@jgengine/react 0.11.0 → 0.13.0
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- package/CHANGELOG.md +52 -0
- package/dist/actionHud.d.ts +5 -5
- package/dist/actionHud.js +14 -12
- package/dist/bars.d.ts +103 -0
- package/dist/bars.js +180 -0
- package/dist/barsPreview.d.ts +4 -0
- package/dist/barsPreview.js +47 -0
- package/dist/characterSheet.d.ts +120 -0
- package/dist/characterSheet.js +134 -0
- package/dist/components.d.ts +8 -1
- package/dist/components.js +8 -1
- package/dist/hooks.d.ts +31 -0
- package/dist/hooks.js +53 -0
- package/dist/hud.d.ts +21 -4
- package/dist/hud.js +38 -27
- package/dist/hudFrame.d.ts +47 -0
- package/dist/hudFrame.js +80 -0
- package/dist/hudLayout.d.ts +13 -1
- package/dist/hudLayout.js +18 -12
- package/dist/hudLayoutPersist.d.ts +23 -0
- package/dist/hudLayoutPersist.js +19 -0
- package/dist/hudTheme.d.ts +76 -0
- package/dist/hudTheme.js +156 -0
- package/dist/hudThemePreview.d.ts +4 -0
- package/dist/hudThemePreview.js +37 -0
- package/dist/iconTreatment.d.ts +50 -0
- package/dist/iconTreatment.js +84 -0
- package/dist/iconsPreview.d.ts +4 -0
- package/dist/iconsPreview.js +29 -0
- package/dist/index.d.ts +12 -0
- package/dist/index.js +12 -0
- package/dist/inventoryGrid.d.ts +20 -0
- package/dist/inventoryGrid.js +135 -0
- package/dist/map.d.ts +72 -10
- package/dist/map.js +84 -15
- package/dist/panels.d.ts +107 -0
- package/dist/panels.js +215 -0
- package/dist/selectionHud.d.ts +11 -5
- package/dist/selectionHud.js +11 -5
- package/dist/slots.d.ts +47 -0
- package/dist/slots.js +37 -0
- package/package.json +2 -2
- package/skills/jgengine/SKILL.md +8 -4
- package/skills/jgengine/api.md +182 -81
- package/skills/jgengine/capabilities.md +104 -2
- package/skills/jgengine/recipes/minimal-game.md +88 -0
- package/skills/jgengine-ui/SKILL.md +17 -10
- package/skills/jgengine-ui/api.md +316 -51
- package/skills/jgengine-ui/capabilities.md +135 -2
- package/skills/jgengine-ui/recipes/portable-minimap.md +150 -0
- package/skills/jgengine-ui/reference.md +59 -9
- package/skills/jgengine-ui/references/visual-scorecard.md +1 -1
- package/skills/jgengine/reference-cartridge.md +0 -72
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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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- `src/loop.ts` and `src/game/ui/GameUI.tsx` — systems and HUD.
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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
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spatial place. When the game *is* a place, declare only substrate + laws with `world()` from
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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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```ts
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// loop.ts — one store slot for run state, one system for the rules tick.
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import { defineStore, defineSystem, authoredSpawnPosition, type GameContext } from "@jgengine/shell/gameKit";
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import { editorLayers } from "./editorLayers";
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export const run = defineStore("run", { collected: 0, won: false });
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export const systems = [
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defineSystem({
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id: "rules",
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tick: { type: "fixed" },
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update(ctx: GameContext) {
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// System-check win alternative: read/update `run` here (e.g. win at collected >= 3).
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if (run.read(ctx).collected >= 3) run.update(ctx, (s) => ({ ...s, won: true }));
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},
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}),
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];
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export function onNewPlayer(ctx: GameContext): void {
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ctx.scene.entity.spawn("player", { id: ctx.player.userId, position: authoredSpawnPosition(editorLayers) ?? [0, 0, 0] });
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}
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```
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`GameUI` starts as an empty `HudCanvas` (`useHudLayout` + `HudCanvas` from the kit). That is
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intentional: **every game owns its UI**. Write a short UI art direction, then build custom
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panels for this pitch — do not ship stock drop-in widgets (`StatBar`, `Hotbar`, `Coins`, glass
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frames) as the product face. Reach for engine pieces only as headless data, layout, or
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interaction models under game-owned chrome (see `jgengine-ui`).
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## 3. Author, play, win
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1. `bun dev`, then F2+E opens the editor on `editor.scene.json` — move the spawn, place
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props and trigger markers, Ctrl+S saves back to the document.
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2. The starter scene ships a goal marker with `{ on: "enter", action: "win" }` — walking
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into it wins with zero game code. Author more rules the same way (triggers in the
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editor), or read volumes yourself via the kit's `collectAuthoredTriggers(editorLayers)`.
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3. Prove it: `bun test` asserts the document (spawn, goal), and `jgengine-verify` covers
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screenshot and gameplay evidence before any "it works" claim.
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## Canonical workflow
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1. Write the game's UI art direction first (see [reference.md](reference.md) §1) — fantasy, shape/material language, hierarchy, forbidden patterns. Stock glass widgets are not a stand-in for this step.
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2. Define the real UI states: attract, main menu (the game's front-end), character create/select where relevant, live play, pause, settings, credits, results, empty/error, and relevant overlays.
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3. Read state through selectors/hooks; keep simulation mutation behind commands.
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4. Compose this game's UI, reaching first for the shipped building blocks — `InventoryGrid`, `usePanels`/`PanelHost`/`Window`, `CharacterSheet`/`Paperdoll`, and the action/selection bars — and composing + reskinning them; only hand-roll custom markup where no building block fits. Toggleable windows (bag `B`, character `C`, etc.) come from `usePanels`, not hand-rolled open/close state. Prefer headless data + game-owned chrome. When a second presentation is plausible, split data / renderer / chrome (minimap stack example: `useLiveMarkers` → track/renderer → game frame; see reference §6).
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5. Make keyboard, pointer, touch, controller, focus, and screen-reader behavior explicit.
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6. Add preview fixtures using the real components for fast deterministic capture.
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7. Verify desktop and mobile layouts through `jgengine-verify`. A HUD that could pass for another game's default chrome fails visual review.
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Existing React games keep their entity store and use the focused
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[portable minimap recipe](recipes/portable-minimap.md); no `GameProvider`,
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`MarkerSet`, Three.js, or React Three Fiber adoption is required.
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## Product rules
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- **Every game owns its UI end-to-end.** Custom composition, skin, placement, terminology, motion, and one main menu. The website/runner is a bare loader.
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- **The main menu is a game front-end, not marketing.** The runner loads straight into the game's own menu; it offers the real front-end verbs the game supports — New Game, Continue/Load (save slots), Create/Choose character or class, Settings, Credits — each an authored screen in the game's art direction, not a landing page or raw scaffold. See [reference.md](reference.md) §"Main menu".
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- **Settings is game-owned and reachable from a sensible place.** Every game ships settings as *its* settings — skinned and placed inline with its UI (main menu and pause), never the engine's stock face floated into a corner. Credits are a reachable in-game screen, not attribution buried in a build artifact.
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- Engine packages ship both headless seams *and* good drop-in building blocks. The seams are layout (`HudCanvas`/`HudPanel`), data hooks, interaction models, and tokens; the building blocks are the parts almost every game needs — inventory grids (`InventoryGrid`), toggleable windows (`usePanels`/`PanelHost`/`Window`), character sheets (`CharacterSheet`/`Paperdoll`), stat/vitals bars, and action/selection bars. Composing and reskinning these is using the engine correctly, not out of policy. What stays out of scope is a whole finished game *face* or a genre theme preset shipped as the product (see [AGENTS.md](../../../AGENTS.md)).
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- Never reach for a genre HUD kit, theme preset, or "default RPG/FPS chrome" as the game's *identity*. Composing the shared building blocks (bag, character, spellbook, action-bar windows) is fine and expected — it's a prefab genre *look/identity* dropped in unchanged that's discouraged. Build the look this pitch needs on top of them.
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- Layout and skin remain caller-controlled; shared primitives own reusable behavior, not product look.
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- SSR-visible output is hydration-stable; round computed SVG values at the boundary.
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## Traps
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- Do not duplicate inventory, combat, quest, or selection state inside components.
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- A static facsimile preview does not test the real UI; compose production components with fixtures.
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- Visual quality is judged from rendered evidence, not component counts or prose.
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