@jgengine/github 0.5.1 → 0.8.0

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@@ -12,6 +12,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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  - `collectAuthoredTriggers` (function) · `import { collectAuthoredTriggers } from "@jgengine/shell/gameKit"`
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+ ## chase-view-cycle — cycle a vehicle camera between chase, hood and cockpit views at runtime
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+ - `nextChaseView` (function) · `import { nextChaseView } from "@jgengine/core/runtime/cameraDirector"`
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+
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  ## client-side — input prediction with replay reconciliation
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  - `createPredictionBuffer` (function) · `import { createPredictionBuffer } from "@jgengine/core/runtime/prediction"`
@@ -20,6 +24,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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  - `GameContextModels` (interface) · `import { GameContextModels } from "@jgengine/core/runtime/gameContext"`
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+ ## command-number — validate finite, bounded numbers and integers at command boundaries
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+ - `readInputNumber` (function) · `import { readInputNumber } from "@jgengine/core/runtime/commandInput"`
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+ ## command-parse — parse untrusted command input once so every command stage sees typed, bounded values
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+ - `defineCommand` (function) · `import { defineCommand } from "@jgengine/core/runtime/commandRunner"`
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+
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  ## command-quantity — validate bounded whole-item counts at command boundaries
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  - `readQuantity` (function) · `import { readQuantity } from "@jgengine/core/runtime/commandInput"`
@@ -40,6 +52,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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  - `EditorCatalogDefinition` (interface) · `import { EditorCatalogDefinition } from "@jgengine/shell/gameKit"`
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+ ## fire-input — bind a key or mouse button to a named action that runs the same-named command with the aim; repeatMs auto-fires while held
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+ - `ActionCodesMap` (type) · `import { ActionCodesMap } from "@jgengine/core/authoring"`
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+
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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"`
@@ -96,6 +112,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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  - `createInputRecorder` (function) · `import { createInputRecorder } from "@jgengine/core/runtime/inputRecorder"`
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+ ## local-players — Couch co-op seats: devices hot-join into slots, each with its own user id and input snapshot.
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+ - `createLocalPlayers` (function) · `import { createLocalPlayers } from "@jgengine/core/runtime/localPlayers"`
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+
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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"`
@@ -178,6 +198,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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  - `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
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+ ## warn-once — emit a dev-only warning a single time per call site
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+ - `warnOnce` (function) · `import { warnOnce } from "@jgengine/core/devtools/warnOnce"`
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  ## world-chunk-key — map world positions to persisted chunk keys at a declared cell size
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  - `chunkKeyOf` (function) · `import { chunkKeyOf } from "@jgengine/core/runtime/worldChunks"`
@@ -193,3 +217,7 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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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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+ ## world-item-pickup — pick up dropped items: ctx.scene.worldItem nearestInRadius → pickup into the player's inventory
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+ - `SceneWorldItemContext` (interface) · `import { SceneWorldItemContext } from "@jgengine/core/runtime/gameContext"`
@@ -6,6 +6,11 @@ authored scene edited in the browser, one system, one store slot, an empty-canva
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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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+ Every extension follows the [framework-first decision](../SKILL.md#framework-first-decisions):
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+ compose an installed SDK capability, improve its upstream contract if needed, then
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+ remove superseded game glue after published adoption. The game owns its rules and art;
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+ it should not recreate input, model lifecycle, storage or UI accessibility machinery.
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+
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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>"`).
@@ -45,6 +50,9 @@ spatial place. When the game *is* a place, declare only substrate + laws with `w
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  `@jgengine/core/world/place` (e.g. `{ id, ground: { mode: "flat", size: { x: Infinity, z: Infinity } }, physics: { gravity: -24 } }`,
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  or `mode: "board"` for 2D). Never seed, sky, or vegetation in `world` — the engine renders its
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  default sky until you author one in the editor, and foliage is editor scatter over the ground.
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+ A created 3D game instead ships hills as a terrain sculpt in `editor.scene.json` and a `world.ts`
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+ that consumes it with `environment({ sculpt })` via `environmentContentFromDocument`; the file
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+ holds only the ground palette. Reshape the hills in the editor, not in code.
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  ```ts
@@ -77,8 +85,8 @@ direction. Compose the shipped building blocks the moment you need them (`StatBa
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  `Coins`, `InventoryGrid`, `CharacterSheet`, window shells from `jgengine-ui`), then reskin via
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  `HudTheme` tokens. Reaching for those is using the engine correctly, not incomplete work. What
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  the engine does not ship is a whole finished game *face* or genre theme preset — do not leave an
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- unarranged, unskinned generic dashboard as the product. Hand-roll markup only where no building
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- block fits (see `jgengine-ui`).
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+ unarranged, unskinned generic dashboard as the product. Custom markup can use headless
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+ SDK behavior; a missing reusable behavior is an upstream gap (see `jgengine-ui`).
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  ## 3. Author, play, win
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