@nice2dev/game-engine 0.1.0

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.
Files changed (519) hide show
  1. package/CHANGELOG.md +33 -0
  2. package/LICENSE +21 -0
  3. package/README.md +105 -0
  4. package/dist/cjs/accessibility/Accessibility.js +162 -0
  5. package/dist/cjs/accessibility/Accessibility.js.map +1 -0
  6. package/dist/cjs/ai/AI.js +321 -0
  7. package/dist/cjs/ai/AI.js.map +1 -0
  8. package/dist/cjs/animation/Animation.js +233 -0
  9. package/dist/cjs/animation/Animation.js.map +1 -0
  10. package/dist/cjs/audio/AudioAdvanced.js +262 -0
  11. package/dist/cjs/audio/AudioAdvanced.js.map +1 -0
  12. package/dist/cjs/audio/AudioManager.js +248 -0
  13. package/dist/cjs/audio/AudioManager.js.map +1 -0
  14. package/dist/cjs/core/EventBus.js +63 -0
  15. package/dist/cjs/core/EventBus.js.map +1 -0
  16. package/dist/cjs/core/GameClock.js +70 -0
  17. package/dist/cjs/core/GameClock.js.map +1 -0
  18. package/dist/cjs/core/GameConfig.js +86 -0
  19. package/dist/cjs/core/GameConfig.js.map +1 -0
  20. package/dist/cjs/core/GameLoop.js +93 -0
  21. package/dist/cjs/core/GameLoop.js.map +1 -0
  22. package/dist/cjs/core/ServiceLocator.js +73 -0
  23. package/dist/cjs/core/ServiceLocator.js.map +1 -0
  24. package/dist/cjs/core/Validation.js +119 -0
  25. package/dist/cjs/core/Validation.js.map +1 -0
  26. package/dist/cjs/core/math.js +116 -0
  27. package/dist/cjs/core/math.js.map +1 -0
  28. package/dist/cjs/devtools/DevTools.js +560 -0
  29. package/dist/cjs/devtools/DevTools.js.map +1 -0
  30. package/dist/cjs/devtools/DeveloperExperience.js +562 -0
  31. package/dist/cjs/devtools/DeveloperExperience.js.map +1 -0
  32. package/dist/cjs/docs/DocGenerator.js +357 -0
  33. package/dist/cjs/docs/DocGenerator.js.map +1 -0
  34. package/dist/cjs/ecs/World.js +280 -0
  35. package/dist/cjs/ecs/World.js.map +1 -0
  36. package/dist/cjs/editor/AdvancedEditor.js +149 -0
  37. package/dist/cjs/editor/AdvancedEditor.js.map +1 -0
  38. package/dist/cjs/editor/AssetManager.js +190 -0
  39. package/dist/cjs/editor/AssetManager.js.map +1 -0
  40. package/dist/cjs/editor/DebugTools.js +187 -0
  41. package/dist/cjs/editor/DebugTools.js.map +1 -0
  42. package/dist/cjs/editor/NiceGameEditor.js +361 -0
  43. package/dist/cjs/editor/NiceGameEditor.js.map +1 -0
  44. package/dist/cjs/editor/SceneEditor.js +223 -0
  45. package/dist/cjs/editor/SceneEditor.js.map +1 -0
  46. package/dist/cjs/engine/NiceGameEngine.js +172 -0
  47. package/dist/cjs/engine/NiceGameEngine.js.map +1 -0
  48. package/dist/cjs/enterprise/Enterprise.js +258 -0
  49. package/dist/cjs/enterprise/Enterprise.js.map +1 -0
  50. package/dist/cjs/i18n/I18n.js +634 -0
  51. package/dist/cjs/i18n/I18n.js.map +1 -0
  52. package/dist/cjs/i18n/useTranslation.js +100 -0
  53. package/dist/cjs/i18n/useTranslation.js.map +1 -0
  54. package/dist/cjs/index.js +526 -0
  55. package/dist/cjs/index.js.map +1 -0
  56. package/dist/cjs/input/GamepadNavigation.js +181 -0
  57. package/dist/cjs/input/GamepadNavigation.js.map +1 -0
  58. package/dist/cjs/input/InputManager.js +404 -0
  59. package/dist/cjs/input/InputManager.js.map +1 -0
  60. package/dist/cjs/input/useGamepads.js +86 -0
  61. package/dist/cjs/input/useGamepads.js.map +1 -0
  62. package/dist/cjs/kids/KidMode.js +670 -0
  63. package/dist/cjs/kids/KidMode.js.map +1 -0
  64. package/dist/cjs/kids/KidTools.js +533 -0
  65. package/dist/cjs/kids/KidTools.js.map +1 -0
  66. package/dist/cjs/monetization/Monetization.js +197 -0
  67. package/dist/cjs/monetization/Monetization.js.map +1 -0
  68. package/dist/cjs/multiplayer/LocalMultiplayer.js +288 -0
  69. package/dist/cjs/multiplayer/LocalMultiplayer.js.map +1 -0
  70. package/dist/cjs/multiplayer/MiniGameTypes.js +70 -0
  71. package/dist/cjs/multiplayer/MiniGameTypes.js.map +1 -0
  72. package/dist/cjs/network/MultiplayerTransport.js +109 -0
  73. package/dist/cjs/network/MultiplayerTransport.js.map +1 -0
  74. package/dist/cjs/network/Networking.js +569 -0
  75. package/dist/cjs/network/Networking.js.map +1 -0
  76. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js +32 -0
  77. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js.map +1 -0
  78. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js +51 -0
  79. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js.map +1 -0
  80. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js +46 -0
  81. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js.map +1 -0
  82. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js +18 -0
  83. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js.map +1 -0
  84. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Errors.js +145 -0
  85. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Errors.js.map +1 -0
  86. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js +161 -0
  87. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js.map +1 -0
  88. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js +56 -0
  89. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js.map +1 -0
  90. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js +11 -0
  91. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js.map +1 -0
  92. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpClient.js +52 -0
  93. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpClient.js.map +1 -0
  94. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js +576 -0
  95. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js.map +1 -0
  96. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnection.js +956 -0
  97. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnection.js.map +1 -0
  98. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js +149 -0
  99. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js.map +1 -0
  100. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js +25 -0
  101. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js.map +1 -0
  102. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js +27 -0
  103. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js.map +1 -0
  104. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ITransport.js +26 -0
  105. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ITransport.js.map +1 -0
  106. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js +124 -0
  107. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js.map +1 -0
  108. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Loggers.js +17 -0
  109. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Loggers.js.map +1 -0
  110. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js +188 -0
  111. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js.map +1 -0
  112. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js +199 -0
  113. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js.map +1 -0
  114. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js +108 -0
  115. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js.map +1 -0
  116. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Subject.js +38 -0
  117. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Subject.js.map +1 -0
  118. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js +24 -0
  119. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js.map +1 -0
  120. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Utils.js +264 -0
  121. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Utils.js.map +1 -0
  122. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js +160 -0
  123. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js.map +1 -0
  124. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js +88 -0
  125. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js.map +1 -0
  126. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/index.js +50 -0
  127. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/index.js.map +1 -0
  128. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/pkg-version.js +6 -0
  129. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/pkg-version.js.map +1 -0
  130. package/dist/cjs/pathfinding/Pathfinding.js +255 -0
  131. package/dist/cjs/pathfinding/Pathfinding.js.map +1 -0
  132. package/dist/cjs/performance/BenchmarkSuite.js +318 -0
  133. package/dist/cjs/performance/BenchmarkSuite.js.map +1 -0
  134. package/dist/cjs/performance/Performance.js +180 -0
  135. package/dist/cjs/performance/Performance.js.map +1 -0
  136. package/dist/cjs/performance/PerformanceAdvanced.js +628 -0
  137. package/dist/cjs/performance/PerformanceAdvanced.js.map +1 -0
  138. package/dist/cjs/physics/PhysicsAdvanced.js +432 -0
  139. package/dist/cjs/physics/PhysicsAdvanced.js.map +1 -0
  140. package/dist/cjs/physics/PhysicsEngine2D.js +445 -0
  141. package/dist/cjs/physics/PhysicsEngine2D.js.map +1 -0
  142. package/dist/cjs/plugins/PluginSDK.js +488 -0
  143. package/dist/cjs/plugins/PluginSDK.js.map +1 -0
  144. package/dist/cjs/plugins/PluginTestKit.js +368 -0
  145. package/dist/cjs/plugins/PluginTestKit.js.map +1 -0
  146. package/dist/cjs/procedural/Procedural.js +288 -0
  147. package/dist/cjs/procedural/Procedural.js.map +1 -0
  148. package/dist/cjs/procedural/WorldBuilding.js +246 -0
  149. package/dist/cjs/procedural/WorldBuilding.js.map +1 -0
  150. package/dist/cjs/release/MobileExport.js +149 -0
  151. package/dist/cjs/release/MobileExport.js.map +1 -0
  152. package/dist/cjs/release/Release.js +151 -0
  153. package/dist/cjs/release/Release.js.map +1 -0
  154. package/dist/cjs/rendering/Camera2D.js +129 -0
  155. package/dist/cjs/rendering/Camera2D.js.map +1 -0
  156. package/dist/cjs/rendering/Renderer2D.js +337 -0
  157. package/dist/cjs/rendering/Renderer2D.js.map +1 -0
  158. package/dist/cjs/runtime3d/Runtime3D.js +381 -0
  159. package/dist/cjs/runtime3d/Runtime3D.js.map +1 -0
  160. package/dist/cjs/runtime3d/SceneEditor3D.js +316 -0
  161. package/dist/cjs/runtime3d/SceneEditor3D.js.map +1 -0
  162. package/dist/cjs/scene/SceneManager.js +186 -0
  163. package/dist/cjs/scene/SceneManager.js.map +1 -0
  164. package/dist/cjs/scripting/NodeGraph.js +573 -0
  165. package/dist/cjs/scripting/NodeGraph.js.map +1 -0
  166. package/dist/cjs/social/Social.js +91 -0
  167. package/dist/cjs/social/Social.js.map +1 -0
  168. package/dist/cjs/templates/ActionTemplates.js +229 -0
  169. package/dist/cjs/templates/ActionTemplates.js.map +1 -0
  170. package/dist/cjs/templates/PartyTemplates.js +221 -0
  171. package/dist/cjs/templates/PartyTemplates.js.map +1 -0
  172. package/dist/cjs/templates/PuzzleTemplates.js +283 -0
  173. package/dist/cjs/templates/PuzzleTemplates.js.map +1 -0
  174. package/dist/cjs/templates/RPGTemplates.js +209 -0
  175. package/dist/cjs/templates/RPGTemplates.js.map +1 -0
  176. package/dist/cjs/templates/SportsTemplates.js +272 -0
  177. package/dist/cjs/templates/SportsTemplates.js.map +1 -0
  178. package/dist/cjs/templates/StrategyTemplates.js +173 -0
  179. package/dist/cjs/templates/StrategyTemplates.js.map +1 -0
  180. package/dist/cjs/templates/WaveDefense.js +470 -0
  181. package/dist/cjs/templates/WaveDefense.js.map +1 -0
  182. package/dist/cjs/tilemap/Tilemap.js +208 -0
  183. package/dist/cjs/tilemap/Tilemap.js.map +1 -0
  184. package/dist/cjs/tutorials/TutorialBranching.js +392 -0
  185. package/dist/cjs/tutorials/TutorialBranching.js.map +1 -0
  186. package/dist/cjs/tutorials/TutorialEngine.js +903 -0
  187. package/dist/cjs/tutorials/TutorialEngine.js.map +1 -0
  188. package/dist/cjs/tutorials/TutorialOverlay.js +602 -0
  189. package/dist/cjs/tutorials/TutorialOverlay.js.map +1 -0
  190. package/dist/cjs/tutorials/content/Tutorials_T05_T08.js +816 -0
  191. package/dist/cjs/tutorials/content/Tutorials_T05_T08.js.map +1 -0
  192. package/dist/cjs/tutorials/content/Tutorials_T09_T11.js +741 -0
  193. package/dist/cjs/tutorials/content/Tutorials_T09_T11.js.map +1 -0
  194. package/dist/cjs/tutorials/content/Tutorials_T12_T15.js +786 -0
  195. package/dist/cjs/tutorials/content/Tutorials_T12_T15.js.map +1 -0
  196. package/dist/cjs/ui/GameUI.js +312 -0
  197. package/dist/cjs/ui/GameUI.js.map +1 -0
  198. package/dist/cjs/xr/ARVR.js +197 -0
  199. package/dist/cjs/xr/ARVR.js.map +1 -0
  200. package/dist/esm/accessibility/Accessibility.js +153 -0
  201. package/dist/esm/accessibility/Accessibility.js.map +1 -0
  202. package/dist/esm/ai/AI.js +302 -0
  203. package/dist/esm/ai/AI.js.map +1 -0
  204. package/dist/esm/animation/Animation.js +227 -0
  205. package/dist/esm/animation/Animation.js.map +1 -0
  206. package/dist/esm/audio/AudioAdvanced.js +243 -0
  207. package/dist/esm/audio/AudioAdvanced.js.map +1 -0
  208. package/dist/esm/audio/AudioManager.js +246 -0
  209. package/dist/esm/audio/AudioManager.js.map +1 -0
  210. package/dist/esm/core/EventBus.js +61 -0
  211. package/dist/esm/core/EventBus.js.map +1 -0
  212. package/dist/esm/core/GameClock.js +68 -0
  213. package/dist/esm/core/GameClock.js.map +1 -0
  214. package/dist/esm/core/GameConfig.js +80 -0
  215. package/dist/esm/core/GameConfig.js.map +1 -0
  216. package/dist/esm/core/GameLoop.js +91 -0
  217. package/dist/esm/core/GameLoop.js.map +1 -0
  218. package/dist/esm/core/ServiceLocator.js +70 -0
  219. package/dist/esm/core/ServiceLocator.js.map +1 -0
  220. package/dist/esm/core/Validation.js +108 -0
  221. package/dist/esm/core/Validation.js.map +1 -0
  222. package/dist/esm/core/math.js +114 -0
  223. package/dist/esm/core/math.js.map +1 -0
  224. package/dist/esm/devtools/DevTools.js +555 -0
  225. package/dist/esm/devtools/DevTools.js.map +1 -0
  226. package/dist/esm/devtools/DeveloperExperience.js +547 -0
  227. package/dist/esm/devtools/DeveloperExperience.js.map +1 -0
  228. package/dist/esm/docs/DocGenerator.js +353 -0
  229. package/dist/esm/docs/DocGenerator.js.map +1 -0
  230. package/dist/esm/ecs/World.js +276 -0
  231. package/dist/esm/ecs/World.js.map +1 -0
  232. package/dist/esm/editor/AdvancedEditor.js +141 -0
  233. package/dist/esm/editor/AdvancedEditor.js.map +1 -0
  234. package/dist/esm/editor/AssetManager.js +188 -0
  235. package/dist/esm/editor/AssetManager.js.map +1 -0
  236. package/dist/esm/editor/DebugTools.js +179 -0
  237. package/dist/esm/editor/DebugTools.js.map +1 -0
  238. package/dist/esm/editor/NiceGameEditor.js +355 -0
  239. package/dist/esm/editor/NiceGameEditor.js.map +1 -0
  240. package/dist/esm/editor/SceneEditor.js +209 -0
  241. package/dist/esm/editor/SceneEditor.js.map +1 -0
  242. package/dist/esm/engine/NiceGameEngine.js +170 -0
  243. package/dist/esm/engine/NiceGameEngine.js.map +1 -0
  244. package/dist/esm/enterprise/Enterprise.js +246 -0
  245. package/dist/esm/enterprise/Enterprise.js.map +1 -0
  246. package/dist/esm/i18n/I18n.js +622 -0
  247. package/dist/esm/i18n/I18n.js.map +1 -0
  248. package/dist/esm/i18n/useTranslation.js +95 -0
  249. package/dist/esm/i18n/useTranslation.js.map +1 -0
  250. package/dist/esm/index.js +71 -0
  251. package/dist/esm/index.js.map +1 -0
  252. package/dist/esm/input/GamepadNavigation.js +178 -0
  253. package/dist/esm/input/GamepadNavigation.js.map +1 -0
  254. package/dist/esm/input/InputManager.js +399 -0
  255. package/dist/esm/input/InputManager.js.map +1 -0
  256. package/dist/esm/input/useGamepads.js +83 -0
  257. package/dist/esm/input/useGamepads.js.map +1 -0
  258. package/dist/esm/kids/KidMode.js +663 -0
  259. package/dist/esm/kids/KidMode.js.map +1 -0
  260. package/dist/esm/kids/KidTools.js +529 -0
  261. package/dist/esm/kids/KidTools.js.map +1 -0
  262. package/dist/esm/monetization/Monetization.js +186 -0
  263. package/dist/esm/monetization/Monetization.js.map +1 -0
  264. package/dist/esm/multiplayer/LocalMultiplayer.js +284 -0
  265. package/dist/esm/multiplayer/LocalMultiplayer.js.map +1 -0
  266. package/dist/esm/multiplayer/MiniGameTypes.js +60 -0
  267. package/dist/esm/multiplayer/MiniGameTypes.js.map +1 -0
  268. package/dist/esm/network/MultiplayerTransport.js +106 -0
  269. package/dist/esm/network/MultiplayerTransport.js.map +1 -0
  270. package/dist/esm/network/Networking.js +561 -0
  271. package/dist/esm/network/Networking.js.map +1 -0
  272. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/AbortController.js +30 -0
  273. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/AbortController.js.map +1 -0
  274. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js +49 -0
  275. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js.map +1 -0
  276. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js +44 -0
  277. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js.map +1 -0
  278. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js +16 -0
  279. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js.map +1 -0
  280. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Errors.js +136 -0
  281. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Errors.js.map +1 -0
  282. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js +159 -0
  283. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js.map +1 -0
  284. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js +54 -0
  285. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js.map +1 -0
  286. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js +9 -0
  287. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js.map +1 -0
  288. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HttpClient.js +49 -0
  289. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HttpClient.js.map +1 -0
  290. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js +573 -0
  291. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js.map +1 -0
  292. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HubConnection.js +954 -0
  293. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HubConnection.js.map +1 -0
  294. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js +147 -0
  295. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js.map +1 -0
  296. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js +25 -0
  297. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js.map +1 -0
  298. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ILogger.js +27 -0
  299. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ILogger.js.map +1 -0
  300. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ITransport.js +26 -0
  301. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ITransport.js.map +1 -0
  302. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js +122 -0
  303. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js.map +1 -0
  304. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Loggers.js +15 -0
  305. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Loggers.js.map +1 -0
  306. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js +186 -0
  307. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js.map +1 -0
  308. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js +197 -0
  309. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js.map +1 -0
  310. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js +106 -0
  311. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js.map +1 -0
  312. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Subject.js +36 -0
  313. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Subject.js.map +1 -0
  314. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js +22 -0
  315. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js.map +1 -0
  316. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Utils.js +249 -0
  317. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Utils.js.map +1 -0
  318. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js +158 -0
  319. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js.map +1 -0
  320. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js +86 -0
  321. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js.map +1 -0
  322. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/index.js +13 -0
  323. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/index.js.map +1 -0
  324. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/pkg-version.js +4 -0
  325. package/dist/esm/node_modules/@microsoft/signalr/dist/esm/pkg-version.js.map +1 -0
  326. package/dist/esm/pathfinding/Pathfinding.js +250 -0
  327. package/dist/esm/pathfinding/Pathfinding.js.map +1 -0
  328. package/dist/esm/performance/BenchmarkSuite.js +315 -0
  329. package/dist/esm/performance/BenchmarkSuite.js.map +1 -0
  330. package/dist/esm/performance/Performance.js +171 -0
  331. package/dist/esm/performance/Performance.js.map +1 -0
  332. package/dist/esm/performance/PerformanceAdvanced.js +620 -0
  333. package/dist/esm/performance/PerformanceAdvanced.js.map +1 -0
  334. package/dist/esm/physics/PhysicsAdvanced.js +417 -0
  335. package/dist/esm/physics/PhysicsAdvanced.js.map +1 -0
  336. package/dist/esm/physics/PhysicsEngine2D.js +442 -0
  337. package/dist/esm/physics/PhysicsEngine2D.js.map +1 -0
  338. package/dist/esm/plugins/PluginSDK.js +484 -0
  339. package/dist/esm/plugins/PluginSDK.js.map +1 -0
  340. package/dist/esm/plugins/PluginTestKit.js +359 -0
  341. package/dist/esm/plugins/PluginTestKit.js.map +1 -0
  342. package/dist/esm/procedural/Procedural.js +282 -0
  343. package/dist/esm/procedural/Procedural.js.map +1 -0
  344. package/dist/esm/procedural/WorldBuilding.js +225 -0
  345. package/dist/esm/procedural/WorldBuilding.js.map +1 -0
  346. package/dist/esm/release/MobileExport.js +142 -0
  347. package/dist/esm/release/MobileExport.js.map +1 -0
  348. package/dist/esm/release/Release.js +141 -0
  349. package/dist/esm/release/Release.js.map +1 -0
  350. package/dist/esm/rendering/Camera2D.js +127 -0
  351. package/dist/esm/rendering/Camera2D.js.map +1 -0
  352. package/dist/esm/rendering/Renderer2D.js +334 -0
  353. package/dist/esm/rendering/Renderer2D.js.map +1 -0
  354. package/dist/esm/runtime3d/Runtime3D.js +371 -0
  355. package/dist/esm/runtime3d/Runtime3D.js.map +1 -0
  356. package/dist/esm/runtime3d/SceneEditor3D.js +299 -0
  357. package/dist/esm/runtime3d/SceneEditor3D.js.map +1 -0
  358. package/dist/esm/scene/SceneManager.js +184 -0
  359. package/dist/esm/scene/SceneManager.js.map +1 -0
  360. package/dist/esm/scripting/NodeGraph.js +568 -0
  361. package/dist/esm/scripting/NodeGraph.js.map +1 -0
  362. package/dist/esm/social/Social.js +85 -0
  363. package/dist/esm/social/Social.js.map +1 -0
  364. package/dist/esm/templates/ActionTemplates.js +217 -0
  365. package/dist/esm/templates/ActionTemplates.js.map +1 -0
  366. package/dist/esm/templates/PartyTemplates.js +204 -0
  367. package/dist/esm/templates/PartyTemplates.js.map +1 -0
  368. package/dist/esm/templates/PuzzleTemplates.js +267 -0
  369. package/dist/esm/templates/PuzzleTemplates.js.map +1 -0
  370. package/dist/esm/templates/RPGTemplates.js +196 -0
  371. package/dist/esm/templates/RPGTemplates.js.map +1 -0
  372. package/dist/esm/templates/SportsTemplates.js +257 -0
  373. package/dist/esm/templates/SportsTemplates.js.map +1 -0
  374. package/dist/esm/templates/StrategyTemplates.js +157 -0
  375. package/dist/esm/templates/StrategyTemplates.js.map +1 -0
  376. package/dist/esm/templates/WaveDefense.js +467 -0
  377. package/dist/esm/templates/WaveDefense.js.map +1 -0
  378. package/dist/esm/tilemap/Tilemap.js +205 -0
  379. package/dist/esm/tilemap/Tilemap.js.map +1 -0
  380. package/dist/esm/tutorials/TutorialBranching.js +388 -0
  381. package/dist/esm/tutorials/TutorialBranching.js.map +1 -0
  382. package/dist/esm/tutorials/TutorialEngine.js +897 -0
  383. package/dist/esm/tutorials/TutorialEngine.js.map +1 -0
  384. package/dist/esm/tutorials/TutorialOverlay.js +600 -0
  385. package/dist/esm/tutorials/TutorialOverlay.js.map +1 -0
  386. package/dist/esm/tutorials/content/Tutorials_T05_T08.js +810 -0
  387. package/dist/esm/tutorials/content/Tutorials_T05_T08.js.map +1 -0
  388. package/dist/esm/tutorials/content/Tutorials_T09_T11.js +736 -0
  389. package/dist/esm/tutorials/content/Tutorials_T09_T11.js.map +1 -0
  390. package/dist/esm/tutorials/content/Tutorials_T12_T15.js +780 -0
  391. package/dist/esm/tutorials/content/Tutorials_T12_T15.js.map +1 -0
  392. package/dist/esm/ui/GameUI.js +310 -0
  393. package/dist/esm/ui/GameUI.js.map +1 -0
  394. package/dist/esm/xr/ARVR.js +182 -0
  395. package/dist/esm/xr/ARVR.js.map +1 -0
  396. package/dist/types/__tests__/setup.d.ts +1 -0
  397. package/dist/types/accessibility/Accessibility.d.ts +82 -0
  398. package/dist/types/accessibility/index.d.ts +1 -0
  399. package/dist/types/ai/AI.d.ts +140 -0
  400. package/dist/types/ai/index.d.ts +1 -0
  401. package/dist/types/animation/Animation.d.ts +90 -0
  402. package/dist/types/animation/index.d.ts +1 -0
  403. package/dist/types/audio/AudioAdvanced.d.ts +190 -0
  404. package/dist/types/audio/AudioManager.d.ts +55 -0
  405. package/dist/types/audio/index.d.ts +1 -0
  406. package/dist/types/community/Community.d.ts +112 -0
  407. package/dist/types/community/index.d.ts +1 -0
  408. package/dist/types/core/EventBus.d.ts +16 -0
  409. package/dist/types/core/GameClock.d.ts +29 -0
  410. package/dist/types/core/GameConfig.d.ts +20 -0
  411. package/dist/types/core/GameLoop.d.ts +32 -0
  412. package/dist/types/core/ServiceLocator.d.ts +36 -0
  413. package/dist/types/core/TypeSafety.d.ts +190 -0
  414. package/dist/types/core/Validation.d.ts +24 -0
  415. package/dist/types/core/index.d.ts +7 -0
  416. package/dist/types/core/math.d.ts +32 -0
  417. package/dist/types/core/types.d.ts +130 -0
  418. package/dist/types/devtools/AssetStore.d.ts +133 -0
  419. package/dist/types/devtools/DevTools.d.ts +217 -0
  420. package/dist/types/devtools/DeveloperExperience.d.ts +123 -0
  421. package/dist/types/devtools/index.d.ts +3 -0
  422. package/dist/types/docs/APIPlayground.d.ts +26 -0
  423. package/dist/types/docs/Cookbook.d.ts +18 -0
  424. package/dist/types/docs/DocGenerator.d.ts +83 -0
  425. package/dist/types/docs/Guides.d.ts +18 -0
  426. package/dist/types/docs/index.d.ts +4 -0
  427. package/dist/types/ecs/World.d.ts +219 -0
  428. package/dist/types/ecs/index.d.ts +1 -0
  429. package/dist/types/editor/AdvancedEditor.d.ts +267 -0
  430. package/dist/types/editor/AssetManager.d.ts +45 -0
  431. package/dist/types/editor/DebugTools.d.ts +74 -0
  432. package/dist/types/editor/NiceGameEditor.d.ts +115 -0
  433. package/dist/types/editor/SceneEditor.d.ts +37 -0
  434. package/dist/types/editor/index.d.ts +8 -0
  435. package/dist/types/engine/NiceGameEngine.d.ts +53 -0
  436. package/dist/types/engine/index.d.ts +2 -0
  437. package/dist/types/enterprise/Enterprise.d.ts +217 -0
  438. package/dist/types/enterprise/index.d.ts +1 -0
  439. package/dist/types/epic/index.d.ts +10 -0
  440. package/dist/types/i18n/I18n.d.ts +107 -0
  441. package/dist/types/i18n/index.d.ts +2 -0
  442. package/dist/types/i18n/useTranslation.d.ts +74 -0
  443. package/dist/types/index.d.ts +127 -0
  444. package/dist/types/input/GamepadNavigation.d.ts +34 -0
  445. package/dist/types/input/InputManager.d.ts +77 -0
  446. package/dist/types/input/index.d.ts +3 -0
  447. package/dist/types/input/useGamepads.d.ts +39 -0
  448. package/dist/types/kids/KidMode.d.ts +207 -0
  449. package/dist/types/kids/KidTools.d.ts +135 -0
  450. package/dist/types/kids/index.d.ts +2 -0
  451. package/dist/types/legendary/index.d.ts +57 -0
  452. package/dist/types/monetization/Monetization.d.ts +224 -0
  453. package/dist/types/monetization/index.d.ts +1 -0
  454. package/dist/types/multiplayer/LocalMultiplayer.d.ts +61 -0
  455. package/dist/types/multiplayer/MiniGameTypes.d.ts +70 -0
  456. package/dist/types/multiplayer/index.d.ts +3 -0
  457. package/dist/types/network/MultiplayerTransport.d.ts +71 -0
  458. package/dist/types/network/Networking.d.ts +199 -0
  459. package/dist/types/network/index.d.ts +2 -0
  460. package/dist/types/pathfinding/Pathfinding.d.ts +42 -0
  461. package/dist/types/pathfinding/index.d.ts +1 -0
  462. package/dist/types/performance/AssetCompression.d.ts +137 -0
  463. package/dist/types/performance/BenchmarkSuite.d.ts +99 -0
  464. package/dist/types/performance/Performance.d.ts +87 -0
  465. package/dist/types/performance/PerformanceAdvanced.d.ts +220 -0
  466. package/dist/types/performance/WASMModules.d.ts +65 -0
  467. package/dist/types/performance/WebGPUCompute.d.ts +164 -0
  468. package/dist/types/performance/index.d.ts +1 -0
  469. package/dist/types/physics/PhysicsAdvanced.d.ts +148 -0
  470. package/dist/types/physics/PhysicsEngine2D.d.ts +66 -0
  471. package/dist/types/physics/index.d.ts +1 -0
  472. package/dist/types/plugins/PluginSDK.d.ts +134 -0
  473. package/dist/types/plugins/PluginTestKit.d.ts +107 -0
  474. package/dist/types/plugins/index.d.ts +2 -0
  475. package/dist/types/procedural/Procedural.d.ts +90 -0
  476. package/dist/types/procedural/WorldBuilding.d.ts +200 -0
  477. package/dist/types/procedural/index.d.ts +2 -0
  478. package/dist/types/release/MobileExport.d.ts +218 -0
  479. package/dist/types/release/Release.d.ts +81 -0
  480. package/dist/types/release/index.d.ts +1 -0
  481. package/dist/types/rendering/Camera2D.d.ts +39 -0
  482. package/dist/types/rendering/Renderer2D.d.ts +41 -0
  483. package/dist/types/rendering/index.d.ts +2 -0
  484. package/dist/types/runtime3d/Runtime3D.d.ts +259 -0
  485. package/dist/types/runtime3d/SceneEditor3D.d.ts +186 -0
  486. package/dist/types/runtime3d/index.d.ts +2 -0
  487. package/dist/types/scene/SceneManager.d.ts +59 -0
  488. package/dist/types/scene/index.d.ts +2 -0
  489. package/dist/types/scripting/NodeGraph.d.ts +84 -0
  490. package/dist/types/scripting/index.d.ts +2 -0
  491. package/dist/types/social/Social.d.ts +245 -0
  492. package/dist/types/social/index.d.ts +1 -0
  493. package/dist/types/templates/ActionTemplates.d.ts +173 -0
  494. package/dist/types/templates/PartyTemplates.d.ts +195 -0
  495. package/dist/types/templates/PuzzleTemplates.d.ts +127 -0
  496. package/dist/types/templates/RPGTemplates.d.ts +210 -0
  497. package/dist/types/templates/SportsTemplates.d.ts +162 -0
  498. package/dist/types/templates/StrategyTemplates.d.ts +264 -0
  499. package/dist/types/templates/WaveDefense.d.ts +92 -0
  500. package/dist/types/templates/index.d.ts +2 -0
  501. package/dist/types/tilemap/Tilemap.d.ts +66 -0
  502. package/dist/types/tilemap/index.d.ts +1 -0
  503. package/dist/types/tutorials/TutorialBranching.d.ts +132 -0
  504. package/dist/types/tutorials/TutorialEditor.d.ts +43 -0
  505. package/dist/types/tutorials/TutorialEngine.d.ts +237 -0
  506. package/dist/types/tutorials/TutorialOverlay.d.ts +79 -0
  507. package/dist/types/tutorials/VoiceNarration.d.ts +75 -0
  508. package/dist/types/tutorials/content/Tutorials_T04.d.ts +3 -0
  509. package/dist/types/tutorials/content/Tutorials_T05_T08.d.ts +6 -0
  510. package/dist/types/tutorials/content/Tutorials_T09_T11.d.ts +5 -0
  511. package/dist/types/tutorials/content/Tutorials_T12_T15.d.ts +6 -0
  512. package/dist/types/tutorials/content/UITutorials.d.ts +14 -0
  513. package/dist/types/tutorials/content/index.d.ts +5 -0
  514. package/dist/types/tutorials/index.d.ts +6 -0
  515. package/dist/types/ui/GameUI.d.ts +97 -0
  516. package/dist/types/ui/index.d.ts +2 -0
  517. package/dist/types/xr/ARVR.d.ts +252 -0
  518. package/dist/types/xr/index.d.ts +1 -0
  519. package/package.json +88 -0
@@ -0,0 +1,741 @@
1
+ 'use strict';
2
+
3
+ /* ────────────────────────────────────────────────────────────────
4
+ Tutorials T09–T11 — Advanced Game Tutorials
5
+
6
+ T09: Multiplayer online (WebRTC, lobby, sync, prediction)
7
+ T10: Proceduralny świat (noise, terrain, loot tables)
8
+ T11: Zrób platformera (complete game tutorial)
9
+ ──────────────────────────────────────────────────────────────── */
10
+ /* ══════════════════════════════════════════════════════════════
11
+ T09 — Multiplayer Online
12
+ ══════════════════════════════════════════════════════════════ */
13
+ const TUTORIAL_MULTIPLAYER_ONLINE = {
14
+ id: 'multiplayer-online-webrtc',
15
+ title: {
16
+ en: 'Online Multiplayer: WebRTC & Lobby',
17
+ pl: 'Multiplayer online: WebRTC i Lobby',
18
+ de: 'Online-Mehrspieler: WebRTC & Lobby',
19
+ },
20
+ description: {
21
+ en: 'Build a networked multiplayer game using WebRTC peer connections, lobby rooms, state synchronization, and client-side prediction.',
22
+ pl: 'Zbuduj grę multiplayer online z użyciem połączeń WebRTC, pokoi lobby, synchronizacji stanów i predykcji po stronie klienta.',
23
+ de: 'Baue ein vernetztes Multiplayer-Spiel mit WebRTC-Peer-Verbindungen, Lobby-Räumen, Zustandssynchronisation und clientseitiger Vorhersage.',
24
+ },
25
+ category: 'multiplayer',
26
+ difficulty: 'advanced',
27
+ estimatedMinutes: 35,
28
+ prerequisites: ['local-multiplayer-coop'],
29
+ kidFriendly: false,
30
+ ageRange: { min: 14, max: 99 },
31
+ tags: ['webrtc', 'networking', 'lobby', 'sync', 'prediction', 'multiplayer'],
32
+ steps: [
33
+ // S1: Intro
34
+ {
35
+ id: 'mp-online-intro',
36
+ type: 'text',
37
+ title: {
38
+ en: 'Online Multiplayer Architecture 🌐',
39
+ pl: 'Architektura multiplayera online 🌐',
40
+ de: 'Online-Mehrspieler-Architektur 🌐',
41
+ },
42
+ content: {
43
+ en: 'In this tutorial you will learn:\n• WebRTC peer-to-peer connections\n• Signaling via WebSocket\n• Creating and joining lobby rooms\n• State synchronization (snapshots)\n• Client-side prediction and reconciliation\n\nYour game will run in real-time across the internet!',
44
+ pl: 'W tym tutorialu nauczysz się:\n• Połączenia peer-to-peer przez WebRTC\n• Sygnalizacja przez WebSocket\n• Tworzenie i dołączanie do pokoi lobby\n• Synchronizacja stanów (snapshoty)\n• Predykcja po stronie klienta i reconciliation\n\nTwoja gra będzie działać w czasie rzeczywistym przez internet!',
45
+ de: 'In diesem Tutorial lernst du:\n• WebRTC Peer-to-Peer-Verbindungen\n• Signaling über WebSocket\n• Lobby-Räume erstellen und beitreten\n• Zustandssynchronisation (Snapshots)\n• Clientseitige Vorhersage und Abgleich\n\nDein Spiel läuft in Echtzeit übers Internet!',
46
+ },
47
+ skippable: true,
48
+ tooltipPosition: 'center',
49
+ },
50
+ // S2: Create signaling transport
51
+ {
52
+ id: 'signaling-setup',
53
+ type: 'code',
54
+ title: {
55
+ en: 'Set Up Signaling Transport',
56
+ pl: 'Skonfiguruj transport sygnalizacji',
57
+ de: 'Signaling-Transport einrichten',
58
+ },
59
+ content: {
60
+ en: 'WebRTC needs a signaling server to exchange connection offers. We use `createWebSocketSignaling()` to connect to a WebSocket signaling server.',
61
+ pl: 'WebRTC potrzebuje serwera sygnalizacji do wymiany ofert połączenia. Używamy `createWebSocketSignaling()` do połączenia z serwerem sygnalizacji WebSocket.',
62
+ de: 'WebRTC benötigt einen Signaling-Server zum Austausch von Verbindungsangeboten. Wir verwenden `createWebSocketSignaling()` für die WebSocket-Verbindung.',
63
+ },
64
+ codeTemplate: '// Create signaling for WebRTC\nconst signaling = ',
65
+ codeSolution: "const signaling = createWebSocketSignaling();\nawait signaling.connect('wss://your-signal-server.example.com');",
66
+ codeValidation: {
67
+ containsAll: ['createWebSocketSignaling', 'signaling.connect'],
68
+ },
69
+ hint: {
70
+ en: 'Call createWebSocketSignaling() and then connect() to the server URL.',
71
+ pl: 'Wywołaj createWebSocketSignaling() a potem connect() z URL serwera.',
72
+ de: 'Rufe createWebSocketSignaling() auf und dann connect() mit der Server-URL.',
73
+ },
74
+ },
75
+ // S3: PeerManager
76
+ {
77
+ id: 'peer-manager',
78
+ type: 'code',
79
+ title: {
80
+ en: 'Create a Peer Manager',
81
+ pl: 'Utwórz Peer Manager',
82
+ de: 'Peer-Manager erstellen',
83
+ },
84
+ content: {
85
+ en: 'The `PeerManager` handles WebRTC connections. Pass a unique local peer ID, the signaling transport, and optional ICE server config.',
86
+ pl: '`PeerManager` zarządza połączeniami WebRTC. Przekaż unikalne lokalne ID peera, transport sygnalizacji i opcjonalną konfigurację serwerów ICE.',
87
+ de: 'Der `PeerManager` verwaltet WebRTC-Verbindungen. Übergib eine eindeutige lokale Peer-ID, den Signaling-Transport und optionale ICE-Server-Konfiguration.',
88
+ },
89
+ codeTemplate: "// Create PeerManager\nconst myPeerId = 'player_' + Math.random().toString(36).slice(2, 8);\nconst peers = ",
90
+ codeSolution: "const myPeerId = 'player_' + Math.random().toString(36).slice(2, 8);\nconst peers = new PeerManager(myPeerId, signaling, {\n iceServers: [{ urls: 'stun:stun.l.google.com:19302' }],\n});",
91
+ codeValidation: {
92
+ containsAll: ['PeerManager', 'myPeerId', 'signaling'],
93
+ },
94
+ hint: {
95
+ en: 'new PeerManager(localId, signaling, { iceServers: [...] })',
96
+ pl: 'new PeerManager(localId, signaling, { iceServers: [...] })',
97
+ de: 'new PeerManager(localId, signaling, { iceServers: [...] })',
98
+ },
99
+ },
100
+ // S4: Lobby System
101
+ {
102
+ id: 'lobby-create-join',
103
+ type: 'code',
104
+ title: {
105
+ en: 'Create & Join a Lobby Room',
106
+ pl: 'Utwórz i dołącz do pokoju lobby',
107
+ de: 'Lobby-Raum erstellen & beitreten',
108
+ },
109
+ content: {
110
+ en: 'Use `LobbyManager` to create or join rooms. The host creates the room, and clients join it.\nPlayers can set their ready status and team.',
111
+ pl: 'Użyj `LobbyManager` do tworzenia lub dołączania do pokoi. Host tworzy pokój, a klienci dołączają.\nGracze mogą ustawiać gotowość i drużynę.',
112
+ de: 'Verwende den `LobbyManager` zum Erstellen oder Beitreten von Räumen. Der Host erstellt den Raum, Clients treten bei.\nSpieler können Bereitschaft und Team setzen.',
113
+ },
114
+ codeTemplate: '// Create lobby and a room\nconst lobby = ',
115
+ codeSolution: "const lobby = new LobbyManager(myPeerId);\n\n// Host creates a room\nconst room = lobby.createRoom('My Arena', 4, 'deathmatch');\n\n// Set ready\nlobby.setReady(myPeerId, true);\n\n// Check if all ready\nif (lobby.allReady) {\n console.log('Starting game!');\n}",
116
+ codeValidation: {
117
+ containsAll: ['LobbyManager', 'createRoom', 'setReady'],
118
+ },
119
+ hint: {
120
+ en: 'new LobbyManager(peerId) → createRoom(name, maxPlayers, gameMode)',
121
+ pl: 'new LobbyManager(peerId) → createRoom(nazwa, maxGraczy, trybGry)',
122
+ de: 'new LobbyManager(peerId) → createRoom(name, maxSpieler, spielModus)',
123
+ },
124
+ },
125
+ // S5: NetworkManager
126
+ {
127
+ id: 'network-manager',
128
+ type: 'code',
129
+ title: {
130
+ en: 'Start the Network Manager',
131
+ pl: 'Uruchom Network Manager',
132
+ de: 'Netzwerk-Manager starten',
133
+ },
134
+ content: {
135
+ en: 'The `NetworkManager` handles RPCs, entity sync, and tick management. Start it as `host` or `client` with the PeerManager.',
136
+ pl: '`NetworkManager` obsługuje RPC, synchronizację encji i zarządzanie tickami. Uruchom go jako `host` lub `client` z PeerManagerem.',
137
+ de: 'Der `NetworkManager` verwaltet RPCs, Entity-Sync und Tick-Management. Starte ihn als `host` oder `client` mit dem PeerManager.',
138
+ },
139
+ codeTemplate: '// Start networking\nconst net = new NetworkManager();\n',
140
+ codeSolution: "const net = new NetworkManager();\nnet.tickRate = 20; // 20 ticks per second\nnet.start('host', peers);\n\n// Register an RPC\nnet.registerRPC('chat', (senderId, args) => {\n console.log(`[${senderId}]: ${args[0]}`);\n});\n\n// Call RPC (broadcast to all)\nnet.callRPC('chat', ['Hello everyone!'], 'all');",
141
+ codeValidation: {
142
+ containsAll: ['NetworkManager', 'start', 'registerRPC'],
143
+ },
144
+ hint: {
145
+ en: "net.start('host', peerManager) — then registerRPC and callRPC",
146
+ pl: "net.start('host', peerManager) — potem registerRPC i callRPC",
147
+ de: "net.start('host', peerManager) — dann registerRPC und callRPC",
148
+ },
149
+ },
150
+ // S6: State Synchronization
151
+ {
152
+ id: 'state-sync',
153
+ type: 'code',
154
+ title: {
155
+ en: 'Synchronize Game State',
156
+ pl: 'Synchronizuj stan gry',
157
+ de: 'Spielzustand synchronisieren',
158
+ },
159
+ content: {
160
+ en: 'Use `SnapshotBuffer` to store game state snapshots for interpolation. The host sends snapshots, clients interpolate between them for smooth movement.',
161
+ pl: 'Użyj `SnapshotBuffer` do przechowywania snapshotów stanu gry dla interpolacji. Host wysyła snapshoty, klienci interpolują między nimi dla płynnego ruchu.',
162
+ de: 'Verwende `SnapshotBuffer` zum Speichern von Spielzustand-Snapshots für Interpolation. Der Host sendet Snapshots, Clients interpolieren dazwischen.',
163
+ },
164
+ codeTemplate: '// Create snapshot buffer\nconst snapshots = ',
165
+ codeSolution: "const snapshots = new SnapshotBuffer(60);\n\n// Host creates and broadcasts snapshots\nconst snapshot = {\n tick: net.tick,\n timestamp: performance.now(),\n states: new Map(),\n};\nsnapshots.push(snapshot);\n\n// Client interpolates\nconst pair = snapshots.getInterpolationPair(serverTime);\nif (pair) {\n const [a, b] = pair;\n const t = (serverTime - a.timestamp) / (b.timestamp - a.timestamp);\n // interpolateState(stateA, stateB, t)\n}",
166
+ codeValidation: {
167
+ containsAll: ['SnapshotBuffer', 'push', 'getInterpolationPair'],
168
+ },
169
+ hint: {
170
+ en: 'SnapshotBuffer stores snapshots. Use getInterpolationPair(time) for smooth rendering.',
171
+ pl: 'SnapshotBuffer przechowuje snapshoty. Użyj getInterpolationPair(czas) dla płynnego renderowania.',
172
+ de: 'SnapshotBuffer speichert Snapshots. Verwende getInterpolationPair(zeit) für flüssiges Rendern.',
173
+ },
174
+ },
175
+ // S7: Client Prediction
176
+ {
177
+ id: 'client-prediction',
178
+ type: 'code',
179
+ title: {
180
+ en: 'Client-Side Prediction',
181
+ pl: 'Predykcja po stronie klienta',
182
+ de: 'Clientseitige Vorhersage',
183
+ },
184
+ content: {
185
+ en: 'Use `ClientPrediction` to store local inputs and reconcile them when the server confirms. This eliminates input lag for the local player.',
186
+ pl: 'Użyj `ClientPrediction` do przechowywania lokalnych inputów i ich reconciliation po potwierdzeniu przez serwer. Eliminuje to opóźnienie inputu lokalnego gracza.',
187
+ de: 'Verwende `ClientPrediction` zum Speichern lokaler Eingaben und Abgleich nach Server-Bestätigung. Dies eliminiert Input-Lag für den lokalen Spieler.',
188
+ },
189
+ codeTemplate: '// Set up prediction\nconst prediction = ',
190
+ codeSolution: "const prediction = new ClientPrediction();\n\n// Every frame: record local input + simulated result\nprediction.addInput({\n tick: net.tick,\n inputActions: { moveRight: true, jump: false },\n resultPosition: { x: player.x + 5, y: player.y },\n});\n\n// When server confirms a tick:\nprediction.acknowledge(serverTick);\n\n// Replay unconfirmed inputs after correction\nconst pending = prediction.getPendingInputs();",
191
+ codeValidation: {
192
+ containsAll: ['ClientPrediction', 'addInput', 'acknowledge'],
193
+ },
194
+ hint: {
195
+ en: 'addInput each frame, acknowledge when server confirms, getPendingInputs to replay.',
196
+ pl: 'addInput każdą klatkę, acknowledge po potwierdzeniu serwera, getPendingInputs do re-symulacji.',
197
+ de: 'addInput pro Frame, acknowledge bei Server-Bestätigung, getPendingInputs zum Replaying.',
198
+ },
199
+ },
200
+ // S8: Quiz
201
+ {
202
+ id: 'mp-online-quiz',
203
+ type: 'quiz',
204
+ title: {
205
+ en: 'Multiplayer Quiz 🧠',
206
+ pl: 'Quiz Multiplayer 🧠',
207
+ de: 'Multiplayer-Quiz 🧠',
208
+ },
209
+ content: {
210
+ en: 'Why is client-side prediction important in online games?',
211
+ pl: 'Dlaczego predykcja po stronie klienta jest ważna w grach online?',
212
+ de: 'Warum ist clientseitige Vorhersage in Online-Spielen wichtig?',
213
+ },
214
+ quizOptions: [
215
+ { id: 'a', text: { en: 'To reduce server load', pl: 'Aby zmniejszyć obciążenie serwera', de: 'Um die Serverlast zu reduzieren' } },
216
+ { id: 'b', text: { en: 'To eliminate perceived input lag', pl: 'Aby wyeliminować odczuwane opóźnienie inputu', de: 'Um wahrgenommene Eingabeverzögerung zu eliminieren' } },
217
+ { id: 'c', text: { en: 'To improve graphics', pl: 'Aby poprawić grafikę', de: 'Um die Grafik zu verbessern' } },
218
+ { id: 'd', text: { en: 'To save bandwidth', pl: 'Aby oszczędzić transfer', de: 'Um Bandbreite zu sparen' } },
219
+ ],
220
+ quizCorrectId: 'b',
221
+ },
222
+ // S9: Network Spawn
223
+ {
224
+ id: 'network-spawn',
225
+ type: 'code',
226
+ title: {
227
+ en: 'Spawn Entities Over the Network',
228
+ pl: 'Tworzenie encji przez sieć',
229
+ de: 'Entities über das Netzwerk spawnen',
230
+ },
231
+ content: {
232
+ en: 'Only the host can spawn and destroy entities over the network. Use `networkSpawn()` to create entities visible to all clients.',
233
+ pl: 'Tylko host może tworzyć i niszczyć encje przez sieć. Użyj `networkSpawn()` aby tworzyć encje widoczne dla wszystkich klientów.',
234
+ de: 'Nur der Host kann Entities über das Netzwerk spawnen/zerstören. Verwende `networkSpawn()` für alle Clients sichtbare Entities.',
235
+ },
236
+ codeTemplate: '// Spawn a networked entity\n',
237
+ codeSolution: "// Host spawns a player entity at position (100, 200)\nconst entityId = world.createEntity();\nworld.addComponent(entityId, 'Transform', { x: 100, y: 200 });\n\nnet.networkSpawn(entityId, 'player-character', { x: 100, y: 200 });\n\n// Listen for remote spawns on clients\nnet.events.on('network:spawn', (data) => {\n console.log('Remote entity spawned:', data);\n});",
238
+ codeValidation: {
239
+ containsAll: ['networkSpawn', 'network:spawn'],
240
+ },
241
+ hint: {
242
+ en: 'net.networkSpawn(entityId, prefabName, position) — clients listen on network:spawn event',
243
+ pl: 'net.networkSpawn(entityId, prefabName, pozycja) — klienci nasłuchują na event network:spawn',
244
+ de: 'net.networkSpawn(entityId, prefabName, position) — Clients hören auf network:spawn Event',
245
+ },
246
+ },
247
+ // S10: Checkpoint
248
+ {
249
+ id: 'mp-online-complete',
250
+ type: 'checkpoint',
251
+ title: {
252
+ en: 'Multiplayer Online Complete! 🎉',
253
+ pl: 'Multiplayer online gotowy! 🎉',
254
+ de: 'Online-Mehrspieler fertig! 🎉',
255
+ },
256
+ content: {
257
+ en: 'You\'ve learned how to build networked multiplayer games! You can now:\n• Connect peers via WebRTC\n• Create and manage lobby rooms\n• Synchronize game state with snapshots\n• Implement client-side prediction\n• Spawn/destroy entities across the network',
258
+ pl: 'Nauczyłeś się budować gry multiplayer online! Teraz potrafisz:\n• Łączyć peerów przez WebRTC\n• Tworzyć i zarządzać pokojami lobby\n• Synchronizować stan gry snapshotami\n• Implementować predykcję po stronie klienta\n• Tworzyć/niszczyć encje w sieci',
259
+ de: 'Du hast gelernt, vernetzte Multiplayer-Spiele zu bauen! Du kannst jetzt:\n• Peers über WebRTC verbinden\n• Lobby-Räume erstellen und verwalten\n• Spielzustand mit Snapshots synchronisieren\n• Clientseitige Vorhersage implementieren\n• Entities über das Netzwerk spawnen/zerstören',
260
+ },
261
+ },
262
+ ],
263
+ };
264
+ /* ══════════════════════════════════════════════════════════════
265
+ T10 — Proceduralny świat
266
+ ══════════════════════════════════════════════════════════════ */
267
+ const TUTORIAL_PROCEDURAL_WORLD = {
268
+ id: 'procedural-world-generation',
269
+ title: {
270
+ en: 'Procedural World Generation',
271
+ pl: 'Proceduralny świat',
272
+ de: 'Prozedurale Weltgenerierung',
273
+ },
274
+ description: {
275
+ en: 'Learn to generate infinite, unique game worlds using seeded random, Perlin noise, wave generators, and loot tables.',
276
+ pl: 'Naucz się generować nieskończone, unikalne światy gry z użyciem losowości z seedem, szumu Perlina, generatorów fal wrogów i tabel łupów.',
277
+ de: 'Lerne, unendliche einzigartige Spielwelten mit Zufallsseed, Perlin-Noise, Wellengeneratoren und Loot-Tabellen zu generieren.',
278
+ },
279
+ category: 'game-advanced',
280
+ difficulty: 'intermediate',
281
+ estimatedMinutes: 30,
282
+ prerequisites: ['first-game-bouncing-ball'],
283
+ kidFriendly: true,
284
+ ageRange: { min: 12, max: 99 },
285
+ tags: ['procedural', 'noise', 'perlin', 'terrain', 'loot', 'random', 'generation'],
286
+ steps: [
287
+ // S1: Intro
288
+ {
289
+ id: 'proc-intro',
290
+ type: 'text',
291
+ title: {
292
+ en: 'Procedural Generation 🌍',
293
+ pl: 'Generowanie proceduralne 🌍',
294
+ de: 'Prozedurale Generierung 🌍',
295
+ },
296
+ content: {
297
+ en: 'Procedural generation creates content using algorithms instead of manual design.\n\nYou will learn:\n• Seeded random numbers (reproducible worlds)\n• Perlin noise (natural-looking terrain)\n• Enemy wave scaling\n• Loot tables with weighted drops\n• Procedural pixel art sprites',
298
+ pl: 'Generowanie proceduralne tworzy zawartość za pomocą algorytmów zamiast ręcznego projektowania.\n\nNauczysz się:\n• Losowość z seedem (odtwarzalne światy)\n• Szum Perlina (naturalnie wyglądający teren)\n• Skalowanie fal wrogów\n• Tabele łupów z ważonymi dropami\n• Proceduralne pikselo-artowe sprite\'y',
299
+ de: 'Prozedurale Generierung erstellt Inhalte mit Algorithmen statt manueller Gestaltung.\n\nDu lernst:\n• Zufallszahlen mit Seed (reproduzierbare Welten)\n• Perlin-Noise (natürlich aussehende Landschaft)\n• Feindwellen-Skalierung\n• Loot-Tabellen mit gewichteten Drops\n• Prozedurale Pixel-Art-Sprites',
300
+ },
301
+ skippable: true,
302
+ tooltipPosition: 'center',
303
+ },
304
+ // S2: SeededRandom
305
+ {
306
+ id: 'seeded-random',
307
+ type: 'code',
308
+ title: {
309
+ en: 'Seeded Random Numbers',
310
+ pl: 'Losowość z seedem',
311
+ de: 'Zufallszahlen mit Seed',
312
+ },
313
+ content: {
314
+ en: 'A `SeededRandom` generates deterministic sequences. The same seed always produces the same world — perfect for sharing maps!',
315
+ pl: '`SeededRandom` generuje deterministyczne sekwencje. Ten sam seed zawsze daje ten sam świat — idealne do dzielenia się mapami!',
316
+ de: 'Ein `SeededRandom` erzeugt deterministische Sequenzen. Der gleiche Seed ergibt immer die gleiche Welt — perfekt zum Teilen!',
317
+ },
318
+ codeTemplate: '// Create a seeded random generator\nconst rng = ',
319
+ codeSolution: "const rng = new SeededRandom(42);\n\n// Reproducible random values\nconsole.log(rng.next()); // always 0-1\nconsole.log(rng.int(1, 100)); // integer 1-100\nconsole.log(rng.float(-5, 5)); // float -5 to 5\nconsole.log(rng.chance(0.3)); // 30% true\nconsole.log(rng.pick(['a','b','c'])); // random element",
320
+ codeValidation: {
321
+ containsAll: ['SeededRandom', 'rng'],
322
+ },
323
+ hint: {
324
+ en: 'new SeededRandom(seed) — use .next(), .int(), .float(), .chance(), .pick()',
325
+ pl: 'new SeededRandom(seed) — użyj .next(), .int(), .float(), .chance(), .pick()',
326
+ de: 'new SeededRandom(seed) — verwende .next(), .int(), .float(), .chance(), .pick()',
327
+ },
328
+ },
329
+ // S3: Perlin Noise terrain
330
+ {
331
+ id: 'perlin-terrain',
332
+ type: 'code',
333
+ title: {
334
+ en: 'Generate Terrain with Perlin Noise',
335
+ pl: 'Generuj teren szumem Perlina',
336
+ de: 'Terrain mit Perlin-Noise generieren',
337
+ },
338
+ content: {
339
+ en: '`PerlinNoise` creates smooth, natural-looking values. Use `noise2D(x, y)` for height maps, and `fbm()` (Fractal Brownian Motion) for detailed landscapes.',
340
+ pl: '`PerlinNoise` tworzy gładkie, naturalnie wyglądające wartości. Użyj `noise2D(x, y)` do map wysokości i `fbm()` (Fractal Brownian Motion) do szczegółowych krajobrazów.',
341
+ de: '`PerlinNoise` erzeugt glatte, natürlich aussehende Werte. Verwende `noise2D(x, y)` für Heightmaps und `fbm()` für detaillierte Landschaften.',
342
+ },
343
+ codeTemplate: '// Generate a height map\nconst noise = ',
344
+ codeSolution: "const noise = new PerlinNoise(42);\n\n// Generate a 64x64 terrain\nfor (let y = 0; y < 64; y++) {\n for (let x = 0; x < 64; x++) {\n // noise2D returns -1 to 1 — scale to 0-1\n const height = (noise.noise2D(x * 0.05, y * 0.05) + 1) * 0.5;\n\n // Use fbm for more detail (4 octaves)\n const detail = noise.fbm(x * 0.1, y * 0.1, 4);\n\n // Map to tile type\n if (height < 0.3) { /* water */ }\n else if (height < 0.6) { /* grass */ }\n else { /* mountain */ }\n }\n}",
345
+ codeValidation: {
346
+ containsAll: ['PerlinNoise', 'noise2D'],
347
+ },
348
+ hint: {
349
+ en: 'new PerlinNoise(seed) — noise2D(x * scale, y * scale) for smooth gradients',
350
+ pl: 'new PerlinNoise(seed) — noise2D(x * skala, y * skala) dla gładkich gradientów',
351
+ de: 'new PerlinNoise(seed) — noise2D(x * scale, y * scale) für weiche Gradienten',
352
+ },
353
+ },
354
+ // S4: Wave Generator
355
+ {
356
+ id: 'wave-generator',
357
+ type: 'code',
358
+ title: {
359
+ en: 'Enemy Wave Generator',
360
+ pl: 'Generator fal wrogów',
361
+ de: 'Feindwellen-Generator',
362
+ },
363
+ content: {
364
+ en: 'The `WaveGenerator` creates escalating enemy waves automatically. Configure base counts, growth rates, and enemy type probabilities.',
365
+ pl: '`WaveGenerator` tworzy automatycznie eskalujące fale wrogów. Skonfiguruj bazową liczbę, tempo wzrostu i prawdopodobieństwa typów wrogów.',
366
+ de: 'Der `WaveGenerator` erstellt automatisch eskalierende Feindwellen. Konfiguriere Basiszahlen, Wachstumsraten und Feindtyp-Wahrscheinlichkeiten.',
367
+ },
368
+ codeTemplate: '// Configure enemy waves\nconst waveGen = ',
369
+ codeSolution: "const waveGen = new WaveGenerator({\n baseEnemyCount: 5,\n countGrowth: 1.3,\n typeProbabilities: [\n { type: 'zombie', weight: 3, minWave: 1 },\n { type: 'skeleton', weight: 2, minWave: 3 },\n { type: 'boss', weight: 0.5, minWave: 5 },\n ],\n groupSize: [1, 3],\n groupDelay: [0.5, 2],\n}, 42);\n\n// Generate wave 1, 2, 3...\nconst wave1 = waveGen.generateWave(1);\nconst wave5 = waveGen.generateWave(5);",
370
+ codeValidation: {
371
+ containsAll: ['WaveGenerator', 'generateWave', 'typeProbabilities'],
372
+ },
373
+ hint: {
374
+ en: 'new WaveGenerator(config, seed) then generateWave(waveNumber)',
375
+ pl: 'new WaveGenerator(config, seed) potem generateWave(numerFali)',
376
+ de: 'new WaveGenerator(config, seed) dann generateWave(wellenNummer)',
377
+ },
378
+ },
379
+ // S5: Loot Table
380
+ {
381
+ id: 'loot-tables',
382
+ type: 'code',
383
+ title: {
384
+ en: 'Loot Tables & Weighted Drops',
385
+ pl: 'Tabele łupów i ważone dropy',
386
+ de: 'Loot-Tabellen & gewichtete Drops',
387
+ },
388
+ content: {
389
+ en: 'A `LootTable` defines item drops with weights, level requirements, and per-roll limits. Roll for drops when enemies die!',
390
+ pl: '`LootTable` definiuje dropy przedmiotów z wagami, wymogami poziomu i limitami na roll. Rzucaj o dropy gdy wrogowie giną!',
391
+ de: 'Eine `LootTable` definiert Item-Drops mit Gewichtung, Level-Anforderungen und Limits pro Roll. Würfle um Drops wenn Feinde sterben!',
392
+ },
393
+ codeTemplate: '// Define a loot table\nconst loot = ',
394
+ codeSolution: "const loot = new LootTable([\n { item: 'gold-coin', weight: 10, minLevel: 1 },\n { item: 'health-potion', weight: 5, minLevel: 1, maxPerRoll: 2 },\n { item: 'rare-sword', weight: 1, minLevel: 5, maxPerRoll: 1 },\n { item: 'legendary-shield', weight: 0.1, minLevel: 10, maxPerRoll: 1 },\n], 42);\n\n// Roll for 3 drops at player level 7\nconst drops = loot.roll(3, 7);\nconsole.log('Drops:', drops);",
395
+ codeValidation: {
396
+ containsAll: ['LootTable', 'roll', 'weight'],
397
+ },
398
+ hint: {
399
+ en: 'new LootTable(entries, seed) then loot.roll(count, level)',
400
+ pl: 'new LootTable(wpisy, seed) potem loot.roll(ilość, poziom)',
401
+ de: 'new LootTable(einträge, seed) dann loot.roll(anzahl, level)',
402
+ },
403
+ },
404
+ // S6: Procedural Sprites
405
+ {
406
+ id: 'proc-sprites',
407
+ type: 'code',
408
+ title: {
409
+ en: 'Generate Pixel Art Sprites',
410
+ pl: 'Generuj pikselo-artowe sprite\'y',
411
+ de: 'Pixel-Art-Sprites generieren',
412
+ },
413
+ content: {
414
+ en: '`ProceduralSprite` generates symmetrical pixel art from a palette. Each seed produces a unique character!',
415
+ pl: '`ProceduralSprite` generuje symetryczne pixel arty z palety. Każdy seed daje unikatową postać!',
416
+ de: '`ProceduralSprite` generiert symmetrische Pixel-Art aus einer Palette. Jeder Seed ergibt einen einzigartigen Charakter!',
417
+ },
418
+ codeTemplate: '// Generate a procedural sprite\nconst sprite = ',
419
+ codeSolution: "const sprite = new ProceduralSprite(8, 8, [\n { r: 0.2, g: 0.5, b: 1, a: 1 }, // blue\n { r: 0.8, g: 0.2, b: 0.3, a: 1 }, // red\n { r: 0.9, g: 0.9, b: 0.1, a: 1 }, // yellow\n]);\n\n// Generate with seed\nconst pixels = sprite.generate(42);\n// Each seed = unique character sprite!",
420
+ codeValidation: {
421
+ containsAll: ['ProceduralSprite', 'generate'],
422
+ },
423
+ hint: {
424
+ en: 'new ProceduralSprite(width, height, palette) then .generate(seed)',
425
+ pl: 'new ProceduralSprite(szerokość, wysokość, paleta) potem .generate(seed)',
426
+ de: 'new ProceduralSprite(breite, höhe, palette) dann .generate(seed)',
427
+ },
428
+ },
429
+ // S7: Quiz
430
+ {
431
+ id: 'proc-quiz',
432
+ type: 'quiz',
433
+ title: {
434
+ en: 'Procedural Generation Quiz 🎲',
435
+ pl: 'Quiz z generowania proceduralnego 🎲',
436
+ de: 'Prozedurale Generierung Quiz 🎲',
437
+ },
438
+ content: {
439
+ en: 'What makes Perlin noise better than purely random values for terrain?',
440
+ pl: 'Co sprawia, że szum Perlina jest lepszy niż czysto losowe wartości do terenu?',
441
+ de: 'Was macht Perlin-Noise besser als rein zufällige Werte für Terrain?',
442
+ },
443
+ quizOptions: [
444
+ { id: 'a', text: { en: 'It\'s faster to compute', pl: 'Jest szybszy do obliczenia', de: 'Es ist schneller zu berechnen' } },
445
+ { id: 'b', text: { en: 'It produces smooth, continuous gradients', pl: 'Produkuje gładkie, ciągłe gradienty', de: 'Es erzeugt glatte, kontinuierliche Gradienten' } },
446
+ { id: 'c', text: { en: 'It uses less memory', pl: 'Zużywa mniej pamięci', de: 'Es verbraucht weniger Speicher' } },
447
+ { id: 'd', text: { en: 'It\'s more random', pl: 'Jest bardziej losowy', de: 'Es ist zufälliger' } },
448
+ ],
449
+ quizCorrectId: 'b',
450
+ },
451
+ // S8: Checkpoint
452
+ {
453
+ id: 'proc-complete',
454
+ type: 'checkpoint',
455
+ title: {
456
+ en: 'Procedural Generation Complete! 🌟',
457
+ pl: 'Generowanie proceduralne opanowane! 🌟',
458
+ de: 'Prozedurale Generierung fertig! 🌟',
459
+ },
460
+ content: {
461
+ en: 'You can now generate infinite, unique games! Skills learned:\n• Seeded random for reproducible worlds\n• Perlin noise for natural terrain\n• Wave scaling for enemy difficulty\n• Loot tables for balanced drops\n• Procedural pixel art sprites',
462
+ pl: 'Teraz możesz generować nieskończone, unikalne gry! Umiejętności:\n• Losowość z seedem dla odtwarzalnych światów\n• Szum Perlina dla naturalnego terenu\n• Skalowanie fal dla trudności wrogów\n• Tabele łupów dla zbalansowanych dropów\n• Proceduralne pikselo-artowe sprite\'y',
463
+ de: 'Du kannst jetzt unendliche, einzigartige Spiele generieren! Gelernte Fähigkeiten:\n• Seed-Zufall für reproduzierbare Welten\n• Perlin-Noise für natürliches Terrain\n• Wellen-Skalierung für Feind-Schwierigkeit\n• Loot-Tabellen für ausgewogene Drops\n• Prozedurale Pixel-Art-Sprites',
464
+ },
465
+ },
466
+ ],
467
+ };
468
+ /* ══════════════════════════════════════════════════════════════
469
+ T11 — Zrób Platformera (Full Game Tutorial)
470
+ ══════════════════════════════════════════════════════════════ */
471
+ const TUTORIAL_PLATFORMER = {
472
+ id: 'build-a-platformer',
473
+ title: {
474
+ en: 'Build a Complete Platformer',
475
+ pl: 'Zrób kompletnego platformera',
476
+ de: 'Baue einen kompletten Platformer',
477
+ },
478
+ description: {
479
+ en: 'Build a full platformer game from scratch: movement, jumping, double-jump, wall-slide, coyote time, dash, enemies, and collectibles.',
480
+ pl: 'Zbuduj kompletną grę platformową od zera: ruch, skoki, podwójny skok, wall-slide, coyote time, dash, wrogowie i zbierane przedmioty.',
481
+ de: 'Baue ein komplettes Plattformspiel von Grund auf: Bewegung, Springen, Doppelsprung, Wall-Slide, Coyote-Time, Dash, Feinde und Sammelobjekte.',
482
+ },
483
+ category: 'game-advanced',
484
+ difficulty: 'intermediate',
485
+ estimatedMinutes: 40,
486
+ prerequisites: ['first-game-bouncing-ball', 'input-movement-gamepad'],
487
+ kidFriendly: true,
488
+ ageRange: { min: 10, max: 99 },
489
+ tags: ['platformer', 'game', 'jumping', 'physics', 'complete-game'],
490
+ steps: [
491
+ // S1: Intro
492
+ {
493
+ id: 'plat-intro',
494
+ type: 'text',
495
+ title: {
496
+ en: 'Build a Platformer! 🏃',
497
+ pl: 'Zbuduj platformera! 🏃',
498
+ de: 'Baue einen Platformer! 🏃',
499
+ },
500
+ content: {
501
+ en: 'In this tutorial you\'ll build a complete platformer game!\n\n• Player movement & acceleration\n• Jumping with coyote time\n• Double-jump & wall-slide\n• Dash mechanic\n• Enemy AI (patrol + chase)\n• Coins & collectibles\n• Level with tilemap\n\nLet\'s make Mario-like magic!',
502
+ pl: 'W tym tutorialu zbudujesz kompletną grę platformową!\n\n• Ruch gracza i przyspieszenie\n• Skakanie z coyote time\n• Podwójny skok i wall-slide\n• Mechanika dashu\n• AI wrogów (patrol + pościg)\n• Monety i zbieranie\n• Poziom z tilemapy\n\nZróbmy magię jak Mario!',
503
+ de: 'In diesem Tutorial baust du ein komplettes Plattformspiel!\n\n• Spielerbewegung & Beschleunigung\n• Springen mit Coyote-Time\n• Doppelsprung & Wall-Slide\n• Dash-Mechanik\n• Feind-KI (Patrouille + Verfolgung)\n• Münzen & Sammelobjekte\n• Level mit Tilemap\n\nLass uns Mario-Magie machen!',
504
+ },
505
+ skippable: true,
506
+ tooltipPosition: 'center',
507
+ },
508
+ // S2: Player Entity
509
+ {
510
+ id: 'plat-player-entity',
511
+ type: 'code',
512
+ title: {
513
+ en: 'Create the Player Entity',
514
+ pl: 'Utwórz encję gracza',
515
+ de: 'Spieler-Entity erstellen',
516
+ },
517
+ content: {
518
+ en: 'Set up the player entity with Transform, Sprite, Collider2D, and RigidBody2D components.',
519
+ pl: 'Skonfiguruj encję gracza z komponentami Transform, Sprite, Collider2D i RigidBody2D.',
520
+ de: 'Erstelle die Spieler-Entity mit Transform, Sprite, Collider2D und RigidBody2D Komponenten.',
521
+ },
522
+ codeTemplate: "// Create the player\nconst player = world.createEntity();\n",
523
+ codeSolution: "const player = world.createEntity();\nworld.addComponent(player, 'Transform', { x: 100, y: 300, scaleX: 1, scaleY: 1, rotation: 0 });\nworld.addComponent(player, 'Sprite', { textureId: 'player', width: 32, height: 32 });\nworld.addComponent(player, 'Collider2D', { type: 'aabb', width: 28, height: 30, offsetX: 2, offsetY: 2, isTrigger: false });\nworld.addComponent(player, 'RigidBody2D', {\n velocityX: 0, velocityY: 0,\n mass: 1, gravityScale: 1,\n isKinematic: false, restitution: 0,\n});",
524
+ codeValidation: {
525
+ containsAll: ['createEntity', 'Transform', 'Collider2D', 'RigidBody2D'],
526
+ },
527
+ hint: {
528
+ en: 'Add Transform, Sprite, Collider2D, and RigidBody2D to the entity',
529
+ pl: 'Dodaj Transform, Sprite, Collider2D i RigidBody2D do encji',
530
+ de: 'Füge Transform, Sprite, Collider2D und RigidBody2D zur Entity hinzu',
531
+ },
532
+ },
533
+ // S3: Movement with acceleration
534
+ {
535
+ id: 'plat-movement',
536
+ type: 'code',
537
+ title: {
538
+ en: 'Smooth Movement with Acceleration',
539
+ pl: 'Płynny ruch z przyspieszeniem',
540
+ de: 'Flüssige Bewegung mit Beschleunigung',
541
+ },
542
+ content: {
543
+ en: 'Platformer movement uses acceleration and deceleration for a smooth feel. Check `moveRight` and `moveLeft` actions and apply velocity.',
544
+ pl: 'Ruch w platformerze używa przyspieszenia i hamowania dla płynnego wrażenia. Sprawdź akcje `moveRight` i `moveLeft` i przyłóż prędkość.',
545
+ de: 'Platformer-Bewegung nutzt Beschleunigung und Verzögerung für ein flüssiges Gefühl. Prüfe `moveRight` und `moveLeft` Aktionen und wende Geschwindigkeit an.',
546
+ },
547
+ codeTemplate: "// Movement system\nconst MOVE_SPEED = 200;\nconst ACCEL = 800;\nconst FRICTION = 600;\n",
548
+ codeSolution: "const MOVE_SPEED = 200;\nconst ACCEL = 800;\nconst FRICTION = 600;\n\nfunction updateMovement(input: InputManager, rb: any, dt: number) {\n let moveDir = 0;\n if (input.getAction('moveRight')) moveDir += 1;\n if (input.getAction('moveLeft')) moveDir -= 1;\n\n if (moveDir !== 0) {\n // Accelerate toward target speed\n rb.velocityX += moveDir * ACCEL * dt;\n // Clamp to max speed\n if (Math.abs(rb.velocityX) > MOVE_SPEED) {\n rb.velocityX = Math.sign(rb.velocityX) * MOVE_SPEED;\n }\n } else {\n // Apply friction\n if (Math.abs(rb.velocityX) > FRICTION * dt) {\n rb.velocityX -= Math.sign(rb.velocityX) * FRICTION * dt;\n } else {\n rb.velocityX = 0;\n }\n }\n}",
549
+ codeValidation: {
550
+ containsAll: ['ACCEL', 'FRICTION', 'velocityX', 'getAction'],
551
+ },
552
+ hint: {
553
+ en: 'Accelerate when input is active, apply friction when not moving',
554
+ pl: 'Przyspieszaj gdy input aktywny, stosuj tarcie gdy nie ma ruchu',
555
+ de: 'Beschleunigen bei Eingabe, Reibung anwenden wenn keine Bewegung',
556
+ },
557
+ },
558
+ // S4: Jumping with Coyote Time
559
+ {
560
+ id: 'plat-jumping',
561
+ type: 'code',
562
+ title: {
563
+ en: 'Jumping with Coyote Time',
564
+ pl: 'Skakanie z coyote time',
565
+ de: 'Springen mit Coyote-Time',
566
+ },
567
+ content: {
568
+ en: 'Coyote time lets the player jump shortly after leaving a platform — making the game feel more forgiving. Track the last grounded time.',
569
+ pl: 'Coyote time pozwala graczowi skoczyć chwilę po opuszczeniu platformy — co sprawia, że gra jest bardziej wybaczalna. Śledź czas ostatniego kontaktu z podłożem.',
570
+ de: 'Coyote-Time erlaubt dem Spieler kurz nach Verlassen einer Plattform zu springen — das Spiel fühlt sich nachsichtiger an. Verfolge die letzte Bodenberührungs-Zeit.',
571
+ },
572
+ codeTemplate: "// Jump system with coyote time\nconst JUMP_FORCE = -350;\nconst COYOTE_TIME = 0.1; // 100ms grace period\n",
573
+ codeSolution: "const JUMP_FORCE = -350;\nconst COYOTE_TIME = 0.1; // 100ms grace period\nlet lastGroundedTime = 0;\nlet hasJumped = false;\n\nfunction updateJump(input: InputManager, rb: any, isGrounded: boolean, time: number) {\n if (isGrounded) {\n lastGroundedTime = time;\n hasJumped = false;\n }\n\n const canJump = !hasJumped && (time - lastGroundedTime) < COYOTE_TIME;\n\n if (input.getAction('jump') && canJump) {\n rb.velocityY = JUMP_FORCE;\n hasJumped = true;\n }\n\n // Variable jump height — release early = lower jump\n if (!input.getAction('jump') && rb.velocityY < 0) {\n rb.velocityY *= 0.5;\n }\n}",
574
+ codeValidation: {
575
+ containsAll: ['COYOTE_TIME', 'JUMP_FORCE', 'lastGroundedTime', 'canJump'],
576
+ },
577
+ hint: {
578
+ en: 'Track lastGroundedTime and allow jump within COYOTE_TIME window',
579
+ pl: 'Śledź lastGroundedTime i pozwól na skok w oknie COYOTE_TIME',
580
+ de: 'Verfolge lastGroundedTime und erlaube Sprung im COYOTE_TIME Fenster',
581
+ },
582
+ },
583
+ // S5: Double Jump & Wall Slide
584
+ {
585
+ id: 'plat-double-jump',
586
+ type: 'code',
587
+ title: {
588
+ en: 'Double Jump & Wall Slide',
589
+ pl: 'Podwójny skok i wall-slide',
590
+ de: 'Doppelsprung & Wall-Slide',
591
+ },
592
+ content: {
593
+ en: 'Add an extra jump in the air (double jump) and let the player slide down walls slowly when touching them.',
594
+ pl: 'Dodaj dodatkowy skok w powietrzu (podwójny skok) i pozwól graczowi powoli zsuwać się po ścianach gdy ich dotyka.',
595
+ de: 'Füge einen zusätzlichen Sprung in der Luft (Doppelsprung) hinzu und lass den Spieler langsam an Wänden herunterrutschen.',
596
+ },
597
+ codeTemplate: "// Double jump + wall slide\nconst MAX_AIR_JUMPS = 1;\nconst WALL_SLIDE_SPEED = 50;\n",
598
+ codeSolution: "const MAX_AIR_JUMPS = 1;\nconst WALL_SLIDE_SPEED = 50;\nlet airJumpsLeft = MAX_AIR_JUMPS;\n\nfunction updateAirMoves(input: InputManager, rb: any, isGrounded: boolean, isTouchingWall: boolean) {\n if (isGrounded) {\n airJumpsLeft = MAX_AIR_JUMPS;\n }\n\n // Double jump (only when not grounded)\n if (input.getAction('jump') && !isGrounded && airJumpsLeft > 0) {\n rb.velocityY = JUMP_FORCE;\n airJumpsLeft--;\n }\n\n // Wall slide — slow down fall when touching wall\n if (isTouchingWall && !isGrounded && rb.velocityY > 0) {\n rb.velocityY = Math.min(rb.velocityY, WALL_SLIDE_SPEED);\n }\n}",
599
+ codeValidation: {
600
+ containsAll: ['MAX_AIR_JUMPS', 'WALL_SLIDE_SPEED', 'airJumpsLeft'],
601
+ },
602
+ hint: {
603
+ en: 'Track airJumpsLeft, reset on ground. Clamp velocityY on wall contact.',
604
+ pl: 'Śledź airJumpsLeft, resetuj na ziemi. Ogranicz velocityY przy kontakcie ze ścianą.',
605
+ de: 'Verfolge airJumpsLeft, setze auf dem Boden zurück. Begrenze velocityY bei Wandkontakt.',
606
+ },
607
+ },
608
+ // S6: Dash Mechanic
609
+ {
610
+ id: 'plat-dash',
611
+ type: 'code',
612
+ title: {
613
+ en: 'Dash Mechanic',
614
+ pl: 'Mechanika dashu',
615
+ de: 'Dash-Mechanik',
616
+ },
617
+ content: {
618
+ en: 'A dash gives the player a burst of speed in the current direction. Add a cooldown to prevent spam.',
619
+ pl: 'Dash daje graczowi nagły przypływ prędkości w aktualnym kierunku. Dodaj cooldown, żeby nie spamować.',
620
+ de: 'Ein Dash gibt dem Spieler einen Geschwindigkeitsschub in die aktuelle Richtung. Füge einen Cooldown hinzu.',
621
+ },
622
+ codeTemplate: "// Dash system\nconst DASH_SPEED = 500;\nconst DASH_DURATION = 0.15;\nconst DASH_COOLDOWN = 0.5;\n",
623
+ codeSolution: "const DASH_SPEED = 500;\nconst DASH_DURATION = 0.15;\nconst DASH_COOLDOWN = 0.5;\nlet dashTimer = 0;\nlet dashCooldown = 0;\nlet dashDir = 1;\n\nfunction updateDash(input: InputManager, rb: any, dt: number, facingRight: boolean) {\n dashCooldown = Math.max(0, dashCooldown - dt);\n\n if (input.getAction('dash') && dashCooldown <= 0 && dashTimer <= 0) {\n dashTimer = DASH_DURATION;\n dashCooldown = DASH_COOLDOWN;\n dashDir = facingRight ? 1 : -1;\n }\n\n if (dashTimer > 0) {\n dashTimer -= dt;\n rb.velocityX = DASH_SPEED * dashDir;\n rb.velocityY = 0; // freeze vertical during dash\n }\n}",
624
+ codeValidation: {
625
+ containsAll: ['DASH_SPEED', 'DASH_COOLDOWN', 'dashTimer'],
626
+ },
627
+ hint: {
628
+ en: 'Timer-based: set dashTimer on press, apply speed while timer > 0',
629
+ pl: 'Na timerze: ustaw dashTimer po naciśnięciu, stosuj prędkość gdy timer > 0',
630
+ de: 'Timer-basiert: setze dashTimer beim Drücken, wende Speed an solange Timer > 0',
631
+ },
632
+ },
633
+ // S7: Enemies
634
+ {
635
+ id: 'plat-enemies',
636
+ type: 'code',
637
+ title: {
638
+ en: 'Enemy AI: Patrol & Chase',
639
+ pl: 'AI wrogów: patrol i pościg',
640
+ de: 'Feind-KI: Patrouille & Verfolgung',
641
+ },
642
+ content: {
643
+ en: 'Create enemies that patrol between two points. When the player gets close, they switch to chase mode!',
644
+ pl: 'Utwórz wrogów patrolujących między dwoma punktami. Gdy gracz się zbliży, przechodzą w tryb pościgu!',
645
+ de: 'Erstelle Feinde, die zwischen zwei Punkten patrouillieren. Wenn der Spieler nah kommt, wechseln sie in den Verfolgungsmodus!',
646
+ },
647
+ codeTemplate: "// Enemy patrol + chase AI\nconst PATROL_SPEED = 60;\nconst CHASE_SPEED = 120;\nconst DETECT_RANGE = 150;\n",
648
+ codeSolution: "const PATROL_SPEED = 60;\nconst CHASE_SPEED = 120;\nconst DETECT_RANGE = 150;\n\nfunction updateEnemy(enemy: any, playerPos: any, dt: number) {\n const dx = playerPos.x - enemy.x;\n const dy = playerPos.y - enemy.y;\n const dist = Math.sqrt(dx * dx + dy * dy);\n\n if (dist < DETECT_RANGE) {\n // Chase mode — move toward player\n const dir = dx > 0 ? 1 : -1;\n enemy.velocityX = CHASE_SPEED * dir;\n enemy.state = 'chase';\n } else {\n // Patrol mode — walk between patrolLeft and patrolRight\n if (enemy.x <= enemy.patrolLeft) enemy.patrolDir = 1;\n if (enemy.x >= enemy.patrolRight) enemy.patrolDir = -1;\n enemy.velocityX = PATROL_SPEED * enemy.patrolDir;\n enemy.state = 'patrol';\n }\n}",
649
+ codeValidation: {
650
+ containsAll: ['PATROL_SPEED', 'CHASE_SPEED', 'DETECT_RANGE'],
651
+ },
652
+ hint: {
653
+ en: 'Calculate distance to player. Chase if close, patrol if far.',
654
+ pl: 'Oblicz odległość od gracza. Ścigaj jeśli blisko, patroluj jeśli daleko.',
655
+ de: 'Berechne Distanz zum Spieler. Verfolge wenn nah, patrouilliere wenn weit.',
656
+ },
657
+ },
658
+ // S8: Coins & Collectibles
659
+ {
660
+ id: 'plat-collectibles',
661
+ type: 'interactive',
662
+ title: {
663
+ en: 'Add Coins & Collectibles',
664
+ pl: 'Dodaj monety i zbieranie',
665
+ de: 'Münzen & Sammelobjekte hinzufügen',
666
+ },
667
+ content: {
668
+ en: 'Create coin entities with trigger colliders. When the player overlaps a coin, collect it and add to the score!',
669
+ pl: 'Utwórz encje monet z triggerowymi koliderami. Gdy gracz nachodzi na monetę, zbierz ją i dodaj do wyniku!',
670
+ de: 'Erstelle Münzen-Entities mit Trigger-Kollidern. Wenn der Spieler eine Münze überlappt, sammle sie ein und addiere zum Score!',
671
+ },
672
+ requiredAction: 'create-coin-entity',
673
+ codeTemplate: "// Create a coin\nconst coin = world.createEntity();\nworld.addComponent(coin, 'Transform', { x: 200, y: 250 });\n",
674
+ codeSolution: "const coin = world.createEntity();\nworld.addComponent(coin, 'Transform', { x: 200, y: 250, scaleX: 1, scaleY: 1, rotation: 0 });\nworld.addComponent(coin, 'Sprite', { textureId: 'coin', width: 16, height: 16 });\nworld.addComponent(coin, 'Collider2D', { type: 'circle', width: 16, height: 16, isTrigger: true });\n\n// Collision system: collect coins\nevents.on('collision:trigger', (data: { entityA: number; entityB: number }) => {\n // Check if player hit a coin\n if (data.entityA === player || data.entityB === player) {\n const coinId = data.entityA === player ? data.entityB : data.entityA;\n world.destroyEntity(coinId);\n score += 10;\n }\n});",
675
+ codeValidation: {
676
+ containsAll: ['createEntity', 'isTrigger', 'destroyEntity'],
677
+ },
678
+ hint: {
679
+ en: 'Set isTrigger: true on coins so they don\'t push the player',
680
+ pl: 'Ustaw isTrigger: true na monetach, aby nie odpychały gracza',
681
+ de: 'Setze isTrigger: true auf Münzen, damit sie den Spieler nicht wegstoßen',
682
+ },
683
+ },
684
+ // S9: Level with Tilemap
685
+ {
686
+ id: 'plat-tilemap',
687
+ type: 'code',
688
+ title: {
689
+ en: 'Build the Level with Tilemap',
690
+ pl: 'Zbuduj poziom z tilemapy',
691
+ de: 'Level mit Tilemap bauen',
692
+ },
693
+ content: {
694
+ en: 'Use a `Tilemap` to build the level. Define ground, platforms, and walls with tiles.',
695
+ pl: 'Użyj `Tilemap` do zbudowania poziomu. Zdefiniuj podłoże, platformy i ściany z kafelków.',
696
+ de: 'Verwende eine `Tilemap` um das Level zu bauen. Definiere Boden, Plattformen und Wände mit Kacheln.',
697
+ },
698
+ codeTemplate: "// Create the level tilemap\nconst level = new Tilemap(20, 15, 32);\n",
699
+ codeSolution: "const level = new Tilemap(20, 15, 32);\n\n// Add a ground layer\nlevel.addLayer('ground', 20, 15);\n\n// Fill the ground row\nlevel.fillRect('ground', 0, 14, 20, 1, 1); // bottom row = solid\n\n// Add some platforms\nlevel.setTile('ground', 5, 10, 1); // floating block\nlevel.setTile('ground', 6, 10, 1);\nlevel.setTile('ground', 7, 10, 1);\n\nlevel.fillRect('ground', 12, 8, 4, 1, 1); // higher platform\n\n// Check collisions with tilemap\nconst isSolid = level.isSolid(5, 14); // true — ground!",
700
+ codeValidation: {
701
+ containsAll: ['Tilemap', 'addLayer', 'fillRect'],
702
+ },
703
+ hint: {
704
+ en: 'new Tilemap(cols, rows, tileSize) → addLayer → fillRect/setTile',
705
+ pl: 'new Tilemap(kolumny, wiersze, rozmiarKafelka) → addLayer → fillRect/setTile',
706
+ de: 'new Tilemap(spalten, zeilen, kachelGröße) → addLayer → fillRect/setTile',
707
+ },
708
+ },
709
+ // S10: Checkpoint
710
+ {
711
+ id: 'plat-complete',
712
+ type: 'checkpoint',
713
+ title: {
714
+ en: 'Platformer Complete! 🎮',
715
+ pl: 'Platformer gotowy! 🎮',
716
+ de: 'Platformer fertig! 🎮',
717
+ },
718
+ content: {
719
+ en: 'Congratulations! You\'ve built a complete platformer with:\n• Smooth acceleration-based movement\n• Jumping with coyote time\n• Double jump & wall slide\n• Dash mechanic\n• Enemy AI (patrol & chase)\n• Coins with trigger colliders\n• Tilemap level design\n\nChallenge: Add moving platforms and a boss fight!',
720
+ pl: 'Gratulacje! Zbudowałeś kompletnego platformera z:\n• Płynny ruch z przyspieszeniem\n• Skakanie z coyote time\n• Podwójny skok i wall-slide\n• Mechanika dashu\n• AI wrogów (patrol i pościg)\n• Monety z trigger koliderami\n• Design poziomu z tilemapy\n\nWyzwanie: Dodaj ruchome platformy i walkę z bossem!',
721
+ de: 'Herzlichen Glückwunsch! Du hast einen kompletten Platformer gebaut mit:\n• Flüssige beschleunigungsbasierte Bewegung\n• Springen mit Coyote-Time\n• Doppelsprung & Wall-Slide\n• Dash-Mechanik\n• Feind-KI (Patrouille & Verfolgung)\n• Münzen mit Trigger-Kollidern\n• Tilemap Level-Design\n\nHerausforderung: Füge bewegliche Plattformen und einen Bosskampf hinzu!',
722
+ },
723
+ },
724
+ ],
725
+ };
726
+ /* ══════════════════════════════════════════════════════════════
727
+ Convenience export
728
+ ══════════════════════════════════════════════════════════════ */
729
+ function getTutorials_T09_T11() {
730
+ return [
731
+ TUTORIAL_MULTIPLAYER_ONLINE,
732
+ TUTORIAL_PROCEDURAL_WORLD,
733
+ TUTORIAL_PLATFORMER,
734
+ ];
735
+ }
736
+
737
+ exports.TUTORIAL_MULTIPLAYER_ONLINE = TUTORIAL_MULTIPLAYER_ONLINE;
738
+ exports.TUTORIAL_PLATFORMER = TUTORIAL_PLATFORMER;
739
+ exports.TUTORIAL_PROCEDURAL_WORLD = TUTORIAL_PROCEDURAL_WORLD;
740
+ exports.getTutorials_T09_T11 = getTutorials_T09_T11;
741
+ //# sourceMappingURL=Tutorials_T09_T11.js.map