@nice2dev/game-engine 1.1.6 → 1.1.9

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 (496) hide show
  1. package/CHANGELOG.md +125 -0
  2. package/dist/cjs/core/GameConfig.js +21 -7
  3. package/dist/cjs/devtools/DeveloperExperience.js +5 -5
  4. package/dist/cjs/dialogue/DialogueSystem.js +1 -1
  5. package/dist/cjs/editor/AssetBrowser.js +26 -25
  6. package/dist/cjs/editor/NiceGameEditor.js +66 -49
  7. package/dist/cjs/godot-integration/components/GodotProjectBrowser.js +33 -32
  8. package/dist/cjs/i18n/I18n.js +305 -0
  9. package/dist/cjs/kids/KidMode.js +36 -36
  10. package/dist/cjs/kids/KidTools.js +31 -31
  11. package/dist/cjs/native-engine/InputSystem.js +9 -2
  12. package/dist/cjs/package.json +3 -0
  13. package/dist/cjs/plugins/PluginSDK.js +1 -1
  14. package/dist/cjs/plugins/PluginTestKit.js +1 -1
  15. package/dist/cjs/quest/QuestSystem.js +5 -1
  16. package/dist/cjs/release/MobileExport.js +45 -12
  17. package/dist/cjs/tutorials/TutorialBranching.js +12 -12
  18. package/dist/cjs/tutorials/TutorialEngine.js +35 -35
  19. package/dist/cjs/tutorials/content/Tutorials_T05_T08.js +106 -89
  20. package/dist/cjs/tutorials/content/Tutorials_T09_T11.js +103 -55
  21. package/dist/cjs/tutorials/content/Tutorials_T12_T15.js +79 -56
  22. package/dist/cjs/unity-integration/components/UnityAssetStoreBrowser.js +25 -24
  23. package/dist/cjs/unity-integration/components/UnityProjectBrowser.js +28 -27
  24. package/dist/cjs/unreal-integration/components/UnrealProjectBrowser.js +31 -30
  25. package/dist/esm/core/GameConfig.js +21 -7
  26. package/dist/esm/devtools/DeveloperExperience.js +5 -5
  27. package/dist/esm/dialogue/DialogueSystem.js +1 -1
  28. package/dist/esm/editor/AssetBrowser.js +26 -25
  29. package/dist/esm/editor/NiceGameEditor.js +67 -50
  30. package/dist/esm/godot-integration/components/GodotProjectBrowser.js +33 -32
  31. package/dist/esm/i18n/I18n.js +305 -0
  32. package/dist/esm/kids/KidMode.js +36 -36
  33. package/dist/esm/kids/KidTools.js +31 -31
  34. package/dist/esm/native-engine/InputSystem.js +9 -2
  35. package/dist/esm/plugins/PluginSDK.js +1 -1
  36. package/dist/esm/plugins/PluginTestKit.js +1 -1
  37. package/dist/esm/quest/QuestSystem.js +5 -1
  38. package/dist/esm/release/MobileExport.js +45 -12
  39. package/dist/esm/tutorials/TutorialBranching.js +12 -12
  40. package/dist/esm/tutorials/TutorialEngine.js +35 -35
  41. package/dist/esm/tutorials/content/Tutorials_T05_T08.js +106 -89
  42. package/dist/esm/tutorials/content/Tutorials_T09_T11.js +103 -55
  43. package/dist/esm/tutorials/content/Tutorials_T12_T15.js +79 -56
  44. package/dist/esm/unity-integration/components/UnityAssetStoreBrowser.js +25 -24
  45. package/dist/esm/unity-integration/components/UnityProjectBrowser.js +28 -27
  46. package/dist/esm/unreal-integration/components/UnrealProjectBrowser.js +31 -30
  47. package/dist/types/core/index.d.ts +1 -1
  48. package/dist/types/editor/AssetBrowser.d.ts +1 -0
  49. package/dist/types/editor/behavior-tree/BTEditorNode.d.ts +2 -1
  50. package/dist/types/editor/behavior-tree/BTEditorToolbar.d.ts +1 -0
  51. package/dist/types/input/index.d.ts +1 -1
  52. package/dist/types/kids/KidMode.d.ts +4 -2
  53. package/dist/types/kids/KidTools.d.ts +1 -1
  54. package/dist/types/legendary/index.d.ts +7 -7
  55. package/dist/types/procedural/index.d.ts +1 -1
  56. package/dist/types/tutorials/TutorialBranching.d.ts +1 -1
  57. package/package.json +3 -2
  58. package/dist/cjs/accessibility/Accessibility.js.map +0 -1
  59. package/dist/cjs/ai/AI.js.map +0 -1
  60. package/dist/cjs/ai/BehaviorTree.js.map +0 -1
  61. package/dist/cjs/ai/StateMachine.js.map +0 -1
  62. package/dist/cjs/animation/Animation.js.map +0 -1
  63. package/dist/cjs/audio/AudioAdvanced.js.map +0 -1
  64. package/dist/cjs/audio/AudioBridge.js.map +0 -1
  65. package/dist/cjs/audio/AudioManager.js.map +0 -1
  66. package/dist/cjs/build-cloud/BuildOrchestration.js.map +0 -1
  67. package/dist/cjs/build-cloud/GodotBuildCloud.js.map +0 -1
  68. package/dist/cjs/build-cloud/UnityBuildCloud.js.map +0 -1
  69. package/dist/cjs/build-cloud/UnrealBuildCloud.js.map +0 -1
  70. package/dist/cjs/core/EventBus.js.map +0 -1
  71. package/dist/cjs/core/GameClock.js.map +0 -1
  72. package/dist/cjs/core/GameConfig.js.map +0 -1
  73. package/dist/cjs/core/GameLoop.js.map +0 -1
  74. package/dist/cjs/core/ServiceLocator.js.map +0 -1
  75. package/dist/cjs/core/Validation.js.map +0 -1
  76. package/dist/cjs/core/math.js.map +0 -1
  77. package/dist/cjs/devtools/DevTools.js.map +0 -1
  78. package/dist/cjs/devtools/DeveloperExperience.js.map +0 -1
  79. package/dist/cjs/devtools/GameplayAnalytics.js.map +0 -1
  80. package/dist/cjs/dialogue/DialogueSystem.js.map +0 -1
  81. package/dist/cjs/docs/DocGenerator.js.map +0 -1
  82. package/dist/cjs/ecs/World.js.map +0 -1
  83. package/dist/cjs/editor/AchievementEditor.js.map +0 -1
  84. package/dist/cjs/editor/AdvancedEditor.js.map +0 -1
  85. package/dist/cjs/editor/AnimationRetargeting.js.map +0 -1
  86. package/dist/cjs/editor/AssetBrowser.js.map +0 -1
  87. package/dist/cjs/editor/AssetManager.js.map +0 -1
  88. package/dist/cjs/editor/ConsolePro.js.map +0 -1
  89. package/dist/cjs/editor/CraftingEditor.js.map +0 -1
  90. package/dist/cjs/editor/DebugTools.js.map +0 -1
  91. package/dist/cjs/editor/DialogueSystem.js.map +0 -1
  92. package/dist/cjs/editor/LeaderboardSystem.js.map +0 -1
  93. package/dist/cjs/editor/NiceGameEditor.js.map +0 -1
  94. package/dist/cjs/editor/PrefabSystem.js.map +0 -1
  95. package/dist/cjs/editor/ProfilerPanel.js.map +0 -1
  96. package/dist/cjs/editor/QuestEditor.js.map +0 -1
  97. package/dist/cjs/editor/ReplaySystem.js.map +0 -1
  98. package/dist/cjs/editor/SceneEditor.js.map +0 -1
  99. package/dist/cjs/editor/ScreenshotMode.js.map +0 -1
  100. package/dist/cjs/editor/ShaderGraph.js.map +0 -1
  101. package/dist/cjs/editor/TimelineEditor.js.map +0 -1
  102. package/dist/cjs/editor/UndoRedoPro.js.map +0 -1
  103. package/dist/cjs/editor/VRARMode.js.map +0 -1
  104. package/dist/cjs/engine/NiceGameEngine.js.map +0 -1
  105. package/dist/cjs/engine/SaveSystem.js.map +0 -1
  106. package/dist/cjs/engine/SaveSystemV2.js +0 -530
  107. package/dist/cjs/engine/SaveSystemV2.js.map +0 -1
  108. package/dist/cjs/enterprise/Enterprise.js.map +0 -1
  109. package/dist/cjs/export/BevyExporter.js.map +0 -1
  110. package/dist/cjs/export/CocosExporter.js.map +0 -1
  111. package/dist/cjs/export/Construct3Exporter.js.map +0 -1
  112. package/dist/cjs/export/DefoldExporter.js.map +0 -1
  113. package/dist/cjs/export/GDevelopExporter.js.map +0 -1
  114. package/dist/cjs/export/GameMakerExporter.js.map +0 -1
  115. package/dist/cjs/export/GodotExporter.js.map +0 -1
  116. package/dist/cjs/export/MinecraftBedrockExporter.js.map +0 -1
  117. package/dist/cjs/export/MonoGameExporter.js.map +0 -1
  118. package/dist/cjs/export/Pico8Exporter.js.map +0 -1
  119. package/dist/cjs/export/PlatformExporter.js.map +0 -1
  120. package/dist/cjs/export/RPGMakerExporter.js.map +0 -1
  121. package/dist/cjs/export/RobloxExporter.js.map +0 -1
  122. package/dist/cjs/export/Solar2DExporter.js.map +0 -1
  123. package/dist/cjs/export/ThreeJSExporter.js.map +0 -1
  124. package/dist/cjs/export/Tic80Exporter.js.map +0 -1
  125. package/dist/cjs/export/UnityExporter.js.map +0 -1
  126. package/dist/cjs/export/UnrealExporter.js.map +0 -1
  127. package/dist/cjs/export/WebExporter.js.map +0 -1
  128. package/dist/cjs/export/index.js.map +0 -1
  129. package/dist/cjs/godot-integration/GodotAssetLibrary.js.map +0 -1
  130. package/dist/cjs/godot-integration/GodotImport.js.map +0 -1
  131. package/dist/cjs/godot-integration/GodotLiveLink.js.map +0 -1
  132. package/dist/cjs/godot-integration/components/GodotProjectBrowser.js.map +0 -1
  133. package/dist/cjs/i18n/I18n.js.map +0 -1
  134. package/dist/cjs/i18n/useTranslation.js.map +0 -1
  135. package/dist/cjs/import/AsepriteImporter.js.map +0 -1
  136. package/dist/cjs/import/DragonBonesImporter.js.map +0 -1
  137. package/dist/cjs/import/GameMakerImporter.js.map +0 -1
  138. package/dist/cjs/import/GodotSceneImporter.js.map +0 -1
  139. package/dist/cjs/import/LDtkImporter.js.map +0 -1
  140. package/dist/cjs/import/Live2DImporter.js.map +0 -1
  141. package/dist/cjs/import/NdgFormat.js.map +0 -1
  142. package/dist/cjs/import/OgmoImporter.js.map +0 -1
  143. package/dist/cjs/import/RPGMakerImporter.js.map +0 -1
  144. package/dist/cjs/import/SceneImporter.js.map +0 -1
  145. package/dist/cjs/import/SpineImporter.js.map +0 -1
  146. package/dist/cjs/import/SpriterImporter.js.map +0 -1
  147. package/dist/cjs/import/TiledMapImporter.js.map +0 -1
  148. package/dist/cjs/import/UnitySceneImporter.js.map +0 -1
  149. package/dist/cjs/import/index.js.map +0 -1
  150. package/dist/cjs/index.js.map +0 -1
  151. package/dist/cjs/input/GamepadNavigation.js.map +0 -1
  152. package/dist/cjs/input/InputManager.js.map +0 -1
  153. package/dist/cjs/input/useGamepads.js.map +0 -1
  154. package/dist/cjs/integration/IconSprite.js.map +0 -1
  155. package/dist/cjs/inventory/InventorySystem.js.map +0 -1
  156. package/dist/cjs/kids/KidMode.js.map +0 -1
  157. package/dist/cjs/kids/KidTools.js.map +0 -1
  158. package/dist/cjs/monetization/Monetization.js.map +0 -1
  159. package/dist/cjs/multiplayer/LocalMultiplayer.js.map +0 -1
  160. package/dist/cjs/multiplayer/MiniGameTypes.js.map +0 -1
  161. package/dist/cjs/native-engine/AssetPipeline.js.map +0 -1
  162. package/dist/cjs/native-engine/AudioEngine.js.map +0 -1
  163. package/dist/cjs/native-engine/InputSystem.js.map +0 -1
  164. package/dist/cjs/native-engine/NetworkingSystem.js.map +0 -1
  165. package/dist/cjs/native-engine/PhysicsEngine.js.map +0 -1
  166. package/dist/cjs/native-engine/RenderingEngine.js.map +0 -1
  167. package/dist/cjs/native-engine/SceneGraph.js.map +0 -1
  168. package/dist/cjs/network/MultiplayerTransport.js.map +0 -1
  169. package/dist/cjs/network/Networking.js.map +0 -1
  170. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js.map +0 -1
  171. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js.map +0 -1
  172. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js.map +0 -1
  173. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js.map +0 -1
  174. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Errors.js.map +0 -1
  175. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js.map +0 -1
  176. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js.map +0 -1
  177. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js.map +0 -1
  178. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpClient.js.map +0 -1
  179. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js.map +0 -1
  180. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnection.js.map +0 -1
  181. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js.map +0 -1
  182. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js.map +0 -1
  183. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js.map +0 -1
  184. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ITransport.js.map +0 -1
  185. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js.map +0 -1
  186. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Loggers.js.map +0 -1
  187. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js.map +0 -1
  188. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js.map +0 -1
  189. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js.map +0 -1
  190. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Subject.js.map +0 -1
  191. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js.map +0 -1
  192. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Utils.js.map +0 -1
  193. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js.map +0 -1
  194. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js.map +0 -1
  195. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/index.js.map +0 -1
  196. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/pkg-version.js.map +0 -1
  197. package/dist/cjs/pathfinding/Pathfinding.js.map +0 -1
  198. package/dist/cjs/performance/AssetStreaming.js.map +0 -1
  199. package/dist/cjs/performance/BenchmarkSuite.js.map +0 -1
  200. package/dist/cjs/performance/DeltaCompression.js.map +0 -1
  201. package/dist/cjs/performance/DeterministicPhysics.js.map +0 -1
  202. package/dist/cjs/performance/ECSOptimization.js.map +0 -1
  203. package/dist/cjs/performance/GameSaveSystem.js.map +0 -1
  204. package/dist/cjs/performance/HotReload.js.map +0 -1
  205. package/dist/cjs/performance/InputRecording.js.map +0 -1
  206. package/dist/cjs/performance/InterestManagement.js.map +0 -1
  207. package/dist/cjs/performance/LocalizationRuntime.js.map +0 -1
  208. package/dist/cjs/performance/MemoryManagement.js.map +0 -1
  209. package/dist/cjs/performance/ModSupport.js.map +0 -1
  210. package/dist/cjs/performance/MultiThreadedPhysics.js.map +0 -1
  211. package/dist/cjs/performance/NetworkPrediction.js.map +0 -1
  212. package/dist/cjs/performance/ObjectPooling.js.map +0 -1
  213. package/dist/cjs/performance/Performance.js.map +0 -1
  214. package/dist/cjs/performance/PerformanceAdvanced.js.map +0 -1
  215. package/dist/cjs/performance/SaveSystem.js +0 -574
  216. package/dist/cjs/performance/SaveSystem.js.map +0 -1
  217. package/dist/cjs/performance/WebGPURenderer.js.map +0 -1
  218. package/dist/cjs/physics/PhysicsAdvanced.js.map +0 -1
  219. package/dist/cjs/physics/PhysicsEngine2D.js.map +0 -1
  220. package/dist/cjs/plugins/PluginSDK.js.map +0 -1
  221. package/dist/cjs/plugins/PluginTestKit.js.map +0 -1
  222. package/dist/cjs/procedural/Procedural.js.map +0 -1
  223. package/dist/cjs/procedural/WorldBuilding.js.map +0 -1
  224. package/dist/cjs/quest/QuestSystem.js.map +0 -1
  225. package/dist/cjs/release/MobileExport.js.map +0 -1
  226. package/dist/cjs/release/Release.js.map +0 -1
  227. package/dist/cjs/rendering/Camera2D.js.map +0 -1
  228. package/dist/cjs/rendering/Renderer2D.js.map +0 -1
  229. package/dist/cjs/rendering/WebGPURenderPipeline.js.map +0 -1
  230. package/dist/cjs/runtime3d/Runtime3D.js.map +0 -1
  231. package/dist/cjs/runtime3d/SceneEditor3D.js.map +0 -1
  232. package/dist/cjs/scene/SceneManager.js.map +0 -1
  233. package/dist/cjs/scripting/GraphToAST.js.map +0 -1
  234. package/dist/cjs/scripting/LanguageExporter.js.map +0 -1
  235. package/dist/cjs/scripting/NodeGraph.js.map +0 -1
  236. package/dist/cjs/scripting/ScriptAST.js.map +0 -1
  237. package/dist/cjs/scripting/VisualScripting2.js.map +0 -1
  238. package/dist/cjs/scripting/exporters/CSharpExporter.js.map +0 -1
  239. package/dist/cjs/scripting/exporters/GDScriptExporter.js.map +0 -1
  240. package/dist/cjs/scripting/exporters/LuaExporter.js.map +0 -1
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  242. package/dist/cjs/scripting/exporters/RustExporter.js.map +0 -1
  243. package/dist/cjs/scripting/exporters/TypeScriptExporter.js.map +0 -1
  244. package/dist/cjs/social/Social.js.map +0 -1
  245. package/dist/cjs/systems/LightingSystem.js.map +0 -1
  246. package/dist/cjs/systems/ParticleSystem2.js.map +0 -1
  247. package/dist/cjs/systems/PhysicsDebugSystem.js.map +0 -1
  248. package/dist/cjs/systems/TerrainSystem.js.map +0 -1
  249. package/dist/cjs/templates/ActionTemplates.js.map +0 -1
  250. package/dist/cjs/templates/FightingTemplate.js.map +0 -1
  251. package/dist/cjs/templates/MetroidvaniaTemplate.js.map +0 -1
  252. package/dist/cjs/templates/PartyTemplates.js.map +0 -1
  253. package/dist/cjs/templates/PuzzleTemplates.js.map +0 -1
  254. package/dist/cjs/templates/RPGTemplates.js.map +0 -1
  255. package/dist/cjs/templates/SportsTemplates.js.map +0 -1
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  257. package/dist/cjs/templates/SurvivalTemplate.js.map +0 -1
  258. package/dist/cjs/templates/WaveDefense.js.map +0 -1
  259. package/dist/cjs/tilemap/Tilemap.js.map +0 -1
  260. package/dist/cjs/tutorials/TutorialBranching.js.map +0 -1
  261. package/dist/cjs/tutorials/TutorialEngine.js.map +0 -1
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  276. package/dist/cjs/xr/ARVR.js.map +0 -1
  277. package/dist/esm/accessibility/Accessibility.js.map +0 -1
  278. package/dist/esm/ai/AI.js.map +0 -1
  279. package/dist/esm/ai/BehaviorTree.js.map +0 -1
  280. package/dist/esm/ai/StateMachine.js.map +0 -1
  281. package/dist/esm/animation/Animation.js.map +0 -1
  282. package/dist/esm/audio/AudioAdvanced.js.map +0 -1
  283. package/dist/esm/audio/AudioBridge.js.map +0 -1
  284. package/dist/esm/audio/AudioManager.js.map +0 -1
  285. package/dist/esm/build-cloud/BuildOrchestration.js.map +0 -1
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  289. package/dist/esm/core/EventBus.js.map +0 -1
  290. package/dist/esm/core/GameClock.js.map +0 -1
  291. package/dist/esm/core/GameConfig.js.map +0 -1
  292. package/dist/esm/core/GameLoop.js.map +0 -1
  293. package/dist/esm/core/ServiceLocator.js.map +0 -1
  294. package/dist/esm/core/Validation.js.map +0 -1
  295. package/dist/esm/core/math.js.map +0 -1
  296. package/dist/esm/devtools/DevTools.js.map +0 -1
  297. package/dist/esm/devtools/DeveloperExperience.js.map +0 -1
  298. package/dist/esm/devtools/GameplayAnalytics.js.map +0 -1
  299. package/dist/esm/dialogue/DialogueSystem.js.map +0 -1
  300. package/dist/esm/docs/DocGenerator.js.map +0 -1
  301. package/dist/esm/ecs/World.js.map +0 -1
  302. package/dist/esm/editor/AchievementEditor.js.map +0 -1
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@@ -35,9 +35,9 @@ const TUTORIAL_MULTIPLAYER_ONLINE = {
35
35
  id: 'mp-online-intro',
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  type: 'text',
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  title: {
38
- en: 'Online Multiplayer Architecture 🌐',
39
- pl: 'Architektura multiplayera online 🌐',
40
- de: 'Online-Mehrspieler-Architektur 🌐',
38
+ en: 'Online Multiplayer Architecture',
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+ pl: 'Architektura multiplayera online',
40
+ de: 'Online-Mehrspieler-Architektur',
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  },
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  content: {
43
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  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!',
@@ -162,7 +162,7 @@ const TUTORIAL_MULTIPLAYER_ONLINE = {
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  de: 'Verwende `SnapshotBuffer` zum Speichern von Spielzustand-Snapshots für Interpolation. Der Host sendet Snapshots, Clients interpolieren dazwischen.',
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  },
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  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}",
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}',
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  codeValidation: {
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  containsAll: ['SnapshotBuffer', 'push', 'getInterpolationPair'],
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  },
@@ -187,7 +187,7 @@ const TUTORIAL_MULTIPLAYER_ONLINE = {
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  de: 'Verwende `ClientPrediction` zum Speichern lokaler Eingaben und Abgleich nach Server-Bestätigung. Dies eliminiert Input-Lag für den lokalen Spieler.',
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  },
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  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();",
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();',
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  codeValidation: {
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  containsAll: ['ClientPrediction', 'addInput', 'acknowledge'],
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  },
@@ -202,9 +202,9 @@ const TUTORIAL_MULTIPLAYER_ONLINE = {
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  id: 'mp-online-quiz',
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  type: 'quiz',
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  title: {
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- en: 'Multiplayer Quiz 🧠',
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- pl: 'Quiz Multiplayer 🧠',
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- de: 'Multiplayer-Quiz 🧠',
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+ en: 'Multiplayer Quiz',
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+ pl: 'Quiz Multiplayer',
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+ de: 'Multiplayer-Quiz',
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  },
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  content: {
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  en: 'Why is client-side prediction important in online games?',
@@ -212,10 +212,38 @@ const TUTORIAL_MULTIPLAYER_ONLINE = {
212
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  de: 'Warum ist clientseitige Vorhersage in Online-Spielen wichtig?',
213
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  },
214
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  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' } },
215
+ {
216
+ id: 'a',
217
+ text: {
218
+ en: 'To reduce server load',
219
+ pl: 'Aby zmniejszyć obciążenie serwera',
220
+ de: 'Um die Serverlast zu reduzieren',
221
+ },
222
+ },
223
+ {
224
+ id: 'b',
225
+ text: {
226
+ en: 'To eliminate perceived input lag',
227
+ pl: 'Aby wyeliminować odczuwane opóźnienie inputu',
228
+ de: 'Um wahrgenommene Eingabeverzögerung zu eliminieren',
229
+ },
230
+ },
231
+ {
232
+ id: 'c',
233
+ text: {
234
+ en: 'To improve graphics',
235
+ pl: 'Aby poprawić grafikę',
236
+ de: 'Um die Grafik zu verbessern',
237
+ },
238
+ },
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+ {
240
+ id: 'd',
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+ text: {
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+ en: 'To save bandwidth',
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+ pl: 'Aby oszczędzić transfer',
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+ de: 'Um Bandbreite zu sparen',
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+ },
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+ },
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  ],
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  quizCorrectId: 'b',
221
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  },
@@ -249,12 +277,12 @@ const TUTORIAL_MULTIPLAYER_ONLINE = {
249
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  id: 'mp-online-complete',
250
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  type: 'checkpoint',
251
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  title: {
252
- en: 'Multiplayer Online Complete! 🎉',
253
- pl: 'Multiplayer online gotowy! 🎉',
254
- de: 'Online-Mehrspieler fertig! 🎉',
280
+ en: 'Multiplayer Online Complete!',
281
+ pl: 'Multiplayer online gotowy!',
282
+ de: 'Online-Mehrspieler fertig!',
255
283
  },
256
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  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',
285
+ 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
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  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
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  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',
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  },
@@ -289,13 +317,13 @@ const TUTORIAL_PROCEDURAL_WORLD = {
289
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  id: 'proc-intro',
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  type: 'text',
291
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  title: {
292
- en: 'Procedural Generation 🌍',
293
- pl: 'Generowanie proceduralne 🌍',
294
- de: 'Prozedurale Generierung 🌍',
320
+ en: 'Procedural Generation',
321
+ pl: 'Generowanie proceduralne',
322
+ de: 'Prozedurale Generierung',
295
323
  },
296
324
  content: {
297
325
  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',
326
+ 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
327
  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
328
  },
301
329
  skippable: true,
@@ -341,7 +369,7 @@ const TUTORIAL_PROCEDURAL_WORLD = {
341
369
  de: '`PerlinNoise` erzeugt glatte, natürlich aussehende Werte. Verwende `noise2D(x, y)` für Heightmaps und `fbm()` für detaillierte Landschaften.',
342
370
  },
343
371
  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}",
372
+ 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
373
  codeValidation: {
346
374
  containsAll: ['PerlinNoise', 'noise2D'],
347
375
  },
@@ -407,7 +435,7 @@ const TUTORIAL_PROCEDURAL_WORLD = {
407
435
  type: 'code',
408
436
  title: {
409
437
  en: 'Generate Pixel Art Sprites',
410
- pl: 'Generuj pikselo-artowe sprite\'y',
438
+ pl: "Generuj pikselo-artowe sprite'y",
411
439
  de: 'Pixel-Art-Sprites generieren',
412
440
  },
413
441
  content: {
@@ -416,7 +444,7 @@ const TUTORIAL_PROCEDURAL_WORLD = {
416
444
  de: '`ProceduralSprite` generiert symmetrische Pixel-Art aus einer Palette. Jeder Seed ergibt einen einzigartigen Charakter!',
417
445
  },
418
446
  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!",
447
+ 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
448
  codeValidation: {
421
449
  containsAll: ['ProceduralSprite', 'generate'],
422
450
  },
@@ -431,9 +459,9 @@ const TUTORIAL_PROCEDURAL_WORLD = {
431
459
  id: 'proc-quiz',
432
460
  type: 'quiz',
433
461
  title: {
434
- en: 'Procedural Generation Quiz 🎲',
435
- pl: 'Quiz z generowania proceduralnego 🎲',
436
- de: 'Prozedurale Generierung Quiz 🎲',
462
+ en: 'Procedural Generation Quiz',
463
+ pl: 'Quiz z generowania proceduralnego',
464
+ de: 'Prozedurale Generierung Quiz',
437
465
  },
438
466
  content: {
439
467
  en: 'What makes Perlin noise better than purely random values for terrain?',
@@ -441,10 +469,34 @@ const TUTORIAL_PROCEDURAL_WORLD = {
441
469
  de: 'Was macht Perlin-Noise besser als rein zufällige Werte für Terrain?',
442
470
  },
443
471
  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' } },
472
+ {
473
+ id: 'a',
474
+ text: {
475
+ en: "It's faster to compute",
476
+ pl: 'Jest szybszy do obliczenia',
477
+ de: 'Es ist schneller zu berechnen',
478
+ },
479
+ },
480
+ {
481
+ id: 'b',
482
+ text: {
483
+ en: 'It produces smooth, continuous gradients',
484
+ pl: 'Produkuje gładkie, ciągłe gradienty',
485
+ de: 'Es erzeugt glatte, kontinuierliche Gradienten',
486
+ },
487
+ },
488
+ {
489
+ id: 'c',
490
+ text: {
491
+ en: 'It uses less memory',
492
+ pl: 'Zużywa mniej pamięci',
493
+ de: 'Es verbraucht weniger Speicher',
494
+ },
495
+ },
496
+ {
497
+ id: 'd',
498
+ text: { en: "It's more random", pl: 'Jest bardziej losowy', de: 'Es ist zufälliger' },
499
+ },
448
500
  ],
449
501
  quizCorrectId: 'b',
450
502
  },
@@ -453,13 +505,13 @@ const TUTORIAL_PROCEDURAL_WORLD = {
453
505
  id: 'proc-complete',
454
506
  type: 'checkpoint',
455
507
  title: {
456
- en: 'Procedural Generation Complete! 🌟',
457
- pl: 'Generowanie proceduralne opanowane! 🌟',
458
- de: 'Prozedurale Generierung fertig! 🌟',
508
+ en: 'Procedural Generation Complete!',
509
+ pl: 'Generowanie proceduralne opanowane!',
510
+ de: 'Prozedurale Generierung fertig!',
459
511
  },
460
512
  content: {
461
513
  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',
514
+ 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
515
  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
516
  },
465
517
  },
@@ -493,12 +545,12 @@ const TUTORIAL_PLATFORMER = {
493
545
  id: 'plat-intro',
494
546
  type: 'text',
495
547
  title: {
496
- en: 'Build a Platformer! 🏃',
497
- pl: 'Zbuduj platformera! 🏃',
498
- de: 'Baue einen Platformer! 🏃',
548
+ en: 'Build a Platformer!',
549
+ pl: 'Zbuduj platformera!',
550
+ de: 'Baue einen Platformer!',
499
551
  },
500
552
  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!',
553
+ 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
554
  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
555
  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
556
  },
@@ -519,7 +571,7 @@ const TUTORIAL_PLATFORMER = {
519
571
  pl: 'Skonfiguruj encję gracza z komponentami Transform, Sprite, Collider2D i RigidBody2D.',
520
572
  de: 'Erstelle die Spieler-Entity mit Transform, Sprite, Collider2D und RigidBody2D Komponenten.',
521
573
  },
522
- codeTemplate: "// Create the player\nconst player = world.createEntity();\n",
574
+ codeTemplate: '// Create the player\nconst player = world.createEntity();\n',
523
575
  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
576
  codeValidation: {
525
577
  containsAll: ['createEntity', 'Transform', 'Collider2D', 'RigidBody2D'],
@@ -544,7 +596,7 @@ const TUTORIAL_PLATFORMER = {
544
596
  pl: 'Ruch w platformerze używa przyspieszenia i hamowania dla płynnego wrażenia. Sprawdź akcje `moveRight` i `moveLeft` i przyłóż prędkość.',
545
597
  de: 'Platformer-Bewegung nutzt Beschleunigung und Verzögerung für ein flüssiges Gefühl. Prüfe `moveRight` und `moveLeft` Aktionen und wende Geschwindigkeit an.',
546
598
  },
547
- codeTemplate: "// Movement system\nconst MOVE_SPEED = 200;\nconst ACCEL = 800;\nconst FRICTION = 600;\n",
599
+ codeTemplate: '// Movement system\nconst MOVE_SPEED = 200;\nconst ACCEL = 800;\nconst FRICTION = 600;\n',
548
600
  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
601
  codeValidation: {
550
602
  containsAll: ['ACCEL', 'FRICTION', 'velocityX', 'getAction'],
@@ -569,7 +621,7 @@ const TUTORIAL_PLATFORMER = {
569
621
  pl: 'Coyote time pozwala graczowi skoczyć chwilę po opuszczeniu platformy — co sprawia, że gra jest bardziej wybaczalna. Śledź czas ostatniego kontaktu z podłożem.',
570
622
  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
623
  },
572
- codeTemplate: "// Jump system with coyote time\nconst JUMP_FORCE = -350;\nconst COYOTE_TIME = 0.1; // 100ms grace period\n",
624
+ codeTemplate: '// Jump system with coyote time\nconst JUMP_FORCE = -350;\nconst COYOTE_TIME = 0.1; // 100ms grace period\n',
573
625
  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
626
  codeValidation: {
575
627
  containsAll: ['COYOTE_TIME', 'JUMP_FORCE', 'lastGroundedTime', 'canJump'],
@@ -594,7 +646,7 @@ const TUTORIAL_PLATFORMER = {
594
646
  pl: 'Dodaj dodatkowy skok w powietrzu (podwójny skok) i pozwól graczowi powoli zsuwać się po ścianach gdy ich dotyka.',
595
647
  de: 'Füge einen zusätzlichen Sprung in der Luft (Doppelsprung) hinzu und lass den Spieler langsam an Wänden herunterrutschen.',
596
648
  },
597
- codeTemplate: "// Double jump + wall slide\nconst MAX_AIR_JUMPS = 1;\nconst WALL_SLIDE_SPEED = 50;\n",
649
+ codeTemplate: '// Double jump + wall slide\nconst MAX_AIR_JUMPS = 1;\nconst WALL_SLIDE_SPEED = 50;\n',
598
650
  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
651
  codeValidation: {
600
652
  containsAll: ['MAX_AIR_JUMPS', 'WALL_SLIDE_SPEED', 'airJumpsLeft'],
@@ -619,7 +671,7 @@ const TUTORIAL_PLATFORMER = {
619
671
  pl: 'Dash daje graczowi nagły przypływ prędkości w aktualnym kierunku. Dodaj cooldown, żeby nie spamować.',
620
672
  de: 'Ein Dash gibt dem Spieler einen Geschwindigkeitsschub in die aktuelle Richtung. Füge einen Cooldown hinzu.',
621
673
  },
622
- codeTemplate: "// Dash system\nconst DASH_SPEED = 500;\nconst DASH_DURATION = 0.15;\nconst DASH_COOLDOWN = 0.5;\n",
674
+ codeTemplate: '// Dash system\nconst DASH_SPEED = 500;\nconst DASH_DURATION = 0.15;\nconst DASH_COOLDOWN = 0.5;\n',
623
675
  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
676
  codeValidation: {
625
677
  containsAll: ['DASH_SPEED', 'DASH_COOLDOWN', 'dashTimer'],
@@ -644,7 +696,7 @@ const TUTORIAL_PLATFORMER = {
644
696
  pl: 'Utwórz wrogów patrolujących między dwoma punktami. Gdy gracz się zbliży, przechodzą w tryb pościgu!',
645
697
  de: 'Erstelle Feinde, die zwischen zwei Punkten patrouillieren. Wenn der Spieler nah kommt, wechseln sie in den Verfolgungsmodus!',
646
698
  },
647
- codeTemplate: "// Enemy patrol + chase AI\nconst PATROL_SPEED = 60;\nconst CHASE_SPEED = 120;\nconst DETECT_RANGE = 150;\n",
699
+ codeTemplate: '// Enemy patrol + chase AI\nconst PATROL_SPEED = 60;\nconst CHASE_SPEED = 120;\nconst DETECT_RANGE = 150;\n',
648
700
  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
701
  codeValidation: {
650
702
  containsAll: ['PATROL_SPEED', 'CHASE_SPEED', 'DETECT_RANGE'],
@@ -676,7 +728,7 @@ const TUTORIAL_PLATFORMER = {
676
728
  containsAll: ['createEntity', 'isTrigger', 'destroyEntity'],
677
729
  },
678
730
  hint: {
679
- en: 'Set isTrigger: true on coins so they don\'t push the player',
731
+ en: "Set isTrigger: true on coins so they don't push the player",
680
732
  pl: 'Ustaw isTrigger: true na monetach, aby nie odpychały gracza',
681
733
  de: 'Setze isTrigger: true auf Münzen, damit sie den Spieler nicht wegstoßen',
682
734
  },
@@ -695,7 +747,7 @@ const TUTORIAL_PLATFORMER = {
695
747
  pl: 'Użyj `Tilemap` do zbudowania poziomu. Zdefiniuj podłoże, platformy i ściany z kafelków.',
696
748
  de: 'Verwende eine `Tilemap` um das Level zu bauen. Definiere Boden, Plattformen und Wände mit Kacheln.',
697
749
  },
698
- codeTemplate: "// Create the level tilemap\nconst level = new Tilemap(20, 15, 32);\n",
750
+ codeTemplate: '// Create the level tilemap\nconst level = new Tilemap(20, 15, 32);\n',
699
751
  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
752
  codeValidation: {
701
753
  containsAll: ['Tilemap', 'addLayer', 'fillRect'],
@@ -711,12 +763,12 @@ const TUTORIAL_PLATFORMER = {
711
763
  id: 'plat-complete',
712
764
  type: 'checkpoint',
713
765
  title: {
714
- en: 'Platformer Complete! 🎮',
715
- pl: 'Platformer gotowy! 🎮',
716
- de: 'Platformer fertig! 🎮',
766
+ en: 'Platformer Complete!',
767
+ pl: 'Platformer gotowy!',
768
+ de: 'Platformer fertig!',
717
769
  },
718
770
  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!',
771
+ 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
772
  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!',
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  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!',
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  },
@@ -727,11 +779,7 @@ const TUTORIAL_PLATFORMER = {
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  Convenience export
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  ══════════════════════════════════════════════════════════════ */
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  function getTutorials_T09_T11() {
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- return [
731
- TUTORIAL_MULTIPLAYER_ONLINE,
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- TUTORIAL_PROCEDURAL_WORLD,
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- TUTORIAL_PLATFORMER,
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- ];
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+ return [TUTORIAL_MULTIPLAYER_ONLINE, TUTORIAL_PROCEDURAL_WORLD, TUTORIAL_PLATFORMER];
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  }
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  exports.TUTORIAL_MULTIPLAYER_ONLINE = TUTORIAL_MULTIPLAYER_ONLINE;