@combos-fun/engine 0.0.6 → 0.0.7

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package/README.md CHANGED
@@ -1,3 +1,27 @@
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  # @combos-fun/engine
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- Internal workspace package (Combos Fun monorepo).
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+ @combos-fun/engine part of the Combos Fun engine monorepo.
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+
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+ Keywords: `engine`, `ecs`, `kernel`, `runtime`, `game`, `system`, `component`.
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+
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+ ## Documentation
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+
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+ - Per-package agent / developer notes: [`agent-skill.md`](./agent-skill.md)
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+ - Machine-readable manifest: [`combos-plugin.json`](./combos-plugin.json)
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+ (validated against `schemas/combos-plugin.schema.json` in the repo
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+ root)
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+ - Entry skill (single source of truth for AI agents working with this
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+ monorepo): `skills/combos-engine-development/SKILL.md`
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+
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+ When consumed from npm, the manifest and agent notes are exposed as
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+ stable subpaths:
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+
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+ ```ts
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+ import manifest from '@combos-fun/engine/plugin-manifest';
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+ // or fetch the markdown directly:
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+ // require.resolve('@combos-fun/engine/agent-skill')
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+ ```
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+
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+ ## License
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+
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+ Internal workspace package, part of the Combos Fun engine monorepo.
package/agent-skill.md ADDED
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+ # `@combos-fun/engine` — Agent notes
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+
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+ ECS microkernel for Combos Fun. This file is the canonical knowledge source for
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+ the engine and the standard for authoring any new `@combos-fun/plugin-*`.
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+
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+ ## When to read
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+
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+ Read this every time before working on a Combos Fun project. The entry skill
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+ loads this file as part of "Core" packages, regardless of 2D / 3D mode.
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+
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+ ## Microkernel model
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+
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+ - **Kernel** `@combos-fun/engine`: `Game`, `Scene`, `GameObject`, `Component`,
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+ `System`, `Transform`, `resource`, `decorators`. **No** built-in
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+ rendering / physics / audio.
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+ - **Extension**: `game.addSystem(new XxxSystem(...))` then
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+ `gameObject.addComponent(new Xxx(...))`.
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+ - **Observer**: `@decorators.componentObserver({ Name: ['prop'] })` on a
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+ System; drain `this.componentObserver.clear()` in `update()` and switch on
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+ `OBSERVER_TYPE.ADD | CHANGE | REMOVE`.
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+ - **Frame order**:
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+ `Component.update` → `Component.lateUpdate` → `System.update` →
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+ `System.lateUpdate`. `start()` fires inline on the first `update` tick.
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+
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+ ## Public API
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+
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+ ### Values
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+
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+ `Game`, `Scene`, `GameObject`, `Component`, `System`, `Transform`,
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+ `resource`, `resourceLoader`, `decorators`, `IDEProp`,
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+ `componentObserver`, `LOAD_EVENT`, `RESOURCE_TYPE`, `OBSERVER_TYPE`,
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+ `LOAD_SCENE_MODE`, `RESOURCE_TYPE_STRATEGY`, `version`,
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+ `COMBOS_GAME_PLUGIN_INIT_SUCCESS`, `postParentPluginInitSuccess`.
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+
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+ ### Types
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+
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+ `GameParams`, `PluginStruct`, `TransformParams`, `ComponentChanged`,
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+ `UpdateParams`, `ComponentParams`, `ObserverInfo`, `PureObserverInfo`,
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+ `ResourceBase`, `SystemConstructor`,
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+ `CombosGamePluginInitSuccessMessage`.
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+
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+ ### `GameParams`
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+
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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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+
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+ ### `Game` methods
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+
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+ `addSystem(system)`, `removeSystem(system | class | string)` (calls
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+ `system.destroy()` internally), `getSystem(class | string)`,
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+ `loadScene({ scene, mode?, params? })`
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+ (`LOAD_SCENE_MODE.SINGLE | MULTI_CANVAS`), `start()`, `pause()`,
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+ `resume()`, `destroy()`.
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+
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+ ### `resource` singleton
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+
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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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+
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+ Fields: `timeout` (6000ms), `resourcesMap`, `progress`.
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+
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+ ## ECS hard rules (mandatory)
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+
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+ These rules apply to every code change. Violations must be fixed before the
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+ change is considered complete.
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+
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+ ### Rule 1: All entity state lives in Components
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+
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+ Any data belonging to a game entity must be a field on a `Component`
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+ attached to a `GameObject`. No module-scope variables, closure captures,
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+ or shadow stores holding entity state. **Test:** if you `destroy()` a
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+ `GameObject`, does all its state disappear? If anything survives in a
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+ closure or module variable, violation.
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+
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+ ### Rule 2: All behaviour logic lives in Component / System hooks
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+
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+ Code that runs per-frame, reacts to events, or mutates entity state must
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+ live in `Component` hooks (`init` / `awake` / `start` / `update` /
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+ `lateUpdate` / `onPause` / `onResume` / `onDestroy`) or `System` hooks
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+ (same set + `componentObserver` in `update`). No event callbacks in
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+ bootstrap, no `setInterval` outside Components, no `game.ticker.add` for
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+ game logic.
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+
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+ ### Rule 3: Bootstrap code only wires, never implements
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+
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+ The entry file may: register resources, create `Game` with `systems`,
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+ create `GameObject`s + attach `Component`s, add to scene, call
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+ `game.start()`. The entry file must **not**: define event handlers,
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+ call component methods (`spriteAnim.play()`), hold component references
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+ for later use, or contain `if` / `switch` / loop game logic. When you
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+ need interaction logic, create a custom Component whose `start()` wires
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+ it and whose `onDestroy()` cleans it up.
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+
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+ ### Rule 4: Single concern per Component, cross-entity logic in Systems
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+
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+ A Component holds data + self-contained behaviour for one concern on one
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+ entity. A System holds cross-entity logic reacting to component changes.
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+ Do not put multi-entity coordination inside a Component.
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+
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+ ### Rule 5: No direct Pixi / Three.js / DOM manipulation outside Renderer pattern
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+
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+ 2D display objects must come through `plugin-renderer-*` systems or a
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+ custom `Renderer` subclass registered via `rendererManager.register(this)`.
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+ 3D objects must come through `plugin-renderer-3d-*` systems or a custom
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+ `Renderer3D` subclass. No raw `new PIXI.Sprite(...)` / `new THREE.Mesh(...)`
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+ in bootstrap or plain Components.
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+
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+ ### Rule 6: Component configuration via params, not imperative calls
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+
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+ Configure Components through constructor params (e.g. `autoPlay: true`).
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+ If behaviour must be triggered at runtime, do it from another Component's
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+ lifecycle hook, not from bootstrap code.
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+
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+ ## Decision flowchart
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+
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+ ```
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+ Runs only once at startup to wire things?
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+ ├── YES: Only creates GameObjects/Components/Systems/resources?
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+ │ ├── YES → bootstrap / entry file
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+ │ └── NO (contains logic) → Component or System
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+ └── NO: Runs per-frame or reacts to events?
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+ ├── Single-entity concern → Component
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+ ├── Cross-entity concern → System with @componentObserver
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+ └── Rendering integration → Renderer (2D) / Renderer3D (3D) subclass
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+ ```
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+
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+ ## ECS compliance checklist
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+
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+ Run after every change:
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+
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+ - [ ] No game logic in entry file — only resource registration, `Game` /
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+ `System` creation, `GameObject` + `Component` wiring, scene setup
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+ - [ ] No retained component references — entry file does not store
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+ `addComponent()` returns for later use
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+ - [ ] No anonymous event handlers — all `.on(...)` /
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+ `addEventListener(...)` inside Component lifecycle hooks with cleanup
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+ 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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+ - [ ] Every event subscription has cleanup in `onDestroy`
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+ - [ ] Systems use `@decorators.componentObserver` and drain in `update()`
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+ - [ ] No direct Pixi / Three.js manipulation outside `Renderer` /
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+ `Renderer3D` subclasses
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+
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+ ## Inventory (mandatory after every task)
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+
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+ After every development task, write or update three inventory tables in the
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+ **project memory**:
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+
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+ **Component inventory** — for each custom Component:
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+
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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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+
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+ **GameObject inventory** — for each GameObject:
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+
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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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+
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+ **System inventory** — for each System:
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+
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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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+
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+ Skipping inventory is treated with the same weight as the ECS hard rules.
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+
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+ ## Plugin authoring (the standard for `@combos-fun/plugin-*`)
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+
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+ A plugin is `Component(s)` + optional `System(s)` + optional `Renderer` /
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+ `Renderer3D` subclass, shipped as an npm package or local package under the
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+ `@combos-fun/` namespace.
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+
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+ ### Required package layout
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+
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+ ```
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+ packages/<plugin-name>/
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+ package.json
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+ combos-plugin.json # machine-readable manifest (see schemas/combos-plugin.schema.json)
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+ agent-skill.md # per-package agent notes
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+ README.md # human-facing docs
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+ index.js # CJS entry
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+ lib/ # TypeScript sources
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+ dist/ # built CJS / ESM / .d.ts (created by build-package.mjs)
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+ ```
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+
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+ ### Required `package.json` fields
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+
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+ ```json
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+ {
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+ "name": "@combos-fun/plugin-xxx",
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+ "files": ["dist", "index.js", "agent-skill.md", "combos-plugin.json"],
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+ "exports": {
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+ ".": "./dist/plugin-xxx.esm.js",
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+ "./plugin-manifest": "./combos-plugin.json",
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+ "./agent-skill": "./agent-skill.md"
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+ },
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+ "combos": {
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+ "pluginManifest": "./combos-plugin.json"
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+ }
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+ }
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+ ```
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+
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+ The `./plugin-manifest` and `./agent-skill` subpaths are part of the public
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+ contract. External Agents resolve documentation via these stable subpaths.
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+ Renaming the underlying files without updating `exports` is a breaking
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+ change.
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+
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+ ### Component subclass
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+
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+ Subclass `Component` from `@combos-fun/engine`. Set
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+ `static componentName = 'MyFeature'`.
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+
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+ Lifecycle (all optional):
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+
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+ | Hook | When |
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+ |------|------|
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+ | `init(params?)` | During construction |
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+ | `awake()` | When added to a GameObject |
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+ | `start()` | Inline on first `update` tick (same frame as first `update`) |
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+ | `update(frame)` | Every frame (`frame.deltaTime` in ms) |
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+ | `lateUpdate(frame)` | After all components' `update`, before any `System.update` |
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+ | `onPause()` / `onResume()` | Game pause / resume |
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+ | `onDestroy()` | Component or GameObject destroyed |
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+
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+ `UpdateParams`: `deltaTime`, `frameCount`, `time`, `currentTime`, `fps`.
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+
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+ ### System subclass
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+
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+ Subclass `System`. Set `static systemName = 'MyFeatureSystem'`.
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+
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+ Decorate with `@decorators.componentObserver({ MyFeature: ['power'] })`:
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+
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+ - `[]` (empty array) → ADD / REMOVE only
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+ - `['prop']` → CHANGE on set
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+ - `{ prop: ['a','b'], deep: true }` → deep change watching
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+
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+ In `update()`:
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+
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+ ```ts
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+ const changes = this.componentObserver.clear();
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+ for (const c of changes) {
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+ switch (c.type) {
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+ case OBSERVER_TYPE.ADD: /* c.component, c.gameObject */ break;
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+ case OBSERVER_TYPE.CHANGE: /* c.prop?: { deep, prop: string[] } */ break;
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+ case OBSERVER_TYPE.REMOVE: break;
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+ }
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+ }
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+ ```
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+
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+ System lifecycle is the same as Component (`init` can be async). `init`
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+ receives constructor params; `this.game` is available.
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+
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+ `System.destroy()` nulls internals and calls `onDestroy()` but **does not**
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+ remove the system from Game. Always call `game.removeSystem(system)`, which
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+ calls `destroy()` internally.
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+
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+ ### `ComponentChanged` shape
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+
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+ `type: OBSERVER_TYPE`, `component`, `componentName`, `gameObject`,
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+ `prop?: { deep, prop: string[] }`.
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+
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+ ### 2D Pixi `Renderer` subclass (`@combos-fun/plugin-renderer`)
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+
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+ Extend `Renderer` from `plugin-renderer` with `@decorators.componentObserver`.
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+
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+ ```ts
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+ class MyRenderer extends Renderer {
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+ init() {
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+ this.rendererSystem = this.game.getSystem(RendererSystem);
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+ this.rendererSystem.rendererManager.register(this);
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+ }
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+ componentChanged(changed: ComponentChanged) {
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+ const container = this.rendererSystem.containerManager.getContainer(
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+ changed.gameObject.id,
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+ );
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+ switch (changed.type) {
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+ case OBSERVER_TYPE.ADD: /* create pixi object, container.addChild(obj) */ break;
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+ case OBSERVER_TYPE.CHANGE: /* mutate */ break;
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+ case OBSERVER_TYPE.REMOVE: /* destroy + container.removeChild */ break;
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+ }
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+ }
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+ rendererUpdate(gameObject) {
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+ /* per-frame sync */
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+ }
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+ }
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+ ```
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+
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+ `RendererSystem` must be added before any system calling
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+ `getSystem(RendererSystem)` in `init`.
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+
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+ ### 3D Three.js `Renderer3D` subclass (`@combos-fun/plugin-renderer-3d`)
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+
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+ Extend `Renderer3D` with `@decorators.componentObserver`.
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+
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+ ```ts
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+ class MyRenderer3D extends Renderer3D {
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+ init() {
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+ this.rendererSystem = this.game.getSystem(Renderer3DSystem);
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+ this.rendererSystem.rendererManager.register(this);
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+ }
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+ componentChanged(changed) {
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+ const scene = this.threeContext.scene;
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+ /* create / mutate / dispose THREE.Object3D */
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+ }
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+ rendererUpdate(gameObject) { /* per-frame */ }
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+ }
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+ ```
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+
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+ `Renderer3DSystem` must be added before any system calling
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+ `getSystem(Renderer3DSystem)` in `init`.
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+
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+ **Async loading pattern** (3D only): use the inherited `increaseAsyncId(id)`
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+ before async work and `validateAsyncId(id, asyncId)` after each `await` to
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+ cancel stale operations when the component is removed mid-load.
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+
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+ ### `combos-plugin.json` (manifest)
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+
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+ Validate against `schemas/combos-plugin.schema.json`. Required fields:
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+ `name`, `pluginId`, `category`, `dimension`, `agentSkill`. For non-core
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+ packages, `category` ∈ {`rendering`, `physics`, `audio`, `input`, `ui`,
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+ `a11y`, `animation`, `devtool`, `other`} and `dimension` ∈ {`2d`, `3d`,
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+ `shared`}.
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+
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+ ### `agent-skill.md` (per-plugin notes)
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+
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+ Use this template:
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+
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+ ```md
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+ # <plugin-name> — Agent notes
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+
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+ ## When to read
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+ <!-- which tasks should load this -->
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+
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+ ## Public API
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+ <!-- exported components / systems / params -->
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+
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+ ## Required setup
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+ <!-- system registration order, dependencies -->
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+
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+ ## Runtime behaviour
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+ <!-- lifecycle interactions, frame-order specifics -->
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+
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+ ## Common pitfalls
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+ <!-- blank canvas, missing systems, async stale, etc -->
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+
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+ ## Minimal example
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+ <!-- shortest copy-pasteable snippet -->
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+
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+ ## Verification
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+ <!-- how to run / test the plugin after changes -->
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+ ```
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+
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+ ### Build & publish requirements
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+
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+ - Build: CJS / ESM + `.d.ts` to `dist/` via
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+ `node ../../scripts/build-package.mjs`.
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+ - Peer / runtime deps: `@combos-fun/engine`, optionally `plugin-renderer` +
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+ `pixi.js` (for 2D renderer plugins) or `plugin-renderer-3d` + `three` (for
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+ 3D renderer plugins).
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+ - `package.json`: include `agent-skill.md` and `combos-plugin.json` in
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+ `files`; expose `./plugin-manifest` and `./agent-skill` in `exports`.
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+ - Run `pnpm validate-plugin-manifests --strict` and
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+ `pnpm plugin-index:check` before publishing. The publish script does
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+ this automatically.
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+ - Duplicate registration of the same System class is warned and skipped.
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+
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+ ## Common pitfalls
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+
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+ | Symptom | Fix |
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+ |---------|-----|
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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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+ | "Component already added" error | Use a new `Component` instance per `GameObject` |
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+ | Destroyed `GameObject` causes errors | Retained reference in a closure — move logic into a Component |
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+ | Cannot pause / resume behaviour | Logic in `setInterval` / `ticker.add` — move into `Component.update()` |
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+ | Resource name not found | Match `resource.addResource` `name` to component `resource` field |
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+ | TS: `onError` missing on `SoundSystem` | `SoundSystem` requires `onError` callback |
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+ | Stale render after async load | 3D: use `increaseAsyncId` / `validateAsyncId` to drop stale work |
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+
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+ ## Minimal 2D bootstrap
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+
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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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+
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+ resource.addResource([{ name: 'logo', src: 'logo.png', preload: true }]);
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+
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+ new Game({
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+ systems: [
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+ new RendererSystem({ canvas: document.querySelector('#canvas')!, width: 750, height: 1334 }),
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+ new RenderSystem(),
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+ new ImgSystem(),
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+ ],
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+ });
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+ ```
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+
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+ ## Minimal 3D bootstrap
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+
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+ ```ts
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+ import { Game } from '@combos-fun/engine';
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+ import { Renderer3DSystem } from '@combos-fun/plugin-renderer-3d';
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+ import { Graphics3DSystem } from '@combos-fun/plugin-renderer-3d-graphics';
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+
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+ new Game({
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+ systems: [
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+ new Renderer3DSystem({ canvas: document.querySelector('#canvas')!, width: 750, height: 1000 }),
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+ new Graphics3DSystem(),
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+ ],
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+ });
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+ ```
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+
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+ ## Verification
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+
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+ After modifying engine code or plugin authoring rules:
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+
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+ 1. `pnpm typecheck`
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+ 2. `pnpm run build` (rebuild all packages in dependency order)
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+ 3. `pnpm validate-plugin-manifests` (warn during migration, strict at GA)
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+ 4. `pnpm plugin-index:check`
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+ 5. Run an example app from `examples/` and verify no console errors
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+ {
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+ "name": "@combos-fun/engine",
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+ "pluginId": "engine",
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+ "category": "core",
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+ "dimension": "shared",
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+ "isCore": true,
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+ "keywords": ["engine", "ecs", "kernel", "runtime", "game", "system", "component"],
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+ "agentSkill": "./agent-skill.md",
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+ "exports": [
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+ "Game",
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+ "Scene",
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+ "GameObject",
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+ "Component",
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+ "System",
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+ "Transform",
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+ "resource",
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+ "decorators",
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+ "OBSERVER_TYPE",
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+ "RESOURCE_TYPE",
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+ "LOAD_EVENT",
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+ "LOAD_SCENE_MODE"
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+ ]
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+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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1
  {
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  "name": "@combos-fun/engine",
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- "version": "0.0.6",
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+ "version": "0.0.7",
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  "description": "@combos-fun/engine",
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  "main": "index.js",
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  "module": "dist/engine.esm.js",
@@ -8,8 +8,22 @@
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  "unpkg": "dist/CombosFun.min.js",
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  "files": [
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  "index.js",
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- "dist"
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+ "dist",
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+ "agent-skill.md",
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+ "combos-plugin.json"
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  ],
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+ "exports": {
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+ ".": {
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+ "import": "./dist/engine.esm.js",
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+ "require": "./index.js",
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+ "types": "./dist/engine.d.ts"
20
+ },
21
+ "./plugin-manifest": "./combos-plugin.json",
22
+ "./agent-skill": "./agent-skill.md"
23
+ },
24
+ "combos": {
25
+ "pluginManifest": "./combos-plugin.json"
26
+ },
13
27
  "types": "dist/engine.d.ts",
14
28
  "keywords": [
15
29
  "combos-fun",
@@ -21,7 +35,7 @@
21
35
  "lodash-es": "^4.17.21",
22
36
  "resource-loader": "^4.0.0-rc4",
23
37
  "sprite-timeline": "^1.10.2",
24
- "@combos-fun/inspector-decorator": "0.0.6"
38
+ "@combos-fun/inspector-decorator": "0.0.7"
25
39
  },
26
40
  "scripts": {
27
41
  "build": "node ../../scripts/build-package.mjs"