@jgengine/assets 0.8.0 → 0.10.0
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.
- package/CHANGELOG.md +36 -0
- package/README.md +29 -8
- package/dist/cli/paths.d.ts +4 -0
- package/dist/cli/paths.js +11 -0
- package/dist/cli/pull.d.ts +4 -0
- package/dist/cli/pull.js +133 -16
- package/dist/download.d.ts +17 -2
- package/dist/download.js +24 -2
- package/dist/find.d.ts +35 -0
- package/dist/find.js +147 -0
- package/dist/index.d.ts +3 -0
- package/dist/index.js +3 -0
- package/dist/indexGen.js +23 -2
- package/dist/registry-catalog.json +455 -0
- package/dist/registry.d.ts +14 -0
- package/dist/registry.js +6 -0
- package/dist/snippet.d.ts +13 -0
- package/dist/snippet.js +47 -0
- package/dist/sources/kaykit.js +1 -1
- package/dist/sources/quaternius.js +2 -0
- package/llms.txt +228 -652
- package/package.json +3 -2
package/llms.txt
CHANGED
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@@ -1,7 +1,7 @@
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# @jgengine/assets
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> Self-generating, license-verified index of thousands of CC0 3D models for JGengine. Sources fetch from providers' own CDNs at pull time; the npm tarball ships only the typed index and CLI (no GLB bytes).
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Version: 0.
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Version: 0.10.0
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License: AGPL-3.0-only
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Repository: https://github.com/Noisemaker111/jgengine
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Docs: https://jgengine.com
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@@ -15,19 +15,28 @@ Imports use deep paths (`@jgengine/assets/<path>`); `@jgengine/assets` also has
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### @jgengine/assets/catalogs/build
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- entryUrl (function): function entryUrl(basePath: string, entry: IndexEntry): string
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- buildCatalog (function): function buildCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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- BuildCatalogOptions (interface): interface BuildCatalogOptions
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- buildCatalog (function): function buildCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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- entryUrl (function): function entryUrl(basePath: string, entry: IndexEntry): string
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### @jgengine/assets/catalogs/starter
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- createStarterCatalog (function): function createStarterCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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### @jgengine/assets/cli/paths
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- resolveGeneratedDir (function): function resolveGeneratedDir(cliDir: string): string — Sibling of `cli/` under `src/` (dev) or `dist/` (published) so reindex writes the tree consumers import.
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- resolvePackageRoot (function): function resolvePackageRoot(cliDir: string): string
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- resolvePackageTreeRoot (function): function resolvePackageTreeRoot(cliDir: string): string
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### @jgengine/assets/cli/pull
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- cmdPull (function): function cmdPull(argv: string[]): Promise<void>
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- describeNetworkFailure (function): function describeNetworkFailure(error: unknown): string
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- flag (function): function flag(argv: string[], name: string): string | undefined
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- generatedDir (const): const generatedDir: string — Sibling of `cli/` under `src/` (dev) or `dist/` (published) so reindex writes the tree consumers import.
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- isPopulated (function): function isPopulated(dir: string): boolean
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- resolveGeneratedDir (function): function resolveGeneratedDir(cliDir: string): string — Sibling of `cli/` under `src/` (dev) or `dist/` (published) so reindex writes the tree consumers import.
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### @jgengine/assets/dims
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@@ -35,19 +44,30 @@ Imports use deep paths (`@jgengine/assets/<path>`); `@jgengine/assets` also has
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### @jgengine/assets/download
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- DEFAULT_RELEASE_BASE (const): const DEFAULT_RELEASE_BASE: "https://github.com/Noisemaker111/jgengine/releases/download/packs" — Default asset mirror: this repo's own GitHub Releases, reachable from every cloud sandbox without network-policy changes (github.com is on the default allowlist). Assets live on the rolling `packs` release, one flat zip per pack named `<provider>-<packId>.zip`, kept in sync with the source catalog by `.github/workflows/mirror-assets.yml` — adding a catalog entry is the whole publishing step. Override the chain with `--mirror` / `JGENGINE_ASSETS_MIRROR`, or disable this hop with `JGENGINE_ASSETS_NO_DEFAULT_MIRROR=1`.
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- DownloadPackOptions (interface): interface DownloadPackOptions
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- DownloadPackResult (interface): interface DownloadPackResult
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- ExtractedGlb (interface): interface ExtractedGlb
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- ExtractedTexture (interface): interface ExtractedTexture
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- FetchLike (type): type FetchLike = typeof fetch
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- defaultReleaseUrl (function): function defaultReleaseUrl(source: AssetSource): string — URL of `source`'s archive on the default GitHub-release mirror.
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- downloadArchive (function): function downloadArchive(url: string, fetchImpl: FetchLike = fetch): Promise<Uint8Array>
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- downloadPackArchive (function): function downloadPackArchive(source: AssetSource, options: DownloadPackOptions = {}): Promise<DownloadPackResult> — Resolves and downloads a pack's archive, trying sources in order until one succeeds: (1) the mirror base override at `mirrorOverrideUrl`, (2) the primary provider path (`resolveArchiveUrl`: scrape or pinned URL), (3) the pack's own `mirror` URL. A pinned `sha256` is verified against whichever source supplied the bytes; a mismatch is treated as a failed attempt so the next source in the chain is tried. Throws with every attempted URL and its failure reason when all sources fail.
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- downloadPackArchive (function): function downloadPackArchive(source: AssetSource, options: DownloadPackOptions = {}): Promise<DownloadPackResult> — Resolves and downloads a pack's archive, trying sources in order until one succeeds: (1) the mirror base override at `mirrorOverrideUrl`, (2) the default GitHub-release mirror at `defaultReleaseUrl` (skipped when `JGENGINE_ASSETS_NO_DEFAULT_MIRROR=1`), (3) the primary provider path (`resolveArchiveUrl`: scrape or pinned URL), (4) the pack's own `mirror` URL. A pinned `sha256` is verified against whichever source supplied the bytes; a mismatch is treated as a failed attempt so the next source in the chain is tried. Throws with every attempted URL and its failure reason when all sources fail.
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- extractGlbs (function): function extractGlbs(archive: Uint8Array): ExtractedGlb[]
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- extractTextures (function): function extractTextures(archive: Uint8Array): ExtractedTexture[]
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- findArchiveUrl (function): function findArchiveUrl(html: string, pageUrl: string): string | null
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- mirrorOverrideUrl (function): function mirrorOverrideUrl(baseUrl: string, source: AssetSource): string — Layout for the `--mirror` / `JGENGINE_ASSETS_MIRROR` base URL override: the archive for a pack is expected at `<baseUrl>/<provider>/<packId>.zip`, e.g. `https://my-mirror.example.com/kenney/kenney-nature.zip`.
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- resolveArchiveUrl (function): function resolveArchiveUrl(source: AssetSource, fetchImpl: FetchLike = fetch): Promise<string>
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- sha256Hex (function): function sha256Hex(bytes: Uint8Array): Promise<string>
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### @jgengine/assets/find
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- AssetKind (type): type AssetKind = "model" | "pack" | "component" | "icon"
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- AssetMatch (type): type AssetMatch = | { kind: "model"; id: string; source: string; file?: string; via: "index" | "alias" | "single" } | { kind: "pack"; source: string; title: string; categories: readonly string[] } | { kind: "component"; name: string; title: string; description: string } | { kind: "icon"; name: strin…
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- FindOptions (interface): interface FindOptions
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- RankedMatch (interface): interface RankedMatch
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- findAssets (function): function findAssets(query: string, options: FindOptions = {}): AssetMatch[] — The ranked matches for a query — models, packs, HUD components, and icons in one list.
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- rankAssets (function): function rankAssets(query: string, options: FindOptions = {}): RankedMatch[] — Rank every catalog entry — models, packs, HUD components, icons — against one query.
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### @jgengine/assets/generated/index
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### @jgengine/assets/index
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- sourceById (const): const sourceById: ReadonlyMap<string, AssetSource>
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- kenneySources (const): const kenneySources: readonly AssetSource[]
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- quaterniusSources (const): const quaterniusSources: readonly AssetSource[]
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- kaykitSources (const): const kaykitSources: readonly AssetSource[]
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- singles (const): const singles: readonly SingleAsset[]
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- aliases (const): const aliases: readonly AssetAlias[]
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- generatedIndex (const): const generatedIndex: IndexEntry[]
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- generatedBySource (const): const generatedBySource: Record<string, IndexEntry[]>
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- readGlbDims (function): function readGlbDims(bytes: Uint8Array): ModelDims | null
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- buildCatalog (function): function buildCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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- entryUrl (function): function entryUrl(basePath: string, entry: IndexEntry): string
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- BuildCatalogOptions (interface): interface BuildCatalogOptions
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- createStarterCatalog (function): function createStarterCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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- verifyManifest (function): function verifyManifest(): VerifyResult
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- VerifyResult (interface): interface VerifyResult
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- isScrapeDownload (function): function isScrapeDownload(download: AssetDownload): download is ScrapeDownload
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- AssetProvider (type): type AssetProvider = "kenney" | "quaternius" | "kaykit" | "polypizza" | "itch" | "custom"
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- PinnedDownload (interface): interface PinnedDownload
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- ScrapeDownload (interface): interface ScrapeDownload
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- AssetAlias (interface): interface AssetAlias
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- AssetDownload (type): type AssetDownload = PinnedDownload | ScrapeDownload
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- AssetKind (type): type AssetKind = "model" | "pack" | "component" | "icon"
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- AssetMatch (type): type AssetMatch = | { kind: "model"; id: string; source: string; file?: string; via: "index" | "alias" | "single" } | { kind: "pack"; source: string; title: string; categories: readonly string[] } | { kind: "component"; name: string; title: string; description: string } | { kind: "icon"; name: strin…
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- AssetProvider (type): type AssetProvider = "kenney" | "quaternius" | "kaykit" | "polypizza" | "itch" | "custom"
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- AssetSource (interface): interface AssetSource
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- BuildCatalogOptions (interface): interface BuildCatalogOptions
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- FindOptions (interface): interface FindOptions
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- IndexEntry (interface): interface IndexEntry
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- ModelSnippetOptions (interface): interface ModelSnippetOptions
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- PinnedDownload (interface): interface PinnedDownload
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- RankedMatch (interface): interface RankedMatch
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- RegistryCatalog (interface): interface RegistryCatalog
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- RegistryComponent (interface): interface RegistryComponent
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- ScrapeDownload (interface): interface ScrapeDownload
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- SingleAsset (interface): interface SingleAsset
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- VerifyResult (interface): interface VerifyResult
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- aliases (const): const aliases: readonly AssetAlias[]
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- buildCatalog (function): function buildCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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- componentInstallUrl (function): function componentInstallUrl(name: string): string — The `shadcn add` URL for a HUD component, e.g. `https://jgengine.com/r/vital-bar.json`.
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- componentWiringSnippet (function): function componentWiringSnippet(component: RegistryComponent): string — Copy-paste wiring for a HUD component: the `shadcn add` command plus import + usage.
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- createStarterCatalog (function): function createStarterCatalog(options: BuildCatalogOptions = {}): AssetCatalog
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- entryUrl (function): function entryUrl(basePath: string, entry: IndexEntry): string
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- findAssets (function): function findAssets(query: string, options: FindOptions = {}): AssetMatch[] — The ranked matches for a query — models, packs, HUD components, and icons in one list.
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- generatedBySource (const): const generatedBySource: Record<string, IndexEntry[]>
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- generatedIndex (const): const generatedIndex: IndexEntry[]
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- iconWiringSnippet (function): function iconWiringSnippet(name: string): string — Copy-paste wiring for a HUD glyph from the registry `game-icon` catalog.
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- isScrapeDownload (function): function isScrapeDownload(download: AssetDownload): download is ScrapeDownload
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- kaykitSources (const): const kaykitSources: readonly AssetSource[]
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- kenneySources (const): const kenneySources: readonly AssetSource[]
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- modelWiringSnippet (function): function modelWiringSnippet(id: string, options: ModelSnippetOptions = {}): string — Copy-paste wiring for a pulled GLB id: resolve through the catalog, drop into a model seam.
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- quaterniusSources (const): const quaterniusSources: readonly AssetSource[]
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- rankAssets (function): function rankAssets(query: string, options: FindOptions = {}): RankedMatch[] — Rank every catalog entry — models, packs, HUD components, icons — against one query.
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- readGlbDims (function): function readGlbDims(bytes: Uint8Array): ModelDims | null
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- registryCatalog (const): const registryCatalog: RegistryCatalog
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- singles (const): const singles: readonly SingleAsset[]
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- sourceById (const): const sourceById: ReadonlyMap<string, AssetSource>
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- sources (const): const sources: readonly AssetSource[]
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- verifyManifest (function): function verifyManifest(): VerifyResult
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### @jgengine/assets/indexGen
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- ReindexResult (interface): interface ReindexResult
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- entryForFile (function): function entryForFile(source: AssetSource, file: string, dims?: ModelDims): IndexEntry
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- indexSourceDir (function): function indexSourceDir(source: AssetSource, dir: string): IndexEntry[]
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- keyFromFile (function): function keyFromFile(file: string): string
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- reindex (function): function reindex(modelsDir: string, outDir: string): ReindexResult
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- ReindexResult (interface): interface ReindexResult
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### @jgengine/assets/manifest
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- AssetProvider (type): type AssetProvider = "kenney" | "quaternius" | "kaykit" | "polypizza" | "itch" | "custom"
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- PinnedDownload (interface): interface PinnedDownload
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- ScrapeDownload (interface): interface ScrapeDownload
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- AssetAlias (interface): interface AssetAlias
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- AssetDownload (type): type AssetDownload = PinnedDownload | ScrapeDownload
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- AssetProvider (type): type AssetProvider = "kenney" | "quaternius" | "kaykit" | "polypizza" | "itch" | "custom"
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- AssetSource (interface): interface AssetSource
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- IndexEntry (interface): interface IndexEntry
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- PinnedDownload (interface): interface PinnedDownload
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- ScrapeDownload (interface): interface ScrapeDownload
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- SingleAsset (interface): interface SingleAsset
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- isScrapeDownload (function): function isScrapeDownload(download: AssetDownload): download is ScrapeDownload
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### @jgengine/assets/registry
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- RegistryCatalog (interface): interface RegistryCatalog
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- RegistryComponent (interface): interface RegistryComponent
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- componentInstallUrl (function): function componentInstallUrl(name: string): string — The `shadcn add` URL for a HUD component, e.g. `https://jgengine.com/r/vital-bar.json`.
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- registryCatalog (const): const registryCatalog: RegistryCatalog
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### @jgengine/assets/singles
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- singles (const): const singles: readonly SingleAsset[]
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### @jgengine/assets/snippet
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- ModelSnippetOptions (interface): interface ModelSnippetOptions
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- componentWiringSnippet (function): function componentWiringSnippet(component: RegistryComponent): string — Copy-paste wiring for a HUD component: the `shadcn add` command plus import + usage.
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- iconWiringSnippet (function): function iconWiringSnippet(name: string): string — Copy-paste wiring for a HUD glyph from the registry `game-icon` catalog.
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- modelWiringSnippet (function): function modelWiringSnippet(id: string, options: ModelSnippetOptions = {}): string — Copy-paste wiring for a pulled GLB id: resolve through the catalog, drop into a model seam.
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### @jgengine/assets/sources/index
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- sources (const): const sources: readonly AssetSource[]
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- sourceById (const): const sourceById: ReadonlyMap<string, AssetSource>
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- kaykitSources (const): const kaykitSources: readonly AssetSource[]
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- kenneySources (const): const kenneySources: readonly AssetSource[]
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- quaterniusSources (const): const quaterniusSources: readonly AssetSource[]
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- sourceById (const): const sourceById: ReadonlyMap<string, AssetSource>
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- sources (const): const sources: readonly AssetSource[]
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### @jgengine/assets/sources/kaykit
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### @jgengine/assets/verify
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- VerifyInput (interface): interface VerifyInput
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- VerifyResult (interface): interface VerifyResult
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- verifyData (function): function verifyData(input: VerifyInput): VerifyResult
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- verifyManifest (function): function verifyManifest(): VerifyResult
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- VerifyResult (interface): interface VerifyResult
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- VerifyInput (interface): interface VerifyInput
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## Guides
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# JGengine
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# JGengine
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JGengine is a pure-TypeScript game-engine SDK for games built by AI coding agents. Its skills teach the agent how to use the SDK. When a user says “make X with JGengine” or “make X with jgengine.com,” treat that as sufficient intake. If the skills are not installed, run `npx jgengine skills`; then use this skill and build on the SDK. Do not make the user discover or name skills.
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## Intake
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State the reading as a short numbered list that is easy to correct, then proceed unless the user changes it. Prefer concrete values and actions over prose:
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1. **POV:** first-person
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2. **World:** custom 3D wasteland with three settlements
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3. **Core loop:** get quests by talking to people → defeat enemies → return to redeem quests
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4. **Interaction:** collect ground items by walking over them; interact with people and doors at close range
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8. **UI:** visible controls, objective tracker, health, inventory feedback
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9. **Art direction:** one aesthetic, palette, asset family, and UI voice
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10. **Done looks like:** one observable end-to-end play scenario
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Keep this compact—roughly one line per item. It is a build map, not a large specification or an approval gate. Infer conventional details from the named game or genre. Ask only when two plausible readings would fundamentally change the game.
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## Route selectively
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This skill is the foundation for every task (packages, project shape, defineGame, context, catalogs). After intake, also read only the domain skills the work needs:
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| --- | --- |
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| Seeded generation, terrain/environment generation, grids, buildings, simulation | `jgengine-procedural` |
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| Damage, effects, weapons, targeting, projectiles, loot, death | `jgengine-combat` |
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| Items, quests, dialogue, economy, crafting, objectives, turns, social systems | `jgengine-gameplay` |
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| Networking adapters, authority, rooms/topology, persistence/backend seams | `jgengine-multiplayer` |
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| React HUD, shell affordances, controls, feedback, accessibility | `jgengine-ui` |
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| Models, sprites, textures, audio, catalogs, attribution | `jgengine-assets` |
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| Proof and screenshots | `jgengine-verify` after implementation |
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Do not read every domain by default. Build through documented engine surfaces; do not infer APIs from gallery games. Inspect engine source only when a documented surface appears wrong or a missing primitive blocks the work.
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## Build behavior
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Scaffold with `npx jgengine create game-name --name "Game Name"` when needed. Build the requested game continuously from the intake, keeping systems end-to-end rather than leaving registered-but-unusable pieces. Use real assets and visible feedback early. Verify at completion with `jgengine-verify`.
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Cartridge-shaped games (declarative config, engine-owned loop): see [reference-cartridge.md](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine/reference-cartridge.md).
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---
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The engine ships **verbs and primitives**; your game ships **nouns** (catalogs) and thin handlers. This skill is that foundation plus intake. Use domain skills only when needed; use `jgengine-verify` afterward. UI guidance lives in [`../jgengine-ui/reference.md`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-ui/reference.md); assets live in `jgengine-assets`.
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Load detailed references only for the selected domain: [`jgengine-combat`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-combat/reference.md), [`jgengine-world`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-world/reference.md), [`jgengine-multiplayer`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-multiplayer/reference.md), and [`jgengine-ui`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-ui/reference.md). Each domain skill explains when its reference is needed.
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## Packages
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| Game boot | `game/defineGame` | `defineGame`, `GameDefinition`, `GameLoop`, `InventoryDeclaration`, `PhysicsConfig`, `GameServerConfig`, `TimeConfig` |
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| Simulation clock | `time/simClock` | `createSimClock`, `SimClock`, `TimeConfig`, `ClockSnapshot`, `CalendarTime` |
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| Runner contract | `game/playableGame` | `PlayableGame`, `GameCameraConfig`, `CameraRigKind`, `TopDownCameraConfig`, `RtsCameraConfig`, `ShoulderCameraConfig`, `LockOnCameraConfig`, `ChaseCameraConfig`, `ObserverCameraConfig`, `CameraShakeConfig`, `CinematicCameraConfig`, `CameraKeyframe`, `EntitySpriteConfig` |
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| Runner contract | `game/playableGame` | `PlayableGame`, `GameCameraConfig`, `CameraRigKind`, `CameraProjection`, `SideScrollCameraConfig`, `TopDownCameraConfig`, `RtsCameraConfig`, `ShoulderCameraConfig`, `LockOnCameraConfig`, `ChaseCameraConfig`, `ObserverCameraConfig`, `CameraShakeConfig`, `CinematicCameraConfig`, `CameraKeyframe`, `EntitySpriteConfig` |
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| Runtime ctx | `runtime/gameContext` | `createGameContext`, `GameContext`, `GameContextContent`, `GameContextItemEntry`, `GameContextEntityEntry`, `GameContextObjectEntry`, `CatalogEntityRole` |
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| Behaviour lifecycle | `behaviour/behaviour` | `Behaviour` (`onAwake`→`onEnable`→`onStart`→`onUpdate(dt)`→`onDisable`→`onDestroy`), `BehaviourModule`, `createBehaviourWorld`, `BehaviourWorld`, `JGEngineRegister`, `RegisterField`, `BehaviourModules` — Unity-style lifecycle over an id-keyed node tree (`setActive` cascade, lazy update dispatch); key nodes by entity instance ids. Games augment `JGEngineRegister` via `declare module "@jgengine/core/behaviour/behaviour"` for typed `world.modules`. Three.js binding: `Object3DBehaviour`, `attachObject3D`, `useBehaviourWorld` from `@jgengine/shell/behaviour` |
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| Reactive keyed store | `store/observableKeyedStore` | `createObservableKeyedStore`, `ObservableKeyedStore` — backs `ctx.game.store` |
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| Loadout | `game/loadout` | `LoadoutDef`, `LoadoutItemEntry`, `Loadouts` |
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| Cosmetic loadout | `game/cosmetics` | `createCosmetics`, `Cosmetics`, `CosmeticLoadoutDef` |
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| Quest | `game/quest` | `QuestDef`, `QuestRewards`, `QuestObjective`, `QuestJournal` |
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| World features | `world/features` | `WorldFeature`, `biomes`, `voxel`, `plots`, `tilemap`, `flat`, `environment`, `terrain`, `rain`, `snow`, `grass`, `ocean`, `building` |
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| World features | `world/features` | `WorldFeature`, `biomes`, `voxel`, `plots`, `tilemap`, `flat`, `environment`, `terrain`, `rain`, `snow`, `grass`, `ocean`, `building`, `road` |
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| Street layout | `world/streets` | `laneCenters`, `sidewalkPaths`, `furnitureSpots`, `parkingSpots`, `sidewalkPoint`, `offsetPath`, `sidewalkWidthOf`, `StreetLane`, `FurnitureSpot`, `ParkingSpot` — where things belong on a `road()`: lanes for traffic, sidewalks for peds, curb anchors for furniture |
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| Road ribbons | `world/roads` | `buildRoadRibbon`, `dashSegments`, `nearestOnPath`, `isOnRoad`, `pathLength`, `RoadRibbon`, `RoadSample`, `RoadPoint` — geometry + queries behind the `road()` environment feature |
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| Voxel field | `world/voxelField` | `createVoxelField`, `VoxelField`, `VoxelCell`, `VoxelHit`, `VoxelBounds`, `VoxelFieldSummary`, `VoxelFace`, `VOXEL_FACES`, `VOXEL_FACE_NORMALS` — a chunked block lattice, distinct from the `voxel()` `WorldFeature` descriptor |
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| Terrain field | `world/terrain` | `TerrainField`, `noiseField`, `resolveTerrainField`, `rollingField`, `fractalNoise`, `valueNoise`, `withNormal`, `arenaField`, `flatField`, `resolveGroundStep`, `snapToGround`, `snapEntityToGround`, `resolveTerrainPalette`, `TERRAIN_MATERIAL_PALETTES` |
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| Seeded RNG | `random/rng` | `seededRng`, `seededStreams` |
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| Seed share link | `random/seedLink` | `withSeedParam`, `seedFromUrl`, `seedFromSearch`, `dailySeed`, `DEFAULT_SEED_PARAM` — encode/decode a world seed to/from a shareable URL query param; `dailySeed` is the UTC daily-run seed |
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| Name generator | `random/nameGen` | `createNameGenerator`, `pickFrom`, `fillTemplate`, `NameGenerator`, `NameGeneratorOptions`, `SyllableBank` |
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| Regions | `world/regions` | `createRegionField`, `isRegionField`, `RegionDef`, `RegionField`, `RegionSample` |
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| Wind field | `world/wind` | `windField`, `WindField`, `WindFieldConfig`, `WindVector` |
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| Persistence scopes | `runtime/persistenceScope` | `partitionScopes`, `resetRun`, `mergeScopes`, `clearRunFields`, `applyRunReset`, `planScenarioReset`, `ScopeSchema`, `ScenarioReset`, `PersistenceScope` |
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| Inventory | `inventory/inventoryModel` | `InventoryLayout`, `InventorySet`, `ItemTraits` |
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| Progression | `game/progression` | `curve`, `evalCurve`, `leveling`, `Curve`, `LevelingTrack`, `LevelProgress` |
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| Talent tree | `game/talents` | `createTalentTree`, `TalentTree`, `TalentTreeConfig`, `TalentNodeDef`, `TalentRequirement`, `TalentAllocateResult`, `ResolvedTalents`, `TalentSnapshot` — point spends gated by prereqs + points-in-branch, resolved once into a cached flat `StatModifierSet` + ability grants |
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| Inventory slots | `inventory/slotModel` | `createSlots`, `placeAt`, `removeAt`, `moveSlot`, `firstEmpty`, `compactSlots`, `Slot`, `SlotGrid` |
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| Shaped inventory | `inventory/shapedGrid` | `createShapedGrid`, `placeShaped`, `moveShaped`, `removeShaped`, `canPlace`, `rotateFootprint`, `occupiedCells`, `gridAdjacencyQuery`, `cellFromPoint`, `ShapedGrid`, `Footprint`, `Placement`, `Rotation` |
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| Card piles | `cards/cardPile` | `createCardPile`, `createCardPileState`, `draw`, `moveCards`, `shuffleZone`, `pileRng`, `CardPile`, `CardPileState`, `CardPileConfig` |
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| Build permissions | `world/buildPermissions` | `createPlotPermissions`, `createContributionPool`, `PlotPermissions`, `ContributionPool`, `BuildRole`, `ContributionGoal` |
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| Interiors | `world/interiors` | `createInteriors`, `Interior`, `Exterior`, `SpaceRef` |
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| Game clock | `time/gameClock` | `getScaledElapsedMs`, `computeGameDay`, `SECONDS_PER_GAME_DAY` |
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| Idle / offline catch-up | `time/idleProgress` | `idleWindow`, `linearCatchUp`, `exponentialCatchUp`, `steppedCatchUp`, `IdleWindow`, `IdleWindowConfig`, `SteppedCatchUpResult` — elapsed-real-time production/growth/decay for a game reopened after being closed |
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| Scene behaviors | `scene/behaviors` | `wander`, `patrol`, `promptable`, `talkable`, `player` |
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| Capture check | `scene/captureCheck` | `captureChance`, `rollCapture`, `CaptureCheckInput` |
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| Owned roster | `scene/roster` | `createRoster`, `Roster`, `RosterEntry`, `RosterCaptureOptions` |
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| JSON data source | `data/jsonDataSource` | `createJsonDataSource`, `JsonDataSourceOptions` |
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| Dev proxy routing | `data/devProxy` | `proxiedUrl`, `parseDevProxyTable`, `DevProxyTable`, `ProxiedUrlOptions`, `DEFAULT_DEV_PROXY_PREFIX` |
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| Grid-cell world rendering | `world/gridInstances` | `resolveGridInstances`, `GridInstanceTransform` |
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| Swarm LOD scheduler | `world/lod` | `createLodScheduler`, `LodScheduler`, `LodSchedulerConfig`, `LodBand` — distance→band index for render detail, `step(id, distance, dt)` throttles per-entity updates by band interval (staggered, accumulates skipped time); pairs with `@jgengine/shell/world/SpriteBatch` for 1000+ entity swarms |
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| Turn loop | `turn/turnLoop` | `createTurnLoop`, `TurnLoop`, `TurnLoopConfig`, `TurnState`, `PoolConfig`, `PoolState`, `TurnLoopSnapshot` |
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| Declared-action intent board | `turn/intent` | `createIntentBoard`, `IntentBoard`, `DeclaredIntent` — `declare(participantId, intent)`, `peek`, `all`, `consume`, `clear` |
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| Commit modes | `turn/commit` | `createCommitController`, `CommitController`, `CommitMode`, `CommitOutcome`, `SubmittedAction` |
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| Beat clock | `time/beatClock` | `createBeatClock`, `createBeatInputBuffer`, `nextBeatTime`, `BeatClock`, `BeatClockConfig`, `BeatSnapshot`, `BeatInputBuffer`, `BufferedAction` |
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| Spawn director | `ai/spawnDirector` | `createSpawnDirectorState`, `advanceSpawnDirector`, `advanceWave`, `raiseAlert`, `pickSpawnPoint`, `SpawnDirectorConfig`, `WaveManifest`, `SpawnEntry`, `SpawnRequest`, `DirectorContext` |
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| Threat table | `ai/threat` | `createThreatTable`, `ThreatTable`, `ThreatTableConfig`, `ThreatEntry`, `HighestThreatOptions` |
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| Group-assist aggro | `ai/groupAssist` | `createAssistNetwork`, `AssistNetwork`, `AssistNetworkConfig`, `AssistMember` — propagates one member's threat gains to same-group members (optional radius + `distanceBetween` gating) so a single pull rallies the group |
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| Job board | `ai/jobBoard` | `createJobBoard`, `JobBoard`, `JobDef`, `Job`, `JobPhase`, `WorkerState`, `JobReport`, `JobTickContext` |
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| Crowd flow | `ai/crowd` | `computeFlowField`, `createCrowdField`, `selectPoi`, `FlowField`, `FlowFieldOptions`, `CrowdField`, `Poi`, `SelectPoiOptions` |
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| Factions & reputation | `faction/factions`, `faction/reputation` | `createFactionGraph`, `createFactionRoster`, `FactionRelation`, `FactionDef`, `FactionGraph`, `FactionRoster`, `createReputationLedger`, `DEFAULT_REPUTATION_TIERS`, `tierForStanding`, `effectiveRelation`, `ReputationTier`, `ReputationLedger` |
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| Physics actors | `physics/ragdoll`, `physics/carryable`, `physics/forceVolume`, `physics/spatialGrid` | `createRagdoll`, `Ragdoll`, `Carryable`, `carrySpeedMultiplier`, `ForceVolume`, `PlatformCarry`, `SpatialGrid` |
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| Traversal (grapple/glide) | `physics/traversal` | `Grapple`, `GrappleConfig`, `Glide`, `GlideConfig` |
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| Structural destruction | `physics/structure` | `StructureGraph`, `StructureNodeSpec`, `StructureEdgeSpec`, `StructureMaterial`, `StructureMaterialTable`, `CollapseEvent`, `DebrisConfig` |
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| Session matchmaking | `multiplayer/matchmaking` | `browseSessions`, `findByJoinCode`, `quickMatch`, `matchesFilter`, `normalizeJoinCode`, `generateJoinCode`, `SessionListing`, `MatchFilter` |
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| Auth identity | `multiplayer/identity` | `AuthSession`, `PlayerIdentity`, `sessionPlayer`, `resolveGuestSession` |
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| Text chat | `game/chat`, `multiplayer/chatContract` | `createChat`, `Chat`, `ChatMessage`, `ChatChannelDef`, `whisperChannelId`, `createChatRateLimiter`, `ChatTransport`, `ChatSync`, `createLocalChatTransport` |
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| Chat filter | `game/chatFilter` | `createChatFilter`, `normalizeChatText`, `ChatFilter`, `ChatFilterConfig`, `ChatFilterResult` — mask/reject blocked words (leet-normalized token match); wire via `ChatDeps.filter` (word lists are game data, the engine ships the mechanism) |
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| Voice seam | `multiplayer/voiceContract` | `VoiceTransport`, `VoiceParticipant`, `VoiceRoute`, `createLocalVoiceTransport`, `createPushToTalk`, `PushToTalkMode` |
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| Race state | `game/race` | `raceTrack`, `RaceTrack`, `createRaceState`, `RaceState`, `RaceEvent`, `RaceWinCondition`, `firstPastPost`, `topK`, `lastStanding`, `everyoneFinishes` |
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| Reveal query | `sensor/revealQuery` | `createRevealQuery`, `RevealQuery`, `RevealQueryOptions`, `RevealHit` |
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| Telegraph | `combat/telegraph` | `pointInTelegraph`, `telegraphProgress`, `telegraphFired`, `telegraphTurnProgress`, `telegraphFiredAtTurn`, `telegraphTurnsRemaining`, `TelegraphShape`, `TelegraphConfig` |
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| Dash / dodge | `movement/dash` | `createDashState`, `DashState`, `DashConfig`, `DashBurst`, `iframeActive`, `dashOffset` |
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| Ability kit | `combat/abilityKit` | `createAbilityKit`, `AbilityKit`, `AbilitySlotConfig`, `AbilitySlotSnapshot`, `AbilitySlotState`, `AbilityCastType`, `AbilityCastResult`, `AbilitySlotRetune` |
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| Resource pool | `combat/resourcePool` | `createResourcePool`, `ResourcePool`, `ResourcePoolConfig` — current/max with per-second regen/decay and spend/gain; `pool.current()` is the ability kit's `resourceAvailable` |
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| Combo points | `combat/comboPoints` | `createComboPoints`, `ComboPoints`, `ComboPointsConfig` — discrete points accrued on action, expiring after a timeout from the last gain, spent in bulk |
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| Event meter | `stats/eventMeter` | `createEventMeter`, `EventMeter`, `EventMeterConfig`, `EventMeterFeedResult` |
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| Auto-target policy | `scene/autoTarget` | `selectAutoTarget`, `createAutoTargeter`, `AutoTargetPolicy`, `AutoTargeter`, `AutoTargetDeps` |
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| Resistance matrix | `combat/resistance` | `resolveResistance`, `resistanceScale`, `ResistanceMatrix`, `ResistVerdict`, `ResistanceResult` |
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## Getting started (new project)
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Fastest path — the `jgengine` CLI scaffolds the entire canonical shape below (harness, skeleton, stub game, verify test, AGENTS.md) as a booting game:
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```sh
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npx jgengine create my-game # then: cd my-game && bun dev
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npx jgengine doctor # later, if the setup drifts (version skew, unstyled HUD, shape strays)
|
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+
```
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Manual equivalent:
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```sh
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bun add @jgengine/core @jgengine/react @jgengine/shell react react-dom three three-stdlib @react-three/fiber @react-three/drei
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bun add -d @tailwindcss/vite tailwindcss # HUD styling (Vite + Tailwind v4)
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## Game repo layout
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-
Every game is one shape, enforced by `check-game-shape` (part of `check-types`): the top of `src/` holds only the skeleton, and every game-specific module, UI component, and test lives under `src/game/`. Dense files — one `catalog.ts` per domain, never one file per entry.
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+
Every game is one shape, enforced by `check-game-shape` (part of `check-types`): the top of `src/` holds only the skeleton, and every game-specific module, UI component, and test lives under `src/game/`. In this repo the gate also requires a root `package.json` script `"games:<id>": "bun run --cwd Games/<id> dev"` for every `Games/*` directory — add it with the scaffold, or the very first `check-types` fails before the compiler even runs. Dense files — one `catalog.ts` per domain, never one file per entry.
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```
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src/
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**Smart defaults** — omit any of these and the call still resolves: `multiplayer` → `offline()`; `assets` → an empty asset catalog; `loop` hooks (`onInit`/`onNewPlayer`/`onTick`) → no-ops; `content` → `{}`; `GameUI` → an empty component; `camera` → third-person orbit; `feed` → 20-entry ring buffers per action; a `world` of kind `environment()` auto-renders as the backdrop with no `environment` component supplied — a non-`environment()` world (`flat()`, `voxel()`, …) still needs the game to hand it one.
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+
**Opt-in `ctx.game.*` subsystems (`features`)** — core is genre-agnostic: the always-on base is `commands` / `events` / `store` / `feed` (plus `audio`), and genre subsystems are opt-in via `defineGame({ features: { roster, cards, turn, race, leaderboard, social, chat } })`. Omit one and `ctx.game.<name>` is `undefined` — a puzzle game isn't handed a card pile, race state, or party/chat it never asked for. Declare only what the game uses (`chat` implies `social`). (The content cluster — economy/quest/loot/trade — joins this manifest in a later slim-core phase.)
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```ts
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// game.config.ts — imports only, nothing inline
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import { defineGame } from "@jgengine/shell/defineGame";
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@@ -555,7 +669,7 @@ export const physics: PhysicsConfig = { gravity: -32 };
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555
669
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- `PhysicsConfig.gravity`/`jumpVelocity` tune the shell's built-in walk controller's fall/jump feel (defaults ~`-24`/`7.1`) — the only two levers on gravity and jump height; everything else about movement (speed, poses) stays catalog `movement` fields.
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557
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- Input bindings are string arrays (hold semantics) or `{ hold, toggle, repeatMs? }` for the same verb. `repeatMs` turns a held action into an auto-repeat fire (build-mode place-on-drag, rapid-fire without a separate `wasPressed`/interval combo in game code) — the shell refires the command every `repeatMs` while the binding stays down, on top of its normal press-edge fire.
|
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558
|
-
- **Keybind → command convention.** The shell fires a command for any bound action that isn't reserved: pressing an action runs a command of the **same name** if one is defined, else a `ui.<action>` fallback (so `openBackpack` → `ui.openBackpack`). Just declare the binding and a matching command — no per-game `keydown` listener. Reserved actions the shell consumes natively and never routes to a command: `moveForward/moveBack/moveLeft/moveRight`, `turnLeft/turnRight`, `sprint`, `jump`, `tabTarget`, `clearTarget`, `useAbility`, `interact`, and any `hotbarSlotN`/`slotN`. `tabTarget`/`clearTarget` run `target.cycle`/`target.clear` (native `cycleTarget`/`setTarget` fallback).
|
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672
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+
- **Keybind → command convention.** The shell fires a command for any bound action that isn't reserved: pressing an action runs a command of the **same name** if one is defined, else a `ui.<action>` fallback (so `openBackpack` → `ui.openBackpack`). Just declare the binding and a matching command — no per-game `keydown` listener. Reserved actions the shell consumes natively and never routes to a command: `moveForward/moveBack/moveLeft/moveRight`, `turnLeft/turnRight`, `sprint`, `jump`, `tabTarget`, `clearTarget`, `useAbility`, `interact`, and any `hotbarSlotN`/`slotN`. `tabTarget`/`clearTarget` run `target.cycle`/`target.clear` (native `cycleTarget`/`setTarget` fallback). Because `hotbarSlotN` never reaches a command, a game that drives selection from game code binds its own `selectSlot1..N` actions, defines matching commands that write a store key, and reads it back through `hotbarSelection: () => ...` on `defineGame` (see `loot-shooter`).
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559
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- **`interact`** is special: pressing it resolves the active proximity prompt from the `prompts` field of `defineGame({...})` and runs that prompt's `invoke` command. A prompt with `invoke: null` is display-only and does nothing on the key.
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560
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- UI keybind badges derive from `keybinds` via `actionLabel(keybinds, "openBackpack")` — `bindingLabel` maps codes to short labels (`Digit1`→`1`, `KeyB`→`B`, `mouse0`→`LMB`, `Escape`→`Esc`). Never hardcode label strings; they drift the moment a binding changes.
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- `server.mode` is a string your loop/commands interpret — the engine ships no gamemode presets.
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@@ -610,6 +724,8 @@ Optional render/world fields the shell also reads: `entitySprites` / `entityMode
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724
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**Lighting and backdrop.** `PlayableGame.lighting` (`LightingConfig`, `@jgengine/core/game/playableGame`) replaces the shell's hardcoded ambient/directional default when present, regardless of world kind: `ambient?: { color?, intensity? }`, `directional?: { color?, intensity?, position, castShadow? }[]`, `hemisphere?: { skyColor?, groundColor?, intensity? }`. `PlayableGame.backdrop` (`BackdropConfig`) is a generic background/sky/fog for **any** world kind, including a custom `environment` component: `background?: string` (CSS color), `sky?: SkyEnvironmentConfig` (same descriptor `environment()`'s `sky` field takes), `fog?: { color?, near?, far?, density? }` (`density` set switches to exponential `FogExp2` and `near`/`far` are ignored). Both are optional and additive to whatever the world/`environment` renderer already draws.
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727
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+
**Visibility & streaming (automatic).** Every 3D game gets camera frustum + distance culling for free — the shell's `CullingProvider` reads the live camera each frame, runs the engine `createVisibilitySystem` (`@jgengine/core/visibility/visibilitySystem`) over the scene's entities and placed objects, and toggles `group.visible` so off-screen objects are never submitted to the renderer (never unmounted — gameplay and simulation are untouched). Defaults are conservative (a preload margin larger than the view, hysteresis, `Infinity` default render distance) so existing games only benefit. Tune or opt out via `PlayableGame.visibility` (`VisibilityConfig`, `@jgengine/core/visibility/config`): `enabled: false` disables it; `culling`/`streaming` patch the global `CullingSettings`/`StreamingSettings` (`@jgengine/core/visibility/settings`); `scene` sets scene-wide overrides; `entities`/`objects` override by kind name / catalog id (`alwaysVisible`, `maxRenderDistance`, custom `bounds`, `pinned`, `cullingDisabled`, …). The engine layer also ships `@jgengine/core/visibility/spatialIndex` (the 3D hash the culler queries instead of scanning every object), `@jgengine/core/visibility/assetStreaming` (dedup/budget/grace-period asset loading), and `@jgengine/core/visibility/simulationCulling` (opt-in, off by default — throttles low-priority off-screen updates, never protected entities). Full reference: `packages/core/src/visibility/README.md`.
|
|
728
|
+
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|
613
729
|
**Player movement tuning** — the `movement` field (`PlayerMovementConfig`) tunes the shell's local-player walk controller beyond `physics.gravity`/`jumpVelocity`: `mode` (`"free"` camera-relative default, `"axis"` locks travel to one world `axis`, `"grid"` snaps each committed step to `cellSize` centers), `collideObjects` (collide against placed scene objects as unit-box AABBs even without `collision.voxel`), and `beforeCommit(frame)` — an escape hatch called each frame with `{ entityId, current, next, dt }` that can return a replacement `[x, y, z]` to constrain or redirect the step (rails, bounds, custom collision) before it commits and before `onTick` runs.
|
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614
730
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615
731
|
The runner boots `createGameContext({ definition, content, player: { userId, isNew } })`, calls `loop.onInit(ctx)` then `loop.onNewPlayer(ctx)`, and drives `loop.onTick(ctx, dt)` per frame. **Convention: `onNewPlayer` spawns the player entity with `id === ctx.player.userId`** — bounded stats, targeting, and kill attribution key off that.
|
|
@@ -638,7 +754,7 @@ Catalog-first, no per-game audio glue. The `audio` field of `defineGame({...})`
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638
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The shell ships a **rig library**; a game picks and tunes one through `camera` config, never by writing camera positions from `onTick`. Select with `camera.rig` (or the `perspective: "third" | "first"` shorthand) — or by config block alone (#207.8): supplying `camera.<rig>` selects that rig with no redundant `rig` field, checked in the table's order; an explicit `rig` wins when several blocks are present:
|
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639
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|
| `rig` | For | Key config (`camera.<rig>`) |
|
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640
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|
|-------|-----|------------------------------|
|
|
641
|
-
| `orbit` (default) | Third-person chase | `initialDistance`, `targetHeight`, `min/maxPolarAngle`, drag/zoom |
|
|
757
|
+
| `orbit` (default) | Third-person chase | Top-level fields on `camera` itself — `initialDistance`, `minDistance`/`maxDistance`, `targetHeight`, `min/maxPolarAngle`, drag/zoom. There is **no `camera.orbit` block**; orbit is the one rig tuned at the top level |
|
|
642
758
|
| `first` | FPS mouse-look | `firstPerson: { eyeHeight, sensitivity, maxPitch, reticle, viewmodel }` |
|
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643
759
|
| `topDown` | ARPG iso / top-down (Diablo IV, Hades II) | `topDown: { height, pitch, yaw, followSmoothing, zoom }` — decoupled follow; `pitch` is camera elevation (PI/2 = straight down, near 0 = grazing and boom-distance blows up past `frustum.far`) |
|
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644
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|
| `rts` | Free-pan / edge-scroll (The Sims, Manor Lords) | `rts: { panSpeed, edgeScroll, rotateSpeed, bounds, start, pan }` — `pan: false` turns it into a static backdrop camera: no WASD/arrow pan, no edge-scroll, no Q/E rotate, no wheel zoom, still re-centers on `followEntityId` if one resolves |
|
|
@@ -697,7 +813,7 @@ ctx.time advance, now, calendar, snapshot; pause, play, toggle,
|
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697
813
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ctx.subscribe / ctx.version change signal — UI layers bind via useSyncExternalStore
|
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698
814
|
```
|
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699
815
|
|
|
700
|
-
`content.itemById(id)` supplies `{ use?, weapon?, trade? }
|
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816
|
+
`content.itemById(id)` supplies `{ use?, weapon?, trade? }` — exact shapes: `use` is the handler **name string** (not an object), `weapon` is a flat `Record<string, number | Record<string, number>>` built from your catalog stats (`damage`, `projectile.{...}`, `explosion.{...}`), and every lookup returns **`null`** (not `undefined`) for an unknown id; `content.entityById(id)` supplies `{ stats?, receive?, onDeath?, movement?, role? }`; `content.objectById(id)` supplies `GameContextObjectEntry` `{ proximityPrompt?, breakable?, slotInventory? }`. Build all three from your catalogs in `content.ts`. Call-shape gotchas that cost typecheck loops: `ctx.item.use.use(input)` takes **one** argument on the ctx surface (the two-arg `use(state, input)` is the raw factory shape); `ctx.scene.entity.moveToward(id, target, { speed, dt, stopDistance? })` — the third argument is an options object, never a bare `dt`; `nav/pathFollow`'s `createPathFollow(config)` returns the initial `PathFollowState` directly and `advancePathFollow(config, state, dt)` returns the **next state** (with `position: [x,y,z]`, `heading`, `done`) — there is no wrapper object, and `Waypoint` is a `[x, y, z]` tuple. A placed object resolves its catalog entry via `ctx.scene.object.catalog(instanceId)`; `ctx.scene.object.at(x, y, z, tolerance?)` finds placed objects near a point (grid interaction, click resolution beyond the pointer service). `ctx.scene.entity.update(id, patch)` writes a shallow patch onto a spawned entity's mutable fields (e.g. `movement.walkSpeed`) without a full respawn — `scene/movementSpeed`'s `applyStatDrivenSpeed(deps, id, { baseSpeed, multiplierStat?, flatBonusStat? })` is the catalog-driven helper that recomputes and writes `movement.walkSpeed` from a stat-modifier pair each time a buff changes.
|
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701
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|
|
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702
818
|
### Two tiers: `ctx` runtime vs pure factories
|
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703
819
|
|
|
@@ -744,321 +860,6 @@ export function onTick(ctx: GameContext, dt: number) {
|
|
|
744
860
|
`@jgengine/core/time/beatClock` is a separate, purpose-built signal from `simClock` — a BPM tick generator for rhythm games (Hi-Fi Rush–style quantized combat), not a day/pause clock. `createBeatClock({ bpm, beatsPerBar? }, onBeat?)` returns a `BeatClock`: call `advance(gameDt)` from `onTick` with the same **game-time** `dt` (never wall-clock) — it fires `onBeat(beatIndex)` once per newly crossed integer beat and returns a `BeatSnapshot` (`beat`, `beatIndex`, `bar`, `beatInBar`, `phase`). `createBeatInputBuffer<T>(beatDurationSec)` is the auto-correct input buffer: `buffer(action, nowSec)` quantizes an off-beat press to fire on the next beat tick (or immediately if pressed exactly on one); `advance(nowSec)` drains and returns every action whose beat has arrived. `nextBeatTime(nowSec, beatDurationSec)` is the underlying pure quantization function. Feed a music track's actual BPM in; the buffer is what makes an early/late input still land on-beat.
|
|
745
861
|
|
|
746
862
|
## Content catalogs
|
|
747
|
-
|
|
748
|
-
### Object catalog fields
|
|
749
|
-
|
|
750
|
-
| Field | Purpose |
|
|
751
|
-
|-------|---------|
|
|
752
|
-
| `id`, `model` | Canonical id, asset key |
|
|
753
|
-
| `footprint` | `{ w, h, d }` placement bounds |
|
|
754
|
-
| `snap` | `"grid"` \| `"free"` \| `"wall"` |
|
|
755
|
-
| `solid` | Blocks movement |
|
|
756
|
-
| `breakable` | `false` or `{ baseBreakTime, harvest, drops, dropsWhenUnmet }` |
|
|
757
|
-
| `proximityPrompt` | Float UI + optional command invoke |
|
|
758
|
-
| `slotInventory` | Attached container `{ slots, accepts }` created at place time (`object:<instanceId>`) |
|
|
759
|
-
|
|
760
|
-
Break resolution: `duration = baseBreakTime / (tool?.breakSpeed ?? 1)`; drops per `when` (`always` / `harvestMet` / `silkTouch` / `playerKill`); then `inventory.put` + `object.remove`.
|
|
761
|
-
|
|
762
|
-
### Item catalog fields
|
|
763
|
-
|
|
764
|
-
| Field | Purpose |
|
|
765
|
-
|-------|---------|
|
|
766
|
-
| `id`, `kind`, `stack`, `model` | Basics; `stack` feeds `itemTraits.stackLimit` |
|
|
767
|
-
| `use` | Game handler name dispatched by `item.use` (`"fireGun"`, `"castBolt"`, `"drinkPotion"`) |
|
|
768
|
-
| `weapon` | Stats the handler reads via `item.weapon.getStat` — `damage`, `heal`, `reach`, `manaCost`, `projectile.{mass,gravity,fuseTime,settleOn}`, `explosion.{radius}` … |
|
|
769
|
-
| `trade` | `{ buy?: {coins: 80}, sell?, shops?: ["shop_town"] }` |
|
|
770
|
-
| `requires` | Unlock ids gating purchase/use |
|
|
771
|
-
| `placesObject` | Object id placed from hotbar |
|
|
772
|
-
| `rarity`, `baseType` | Read by the `worldItem` rarity render binding + loot filter when this item drops to the ground (#32/#33); `baseType` defaults to the item id when absent |
|
|
773
|
-
|
|
774
|
-
### Entity catalog fields
|
|
775
|
-
|
|
776
|
-
| Field | Purpose |
|
|
777
|
-
|-------|---------|
|
|
778
|
-
| `movement` | `walkSpeed` (reaches spawn automatically), `poses?: ["standing","crouch","prone","running"]`, `aim?: ["hip","ads"]`, `frozen?: boolean` — a scene-instance-level movement lock (cutscenes, stuns, mount transitions); `movedWhileFrozen(entity)` (`scene/entityStore`) flags an entity whose velocity moved anyway despite `frozen: true`, catching a system that bypassed the lock |
|
|
779
|
-
| `role` | `CatalogEntityRole` = `"player"` \| `"enemy"` \| `"hostile"` \| `"npc"` \| `"vehicle"` — catalog hostility class for targeting (`"enemy"`/`"hostile"` classify hostile in `cycleTarget`). Distinct from the scene *instance* `EntityRole` (`"player"` \| `"npc"` \| `"prop"`, in `scene/entityStore`) which drives input/camera binding — **possession** (`ctx.player.possession`) flips this instance role between `"player"`/`"npc"` on every control swap, so exactly one owned entity is ever the input/camera target |
|
|
780
|
-
| `stats` | Stat declarations — bounded values: `{ health: { max: 120, min: 0 }, level: { max: 60, min: 1, current: 1 }, … }` — `current` optional, defaults to `max` |
|
|
781
|
-
| `receive` | Per-effect absorption: `{ damage: { order: ["shield","health"], modifiers? }, heal: { order: ["health"] } }` — keyed by **game-defined effect ids**; presence = can receive |
|
|
782
|
-
| `onDeath` | `{ drops: "table_id" }` or reason-aware `{ drops: [{ table, when: { reason: "player_kill" } }], command?: { name, when? } }` |
|
|
783
|
-
| `wander`, `talkable` | AI descriptor; dialogue id sugar for a talk prompt |
|
|
784
|
-
|
|
785
|
-
### Dialogue catalog
|
|
786
|
-
|
|
787
|
-
`entities/npcs/dialogues.ts` — `{ id, lines: [{ speaker, text } | { choices: [{ label, invoke: { command, args } | null }] }] }`. Choices invoke `quest.accept`, `trade.open`, etc. Types ship from `@jgengine/react/components` (`DialogueDef`, `DialogueChoice`, `DialogueLine`) so a game imports them rather than redeclaring — the `DialogueBox` component renders the same shape it types.
|
|
788
|
-
|
|
789
|
-
A choice may gate its branch behind a roll: `{ check: { modifier, dc, advantage? }, onSuccess?, onFailure? }` (`onSuccess`/`onFailure` default to `invoke` when omitted). `DialogueBox` rolls via `@jgengine/core/stats/rollCheck`'s `rollCheck({ modifier, dc, advantage }, rng?)` (d20 by default; `advantage`/`disadvantage` roll twice and take the high/low; a natural 1 or max-die result reports `critical`) when the player clicks a checked choice, then calls `onChoice(choice, result)`; game code resolves which command to run with `resolveDialogueInvoke(choice, result)` (also exported from `@jgengine/react/components`).
|
|
790
|
-
|
|
791
|
-
## `scene.entity.stats` — bounded stats
|
|
792
|
-
|
|
793
|
-
```ts
|
|
794
|
-
stats.get(instanceId, statId) // → { current, max, min } | null
|
|
795
|
-
stats.set(instanceId, statId, { current?, max?, min? })
|
|
796
|
-
stats.delta(instanceId, statId, n) // → null | { reason } — clamps into [min, max]
|
|
797
|
-
```
|
|
798
|
-
|
|
799
|
-
Health, mana, xp, level, energy — any stat id declared on the catalog. Spawn seeds from the catalog (`current ?? max`). Combat writes through effects; non-combat (regen ticks, XP grants) calls `delta` directly.
|
|
800
|
-
|
|
801
|
-
**XP/level use the engine progression primitive.** `@jgengine/core/game/progression` ships `curve()`/`evalCurve()` (evaluate a game-owned XP-per-level curve *definition*) and `leveling()` (a level track over the bounded `xp`/`level` stats that reports overflow). You own the curve *numbers* in a catalog; the engine owns the overflow math — on level-up bump `level.current`, reset `xp.max` from the curve, push a `stat.levelUp` feed entry. Hand-rolling `xpForLevel`/`levelFromXp`/`xpToNextLevel` is the anti-pattern — those already exist. `LevelingConfig.thresholdMode` picks how the curve is read: `"perLevel"` (default) treats `xpForLevel(N)` as the incremental N-1→N cost, summed internally; `"cumulative"` treats `xpForLevel(N)` as the total lifetime XP to reach level N (0 at/below `startLevel`) and compares `xp.current` straight against those totals — pick this for a design that quotes "total XP to level N" tables.
|
|
802
|
-
|
|
803
|
-
`leveling({ …, thresholdMode: "cumulative" })` switches to lifetime-total semantics: `xp` is a running total instead of a per-level bank, and `resolve(level, xp)` walks upward from `level` to the highest level whose cumulative threshold `xp` clears — it never demotes, and clamps the returned `xp` to the max-level threshold once capped. Default is `"perLevel"` (unchanged, fully back-compat) — pick `"cumulative"` for a total-XP display (MMO-style "12,450 XP") instead of a resettable per-level bank.
|
|
804
|
-
|
|
805
|
-
`ctx.player.stats` is a different thing: **modifiers** (buffs, ADS zoom, walk-speed bonuses) via `base/add/remove/get` with expiries — never bounded current/max values.
|
|
806
|
-
|
|
807
|
-
## Targeting (MMO tab-target)
|
|
808
|
-
|
|
809
|
-
Persistent per-entity session state — never a per-use input field.
|
|
810
|
-
|
|
811
|
-
```ts
|
|
812
|
-
ctx.scene.entity.setTarget(fromId, toId | null)
|
|
813
|
-
ctx.scene.entity.getTarget(fromId) // → instanceId | null
|
|
814
|
-
ctx.scene.entity.cycleTarget(fromId, { filter: "hostile" | "friendly" | "any", direction? })
|
|
815
|
-
```
|
|
816
|
-
|
|
817
|
-
Hostility comes from catalog `role` (`"enemy"`/`"hostile"` classify hostile). Input `tabTarget`/`clearTarget` actions route here. Handlers always read `getTarget(input.from)` — `ItemUseInput` deliberately has **no `to` field** (single source of truth, no client-supplied target to validate, three targeting models stay clean: aim for shooters, `queryArc` for melee, `getTarget` for MMO).
|
|
818
|
-
|
|
819
|
-
## `item.use` — one verb for all usable items
|
|
820
|
-
|
|
821
|
-
```ts
|
|
822
|
-
ctx.item.use.register(handlers) // once in onInit; duplicate names throw
|
|
823
|
-
ctx.item.use.can(ctx, input) // → { reason } | null
|
|
824
|
-
ctx.item.use.use(ctx, input) // dispatches catalog `use` → your handler
|
|
825
|
-
|
|
826
|
-
type ItemUseInput = { from: string; itemId: string; inventoryId?: string; aim?: Aim };
|
|
827
|
-
type ItemUseHandler<GameContext> = {
|
|
828
|
-
can?(ctx, input): { reason: string } | null;
|
|
829
|
-
apply(ctx, input): { state: GameContext; error?: string };
|
|
830
|
-
};
|
|
831
|
-
```
|
|
832
|
-
|
|
833
|
-
**Handlers receive the full `GameContext` as state** and mutate through it. Handlers own ammo, cooldowns, range checks, and effect ids; the engine owns projectile geometry, stat clamp math, and `canReceive`.
|
|
834
|
-
|
|
835
|
-
| Handler | Engine calls |
|
|
836
|
-
|---------|--------------|
|
|
837
|
-
| gun | spend ammo → `fireProjectile` → `settleProjectile` |
|
|
838
|
-
| grenade | `fireProjectile` (ballistic) → settle → `effect({ at, radius })` |
|
|
839
|
-
| melee | `queryArc` + reach from `getStat` → `effect` per hit |
|
|
840
|
-
| MMO cast | `getTarget(from)` → `stats.delta(mana)` → `effect({ to })` |
|
|
841
|
-
| consumable | `effect({ to: from, effect: "heal", via: { amount: -n } })` |
|
|
842
|
-
|
|
843
|
-
Banned in the engine: `weapon.fire`, `consumable.use`, `game.combat.*`, per-weapon commands.
|
|
844
|
-
|
|
845
|
-
### Skill-checks and QTE (timed/rolled minigames)
|
|
846
|
-
|
|
847
|
-
`@jgengine/core/interaction/skillCheck` models a moving-target-zone minigame (casting/reeling, active-reload): `evaluateSkillCheck({ trackWidth, zone, markerPeriod, window, zoneDriftPerSecond? }, elapsedSeconds)` bounces a marker back and forth over `markerPeriod` seconds and returns `{ success, timedOut, markerPosition, zone }` — `zone` itself can drift when `zoneDriftPerSecond` is set. It is pure: an `item.use` handler starts a session by recording `ctx.time.now()` (game-time, so pause/fast-forward apply for free) the first time it's pressed, and evaluates `evaluateSkillCheck` against the elapsed time on the next press to lock in success/fail — the session bookkeeping (a `Map<instanceId, startedAt>`) is game-owned, same pattern as an ability-cooldown map.
|
|
848
|
-
|
|
849
|
-
`@jgengine/core/interaction/qte` sequences discrete timed prompts: `evaluateQteSequence(steps: QteStep[], inputs: QteInputEvent[])` walks `{ id, action, windowStart, windowEnd }` steps against `{ action, at }` presses and returns `{ status: "success" }` or `{ status: "fail", atStep, reason }`; `pendingQteStep`/`qteProgress` read the currently-active step and fraction complete for UI.
|
|
850
|
-
|
|
851
|
-
`@jgengine/react` ships matching headless UI: `SkillCheckBar({ config, startedAt })` and `QteTrack({ steps, startedAt })` self-tick via `requestAnimationFrame` and read `ctx.time.now()` each frame — pass `className`/`trackClassName`/`zoneClassName`/`markerClassName` (or `stepClassName`/`activeClassName`/`doneClassName` for `QteTrack`) for the moving-zone/timing visuals the UI quality bar requires.
|
|
852
|
-
|
|
853
|
-
### Capture and owned roster
|
|
854
|
-
|
|
855
|
-
`@jgengine/core/scene/captureCheck` — `captureChance({ hpFraction, catchPower, difficulty? })` returns a 0..1 probability (lower `hpFraction` and higher `catchPower` raise it, higher `difficulty` lowers it); `rollCapture(input, rng?)` rolls it. `@jgengine/core/scene/roster` — `createRoster()` is a persisted, per-owner store (`capture`, `release`, `list`, `get`, `setEquipped`, `equippedList`, `snapshot`/`hydrate`) wired onto the runtime as `ctx.game.roster`, distinct from `game.social.party` (session-ephemeral) — roster entries persist and are optionally equipped (deployed) independent of party membership.
|
|
856
|
-
|
|
857
|
-
A capture item's `item.use` handler composes the primitives instead of forking them: read the wild target's hp via `ctx.scene.entity.stats.get(target, "health")`, roll `rollCapture({ hpFraction, catchPower })`, and on success call `ctx.scene.entity.despawn(target)` + `ctx.game.roster.capture(ownerId, catalogId)` — the wild scene entity is removed and re-parented into the owner's persisted roster; the react `CaptureOdds({ chance })` component shows the live odds meter the UI quality bar requires.
|
|
858
|
-
|
|
859
|
-
## Combat — effects, projectiles, death, feel, abilities
|
|
860
|
-
|
|
861
|
-
Combat primitives — effects & projectiles, death handling, melee/defense/telegraph feel, and abilities/resources/auto-target/resistance/run drafts. Full surface: **[reference/combat.md](reference/combat.md)**.
|
|
862
|
-
|
|
863
|
-
## Loot
|
|
864
|
-
|
|
865
|
-
```ts
|
|
866
|
-
lootTable({ id, rolls?, entries: [{ item? | currency?, count: n | [min,max], weight }] })
|
|
867
|
-
ctx.game.loot.register(table) // in onInit
|
|
868
|
-
ctx.game.loot.has(id) / roll(id, rng?) / grantToPlayer(userId, drops, source?)
|
|
869
|
-
```
|
|
870
|
-
|
|
871
|
-
Tables colocate with their domain (`entities/enemies/loot-tables.ts`, `objects/loot-tables.ts`). Entities reference them via `onDeath.drops`; chests via a `loot.open` command arg. `grantToPlayer` fills declared inventories, grants currencies, and emits `loot.granted`.
|
|
872
|
-
|
|
873
|
-
## Card, board & shaped-inventory primitives
|
|
874
|
-
Pure, renderer-free structures for card, board, and deckbuilder games — they sit **beside** the slot inventory, not in place of it. All are immutable-reducer + thin-controller pairs, mirroring the two-tier ctx/factory model: use the `create*` controller in game code, reach for the exported pure functions (`draw`, `moveCards`, `tickTimeline`, `laneAggregate`, `runPipeline`, `placeShaped`) for unit tests and headless servers.
|
|
875
|
-
```ts
|
|
876
|
-
// cards/cardPile — named ordered zones (deck/hand/discard/exhaust); seeded shuffle, hand limit, reshuffle-on-empty
|
|
877
|
-
const pile = ctx.game.cards.pile("deck", { zones: ["deck","hand","discard","exhaust"], drawFrom:"deck", handZone:"hand", discardTo:"discard", handLimit:7, reshuffleFrom:"discard" });
|
|
878
|
-
pile.reset(createCardPileState(pileConfig, { deck: ids })); // seed zone contents once, from onInit
|
|
879
|
-
pile.shuffle("deck", seed); // seeded Fisher–Yates via pileRng — deterministic under the same seed
|
|
880
|
-
pile.draw(5); // deck → hand, clamped to handLimit, reshuffles discard when deck runs dry
|
|
881
|
-
pile.discard(ids); pile.exhaust(ids, "exhaust"); // Slay the Spire / Balatro lifecycle
|
|
882
|
-
// cards/modifierPipeline — ordered { source, apply(value) → value } with an inspectable per-step trace
|
|
883
|
-
const score = runPipeline({ chips: 10, mult: 1 }, jokers); // score.value + score.trace[i].{before,after,changed} for Balatro-style scoring readouts
|
|
884
|
-
// board/laneBoard — N lanes, per-side power aggregate + optional per-lane LaneRule modifier (Marvel Snap / Inscryption)
|
|
885
|
-
board.aggregate(lane, "player").total; board.outcome(lane).winner; board.lanesWon();
|
|
886
|
-
// board/timelineBoard — N slots each on an independent cooldown, resolving in expiry order (The Bazaar auto-battlers)
|
|
887
|
-
board.tick(dtMs); // → fires[] sorted by expiry time then slot index; multiple fires per slot per tick
|
|
888
|
-
// inventory/shapedGrid — polyomino footprints, rotate, overlap-check, adjacency (Backpack Hero / Tetris inventory)
|
|
889
|
-
placeShaped(grid, { id, value, footprint }, [col,row], rotation); // rotateFootprint / canPlace guard overlap + bounds
|
|
890
|
-
gridAdjacencyQuery(grid).neighborsOf(id); // feeds synergy effects
|
|
891
|
-
```
|
|
892
|
-
Reuse the engine's seeded RNG (`pileRng`) for anything random — never `Math.random()` in game logic. The React drag/rotate/drop/snap gesture layer over these lives in `@jgengine/react` (see UI section).
|
|
893
|
-
|
|
894
|
-
`ctx.game.cards.pile(id, config?)` is the runtime-wired accessor for `createCardPile`: lazily creates the pile on first call (`config` required then) or returns the existing one for `id` on every later call, and every mutation notifies `ctx.subscribe`/bumps `ctx.version()` — so a `useEngineState`-bound hand/discard view re-renders without a game-owned store. Reach for `createCardPile` directly only for a headless test or server; game code goes through `ctx.game.cards.pile`.
|
|
895
|
-
|
|
896
|
-
## Puzzle primitives — cell grids and falling pieces
|
|
897
|
-
|
|
898
|
-
Two pure, renderer-free `@jgengine/core` primitives for cell-based puzzle games (Tetris wells, match-3 boards); tile art and the drop-cadence loop are the shell's/game's job.
|
|
899
|
-
|
|
900
|
-
- **`puzzle/cellGrid`** — a generic immutable `CellGrid<T>` for uniform typed-cell boards. Row 0 is the top; `y` grows downward. `createCellGrid`, `cellAt`, `withCell`/`withCells` (immutable single/batch writes), `fullRows`/`clearRows` (line-clear + compaction), `collapseColumns` (match-3 cascade gravity), `findRuns` (run detection with an optional custom matcher).
|
|
901
|
-
- **`puzzle/fallingPiece`** — the falling-piece layer over a `CellGrid`: `ShapeTable<TShape>` maps rotation states to cell offsets; `pieceCells`/`pieceCollides`/`mergePiece` place, test, and commit a piece; `dropDistance` computes the ghost-piece landing row; `gravityInterval`/`levelForLines`/`lineScore` are the classic Tetris drop-speed/level/score curves (overridable); `createLockDelay`/`stepLockDelay` is the grounded→countdown→lock stepper (`delaySeconds: 0` locks instantly on touchdown).
|
|
902
|
-
- **`tactics/fallingGrid`** — a generic tile-drop grid over any `TCell` payload (distinct from the `cellGrid`/`fallingPiece` row-clear pair): `createFallingGrid(config)`, `gravityIntervalMs(level, config?)` for the drop-speed curve, and a `FallingGridSnapshot`/`LockState` shape for the grounded→lock stepper.
|
|
903
|
-
|
|
904
|
-
## Dropped items — `worldItem` and the loot filter
|
|
905
|
-
A `worldItem` is a scene **entity** (position + item ref + rarity), never an inventory item or object — see the three buckets. `onDeath.dropMode: "world"` (above) is the usual producer; games can also hand-place ground loot (chests, quest drops).
|
|
906
|
-
ctx.scene.worldItem.spawn({ itemId, position, rarity?, baseType?, count?, affixTier?, source? })
|
|
907
|
-
ctx.scene.worldItem.get(instanceId) / list() / nearestInRadius(from, radius, filter?)
|
|
908
|
-
ctx.scene.worldItem.pickup(instanceId, userId) // grants to inventory + despawns, emits worldItem.picked_up
|
|
909
|
-
Click-to-grab is engine-owned: setting `pointer.grabWorldItems: true` in `defineGame({...})` makes `@jgengine/shell`'s `GamePlayerShell` resolve `pointer.worldHit()` on primary click, and — when the hit entity is a `worldItem` within the `worldItem.pickupRadius` (default `DEFAULT_PICKUP_RADIUS`) configured on `defineGame({...})` of the local player — calls `pickup` directly, no game command needed. `@jgengine/react`'s `useWorldItems()` / `useNearestWorldItem(radius)` drive a HUD pickup prompt off the same store.
|
|
910
|
-
Presentation is a two-layer render binding, both engine-owned (rendered by `@jgengine/shell`'s `WorldItems`) over **game-supplied data**:
|
|
911
|
-
1. **Rarity baseline** — the `worldItem.rarityStyle: Record<rarity, { color?, beam?, label? }>` field of `defineGame({...})`, the game's rarity palette (Borderlands/Diablo-style beam + color coding).
|
|
912
|
-
2. **Loot filter overlay** (#33) — the `worldItem.filter: LootFilterRule[]` field of `defineGame({...})`, built with `lootFilter([{ id, when: { rarity?, baseType?, minAffixTier?, maxAffixTier? }, hide?, color?, beam?, label? }])` from `game/lootFilter`. **First matching rule wins** (PoE/Last Epoch block semantics); a rule only overrides the fields it sets, everything else falls back to the rarity baseline. `resolveWorldItemPresentation(item, rarityStyle, rules)` composes both layers and is what the shell calls per item.
|
|
913
|
-
## Gear systems — durability, affixes, modular items, storage tiers
|
|
914
|
-
Four pure primitives that hang off item **instances** (not the stackable catalog id) — all catalog-first (specs are game-supplied config) and renderer-free. Item instances that carry durability/affix/modular state key off a game-assigned instance id, the same way targeting keys off entity instance ids.
|
|
915
|
-
**Durability** (`item/durability`) — per-instance wear + repair. `DurabilitySpec` (`{ max, wearPerUse?, wearPerHit?, disableAtZero?, repair? }`) is catalog data; `createDurability(spec)` seeds a `DurabilityState`, `wear(spec, state, "use" | "hit", times?)` decrements (floors at 0), `isDisabled(spec, state)` gates use at zero, `durabilityFraction` feeds a HUD bar. Repair is quote-then-apply: `repairQuote(spec, state, { station?, to? })` returns the `{ item, count }[]` material cost (scaled by points restored) + the post-repair state (optional `qualityLossPerRepair` shrinks `max` each repair, Tarkov-style) — the game charges the materials through inventory, then commits the quote's `state`. `createDurabilityTracker()` keeps `DurabilityState` per instance id for the runtime.
|
|
916
|
-
**Affix roller** (`item/affix`) — procgen `base × rarity → { rolled affixes, computed stats, name }`. `createAffixRoller({ pools, rarities })` over rarity-weighted `AffixPool`s. `roll(base, rarityId, rng)` draws `affixCount` distinct affixes without replacement (weighted, via the engine's `pickWeighted`), computes stats (base × `rarity.statScale`, then `op: "add"` affixes, then `op: "mul"`), and composes a name from `rarity.namePart` + prefix/suffix parts. `rollRarity(rng)` picks a weighted tier; `rollRandom(base, rng)` chains both. Pass `seededRng(seed)` for deterministic drops; any `() => number` rng works (same contract as `loot.roll`). `seededRng` lives in `random/rng` (re-exported here) alongside `seededStreams(seed)`, which derives independent named streams from one seed — `streams("worldgen")` vs `streams("history")` — so simulation draws never perturb generation (intervening in a run cannot change the map).
|
|
917
|
-
**Modular item** (`item/modularItem`) — a whole assembled from parts in typed mount slots (guns, mechs). `ModularItemDef` has `slots: MountSlotDef[]` (`{ id, accepts, required? }`); `install(def, installed, slotId, part)` validates the slot exists, accepts the part's `category`, and is empty; `computeEffectiveStats(def, installed)` rolls part `stats` (additive) then `multipliers` over `baseStats`; `missingRequiredSlots`/`isComplete` gate a buildable whole. `createModularItem(def)` is the stateful wrapper (`install`/`uninstall`/`effectiveStats`/`partInSlot`).
|
|
918
|
-
**Storage tiers + insurance** (`inventory/storageTier`) — the extraction-economy inventory half. Inventory containers carry a `tier: "carried" | "banked"` (`InventoryDeclaration.tier`; a Tarkov secure container is just a `banked` container on the body). `partitionOnDeath(containers)` splits a death snapshot into `{ kept, lost }` (banked survives, carried is dropped, stacks merged). `createDeliveryQueue()` is the delayed-delivery (insurance) hook: `schedule` a `ScheduledDelivery` with a game-time `deliverAt`, then `due(now)` / `claimDue(now)` drain it on the tick clock. `insureLost(lost, policy, userId, now, rng?)` filters the lost set to insured items and stamps a delayed `deliverAt` → feed straight into the queue. `resolveConsolation(policy, partition)` returns a baseline loadout id (apply via `applyLoadout`) — the death consolation grant, optionally gated on `if-carried-empty`. *(Session/round machines — extraction hold-to-leave, raid banking — consume this tier; see the objective-machine group.)*
|
|
919
|
-
## Objective, round & session machines
|
|
920
|
-
Content-agnostic state machines for competitive/session shapes — plant/defuse, buy/live/end rounds, downed/revive, the battle-royale ring, extraction raids, run-vs-meta persistence. All pure `core`; every timer takes a **game-time** `dt`/`now` (`ctx.time`), so pause and fast-forward apply for free. Drive them from `loop.onTick` and pipe their events into `ctx.game.feed`/`events`; render their snapshots as HUD (per the UI quality bar in [`reference/ui-react.md`](reference/ui-react.md) — the downed banner, ring warning, and extraction timer are required HUD).
|
|
921
|
-
**Contested channel** (`session/contestedChannel`) — the interrupt-on-damage progress objective behind plant/defuse, cash-out, urn deposit, banishing, and hold-to-extract. `createContestedChannel({ duration, interruptOnDamage?, resetOnInterrupt?, favorability?, ratePerOccupant?, contested?, decayRate? })`: `start(team)` begins the channel, `tick(dt, occupants)` advances it against per-team occupancy (`Record<teamId, count>`) and emits `start`/`tick`/`contested`/`paused`/`complete` events, `damage(reason?)` interrupts (keeps or zeroes progress per `resetOnInterrupt`). `favorability[team]` scales fill rate (Deadlock deposit); `ratePerOccupant` fills faster with more owners present; `contested: "pause" | "decay"` chooses whether an opposing occupant freezes or reverses progress (The Finals contest). The owner leaving pauses it. Extraction hold-to-leave reuses this primitive verbatim.
|
|
922
|
-
**Round state** (`session/roundState`) — the buy→live→end match machine (Valorant/CS). `createRoundState({ phases, teams, phaseOrder?, winCondition?, maxRounds?, winReward?, lossBonus? })`: `tick(dt)` runs the phase timer and auto-advances (emitting `phase.start`/`phase.end`, rolling the last phase back into the next round's first), `concludeRound(winner)` records the win on any "conclude-eligible" phase (any phase but the first/last in the cycle), settles `round.economy` (winner gets `winReward`, losers get an escalating `lossBonus` via `lossBonusFor(rule, streak)` clamped to `max`), and moves to the next phase. `onPhaseEnd(hook)` fires commerce/spawn gates on each transition; `match.end` fires at `maxRounds`. `server.mode` stays a game string — this is the timer/economy engine under it.
|
|
923
|
-
|
|
924
|
-
Two extras beyond the default buy/live/end cycle: `phaseOrder?: string[]` overrides the phase names/cycle entirely (a wider `Record<string, number>` `phases` shape to match) — a draft→ban→play→score cycle is the same machine with different phase names. `teams: (string | { id, role? })[]` accepts a plain id or a `{ id, role }` pair; `roleOf(team)` reads the tag back (`"attacker"`/`"defender"`, Valorant side assignment) without a parallel lookup table. `winCondition?: (snapshot: RoundSnapshot) => string | null` lets `evaluate()` (call it from `onTick` alongside `tick(dt)`) auto-conclude the round the instant a score/objective condition is met, instead of the game hand-calling `concludeRound` — return a team id to end it, `null` to keep playing; `RoundSnapshot` is `{ round, phase, timeLeft, scores, lossStreaks, roles, matchOver }`.
|
|
925
|
-
**Role assignment** (`session/roles`) — `assignRoles(players, specs: RoleSpec[])` distributes fixed-count or proportional roles (hider/seeker, spy/operative, prop/hunter) across a player list — the allocation half of an asymmetric session mode; `RoundConfig.teams`' per-team `role` is the lighter-weight alternative when a round machine already tracks the roster.
|
|
926
|
-
**Downed / revive** (`combat/downed`) — the 3-state alive→downed→dead chain (Apex/Helldivers). `createDownedState({ bleedoutSeconds, reviveSeconds?, reviveHealthFraction?, banner? })`: `down(id)` starts the bleedout, `tick(dt)` counts it down (→ `died`, optionally spawning a `banner`), `revive(id, dt)` accumulates an ally's hold time (→ `revived` with the health fraction the game restores), `finish(id)` executes a downed enemy, and `respawnFromBanner(id)` brings a banner-holder back at a beacon. It sits **in front of** the engine death resolution: on lethal damage call `down` instead of dying; on `died`/`bleedout` run the real `resolveDeath`. No banner ⇒ death is terminal.
|
|
927
|
-
**Shrinking ring** (`session/ring`) — the battle-royale safe zone with out-of-bounds DoT. A catalog `RingConfig` is `{ center, phases: RingPhase[] }` where each phase is `{ startTime, shrinkDuration, fromRadius, toRadius, damagePerSecond, center? }` on the game clock. `ringSampleAt(config, t)` / `createRing(config).at(t)` returns the live `{ center, radius, damagePerSecond, shrinking }` (radius/center interpolate during each shrink window, hold between phases); `isOutside(t, pos)` / `distanceOutside(t, pos)` test a point, and `damageOutside(t, dt, positions)` returns per-entity `{ id, damage }` for everyone beyond the wall — feed those into `scene.entity.stats.delta`/`effect` each tick.
|
|
928
|
-
**Extraction session** (`session/extraction`) — the raid-scoped "reach an extract and leave to bank what you carried" wrapper (Tarkov/DMZ/Helldivers), composed from the contested channel + `inventory/storageTier`. `createRaidSession({ extracts, insurance?, consolation? })`: `beginExtract(userId, extractId, team?)` opens a hold-to-leave channel, `tickExtract`/`damage` drive it, and on completion `resolveExtraction(userId, containers)` banks everything carried. `resolveDeath(userId, containers, now, rng?)` runs `partitionOnDeath` (banked kept, carried lost), schedules insured items through the built-in delivery queue (`claimDeliveries(now)` drains it on the clock), and yields the consolation loadout id. `playerSnapshot(userId)` feeds the extraction-timer HUD.
|
|
929
|
-
**Persistence scopes** (`runtime/persistenceScope`) — the run-vs-meta split with explicit reset boundaries (Icarus mission wipe, Once Human season reset). `partitionScopes(state, { run })` splits a flat record into `{ meta, run }` by key; `resetRun` clears the run half while meta (talents/blueprints/account currency) survives; `clearRunFields(playerRow, runFields)` and `applyRunReset(profile, runFields, now)` do the same over `RuntimePlayerRow`/`PlayerProfileRecord`. `planScenarioReset({ gameId, serverId?, wipeChunks?, wipeServerSession?, resetPlayers?, runFields? })` normalizes a scenario/season reset that `HostPersistence.resetScenario?(reset)` applies — `@jgengine/sql` implements it (deletes the server's chunks + session, run-resets each profile in one transaction), keeping account meta intact.
|
|
930
|
-
|
|
931
|
-
## Trade
|
|
932
|
-
|
|
933
|
-
Catalog `trade` fields drive everything — no duplicate price lists.
|
|
934
|
-
|
|
935
|
-
```ts
|
|
936
|
-
ctx.game.trade.canBuy(itemId, shopId, count?) // → reason | null
|
|
937
|
-
ctx.game.trade.canSell(itemId, count?)
|
|
938
|
-
ctx.game.trade.buy(itemId, count, { shop, inventoryId }) // charge → put, rolls back on failure
|
|
939
|
-
ctx.game.trade.sell(itemId, count, { shop, inventoryId })
|
|
940
|
-
ctx.game.trade.tradableAt(shopId, allItemIds) // derive stock from catalogs
|
|
941
|
-
```
|
|
942
|
-
|
|
943
|
-
## Economy and unlocks
|
|
944
|
-
|
|
945
|
-
```ts
|
|
946
|
-
ctx.game.economy.balance(userId, currencyId) / grant(...) / charge(...) // charge → { reason } | null
|
|
947
|
-
ctx.game.unlocks.has(userId, id) / grant(userId, id) / list(userId) / tree(categoryId)
|
|
948
|
-
```
|
|
949
|
-
|
|
950
|
-
Catalog `requires: [unlockId]` gates validate at command time.
|
|
951
|
-
|
|
952
|
-
## Crafting, tech tree & production
|
|
953
|
-
|
|
954
|
-
Four **pure** primitives (no ctx, no renderer) for survival-crafting, tech-tree, factory, and farming games. All are catalog-first: recipes, tech nodes, production rates, and crop stages are game **data** you feed the primitive — the engine owns the graph math, the timers ride `ctx.time` (game-seconds), never wall-clock.
|
|
955
|
-
|
|
956
|
-
**Recipe graph** — `@jgengine/core/crafting/recipe`. A `RecipeDef` is `{ id, inputs: RecipeItem[], outputs: RecipeItem[], seconds?, station?, stationRange?, requires? }` — inputs + optional required-workstation-in-range + time → outputs. `craft(state, layout, traits, recipe, context)` consumes inputs and produces outputs on an `InventoryState` **atomically** (rejects `missing-inputs` / `no-station` / `locked` / `no-output-space` without mutating on failure); `canCraft(...)` is the dry-run. `context = { origin?, stations?, unlocked? }`: `stationSatisfied` checks a matching placed workstation (`{ catalogId, position }`) within `stationRange` of `origin`, and `requires` gates on `unlocked(id)` (wire it to `ctx.game.unlocks.has` or the tech tree). `createRecipeGraph(defs)` indexes recipes by `producing(itemId)` / `using(itemId)` / `category`. Long crafts schedule completion with `ctx.time.after(craftSeconds(recipe), …)`.
|
|
957
|
-
|
|
958
|
-
**Tech tree** — `@jgengine/core/economy/techTree`. **Generalizes flat `unlocks`, does not duplicate it**: a `TechNodeDef extends UnlockDef` adds `requires` (prerequisite node/unlock ids), an optional `recipe` payload, and `grants` (extra flat unlock ids). A node id **is** an unlock id, so flat unlocks are just tech nodes with no `requires`. `createTechTree(defs)` wraps `createUnlocks` internally and gates grants on prerequisites: `unlock(userId, id)` refuses until every `requires` is met, `available(userId)` is the reachable frontier, `recipes(userId)` lists the recipe payloads a player has unlocked (feed them to the recipe graph). `tree(categoryId)` and per-user `has`/`list`/`snapshot`/`hydrate` mirror `unlocks`.
|
|
959
|
-
|
|
960
|
-
**Production building** — `@jgengine/core/crafting/production`. `productionBuilding({ id, inputs, outputs, rate, power?, bufferMultiplier? })` — a placed building that consumes buffered inputs and emits outputs on a timer. `rate` is production **cycles per game-second**; `tickProduction(def, state, { dt, powered? })` advances continuously through `dt` (so pause/fast-forward apply for free) and completes as many cycles as the buffer allows. `feedProduction` / `drainOutput` move items in and out of the internal buffers (a puller/conveyor). `advanceTransport(path, items, dt)` slides items along a belt and splits off `delivered`. `resolvePowerGrid(supply, consumers)` powers demands greedily until supply is exhausted — gate a building's tick on `powered`.
|
|
961
|
-
|
|
962
|
-
**Farming** — `@jgengine/core/crafting/crop`. `CropTileState` is a soil state machine (`untilled` → `tilled` → planted); `tillTile` / `plantCrop` / `waterTile` are pure tile transitions and `advanceCropDay(def, tile)` runs the **day tick** — a `CropDef { stages, regrowDays?, needsDailyWater?, harvest? }` advances a growth stage per watered day and sets `harvestable`; `harvestCrop` yields and either clears the tile or resets a regrow crop. `applyToolToTiles(tiles, center, pattern, apply)` applies a tool across a tile pattern under the cursor — `singleTile()`, `squarePattern(r)`, `diamondPattern(r)`, `rectPattern(w,d)` (watering-can / hoe AoE). `createCropField(catalog)` is the stateful wrapper over a tile grid (`till`/`plant`/`water`/`harvest`/`advanceDay`); drive `advanceDay()` off the calendar day rolling over — `createDayTicker(startDay)` reports how many days `ctx.time.calendar().day` has crossed.
|
|
963
|
-
|
|
964
|
-
## `applyLoadout`
|
|
965
|
-
|
|
966
|
-
```ts
|
|
967
|
-
ctx.player.loadout.register(loadouts) // onInit
|
|
968
|
-
ctx.player.applyLoadout(userId, loadoutId) // → null | { reason }
|
|
969
|
-
```
|
|
970
|
-
|
|
971
|
-
`LoadoutDef = { inventories?: { hotbar: [{ item, count, slot? }], … }, stats?, economy?, unlocks? }`. Application is **all-or-nothing**: every inventory put dry-runs first; any rejection applies nothing. Starter kits gate on `ctx.player.isNew`; class/respawn kits run from commands. Never scatter raw `put`/`grant` calls for a kit.
|
|
972
|
-
|
|
973
|
-
## Quests
|
|
974
|
-
|
|
975
|
-
```ts
|
|
976
|
-
ctx.game.quest.register(catalog) // onInit
|
|
977
|
-
canAccept / accept / abandon / canTurnIn / turnIn / grant / revoke
|
|
978
|
-
progress(userId, questId, objectiveId, delta)
|
|
979
|
-
list(userId) / has(questId)
|
|
980
|
-
bind("entity.died") // kill objectives match objective.target === catalogId
|
|
981
|
-
bind("inventory.added") // collect objectives match objective.item
|
|
982
|
-
```
|
|
983
|
-
|
|
984
|
-
Catalog: `{ id, title, giver?, turnIn?, requires?, objectives: [{ id, kind, target?/item?, count, partyShare? }], rewards? }`. `requires` is satisfied by a completed quest of that id or an unlock. `turnIn` applies declarative `QuestRewards` — `{ xp?: { amount }, economy?: Record<string, number>, items?: { item, count, inventory }[], unlocks?: string[], quests?: string[] }` — note `xp` takes an `{ amount }` wrapper (applied via `stats.delta` + your level-up loop) and each reward `item` names the `inventory` it fills; chained `quests` are auto-offered if acceptable. Events: `quest.accepted` / `quest.updated` / `quest.completed`. `partyShare: { radius, credit: "all" | "tagger" }` extends kill credit to nearby party members.
|
|
985
|
-
|
|
986
|
-
## Social
|
|
987
|
-
|
|
988
|
-
```ts
|
|
989
|
-
ctx.game.social.friends.canRequest / request / accept / decline / remove / block / list / requestsFor // persisted
|
|
990
|
-
ctx.game.social.party.register({ maxMembers }) // then canInvite / invite / accept / decline / kick / leave / promote / list / membersOf / invitesFor
|
|
991
|
-
ctx.game.social.presence.get(userId) // { online, serverId?, zoneId?, instanceId? }
|
|
992
|
-
ctx.game.social.emotes.play(fromUserId, emoteId, radius?) // → { from, emoteId, at, recipients } | { reason }
|
|
993
|
-
ctx.game.social.worldInvites.invite(fromUserId, toUserId, { serverId, joinCode? }) // then canInvite / accept / decline / listFor
|
|
994
|
-
```
|
|
995
|
-
|
|
996
|
-
Party is ephemeral session state (invites expire; leader leaving promotes the next member). Events: `social.friend.added`, `social.party.joined`, `social.party.left`.
|
|
997
|
-
|
|
998
|
-
**World invites** bridge friends and `multiplayer/matchmaking`: an invite carries the `{ serverId, joinCode? }` of the session you're in (the same fields as a `SessionListing`); `accept(userId, inviteId)` → `{ target }` is the join target you hand to your backend's `joinServer`/`joinByCode` — the invite never joins anything itself. Invites are ephemeral like party invites (TTL via `SocialDeps.worldInviteTtlMs`, default 60s; blocked users can't invite either direction). Events: `social.world.invited`, `social.world.accepted`. React: `useWorldInvites()` lists pending invites for the local player.
|
|
999
|
-
|
|
1000
|
-
`emotes.play` reuses `scene.entity.inRadius` to find nearby **player**-role entities (default radius 20) and emits `emote.played` — never build a parallel proximity broadcast. Emote ids are game-defined strings (no registration, same convention as effect ids). Bind it into the existing feed primitive for a HUD feed: `ctx.game.feed.bind("emote.played")` + `useFeed({ action: "emote.played" })` — no dedicated emote hook exists or is needed.
|
|
1001
|
-
|
|
1002
|
-
## Chat
|
|
1003
|
-
|
|
1004
|
-
```ts
|
|
1005
|
-
ctx.game.chat.send(fromUserId, channelId, body) // → { message, recipients } | { reason }
|
|
1006
|
-
ctx.game.chat.whisper(fromUserId, toUserId, body) // stable per-pair channel "whisper:<a>:<b>"
|
|
1007
|
-
ctx.game.chat.history(channelId, { limit?, viewerUserId? }) // viewer filter drops blocked senders
|
|
1008
|
-
ctx.game.chat.register({ id, kind, radius?, historyLimit?, rateLimit? }) // custom channels
|
|
1009
|
-
ctx.game.chat.channels() / snapshot() / hydrate(data)
|
|
1010
|
-
```
|
|
1011
|
-
|
|
1012
|
-
Built-in channels: `global` (everyone), `party` (reuses `social.party.membersOf`; rejects "not in a party"), `proximity` (reuses the same spatial/entity seam as emotes, default radius 20, **player**-role entities only). `kind` picks the recipient resolution; custom channels pick one of the three kinds. Sends are trimmed, capped (500 chars), and rate-limited per user per channel (default 10/10s, sliding window — `createChatRateLimiter` is the reusable pure primitive). Mute rides social's blocked set: blocked pairs can't whisper, and blocked senders are dropped from party/proximity recipients and from `history` when `viewerUserId` is passed. Every send emits `chat.message` (recipients omitted = broadcast). History is a bounded ring per channel (default 100) with `snapshot`/`hydrate` like `Friends`.
|
|
1013
|
-
|
|
1014
|
-
**Remote chat seam** (`multiplayer/chatContract`): `ChatTransport` is the hook-shaped contract (`useMessages(channelId | "skip")` / `useActions()`, identity-stable like `PresenceTransport`); `ChatSync` is the callback shape for backends that can't host React hooks. Bindings: ws — `createWsBackend(...).chatSync` / `.chatSyncFor(serverId)` over `chatSend` frames + a `chat` update channel (host relays per-channel rings, validates length + rate limit); Convex — `@jgengine/convex/convexChatTransport` `createConvexChatTransport({ messages, sendMessage })` (one live query + one mutation); local/dev — `createLocalChatTransport()`. React lifts a `ChatSync` via `chatTransportFromSync`.
|
|
1015
|
-
|
|
1016
|
-
## Cosmetic loadout
|
|
1017
|
-
|
|
1018
|
-
```ts
|
|
1019
|
-
ctx.player.cosmetics.register(defs) // onInit — Record<loadoutId, { slots: Record<slot, cosmeticId> }>
|
|
1020
|
-
ctx.player.cosmetics.apply(userId, loadoutId) // merges the preset's slots
|
|
1021
|
-
ctx.player.cosmetics.equip(userId, slot, cosmeticId | null) // set/clear one slot directly
|
|
1022
|
-
ctx.player.cosmetics.get(userId) // Record<slot, cosmeticId>
|
|
1023
|
-
```
|
|
1024
|
-
|
|
1025
|
-
A per-player appearance layer distinct from `applyLoadout` (which grants inventory/stats/economy/unlocks) — cosmetics never touch gameplay state, only equipped slot ids for your renderer to read. Emits `cosmetics.changed`.
|
|
1026
|
-
|
|
1027
|
-
## Possession
|
|
1028
|
-
|
|
1029
|
-
```ts
|
|
1030
|
-
ctx.player.possession.own(userId, entityId) / disown / owns / listOwned(userId)
|
|
1031
|
-
ctx.player.possession.active(userId) // → entityId, defaults to userId itself
|
|
1032
|
-
ctx.player.possession.possess(userId, entityId) // → null | { reason } — must be owned + spawned
|
|
1033
|
-
```
|
|
1034
|
-
|
|
1035
|
-
A player can own N scene entities (party members, vehicles, a possessed creature) and control exactly one at a time — distinct from `game.social.party`, which is a social grouping, not a control model. `possess` flips the previous/next entity's scene `EntityRole` between `"player"`/`"npc"` and emits `possession.swapped`; `@jgengine/shell`'s `GamePlayerShell` reads `active(userId)` every frame to rebind WASD movement, tab-targeting, hotbar `from`, and the camera rig's `followEntityId` to whichever entity is currently controlled — a game never wires this rebind itself.
|
|
1036
|
-
|
|
1037
|
-
## Form / shapeshift
|
|
1038
|
-
|
|
1039
|
-
```ts
|
|
1040
|
-
ctx.scene.entity.form.register(defs) // onInit — FormDef[] = { id, movement?, abilities?, model? }
|
|
1041
|
-
ctx.scene.entity.form.shapeshift(instanceId, formId, durationSeconds?) // → null | { reason }
|
|
1042
|
-
ctx.scene.entity.form.active(instanceId) // → formId | null
|
|
1043
|
-
ctx.scene.entity.form.abilities(instanceId) // → readonly string[] | null
|
|
1044
|
-
ctx.scene.entity.form.revert(instanceId) // early revert
|
|
1045
|
-
```
|
|
1046
|
-
|
|
1047
|
-
A `form` bundles movement params + an ability-id list + a mesh into one swappable unit (shapeshift/transformation — V Rising bear/wolf/bat, Wukong's boss transformation). `model` reuses the entity's catalog `name` (the same key `entityModels`/`entitySprites` resolve against), so the mesh swap rides the existing render lookup — no parallel mesh field. `durationSeconds` is **game time**: it schedules the automatic revert through `ctx.time.after`, so it obeys pause and fast-forward like everything else on the clock. Emits `form.changed`.
|
|
1048
|
-
|
|
1049
|
-
## Events, feed, leaderboard
|
|
1050
|
-
|
|
1051
|
-
```ts
|
|
1052
|
-
ctx.game.events.on(name, handler) // register in onInit; typed GameEventMap
|
|
1053
|
-
ctx.game.feed.bind(action) // pipe an engine event into a ring buffer (default 20)
|
|
1054
|
-
ctx.game.feed.push(action, entry) // manual channels (chat, crafting)
|
|
1055
|
-
ctx.game.feed.recent(action, { limit? })
|
|
1056
|
-
ctx.game.leaderboard.track({ stat, scope: "global" | "server" | "profile" }) // onInit
|
|
1057
|
-
ctx.game.leaderboard.increment(userId, stat, { scope, by? }) / getTop / getProfile
|
|
1058
|
-
```
|
|
1059
|
-
|
|
1060
|
-
`ctx.game.commands.define(name, { validate?(ctx, input), apply(ctx, input) })` registers a verb (`has`/`names`/`run` round it out); `run(name, input)` returns `{ status: "applied", state } | { status: "rejected", reason } | { status: "unknown-command" }`. `apply` may either **return** the next state (the classic reducer shape) or mutate `ctx` in place and return **nothing** — `run` keeps the current `ctx` as `state` when `apply` returns `void`, so a handler that only calls other `ctx` methods (spawn, effect, loot.grantToPlayer, …) doesn't need a pointless `return ctx`. **Event handlers use `ctx` directly** the same way (side effects: leaderboard, economy, scheduling) and never reassign state. One feed primitive for kill feeds, loot logs, quest updates — no per-domain feed hooks.
|
|
1061
|
-
|
|
1062
863
|
## `ctx.game.store` — reactive game state
|
|
1063
864
|
|
|
1064
865
|
```ts
|
|
@@ -1077,134 +878,6 @@ A reactive per-game keyed store (`ObservableKeyedStore<unknown>`) attached to `G
|
|
|
1077
878
|
`ctx.game.cards.pile(id, config?)` and `ctx.game.turn.loop(id, config?)` lazily create (config required on first call) or return the existing notify-wrapped `CardPile`/`TurnLoop` for `id` — call with just the id after the first `onInit` seed to fetch the same instance; every mutating method is wrapped so it bumps `ctx.version()`/notifies `ctx.subscribe` automatically, same as every other `ctx` surface. This replaces manually constructing `createCardPile`/`createTurnLoop` and wiring notification yourself.
|
|
1078
879
|
|
|
1079
880
|
## Movement, pose, input
|
|
1080
|
-
|
|
1081
|
-
```ts
|
|
1082
|
-
ctx.player.movement.getPose(id) / setPose(id, "crouch") // validates catalog movement.poses
|
|
1083
|
-
ctx.player.movement.getAim(id) / setAim(id, "ads") // ADS = aim state + zoom modifier, not a pose
|
|
1084
|
-
```
|
|
1085
|
-
|
|
1086
|
-
Poses (`standing/crouch/prone/running`) change the collision capsule (`POSE_HITBOX`); aim pairs with a `player.stats` zoom modifier on `"reticle"`. Game code reads action names only (`isDown("aim")`, `wasPressed("interact")`) — hold vs toggle is resolved by the binding config, never by raw key branches.
|
|
1087
|
-
|
|
1088
|
-
### `ctx.input` — polling the raw controls
|
|
1089
|
-
|
|
1090
|
-
`ctx.input` (`@jgengine/core/runtime/inputSnapshot`) is a per-frame held-action snapshot for `onTick` to poll, distinct from the command-dispatch path (bound actions still run commands the normal way): `publish(held: readonly string[])` (the shell calls this once per frame before `onTick`), `isDown(action)`, `held()` for the full list. Publishing never bumps `ctx.version()` — it's a poll surface, not reactive state.
|
|
1091
|
-
|
|
1092
|
-
**`repeatMs`** — bind an action as `{ hold: [...], repeatMs: 150 }` (`input/actionBindings`) and the shell fires its command on the down edge, then again every `repeatMs` while held, resetting on release (hotbar-style repeat-fire without a per-game timer).
|
|
1093
|
-
|
|
1094
|
-
**Aim on generic commands** — every command resolved from a bound action now runs with `{ yaw, pitch, aim: { yaw, pitch } }` in its payload, so a handler can read the camera-relative aim without going through `pointer.worldHit()`.
|
|
1095
|
-
|
|
1096
|
-
### Controller kinematics — movement config, physics tuning, respawn
|
|
1097
|
-
|
|
1098
|
-
`PlayableGame.movement` (`PlayerMovementConfig`) tunes the shell's built-in walk controller (never touch `PhysicsWorld` for ordinary player movement):
|
|
1099
|
-
|
|
1100
|
-
```ts
|
|
1101
|
-
movement: {
|
|
1102
|
-
mode?: "free" | "axis" | "grid"; // "free" (default) camera-relative; "axis" locks travel to one world axis; "grid" snaps each committed position to cell centers
|
|
1103
|
-
axis?: "x" | "z"; // world axis for mode "axis". Default "x"
|
|
1104
|
-
cellSize?: number; // cell size for mode "grid". Default 1
|
|
1105
|
-
collideObjects?: boolean; // collide the walking player against placed scene objects (unit-box AABBs) even without collision.voxel
|
|
1106
|
-
beforeCommit?: (frame: MovementCommitFrame) => readonly [number, number, number] | undefined | void; // intercepts each frame's resolved position before the pose commits; return a replacement to constrain/redirect the step
|
|
1107
|
-
}
|
|
1108
|
-
```
|
|
1109
|
-
|
|
1110
|
-
`nav/navConstrain`'s `constrainToNavGrid(grid, { y? })` is a standalone walkable-pass-through + wall-sliding helper over a `nav/navGrid`; its `(proposed, entity)` shape doesn't match `beforeCommit`'s `(frame) => [x,y,z]` signature directly, so wire it in with a small adapter closure rather than passing it straight through.
|
|
1111
|
-
|
|
1112
|
-
`defineGame({ physics: { gravity, jumpVelocity } })` drives the kinematics controller directly: `gravity` (signed, e.g. `-24`) and `jumpVelocity` override the built-in tuning; omit either to keep the defaults. This is the one global exception to "never player tuning in `defineGame`" — it configures the shared controller, not a catalog entry. It is still **distinct** from `physics/physicsWorld`'s standalone rigid-body sim (see below) — `defineGame.physics` never touches that sim.
|
|
1113
|
-
|
|
1114
|
-
**Vertical motion intents** — `ctx.player.motion` (`@jgengine/core/runtime/motionIntents`): `impulse(vy)` adds to the vertical velocity the shell's controller is about to integrate, `setVerticalVelocity(vy)` replaces it outright, `setY(y)` wins over physics for that frame. The shell calls `takePending()` once per frame, before integrating gravity, to drain what accumulated; this is not reactive state (jump pads, launch abilities, bounce pads).
|
|
1115
|
-
|
|
1116
|
-
**`collision: { voxel: true }` — object lattice as solids.** When set, the shell's local player uses a voxel body whose `isSolid(x,y,z)` is rebuilt from `ctx.scene.object.list()` as exact `` `${x},${y},${z}` `` keys (integer cell queries). Integer-placed objects are walkable/blocking; fractional-coord objects decorate without colliding. Removing an object opens a real trapdoor under gravity — do not fake the fall with `setPose`. `visual.scale` does not shrink the collider (always a unit cell). The voxel body is created once; prefer `motion.setY` / `impulse` for vertical relocation — full XY teleport of the local voxel body is not supported. Solid cache rebuilds when object **count** changes. Recipe: `jgengine-newgame` → voxel trapdoor board.
|
|
1117
|
-
|
|
1118
|
-
**Respawn** — `ctx.scene.entity.spawnPoseOf(id)` reads the spawn pose, `resetToSpawn(id)` teleports back to it with zero velocity, `resetAllToSpawn(filter?)` does it for every entity matching an optional filter and returns the count (round resets, out-of-bounds recovery).
|
|
1119
|
-
|
|
1120
|
-
## Touch & mobile
|
|
1121
|
-
|
|
1122
|
-
Every game is touch-playable with zero per-game input code. On a coarse-pointer device the shell derives a `TouchScheme` from the game's `input` bindings (`deriveTouchScheme`, `@jgengine/core/input/touchScheme`): a virtual joystick binds whichever of `moveForward`/`moveBack`/`moveLeft`/`moveRight` (or `turnLeft`/`turnRight`) are bound, on-screen buttons cover the remaining actions, and drag-to-look mounts automatically for `first`-person camera rigs. Touch controls feed synthetic `touch:<action>` codes into the same `ActionStateTracker` the keyboard uses — game code reads `isDown`/`wasPressed` and never branches on input source.
|
|
1123
|
-
|
|
1124
|
-
Refine the derived scheme with the `touch` field of `defineGame({...})` (`TouchControlsConfig`, all optional):
|
|
1125
|
-
|
|
1126
|
-
```ts
|
|
1127
|
-
touch: {
|
|
1128
|
-
gestures: {
|
|
1129
|
-
tap: "rotateCw",
|
|
1130
|
-
swipeUp: "hold",
|
|
1131
|
-
swipeDown: "hardDrop",
|
|
1132
|
-
drag: { left: "shiftLeft", right: "shiftRight" },
|
|
1133
|
-
},
|
|
1134
|
-
buttons: [
|
|
1135
|
-
{ action: "rotateCcw", label: "CCW" },
|
|
1136
|
-
{ action: "softDrop", label: "Soft" },
|
|
1137
|
-
],
|
|
1138
|
-
},
|
|
1139
|
-
```
|
|
1140
|
-
|
|
1141
|
-
- **`gestures`** — bind `tap` / `swipeUp` / `swipeDown` / `swipeLeft` / `swipeRight` / `drag` (`{ left?, right?, up?, down?, stepPx? }`, repeats its action every `stepPx` of travel) on the play surface. An action consumed by a gesture is removed from the derived button set.
|
|
1142
|
-
- **`buttons`** — curate the on-screen cluster (order preserved; bare string or `{ action, label?, icon? }`); omit to auto-derive one button per remaining bound action. Buttons render a glyph, not text: `iconForAction` (`@jgengine/react/gameIcons`) resolves the action name to a `GameIconName` (`jump`, `sprint`, `rotateCw`, `hardDrop`, `swap`, `hand`, `restart`, arrows, …), the `label` becomes the `aria-label`; set `icon: "<GameIconName>"` to pick one explicitly or `icon: false` to force the text label.
|
|
1143
|
-
- **`hidden`** — actions to drop from the derived buttons without gesture-binding them.
|
|
1144
|
-
- **`movement: false`** — suppress the virtual joystick even when movement actions are bound.
|
|
1145
|
-
- **`look` / `lookSensitivity`** — drag-to-look on the play surface; defaults to `true` for `first`-person camera rigs, `0.005` radians/px.
|
|
1146
|
-
- **`touch: false`** — opt out entirely when the game's own DOM UI is already touch-native.
|
|
1147
|
-
|
|
1148
|
-
`useDisplayProfile()` (`@jgengine/react/display`) reports `{ coarsePointer, compact, portrait }` — live media-query state, SSR-safe — for adaptive HUD layout; see the mobile/touch rules in [`reference/ui-react.md`](reference/ui-react.md).
|
|
1149
|
-
|
|
1150
|
-
## Interaction — `proximityPrompt`
|
|
1151
|
-
|
|
1152
|
-
One primitive for all float UI: `{ radius, display, invoke }` where `display` is `{ kind: "keybind", actionId }` | `{ kind: "gauge", gaugeId }` | `{ kind: "label", text }` and `invoke` is `{ command, args? }` or null (display-only). `talkable: "dialogue_id"` on an entity expands to a talk prompt. Engine picks the nearest prompt in radius (priority tie-break). Never build per-game hint resolver chains.
|
|
1153
|
-
|
|
1154
|
-
## Pointer-driven input and navigation
|
|
1155
|
-
The **pointer is a service, not per-game glue**. Opt in with `camera` plus a `pointer` config in `defineGame({...})`; the shell casts the cursor into the world and dispatches commands you define — verbs stay commands, catalogs stay data.
|
|
1156
|
-
- **`pointer.worldHit()` (shell service).** The shell raycasts the cursor to `{ point, normal, entity, object }` (a renderer-free `PointerHit` from `@jgengine/core/input/pointer`) — entity/object are the topmost instance ids under the cursor, else `null`, with a ground-plane fallback for open terrain. Consume it renderer-free: `aimToPoint(origin, point)` builds an `Aim` for `item.use`/projectiles (ground-target skillshots, twin-stick), `groundOf(hit)` drops to `[x, z]` for routing. `pointer.worldHitCenter()` is the same raycast pinned to the viewport center instead of the live cursor — the reticle-aim query a locked/hidden-cursor rig (first-person, gamepad) needs when there is no cursor position to read.
|
|
1157
|
-
- **The `pointer` field of `defineGame({...})`** (all optional): `moveCommand` (left-click ground → `run(cmd, { point, entity, object })`, click-to-move), `select` (left-drag marquee + single-click box-select of entities), `orderCommand` (right-click ground → `run(cmd, { selection, point })`, issue a command to the selection), `contextMenu` (right-click an entity/object → its catalog `verbs` menu), `secondaryCommand` (right-click ground/entity/object → `run(cmd, { point, entity, object, aim })` when neither `orderCommand` nor `contextMenu` claims the click — a generic right-click verb for games with no selection/RTS model), `aim` (route the primary ability's aim to the cursor), `grabWorldItems` (left-click a `worldItem` within pickup radius → engine-owned `ctx.scene.worldItem.pickup`, no game command). Enabling `select`/`moveCommand` frees the left button for verbs; orbit moves to middle-drag.
|
|
1158
|
-
- **`createDragCapture({ maxPull?, grabRadius? })`** (`@jgengine/core/input/pointer`) — a renderer-agnostic slingshot/drawback state machine: `begin(origin, at)` starts a pull (rejected outside `grabRadius`), `update(at)` tracks the cursor, `release()` returns the final `DragState { origin, current, pull, magnitude, fraction }` (pull clamped to `maxPull`), `cancel()` aborts. Angry Birds-style slingshots, bow drawback, throwable wind-up — pair with `aimToPoint` to fire.
|
|
1159
|
-
- **Selection math** (`scene/selection`) is pure and testable: `createSelectionSet()`, `screenRect`/`selectWithinRect`/`isMarquee` over projected screen points.
|
|
1160
|
-
- **Context menu** (`interaction/contextMenu`): a catalog entity/object carries `verbs: contextVerb(label, command, args?)[]`; the shell builds the menu with `buildContextMenu` and dispatches the chosen command via `contextVerbInput` (verb args + `target`/`point`, so one handler can walk-then-act).
|
|
1161
|
-
- **Navmesh + A\*** (`nav/navGrid`): `createNavGrid({ bounds, cellSize, diagonal? })` → mark obstacles with `blockAabb`/`setWalkable`, or `populateNavGridFromEnvironment(grid, world)` to block every generated building's footprint on an `environment()` world's `structures` in one call (returns the count blocked) instead of hand-walking the district. `findPath(grid, from, to, { clearance?, smooth?, stepCost? })` returns a string-pulled `[x, z]` polyline (blocked start/goal snap to the nearest walkable cell) feeding **both click-to-move and AI routing**; `stepCost?(from, to)` multiplies the base cost of a grid step — `slopeStepCost(terrainField, weight?)` is the ready-made factory that penalizes steep terrain (routes around cliffs instead of over them). Renderer-free — AI and gameplay consume it without the shell.
|
|
1162
|
-
- **`pathFollow`** (`nav/pathFollow`): the lighter authored-polyline mover for tower-defense creeps that needs no navmesh — `createPathFollow({ waypoints, speed, loop? })` + pure `advancePathFollow(config, state, dt)` (crosses multiple waypoints per tick, reports `done`/`heading`/`distanceTravelled`). Feed it a navmesh route with `pathFromNav(route, elevation, offset?)` and the same follower drives click-to-move — `elevation` is either a fixed `y` or a `{ sampleHeight(x, z) }` field (any `TerrainField` qualifies), so a route across relief rides the ground instead of a flat plane.
|
|
1163
|
-
- **`constrainToNavGrid(grid, { y? })`** (`nav/navConstrain`) is a standalone walkable-pass-through + wall-slide helper: it passes through walkable moves, slides along walls at the navmesh boundary instead of stopping dead, and optionally remaps `y` to the grid. Its `(proposed, entity)` shape doesn't match `PlayerMovementConfig.beforeCommit`'s `(frame) => [x,y,z]` signature, so wire it in with a small adapter closure (see "Controller kinematics" above) to wall a player/AI to the same navmesh `findPath` already routes against.
|
|
1164
|
-
## AI — director, threat, jobs, crowds (`ai/*`)
|
|
1165
|
-
Renderer-free AI over the same navmesh (`findPath`/`pathFollow`) gameplay already uses. Everything ticks on **game-time `dt`** (the `ctx.time` simClock delta), so it obeys pause and fast-forward for free. Manifests, patrol routes, job definitions, threat weights, and POIs are **game data** — the primitives own the loop, the catalog owns the content.
|
|
1166
|
-
- **Spawn director** (`ai/spawnDirector`) — budgets and escalates spawns for wave shooters and difficulty directors (Brotato, Bloons TD 6, Risk of Rain 2, Helldivers 2, Deep Rock Galactic). `createSpawnDirectorState(config)` then pure `advanceSpawnDirector(config, state, dt, { alive, players? })` → `{ state, spawns: SpawnRequest[] }`. Each `WaveManifest` grants a `budget` spent on affordable weighted `SpawnEntry`s (`cost`/`weight`/`minWave`), capped by `maxAlive`; `duration` auto-advances waves (or call `advanceWave` on "wave cleared"). Budget also trickles via `budgetPerSecond`, ramps a difficulty curve with `escalationPerSecond` (grows with sim-time), scales with `playerBudgetPerSecond`, and surges on `raiseAlert(state, amount)` decaying over time (bug-breach/dropship escalation). Seeded (`seed`) so ticks are deterministic. `pickSpawnPoint(points, players, { roll, bias })` biases placement toward (or away from) players. `config.spawnPoints?: NavPoint[]` lets the director pick a point itself: each `SpawnRequest` then also carries `point` (the chosen `[x, z]`, biased by `config.spawnPointBias`) and `laneId` (the point's index into `spawnPoints`) — feed multiple named lanes/portals and read `laneId` back to route the spawned entity down its lane instead of correlating positions by hand.
|
|
1167
|
-
- **Threat table** (`ai/threat`) — MMO/extraction aggro (Escape from Tarkov, WoW-style tanking). `createThreatTable({ decayPerSecond?, max?, forgetBelow? })`: `add(source, amount)` accumulates, `decay(dt)` bleeds off per game-second and forgets emptied sources, `highest({ current?, stickiness? })` returns the top-threat source to feed `scene/targeting` — `stickiness` (e.g. 1.1) keeps the current target until another exceeds it by that factor, so aggro doesn't jitter. `ranked()` for a threat meter.
|
|
1168
|
-
- **Patrol** (`scene/behaviors`) — `patrol({ waypoints, speed, loop? })` is a `BehaviorDescriptor` (a route is data) that layers a fixed beat on top of `wander`; drive it with `createPathFollow`/`advancePathFollow` (lane creeps, scav patrols in Deadlock/Tarkov). Route waypoints between guard posts with `findPath`.
|
|
1169
|
-
- **Job board** (`ai/jobBoard`) — colony/companion task assignment (Palworld stations, Schedule I employees, Sons of the Forest directives). `createJobBoard()`: `post(job)` a `JobDef` (`station`, `work` seconds, `priority`, `arriveRadius`, `repeat`), `claim(worker)` auto-pulls the highest-priority queued job or `assign(worker, jobId)` for a player order (steals it from its holder), `release` requeues. Per tick `advance(worker, dt, { distanceToStation })` runs the state machine `travelling → working → done` (path to `station(worker)` via `findPath`, occupy, run the loop), returning a `JobReport` on completion; `repeat` jobs re-run as a production loop and report each cycle.
|
|
1170
|
-
- **Crowd flow** (`ai/crowd`) — many agents routing to their own points of interest with congestion (Two Point Museum corridors, Dave the Diver seating). `computeFlowField(grid, goals, { clearance?, congestion? })` runs Dijkstra from the goals over the walkable grid → `direction(point)`/`next(point)` steer any agent toward the nearest goal (no per-agent A*). `createCrowdField(grid)` tracks per-cell occupancy (`enter`/`leave`/`count`); pass `crowd.penalty(weight)` as the field's `congestion` to reroute flow around crowded cells each tick. `selectPoi(pois, from, { roll, occupancy?, distanceBias?, distance? })` weights a POI by appeal and proximity, skips ones at `capacity`, and accepts a `distance` override (e.g. `findPath` length) to choose over the navmesh, not line-of-sight.
|
|
1171
|
-
## Map, fog of war & ping
|
|
1172
|
-
Minimap/world-map/fog/compass state is renderer-free core (`world/*`), the top-down terrain image bakes in the shell, and the minimap/compass/world-map are react components. Ping rides the existing party + feed — it is not a new channel.
|
|
1173
|
-
- **Markers** (`world/markers`): `createMarkerSet()` is a reactive keyed set of `MapMarker { id, kind, position, label?, owner?, expiresAt?, meta? }` — `add`/`remove`/`get`/`list`/`query({ kind, owner, near, radius })`/`prune(now)`/`subscribe`. `kind` is a game-owned catalog string; `DEFAULT_MARKER_KINDS` (objective/enemy/loot/location/danger/ping/player/ally) supplies colors + glyphs the react map reads (override with your own `MarkerKindStyle` palette). Objective/entity/loot markers all live here.
|
|
1174
|
-
- **Fog of war** (`world/fog`): `createFogField({ bounds, cellSize })` is reveal-on-event — `reveal(x, z, radius?)` (a dig/act), `revealAlong(from, to, radius?)` (a walked trail); once a cell is revealed it stays revealed. `isRevealed`/`fraction`/`cells()` (stable snapshot for rendering)/`reset`/`subscribe`.
|
|
1175
|
-
- **Minimap math** (`world/minimap`): pure projection + bearings — `projectToMinimap(worldPoint, { center, worldRadius, size, rotate? })` → pixel `{ x, y, inside, distance }` (north = −Z maps up), `clampToMinimapEdge` for off-map markers, `compassBearing(from, to)`/`headingToBearing(yaw)`/`bearingToCardinal`/`relativeBearing` for the compass strip.
|
|
1176
|
-
- **Ping** (`game/ping`): `classifyPing(hit, { roleOf, categoryOf }, options?)` turns a G1 `pointer.worldHit()` `PointerHit` into a category (hostile entity → `enemy`, tagged object → its catalog category, open ground/ally → `location`). `createPingSystem({ markers, feed, party?, ttlMs?, classify, classifyOptions? })` composes classify + broadcast: `ping(from, hit, category?)` classifies, drops a categorized marker, and pushes the `PingPayload` to the party feed under `PING_FEED_ACTION` (`"party.ping"`) — the shell's feed bridge fans it to the squad. `DEFAULT_PING_CATEGORIES` is the enemy/loot/location/danger wheel. Enable the verb with the `pointer.pingCommand` field of `defineGame({...})`: the shell binds the `ping` input action → `worldHit()` → runs your command with `{ point, entity, object, normal }`.
|
|
1177
|
-
- **Shell render** (`@jgengine/shell/map`): `bakeTerrainMap(field, bounds, { resolution? })` renders a `TerrainField`/`RegionField` to a top-down PNG data-URL for the map background; `MapMarkerBeacons({ markers })` renders world-space beacons (the visible side of a ping) — wire via the `WorldOverlay` field of `defineGame({...})`. See the `extraction-map` demo game.
|
|
1178
|
-
## Sensors, vision & observer tools (`sensor/`)
|
|
1179
|
-
Pure `@jgengine/core/sensor/*` primitives for querying and surfacing world state the player can't normally see or reach through the standard occlusion/proximity rules — reveal vision, hidden-state sensors, photo-mode framing, and session replay. Shell renderers/HUD pieces live in `@jgengine/shell/vision` and `@jgengine/shell/replay`.
|
|
1180
|
-
| Primitive | Answers |
|
|
1181
|
-
|-----------|---------|
|
|
1182
|
-
| `createRevealQuery({ resolvePosition, resolveTags, candidates })` → `RevealQuery` | `inRadius(center, radius, tags)` — occlusion-ignoring tagged-entity radius query (Dark Sight / detective-vision reveal, #115). `inRadius` already never checks occlusion (only combat's AoE `effect()` layers a LoS filter on top of it) — this is that same query shaped for a vision readout: scoped to catalog-declared tags, sorted nearest-first |
|
|
1183
|
-
| `probeHiddenState(origin, sources, { range, variableId, falloff? })` / `probeHiddenStateAll(...)` → `SensorReading \| null` | A sensor verb: reads a hidden zone/entity state variable (EMF/thermometer/geiger, #116) in range, strongest reading first; `strength` falls off linearly with distance by default |
|
|
1184
|
-
| `projectToView(camera, point)` → `FrustumProjection` | Pure camera-frustum projection (no three.js) — `inView`, `screenX/screenY` (-1..1), `distance` |
|
|
1185
|
-
| `framingScore(projection, config?)` → `number` | 0..1 framing quality from screen-center placement + distance-to-ideal (photo-mode "is this subject framed", #117) |
|
|
1186
|
-
| `createFrustumSensor(config?)` → `FrustumSensor` | `tick(camera, targets, dt)` — per-target in-view + framing + `dwellSeconds` (resets the instant a target leaves frame); a view-frustum sensor on a held camera object (Content Warning-style monster-filming scoring) |
|
|
1187
|
-
| `createRecordingBuffer(options?)` → `RecordingBuffer<T>` | `append(t, data)` / `seek(t)` / `range(fromT, toT)` — a session-recording buffer for replay/photo mode/kill-cam (#120), keyed on game-time so pause/fast-forward scrub consistently |
|
|
1188
|
-
| `colorDistance(a, b)` / `concealmentScore(entityColors, backgroundColors)` / `createConcealmentSensor(config?)` → `ConcealmentSensor` | Camouflage/blend-in scoring — how well an entity's palette matches its surroundings (hide-and-seek, stealth camo checks) against a `threshold` |
|
|
1189
|
-
| `createFreezeMonitor(config?)` → `FreezeMonitor` | Detects a tracked subject moving past a tolerance speed during a "freeze" window (red-light-green-light, statue games) and reports `FreezeViolation`s |
|
|
1190
|
-
Shell wiring: `@jgengine/shell/vision/RevealVision` (`RevealHighlights` — depth-test-disabled 3D highlight meshes for tagged entities in radius, meant for `WorldOverlay`; `RevealScreenTint` — full-screen CSS tint for "vision mode is on", meant for `GameUI`), `@jgengine/shell/vision/HiddenStateProbeHud` (`SensorReadoutMeter` — needle-strength HUD readout), `@jgengine/shell/vision/FrustumSensorHud` (`FrustumSensorReadout` — drives the sensor off the live render camera via `useThree`/`useFrame`, portals its HUD through drei's `Html fullscreen`), `@jgengine/shell/replay/useSessionRecorder` (records an entity's pose into a `RecordingBuffer` every frame; drive an observer-cam ghost, scrubber, or kill-cam export from it). The detached spectator/photo cam itself is the `observer` camera rig (see Camera rigs above) — bind it to any entity or fixed point.
|
|
1191
|
-
|
|
1192
|
-
## World features
|
|
1193
|
-
|
|
1194
|
-
Renderer-free world surface — query primitives, environment fields + weather + realm composition, survival meters/moodles, interactive building & terraform, the optional headless physics world, vehicles/mounts/racing, and spawn placement. Full surface: **[reference/world.md](reference/world.md)**.
|
|
1195
|
-
|
|
1196
|
-
## Turn-based & tactics (renderer-free)
|
|
1197
|
-
|
|
1198
|
-
Pure-`core` primitives for turn-based, grid-tactics, and card games — every one is a stateful factory with matching pure math, and every stateful piece exposes `capture()`/`restore()` so it plugs straight into the snapshot store. Overlays and tile art are the shell's/game's job; these ship the logic.
|
|
1199
|
-
|
|
1200
|
-
- **`turn/turnLoop` — `createTurnLoop(config)`.** An initiative machine over an ordered participant list with optional `phases` and per-turn action-economy `pools`. `advanceTurn()` walks the order (round++ on wrap) and **resets the entering participant's pools**; `advancePhase()` steps phases then rolls into the next turn. Pools are catalog data (`{ id, max, start? }`) — a single Slay-the-Spire energy pool or BG3's Action/Bonus/Movement/Reaction set, spent independently via `spend/canSpend/gain/refill`. `setOrder`/`addParticipant`/`removeParticipant` re-roll initiative without losing the active pointer. `config.onTurnStart?(participantId)`/`onTurnEnd?(participantId)` fire on every `advanceTurn()` transition (start also fires once for the initial participant at construction) — hang status-effect ticks, "your turn" banners, or AI-turn kickoff here instead of diffing `state()` between ticks yourself. `ctx.game.turn.loop(id, config?)` is the runtime-wired accessor: lazily creates (config required the first call) or returns the existing notify-wrapped loop for `id`, so a HUD bound to `ctx.subscribe` re-renders on every turn/phase/pool change with no separate store to wire.
|
|
1201
|
-
- **`turn/commit` — `createCommitController({ mode })`**, also hosted at `turnLoop.commit`. Three commit modes: `immediate` (submit resolves now), `simultaneous` (sealed hidden submissions → `reveal()` once `allReady()`, deterministic order — Marvel Snap), and `rewind` (visible `pending()` → `rewind()` to discard or `commit()` to finalize).
|
|
1202
|
-
- **`turn/intent` — `createIntentBoard()`.** A minimal per-participant "what will you do" board, lighter than a full commit round: `declare(participantId, { kind, magnitude?, targetId?, note? })` records one intent per participant (overwriting any prior undeclared one), `peek(participantId)` reads without clearing, `all()` lists every declared `[participantId, intent]` pair (for an enemy-intent HUD row, Slay-the-Spire style), `consume(participantId)` reads and clears in one call, `clear(participantId?)` clears one or everyone. Reach for this when you need visible declared-but-not-yet-resolved intents (telegraphed enemy actions) without the full simultaneous-reveal machinery of `turn/commit`.
|
|
1203
|
-
- **`tactics/tacticalGrid` — `createTacticalGrid({ width, height, blocked?, diagonal?, world? })`.** Tile occupancy (one unit per tile), `reachable(from, budget)` flood-fill (respects walls + occupants), `path(from, to)` shortest route, and `push(id, dir, { distance, chain })` discrete knockback-to-tile — chained collisions transfer momentum through struck units (Into the Breach), or stop with a recorded `PushCollision` against `wall`/`edge`/another unit. `world: { origin: [x, z], tileSize }` (mirroring `navGrid`'s bounds+cellSize convention) turns on `worldToTile(x, z)` (world point → `Tile | null`, null outside the grid) and `tileToWorld(tile)` (a tile's world-space center) — the render/pointer-hit round trip between the tactics grid and the 3D scene; omit `world` for a grid used purely as abstract logic (both throw if called without it).
|
|
1204
|
-
- **`tactics/predictiveQuery` — `predictAreaEffect`/`predictArcEffect`/`predictTiles`.** A "would-this-effect-hit" query for pre-commit overlays and enemy-intent telegraphs. It reuses the **exact** AoE/LoS targeting behind `ctx.scene.entity.effect` (`combat/effects` `resolveAreaTargets`) so the predicted target set matches what the effect would actually drain — without committing any state change.
|
|
1205
|
-
- **`tactics/snapshot` — `createSnapshotStore()`.** Cheap, repeatable turn-undo: `register(id, slice)` any `capture()/restore()` slice (the grid, surfaces, and turn loop all qualify), then `capture()/restore()` a deep-cloned snapshot or use the `push()/pop()` undo stack. `deepClone` handles objects/arrays/Map/Set so a held snapshot is immune to later mutation.
|
|
1206
|
-
- **`tactics/surface` — `createSurfaceLayer({ kinds, reactions })`.** A stateful tile surface layer with its own `tick(dt)` (timed surfaces decay + expire) and a **combination matrix** — `reactions` is data (`{ when: [a, b], result }`), so grease+fire→fire and water+lightning→electrified are catalog entries, not hard-coded. Distinct from terrain/water; drive its tick from `onTick`'s game-time `dt`.
|
|
1207
|
-
|
|
1208
881
|
## External data — `data/dataSource` and the dev proxy
|
|
1209
882
|
|
|
1210
883
|
Renderer-free async-state primitives (`@jgengine/core/data`) for a game that reads a live external source (a leaderboard API, a session browser, remote config) — distinct from `ctx.game.store`/multiplayer, which are for the game's own authoritative state.
|
|
@@ -1215,112 +888,6 @@ Renderer-free async-state primitives (`@jgengine/core/data`) for a game that rea
|
|
|
1215
888
|
- **Dev proxy (`data/devProxy`)** — same-origin routing for external APIs during `bun dev` so browser CORS never blocks a game's `fetchJson` call against a third-party host. `parseDevProxyTable(raw)` parses a `VITE_JGENGINE_DEV_PROXY` env value (a JSON object of `{ routeName: "https://api.example.com" }`) into a `DevProxyTable`; `proxiedUrl(target, { dev?, table?, prefix? })` rewrites a `target` URL whose prefix matches a table entry into `/proxy/<routeName>/<rest>` (default prefix `/proxy`) when `dev` is true (defaults to `import.meta.env.DEV`) — else returns `target` unchanged, so the same call hits the real host in production. `apps/dev`'s `vite.config.ts` reads the same env var and wires a matching Vite server `proxy` entry per route (`changeOrigin: true`, strips the `/proxy/<routeName>` prefix) — set `VITE_JGENGINE_DEV_PROXY` once and both sides (the URL rewrite and the actual proxy route) agree.
|
|
1216
889
|
|
|
1217
890
|
## Multiplayer and the backend seam
|
|
1218
|
-
|
|
1219
|
-
The transport/host/persistence seam — `createWsBackend`, protocol codec, browser-safe authoritative host + router, WebRTC P2P, the Node/Convex/SQL adapters, presence, and save cadence. Full surface: **[reference/multiplayer.md](reference/multiplayer.md)**.
|
|
1220
|
-
|
|
1221
|
-
## UI — `@jgengine/react`
|
|
1222
|
-
|
|
1223
|
-
The React layer — `GameProvider`, the hooks table, headless className-passthrough primitives (incl. map components), the identity/chat/voice/social/drag-layer kits, the shadcn registry install path for visual HUD components (`npx shadcn@latest add https://jgengine.com/r/<name>.json`), the screen-layout rule, and the **UI quality bar** (required, not optional polish). Full surface: **[reference/ui-react.md](reference/ui-react.md)**.
|
|
1224
|
-
|
|
1225
|
-
## Devtools — F2 overlay and tunables
|
|
1226
|
-
|
|
1227
|
-
`@jgengine/shell`'s `GamePlayerShell` mounts an F2-toggled debug overlay (`shell/src/devtools/DevtoolsOverlay.tsx`) over every game automatically — `defineGame({ devtools: false })` is the only way to turn the toggle off (default `true`). Five tabs:
|
|
1228
|
-
|
|
1229
|
-
| Tab | Shows |
|
|
1230
|
-
|-----|-------|
|
|
1231
|
-
| Perf | fps, frame/sim ms, draw calls, triangles, entity/object counts, state notifies/s, registered probes |
|
|
1232
|
-
| Tune | every discovered tunable — checklist grouped by source file or table export name; check one to control it live |
|
|
1233
|
-
| Logs | captured `console.log`/`info`/`warn`/`error` |
|
|
1234
|
-
| Net | observed backend round-trip latency (fed by `instrumentLatency`) |
|
|
1235
|
-
| Keys | the game's `ActionCodesMap` bindings |
|
|
1236
|
-
|
|
1237
|
-
**Tunables are zero-annotation.** Write plain code under `Games/<id>/src/**` — no import, no wrapper — and it's discoverable:
|
|
1238
|
-
|
|
1239
|
-
```ts
|
|
1240
|
-
// loop.ts — top-level export const, nothing else
|
|
1241
|
-
export const GRAVITY = -22;
|
|
1242
|
-
export const SKY_COLOR = "#87ceeb";
|
|
1243
|
-
export const GOD_MODE = false;
|
|
1244
|
-
|
|
1245
|
-
// game/content.ts — an exported flat table of numbers/booleans/colors
|
|
1246
|
-
export const TUNING = { reach: 6, spawnRate: 0.4, fogColor: "#334455" };
|
|
1247
|
-
```
|
|
1248
|
-
|
|
1249
|
-
The dev runner's Vite plugin, `tunableDiscoveryPlugin` (`@jgengine/core/devtools/transformTunables`, wired in `apps/dev/vite.config.ts`), rewrites each top-level `export const <number|boolean|"#hex">` literal to `export let` and binds it into the devtools registry as the module loads (`transformTunableExports` is the pure string transform underneath; `tunableModuleTable(id)` derives the table id from the file path, skipping `main.tsx` and `*.test.*`). Table exports need no transform at all — after each game module loads, the dev app calls `devtools.discover.scanModule(moduleExports)`, which walks every export's own properties for a flat plain-object table of numbers/booleans/`"#rrggbb"` strings.
|
|
1250
|
-
|
|
1251
|
-
F2 → Tune tab lists every discovered entry as a checklist, grouped by source file (top-level constants) or by table export name (object tables). Checking an entry hands it a live slider/toggle/color picker; unchecking resets it to its initial value. Kind is inferred from the value: `number` → slider, `boolean` → toggle, a `"#rgb"`/`"#rrggbb"`/`"#rrggbbaa"` string → color.
|
|
1252
|
-
|
|
1253
|
-
**Liveness.** An edit applies live wherever the code reads the constant/table entry at use time. A value captured once at init — passed into a function call, baked into worldgen — only picks up the new value on reload. Overrides persist in `localStorage` per game (key `jg-devtools:<game name>`) and are re-applied *before* `loop.onInit` runs, so even an init-baked constant respects its override after a refresh — *if* the read happens at or after `onInit`. A read that happens earlier than that (see below) never sees the override, reload or not.
|
|
1254
|
-
|
|
1255
|
-
**Default assumption: almost every gameplay number, boolean, and color is a tunable, not a hardcoded fact.** Walk speed, jump height, gravity, damage, cooldowns, spawn rates, drop chances, radii, durations, thresholds, multipliers, colors — if it's a scalar a designer would plausibly want to nudge while playing, it belongs in a place discovery can see (a top-level `export const`, or a direct scalar field on a catalog def object like `PlayerDef`/`EnemyDef`) — never buried as a bare literal inside a deeper nested object with no named export, and never computed once and thrown away. Treat "should this be tunable" as opt-out, not opt-in.
|
|
1256
|
-
|
|
1257
|
-
**Catalog-derived content must read fields live, not bake them at import time.** A common trap: a `content.ts` (or any module implementing `GameContextContent`) that loops over a catalog array *once at module scope* and copies scalar fields into a separately cached `Map`:
|
|
1258
|
-
|
|
1259
|
-
```ts
|
|
1260
|
-
// WRONG — copies walkSpeed by value at import time, before devtools can even scan exports
|
|
1261
|
-
const entityEntries = new Map<string, GameContextEntityEntry>();
|
|
1262
|
-
for (const p of players) {
|
|
1263
|
-
entityEntries.set(p.id, { stats: p.stats, movement: { poses: p.poses, walkSpeed: p.walkSpeed } });
|
|
1264
|
-
}
|
|
1265
|
-
export const content: GameContextContent = {
|
|
1266
|
-
entityById: (id) => entityEntries.get(id) ?? null,
|
|
1267
|
-
};
|
|
1268
|
-
```
|
|
1269
|
-
|
|
1270
|
-
This runs during module import — earlier than `discoverGameTunables`/override-application in `apps/dev/src/main.tsx`, and earlier than any `loop.onInit`. The catalog object (`p`) still gets live-mutated by devtools, but nothing ever re-reads it, so the baked `walkSpeed` is permanently stale: no F2 edit and no persisted override ever reaches gameplay, reload or not.
|
|
1271
|
-
|
|
1272
|
-
```ts
|
|
1273
|
-
// RIGHT — map ids to the catalog def itself; build the entry fresh on every lookup
|
|
1274
|
-
const playersById = new Map(players.map((p) => [p.id, p]));
|
|
1275
|
-
function entityById(id: string): GameContextEntityEntry | null {
|
|
1276
|
-
const p = playersById.get(id);
|
|
1277
|
-
return p === undefined ? null : { stats: p.stats, movement: { poses: p.poses, walkSpeed: p.walkSpeed } };
|
|
1278
|
-
}
|
|
1279
|
-
export const content: GameContextContent = { entityById };
|
|
1280
|
-
```
|
|
1281
|
-
|
|
1282
|
-
Same shape, same call site — the only change is *when* `p.walkSpeed` is read: at lookup time (each spawn) instead of once at import. Objects (`stats`, `receive`) are already reference-safe to pass through either way; this only matters for scalars (numbers/booleans/strings) copied out of a catalog def.
|
|
1283
|
-
|
|
1284
|
-
**`tunable()` still exists — an optional low-level primitive, not the recommended path.** Reach for it only when you need explicit bounds, an `options` select, or a change subscription that discovery can't infer:
|
|
1285
|
-
|
|
1286
|
-
```ts
|
|
1287
|
-
import { tunable } from "@jgengine/core/devtools/devtools";
|
|
1288
|
-
|
|
1289
|
-
const gravity = tunable("physics/gravity", -22, { min: -60, max: 0 });
|
|
1290
|
-
```
|
|
1291
|
-
|
|
1292
|
-
Read `gravity.value` at use time (or `gravity.subscribe(listener)`) — never destructure once at module load. A `"group/label"` name (e.g. `"physics/gravity"`) groups the control under `group` in the Tune tab; `devtools.controls.register` is the same call underneath. Real example: `Games/voxel-mine/src/loop.ts` — `tunable("mining/reach", REACH, { min: 2, max: 16, step: 1 })`, read via a getter passed to `createEditorHandlers`.
|
|
1293
|
-
|
|
1294
|
-
**Agent loop.** The overlay's "Copy report" button copies a JSON `DevtoolsSnapshot`; from a browser session an agent can instead call `window.__JG_DEVTOOLS.snapshot()` directly (or `snapshotDevtools()` from game code) for the same shape — frame stats, render sample, latency stats, captured logs, probe values, every registered control's current + initial value, and a `discovered` array (`id`, `kind`, `value`, `enabled`) covering every auto-discovered tunable whether or not it's enabled — a single call to check "is this actually working" without a screenshot. `window.__JG_DEVTOOLS.discover` is exposed directly too (`list`/`enable`/`disable`/`bind`/`scanTable`/`scanModule`/`clear`) so an agent can flip a discovered tunable on and read/write it from the console without touching the UI.
|
|
1295
|
-
|
|
1296
|
-
`devtools.probes.register("name", () => value)` (`@jgengine/core/devtools/devtools`) surfaces a game-specific gauge (entity count, queue depth, whatever) in both the Perf tab and the snapshot; call the returned unregister function to remove it.
|
|
1297
|
-
|
|
1298
|
-
## Assets — real art from day one
|
|
1299
|
-
|
|
1300
|
-
Squares as enemies, colored boxes as buildings, and a flat grid floor read as *broken*, not unfinished. The blueprint's **Asset plan** names the packs before the first edit; a pass does not end while any default-material primitive, unstyled ground plane, or debug grid is visible in the staged screenshot — and that includes 2D HUD art: a first-letter tile, emoji, or one generic shape reused per slot is a placeholder exactly like a graybox enemy. Primitive stand-ins are allowed only *mid-pass* as scaffolding.
|
|
1301
|
-
|
|
1302
|
-
**Sources** (CC0 — public domain, commercial use, no attribution — unless noted):
|
|
1303
|
-
|
|
1304
|
-
| Source | What you get |
|
|
1305
|
-
|--------|--------------|
|
|
1306
|
-
| [Kenney.nl](https://kenney.nl) | 40,000+ CC0 assets: characters, buildings, nature, vehicles, weapons, UI, audio — the broadest single library |
|
|
1307
|
-
| [Quaternius](https://quaternius.com) / [KayKit](https://kaylousberg.itch.io) | CC0 low-poly packs incl. **rigged + animated characters**: medieval, sci-fi, dungeons, animals, adventurers |
|
|
1308
|
-
| [Poly Haven](https://polyhaven.com) / [ambientCG](https://ambientcg.com) | CC0 PBR textures, HDRIs, materials — the floor comes from here, never a flat color |
|
|
1309
|
-
| [Poly Pizza](https://poly.pizza) | Search engine over thousands of CC0 low-poly models for one specific thing |
|
|
1310
|
-
| [Game-Icons.net](https://game-icons.net) (CC BY 3.0 — credit it) / Kenney UI packs (CC0) | 4,000+ item/ability **icon silhouettes** — the registry `game-icon` item covers common HUD glyphs first |
|
|
1311
|
-
| [itch.io CC0 3D tag](https://itch.io/game-assets/assets-cc0/tag-3d) / [OpenGameArt](https://opengameart.org) | Long tail — **check the license per asset**, CC0 filter first |
|
|
1312
|
-
| [Mixamo](https://www.mixamo.com) | Free humanoid animations (Adobe license — fine for shipped games, not CC0) |
|
|
1313
|
-
| Kenney audio / [freesound CC0 filter](https://freesound.org) | Hit sounds, UI clicks, ambience |
|
|
1314
|
-
|
|
1315
|
-
**Rules:**
|
|
1316
|
-
|
|
1317
|
-
1. **One style family per game.** Kenney + Quaternius + KayKit low-poly mix fine; low-poly models on photoreal PBR ground reads broken. Name the family in the blueprint.
|
|
1318
|
-
2. **License discipline.** CC0 needs nothing; anything else gets a line in `src/game/assets-credits.md` (source, author, license). Never ship an asset you can't name the license of.
|
|
1319
|
-
3. **Wire through the engine seams.** GLB models live in the game's `src/game/assets.ts` render catalog keyed by catalog id; billboards via `entitySprites`, real meshes via `entityModels`/`objectModels` in `defineGame({...})`; ground/skies belong to the world layer. Catalog `model` fields reference asset keys — never file paths in game logic. Source models through **`@jgengine/assets`** (`buildCatalog({ basePath })` → resolve ids/aliases → urls); `pull` packs into your app's `public/models/` (extracts Kenney's shared `Textures/` alongside the GLBs so models render textured). Network-restricted: `pull` falls back through `--mirror <baseUrl>` / `JGENGINE_ASSETS_MIRROR`, and `--offline` fails fast — see the package README for the fallback order and add/import flow.
|
|
1320
|
-
4. **Coverage follows the content budget.** Every entity family, placed object, and held item maps to a real asset *before* the catalog entry ships. If the pack lacks a model, restyle the noun to one it has — rename the fantasy, don't ship a cube.
|
|
1321
|
-
5. **Scale/pivot sanity.** `@jgengine/assets` measures each model's footprint/center/`minY` at reindex and ships them on the catalog entry (`catalog.resolve(id).dims`); with `objectModels` anchor `"center"` (the default) the shell centers the footprint on the placement point and ground-snaps the lowest vertex — so `object.place(id, cellX, y, cellZ, { rotation })` renders centered + grounded with no pivot math and no `dimensions.ts`. Anchor `"origin"` opts back into the raw GLB origin. Check the first placement of each model against its catalog `footprint`; one wrong pivot repeated 100 times is a rebuild.
|
|
1322
|
-
6. **Item and ability icons are assets too.** Every hotbar/inventory/ability slot renders a real, distinct icon — the registry `game-icon` catalog (`iconForItemId`/`iconForAction`) or a Game-Icons/Kenney silhouette — per the UI quality bar's real-icons rule.
|
|
1323
|
-
|
|
1324
891
|
## Genre cheat sheet
|
|
1325
892
|
|
|
1326
893
|
- **Voxel/crafting**: objects for blocks/machines, `voxel()`, `object.break`/`object.placeFromInventory`.
|
|
@@ -1351,13 +918,13 @@ Squares as enemies, colored boxes as buildings, and a flat grid floor read as *b
|
|
|
1351
918
|
| Game UI classes without `@source` in host CSS | `@source` entries for your game dirs + `node_modules/@jgengine/{shell,react}` |
|
|
1352
919
|
| One file per catalog entry / per brand | Dense `<domain>/catalog.ts` |
|
|
1353
920
|
| Convex mutations called from game code | `commands.run` through the `GameBackend` transport |
|
|
1354
|
-
| Half a system: quest without tracker, cooldown without sweep, keybind never shown, stub "coming soon" modal | Finish the system end to end — or cut it whole (see `jgengine
|
|
921
|
+
| Half a system: quest without tracker, cooldown without sweep, keybind never shown, stub "coming soon" modal | Finish the system end to end — or cut it whole (see `jgengine`) |
|
|
1355
922
|
| Game-side workaround for a missing engine primitive | File the gap at github.com/Noisemaker111/jgengine/issues (or PR the primitive) and cut or scope the dependent system honestly |
|
|
1356
923
|
| Game nouns in this skill | Engine primitives + placeholder ids only |
|
|
1357
924
|
|
|
1358
925
|
## New-game definition of done
|
|
1359
926
|
|
|
1360
|
-
This is a gate, not a suggestion — every box, in one pass (workflow: **`jgengine
|
|
927
|
+
This is a gate, not a suggestion — every box, in one pass (workflow: **`jgengine`** skill). "Compiles and the hooks are wired" is not done; a declared system with no UI, no feedback, or no way to exercise it is not done — finish the system or cut it whole.
|
|
1361
928
|
|
|
1362
929
|
- [ ] `game.config.ts` (`defineGame` from `@jgengine/shell/defineGame`) + `index.tsx` (barrel) + `main.tsx` (standalone host) + `loop.ts` + `game/content.ts`
|
|
1363
930
|
- [ ] Catalogs: `game/entities/<role>/catalog.ts`, `game/items/<domain>/catalog.ts`, `game/objects/catalog.ts`; loot tables beside their domain
|
|
@@ -1371,7 +938,7 @@ This is a gate, not a suggestion — every box, in one pass (workflow: **`jgengi
|
|
|
1371
938
|
- [ ] UI passes the **quality bar** above (contrast, scale, framing, genre fit) — not just hook wiring
|
|
1372
939
|
- [ ] Camera tuned via `camera` in `defineGame({...})` — defaults untouched means the feel was never checked
|
|
1373
940
|
- [ ] For an `environment()` world: a `<game>.world.test.ts` asserts `summarizeEnvironment(world)` (`@jgengine/core/world/environmentSummary`) is non-empty with the expected counts — the browserless scene-correctness gate
|
|
1374
|
-
- [ ] HUD screenshotted over a staged `GameUiPreview` scenario and **judged by looking at the image** against the UI quality bar in [
|
|
941
|
+
- [ ] HUD screenshotted over a staged `GameUiPreview` scenario and **judged by looking at the image** against the UI quality bar in [`../jgengine-ui/reference.md`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-ui/reference.md) — the final human glance, not the verification loop
|
|
1375
942
|
- [ ] Co-located bun tests for pure game math (curves, cooldowns, spawn logic)
|
|
1376
943
|
- [ ] Multiplayer via adapter config only; no direct backend calls
|
|
1377
944
|
|
|
@@ -1385,50 +952,59 @@ PlayableGame { game, content, loop, GameUI, camera, … } — the runner c
|
|
|
1385
952
|
GameContext ctx.scene / ctx.game / ctx.player / ctx.item / ctx.camera / ctx.input + subscribe/version
|
|
1386
953
|
scene.object place, remove, move, rotate, at, setVisual (per-instance ObjectVisual: scale/color/opacity override)
|
|
1387
954
|
scene.entity spawn (anchor/offset), despawn, setPose, update; stats; targeting; effects;
|
|
1388
|
-
projectiles (object-aware raycasts); spatial queries (opt-in grid broadphase)
|
|
1389
|
-
entity.stats get / set / delta — bounded stats (health, mana, xp, level) on instances
|
|
1390
|
-
progression game/progression — curve() / leveling() over bounded xp/level stats
|
|
1391
|
-
item.use catalog `use` → GameContext handler; no input.to
|
|
1392
|
-
effects drain-signed magnitudes; receive.<effect>.order; AoE = effect + at/radius/los
|
|
1393
|
-
projectiles willHit → fire → settle; ballistic via weapon.projectile
|
|
1394
|
-
death onDeath (reason-aware drops/command), entity.died, auto kill attribution + drop grant
|
|
1395
|
-
game.loot register / has / roll / grantToPlayer (lootTable() = pure factory)
|
|
1396
|
-
game.trade canBuy / canSell / buy / sell / tradableAt
|
|
1397
|
-
game.quest register, accept…turnIn, bind(entity.died | inventory.added), declarative rewards
|
|
1398
|
-
game.social friends (persisted, requests listable), party (ephemeral, invites listable), presence, emotes (nearby broadcast), worldInvites (accept → join target)
|
|
1399
|
-
game.chat send / whisper / history / register — global/party/proximity channels, rate-limited, mute via blocked set
|
|
1400
|
-
game.roster capture / release / list / setEquipped — persisted owned-creature roster
|
|
1401
|
-
game.store/cards/turn store: keyed reactive slot; cards.pile(id): lazy CardPile; turn.loop(id): lazy TurnLoop
|
|
1402
|
-
game.events/feed/leaderboard on / bind+push+recent / track+increment+getTop
|
|
1403
|
-
devtools F2 overlay (Perf/Tune/Logs/Net/Keys); zero-annotation — top-level export const number/boolean/color + exported flat tables auto-discover into Tune; tunable() is the optional low-level escape hatch; snapshotDevtools()/window.__JG_DEVTOOLS.snapshot() → DevtoolsSnapshot (+ discovered[]); probes.register(name, read) adds a Perf gauge
|
|
1404
|
-
applyLoadout all-or-nothing kit seeding per userId
|
|
1405
|
-
player.movement pose (hitboxes) + aim (zoom modifier)
|
|
1406
|
-
player.motion impulse / setVerticalVelocity / setY — vertical-motion seam into the shell's frame driver
|
|
1407
|
-
player.possession own/disown/owns/listOwned + active + possess — control-swap, rebinds shell camera
|
|
1408
|
-
player.cosmetics register + apply/equip + get — per-player appearance slots, no gameplay effect
|
|
1409
|
-
scene.entity.form register + shapeshift/revert + active/abilities — movement+ability+mesh bundle, game-time duration
|
|
1410
|
-
proximityPrompt { radius, display: {kind}, invoke } — one float-UI primitive
|
|
1411
|
-
skillCheck/qte evaluateSkillCheck (moving zone + window) / evaluateQteSequence (timed steps)
|
|
1412
|
-
captureCheck captureChance / rollCapture — hp% + catchPower → probability
|
|
1413
|
-
dialogue check DialogueChoice.check (roll vs DC + advantage/disadvantage) → onSuccess/onFailure
|
|
1414
|
-
world features biomes / voxel / plots / tilemap / flat descriptors
|
|
1415
|
-
physics/physicsWorld optional headless rigid-body sim (PhysicsWorld) — not the defineGame physics field (gravity/jumpVelocity, honored by the kinematics controller); bodies are box (halfExtents) or sphere (radius)
|
|
1416
|
-
physics/ballisticSweep createBallisticSweep(world) → arc-vs-body hit test; wire into ProjectileSystemDeps.sweepBallistic
|
|
1417
|
-
anim/easing lerp/clamp01/smoothstep/tween/timedProgress + easeIn/Out/InOut Quad/Cubic + easeOutBack/Elastic — pure 0..1 tweening math
|
|
1418
|
-
data/dataSource createDataSource/createJsonDataSource — idle/loading/ready/error async state + polling; data/fetchJson + data/devProxy for CORS-safe dev fetches
|
|
1419
|
-
audio/audioFalloff computeFalloffGain / resolveEmitterGain — pure distance→gain curve; shell plays it
|
|
1420
|
-
time/beatClock createBeatClock (BPM ticks) + createBeatInputBuffer (buffered action → next beat)
|
|
1421
|
-
ws/voiceChannel createVoiceChannelRouter — positional falloff + simultaneous non-positional channels
|
|
1422
|
-
multiplayer/identity AuthSession + sessionPlayer + resolveGuestSession — Clerk/better-auth via react structural adapters
|
|
1423
|
-
multiplayer/chatContract ChatTransport (hooks) / ChatSync (callbacks) — ws + convex bindings, local for dev
|
|
1424
|
-
multiplayer/voiceContract VoiceTransport (join/leave/publish/subscribers) + createPushToTalk — media plane host-supplied
|
|
1425
|
-
GameBackend { transport, feeds?, presence? } — Convex is one adapter (createConvexBackend)
|
|
1426
|
-
adapter kinds offline / ws / convex / socketIo / p2p / lan (+ fly({app}) ws sugar) — runtime/adapter
|
|
1427
|
-
ws/pipe TransportPipe/TransportPipeFactory — any bidirectional string channel (webSocketPipe default)
|
|
1428
|
-
ws/host, ws/hostRouter browser-safe createGameHost + createHostRouter/loopbackPipe (node re-exports both)
|
|
1429
|
-
ws/peer createPeerHost/createPeerGuest — WebRTC P2P, host tab authoritative, copy-paste signal codes
|
|
1430
|
-
ws/socketIoPipe, node/socketIoServer socketIoPipe/createSocketIoBackend + attachGameSocketIoServer
|
|
1431
|
-
@jgengine/react GameProvider + hooks + headless primitives (incl. identity/chat/voice/social kits); layout only in GameUI.tsx
|
|
1432
|
-
```
|
|
1433
955
|
|
|
1434
|
-
|
|
956
|
+
---
|
|
957
|
+
name: jgengine-assets
|
|
958
|
+
description: Asset API: models, sprites, audio, catalogs, sourcing, attribution.
|
|
959
|
+
---
|
|
960
|
+
|
|
961
|
+
# jgengine-assets
|
|
962
|
+
|
|
963
|
+
## Assets — real art from day one
|
|
964
|
+
|
|
965
|
+
Squares as enemies, colored boxes as buildings, and a flat grid floor read as *broken*, not unfinished. The blueprint's **Asset plan** names the packs before the first edit; a pass does not end while any default-material primitive, unstyled ground plane, or debug grid is visible in the staged screenshot — and that includes 2D HUD art: a first-letter tile, emoji, or one generic shape reused per slot is a placeholder exactly like a graybox enemy. Primitive stand-ins are allowed only *mid-pass* as scaffolding.
|
|
966
|
+
|
|
967
|
+
**One command — `assets add <query>`.** Don't memorize which of four systems owns a thing. Ask for it by name and paste the wiring it prints; it fuzzy-searches *every* catalog at once — 3D models, whole packs, the HUD component registry, and `game-icon` glyphs — and for a model or pack it also pulls + reindexes so the id is live:
|
|
968
|
+
|
|
969
|
+
| You want… | Run | Reference it as |
|
|
970
|
+
|-----------|-----|-----------------|
|
|
971
|
+
| A 3D model (tree, astronaut) | `assets add astronaut --dir ../../apps/dev/public` | `catalog.resolve("kenney-space/astronautA")!.url` in an `entityModels`/`objectModels` seam |
|
|
972
|
+
| A whole style pack | `assets add nature --dir ../../apps/dev/public` | any pulled id (browse with `assets list --source kenney-nature`) |
|
|
973
|
+
| A HUD component (health/mana bar, boss bar, inventory, dialogue…) | `assets add "mana bar"` → prints the `npx shadcn add …` line | `<VitalBar … />` from `@/components/ui/vital-bar` |
|
|
974
|
+
| An item / ability icon | `assets add sword` | `<GameIcon name="sword" />` (or `iconForItemId`) |
|
|
975
|
+
|
|
976
|
+
`--kind model|pack|component|icon` disambiguates a broad query, `--json` emits the ranked matches, and `findAssets(query)` from `@jgengine/assets` is the same search in code. The HUD component + icon catalogs are the shadcn registry at `jgengine.com/r` — 70+ presentational and engine-bound widgets (`vital-bar`, `boss-bar`, `resource-orb`, `ability-action-bar`, `inventory-slot-grid`, `dialogue-panel`, …). Search before you build: the "mana pool component" almost certainly already exists.
|
|
977
|
+
|
|
978
|
+
**Sources** (CC0 — public domain, commercial use, no attribution — unless noted):
|
|
979
|
+
|
|
980
|
+
| Source | What you get |
|
|
981
|
+
|--------|--------------|
|
|
982
|
+
| [Kenney.nl](https://kenney.nl) | 40,000+ CC0 assets: characters, buildings, nature, vehicles, weapons, UI, audio — the broadest single library |
|
|
983
|
+
| [Quaternius](https://quaternius.com) / [KayKit](https://kaylousberg.itch.io) | CC0 low-poly packs incl. **rigged + animated characters**: medieval, sci-fi, dungeons, animals, adventurers |
|
|
984
|
+
| [Poly Haven](https://polyhaven.com) / [ambientCG](https://ambientcg.com) | CC0 PBR textures, HDRIs, materials — the floor comes from here, never a flat color |
|
|
985
|
+
| [Poly Pizza](https://poly.pizza) | Search engine over thousands of CC0 low-poly models for one specific thing |
|
|
986
|
+
| [Game-Icons.net](https://game-icons.net) (CC BY 3.0 — credit it) / Kenney UI packs (CC0) | 4,000+ item/ability **icon silhouettes** — the registry `game-icon` item covers common HUD glyphs first |
|
|
987
|
+
| [jgengine HUD registry](https://jgengine.com/r) — this repo, `assets add <name>` | 70+ React **HUD components** (vital/boss/xp bars, resource orbs, unit frames, inventories, action bars, panels, menus) — the widget you're about to hand-roll already exists |
|
|
988
|
+
| [itch.io CC0 3D tag](https://itch.io/game-assets/assets-cc0/tag-3d) / [OpenGameArt](https://opengameart.org) | Long tail — **check the license per asset**, CC0 filter first |
|
|
989
|
+
| [Mixamo](https://www.mixamo.com) | Free humanoid animations (Adobe license — fine for shipped games, not CC0) |
|
|
990
|
+
| Kenney audio / [freesound CC0 filter](https://freesound.org) | Hit sounds, UI clicks, ambience |
|
|
991
|
+
|
|
992
|
+
**Rules:**
|
|
993
|
+
|
|
994
|
+
1. **One style family per game.** Kenney + Quaternius + KayKit low-poly mix fine; low-poly models on photoreal PBR ground reads broken. Name the family in the blueprint.
|
|
995
|
+
2. **License discipline.** CC0 needs nothing; anything else gets a line in `src/game/assets-credits.md` (source, author, license). Never ship an asset you can't name the license of.
|
|
996
|
+
3. **Wire through the engine seams.** GLB models live in the game's `src/game/assets.ts` render catalog keyed by catalog id; billboards via `entitySprites`, real meshes via `entityModels`/`objectModels` in `defineGame({...})`; ground/skies belong to the world layer. Catalog `model` fields reference asset keys — never file paths in game logic. The fast path is **`assets add <query>`** (see "One command" above): it pulls + reindexes the pack and prints this exact wiring. Under the hood it's **`@jgengine/assets`** — `buildCatalog({ basePath })` → resolve ids/aliases → urls, with `pull` landing packs in your app's `public/models/` (extracting Kenney's shared `Textures/` alongside the GLBs so models render textured). Network-restricted: `pull`/`add` fall back through `--mirror <baseUrl>` / `JGENGINE_ASSETS_MIRROR`, and `--offline` fails fast — see the package README for the fallback order.
|
|
997
|
+
4. **Coverage follows the content budget.** Every entity family, placed object, and held item maps to a real asset *before* the catalog entry ships. If the pack lacks a model, restyle the noun to one it has — rename the fantasy, don't ship a cube.
|
|
998
|
+
5. **Scale/pivot sanity.** `@jgengine/assets` measures each model's footprint/center/`minY` at reindex and ships them on the catalog entry (`catalog.resolve(id).dims`); with `objectModels` anchor `"center"` (the default) the shell centers the footprint on the placement point and ground-snaps the lowest vertex — so `object.place(id, cellX, y, cellZ, { rotation })` renders centered + grounded with no pivot math and no `dimensions.ts`. Anchor `"origin"` opts back into the raw GLB origin. Check the first placement of each model against its catalog `footprint`; one wrong pivot repeated 100 times is a rebuild.
|
|
999
|
+
6. **Item and ability icons are assets too.** Every hotbar/inventory/ability slot renders a real, distinct icon — the registry `game-icon` catalog (`iconForItemId`/`iconForAction`) or a Game-Icons/Kenney silhouette — per the UI quality bar's real-icons rule. `assets add <name>` finds the glyph (or a whole HUD component) and prints the usage.
|
|
1000
|
+
7. **Weapons/props ride the rig via `attachments`.** An `entityModels` `ModelConfig` takes `attachments: [{ slot, model, position?, rotation?, scale? }]` — `slot` is a bone/node name on the rig (e.g. `"handslot.r"`), `model` a catalog id or inline `ModelConfig`. The shell parents the attached model to that bone, so a sword or spellbook follows the hand through every animation clip; dual-wield is two attachments (`handslot.r`/`handslot.l`). A missing slot name warns and skips (the rest of the rig still renders). Pairs with `animation.oneShots` for held-weapon combat.
|
|
1001
|
+
|
|
1002
|
+
## Audio — samples or procedural synth
|
|
1003
|
+
|
|
1004
|
+
Wire sound through `defineGame({ audio: { sounds, buses?, music?, musicBus? } })`; trigger it from game code with `ctx.game.audio.play(id, at?)` (one-shot) and `ctx.game.audio.music(themeId | null, transpose?)` (crossfade the soundtrack). No per-game Web Audio glue — the shell owns the `AudioContext`, listener, and mix buses.
|
|
1005
|
+
|
|
1006
|
+
A `SoundDef` (`@jgengine/core/audio/audioFalloff`) is either a **sample** (`url`) or **procedural** (`synth`) — exactly one. A `SynthPatch` (`@jgengine/core/audio/synth`) is pure data: a list of `ToneVoice` (oscillator + 12ms-attack/exp-decay envelope, optional pitch `slideTo`) and `NoiseVoice` (filtered white-noise burst) voices, each with its own `delay`, summed into one cue — so a whole SFX bank is file-free, zero-weight, and unit-testable headless. Reach for procedural over samples when the cue is a synth blip/impact/zap (UI, spells, hits); use samples for recorded ambience/voice.
|
|
1007
|
+
|
|
1008
|
+
`audio.music` is a `Record<id, MusicTheme>` (`@jgengine/core/audio/music`): a `MusicTheme` is `{ bpm, bars, events, trim? }` where each `NoteEvent` is `{ beat, midi, dur, vel, inst }` and `inst` names a built-in instrument voice (strings/flute/harp/horn/choir/bell/piano/warDrum/…). The shell's `MusicDirector` runs the themes as crossfadeable layers on one reverb-fed graph with a lookahead scheduler; `ctx.game.audio.music(id)` fades between them (per-zone loops, a combat theme, silence on `null`). Compose loops as note data — never transplant another engine's audio nodes. Themes mix through the `music` bus (settings volume applies); one-shots through `sfx` (or any bus you declare). Set a bus `gain` to master a whole group (e.g. `sfx` at 0.32).
|
|
1009
|
+
|
|
1010
|
+
## Genre cheat sheet
|