|
+
// 3D position / rotation / scale go through the component's own params
|
|
248
|
+
// (positionX/Y/Z, rotationX/Y/Z, scaleX/Y/Z) — GameObject's TransformParams
|
|
249
|
+
// is 2D-only (Vector2 + Size2) and is not read by 3D renderers.
|
|
250
|
+
const box = new GameObject("box");
|
|
251
|
+
box.addComponent(
|
|
252
|
+
new Graphics3D({
|
|
253
|
+
shape: "box",
|
|
254
|
+
width: 1,
|
|
255
|
+
height: 1,
|
|
256
|
+
depth: 1,
|
|
257
|
+
color: 0xff0000,
|
|
258
|
+
positionX: 0,
|
|
259
|
+
positionY: 1,
|
|
260
|
+
positionZ: 0,
|
|
261
|
+
}),
|
|
262
|
+
);
|
|
263
|
+
// Use addChild — not addGameObject — so transform parent + scene are both wired.
|
|
264
|
+
g.scene.addChild(box);
|
|
265
|
+
},
|
|
190
266
|
});
|
|
191
267
|
```
|
|
192
268
|
|
|
@@ -202,3 +278,4 @@ After modifying engine code:
|
|
|
202
278
|
## See also
|
|
203
279
|
|
|
204
280
|
- `@combos-fun/engine/plugin-authoring` — full spec for writing a new `@combos-fun/plugin-*` package, including Component / System / Renderer / Renderer3D subclassing, manifest format, and publish requirements.
|
|
281
|
+
|
package/dist/engine.cjs.js
CHANGED
|
@@ -963,6 +963,9 @@ class Scene extends GameObject {
|
|
|
963
963
|
}
|
|
964
964
|
}
|
|
965
965
|
|
|
966
|
+
/** Generated at build from package.json */
|
|
967
|
+
const version = "0.0.14";
|
|
968
|
+
|
|
966
969
|
/**
|
|
967
970
|
* Sent to `window.parent` after each `System.init` completes during `Game.addSystem`
|
|
968
971
|
* (when running inside an iframe and parent differs from self).
|
|
@@ -971,14 +974,17 @@ const COMBOS_GAME_PLUGIN_INIT_SUCCESS = "combos-game:plugin-init-success";
|
|
|
971
974
|
/**
|
|
972
975
|
* Notifies the embedding page that a system (plugin) finished async/sync `init`.
|
|
973
976
|
*/
|
|
974
|
-
function postParentPluginInitSuccess(
|
|
977
|
+
function postParentPluginInitSuccess(input, targetOrigin = "*") {
|
|
975
978
|
if (typeof window === "undefined")
|
|
976
979
|
return;
|
|
977
980
|
if (!window.parent || window.parent === window)
|
|
978
981
|
return;
|
|
979
982
|
const payload = {
|
|
980
983
|
type: COMBOS_GAME_PLUGIN_INIT_SUCCESS,
|
|
981
|
-
systemName,
|
|
984
|
+
systemName: input.systemName,
|
|
985
|
+
engineVersion: version,
|
|
986
|
+
...(input.packageName ? { packageName: input.packageName } : {}),
|
|
987
|
+
...(input.packageVersion ? { packageVersion: input.packageVersion } : {}),
|
|
982
988
|
};
|
|
983
989
|
try {
|
|
984
990
|
window.parent.postMessage(payload, targetOrigin);
|
|
@@ -996,6 +1002,13 @@ function systemClassName(ctor) {
|
|
|
996
1002
|
}
|
|
997
1003
|
return "UnknownSystem";
|
|
998
1004
|
}
|
|
1005
|
+
function systemPackageMeta(ctor) {
|
|
1006
|
+
const meta = ctor;
|
|
1007
|
+
return {
|
|
1008
|
+
packageName: typeof meta.packageName === "string" ? meta.packageName : undefined,
|
|
1009
|
+
packageVersion: typeof meta.packageVersion === "string" ? meta.packageVersion : undefined,
|
|
1010
|
+
};
|
|
1011
|
+
}
|
|
999
1012
|
function componentClassName(ctor) {
|
|
1000
1013
|
if ("componentName" in ctor) {
|
|
1001
1014
|
const cn = ctor.componentName;
|
|
@@ -1173,7 +1186,10 @@ class Game extends EventEmitter__default.default {
|
|
|
1173
1186
|
if (system.init) {
|
|
1174
1187
|
await Promise.resolve(system.init(system.__systemDefaultParams));
|
|
1175
1188
|
}
|
|
1176
|
-
postParentPluginInitSuccess(
|
|
1189
|
+
postParentPluginInitSuccess({
|
|
1190
|
+
systemName: systemClassName(system.constructor),
|
|
1191
|
+
...systemPackageMeta(system.constructor),
|
|
1192
|
+
}, this.pluginInitNotifyTargetOrigin);
|
|
1177
1193
|
setSystemObserver(system, system.constructor);
|
|
1178
1194
|
initObserver(system.constructor);
|
|
1179
1195
|
try {
|
|
@@ -1709,7 +1725,6 @@ const decorators = {
|
|
|
1709
1725
|
IDEProp,
|
|
1710
1726
|
componentObserver,
|
|
1711
1727
|
};
|
|
1712
|
-
const version = '__VERSION__';
|
|
1713
1728
|
console.log(`@combos-fun/engine version: ${version}`);
|
|
1714
1729
|
|
|
1715
1730
|
exports.COMBOS_GAME_PLUGIN_INIT_SUCCESS = COMBOS_GAME_PLUGIN_INIT_SUCCESS;
|