@netforge/template-platformer 0.1.0 → 0.2.0

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package/AGENTS.md ADDED
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+ # Extending SKYLEDGE
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+
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+ SKYLEDGE is the platformer template of the Net Forge game engine. This file tells a coding agent how to change the game safely. `llms.txt` in this package has the full recipe book for this genre, and `llms-full.txt` adds the whole `src/game.ts` as a worked example.
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+
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+ ## The one file to edit
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+
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+ Change the game by editing `src/game.ts` only. It holds declarations, not engine code. src/names.json holds the title and every label players read (upgrades, earn rules, store items). Everything else (the client, the manifest, the store hooks, the simulation, the netcode) is template machinery.
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+
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+ ## Import only @netforge/engine
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+
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+ `src/game.ts` imports from `@netforge/engine` and nothing else. The template's game imports:
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+
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+ ```ts
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+ import { earn, game, store, system, upgrade } from "@netforge/engine";
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+ ```
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+
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+ Also available for this genre: `economy`. `earn` has `earn.rule(...)` and `earn.stake(...)`; `store` has `store.sku(...)`. `system(id, ctx => ...)` gets the systems API described in `llms.txt`. The renderer, input, netcode and physics live elsewhere and are not reachable from game code.
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+
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+ ## Rules the build enforces
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+
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+ - Ids are lower_snake_case.
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+ - Every game declares at least one `earn.rule(...)` (mandatory earn) and one `earn.stake(...)` (the buy-in run), on one top-level line. A game without either does not build.
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+ - Asset ids are library ids such as `style.lowpoly.turret`, never URLs or file paths, and must exist in the asset library.
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+ - `game({ template: "platformer", style, levels: [...] })` with 1 to 8 levels.
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+ - No `weapon()`, `director()`, `keeper()` or enemy prefabs: the challenge is the course.
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+ - Every course must be finishable: the route planner runs from the start to the flag on every level, and a level with no route fails the build.
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+ - Upgrades raise one of: speed (run speed), amount (extra air jumps), magnet (coin reach, m), maxHealth (shield hits per life), haste (dash cooldown).
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+ - 4 players plus seat bots must all reach the flag, and an earn rule must fire, in a 4-minute playtest.
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+ - `game({ style })` is the art style the creator picked (lowpoly, toon, ps1, pixel, voxel or handdrawn). Keep it.
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+ - Keep the store SKUs the client is wired to, at their prices: feather, sprint, shield, skin_sunset and skin_frost (with the outfits' grants: sunset 1, frost 2). "stake" is reserved and is never a SKU id.
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+
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+ ## Validate
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+
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+ - With the MCP server (`npx -y @netforge/mcp`, bin `netforge-mcp`): call `netforge_validate_game` on the game. It returns one line per problem.
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+ - In this package: `npx vitest run` runs `test/harness.test.ts`, `test/host.test.ts`, `test/race.test.ts`, `test/store.test.ts`. A bad declaration throws `GameDefinitionError` with a line you can act on.
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+
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+ ## Playtest
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+
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+ - With the MCP server: call `netforge_run_playtest`.
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+ - In code: `import { engine } from "@netforge/engine"` and run `engine.test.run({ ticks: 60 * 240, bots: 4, assert: [] })`. It reports rounds (wave), runs.won (rounds every playtest climber finished), scorers, deaths (falls), earned by rule, softlock, ms per tick and fun.routes (the planner's route per course).
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+
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+ ## Play locally
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+
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+ ```sh
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+ mkdir -p my-game/src && cd my-game
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+ npm init -y && npm install @netforge/kit-play @netforge/engine @netforge/template-platformer
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+ cp node_modules/@netforge/template-platformer/src/game.ts src/
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+ echo '{"template":"platformer"}' > netnet.json
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+ npx kit-play # opens http://127.0.0.1:4663
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+ ```
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+
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+ The MCP tool `netforge_play_locally` does the same. Coins are play money; nothing pays out and no chain or wallet is involved. Edit `src/game.ts` and run it again to try a change.
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+
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+ ## What not to do
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+
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+ - Do not write renderers, netcode, physics or bot AI. The template already has them.
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+ - Do not use asset URLs or file paths. Use library ids.
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+ - Do not import anything other than `@netforge/engine` in `src/game.ts`.
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+ - Do not edit `client/`, `src/manifest.ts` or `src/store.ts`.
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+ - Do not rename or reprice the store SKUs the client is wired to.
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+ - Do not add weapons, enemies or a director; build challenge into the course instead.
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+
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+ ## Docs
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+
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+ https://forge.netnet.capital/docs/templates/platformer
package/CLAUDE.md ADDED
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+ # CLAUDE.md
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+
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+ Read AGENTS.md before changing this game.
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+
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+ The five hard rules:
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+
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+ 1. Edit only `src/game.ts`.
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+ 2. Import only `@netforge/engine`.
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+ 3. Ids are lower_snake_case.
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+ 4. Declare at least one `earn.rule(...)` and exactly one `earn.stake(...)`.
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+ 5. No renderers, netcode, physics or asset URLs.
package/README.md CHANGED
@@ -1,55 +1,75 @@
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- # SKYLEDGE (platformer template)
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+ # @netforge/template-platformer
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2
 
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- Up to eight climbers race along cliffside courses to the flag: run, jump
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- (hold for height, tap for a hop), dash across gaps, ride moving platforms,
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- bounce off springs and stay off the thorns. Each climber collects their own
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- coins. A round is one course; the next round runs the next course. Seat bots
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- fill empty places, so one person alone still has a race.
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+ A multiplayer platformer game template for Net Forge: a side-view race to the flag for up to 8 players over cliffside courses (SKYLEDGE).
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- | Path | What |
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- |---|---|
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- | `src/game.ts` | The game, as the model writes it (declarations only): three courses, three round upgrades, earn rules, stake, store. |
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- | `src/manifest.ts` | Loads and compiles it; `platformerAdapter()` for the room server and the client. Room template `platformer`. |
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- | `src/store.ts` | Store hooks on the Kit's API names: three round upgrades (40, 40, 60 coins), two outfits (300, 500), shield charm gear (120); mock until the token is live. |
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- | `client/` | The browser client: side-view three.js scene in every art style, HUD, input (keys, gamepad, touch), game feel. |
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- | `scripts/plan.ts` | The route planner on every course (how long a good run takes). |
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- | `test/` | Playtest bots through `engine.test.run`, the race rules, prediction, the store. |
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- | `llms.txt` | How to change the game (for agents). |
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-
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- ## How it plays on the server
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-
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- - The sim is `@netforge/engine-sim`'s platform mode (`src/platform.ts`):
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- pure TypeScript swept AABB movement on a 1/1024 m grid at 60 Hz, so a
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- predicting client replays its own climber bit for bit. Climbers are
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- ghosts to each other and coins are per climber, so nothing another player
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- does can make your prediction wrong.
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- - Jump feel: coyote time (0.1 s), a jump buffer (0.13 s), variable jump
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- height (releasing Jump while rising cuts the rise), a lighter apex while
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- Jump is held, a heavier fall, ceiling corner nudges, an air dash.
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- - The race runner (`@netforge/engine/game` `RaceRunner`) owns rounds:
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- countdown, race, results, the next course. It pays `player.finished` (your
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- own act), and `race.won` and `race.podium` only with another person in the
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- round. Seat bots never earn.
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- - Seat bots run routes found by the route planner (`planCourse`, cached per
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- course and start tick), each starting a little after the signal by its
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- skill. A bot stuck for 5 s skips to its next checkpoint.
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- - The gate's softlock check: the planner must find a route to the flag on
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- every course.
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-
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- ## Run it
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-
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- This template runs on your own computer with play money through
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- `kit play` (`@netforge/kit-play`). From the repository root:
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+ Climbers run, jump (hold for height, tap for a hop), dash across gaps, ride moving platforms, bounce off springs and stay off the thorns. Each climber collects their own coins. A round is one course, and the next round runs the next course. Seat bots fill empty places, so one person alone still has a race.
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+
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+ The simulation is the engine's deterministic platform mode: swept box movement on a 1/1024 m grid at 60 Hz, so a predicting client replays its own climber bit for bit. Climbers are ghosts to each other and coins are per climber, so nothing another player does can make your prediction wrong.
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+
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+ Jump feel: coyote time (0.1 s), a jump buffer (0.13 s), variable jump height, a lighter apex while Jump is held, a heavier fall, ceiling corner nudges and an air dash.
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+
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+ The race runner owns rounds (countdown, race, results, next course). It pays `player.finished` for your own finish, and `race.won` and `race.podium` only with another person in the round. Seat bots run routes found by the route planner and never earn. Every course must have a planner route to the flag, or the build fails.
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+
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+ ## Install
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  ```sh
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- pnpm install --frozen-lockfile && pnpm build
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- mkdir -p play-platformer/src && cp packages/template-platformer/src/game.ts play-platformer/src/
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- echo '{"template":"platformer"}' > play-platformer/netnet.json
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- node packages/kit-play/dist/cli.js play-platformer # opens http://127.0.0.1:4663
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+ npm install @netforge/template-platformer
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  ```
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- Edit `play-platformer/src/game.ts` and run it again to try a change. Real-token
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- earning, stakes and claims run only on the hosted Net Forge server.
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+ You normally do not import this package yourself. `kit play` runs it on your own computer, and the Net Forge MCP server and studio copy its `src/game.ts` as the starting point for a new game.
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+
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+ ## Play it locally
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+
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+ ```sh
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+ mkdir -p my-game/src && cd my-game
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+ npm init -y && npm install @netforge/kit-play @netforge/engine @netforge/template-platformer
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+ cp node_modules/@netforge/template-platformer/src/game.ts src/
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+ echo '{"template":"platformer"}' > netnet.json
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+ npx kit-play # opens http://127.0.0.1:4663
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+ ```
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+
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+ Coins are play money and nothing pays out. Real-token earning, stakes and claims run only on the hosted Net Forge server.
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+
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+ ## Change the game
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+
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+ Courses run three minutes and three seat bots fill the room. Field more bots and give each course a little longer:
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+
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+ ```ts
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+ players: { prefab: "style.lowpoly.rogue", max: 8, bots: 5 },
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+ round: { seconds: 210 },
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+ ```
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+
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+ Save `src/game.ts` and run `npx kit-play` again.
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+
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+ ## Files
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+
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+ | Path | What |
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+ |---|---|
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+ | `src/game.ts` | The game, declarations only: three courses, three round upgrades, earn rules, stake, store. |
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+ | `src/manifest.ts` | Loads and compiles the game; `platformerAdapter()` and `platformerGame()` for the room host and the client. |
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+ | `src/store.ts` | Store hooks on the Kit's names: three round upgrades (40, 40, 60 coins), two outfits (300, 500) and the shield charm gear (120). |
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+ | `client/` | The browser client: a side-view three.js scene in every art style, HUD, input (keys, gamepad, touch), game feel. |
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+ | `scripts/plan.ts` | The route planner run on every course (how long a good run takes). |
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+ | `test/` | Playtest bots through `engine.test.run`, the race rules, prediction, the local host and the store. |
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+ | `llms.txt` | How to change the game, for agents. |
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+
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+ ## Controls
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+
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+ Keys: A D or arrows run, Space W or Up jump, Shift dash, Down plus Jump drops through a ledge, R or Enter readies the next course. The backquote key shows stats.
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+
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+ ## For AI agents
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+
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+ Read `AGENTS.md` and `llms.txt` in this package before changing the game. `llms-full.txt` adds the whole `src/game.ts` as a worked example.
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+
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+ Agents can also drive this template through the Net Forge MCP server: run `npx -y @netforge/mcp` (package `@netforge/mcp`, bin `netforge-mcp`). Its tools are `netforge_list_templates`, `netforge_create_game`, `netforge_explain_api`, `netforge_search_docs`, `netforge_validate_game`, `netforge_run_playtest` and `netforge_play_locally`.
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+
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+ To set up a coding agent in a game project, run `npx netforge setup agent`. It writes AGENTS.md, CLAUDE.md, Cursor rules and `.mcp.json` into the project. In Claude Code you can also add the server directly with `claude mcp add netforge -- npx -y @netforge/mcp`.
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+
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+ ## Docs
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+
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+ - https://forge.netnet.capital/docs/templates/platformer
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+ - `llms.txt` and `llms-full.txt` in this package (also exported as `@netforge/template-platformer/llms.txt` and `@netforge/template-platformer/llms-full.txt`)
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+
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+ ## License
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- Keys: A D or arrows run, Space W or Up jump, Shift dash, Down + Jump drops
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- through a ledge, R or Enter readies the next course. ` shows stats.
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+ MIT. See `LICENSE` and `NOTICE`.
package/client/main.ts CHANGED
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  if (friendRoomId && conn.roomId !== friendRoomId) setTimeout(() => hud.toast("Room full, new room"), 500);
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  if (conn.welcome.version !== GAME_VERSION) setTimeout(() => hud.toast("Update ready. Reload."), 800);
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  const linkFor = (base: string) =>
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- `${base}?room=${conn.roomId}${place !== PLACE ? `&place=${encodeURIComponent(place)}` : ""}${params.has("server") ? `&server=${encodeURIComponent(endpoint)}` : ""}`;
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+ `${base}?room=${conn.roomId}${place !== PLACE ? `&place=${encodeURIComponent(place)}` : ""}${params.has("server") ? `&server=${encodeURIComponent(endpoint)}` : ""}${params.has("game") ? `&game=${encodeURIComponent(params.get("game") ?? "")}` : ""}`;
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  history.replaceState(null, "", `${linkFor(location.pathname)}${autopilot ? `&autopilot=${autopilotMode}` : ""}${params.has("webgl") ? "&webgl=1" : ""}${params.has("stats") ? "&stats=1" : ""}${params.has("style") ? `&style=${encodeURIComponent(params.get("style") ?? "")}` : ""}${params.has("preview") ? "&preview=1" : ""}`);
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  const libraryBase = params.get("library") ?? env.VITE_LIBRARY_URL ?? "./library";
package/llms-full.txt ADDED
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+ # Net Forge platformer template (SKYLEDGE)
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+
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+ > A side-view race to the flag for up to 8 players over cliffside courses,
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+ > with seat bots filling empty places. A round is one course; the next round
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+ > runs the next course. You change the game by editing src/game.ts only. The
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+ > template already has the run and jump motor (coyote time, jump buffering,
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+ > variable jump height, air dash, springs, one-way ledges, moving platforms),
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+ > checkpoints and falls, per-player coins, the race clock and places, bots
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+ > that run planned routes, netcode with client prediction, rendering in every
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+ > art style, keyboard, gamepad and touch controls, earn and the store. Do not
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+ > write renderers, netcode, physics or bot AI.
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+
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+ ## Files
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+
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+ - src/game.ts: THE GAME. Declarations against @netforge/engine:
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+ game(), upgrade(), system(), earn.rule(), earn.stake(), store.sku().
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+ - src/names.json: the title and every label players read (upgrades, earn
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+ rules, store items).
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+ - Everything else is template machinery.
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+
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+ ## Rules the build enforces
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+
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+ - game({ template: "platformer", style: "lowpoly", levels: [...] }) with 1 to 8 levels.
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+ - No weapon(), director(), keeper() or enemy prefabs: the challenge is the course.
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+ - Every course must be finishable: the gate runs a route planner from the start
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+ to the flag on every level, and a level with no route fails the build.
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+ - Asset ids look like "style.lowpoly.rogue", never URLs or paths, and must be in the asset library.
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+ - game({ style }) is the art style the creator picked: lowpoly, toon, ps1, pixel, voxel or handdrawn. Keep it.
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+ - Ids are lower_snake_case. Every game declares at least one earn.rule and one earn.stake (the buy-in run).
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+ - Upgrades raise one of: speed (run speed), amount (extra air jumps),
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+ magnet (coin reach, m), maxHealth (shield hits per life), haste (dash cooldown).
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+ - 4 players plus seat bots must all reach the flag, and an earn rule must
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+ fire, in a 4-minute playtest.
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+
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+ ## Units
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+
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+ Seconds, metres, metres per second. Side view: x runs right from the start
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+ to the flag, y runs up. Tick rate 60 Hz. A climber's body is 0.68 m wide and
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+ 1.4 m tall; feet are at its y.
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+
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+ ## The loop
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+
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+ Everyone starts at the level's start. A 3 s countdown, then the race: run
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+ (A/D, arrows, stick), jump (Space/W/Up, A on a pad; hold for a full jump, tap
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+ for a hop), dash (Shift, X on a pad; once in the air, refilled on landing),
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+ Down + Jump drops through a ledge. Thorns and the drop send you back to the
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+ last checkpoint you touched. Touch the flag to finish; your place is the
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+ order of finishing. The round closes a few seconds after every person has
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+ finished, or at round.seconds. The results show, then the next course.
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+
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+ Numbers that make the default feel: run 7.5 m/s, a full jump 3.3 m high in
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+ 0.36 s, a tap jump about 1.4 m, coyote 0.1 s, jump buffer 0.13 s, fall
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+ gravity x1.75, dash 16 m/s for 0.16 s. A full running jump clears a gap of
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+ about 6 m; with the dash about 8.5 m.
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+
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+ ## Building a course
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+
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+ Coordinates are metres. Helpers you can write in game.ts:
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+ const ground = (x0, x1, y = 0) => [x0, y - 4, x1 - x0, 4]; // ground from x0 to x1, top at y
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+ levels: [{
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+ name: "Mossy Steps",
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+ start: [0, 0], // feet of every climber at the start
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+ flag: [128, 4.5], // the flag's foot: stand it on a block top
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+ blocks: [ground(-8, 24), [14, 0, 3, 1.2], ...], // [x, y, width, height] from the bottom-left corner
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+ ledges: [[40, 2.6, 4]], // [x, top y, width]: one-way, jump up through, Down + Jump drops
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+ hazards: [[35, 0, 2, 0.5]], // [x, y, width, height]: thorns
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+ springs: [[59, 0, 21]], // [x, y, launch speed m/s]: 21 is about 4.5 m up
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+ movers: [{ at: [81, 0, 3], to: [5, 0], seconds: 4 }], // a 3 m platform at x 81, swinging 5 m right and back every 4 s
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+ coins: [[4, 1], [5.2, 1]], // centres; each climber collects their own (at most 62)
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+ checkpoints: [[31, 0], [92, 0]], // feet, in course order
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+ }]
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+ Rules of thumb: steps up of 1 to 2.5 m, gaps of 2 to 5 m (6 with a running
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+ jump, 8 with the dash), a checkpoint every 30 to 50 m, coins along the line a
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+ good run takes and a few on a harder high road. A course of 120 to 180 m runs
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+ in 16 to 25 s for a good climber. killY (optional) is the fall line; default
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+ 8 m under the lowest block.
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+
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+ ## Common changes
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+
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+ ### A new course
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+ Add a level object to levels. Courses rotate one per round in order.
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+
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+ ### Tune the feel
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+ motor: { runSpeed: 8, jumpHeight: 3.6, airJumps: 1 } (runSpeed 3-14, jumpHeight 1-8,
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+ timeToApex 0.2-0.7, fallGravity 1-3, jumpCut 0.2-1, coyoteSeconds and
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+ bufferSeconds 0-0.25, airJumps 0-2, dashSpeed 6-30). Change a few at a
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+ time; the planner re-checks every course with the new numbers.
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+
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+ ### Round length and bots
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+ round: { seconds: 180 } (60 to 600). players.bots: 3 fills a room up to 3
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+ players with seat bots (0 turns them off). Bots run planned routes and start
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+ a little after the signal (looser bots later), never earn, and a win over a
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+ field of bots pays nothing extra.
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+
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+ ### Add an earn rule
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+ earn.rule("speedy", { when: "player.finished", n: 1, pay: 6, oncePer: "run" });
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+ Events: player.finished (you reached the flag), race.won (first to the flag,
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+ paid only with another person in the round), race.podium (top three, same),
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+ coin.collected (credits the collector), checkpoint.reached, player.fell,
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+ spring.bounced, round.finished (everyone present), run.started (unpaid: a
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+ player's earning run started over), and anything you emit(). A run is a
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+ round; each rule pays once per round per player, in coins; the room server
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+ is the referee; bots never earn.
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+
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+ ### Track something with a system
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+ system("clean_climb", ({ on, emit }) => {
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+ const falls = new Map<number, number>();
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+ on("player.fell", (ids) => { for (const id of ids) falls.set(id, (falls.get(id) ?? 0) + 1); });
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+ on("player.finished", (ids) => { const clean = ids.filter((id) => !falls.get(id)); if (clean.length) emit("climb.clean", clean); });
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+ on("run.started", (ids) => { for (const id of ids) falls.delete(id); });
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+ });
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+ Systems also have every(seconds, fn), after, onTick, players(), random(),
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+ announce(text), upcoming(label, seconds) and end() (closes the round now).
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+ spawn and enemies are not part of this template.
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+
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+ ### The buy-in run (required)
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+ earn.stake({ min: 10, max: 100, multiple: 2 });
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+ Every game declares one, on one top-level line. A player stakes coins at the
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+ start of a run; a staked run pays its normal earn plus a share of
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+ stake x multiple (the share is the part of the run's most earn the player
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+ makes). What it does not win back stays in the reward pool. multiple is 1
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+ to 2. "stake" is reserved: never a SKU id.
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+
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+ ### Losable gear (optional)
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+ store.sku("shield_charm", { coins: 120, grants: { gear: "shield", loseBelow: 0.25 } });
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+ Owned in the player's profile, coins only. It brings one level of its upgrade
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+ into every staked run and is lost when that run makes less than loseBelow of
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+ its most earn.
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+
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+ ### Coins: earn and the store
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+ Every game has coins: 1 coin = 1 of the game's own token, shown under the
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+ token's own name, symbol and logo. The default coin model sells round
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+ consumables and looks, never permanent stat power:
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+ store.sku("feather", { coins: 40 }); // one level of the "feather" upgrade for the round
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+ store.sku("skin_sunset", { coins: 300, grants: { cosmetic: 1 } }); // an outfit, owned for good
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+ Keep the five SKUs the client is wired to (feather, sprint, shield,
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+ skin_sunset, skin_frost) at their prices, with the outfits' grants (sunset 1,
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+ frost 2). "Cosmetics only": economy({ store: "cosmetics" }). PvP pots are not
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+ part of this template.
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+
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+ ### Change who the climbers are (the asset library)
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+ players: { prefab: "style.lowpoly.astronaut", ... } (the template's own is style.lowpoly.rogue) (any character; it plays
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+ run, idle and jump). Coins draw style.lowpoly.coin, seat bots
144
+ style.lowpoly.mini_female_c, and the cliffs carry trees, rocks and bushes.
145
+
146
+ ## Test
147
+
148
+ engine.test.run({ ticks: 60 * 240, bots: 4, assert: [...] }) runs the race
149
+ on the server sim with 4 playtest climbers plus seat bots and reports rounds
150
+ (wave), runs.won (rounds every playtest climber finished), scorers (climbers
151
+ that finished at least once), deaths (falls), earned by rule, softlock, ms per
152
+ tick, and fun.routes (the planner's route per course).
153
+
154
+ ## Worked example: src/game.ts
155
+
156
+ The whole game as the template ships it. Every change starts from this file.
157
+
158
+ ```ts
159
+ /**
160
+ * SKYLEDGE: the platformer template (play style
161
+ * "platformer"). Up to eight climbers race along cliffside courses to the
162
+ * flag: run, jump (hold for height, tap for a hop), dash across gaps, ride
163
+ * moving platforms, bounce off springs and stay off the thorns. Coins hang
164
+ * along every route; each climber collects their own. A round is one
165
+ * course; the next round runs the next course. Seat bots fill empty places
166
+ * so a round always has a race.
167
+ *
168
+ * This file is the whole game as the model writes it: declarations only,
169
+ * against the typed API in @netforge/engine. Everything else (the
170
+ * motor, netcode, renderer, bots, route planner, referee) is the template's
171
+ * machinery.
172
+ *
173
+ * Course coordinates are metres, side view: x runs right from the start to
174
+ * the flag, y runs up. blocks are [x, y, width, height] from the bottom-left
175
+ * corner; ledges are [x, y, width] one-way platforms; hazards are
176
+ * [x, y, width, height]; springs are [x, y, power]; coins and checkpoints
177
+ * are [x, y].
178
+ */
179
+ import { earn, game, store, system, upgrade } from "@netforge/engine";
180
+
181
+ /** Ground from x0 to x1, its top at y (4 m deep). */
182
+ const ground = (x0: number, x1: number, y = 0): [number, number, number, number] => [x0, y - 4, x1 - x0, 4];
183
+ /** A row of n coins from x, `gap` metres apart, at height y. */
184
+ const coins = (x: number, y: number, n: number, gap = 1.2): [number, number][] => Array.from({ length: n }, (_, i) => [x + i * gap, y]);
185
+
186
+ export default game({
187
+ template: "platformer",
188
+ style: "lowpoly",
189
+ tickRate: 60,
190
+ places: { cliffs: { chunks: "places/cliffs", spawn: [0, 0, 0] } },
191
+ players: { prefab: "style.lowpoly.rogue", max: 8, bots: 3 },
192
+ // A course has three minutes; the round closes a few seconds after every person has finished.
193
+ round: { seconds: 180 },
194
+ levels: [
195
+ {
196
+ name: "Mossy Steps",
197
+ start: [0, 0],
198
+ flag: [128, 4.5],
199
+ blocks: [
200
+ ground(-8, 24),
201
+ [14, 0, 3, 1.2],
202
+ [17, 0, 3, 2.4],
203
+ ground(28, 50),
204
+ ground(55, 80),
205
+ [62, 5, 7, 0.8],
206
+ ground(90, 100),
207
+ [100, -4, 4, 5.5],
208
+ [104, -4, 4, 7],
209
+ [108, -4, 30, 8.5],
210
+ ],
211
+ ledges: [[40, 2.6, 4]],
212
+ hazards: [[35, 0, 2, 0.5], [72, 0, 2, 0.5]],
213
+ springs: [[59, 0, 21]],
214
+ movers: [{ at: [81, 0, 3], to: [5, 0], seconds: 4 }],
215
+ coins: [...coins(4, 1, 5), ...coins(14.8, 2.4, 1), ...coins(18, 3.6, 2), ...coins(41, 3.6, 3), ...coins(63, 6.4, 5), ...coins(84, 1.4, 3), ...coins(112, 5.4, 4)],
216
+ checkpoints: [[31, 0], [92, 0]],
217
+ },
218
+ {
219
+ name: "Windmill Gap",
220
+ start: [0, 0],
221
+ flag: [150, 6],
222
+ blocks: [
223
+ ground(-8, 18),
224
+ [12, 0, 6, 2],
225
+ ground(24, 34, 2),
226
+ [38, -2, 6, 4],
227
+ ground(52, 70, 1),
228
+ [58, 1, 2, 2.2],
229
+ ground(84, 96, 3),
230
+ [96, -1, 8, 4],
231
+ ground(118, 160, 6),
232
+ [126, 6, 3, 2],
233
+ ],
234
+ ledges: [[46, 3.6, 3], [74, 3.4, 3], [104, 4.8, 3], [110, 6.2, 3]],
235
+ hazards: [[64, 1, 3, 0.5], [88, 3, 2, 0.5], [136, 6, 2, 0.5]],
236
+ springs: [],
237
+ movers: [
238
+ { at: [74, 1, 3], to: [0, 4], seconds: 3.5 },
239
+ { at: [112, 2, 3], to: [0, 3], seconds: 3, phase: 0.5 },
240
+ ],
241
+ coins: [...coins(13, 3, 4), ...coins(26, 3.2, 5), ...coins(47, 4.8, 2), ...coins(58.3, 4, 1), ...coins(85, 4.4, 3), ...coins(105, 6, 2), ...coins(130, 7.4, 6)],
242
+ checkpoints: [[54, 1], [120, 6]],
243
+ },
244
+ {
245
+ name: "Summit Run",
246
+ start: [0, 0],
247
+ flag: [168, 14],
248
+ blocks: [
249
+ ground(-8, 20),
250
+ [20, -4, 6, 5],
251
+ [30, -4, 6, 7],
252
+ ground(42, 60, 3),
253
+ [48, 3, 3, 1],
254
+ ground(66, 82, 5),
255
+ [74, 5, 2, 3],
256
+ [88, 4, 6, 1],
257
+ ground(98, 120, 8),
258
+ [124, 9, 6, 1],
259
+ [134, 10, 6, 1],
260
+ ground(146, 176, 14),
261
+ ],
262
+ ledges: [[60, 6.5, 4], [113, 11, 4]],
263
+ hazards: [[54, 3, 3, 0.5], [102, 8, 2, 0.5], [110, 8, 2, 0.5], [156, 14, 2, 0.5]],
264
+ springs: [[16, 0, 22], [80, 5, 22], [118, 8, 21]],
265
+ movers: [{ at: [138, 11, 3], to: [5, 2], seconds: 3.2 }],
266
+ coins: [...coins(8, 1.2, 4), ...coins(16, 6, 3), ...coins(43, 4.4, 4), ...coins(61, 8, 3), ...coins(89, 6.2, 4), ...coins(125, 11, 3), ...coins(150, 15.4, 5)],
267
+ checkpoints: [[44, 3], [100, 8], [148, 14]],
268
+ },
269
+ ],
270
+ });
271
+
272
+ // Run upgrades, sold in the store for the rest of the round (one level each).
273
+ // Platformer upgrades raise speed (run speed), amount (extra air jumps), magnet (coin reach),
274
+ // maxHealth (shield hits per life) or haste (dash cooldown).
275
+ upgrade("feather", { stat: "amount", step: 1, maxLevel: 1 });
276
+ upgrade("sprint", { stat: "speed", step: 0.1, maxLevel: 1 });
277
+ upgrade("shield", { stat: "maxHealth", step: 1, maxLevel: 1 });
278
+
279
+ // A clean climb: reach the flag without a fall.
280
+ system("clean_climb", ({ on, emit }) => {
281
+ const falls = new Map<number, number>();
282
+ on("player.fell", (ids) => {
283
+ for (const id of ids) falls.set(id, (falls.get(id) ?? 0) + 1);
284
+ });
285
+ on("player.finished", (ids) => {
286
+ const clean = ids.filter((id) => (falls.get(id) ?? 0) === 0);
287
+ if (clean.length > 0) emit("climb.clean", clean);
288
+ });
289
+ // A player's earning run started over (signed in, or staked): their count does too.
290
+ on("run.started", (ids) => {
291
+ for (const id of ids) falls.delete(id);
292
+ });
293
+ });
294
+
295
+ // Earn (mandatory). Pays the game's coins (1 coin = 1 token), once per round each.
296
+ // Seat bots never earn, and winning a field of bots pays nothing extra. Values are PLACEHOLDER.
297
+ earn.rule("pocketful", { when: "coin.collected", n: 12, pay: 4, oncePer: "run" });
298
+ earn.rule("summit", { when: "player.finished", n: 1, pay: 10, oncePer: "run" });
299
+ earn.rule("clean_climb", { when: "climb.clean", n: 1, pay: 12, oncePer: "run" });
300
+ earn.rule("first_flag", { when: "race.won", n: 1, pay: 25, oncePer: "run" });
301
+ // Buy-in run (the mandatory sink loop): stake coins at run start to earn above free play.
302
+ // A staked run also pays up to stake x multiple, by the share of this run's earn the player makes. PLACEHOLDER.
303
+ earn.stake({ min: 10, max: 100, multiple: 2 });
304
+
305
+ // Store (the Kit), priced in coins: three round upgrades and two cosmetic outfits owned for good.
306
+ store.sku("feather", { coins: 40 });
307
+ store.sku("sprint", { coins: 40 });
308
+ store.sku("shield", { coins: 60 });
309
+ store.sku("skin_sunset", { coins: 300, grants: { cosmetic: 1 } });
310
+ store.sku("skin_frost", { coins: 500, grants: { cosmetic: 2 } });
311
+ // Losable gear: one shield into every staked run, lost when that run makes less than loseBelow of its most earn. PLACEHOLDER.
312
+ store.sku("shield_charm", { coins: 120, grants: { gear: "shield", loseBelow: 0.25 } });
313
+ ```
314
+
315
+ ## Validate and playtest
316
+
317
+ - Validate: the MCP tool `netforge_validate_game` builds `src/game.ts` and returns one actionable line per problem (an unknown asset id, a missing earn.stake, a bad id). The same checks throw `GameDefinitionError` when the module is imported.
318
+ - Playtest: the MCP tool `netforge_run_playtest`, or in code `engine.test.run({ ticks: 60 * 240, bots: 4, assert: [] })`. It reports rounds (wave), runs.won (rounds every playtest climber finished), scorers, deaths (falls), earned by rule, softlock, ms per tick and fun.routes (the planner's route per course).
319
+ - Template tests: test/harness.test.ts, test/host.test.ts, test/race.test.ts, test/store.test.ts, run with `npx vitest run` in this package.
320
+ - Play locally: put `src/game.ts` and a `netnet.json` of `{"template":"platformer"}` in a folder, install `@netforge/kit-play` and `@netforge/engine`, and run `npx kit-play` (or the MCP tool `netforge_play_locally`). It opens http://127.0.0.1:4663 with play money.
321
+ - Docs: https://forge.netnet.capital/docs/templates/platformer
package/llms.txt CHANGED
@@ -1,4 +1,4 @@
1
- # SKYLEDGE: the platformer template (NetNet game runtime, play style "platformer")
1
+ # Net Forge platformer template (SKYLEDGE)
2
2
 
3
3
  > A side-view race to the flag for up to 8 players over cliffside courses,
4
4
  > with seat bots filling empty places. A round is one course; the next round
package/package.json CHANGED
@@ -1,12 +1,30 @@
1
1
  {
2
2
  "name": "@netforge/template-platformer",
3
- "version": "0.1.0",
4
- "description": "SKYLEDGE: a platformer template of the NetNet game runtime, a race to the flag over cliffside courses with coyote time, jump buffering, variable jumps, dashes, springs and moving platforms. The game module, its browser client and its playtest bots.",
3
+ "version": "0.2.0",
4
+ "description": "Multiplayer platformer game template for Net Forge: races to the flag with coyote time, jump buffering, dashes, springs and moving platforms (SKYLEDGE).",
5
+ "keywords": [
6
+ "game-template",
7
+ "multiplayer",
8
+ "browser-game",
9
+ "html5-game",
10
+ "threejs",
11
+ "game-engine",
12
+ "typescript",
13
+ "gamedev",
14
+ "ai-agents",
15
+ "mcp",
16
+ "net-forge",
17
+ "platformer",
18
+ "physics"
19
+ ],
5
20
  "license": "MIT",
6
21
  "type": "module",
7
22
  "exports": {
8
23
  ".": "./src/manifest.ts",
9
- "./store": "./src/store.ts"
24
+ "./store": "./src/store.ts",
25
+ "./package.json": "./package.json",
26
+ "./llms.txt": "./llms.txt",
27
+ "./llms-full.txt": "./llms-full.txt"
10
28
  },
11
29
  "files": [
12
30
  "src",
@@ -15,25 +33,36 @@
15
33
  "llms.txt",
16
34
  "README.md",
17
35
  "NOTICE",
18
- "LICENSE"
36
+ "LICENSE",
37
+ "llms-full.txt",
38
+ "AGENTS.md",
39
+ "CLAUDE.md"
40
+ ],
41
+ "sideEffects": [
42
+ "./src/game.ts",
43
+ "./src/manifest.ts",
44
+ "./client/**"
19
45
  ],
20
46
  "publishConfig": {
21
47
  "access": "public"
22
48
  },
49
+ "homepage": "https://forge.netnet.capital/docs/templates/platformer",
50
+ "bugs": {
51
+ "url": "https://github.com/netnetdev/net-forge/issues"
52
+ },
23
53
  "repository": {
24
54
  "type": "git",
25
55
  "url": "git+https://github.com/netnetdev/net-forge.git",
26
56
  "directory": "packages/template-platformer"
27
57
  },
28
- "homepage": "https://github.com/netnetdev/net-forge/tree/main/packages/template-platformer#readme",
29
58
  "engines": {
30
59
  "node": ">=20"
31
60
  },
32
61
  "dependencies": {
33
62
  "three": "0.186.1",
34
- "@netforge/asset-library": "0.1.0",
35
- "@netforge/engine": "0.1.0",
36
- "@netforge/engine-sim": "0.1.0"
63
+ "@netforge/asset-library": "0.2.0",
64
+ "@netforge/engine": "0.2.0",
65
+ "@netforge/engine-sim": "0.2.0"
37
66
  },
38
67
  "devDependencies": {
39
68
  "@types/node": "22.20.1",
@@ -43,9 +72,6 @@
43
72
  "vite": "6.4.3",
44
73
  "vitest": "3.2.7"
45
74
  },
46
- "bugs": {
47
- "url": "https://github.com/netnetdev/net-forge/issues"
48
- },
49
75
  "scripts": {
50
76
  "build": "node ../engine/scripts/fresh-dist.mjs && vite build --config client/vite.config.ts",
51
77
  "typecheck": "tsc -p tsconfig.json",