@jgengine/editor 0.11.0 → 0.12.0
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 +26 -0
- package/README.md +12 -0
- package/dist/AssetBrowser.d.ts +26 -1
- package/dist/AssetBrowser.js +54 -1
- package/dist/AssetDropZone.d.ts +9 -0
- package/dist/AssetDropZone.js +65 -0
- package/dist/CatalogsPanel.d.ts +4 -2
- package/dist/CatalogsPanel.js +162 -9
- package/dist/CityPreview.d.ts +11 -0
- package/dist/CityPreview.js +45 -0
- package/dist/CollectionsPanel.js +5 -5
- package/dist/DebugDraw.d.ts +3 -1
- package/dist/DebugDraw.js +37 -19
- package/dist/EditorApp.d.ts +9 -1
- package/dist/EditorApp.js +147 -35
- package/dist/EditorChrome.d.ts +25 -6
- package/dist/EditorChrome.js +310 -130
- package/dist/InspectorPanel.d.ts +17 -7
- package/dist/InspectorPanel.js +173 -27
- package/dist/LightingPanel.d.ts +11 -0
- package/dist/LightingPanel.js +99 -0
- package/dist/MaterialsWorkspacePanel.d.ts +12 -0
- package/dist/MaterialsWorkspacePanel.js +86 -0
- package/dist/ParentPickerMenu.d.ts +13 -0
- package/dist/ParentPickerMenu.js +33 -0
- package/dist/PerfProbe.js +33 -0
- package/dist/PrefabsPanel.js +5 -5
- package/dist/RuntimePlayBridge.d.ts +5 -3
- package/dist/RuntimePlayBridge.js +6 -13
- package/dist/ScatterPreview.d.ts +3 -1
- package/dist/ScatterPreview.js +10 -7
- package/dist/SchemaInspector.js +21 -8
- package/dist/ScriptingPanel.d.ts +15 -0
- package/dist/ScriptingPanel.js +46 -0
- package/dist/SelectionGizmo.js +114 -30
- package/dist/StandaloneEditor.d.ts +16 -9
- package/dist/StandaloneEditor.js +19 -20
- package/dist/TerrainPanel.d.ts +3 -2
- package/dist/TerrainPanel.js +16 -5
- package/dist/TerrainSculpt.js +98 -59
- package/dist/agent/AgentPanel.d.ts +5 -2
- package/dist/agent/AgentPanel.js +11 -6
- package/dist/agent/toolBridge.js +5 -0
- package/dist/assetImport.d.ts +36 -0
- package/dist/assetImport.js +66 -0
- package/dist/authoredComponentMeta.d.ts +25 -0
- package/dist/authoredComponentMeta.js +65 -0
- package/dist/gizmoPivot.d.ts +4 -0
- package/dist/gizmoPivot.js +34 -0
- package/dist/handlers/catalogs.d.ts +3 -0
- package/dist/handlers/catalogs.js +137 -0
- package/dist/handlers/collections.d.ts +3 -0
- package/dist/handlers/collections.js +57 -0
- package/dist/handlers/context.d.ts +36 -0
- package/dist/handlers/context.js +1 -0
- package/dist/handlers/document.d.ts +3 -0
- package/dist/handlers/document.js +350 -0
- package/dist/handlers/grids.d.ts +3 -0
- package/dist/handlers/grids.js +142 -0
- package/dist/handlers/hierarchy.d.ts +3 -0
- package/dist/handlers/hierarchy.js +55 -0
- package/dist/handlers/index.d.ts +8 -0
- package/dist/handlers/index.js +23 -0
- package/dist/handlers/minimap.d.ts +9 -0
- package/dist/handlers/minimap.js +32 -0
- package/dist/handlers/runtime.d.ts +3 -0
- package/dist/handlers/runtime.js +191 -0
- package/dist/handlers/terrain.d.ts +3 -0
- package/dist/handlers/terrain.js +204 -0
- package/dist/index.d.ts +3 -2
- package/dist/index.js +3 -2
- package/dist/listDocumentTriggers.d.ts +42 -0
- package/dist/listDocumentTriggers.js +49 -0
- package/dist/materialAssignments.d.ts +63 -0
- package/dist/materialAssignments.js +84 -0
- package/dist/mcp/fieldSpec.d.ts +32 -0
- package/dist/mcp/fieldSpec.js +173 -0
- package/dist/mcp/rpcRequest.d.ts +8 -5
- package/dist/mcp/rpcRequest.js +72 -93
- package/dist/mcp/tools.js +104 -912
- package/dist/networkSnapshot.d.ts +82 -0
- package/dist/networkSnapshot.js +73 -0
- package/dist/parentCandidates.d.ts +12 -0
- package/dist/parentCandidates.js +25 -0
- package/dist/session.d.ts +77 -4
- package/dist/session.js +36 -1017
- package/dist/shell/AnimationPanel.d.ts +17 -0
- package/dist/shell/AnimationPanel.js +134 -0
- package/dist/shell/AssetThumbnail.d.ts +12 -0
- package/dist/shell/AssetThumbnail.js +23 -0
- package/dist/shell/BottomDock.d.ts +25 -0
- package/dist/shell/BottomDock.js +40 -0
- package/dist/shell/CommandPalette.d.ts +12 -0
- package/dist/shell/CommandPalette.js +56 -0
- package/dist/shell/ConsolePanel.d.ts +8 -0
- package/dist/shell/ConsolePanel.js +45 -0
- package/dist/shell/ContentBrowser.d.ts +21 -0
- package/dist/shell/ContentBrowser.js +130 -0
- package/dist/shell/HierarchyPanel.d.ts +26 -0
- package/dist/shell/HierarchyPanel.js +387 -0
- package/dist/shell/NetworkWorkspacePanel.d.ts +11 -0
- package/dist/shell/NetworkWorkspacePanel.js +49 -0
- package/dist/shell/PlayModeBar.d.ts +12 -0
- package/dist/shell/PlayModeBar.js +27 -0
- package/dist/shell/ProfilerPanel.d.ts +10 -0
- package/dist/shell/ProfilerPanel.js +41 -0
- package/dist/shell/SceneToolbar.d.ts +43 -0
- package/dist/shell/SceneToolbar.js +122 -0
- package/dist/shell/StatusBar.d.ts +18 -0
- package/dist/shell/StatusBar.js +41 -0
- package/dist/shell/TopAppBar.d.ts +33 -0
- package/dist/shell/TopAppBar.js +64 -0
- package/dist/shell/ViewportOverlays.d.ts +23 -0
- package/dist/shell/ViewportOverlays.js +136 -0
- package/dist/shell/WorkspaceRail.d.ts +20 -0
- package/dist/shell/WorkspaceRail.js +31 -0
- package/dist/shell/cameraTelemetry.d.ts +27 -0
- package/dist/shell/cameraTelemetry.js +24 -0
- package/dist/shell/commandRegistry.d.ts +58 -0
- package/dist/shell/commandRegistry.js +133 -0
- package/dist/shell/consoleSink.d.ts +11 -0
- package/dist/shell/consoleSink.js +17 -0
- package/dist/shell/consoleStore.d.ts +27 -0
- package/dist/shell/consoleStore.js +43 -0
- package/dist/shell/fields.d.ts +39 -0
- package/dist/shell/fields.js +104 -0
- package/dist/shell/formatSavedRelative.d.ts +2 -0
- package/dist/shell/formatSavedRelative.js +14 -0
- package/dist/shell/glbThumbnailCache.d.ts +45 -0
- package/dist/shell/glbThumbnailCache.js +241 -0
- package/dist/shell/hierarchyA11y.d.ts +21 -0
- package/dist/shell/hierarchyA11y.js +35 -0
- package/dist/shell/icons.d.ts +13 -0
- package/dist/shell/icons.js +85 -0
- package/dist/shell/layoutStore.d.ts +68 -0
- package/dist/shell/layoutStore.js +156 -0
- package/dist/shell/pathFlythrough.d.ts +37 -0
- package/dist/shell/pathFlythrough.js +54 -0
- package/dist/shell/perfHistory.d.ts +70 -0
- package/dist/shell/perfHistory.js +130 -0
- package/dist/shell/renameObject.d.ts +3 -0
- package/dist/shell/renameObject.js +25 -0
- package/dist/shell/theme.d.ts +36 -0
- package/dist/shell/theme.js +37 -0
- package/dist/shell/ui.d.ts +84 -0
- package/dist/shell/ui.js +90 -0
- package/dist/shell/useGlbThumbnail.d.ts +8 -0
- package/dist/shell/useGlbThumbnail.js +19 -0
- package/dist/uiStore.d.ts +27 -0
- package/dist/uiStore.js +10 -0
- package/dist/viewportContextMenu.d.ts +4 -2
- package/dist/viewportContextMenu.js +5 -1
- package/package.json +4 -4
- package/skills/jgengine/SKILL.md +7 -4
- package/skills/jgengine/api.md +172 -79
- package/skills/jgengine/capabilities.md +104 -2
- package/skills/jgengine/recipes/minimal-game.md +88 -0
- package/skills/jgengine-editor/SKILL.md +18 -3
- package/skills/jgengine-editor/api.md +397 -18
- package/skills/jgengine-editor/capabilities.md +46 -0
- package/skills/jgengine-editor/reference.md +87 -0
- package/skills/level-design/SKILL.md +54 -0
- package/skills/level-design/agents/openai.yaml +4 -0
- package/skills/level-design/references/application-playbook.md +192 -0
- package/skills/level-design/references/field-guide.md +337 -0
- package/skills/level-design/references/live-editor-loop.md +179 -0
- package/dist/OutlinerPanel.d.ts +0 -14
- package/dist/OutlinerPanel.js +0 -84
- package/skills/jgengine/reference-cartridge.md +0 -72
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Reach for these before hand-rolling. Each row is *the thing you need* → *the primitive that already does it*.
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## authored-spawn — read spawn points and markers from the editor document
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- `authoredSpawnPosition` (function) · `import { authoredSpawnPosition } from "@jgengine/shell/gameKit"`
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## authored-triggers — schema'd on/action vocabulary on volumes and markers with runtime dispatch
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- `collectAuthoredTriggers` (function) · `import { collectAuthoredTriggers } from "@jgengine/shell/gameKit"`
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## collider-autofit — hitboxes and physical bodies fit each kind's rendered model bounds automatically — no hand-tuned sizes
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- `GameContextModels` (interface) · `import { GameContextModels } from "@jgengine/core/runtime/gameContext"`
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## define-game — single public game-authoring path — compose systems, world, presentation, and authored scene in one definition
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- `defineGame` (function) · `import { defineGame } from "@jgengine/shell/gameKit"`
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## define-system — composable game behavior — pure data + hooks the engine schedules; pass via `defineGame({ systems })`
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- `defineSystem` (function) · `import { defineSystem } from "@jgengine/shell/gameKit"`
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## editor-catalogs — Export typed gameplay catalogs for in-editor tuning.
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- `EditorCatalogDefinition` (interface) · `import { EditorCatalogDefinition } from "@jgengine/shell/gameKit"`
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## game-system — declare a composable capability with its own schedule and lifecycle
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- `SystemDefinition` (interface) · `import { SystemDefinition } from "@jgengine/shell/gameKit"`
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## headless-runner — play a real game loop with no renderer — tick, feed input, read the world snapshot
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- `HeadlessRunner` (interface) · `import { HeadlessRunner } from "@jgengine/core/runtime/headlessRunner"`
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## host-join-code-gate — membership-or-code gate for private hosted servers
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- `canJoinPrivateServer` (function) · `import { canJoinPrivateServer } from "@jgengine/core/runtime/hostPolicy"`
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## host-listing-filter — exclude private sessions from public browse results
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- `isListablePublicly` (function) · `import { isListablePublicly } from "@jgengine/core/runtime/hostPolicy"`
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## hud-canvas — the HUD root surface — design-resolution scaling plus live panel-placement editing (F2+C)
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- `HudCanvas` (function) · `import { HudCanvas } from "@jgengine/shell/gameKit"`
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## hud-clock — in-game time-of-day readout bound to the sim clock
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- `Clock` (function) · `import { Clock } from "@jgengine/shell/gameKit"`
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## hud-coins — currency counter widget bound to a currency id
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- `Coins` (function) · `import { Coins } from "@jgengine/shell/gameKit"`
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## hud-hotbar — optional inventory hotbar building block — games own slot chrome
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- `Hotbar` (function) · `import { Hotbar } from "@jgengine/shell/gameKit"`
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## hud-layout — persistent, live-editable HUD panel layout state for `HudCanvas`
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- `useHudLayout` (function) · `import { useHudLayout } from "@jgengine/shell/gameKit"`
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## hud-panel — anchored HUD slot — drop any widget in a named, player-movable panel
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- `HudPanel` (function) · `import { HudPanel } from "@jgengine/shell/gameKit"`
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## hud-stat-bar — optional stat-bound bar building block (health, mana, stamina) — prefer game-owned chrome
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- `StatBar` (function) · `import { StatBar } from "@jgengine/shell/gameKit"`
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## loot-table — validate a loot table definition for use with the registry
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- `lootTable` (function) · `import { lootTable } from "@jgengine/core/authoring"`
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## mount-game — mount a defined game in the browser — `<GameHost playable={game} editor={() => import("@jgengine/editor")} />`
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- `GameHost` (function) · `import { GameHost } from "@jgengine/shell/gameKit"`
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## multiplayer-offline — explicit solo adapter — omit `multiplayer` instead; offline is the shell default
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- `offline` (function) · `import { offline } from "@jgengine/shell/gameKit"`
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## multiplayer-p2p — serverless co-op over WebRTC — `multiplayer: p2p({ room })`
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- `p2p` (function) · `import { p2p } from "@jgengine/core/runtime/adapter"`
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## multiplayer-ws — server-hosted shared world over WebSocket — `multiplayer: ws({ authority: "server" })`
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- `ws` (function) · `import { ws } from "@jgengine/core/runtime/adapter"`
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## render-fallback-diagnostics — Enable/disable the dev-only placeholder-fallback probe.
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- `armFallbackSeams` (function) · `import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams"`
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- `fallbackSeamsSnapshot` (function) · `import { fallbackSeamsSnapshot } from "@jgengine/core/devtools/fallbackSeams"`
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- `reportFallbackSeam` (function) · `import { reportFallbackSeam } from "@jgengine/core/devtools/fallbackSeams"`
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## runtime-save — save/load the whole game world through a pluggable backend, autosave or save points
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- `collectOwnershipDiagnostics` (function) · `import { collectOwnershipDiagnostics } from "@jgengine/core/authoring"`
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- `isSceneOwnershipManifest` (function) · `import { isSceneOwnershipManifest } from "@jgengine/core/authoring"`
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## seeded-random — injected deterministic randomness for game logic — never `Math.random` in a simulation
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- `seededRng` (function) · `import { seededRng } from "@jgengine/shell/gameKit"`
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## typed-keyed-store — a cast-free typed handle onto a per-owner keyed family of reactive game-store slots, replayable and host-authoritative
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- `defineKeyedStore` (function) · `import { defineKeyedStore } from "@jgengine/shell/gameKit"`
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## typed-store — a cast-free typed handle onto one reactive game-store slot, replayable and host-authoritative
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- `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
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## world-convergence — derive environment coordinate content from the scene document
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- `environmentContentFromDocument` (function) · `import { environmentContentFromDocument } from "@jgengine/shell/gameKit"`
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## world-environment — compose editor/preset-derived outdoor dressing — terrain, weather, water, structures — into a legacy environment feature
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- `environment` (function) · `import { environment } from "@jgengine/shell/gameKit"`
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# Recipe — minimal game (scaffold → authored scene → win)
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**What this wires:** the default end-to-end path from nothing to a complete, genre-free
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walk/interact/win game: a scaffold, one `defineGame` config off the happy-path kit, an
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authored scene edited in the browser, one system, one store slot, an empty-canvas HUD,
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and a win condition. Every new game starts here; add combat, multiplayer, or deeper
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world features only after this loop plays.
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## 1. Scaffold
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`npx jgengine create <name>` (inside the engine monorepo: `bun run new:game "<id-or-title>"`).
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The file set is thin and already runs:
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- `src/main.tsx` — mounts `GameHost` with `editor={() => import("@jgengine/editor")}`; the
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host owns the F2+E / `?mode=editor` editor summon and the dev save endpoint.
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- `src/game.config.ts` — the whole game definition (below).
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- `src/editor.scene.json` + `src/editorLayers.ts` — the authored scene document, normalized
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with `normalizeEditorLayers`. All placement lives here, never as coordinates in code.
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## 2. Define the game — one import surface
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```ts
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// game.config.ts — everything below comes from the kit; deeper paths are for outgrowing it.
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import { defineGame } from "@jgengine/shell/gameKit";
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import { editorLayers } from "./editorLayers";
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import { GameUI } from "./game/ui/GameUI";
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import { onNewPlayer, systems } from "./loop";
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export const game = defineGame({
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name: "my-game",
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// Binding movement actions makes the shell drive the walk controller — the game walks day one.
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input: { moveForward: ["KeyW"], moveBack: ["KeyS"], moveLeft: ["KeyA"], moveRight: ["KeyD"], interact: ["KeyE"] },
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systems,
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loop: { onNewPlayer },
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GameUI,
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editorLayers, // the authored scene auto-mounts; the player spawns at its player_spawn marker
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});
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// Solo game: omit `multiplayer` entirely — offline is the shell default.
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```
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**World is optional and thin.** Omitting `world` is valid — a pure UI/rules game is not a
|
|
44
|
+
spatial place. When the game *is* a place, declare only substrate + laws with `world()` from
|
|
45
|
+
`@jgengine/core/world/place` (e.g. `{ id, ground: { mode: "flat", size: { x: Infinity, z: Infinity } }, physics: { gravity: -24 } }`,
|
|
46
|
+
or `mode: "board"` for 2D). Never seed, sky, or vegetation in `world` — the engine renders its
|
|
47
|
+
default sky until you author one in the editor, and foliage is editor scatter over the ground.
|
|
48
|
+
|
|
49
|
+
|
|
50
|
+
```ts
|
|
51
|
+
// loop.ts — one store slot for run state, one system for the rules tick.
|
|
52
|
+
import { defineStore, defineSystem, authoredSpawnPosition, type GameContext } from "@jgengine/shell/gameKit";
|
|
53
|
+
|
|
54
|
+
import { editorLayers } from "./editorLayers";
|
|
55
|
+
|
|
56
|
+
export const run = defineStore("run", { collected: 0, won: false });
|
|
57
|
+
|
|
58
|
+
export const systems = [
|
|
59
|
+
defineSystem({
|
|
60
|
+
id: "rules",
|
|
61
|
+
tick: { type: "fixed" },
|
|
62
|
+
update(ctx: GameContext) {
|
|
63
|
+
// System-check win alternative: read/update `run` here (e.g. win at collected >= 3).
|
|
64
|
+
if (run.read(ctx).collected >= 3) run.update(ctx, (s) => ({ ...s, won: true }));
|
|
65
|
+
},
|
|
66
|
+
}),
|
|
67
|
+
];
|
|
68
|
+
|
|
69
|
+
export function onNewPlayer(ctx: GameContext): void {
|
|
70
|
+
ctx.scene.entity.spawn("player", { id: ctx.player.userId, position: authoredSpawnPosition(editorLayers) ?? [0, 0, 0] });
|
|
71
|
+
}
|
|
72
|
+
```
|
|
73
|
+
|
|
74
|
+
`GameUI` starts as an empty `HudCanvas` (`useHudLayout` + `HudCanvas` from the kit). That is
|
|
75
|
+
intentional: **every game owns its UI**. Write a short UI art direction, then build custom
|
|
76
|
+
panels for this pitch — do not ship stock drop-in widgets (`StatBar`, `Hotbar`, `Coins`, glass
|
|
77
|
+
frames) as the product face. Reach for engine pieces only as headless data, layout, or
|
|
78
|
+
interaction models under game-owned chrome (see `jgengine-ui`).
|
|
79
|
+
|
|
80
|
+
## 3. Author, play, win
|
|
81
|
+
|
|
82
|
+
1. `bun dev`, then F2+E opens the editor on `editor.scene.json` — move the spawn, place
|
|
83
|
+
props and trigger markers, Ctrl+S saves back to the document.
|
|
84
|
+
2. The starter scene ships a goal marker with `{ on: "enter", action: "win" }` — walking
|
|
85
|
+
into it wins with zero game code. Author more rules the same way (triggers in the
|
|
86
|
+
editor), or read volumes yourself via the kit's `collectAuthoredTriggers(editorLayers)`.
|
|
87
|
+
3. Prove it: `bun test` asserts the document (spawn, goal), and `jgengine-verify` covers
|
|
88
|
+
screenshot and gameplay evidence before any "it works" claim.
|
|
@@ -15,14 +15,29 @@ Never replace authorable scene content with hardcoded meshes, coordinate arrays,
|
|
|
15
15
|
|
|
16
16
|
Every editor-visible object has an explicit provenance — `authored`, `generated`, `runtime`, or `transient` — and a single verdict from `classifyOwnership` (`@jgengine/core/scene/sceneOwnership`): **expose** (authorable), **bake** (offer import to the document when the provider can emit schema-valid data), or **reject** (read-only runtime content). Runtime/transient content with neither a `bake` capability nor a declared `reason` is a boundary violation — content bypassing the document with no authored home. Genuinely runtime-only or geometry-free content is declared with a serializable `SceneOwnershipManifest` (`scene-ownership.json`), which `check-content-gate` validates — the replacement for game-name exemptions.
|
|
17
17
|
|
|
18
|
+
## Headless fast path
|
|
19
|
+
|
|
20
|
+
Inspect, mutate, and persist a game's scene in single commands — no GUI session and no reference reading needed for basic authoring:
|
|
21
|
+
|
|
22
|
+
```sh
|
|
23
|
+
bun packages/editor/src/mcp/cli.ts --game <id> --tools # verb inventory with descriptions
|
|
24
|
+
bun packages/editor/src/mcp/cli.ts --game <id> --rpc '{"method":"scene_summary"}'
|
|
25
|
+
bun packages/editor/src/mcp/cli.ts --game <id> \
|
|
26
|
+
--rpc '{"method":"set_transform","id":"boss","x":10,"y":0,"z":-5}' --save
|
|
27
|
+
```
|
|
28
|
+
|
|
29
|
+
Repeat `--rpc` to batch several mutations on one session; `--save` then writes the document back to `Games/<id>/src/editor.scene.json` in the same format as the GUI's Ctrl+S, and a failed RPC aborts the batch before anything is saved.
|
|
30
|
+
|
|
18
31
|
## Canonical workflow
|
|
19
32
|
|
|
20
33
|
1. Inspect the current scene and available editor capabilities.
|
|
21
|
-
2. Make authoring changes through the GUI or
|
|
22
|
-
3. Save the scene document and verify the intended objects/layers are present.
|
|
23
|
-
4. Make gameplay reference stable authored ids, path kinds, markers, or zones rather than copying coordinates.
|
|
34
|
+
2. Make authoring changes through the GUI or the headless fast path above; do not hand-edit the JSON.
|
|
35
|
+
3. Save the scene document (`--save` headless, Ctrl+S in the GUI) and verify the intended objects/layers are present.
|
|
36
|
+
4. Make gameplay reference stable authored ids, path kinds, markers, or zones rather than copying coordinates (player spawns read the document's `player_spawn` marker via `authoredSpawnPosition` from `@jgengine/core/world/authoredSpawn`).
|
|
24
37
|
5. Render through shared authored-scene primitives and verify with `jgengine-verify`.
|
|
25
38
|
|
|
39
|
+
Scaffolded games start editor-wired: `npx jgengine create` (also what `bun run new:game` runs in-repo) uses one template that ships `src/editor.scene.json` + `editorLayers.ts`, passes the document to play mode and F2+E through `defineGame({ editorLayers })` (auto-mounted `AuthoredScene`), and spawns at the authored marker — extend the shipped document instead of re-wiring or hardcoding. To promote a scene authored in the standalone editor (`npx jgengine editor`) into a runnable game, `npx jgengine create "<Name>" --from-scene <folder>` bakes that folder's `editor.scene.json` in as the new game's scene (adding a `player_spawn` at the origin only if the authored scene lacks one), so the built game walks the scene that was just authored. Once promoted, an editor asset import (drop a `.glb`/`.gltf`) no longer scans a model folder: the host detects the typed `src/game/assets.ts` catalog, copies the bytes into the game's `public/<basePath>/imported/`, and rewrites `assets.ts` to add a durable `extras` entry (`buildCatalog({ extras })`), so the shipped game resolves the imported id through its own catalog. The rewrite is idempotent — re-importing the same id collapses to one entry — and falls back to the folder-scan import if `assets.ts` can't be safely rewritten.
|
|
40
|
+
|
|
26
41
|
Use `capabilities.md` to discover editor/runtime imports and `api.md` for signatures. Open [reference.md](reference.md) for RPC/CLI operations, embedded-agent behavior, scene schema details, and troubleshooting.
|
|
27
42
|
|
|
28
43
|
## Traps
|