@datamoc/mw_games 0.43.0 → 0.45.0

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.
Files changed (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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package/README.md CHANGED
@@ -1,716 +1,11 @@
1
- # 🟦🟨mwg
1
+ # @datamoc/mw_games
2
2
 
3
- A framework for building tile games that run **from a local file**: no server, no install,
4
- no runtime to download. The game logic depends on no renderer at all, so a game draws through
5
- PixiJS in 2D (`mwg/two-d`) or Babylon.js in 3D (`mwg/3d`), and the dungeon generation, map
6
- events, quests, stats and turn order underneath are the same either way.
7
-
8
- Licensed under the [MPL-2.0](LICENSE): games built with `mwg` carry no licence obligation
9
- of their own; improvements to `mwg`'s own files are shared back.
10
-
11
- The canonical npm package is `@datamoc/mw_games`; use that name for installation, imports,
12
- tools and bundled data such as `data/microgm-opt.sf2`. `@datamoc/mwg` remains a compatible
13
- re-export package for existing projects. The recipes here consistently use the canonical name.
14
-
15
- **[Live examples and API docs](https://datamoc.github.io/mwg/)**: every example below,
16
- playable in the browser with no download, plus the generated API reference.
17
-
18
- **[AI project prompt](https://datamoc.github.io/mwg/ai-prompt/)**: a copy-ready prompt for
19
- planning or porting a demanding game with mwg, with links to the [mwg reference](https://github.com/datamoc/mwg/blob/main/REFERENCE.md)
20
- and the [mwg Pixel Dungeon study](https://datamoc.github.io/mwg-pixel-dungeon/).
21
-
22
- > **Status: pre-alpha.** Every module in the shared floor below, plus optional
23
- > 3D, mobile (Capacitor) and desktop (WebView2) packaging, is built and tested - see
24
- > [ROADMAP.md](https://github.com/datamoc/mwg/blob/main/ROADMAP.md) for open work, and
25
- > [CLOSED.md](https://github.com/datamoc/mwg/blob/main/CLOSED.md) for the full, numbered shipped history.
26
- > The packaging scaffolding is part of this repository rather than the published package, so a
27
- > game that installs `@datamoc/mw_games` supplies its own native shell:
28
- > [tools.md](https://github.com/datamoc/mwg/blob/main/tools.md#packaging-as-a-native-app)
29
- > carries the recipe.
30
- >
31
- > 0.4.0 was the reshaping release: the renderer moved out of `mwg/core`, `render`/`ui`/`stage`
32
- > became `mwg/two-d`, and a set of names that meant several things each were made to mean one.
33
- > It was deliberately the last such release planned before 1.0. Still `0.y.z` until then, but
34
- > the intent from here is additions rather than renames.
35
- >
36
- > **Versioning:** `0.y.z` until 1.0, so the public API can still change between minor versions.
37
- > Each future major version is meant to carry a name, one per letter of the alphabet: 1.0 takes
38
- > a name beginning with A, 2.0 one beginning with B, and so on. None of the names are chosen
39
- > yet, and nothing depends on them until they are.
40
- >
41
- > **API stability:** everything documented in [REFERENCE.md](https://github.com/datamoc/mwg/blob/main/REFERENCE.md) and
42
- > [API_REPORT.md](https://github.com/datamoc/mwg/blob/main/API_REPORT.md) is meant to be stable from 1.0 on. Anything that is not carries
43
- > an `@experimental` tag in its own doc comment, and is called out as experimental in the release
44
- > notes that introduce it, so it can still change or disappear without a major version. A rename
45
- > or a removal is deprecated first: the old name keeps working, its doc comment carries
46
- > `@deprecated` naming the replacement, and the release notes list it. 1.0 is the last release
47
- > where either can move silently.
48
-
49
- ## What it is for
50
-
51
- Tile-based games with a camera over a grid. Nine existing games mark out the corners of
52
- what that has to cover:
53
-
54
- | reference | what it demands that the others do not |
55
- | --- | --- |
56
- | **[Shattered Pixel Dungeon](https://shatteredpixel.com/shatteredpd/)** | generated dungeons, field of view, energy-cost turn scheduling, permadeath, dense inventory UI |
57
- | **[ADOM](https://www.adom.de/)** | many persistent maps joined by a world map, hunger and long-running effects, skills and attributes, quests inside a roguelike |
58
- | **[RPG Maker](https://www.rpgmakerweb.com/) projects** | hand-authored maps, events on tiles, dialogue and cutscenes, a party, menu combat, save slots |
59
- | **[Pokémon](https://www.pokemon.com/), in its traditional form** | encounter tables by terrain, a roster of creatures with derived stats, an effectiveness matrix, speed-ordered battles, capture and storage |
60
- | **[Ren'Py](https://www.renpy.org/), and the conversation scenes every RPG borrows from it** | a backdrop with characters standing in front of it, expressions, whoever speaks picked out from the rest, branching written as data |
61
- | **[The Battle for Wesnoth](https://www.wesnoth.org/)** | hexagonal tactical maps, movement cost and defense by terrain, zone of control, turn-based unit combat with recruiting and upkeep |
62
- | **[Flare](https://flarerpg.org/)'s Empyrean Campaign** | isometric tile maps, loaded straight from Tiled's own isometric export |
63
- | **[Dungeon Crawl Stone Soup](https://crawl.develz.org/) (Tiles)** | a branching dungeon of many interconnected levels, and autoexplore pathing to the nearest unseen tile |
64
- | **[Twine](https://twinery.org/)** | a story as named passages, not one linear list - a choice jumps to another passage by name, which can loop back or braid together, entirely on state and no visual stage at all |
65
-
66
- Underneath they share almost everything: a grid, a camera following someone across it,
67
- sprites that need tinting, turn-taking, characters with stats and equipment, an inventory,
68
- and a great many windows. The differences are narrower than the genre labels suggest: one
69
- generates its maps and another authors them; one schedules monsters and another schedules
70
- events; one rolls encounters from the terrain and another places them by hand; one puts its
71
- conversations in a corner of the map and another gives them the whole screen; one moves in
72
- four directions on a square grid and another in six on a hex grid.
73
-
74
- `mwg` provides that shared floor plus each specialism, on top of
75
- [PixiJS](https://pixijs.com) for rendering and [rot.js](https://ondras.github.io/rot.js/)
76
- for the classic roguelike algorithms. Optional 3D scenes use Babylon.js. See
77
- [Capability spec](#capability-spec).
78
-
79
- These are references for *what a finished game of each kind has to do*, and nothing more.
80
- No code, asset, data table or file format is taken from any of them: see
81
- [Licence and provenance](#licence-and-provenance).
82
-
83
- ### On being "like RPG Maker"
84
-
85
- Worth being precise, because RPG Maker is two things and `mwg` is only aiming at one of
86
- them for now.
87
-
88
- It is a **runtime**: a tile engine, an event interpreter, a battle system, a message box.
89
- That is what the capability spec below commits to.
90
-
91
- It is also an **editor**, and that is what most people actually mean by RPG Maker: drawing
92
- maps and wiring events without writing code. `mwg` does not have one. What it does instead
93
- is keep maps, events and dialogue as **plain data** rather than code, so an editor can be
94
- built against that data later without reworking the runtime, and so that in the meantime
95
- the data can be written by hand, generated by a script, or exported from
96
- [Tiled](https://www.mapeditor.org/), which is free and already good at this.
97
-
98
- That data is loaded exactly like any other asset, which means the `file://` story covers it
99
- for free: a finished game is still a folder you double-click.
100
-
101
- ## Two ways to use it
102
-
103
- **With a toolchain**, if you already use a bundler:
3
+ The former name of [`@datamoc/mwg`](https://www.npmjs.com/package/@datamoc/mwg).
104
4
 
105
5
  ```
106
- npm install @datamoc/mw_games pixi.js
107
- ```
108
- ```ts
109
- import { Game, Scene } from '@datamoc/mw_games/core';
110
- import { Sprite } from '@datamoc/mw_games/two-d/render';
111
- ```
112
-
113
- `pixi.js` is the 2D renderer, and it is an optional peer dependency rather than an installed
114
- one: a game that only uses `mwg/core`, `mwg/roguelike`, `mwg/actors`, `mwg/i18n` or the other
115
- logic modules never downloads it. Name it on the install line when a game draws, exactly as
116
- `@babylonjs/core` is named for 3D.
117
-
118
- No npm registry access (an offline machine, a pinned artifact for reproducible builds)?
119
- `npm pack @datamoc/mw_games` downloads the exact published tarball; install it by path
120
- instead of by name:
121
-
122
- ```
123
- npm install ./datamoc-mw_games-<version>.tgz pixi.js
124
- ```
125
-
126
- **Without either.** Drop one file next to your page and open it: this path exists because
127
- the framework's own target is a game you can run by double-clicking it. Download
128
- `mw_games.global.js` from a [release](https://github.com/datamoc/mwg/releases) (no `npm`,
129
- no `node_modules`, nothing to install):
130
-
131
- ```html
132
- <script src="mw_games.global.js"></script>
133
- <script>
134
- const game = new mw_games.Game(document.getElementById('game'));
135
- </script>
136
- ```
137
-
138
- Node and npm are developer tools here, in the same sense that a compiler is. Nothing from
139
- them is present when the game runs: the output is HTML, JavaScript and assets.
140
-
141
- ## Running from `file://`
142
-
143
- Opening a page from disk takes three capabilities away, and the framework is shaped around
144
- them rather than pretending otherwise:
145
-
146
- | what is blocked | consequence | how `mwg` handles it |
147
- | --- | --- | --- |
148
- | ES modules (CORS) | `<script type="module">` will not run | the standalone build is a classic IIFE |
149
- | `fetch()` / XHR | no asset can be loaded on demand, no directory can be listed | `tools/compile-resources` turns assets into scripts loaded before the game |
150
- | cross-origin images | an `<img>` from a sibling file taints a WebGL texture in Chrome | assets travel as `data:` URIs inside those scripts |
151
-
152
- The practical effect: resources are **compiled at build time**, so at runtime every lookup
153
- is synchronous. Game code never awaits an asset. The developer-side scripts behind this
154
- and the other workflows (translation editing, benchmarks, packaging) are listed in
155
- [tools.md](https://github.com/datamoc/mwg/blob/main/tools.md).
156
-
157
- A game built with its own bundler (Vite, say, rather than this repo's own `vite.lib.config.ts`
158
- IIFE) hits the same ES-module block on its own entry tag - a bundler's default output is
159
- `<script type="module" crossorigin src="...">`, which `file://` refuses the same way. Rather
160
- than every such game reinventing that one rewrite (item 306),
161
- `tools/classic-html.mjs`'s `toClassicScript(html)` does it: given the built page's HTML, it
162
- returns the same HTML with that tag rewritten to `<script defer src="...">`, or `null` when it
163
- finds no such tag - the guard against running it against an unbuilt dev template by mistake.
164
- The bundle itself still has to already be a classic script (an IIFE or UMD build, not further
165
- ES module output); this only rewrites the tag pointing at it.
166
-
167
- With Vite, none of that is by hand: `@datamoc/mw_games/tools/vite`'s `mwgPage()` plugin sets
168
- the classic-script configuration and, when `vite build` finishes, compiles `assets/`, rewrites
169
- the tag and precompresses the output (item 381). The same finishing step is `emitPage` from
170
- `@datamoc/mw_games/tools/emit-page`, or the `mwg-emit` command, for another bundler.
171
- `mwgPage({ singleFile: true })` (or `{ singleFile: { compress: true } }`) additionally writes one
172
- self-contained `standalone.html`. Plain `.ts` tests under `node --test` need a Node with type
173
- stripping (22.18 or later, or any build with `--experimental-strip-types`); otherwise run them
174
- through `tsx`.
175
-
176
- The finished page also carries a Content-Security-Policy, with nothing to configure (item 374):
177
- scripts only from its own folder and its own hashed inline scripts, no network request except to
178
- origins the game declares (`mwgPage({ csp: { connect: ['https://news.example'] } })`), and no
179
- image, font or media URL but `data:`/`blob:`. A compromised dependency can run, but cannot send
180
- a save or anything else off the machine. `'unsafe-eval'` stays allowed because Pixi 8 refuses
181
- to start without it unless a game imports `pixi.js/unsafe-eval` (then pass `csp: { eval: false }`).
182
-
183
- One consequence of `file://` a game has to design around: **Chromium gives every local page one
184
- shared `localStorage`**. Any other HTML file opened on the same machine can read a game's saves
185
- and settings, and rewrite them. mwg treats that storage as outside input (`SaveSystem.load`
186
- rejects a tampered slot rather than loading it, item 372), but no checksum can make it
187
- private or trustworthy, since the page that rewrites a save can recompute any checksum too. So
188
- never put a secret in a save or in settings (an account token, a password, a licence key), and
189
- treat a save as the player's own editable file, which it is.
190
-
191
- ## Loading assets and input
192
-
193
- `await load(['vehicles/car.svg'], { resolution: 2 })` rasterizes SVG assets at twice
194
- their logical resolution, keeping them sharp when a camera zooms in. Import `load` from
195
- `@datamoc/mw_games/assets`. `loadSvgParts(path, { resolution: 2 })` loads top-level SVG
196
- groups as textures in their authored stacking order.
197
-
198
- Input events live under the `Input` namespace: import `{ Input }` from
199
- `@datamoc/mw_games/core` and subscribe with `Input.onAction.add(...)`. `onAction` is not a
200
- direct core export. `Input.attachPointer` supplies pointer and drag events for mouse and touch.
201
-
202
- ## Audio
203
-
204
- Use `AudioBus` for one playback API across ordinary audio and MIDI assets. Its default
205
- loader reads embedded assets, detects MIDI by its header and renders it on a worker.
206
- `playBgm`/`playBgs` loop, while `playMe`/`playSe` play once; all take the same
207
- `{ name, volume, pitch, pan }` fields (volume 0-100, pitch 100 unchanged, pan -100 to 100).
208
- Pass `load: createAudioLoader(context, { midi: { soundFontBytes, missingProgram: 'synth' } })`
209
- to use a SoundFont. `Sound` remains useful for pooled HTML audio effects and `MusicPlayer`
210
- for a seekable jukebox.
211
-
212
- `Sound` pools short effects. `sound.play(0.7, 1.1)` sets gain and pitch for that play;
213
- `synthesizeSound({ waveform: 'sawtooth', frequency: 110, duration: 0.2 })` makes a pooled
214
- effect without an asset file. `Sound.plays` counts started playback attempts for browser tests.
215
-
216
- For MIDI music, copy the supplied `data/microgm-opt.sf2` from the installed package into
217
- your assets folder alongside the `.mid` files. `mwgPage({ assets: 'assets' })` automatically
218
- reduces the embedded SoundFont to the programs those MIDI files use. Load both through
219
- `loadBinary`, then render once on a worker and play the resulting buffer:
220
-
221
- For a smaller starting bank, `data/microgm-essential.sf2` supplies piano, guitar, violin,
222
- trumpet, flute and standard drums in 314 KB. Use it instead of the full bank below, with
223
- `missingProgram: 'synth'` for the remaining instruments. Both banks retain their WTFPL licence.
224
-
225
- ```ts
226
- import { loadBinary, getBinary } from '@datamoc/mw_games/assets';
227
- import { MusicPlayer, renderMidiToBufferAsync } from '@datamoc/mw_games/audio';
228
-
229
- const player = new MusicPlayer(new AudioContext(), { volume: 0.7 });
230
- await loadBinary(['music/theme.mid', 'soundfonts/microgm-opt.sf2']);
231
- player.load(await renderMidiToBufferAsync(getBinary('music/theme.mid'), {
232
- soundFontBytes: getBinary('soundfonts/microgm-opt.sf2'),
233
- missingProgram: 'synth',
234
- }));
235
- player.play({ repeat: true });
6
+ npm install @datamoc/mwg
236
7
  ```
237
8
 
238
- Start playback from a player gesture. Call `player.update()` each frame to dispatch
239
- `onEnded` for a nonrepeating track; that signal lets the game choose its next track.
240
- `pause()`, `resume()`, `position()` and `seek(seconds)` share the same playhead.
241
- `toAudioBuffer(context, rendered)` also converts a render for direct `Channel` use.
242
- `missingProgram: 'synth'` voices instruments absent from the font with the built-in synth.
243
-
244
- To catch page growth, set `mwgPage({ maxPageBytes: 1_500_000 })`. Its build report lists
245
- embedded paths not found literally in the generated game script as potentially unused;
246
- paths assembled at runtime need manual review. `assetFiles` selects exact asset paths to embed.
247
-
248
- ## Capability spec
249
-
250
- The definition of done for 1.0, drawn from what each of the nine references actually
251
- demands. The shared floor is what all of them need; the sections after it are the parts
252
- only some do.
253
-
254
- ### Shared floor
255
-
256
- | area | capability | provided by |
257
- | --- | --- | --- |
258
- | **core** | frame loop (variable `dt`, clamped; `FixedStepper` for fixed simulation steps), scenes, timing | `mwg/core` |
259
- | | signals and listeners | `mwg/core` |
260
- | | deterministic seeded RNG, reproducible across machines | `mwg/core` |
261
- | | named, versioned save slots with a preview | `mwg/core` |
262
- | | declarative reactions to any state crossing a condition, in place of an `if` cascade | `mwg/core` |
263
- | **render** | sprite batching at thousands of tiles | PixiJS |
264
- | | per-sprite colour transform: multiply **and** add | `mwg/two-d/render` |
265
- | | animated sprites driven by named frame sets | `mwg/two-d/render` |
266
- | | dense tile maps, multi-layer, with per-cell visibility | `mwg/two-d/render` |
267
- | | hexagonal tile maps, alongside square, as a second grid shape | `mwg/two-d/render` |
268
- | | camera with follow, pan, shake and zoom | `mwg/two-d/render` |
269
- | | particle effects | `mwg/two-d/render` |
270
- | | screen transitions: fade, flash, tint | `mwg/two-d/render` |
271
- | **ui** | windows, lists, tooltips, markdown labels | `mwg/two-d/ui` |
272
- | | text and fonts, including non-latin fallback | PixiJS |
273
- | | modal single-line text entry, with validation and an on-screen keyboard for touch | `mwg/two-d/ui` |
274
- | | pointer, keyboard and gamepad input with rebinding | `mwg/core` |
275
- | **text** | message tables per language, compiled at build time | `mwg/i18n` |
276
- | | plurals, gendered forms, interpolation, and Python f-string-style format specs | `mwg/i18n` |
277
- | | Fluent-style FTL catalogs with locale-aware fallback and variants | `mwg/i18n` |
278
- | | left-to-right, right-to-left and vertical writing | `mwg/i18n` |
279
- | | interface mirrored for right-to-left languages | `mwg/two-d/ui` |
280
- | | a missing translation falls back rather than showing a key | `mwg/i18n` |
281
- | | per-message sound cues as an `audio` channel, plus inline `{sound:path}` markers for timed dialogue cues | `mwg/i18n` + `mwg/two-d/ui` |
282
- | **audio** | sound effects with pooling, music with crossfade | `mwg/audio` |
283
-
284
- ### World
285
-
286
- Shared by everything past a single screen, and the thing ADOM needs most.
287
-
288
- | capability | provided by |
289
- | --- | --- |
290
- | many maps in one world, joined by transitions | `mwg/world` |
291
- | maps that persist when left and returned to | `mwg/world` |
292
- | an overworld map with locations on it | `mwg/world` |
293
- | a turn clock driving hunger, poison and other long effects | `mwg/world` |
294
-
295
- ### Roguelike
296
-
297
- | capability | provided by |
298
- | --- | --- |
299
- | field of view and lighting | rot.js + `mwg/roguelike` |
300
- | pathfinding over a passability map | rot.js + `mwg/roguelike` |
301
- | turn scheduling by energy cost | `mwg/roguelike` |
302
- | level generation from composable room builders | `mwg/roguelike` |
303
- | autoexplore: pathing to the nearest unexplored cell | `mwg/roguelike` |
304
-
305
- ### Tactical maps (hex)
306
-
307
- The Wesnoth-shaped half: a grid whose shape is a parameter, not a parallel implementation.
308
-
309
- | capability | provided by |
310
- | --- | --- |
311
- | hexagonal tile maps, addressed by axial or offset coordinates | `mwg/two-d/render` |
312
- | movement cost and defense bonus by terrain, hex or square alike | `mwg/roguelike` |
313
- | field of view and pathfinding over a hex grid, not just square | `mwg/roguelike` |
314
- | isometric (and staggered) projection, alongside orthogonal and hex | `mwg/two-d/render` |
315
- | zone of control: a hex a unit can only move into, not through, unless already engaged | `mwg/board` |
316
- | an army economy: recruiting against a currency, recalling from a pool, per-turn upkeep | `mwg/board` |
317
-
318
- A game picks a grid shape once; the camera, field of view, pathfinding and turn scheduler
319
- work the same way over either, rather than a hex game needing its own copy of each. Between
320
- them, orthogonal, isometric and hex cover every map orientation
321
- [Tiled](https://www.mapeditor.org/) itself supports: a Tiled map loads and renders through
322
- the same `TileMap`, whichever orientation it was drawn in, rather than mwg reading only the
323
- one shape it happens to render natively. Flare's Empyrean Campaign is the isometric-shaped
324
- reference, the same way Wesnoth is the hex-shaped one.
325
-
326
- ### RPG
327
-
328
- | capability | provided by |
329
- | --- | --- |
330
- | maps loaded as data, in any of Tiled's map orientations | `mwg/rpg` |
331
- | events placed on tiles, with pages selected by conditions | `mwg/rpg` |
332
- | event triggers: action, touch, autorun, parallel | `mwg/rpg` |
333
- | a command interpreter for cutscenes: move routes, waits, branches, calls | `mwg/rpg` |
334
- | global switches and variables, saved with the game | `mwg/rpg` |
335
- | message box with portraits, choices and typewriter reveal | `mwg/rpg` + `mwg/two-d/ui` |
336
- | grid movement tweened between tiles, with a walk cycle | `mwg/rpg` |
337
- | a dialogue stage: backdrop, characters, expressions, speaker focus | `mwg/two-d/stage` |
338
- | scenes written as a list of commands, awaited as one call | `mwg/two-d/stage` |
339
- | named passages a choice can jump between, for a story that is a graph, not a line | `mwg/two-d/stage` |
340
- | named save slots with a preview | `mwg/core` |
341
-
342
- ### Characters, equipment and stats
343
-
344
- All four references have these, and they are what a game changes most, so they are data
345
- rather than classes.
346
-
347
- | capability | provided by |
348
- | --- | --- |
349
- | a stat block: base attributes, derived values, and the rules that derive them | `mwg/actors` |
350
- | levels, experience and growth curves, all replaceable | `mwg/actors` |
351
- | skills and proficiencies, checked against a difficulty | `mwg/actors` |
352
- | equipment slots defined per game, not fixed by the framework | `mwg/actors` |
353
- | modifiers from equipment, buffs and states, resolved in a stated order | `mwg/actors` |
354
- | an inventory with stacking, weight and containers | `mwg/actors` |
355
- | item identification, and cursed or blessed states | `mwg/actors` |
356
- | a layered character sprite, so worn equipment is visible | `mwg/two-d/render` |
357
-
358
- That last row is why `tools/make-example-assets.mjs` draws its character in parts. A figure
359
- assembled from skin, eyes, hair and garments is one palette away from being a second
360
- character, and one *layer* away from showing the armour it just put on. A single flat
361
- sprite per character can do neither.
362
-
363
- ### Creatures and battles
364
-
365
- The Pokémon-shaped half, and the part `mwg` deliberately keeps generic.
366
-
367
- | capability | provided by |
368
- | --- | --- |
369
- | species defined as data, with per-individual stats derived from them | `mwg/battle` |
370
- | a party with a roster and off-party storage | `mwg/battle` |
371
- | an effectiveness matrix between arbitrary types | `mwg/battle` |
372
- | turn order by speed, with move priority overriding it | `mwg/battle` |
373
- | moves as data: cost, target shape, effects | `mwg/battle` |
374
- | encounter tables per map region, weighted, with a rate per step | `mwg/world` |
375
- | capture, experience, levelling and evolution as replaceable rules | `mwg/battle` |
376
-
377
- `mwg` supplies the *shape*: a stat block, a type matrix, a turn queue. It supplies no
378
- formulas, no type chart and no species: those are a game's own design, and copying any
379
- particular game's would be both wrong and useless to anyone else.
380
-
381
- All of these specialisms share the tile map, the camera, the windows, the turn clock and
382
- the save system, which is why they sit in one framework rather than four.
383
-
384
- ### Why per-sprite "multiply and add"
385
-
386
- The single most load-bearing rendering feature in either genre is the colour transform
387
- `texel × M + A`. Darkness outside the field of view, tinting a poisoned enemy, flashing
388
- white on a hit, a room lit by a fireplace, a screen-wide tint for a night scene: all of it
389
- is that one operation.
390
-
391
- Pixi's built-in `tint` is multiply-only, which can only ever darken. The additive term is
392
- what `mwg/two-d/render` adds, in the batch shader rather than as a per-object filter, so it costs
393
- nothing per sprite. See `examples/colour-transform`.
394
-
395
- ### Why maps and events are data, not code
396
-
397
- An RPG's content is enormous and repetitive, and almost none of it deserves to be written
398
- by hand in TypeScript. Keeping maps, events, dialogue and item tables as data means they
399
- can be authored in a spreadsheet, generated by a script, exported from Tiled, or eventually
400
- edited in a proper editor, without any of those options requiring changes to the runtime.
401
-
402
- It also keeps the content out of the bundle: `tools/compile-resources` treats a map file
403
- exactly like a sprite sheet, so adding a hundred maps does not touch the build at all.
404
-
405
- ### Objects for behavior, data for content
406
-
407
- Content is data (above), but a game's *behavior* belongs in classes. A monster kept as
408
- loose scene fields works for one tutorial room and collapses for a dungeon: give it a
409
- class holding its state and the methods that change it, built on the framework's own
410
- bricks (`core.Scene` scenes, `actors.StatBlock` stats, `battle.Creature` opponents,
411
- `roguelike.Level` maps, `rpg.GridMover` movement, `core.EntityRegistry` identity).
412
- Subclass the brick that already owns the concern instead of reimplementing it beside an
413
- interface; no new base class is needed for ordinary actors.
414
-
415
- The boundary is where serialization starts. `simulation` commands survive
416
- `structuredClone`, `core.SaveSystem` stores JSON-serialisable state, and MWL rows are
417
- records by design, so classes stop where those begin: flatten at the boundary the way
418
- `rpg.GameState` does, and rebuild objects on load rather than storing them.
419
-
420
- ### On writing direction
421
-
422
- Supporting more than one language is mostly bookkeeping. Supporting more than one writing
423
- *direction* is not, and the three cases are genuinely different work:
424
-
425
- - **Left-to-right** is what everything assumes by default.
426
- - **Right-to-left** (Arabic, Hebrew) is two problems at once. The text itself the browser
427
- can handle: canvas applies the Unicode bidirectional algorithm and shapes the glyphs, so
428
- a label mostly comes out right once its direction is declared. The *interface* is the
429
- harder half, because a right-to-left reader expects it mirrored: lists indent from the
430
- right, a back arrow points the other way, a progress bar fills the other way. `mwg/two-d/ui`
431
- lays widgets out against a direction rather than against "left" so this can be flipped,
432
- and a game only has to mark which of its own icons must not be mirrored.
433
- - **Vertical**, top to bottom (traditional Chinese, Japanese, Mongolian), gets no help at
434
- all. Canvas has no vertical writing mode, so the text has to be laid out glyph by glyph,
435
- with its own rules for which characters rotate and which stand upright. This is real work
436
- and it is scheduled as such, not assumed to fall out of the other two.
437
-
438
- Message tables are compiled at build time, the same way every other resource is, so adding
439
- a language costs nothing at runtime and a missing string falls back to the base language
440
- rather than showing a raw key to the player.
441
-
442
- ## Optional Babylon.js 3D
443
-
444
- `@babylonjs/core`/`@babylonjs/loaders` are peer dependencies, not installed automatically -
445
- a game that never imports `mwg/3d` never downloads Babylon.js. Add them yourself
446
- (`npm install @babylonjs/core @babylonjs/loaders`) once a game imports 3D support:
447
-
448
- ```ts
449
- import { Engine3D, createTileGrid3D } from '@datamoc/mw_games/3d';
450
- import { loadModel3D } from '@datamoc/mw_games/3d/models';
451
- ```
452
-
453
- `Engine3D` owns a WebGL scene, orbit camera, light, resize handling, and render loop.
454
- `createTileGrid3D` batches square or flat-top hex tiles and elevation columns with thin
455
- instances; `createHeightmapTerrain3D` builds continuous terrain from decoded RGBA heightmap
456
- pixels. `Character3D` moves imported meshes or camera-facing sprites continuously, and can
457
- play imported animation clips. `parseVox` and `createVoxModel3D` load one MagicaVoxel model;
458
- `loadModel3D` handles glTF/GLB.
459
- Run `npm run example:3d` for the live example or `npm run benchmark:3d` for its FPS gate.
460
-
461
- ## Headless simulation
462
-
463
- `@datamoc/mw_games/simulation` has no rendering or browser imports. It provides two
464
- small runners while games keep their state, commands, rules, and event types:
465
-
466
- - `advanceToInput(rules, budget)` runs automatic scheduled actions until an actor needs
467
- input, the game finishes, the queue is empty, or the action budget is reached. Rules
468
- supply `scheduler`, `finished`, `needsInput`, and `act`. `act` returns the cost to
469
- charge to the current queue entry after the action, or `null` when it handled its own
470
- scheduling. A `limit` result does not grant input; the caller chooses how to resume.
471
- - `runScenario({ state, commands, random, step, status? })` applies a finite command
472
- sequence, preserving event order and stopping when a rule returns `finished`. Each
473
- rule returns `{ state, events, status: 'ready' | 'finished' }`. Results also report
474
- `processedCommands`; a command need not consume a game turn.
475
-
476
- ```ts
477
- import { runScenario } from '@datamoc/mw_games/simulation';
478
-
479
- const result = runScenario({
480
- state: { position: 0 },
481
- commands: [1, 2, -1],
482
- random: null, // This example has no randomness; supply a generator when needed.
483
- step: (state, distance, _random) => ({
484
- state: { position: state.position + distance },
485
- events: [{ moved: distance }],
486
- status: 'ready',
487
- }),
488
- });
489
- // result.state.position === 2; result.processedCommands === 3
490
- ```
491
-
492
- The root/standalone build also exposes these as `Simulation`. The dungeon example uses
493
- the scheduled runner and shares its own damage rule between the scene and headless
494
- scenario tests. Neither runner implements a game's combat, inventory, or movement rules.
495
-
496
- For reproducibility, supply the same initial state, commands, and random state, and keep
497
- rules independent of wall-clock time and ambient randomness. Existing `Generator`
498
- instances expose `getState()`/`setState()`; store that state alongside a game's snapshot.
499
- The runners do not clone state, serialize arbitrary graphs, or roll back a throwing rule.
500
- Frame-based `core.Recorder`/`Player` remains available for UI replay; command scenarios do
501
- not need a frame loop. Callers must bound automatic work inside each rule, for example
502
- with `advanceToInput`.
503
-
504
- ## Neural policies and UI-free training
505
-
506
- `ai.NeuralPolicy` runs small dense models without a runtime dependency. Policies
507
- share weights across agents, mask illegal actions and integrate with `JavaScriptAI`.
508
- `simulation.TrainingEnvironment` exposes seeded `reset`/`step` episodes over the same
509
- rules a game uses during play. Training runs at simulation speed in Node, with no
510
- canvas, DOM, audio or frame loop. `runRolloutsAsync` batches whole episodes across
511
- workers; model files bundle into the playable `file://` output.
512
-
513
- Try the generated courier task, whose optimizer belongs to the example:
514
-
515
- ```sh
516
- npm run train:neural # train without any UI, export model and checkpoint
517
- npm run train:neural -- --resume --iterations 40
518
- npm run benchmark:neural # serial/parallel throughput and inference overhead
519
- npm run example:neural:build # open examples/neural/dist/index.html directly
520
- npm run neural:browser:check # workers, input latency and reset cancellation
521
- ```
522
-
523
- Training checkpoints include environment state and randomness, model/schema
524
- versions and trainer state. Use small predictions directly when they fit the frame
525
- budget; worker startup and transfer costs pay off on larger simulation batches.
526
-
527
- ## Maze chase AI example
528
-
529
- `examples/pacman` is a playable Pac-Man-style game with an original maze and drawn
530
- shapes. Switch the player between keyboard control, random turns, a path-and-risk
531
- heuristic and a trained neural policy. Ghosts independently select random turns,
532
- direct chase rules (`JavaScriptAI`), path heuristics (`HeuristicAI`) or `NeuralPolicy`.
533
- Selections take effect during the current game, preserving score and lives.
534
-
535
- Arrows or WASD steer; P and G cycle the player and ghost controllers; Space pauses;
536
- R starts a new game. Large dots make ghosts edible. The neural model uses UI-free
537
- imitation training from the heuristic, sharing the playable simulation rules.
538
-
539
- ```sh
540
- npm run example:pacman # development server
541
- npm run example:pacman:build # open examples/pacman/dist/index.html directly
542
- npm run train:pacman # retrain and export weights without rendering
543
- npm run pacman:browser:check # selectors, WebGL, frame time and responsive layouts
544
- ```
545
-
546
- ## Roadmap
547
-
548
- See [ROADMAP.md](https://github.com/datamoc/mwg/blob/main/ROADMAP.md) for open work and
549
- [CLOSED.md](https://github.com/datamoc/mwg/blob/main/CLOSED.md) for the full, numbered build order and implementation notes.
550
- The optional 3D group is now implemented without changing the existing 2D entry point.
551
-
552
- ## MWL
553
-
554
- MWL is the framework's declarative, WML-inspired authoring layer. Content files
555
- are JSON5: a top-level array of `{ tag, ...attributes, children }` nodes, with
556
- real numbers and booleans for scalar values and `_("...")` marking translatable
557
- strings. It describes game data and commands while `mwg` remains responsible for
558
- execution, rendering, input, audio, and saves. MWL is a new language, not a WML
559
- compatibility layer.
560
- Optional scene and UI composition is available through `@datamoc/mw_games/mwl/presentation`
561
- (build-time compiler) and `@datamoc/mw_games/two-d/presentation` (Pixi runtime). Compile
562
- reusable widgets, responsive layouts, keyed lists, semantic palettes and context overrides
563
- against a TypeScript binding manifest. The game supplies actions, physics and procedural
564
- adapters. See [the presentation contract](REFERENCE.md#mwl-presentation) and
565
- `examples/mwl-presentation`; `npm run visual:smoke:presentation` verifies the compiled
566
- `file://` page, keyboard/pointer input, modal windows, cleanup and update cost.
567
- The Wesnoth port can nevertheless use its native `.cfg` files as build inputs:
568
- the port-owned WML front end parses them, the adapter converts the supported
569
- nodes to MWL, and the normal MWL compiler emits the runtime module.
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-
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- The framework exposes the parser, validator, compiler, runtime, i18n extraction,
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- and the hook contract through `@datamoc/mw_games/mwl`. Compile source at build
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- time with:
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-
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- ```sh
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- npm run mwl -- validate game.mwl
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- npm run mwl -- diagnostics game.mwl
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- npm run mwl -- ci game.mwl
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- npm run mwl -- format game.mwl -o generated/game.mwl
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- npm run mwl -- migrate game.mwl --to 1.0 -o generated/game-1.0.mwl
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- npm run mwl -- build game.mwl -o generated/
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- npm run mwl -- compile game.mwl -o generated/game-data.ts
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- npm run mwl -- extract-i18n game.mwl -o generated/i18n.json
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- npm run mwl -- hooks game.mwl --manifest hooks.json -o generated/hooks.mjs
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- ```
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-
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- The input may also be a content directory. `mwl build content/ -o generated/`
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- reads every `.mwl` file recursively in stable path order and emits one merged,
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- validated catalog. Diagnostics retain each source file and line, so a game can
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- organize campaigns, assets, units, items, scenarios, dialogue, and AI data as separate files.
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-
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- `mwl build` is the normal game command: it produces `game-data.ts`, `i18n.json`,
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- and `assets.json` in one build-time step. The game imports the generated module;
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- it never calls `Mwl.compile()` at runtime. MWG also provides generic helpers for
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- turning item effects into `actors` modifiers and for versioned, migratable MWL
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- saves. Asset attributes such as `image`, `image_icon`, `profile`, `icon`, `file`,
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- `sound`, and `*_sound` are collected into the manifest, including comma-separated
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- sound lists, Wesnoth sound ranges such as `human-hit-[1~5].ogg`, and image
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- modifiers. Nested transform arguments are not mistaken for separate assets.
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- Item slots, formulas, hooks, and business rules remain defined by the game.
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- `[item]` itself carries `image`/`icon` (item 307), so an inventory item can author its own
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- sprite or icon the same way `[monster]`/`[unit_type]`/`[object]`/`[story]` already could; the
603
- manifest scanner recognised these names on any node before the schema let `[item]` use them,
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- so this only closes that one gate rather than adding new asset-collection behaviour.
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-
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- A game needing more than `mwl build`'s three standard files - its own extra generated module,
607
- or a cross-table check this CLI has no flag for - should not look for a flag to add: every
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- function that command calls (`compileSources`, `emitArtifacts`, `validateCatalog`,
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- `contentReport`) is public from `@datamoc/mw_games/mwl`, so that game's own small Node build
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- script, written against the same library API `tools/mwl.mjs` itself uses, is the extension
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- point (item 305).
612
-
613
- Campaign metadata can be authored with a `[campaign]` tag inside `[game]`. It requires an
614
- `id` and accepts `name`, `title`, `description`, and `start_scene`; scenario and extension
615
- children remain game-owned and are preserved by the compiler. The compiled metadata is
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- available as `contentCatalog(game).campaigns`.
617
-
618
- For a large self-contained HTML page, `npm run extract:html -- page.html -o extracted/`
619
- writes a rewritten `index.html`, an `assets/` directory, and a deterministic
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- `manifest.json`. Inline scripts, styles, and supported `data:` URLs are extracted in
621
- source order. The original page is never overwritten, and unsupported data forms are
622
- reported as warnings. The output directory is safe to regenerate: its extracted
623
- `assets/` directory is replaced, while unrelated files are kept.
624
- CSS `url(data:...)` values and HTML `srcset` candidates are handled too, including
625
- their density descriptors.
626
-
627
- Translation messages are the values marked `_("...")` in the source; the
628
- extracted catalog matches `@datamoc/mw_games/i18n`. Hooks are referenced as
629
- `type:name`, declared in a manifest, and bundled with esbuild, which a game
630
- project installs itself (`npm install --save-dev esbuild`). The framework does
631
- not depend on esbuild, so a game without hooks pays nothing for the feature.
632
-
633
- `MwlRuntime` runs compiled content: it loads the map, sides, units, and leaders
634
- (leaders spawn on their keep with stats from `[unit_type]`), runs `on=` events
635
- with filters and conditions, tracks movement points, advances the `[schedule]`
636
- on `[end_turn]`, evaluates `[objectives]`, hosts command and predicate hooks,
637
- and saves and restores the world. Pathfinding and combat formulas stay in a
638
- game's engine adapter, because they need that game's real data. A command hook
639
- receives the `[hook]` attributes as its context; a `condition=hook` objective
640
- receives its other attributes, so content can parameterize an engine predicate
641
- (`value` is the generic integer parameter).
642
-
643
- Events trigger on `start`, `turn`, and `moveto`. A `moveto` event fires when a
644
- unit arrives on a hex, filtered by `x`, `y`, `unit` and `side`, once by default
645
- (and a spent one-shot stays spent across save/restore). A game whose own engine
646
- resolves movement writes the new position into the world and calls
647
- `runtime.fireMoveto(unitId)`, so the trigger works either way. A `[message]`
648
- becomes an `MwlMessage` with its `text`, and its `speaker`, `portrait` and `side`
649
- when the content gives them, which is enough for a real dialogue box instead of a
650
- log line.
651
-
652
- Dialogue choices are exposed through `MwlMessage.choices` and answered with
653
- `runtime.answerDialogue(dialogueId, choiceIndex)`. Pending choices are part of the
654
- saved world. Commands after a dialogue in the same event run immediately, before
655
- the player answers, so deferred follow-up commands belong in the event named by
656
- the selected choice. Events can also be invoked directly with `runtime.fireEvent(id)`;
657
- moveto coordinates accept comma lists and inclusive ranges such as `1,3-5`.
658
-
659
- The generated data is plain TypeScript and works with the same local-file build
660
- pipeline as the rest of the framework. Wesnoth-specific MWL source belongs in
661
- the Wesnoth port, not in this framework package.
662
-
663
- ## Powered by mwg
664
-
665
- Games built with mwg are welcome to carry the badge on their login screen:
666
-
667
- [![powered by mwg](webpage/assets/powered-by-mwg.svg)](https://datamoc.github.io/mwg/)
668
-
669
- Copy `webpage/assets/powered-by-mwg.svg` into your own project (a shipped game
670
- cannot fetch it from here; local-file pages only load their own assets) and link
671
- it to the framework site. In plain HTML that is:
672
-
673
- ```html
674
- <a href="https://datamoc.github.io/mwg/">
675
- <img src="./powered-by-mwg.svg" alt="powered by mwg" width="196" height="38">
676
- </a>
677
- ```
678
-
679
- A canvas-drawn login screen loads the same file through the asset pipeline and
680
- opens the URL on click with `window.open('https://datamoc.github.io/mwg/', '_blank')`.
681
-
682
- ## Licence and provenance
683
-
684
- `mwg` is MPL-2.0. Its dependencies are permissive and compatible: PixiJS and Babylon.js are
685
- MIT, and rot.js is BSD-3-Clause.
686
-
687
- `tools/vendored/rgssad-wasm` is a build of the `rgssad-wasm` crate from
688
- <https://github.com/nathaniel-daniel/rgssad-rs>, used under its MIT licence
689
- option (© 2022 Nathaniel Daniel); see `tools/vendored/rgssad-wasm/README.md`.
690
- It is a developer-side archive tool only, not part of the framework or any game.
691
-
692
- Shattered Pixel Dungeon (GPL-3, © Oleg Dolya and Evan Debenham), The Battle for Wesnoth
693
- (GPL-2.0-or-later, © the Battle for Wesnoth contributors), Flare's Empyrean Campaign
694
- (GPL-3, © the Flare project), and Dungeon Crawl Stone Soup (GPL-2.0, © the Dungeon Crawl
695
- Stone Soup development team) are referenced only as design studies: a list of what a
696
- finished roguelike, a finished hex-based tactical game, a finished isometric one, and a
697
- finished branching dungeon each have to do. None of their code, assets, maps, unit
698
- definitions or text is included here, and `mwg` is not a derivative work of any of them.
699
-
700
- ADOM, RPG Maker, Pokémon, Ren'Py and Twine are likewise references for a *shape of game*, not
701
- sources of anything. `mwg` includes none of their runtimes, assets, text or data tables: no
702
- type chart, no species list, no stat formula, no map, no line of dialogue. Those are each
703
- game's own design work. A loader or writer for one of their file formats is a different
704
- matter and is not off limits on its own: a format is a container, understood the same way
705
- any published format is, by reading real files in it to learn its shape; what stays out is
706
- the media that container holds, someone else's actual assets, text or data tables. Where a
707
- format already exists and needs no reverse-engineering, `mwg` uses Tiled's, which is open
708
- and documented.
709
-
710
- Game mechanics are not themselves protected, which is why a framework may offer "a turn
711
- queue ordered by speed" or "an effectiveness matrix". Particular numbers, names and
712
- artwork are another matter, and none appear here.
9
+ New projects install the main name above; this package only forwards to it.
713
10
 
714
- The assets under `examples/assets` are generated by `tools/make-example-assets.mjs` and
715
- carry the project's own licence. Nothing else in this repository was downloaded from
716
- anywhere, with the sole exception of `tools/vendored/rgssad-wasm` above.
11
+ `import { Game } from '@datamoc/mw_games/two-d'` is the same module as `import { Game } from '@datamoc/mwg/two-d'`. The `mwg-*` command line tools are installed by `@datamoc/mwg`; run them with `npx -p @datamoc/mwg mwg-emit`. Documentation: https://datamoc.github.io/mwg/