@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,600 @@
1
+ # UI System Development Rules
2
+
3
+ Use these rules when generating UI-related code for the game engine.
4
+
5
+ ## Core Principles
6
+
7
+ ### File Organization
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+ - HTML templates go in `/assets/ui/templates/`
9
+ - CSS styles go in `/assets/ui/styles/`
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+ - TypeScript component classes go in `src/ui/components/`
11
+ - Always use complete file paths with extensions when loading assets
12
+ - Use descriptive names that match the UI component purpose
13
+ - Export components from `src/ui/index.ts` for easy importing
14
+
15
+ ### Template System
16
+ - Use `{{variable}}` syntax for data interpolation in HTML templates
17
+ - Keep templates semantic and well-structured
18
+ - Use CSS classes for styling, not inline styles in templates
19
+ - Include comments to describe UI sections
20
+
21
+ ### HTML & CSS
22
+ - Follow common best-practices for all HTML and CSS files generated
23
+ - **Do NOT include positioning classes** in CSS (no .top-left, .bottom-right, etc.)
24
+ - Keep CSS focused on visual styling only
25
+ - Use `position: absolute` as base positioning in container classes
26
+
27
+ ### Typescript UI component code
28
+ - Don't couple it with gameplay code
29
+ - Expect data to come in from the gameplay code to update the component
30
+ - Ensure there are public functions or delegates/events for the gameplay code to listen/modify the UI
31
+
32
+ ### Asset Loading Pattern
33
+ ```typescript
34
+ // Always load both template and styles together
35
+ const { template, styles } = await ENGINE.UIAssetLoader.loadUIAsset(
36
+ '@engine/assets/ui/templates/component-name.html',
37
+ '@engine/assets/ui/styles/component-name.css'
38
+ );
39
+
40
+ // Create layout with initial data
41
+ const layout = ui.createLayout('component-id', {
42
+ template,
43
+ styles,
44
+ data: { /* initial values */ }
45
+ });
46
+ ```
47
+
48
+ ## Component Architecture
49
+
50
+ ### Use BaseUIComponent Pattern
51
+ All UI components should extend `BaseUIComponent` for consistency. **Component IDs are now automatically generated** from the class name:
52
+
53
+ ```typescript
54
+ import { BaseUIComponent } from './BaseUIComponent.js';
55
+ import type { BaseUIComponentOptions } from './BaseUIComponent.js';
56
+ import type * as ENGINE from '../../index.js';
57
+
58
+ export interface ComponentOptions extends BaseUIComponentOptions {
59
+ // Component-specific options
60
+ customProperty?: string;
61
+ }
62
+
63
+ export class ComponentName extends BaseUIComponent<ComponentOptions> {
64
+ protected getAssetPaths() {
65
+ return {
66
+ templatePath: '@engine/assets/ui/templates/component-name.html',
67
+ stylesPath: '@engine/assets/ui/styles/component-name.css'
68
+ };
69
+ }
70
+
71
+ protected getDefaultOptions(): Required<ComponentOptions> {
72
+ return {
73
+ visible: true,
74
+ customClasses: [],
75
+ customStyles: {},
76
+ customProperty: 'default'
77
+ };
78
+ }
79
+
80
+ protected getInitialData() {
81
+ return {
82
+ // Template data
83
+ };
84
+ }
85
+
86
+ protected cacheElements(): void {
87
+ // Cache frequently accessed elements
88
+ }
89
+
90
+ // Public API methods
91
+ }
92
+ ```
93
+ ### Component Categories
94
+
95
+ #### Generic Components (Reusable across any project)
96
+ - **NumberDisplay**: Generic numeric value display with animation, prefix/suffix, min/max
97
+ - **ProgressBar**: Generic progress/status bars with themes and animations
98
+ - **InventoryBar<T>**: Generic slot-based container with customizable item rendering
99
+ - **InventoryGrid<T>**: Generic grid-based inventory with drag-and-drop
100
+ - **Minimap**: Generic world view with configurable targets
101
+
102
+ #### Specialized Components (Game-specific but commonly used)
103
+ - **AmmoCounter**: FPS-specific ammunition display
104
+ - **ReloadIndicator**: Reload progress indicator
105
+ - **Crosshair**: FPS targeting reticle
106
+ - **Compass**: Directional indicator
107
+
108
+ ### Generic Component Usage Examples
109
+
110
+ #### NumberDisplay (replaces old PointsCounter)
111
+ ```typescript
112
+ // For points/score
113
+ const pointsDisplay = new ENGINE.NumberDisplay(ui, {
114
+ prefix: 'Points: ',
115
+ initialValue: 0,
116
+ animate: true,
117
+ animationDuration: 200
118
+ });
119
+ await pointsDisplay.initialize();
120
+ pointsDisplay.setPosition({
121
+ position: 'absolute',
122
+ top: '20px',
123
+ right: '30px'
124
+ }, '.number-display-container');
125
+
126
+ // For health
127
+ const healthDisplay = new ENGINE.NumberDisplay(ui, {
128
+ prefix: 'Health: ',
129
+ suffix: '%',
130
+ initialValue: 100,
131
+ minValue: 0,
132
+ maxValue: 100
133
+ });
134
+ await healthDisplay.initialize();
135
+ healthDisplay.setPosition({
136
+ position: 'absolute',
137
+ top: '20px',
138
+ left: '20px'
139
+ }, '.number-display-container');
140
+
141
+ // API methods
142
+ pointsDisplay.add(50, true); // Add 50 with animation
143
+ healthDisplay.setValue(75); // Set to 75
144
+ ```
145
+
146
+ #### ProgressBar with Flexible Positioning
147
+ ```typescript
148
+ // Health bar with custom positioning
149
+ const healthBar = new ENGINE.ProgressBar(ui, {
150
+ currentValue: 85,
151
+ maxValue: 100,
152
+ theme: 'health',
153
+ width: 200,
154
+ height: 20,
155
+ label: 'Health',
156
+ textDisplay: 'both',
157
+ style: 'gradient',
158
+ animate: true
159
+ });
160
+ await healthBar.initialize();
161
+ healthBar.setPosition({
162
+ position: 'absolute',
163
+ top: '20px',
164
+ left: '20px'
165
+ }, '.progress-bar-container');
166
+
167
+ // Mana bar positioned below health
168
+ const manaBar = new ENGINE.ProgressBar(ui, {
169
+ currentValue: 60,
170
+ maxValue: 120,
171
+ theme: 'mana',
172
+ width: 200,
173
+ height: 18,
174
+ label: 'Mana',
175
+ textDisplay: 'both',
176
+ style: 'glow',
177
+ animate: true
178
+ });
179
+ await manaBar.initialize();
180
+ manaBar.setPosition({
181
+ position: 'absolute',
182
+ top: '70px', // Below health bar
183
+ left: '20px'
184
+ }, '.progress-bar-container');
185
+ ```
186
+
187
+ #### InventoryBar<T> with Custom Items
188
+ ```typescript
189
+ // Define custom item type
190
+ interface WeaponItem extends ENGINE.InventoryItem {
191
+ id: string;
192
+ weaponType: 'sword' | 'bow' | 'staff';
193
+ rarity: 'common' | 'rare' | 'epic';
194
+ iconUrl: string;
195
+ }
196
+
197
+ // Custom renderer for weapons
198
+ const renderWeapon = (item: WeaponItem, slotElement: HTMLElement) => {
199
+ const content = slotElement.querySelector('.item-content') as HTMLElement;
200
+ if (content) {
201
+ content.innerHTML = `<img src="${item.iconUrl}" alt="${item.weaponType}">`;
202
+ content.className = `item-content weapon-${item.rarity}`;
203
+ content.title = `${item.weaponType} (${item.rarity})`;
204
+ }
205
+ };
206
+
207
+ const weaponInventory = new ENGINE.InventoryBar<WeaponItem>(ui, {
208
+ slotCount: 6,
209
+ itemRenderer: renderWeapon
210
+ });
211
+ await weaponInventory.initialize();
212
+ weaponInventory.setPosition({
213
+ position: 'absolute',
214
+ bottom: '20px',
215
+ left: '50%',
216
+ transform: 'translateX(-50%)'
217
+ }, '.inventory-bar');
218
+ ```
219
+
220
+ ## Modern Positioning System
221
+
222
+ ### setPosition() Method
223
+ All UI components that extend `BaseUIComponent` have a flexible `setPosition()` method:
224
+
225
+ ```typescript
226
+ // Basic positioning
227
+ component.setPosition({
228
+ position: 'absolute',
229
+ top: '20px',
230
+ left: '20px'
231
+ });
232
+
233
+ // Centered positioning
234
+ component.setPosition({
235
+ position: 'absolute',
236
+ top: '50%',
237
+ left: '50%',
238
+ transform: 'translate(-50%, -50%)'
239
+ });
240
+
241
+ // Target specific child elements
242
+ component.setPosition({
243
+ position: 'absolute',
244
+ bottom: '20px',
245
+ right: '30px'
246
+ }, '.component-container');
247
+
248
+ // Complex positioning with viewport units
249
+ component.setPosition({
250
+ position: 'fixed',
251
+ top: '10vh',
252
+ right: '5vw',
253
+ transform: 'translateY(-50%)'
254
+ });
255
+ ```
256
+
257
+ ### CSS Structure (No Position Classes)
258
+ ```css
259
+ /* ✅ Good - Base styling only */
260
+ .component-container {
261
+ position: absolute;
262
+ pointer-events: none;
263
+ z-index: 1000;
264
+ user-select: none;
265
+ /* Visual styling only */
266
+ background: rgba(0, 0, 0, 0.7);
267
+ border: 2px solid rgba(255, 255, 255, 0.3);
268
+ border-radius: 8px;
269
+ padding: 12px;
270
+ }
271
+
272
+ /* ❌ Bad - Don't include position variants */
273
+ .component-container.top-left {
274
+ top: 20px;
275
+ left: 20px;
276
+ }
277
+ .component-container.bottom-right {
278
+ bottom: 20px;
279
+ right: 20px;
280
+ }
281
+ ```
282
+
283
+ ## UI Element Management
284
+
285
+ ### Element Creation
286
+ - Use `ui.createElement()` for simple elements
287
+ - Use `ui.createLayout()` for complex components with templates
288
+ - IDs are automatically generated by BaseUIComponent
289
+ - Set `pointerEvents: 'none'` for HUD elements that shouldn't block game input
290
+
291
+ ### Component Integration
292
+ ```typescript
293
+ // Initialize HUD components
294
+ private async setupHUDComponents(ui: ENGINE.UIManager): Promise<void> {
295
+ // Create component without position option
296
+ this.ammoCounter = new ENGINE.AmmoCounter(ui, {
297
+ lowAmmoThreshold: 5,
298
+ showLowAmmoWarning: true
299
+ });
300
+ await this.ammoCounter.initialize();
301
+
302
+ // Position using setPosition method
303
+ this.ammoCounter.setPosition({
304
+ position: 'absolute',
305
+ bottom: '30px',
306
+ right: '30px'
307
+ }, '.ammo-counter-container');
308
+
309
+ // Use NumberDisplay instead of deprecated PointsCounter
310
+ this.pointsDisplay = new ENGINE.NumberDisplay(ui, {
311
+ prefix: 'Score: ',
312
+ initialValue: 0,
313
+ animate: true
314
+ });
315
+ await this.pointsDisplay.initialize();
316
+ this.pointsDisplay.setPosition({
317
+ position: 'absolute',
318
+ top: '180px', // Below minimap
319
+ right: '30px'
320
+ }, '.number-display-container');
321
+
322
+ // ... other components
323
+ }
324
+
325
+ // Update components in game loop
326
+ private updateHUD(): void {
327
+ this.ammoCounter.setAmmo(this.currentAmmo, this.maxAmmo);
328
+ this.pointsDisplay.add(50); // Use NumberDisplay API
329
+ this.compass.updateRotation(camera);
330
+ this.minimap.render();
331
+ }
332
+
333
+ // Cleanup components
334
+ private cleanupHUD(): void {
335
+ this.ammoCounter?.destroy();
336
+ this.pointsDisplay?.destroy();
337
+ this.crosshair?.destroy();
338
+ // ... other components
339
+ }
340
+ ```
341
+
342
+ ## Component Lifecycle
343
+
344
+ ### Initialization Pattern
345
+ All components follow the same lifecycle:
346
+ 1. Create instance with options (no position option)
347
+ 2. Call `initialize()` method
348
+ 3. Call `setPosition()` to place the component
349
+ 4. Use component methods to update state
350
+ 5. Call `destroy()` when removing
351
+
352
+ ### Event Handling with UILayout
353
+ ```typescript
354
+ // Use declarative event handling with UILayout
355
+ const menuLayout = ui.createLayout('game-menu', {
356
+ template: menuTemplate,
357
+ styles: menuStyles,
358
+ eventHandlers: {
359
+ resume: {
360
+ selector: '#resume-btn',
361
+ event: 'click',
362
+ handler: () => this.toggleMenu()
363
+ },
364
+ restart: {
365
+ selector: '#restart-btn',
366
+ event: 'click',
367
+ handler: () => this.restartGame()
368
+ }
369
+ }
370
+ });
371
+
372
+ // Or add handlers after creation
373
+ menuLayout.onClick('#settings-btn', () => this.openSettings());
374
+ menuLayout.onInput('#search-input', (element, event) => {
375
+ this.handleSearch(element.value);
376
+ });
377
+
378
+ // For game input, use engine's input system
379
+ this.controller.onMouseDown.add((button: ENGINE.MouseButton, e: MouseEvent) => {
380
+ if (button === ENGINE.MouseButton.Left) {
381
+ this.handleAction();
382
+ return true; // Consume event
383
+ }
384
+ return false;
385
+ });
386
+ ```
387
+
388
+ ## Common UI Patterns
389
+
390
+ ### Generic Numeric Displays
391
+ ```typescript
392
+ // Score/points display with animation
393
+ export class ScoreDisplay extends ENGINE.NumberDisplay {
394
+ constructor(ui: ENGINE.UIManager) {
395
+ super(ui, {
396
+ prefix: 'Score: ',
397
+ animate: true,
398
+ animationDuration: 300
399
+ });
400
+ }
401
+
402
+ public async initializeAndPosition(): Promise<void> {
403
+ await this.initialize();
404
+ this.setPosition({
405
+ position: 'absolute',
406
+ top: '20px',
407
+ left: '50%',
408
+ transform: 'translateX(-50%)'
409
+ }, '.number-display-container');
410
+ }
411
+ }
412
+ ```
413
+
414
+ ### Custom Component with setPosition Support
415
+ ```typescript
416
+ export class CustomPanel extends BaseUIComponent<CustomPanelOptions> {
417
+ protected getAssetPaths() {
418
+ return {
419
+ templatePath: '@engine/assets/ui/templates/custom-panel.html',
420
+ stylesPath: '@engine/assets/ui/styles/custom-panel.css'
421
+ };
422
+ }
423
+
424
+ // ... other required methods
425
+
426
+ /**
427
+ * Convenience method for specific positioning
428
+ */
429
+ public setCustomPosition(styles: Record<string, string>): void {
430
+ this.setPosition(styles, '.custom-panel-container');
431
+ }
432
+
433
+ /**
434
+ * Position at specific screen location
435
+ */
436
+ public positionAt(x: number, y: number): void {
437
+ this.setPosition({
438
+ position: 'absolute',
439
+ left: `${x}px`,
440
+ top: `${y}px`
441
+ }, '.custom-panel-container');
442
+ }
443
+ }
444
+ ```
445
+
446
+ ### Progress Indicators
447
+ ```typescript
448
+ export class ReloadIndicator extends BaseUIComponent<ReloadIndicatorOptions> {
449
+ public async startReload(): Promise<void> {
450
+ return new Promise((resolve) => {
451
+ const startTime = performance.now();
452
+ const duration = this.options.reloadDuration;
453
+
454
+ const updateProgress = (currentTime: number) => {
455
+ const elapsed = currentTime - startTime;
456
+ const progress = Math.min(elapsed / duration, 1);
457
+
458
+ this.updateProgressDisplay(progress);
459
+
460
+ if (progress < 1) {
461
+ requestAnimationFrame(updateProgress);
462
+ } else {
463
+ resolve();
464
+ }
465
+ };
466
+
467
+ requestAnimationFrame(updateProgress);
468
+ });
469
+ }
470
+ }
471
+ ```
472
+
473
+ ## Performance Considerations
474
+
475
+ ### Efficient Updates
476
+ - Use `requestAnimationFrame` for smooth animations
477
+ - Cache DOM queries and element references
478
+ - Batch DOM updates when possible
479
+ - Use CSS transitions instead of JavaScript animations when appropriate
480
+ - Update only when values change
481
+
482
+ ### Memory Management
483
+ ```typescript
484
+ // Always clean up resources in BaseUIComponent
485
+ protected override onDestroy(): void {
486
+ // Cancel any ongoing animations
487
+ if (this.animationId) {
488
+ cancelAnimationFrame(this.animationId);
489
+ }
490
+
491
+ // Clear element references (handled by BaseUIComponent)
492
+ // Remove event listeners (handled by UILayout)
493
+ }
494
+ ```
495
+
496
+ ## Error Handling
497
+
498
+ ### Robust Asset Loading
499
+ ```typescript
500
+ // BaseUIComponent handles this pattern
501
+ protected async loadAssets(): Promise<{ template: string; styles: string }> {
502
+ const { templatePath, stylesPath } = this.getAssetPaths();
503
+ try {
504
+ return await ENGINE.UIAssetLoader.loadUIAsset(templatePath, stylesPath);
505
+ } catch (error) {
506
+ throw new Error(`Failed to load UI assets for ${this.constructor.name}: ${error}`);
507
+ }
508
+ }
509
+ ```
510
+
511
+ ## Deprecated Patterns
512
+
513
+ ### ❌ Avoid: Manual getComponentId() implementation
514
+ ```typescript
515
+ // ❌ Old - manual ID generation (now unnecessary)
516
+ protected getComponentId(): string {
517
+ return `my-component-${shortUUID()}`;
518
+ }
519
+ ```
520
+
521
+ ### ✅ Use: Automatic ID generation
522
+ ```typescript
523
+ // ✅ New - automatic ID generation from class name
524
+ export class MyComponent extends BaseUIComponent<MyComponentOptions> {
525
+ // No getComponentId() needed!
526
+ // Automatically generates: "my-component-${shortUUID()}"
527
+
528
+ protected getAssetPaths() { /* ... */ }
529
+ protected getDefaultOptions() { /* ... */ }
530
+ protected getInitialData() { /* ... */ }
531
+ }
532
+ ```
533
+
534
+ ### ❌ Avoid: Position option in component constructor
535
+ ```typescript
536
+ // ❌ Old - position as option (deprecated)
537
+ const ammoCounter = new ENGINE.AmmoCounter(ui, {
538
+ position: 'bottom-right', // Don't use this
539
+ lowAmmoThreshold: 5
540
+ });
541
+ ```
542
+
543
+ ### ✅ Use: setPosition() method
544
+ ```typescript
545
+ // ✅ New - use setPosition() method
546
+ const ammoCounter = new ENGINE.AmmoCounter(ui, {
547
+ lowAmmoThreshold: 5
548
+ });
549
+ await ammoCounter.initialize();
550
+ ammoCounter.setPosition({
551
+ position: 'absolute',
552
+ bottom: '30px',
553
+ right: '30px'
554
+ }, '.ammo-counter-container');
555
+ ```
556
+
557
+ ### ❌ Avoid: CSS positioning classes
558
+ ```typescript
559
+ // ❌ Old - CSS classes for positioning
560
+ .ammo-counter.bottom-right {
561
+ bottom: 30px;
562
+ right: 30px;
563
+ }
564
+ ```
565
+
566
+ ### ✅ Use: Pure styling CSS
567
+ ```typescript
568
+ // ✅ New - only visual styling in CSS
569
+ .ammo-counter {
570
+ position: absolute;
571
+ background: rgba(0, 0, 0, 0.7);
572
+ border: 2px solid rgba(255, 255, 255, 0.3);
573
+ border-radius: 8px;
574
+ padding: 12px;
575
+ /* No positioning properties */
576
+ }
577
+ ```
578
+
579
+ When generating UI code, always follow these patterns:
580
+ 1. Extend BaseUIComponent for all custom components
581
+ 3. Use setPosition() method for flexible positioning
582
+ 4. Keep CSS focused on visual styling only
583
+ 5. Initialize components before positioning them
584
+
585
+ <reference_materials>
586
+ # Below are additional materials you MUST digest in order to get complete understanding of the topic. Read them carefully.
587
+ <file path={src/ui/UIManager.ts}>
588
+ <file path={src/ui/components/AmmoCounter.ts}>
589
+ <file path={src/ui/components/BaseUIComponent.ts}>
590
+ <file path={src/ui/components/Compass.ts}>
591
+ <file path={src/ui/components/ControlsPanel.ts}>
592
+ <file path={src/ui/components/Crosshair.ts}>
593
+ <file path={src/ui/components/InventoryBar.ts}>
594
+ <file path={src/ui/components/InventoryGrid.ts}>
595
+ <file path={src/ui/components/Minimap.ts}>
596
+ <file path={src/ui/components/NumberDisplay.ts}>
597
+ <file path={src/ui/components/ProgressBar.ts}>
598
+ <file path={src/ui/components/ReloadIndicator.ts}>
599
+ <file path={src/ui/ui-loader.ts}>
600
+ </reference_materials>
@@ -0,0 +1,117 @@
1
+ # Agents.md
2
+
3
+ ## Purpose
4
+
5
+ This document defines the standards, practices, and expectations for AI agents (e.g., Codex) when operating on the Genesys codebase, particularly for tasks involving code annotation, documentation, and augmentation for AI-first development.
6
+
7
+ ## Mission
8
+
9
+ The agent must operate with the primary objective of making the codebase accessible, understandable, and extensible to AI assistants and human developers alike.
10
+
11
+ Each action should:
12
+
13
+ - Maximize clarity.
14
+ - Avoid generalizations.
15
+ - Be *specific* and *contextual* to the code it is annotating.
16
+ - Treat each file uniquely — no reusing or templating unless the files are *identical*.
17
+ - Prioritize quality over speed.
18
+
19
+ ## Code Commenting Standard
20
+
21
+ ### General Guidelines
22
+
23
+ 1. **File-Level Descriptive Comments**
24
+ - Begin each `.ts` file with a block comment.
25
+ - Clearly describe the *purpose*, *behavior*, and *usage* of the code.
26
+ - Include practical usage advice for humans and AI assistants.
27
+ - Use the same depth and specificity as the examples provided.
28
+
29
+ 2. **Content Structure**
30
+
31
+ Each comment block must have the following elements:
32
+
33
+ - **High-Level Purpose**: What the file/code is for.
34
+ - **Key Behaviors/Functionalities**: Major methods, classes, logic.
35
+ - **Usage Recommendations**: How developers or AI should use, extend, or modify this code.
36
+
37
+ ### Example Format
38
+ ```ts
39
+ /**
40
+ * [Class/Module/Component Name] [one-line description of the main purpose].
41
+ *
42
+ * [Detailed explanation]:
43
+ * - What it wraps or enhances.
44
+ * - How it interacts with the Genesys engine or scene.
45
+ * - Notable internal behaviors or constraints.
46
+ *
47
+ * Recommended usage (for humans and AI assistants):
48
+ * - Practical tips and best practices.
49
+ * - Key properties or methods to use or override.
50
+ * - Common pitfalls and how to avoid them.
51
+ */
52
+ ```
53
+ ## Principles
54
+
55
+ - **One file at a time**: Treat every file as unique.
56
+ - **No copy-pasting**: Even similar files must have tailored comments.
57
+ - **Think like an AI**: If you were an AI agent, what would you need to know to use or extend this code safely and effectively?
58
+ - **No assumptions**: Explicitly state behaviors or dependencies that may seem obvious.
59
+ - **Consistency**: Maintain a consistent style, tone, and detail level.
60
+ - **Completeness**: Don’t skip files unless instructed.
61
+
62
+ ## Depth Requirement
63
+
64
+ - Minimum of **5 sentences** per file-level comment.
65
+ - For complex files, aim for **8–10 sentences**.
66
+ - Avoid brevity unless the file is trivially small (e.g., type definitions, simple constants).
67
+
68
+ ## Branching Instructions
69
+
70
+ - Always create a **new branch** from `develop` unless explicitly told otherwise.
71
+ - Do not reuse previous test branches.
72
+ - Name the branch based on the task and date, e.g., `feat/comment-enhancement-20250602`.
73
+
74
+ ## Agent Behavior Rules
75
+
76
+ ### Operating Mode
77
+
78
+ - **Iterative and Careful**: Pause after every 10 files to validate the quality.
79
+ - **No summarization shortcuts**: No high-level "This file does X" summaries unless deeply elaborated.
80
+ - **No aggressive optimizations**: Focus on best-in-class documentation, not speed of execution.
81
+
82
+ ### Validation
83
+
84
+ Before marking the task as complete:
85
+
86
+ - Ensure each file has a **unique, detailed comment block**.
87
+ - Perform a **redundancy check** — no two comments should be substantially similar unless file content demands it.
88
+
89
+ ## Failure Modes to Avoid
90
+
91
+ - Reusing comments across non-identical files.
92
+ - Oversimplified descriptions.
93
+ - Lack of actionable usage tips.
94
+ - Skipping files without explicit instruction.
95
+
96
+ ## Example Bad vs. Good Comments
97
+
98
+ **Bad:**
99
+ ```ts
100
+ /** CameraComponent - wraps a camera for use. */
101
+ ```
102
+ ***Good:***
103
+ ```ts
104
+ /**
105
+ * CameraComponent wraps a THREE.Camera so it can be placed in the Genesys scene.
106
+ *
107
+ * Exactly one camera type must be configured—either perspective or orthographic—via the options provided at construction.
108
+ * The internal camera is flagged as a THREE camera so `lookAt` works automatically and is exposed through the `camera`
109
+ * property for direct manipulation.
110
+ *
111
+ * Recommended usage (for humans and AI assistants):
112
+ * - Use perspective mode for typical 3D gameplay; orthographic for isometric or UI views.
113
+ * - Retrieve `component.camera` to tweak properties like `zoom` or `aspect`.
114
+ * - Attach this component to the actor that should own the camera in the scene graph.
115
+ * - Combine with FollowComponent or custom scripts to animate or reposition the camera.
116
+ */
117
+ ```