@nice2dev/game-engine 1.3.14 → 1.3.16

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 (434) hide show
  1. package/CHANGELOG.md +13 -0
  2. package/dist/cjs/accessibility/Accessibility.js +152 -165
  3. package/dist/cjs/ai/AI.js +292 -294
  4. package/dist/cjs/ai/BehaviorTree.js +1029 -1113
  5. package/dist/cjs/ai/StateMachine.js +694 -756
  6. package/dist/cjs/animation/Animation.js +232 -241
  7. package/dist/cjs/audio/AudioAdvanced.js +221 -236
  8. package/dist/cjs/audio/AudioBridge.js +441 -435
  9. package/dist/cjs/audio/AudioManager.js +242 -259
  10. package/dist/cjs/build-cloud/BuildOrchestration.js +1059 -1098
  11. package/dist/cjs/build-cloud/GodotBuildCloud.js +641 -670
  12. package/dist/cjs/build-cloud/UnityBuildCloud.js +563 -610
  13. package/dist/cjs/build-cloud/UnrealBuildCloud.js +610 -635
  14. package/dist/cjs/core/EventBus.js +51 -56
  15. package/dist/cjs/core/GameClock.js +62 -66
  16. package/dist/cjs/core/GameConfig.js +72 -79
  17. package/dist/cjs/core/GameLoop.js +80 -89
  18. package/dist/cjs/core/ServiceLocator.js +61 -65
  19. package/dist/cjs/core/Validation.js +72 -82
  20. package/dist/cjs/core/math.js +108 -112
  21. package/dist/cjs/devtools/DevTools.js +542 -563
  22. package/dist/cjs/devtools/DeveloperExperience.js +521 -559
  23. package/dist/cjs/devtools/GameplayAnalytics.js +636 -646
  24. package/dist/cjs/dialogue/DialogueSystem.js +984 -986
  25. package/dist/cjs/docs/DocGenerator.js +339 -364
  26. package/dist/cjs/ecs/World.js +355 -371
  27. package/dist/cjs/editor/AchievementEditor.js +580 -636
  28. package/dist/cjs/editor/AdvancedEditor.js +184 -191
  29. package/dist/cjs/editor/AnimationRetargeting.js +696 -741
  30. package/dist/cjs/editor/AssetBrowser.js +1072 -1160
  31. package/dist/cjs/editor/AssetManager.js +187 -192
  32. package/dist/cjs/editor/ConsolePro.js +971 -1061
  33. package/dist/cjs/editor/CraftingEditor.js +680 -730
  34. package/dist/cjs/editor/DebugTools.js +187 -185
  35. package/dist/cjs/editor/DialogueSystem.js +844 -901
  36. package/dist/cjs/editor/LeaderboardSystem.js +429 -483
  37. package/dist/cjs/editor/NiceGameEditor.js +1903 -1201
  38. package/dist/cjs/editor/PrefabSystem.js +772 -838
  39. package/dist/cjs/editor/ProfilerPanel.js +649 -700
  40. package/dist/cjs/editor/QuestEditor.js +792 -839
  41. package/dist/cjs/editor/ReplaySystem.js +585 -634
  42. package/dist/cjs/editor/SceneEditor.js +176 -200
  43. package/dist/cjs/editor/ScreenshotMode.js +621 -688
  44. package/dist/cjs/editor/ShaderGraph.js +1556 -1582
  45. package/dist/cjs/editor/TimelineEditor.js +715 -778
  46. package/dist/cjs/editor/UndoRedoPro.js +830 -904
  47. package/dist/cjs/editor/VRARMode.js +582 -645
  48. package/dist/cjs/engine/NiceGameEngine.js +141 -164
  49. package/dist/cjs/engine/SaveSystem.js +441 -495
  50. package/dist/cjs/enterprise/Enterprise.js +254 -261
  51. package/dist/cjs/export/BevyExporter.js +927 -967
  52. package/dist/cjs/export/CocosExporter.js +644 -673
  53. package/dist/cjs/export/Construct3Exporter.js +783 -794
  54. package/dist/cjs/export/DefoldExporter.js +1028 -1069
  55. package/dist/cjs/export/GDevelopExporter.js +674 -708
  56. package/dist/cjs/export/GameMakerExporter.js +791 -805
  57. package/dist/cjs/export/GodotExporter.js +1003 -1045
  58. package/dist/cjs/export/MinecraftBedrockExporter.js +573 -578
  59. package/dist/cjs/export/MonoGameExporter.js +1265 -1293
  60. package/dist/cjs/export/Pico8Exporter.js +766 -812
  61. package/dist/cjs/export/PlatformExporter.js +188 -206
  62. package/dist/cjs/export/RPGMakerExporter.js +860 -879
  63. package/dist/cjs/export/RobloxExporter.js +883 -919
  64. package/dist/cjs/export/Solar2DExporter.js +1218 -1256
  65. package/dist/cjs/export/ThreeJSExporter.js +1006 -1073
  66. package/dist/cjs/export/Tic80Exporter.js +1210 -1267
  67. package/dist/cjs/export/UnityExporter.js +1116 -1131
  68. package/dist/cjs/export/UnrealExporter.js +889 -919
  69. package/dist/cjs/export/WebExporter.js +931 -970
  70. package/dist/cjs/export/index.js +42 -65
  71. package/dist/cjs/godot-integration/GodotAssetLibrary.js +659 -692
  72. package/dist/cjs/godot-integration/GodotImport.js +929 -1027
  73. package/dist/cjs/godot-integration/GodotLiveLink.js +915 -945
  74. package/dist/cjs/godot-integration/components/GodotProjectBrowser.js +911 -611
  75. package/dist/cjs/i18n/I18n.js +860 -900
  76. package/dist/cjs/i18n/useTranslation.js +84 -89
  77. package/dist/cjs/import/AsepriteImporter.js +658 -716
  78. package/dist/cjs/import/DragonBonesImporter.js +437 -461
  79. package/dist/cjs/import/GameMakerImporter.js +511 -521
  80. package/dist/cjs/import/GodotSceneImporter.js +788 -822
  81. package/dist/cjs/import/LDtkImporter.js +436 -454
  82. package/dist/cjs/import/Live2DImporter.js +497 -518
  83. package/dist/cjs/import/NdgFormat.js +424 -457
  84. package/dist/cjs/import/OgmoImporter.js +466 -493
  85. package/dist/cjs/import/RPGMakerImporter.js +451 -477
  86. package/dist/cjs/import/SceneImporter.js +378 -423
  87. package/dist/cjs/import/SpineImporter.js +511 -546
  88. package/dist/cjs/import/SpriterImporter.js +590 -613
  89. package/dist/cjs/import/TiledMapImporter.js +811 -846
  90. package/dist/cjs/import/UnitySceneImporter.js +687 -703
  91. package/dist/cjs/import/index.js +206 -251
  92. package/dist/cjs/index.js +275 -278
  93. package/dist/cjs/input/GamepadNavigation.js +185 -205
  94. package/dist/cjs/input/InputManager.js +397 -421
  95. package/dist/cjs/input/useGamepads.js +70 -81
  96. package/dist/cjs/integration/IconSprite.js +129 -256
  97. package/dist/cjs/inventory/InventorySystem.js +920 -995
  98. package/dist/cjs/kids/KidMode.js +997 -1022
  99. package/dist/cjs/kids/KidTools.js +570 -594
  100. package/dist/cjs/monetization/Monetization.js +170 -177
  101. package/dist/cjs/multiplayer/LocalMultiplayer.js +287 -287
  102. package/dist/cjs/multiplayer/MiniGameTypes.js +49 -59
  103. package/dist/cjs/native-engine/AnimationSystem.js +731 -806
  104. package/dist/cjs/native-engine/AssetPipeline.js +454 -515
  105. package/dist/cjs/native-engine/AudioEngine.js +763 -804
  106. package/dist/cjs/native-engine/InputSystem.js +1075 -1145
  107. package/dist/cjs/native-engine/NetworkingSystem.js +733 -793
  108. package/dist/cjs/native-engine/PhysicsEngine.js +583 -607
  109. package/dist/cjs/native-engine/RenderingEngine.js +302 -350
  110. package/dist/cjs/native-engine/SceneGraph.js +769 -808
  111. package/dist/cjs/network/MultiplayerTransport.js +97 -132
  112. package/dist/cjs/network/Networking.js +549 -564
  113. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js +21 -29
  114. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js +40 -48
  115. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js +35 -43
  116. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js +10 -15
  117. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Errors.js +103 -135
  118. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js +131 -158
  119. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js +39 -53
  120. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js +5 -8
  121. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpClient.js +40 -48
  122. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js +494 -572
  123. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnection.js +826 -953
  124. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js +125 -146
  125. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js +13 -23
  126. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js +11 -25
  127. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ITransport.js +13 -24
  128. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js +108 -121
  129. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Loggers.js +10 -14
  130. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js +150 -185
  131. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js +158 -196
  132. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js +90 -105
  133. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Subject.js +30 -35
  134. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js +16 -21
  135. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Utils.js +215 -248
  136. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js +135 -157
  137. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js +76 -85
  138. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/index.js +24 -27
  139. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/pkg-version.js +3 -4
  140. package/dist/cjs/pathfinding/Pathfinding.js +245 -263
  141. package/dist/cjs/performance/AssetStreaming.js +561 -635
  142. package/dist/cjs/performance/BenchmarkSuite.js +283 -311
  143. package/dist/cjs/performance/DeltaCompression.js +467 -526
  144. package/dist/cjs/performance/DeterministicPhysics.js +450 -498
  145. package/dist/cjs/performance/ECSOptimization.js +644 -695
  146. package/dist/cjs/performance/GameSaveSystem.js +509 -556
  147. package/dist/cjs/performance/HotReload.js +447 -500
  148. package/dist/cjs/performance/InputRecording.js +511 -561
  149. package/dist/cjs/performance/InterestManagement.js +453 -500
  150. package/dist/cjs/performance/LocalizationRuntime.js +376 -423
  151. package/dist/cjs/performance/MemoryManagement.js +410 -470
  152. package/dist/cjs/performance/ModSupport.js +445 -496
  153. package/dist/cjs/performance/MultiThreadedPhysics.js +400 -443
  154. package/dist/cjs/performance/NetworkPrediction.js +424 -482
  155. package/dist/cjs/performance/ObjectPooling.js +569 -617
  156. package/dist/cjs/performance/Performance.js +174 -190
  157. package/dist/cjs/performance/PerformanceAdvanced.js +614 -637
  158. package/dist/cjs/performance/WebGPURenderer.js +656 -683
  159. package/dist/cjs/physics/PhysicsAdvanced.js +345 -379
  160. package/dist/cjs/physics/PhysicsEngine2D.js +391 -427
  161. package/dist/cjs/plugins/PluginSDK.js +432 -466
  162. package/dist/cjs/plugins/PluginTestKit.js +307 -330
  163. package/dist/cjs/procedural/Procedural.js +243 -254
  164. package/dist/cjs/procedural/WorldBuilding.js +297 -314
  165. package/dist/cjs/quest/QuestSystem.js +975 -932
  166. package/dist/cjs/release/MobileExport.js +157 -163
  167. package/dist/cjs/release/Release.js +225 -238
  168. package/dist/cjs/rendering/Camera2D.js +121 -124
  169. package/dist/cjs/rendering/Renderer2D.js +321 -335
  170. package/dist/cjs/rendering/WebGPURenderPipeline.js +632 -651
  171. package/dist/cjs/runtime3d/Runtime3D.js +359 -378
  172. package/dist/cjs/runtime3d/SceneEditor3D.js +252 -263
  173. package/dist/cjs/scene/SceneManager.js +177 -193
  174. package/dist/cjs/scripting/GraphToAST.js +574 -547
  175. package/dist/cjs/scripting/LanguageExporter.js +254 -279
  176. package/dist/cjs/scripting/NodeGraph.js +546 -570
  177. package/dist/cjs/scripting/ScriptAST.js +31 -39
  178. package/dist/cjs/scripting/VisualScripting2.js +1016 -1065
  179. package/dist/cjs/scripting/exporters/CSharpExporter.js +464 -496
  180. package/dist/cjs/scripting/exporters/GDScriptExporter.js +390 -442
  181. package/dist/cjs/scripting/exporters/LuaExporter.js +406 -447
  182. package/dist/cjs/scripting/exporters/PythonExporter.js +484 -549
  183. package/dist/cjs/scripting/exporters/RustExporter.js +459 -512
  184. package/dist/cjs/scripting/exporters/TypeScriptExporter.js +505 -556
  185. package/dist/cjs/social/Social.js +72 -80
  186. package/dist/cjs/systems/LightingSystem.js +844 -931
  187. package/dist/cjs/systems/ParticleSystem2.js +1447 -1451
  188. package/dist/cjs/systems/PhysicsDebugSystem.js +1070 -1141
  189. package/dist/cjs/systems/TerrainSystem.js +985 -1098
  190. package/dist/cjs/templates/ActionTemplates.js +296 -309
  191. package/dist/cjs/templates/FightingTemplate.js +417 -463
  192. package/dist/cjs/templates/MetroidvaniaTemplate.js +353 -405
  193. package/dist/cjs/templates/PartyTemplates.js +190 -202
  194. package/dist/cjs/templates/PuzzleTemplates.js +245 -261
  195. package/dist/cjs/templates/RPGTemplates.js +160 -178
  196. package/dist/cjs/templates/SportsTemplates.js +237 -250
  197. package/dist/cjs/templates/StrategyTemplates.js +143 -153
  198. package/dist/cjs/templates/SurvivalTemplate.js +336 -380
  199. package/dist/cjs/templates/WaveDefense.js +499 -526
  200. package/dist/cjs/tilemap/Tilemap.js +207 -214
  201. package/dist/cjs/tutorials/TutorialBranching.js +396 -417
  202. package/dist/cjs/tutorials/TutorialEngine.js +888 -931
  203. package/dist/cjs/tutorials/TutorialOverlay.js +602 -640
  204. package/dist/cjs/tutorials/content/Tutorials_T05_T08.js +787 -809
  205. package/dist/cjs/tutorials/content/Tutorials_T09_T11.js +736 -756
  206. package/dist/cjs/tutorials/content/Tutorials_T12_T15.js +754 -778
  207. package/dist/cjs/ui/GameUI.js +295 -312
  208. package/dist/cjs/unity-integration/UnityAssetStore.js +700 -741
  209. package/dist/cjs/unity-integration/UnityImport.js +1066 -1176
  210. package/dist/cjs/unity-integration/UnityLiveLink.js +934 -981
  211. package/dist/cjs/unity-integration/components/UnityAssetStoreBrowser.js +1233 -757
  212. package/dist/cjs/unity-integration/components/UnityProjectBrowser.js +1240 -768
  213. package/dist/cjs/unreal-integration/UnrealImport.js +391 -412
  214. package/dist/cjs/unreal-integration/UnrealLiveLink.js +1102 -1137
  215. package/dist/cjs/unreal-integration/UnrealMarketplace.js +436 -473
  216. package/dist/cjs/unreal-integration/components/UnrealProjectBrowser.js +1150 -767
  217. package/dist/cjs/xr/ARVR.js +167 -175
  218. package/dist/esm/accessibility/Accessibility.js +160 -164
  219. package/dist/esm/ai/AI.js +310 -293
  220. package/dist/esm/ai/BehaviorTree.js +1057 -1112
  221. package/dist/esm/ai/StateMachine.js +709 -755
  222. package/dist/esm/animation/Animation.js +237 -240
  223. package/dist/esm/audio/AudioAdvanced.js +239 -235
  224. package/dist/esm/audio/AudioBridge.js +448 -434
  225. package/dist/esm/audio/AudioManager.js +243 -258
  226. package/dist/esm/build-cloud/BuildOrchestration.js +1071 -1097
  227. package/dist/esm/build-cloud/GodotBuildCloud.js +647 -669
  228. package/dist/esm/build-cloud/UnityBuildCloud.js +571 -609
  229. package/dist/esm/build-cloud/UnrealBuildCloud.js +615 -634
  230. package/dist/esm/core/EventBus.js +52 -55
  231. package/dist/esm/core/GameClock.js +63 -65
  232. package/dist/esm/core/GameConfig.js +77 -78
  233. package/dist/esm/core/GameLoop.js +81 -88
  234. package/dist/esm/core/ServiceLocator.js +63 -64
  235. package/dist/esm/core/Validation.js +82 -81
  236. package/dist/esm/core/math.js +109 -111
  237. package/dist/esm/devtools/DevTools.js +546 -562
  238. package/dist/esm/devtools/DeveloperExperience.js +535 -558
  239. package/dist/esm/devtools/GameplayAnalytics.js +647 -645
  240. package/dist/esm/dialogue/DialogueSystem.js +998 -985
  241. package/dist/esm/docs/DocGenerator.js +342 -363
  242. package/dist/esm/ecs/World.js +358 -370
  243. package/dist/esm/editor/AchievementEditor.js +584 -635
  244. package/dist/esm/editor/AdvancedEditor.js +191 -190
  245. package/dist/esm/editor/AnimationRetargeting.js +700 -740
  246. package/dist/esm/editor/AssetBrowser.js +1078 -1159
  247. package/dist/esm/editor/AssetManager.js +188 -191
  248. package/dist/esm/editor/ConsolePro.js +977 -1060
  249. package/dist/esm/editor/CraftingEditor.js +684 -729
  250. package/dist/esm/editor/DebugTools.js +194 -184
  251. package/dist/esm/editor/DialogueSystem.js +849 -900
  252. package/dist/esm/editor/LeaderboardSystem.js +433 -482
  253. package/dist/esm/editor/NiceGameEditor.js +1908 -1200
  254. package/dist/esm/editor/PrefabSystem.js +777 -837
  255. package/dist/esm/editor/ProfilerPanel.js +654 -699
  256. package/dist/esm/editor/QuestEditor.js +795 -838
  257. package/dist/esm/editor/ReplaySystem.js +591 -633
  258. package/dist/esm/editor/SceneEditor.js +189 -199
  259. package/dist/esm/editor/ScreenshotMode.js +628 -687
  260. package/dist/esm/editor/ShaderGraph.js +1565 -1581
  261. package/dist/esm/editor/TimelineEditor.js +733 -777
  262. package/dist/esm/editor/UndoRedoPro.js +835 -903
  263. package/dist/esm/editor/VRARMode.js +586 -644
  264. package/dist/esm/engine/NiceGameEngine.js +142 -163
  265. package/dist/esm/engine/SaveSystem.js +447 -494
  266. package/dist/esm/enterprise/Enterprise.js +265 -260
  267. package/dist/esm/export/BevyExporter.js +929 -966
  268. package/dist/esm/export/CocosExporter.js +646 -672
  269. package/dist/esm/export/Construct3Exporter.js +785 -793
  270. package/dist/esm/export/DefoldExporter.js +1030 -1068
  271. package/dist/esm/export/GDevelopExporter.js +676 -707
  272. package/dist/esm/export/GameMakerExporter.js +793 -804
  273. package/dist/esm/export/GodotExporter.js +1004 -1044
  274. package/dist/esm/export/MinecraftBedrockExporter.js +575 -577
  275. package/dist/esm/export/MonoGameExporter.js +1267 -1292
  276. package/dist/esm/export/Pico8Exporter.js +768 -811
  277. package/dist/esm/export/PlatformExporter.js +193 -205
  278. package/dist/esm/export/RPGMakerExporter.js +862 -878
  279. package/dist/esm/export/RobloxExporter.js +885 -918
  280. package/dist/esm/export/Solar2DExporter.js +1220 -1255
  281. package/dist/esm/export/ThreeJSExporter.js +1007 -1072
  282. package/dist/esm/export/Tic80Exporter.js +1212 -1266
  283. package/dist/esm/export/UnityExporter.js +1117 -1130
  284. package/dist/esm/export/UnrealExporter.js +891 -918
  285. package/dist/esm/export/WebExporter.js +933 -969
  286. package/dist/esm/export/index.js +86 -71
  287. package/dist/esm/godot-integration/GodotAssetLibrary.js +663 -691
  288. package/dist/esm/godot-integration/GodotImport.js +935 -1026
  289. package/dist/esm/godot-integration/GodotLiveLink.js +918 -944
  290. package/dist/esm/godot-integration/components/GodotProjectBrowser.js +912 -610
  291. package/dist/esm/i18n/I18n.js +871 -899
  292. package/dist/esm/i18n/useTranslation.js +88 -88
  293. package/dist/esm/import/AsepriteImporter.js +637 -715
  294. package/dist/esm/import/DragonBonesImporter.js +417 -460
  295. package/dist/esm/import/GameMakerImporter.js +491 -520
  296. package/dist/esm/import/GodotSceneImporter.js +767 -821
  297. package/dist/esm/import/LDtkImporter.js +415 -453
  298. package/dist/esm/import/Live2DImporter.js +477 -517
  299. package/dist/esm/import/NdgFormat.js +410 -456
  300. package/dist/esm/import/OgmoImporter.js +446 -492
  301. package/dist/esm/import/RPGMakerImporter.js +431 -476
  302. package/dist/esm/import/SceneImporter.js +385 -422
  303. package/dist/esm/import/SpineImporter.js +491 -545
  304. package/dist/esm/import/SpriterImporter.js +570 -612
  305. package/dist/esm/import/TiledMapImporter.js +790 -845
  306. package/dist/esm/import/UnitySceneImporter.js +666 -702
  307. package/dist/esm/import/index.js +247 -258
  308. package/dist/esm/index.js +1332 -188
  309. package/dist/esm/input/GamepadNavigation.js +187 -204
  310. package/dist/esm/input/InputManager.js +401 -420
  311. package/dist/esm/input/useGamepads.js +72 -80
  312. package/dist/esm/integration/IconSprite.js +143 -255
  313. package/dist/esm/inventory/InventorySystem.js +925 -994
  314. package/dist/esm/kids/KidMode.js +1003 -1021
  315. package/dist/esm/kids/KidTools.js +573 -593
  316. package/dist/esm/monetization/Monetization.js +180 -176
  317. package/dist/esm/multiplayer/LocalMultiplayer.js +290 -286
  318. package/dist/esm/multiplayer/MiniGameTypes.js +58 -58
  319. package/dist/esm/native-engine/AnimationSystem.js +735 -805
  320. package/dist/esm/native-engine/AssetPipeline.js +456 -514
  321. package/dist/esm/native-engine/AudioEngine.js +765 -803
  322. package/dist/esm/native-engine/InputSystem.js +1079 -1144
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@@ -1,787 +1,767 @@
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
- ──────────────────────────────────────────────────────────────── */
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- /* ══════════════════════════════════════════════════════════════
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- T09 — Multiplayer Online
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- ══════════════════════════════════════════════════════════════ */
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
13
3
  const TUTORIAL_MULTIPLAYER_ONLINE = {
14
- id: 'multiplayer-online-webrtc',
15
- title: {
16
- en: 'Online Multiplayer: WebRTC & Lobby',
17
- pl: 'Multiplayer online: WebRTC i Lobby',
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- de: 'Online-Mehrspieler: WebRTC & Lobby',
4
+ id: "multiplayer-online-webrtc",
5
+ title: {
6
+ en: "Online Multiplayer: WebRTC & Lobby",
7
+ pl: "Multiplayer online: WebRTC i Lobby",
8
+ de: "Online-Mehrspieler: WebRTC & Lobby"
9
+ },
10
+ description: {
11
+ en: "Build a networked multiplayer game using WebRTC peer connections, lobby rooms, state synchronization, and client-side prediction.",
12
+ pl: "Zbuduj grę multiplayer online z użyciem połączeń WebRTC, pokoi lobby, synchronizacji stanów i predykcji po stronie klienta.",
13
+ de: "Baue ein vernetztes Multiplayer-Spiel mit WebRTC-Peer-Verbindungen, Lobby-Räumen, Zustandssynchronisation und clientseitiger Vorhersage."
14
+ },
15
+ category: "multiplayer",
16
+ difficulty: "advanced",
17
+ estimatedMinutes: 35,
18
+ prerequisites: ["local-multiplayer-coop"],
19
+ kidFriendly: false,
20
+ ageRange: { min: 14, max: 99 },
21
+ tags: ["webrtc", "networking", "lobby", "sync", "prediction", "multiplayer"],
22
+ steps: [
23
+ // S1: Intro
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+ {
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+ id: "mp-online-intro",
26
+ type: "text",
27
+ title: {
28
+ en: "Online Multiplayer Architecture",
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+ pl: "Architektura multiplayera online",
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+ de: "Online-Mehrspieler-Architektur"
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+ },
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+ content: {
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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!",
34
+ 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!",
35
+ 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!"
36
+ },
37
+ skippable: true,
38
+ tooltipPosition: "center"
19
39
  },
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.',
40
+ // S2: Create signaling transport
41
+ {
42
+ id: "signaling-setup",
43
+ type: "code",
44
+ title: {
45
+ en: "Set Up Signaling Transport",
46
+ pl: "Skonfiguruj transport sygnalizacji",
47
+ de: "Signaling-Transport einrichten"
48
+ },
49
+ content: {
50
+ en: "WebRTC needs a signaling server to exchange connection offers. We use `createWebSocketSignaling()` to connect to a WebSocket signaling server.",
51
+ pl: "WebRTC potrzebuje serwera sygnalizacji do wymiany ofert połączenia. Używamy `createWebSocketSignaling()` do połączenia z serwerem sygnalizacji WebSocket.",
52
+ de: "WebRTC benötigt einen Signaling-Server zum Austausch von Verbindungsangeboten. Wir verwenden `createWebSocketSignaling()` für die WebSocket-Verbindung."
53
+ },
54
+ codeTemplate: "// Create signaling for WebRTC\nconst signaling = ",
55
+ codeSolution: "const signaling = createWebSocketSignaling();\nawait signaling.connect('wss://your-signal-server.example.com');",
56
+ codeValidation: {
57
+ containsAll: ["createWebSocketSignaling", "signaling.connect"]
58
+ },
59
+ hint: {
60
+ en: "Call createWebSocketSignaling() and then connect() to the server URL.",
61
+ pl: "Wywołaj createWebSocketSignaling() a potem connect() z URL serwera.",
62
+ de: "Rufe createWebSocketSignaling() auf und dann connect() mit der Server-URL."
63
+ }
24
64
  },
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
65
+ // S3: PeerManager
66
+ {
67
+ id: "peer-manager",
68
+ type: "code",
69
+ title: {
70
+ en: "Create a Peer Manager",
71
+ pl: "Utwórz Peer Manager",
72
+ de: "Peer-Manager erstellen"
73
+ },
74
+ content: {
75
+ en: "The `PeerManager` handles WebRTC connections. Pass a unique local peer ID, the signaling transport, and optional ICE server config.",
76
+ pl: "`PeerManager` zarządza połączeniami WebRTC. Przekaż unikalne lokalne ID peera, transport sygnalizacji i opcjonalną konfigurację serwerów ICE.",
77
+ de: "Der `PeerManager` verwaltet WebRTC-Verbindungen. Übergib eine eindeutige lokale Peer-ID, den Signaling-Transport und optionale ICE-Server-Konfiguration."
78
+ },
79
+ codeTemplate: "// Create PeerManager\nconst myPeerId = 'player_' + Math.random().toString(36).slice(2, 8);\nconst peers = ",
80
+ 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});",
81
+ codeValidation: {
82
+ containsAll: ["PeerManager", "myPeerId", "signaling"]
83
+ },
84
+ hint: {
85
+ en: "new PeerManager(localId, signaling, { iceServers: [...] })",
86
+ pl: "new PeerManager(localId, signaling, { iceServers: [...] })",
87
+ de: "new PeerManager(localId, signaling, { iceServers: [...] })"
88
+ }
89
+ },
90
+ // S4: Lobby System
91
+ {
92
+ id: "lobby-create-join",
93
+ type: "code",
94
+ title: {
95
+ en: "Create & Join a Lobby Room",
96
+ pl: "Utwórz i dołącz do pokoju lobby",
97
+ de: "Lobby-Raum erstellen & beitreten"
98
+ },
99
+ content: {
100
+ 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.",
101
+ pl: "Użyj `LobbyManager` do tworzenia lub dołączania do pokoi. Host tworzy pokój, a klienci dołączają.\nGracze mogą ustawiać gotowość i drużynę.",
102
+ de: "Verwende den `LobbyManager` zum Erstellen oder Beitreten von Räumen. Der Host erstellt den Raum, Clients treten bei.\nSpieler können Bereitschaft und Team setzen."
103
+ },
104
+ codeTemplate: "// Create lobby and a room\nconst lobby = ",
105
+ 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}",
106
+ codeValidation: {
107
+ containsAll: ["LobbyManager", "createRoom", "setReady"]
108
+ },
109
+ hint: {
110
+ en: "new LobbyManager(peerId) → createRoom(name, maxPlayers, gameMode)",
111
+ pl: "new LobbyManager(peerId) → createRoom(nazwa, maxGraczy, trybGry)",
112
+ de: "new LobbyManager(peerId) → createRoom(name, maxSpieler, spielModus)"
113
+ }
114
+ },
115
+ // S5: NetworkManager
116
+ {
117
+ id: "network-manager",
118
+ type: "code",
119
+ title: {
120
+ en: "Start the Network Manager",
121
+ pl: "Uruchom Network Manager",
122
+ de: "Netzwerk-Manager starten"
123
+ },
124
+ content: {
125
+ en: "The `NetworkManager` handles RPCs, entity sync, and tick management. Start it as `host` or `client` with the PeerManager.",
126
+ pl: "`NetworkManager` obsługuje RPC, synchronizację encji i zarządzanie tickami. Uruchom go jako `host` lub `client` z PeerManagerem.",
127
+ de: "Der `NetworkManager` verwaltet RPCs, Entity-Sync und Tick-Management. Starte ihn als `host` oder `client` mit dem PeerManager."
128
+ },
129
+ codeTemplate: "// Start networking\nconst net = new NetworkManager();\n",
130
+ 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');",
131
+ codeValidation: {
132
+ containsAll: ["NetworkManager", "start", "registerRPC"]
133
+ },
134
+ hint: {
135
+ en: "net.start('host', peerManager) — then registerRPC and callRPC",
136
+ pl: "net.start('host', peerManager) — potem registerRPC i callRPC",
137
+ de: "net.start('host', peerManager) — dann registerRPC und callRPC"
138
+ }
139
+ },
140
+ // S6: State Synchronization
141
+ {
142
+ id: "state-sync",
143
+ type: "code",
144
+ title: {
145
+ en: "Synchronize Game State",
146
+ pl: "Synchronizuj stan gry",
147
+ de: "Spielzustand synchronisieren"
148
+ },
149
+ content: {
150
+ en: "Use `SnapshotBuffer` to store game state snapshots for interpolation. The host sends snapshots, clients interpolate between them for smooth movement.",
151
+ pl: "Użyj `SnapshotBuffer` do przechowywania snapshotów stanu gry dla interpolacji. Host wysyła snapshoty, klienci interpolują między nimi dla płynnego ruchu.",
152
+ de: "Verwende `SnapshotBuffer` zum Speichern von Spielzustand-Snapshots für Interpolation. Der Host sendet Snapshots, Clients interpolieren dazwischen."
153
+ },
154
+ codeTemplate: "// Create snapshot buffer\nconst snapshots = ",
155
+ 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}",
156
+ codeValidation: {
157
+ containsAll: ["SnapshotBuffer", "push", "getInterpolationPair"]
158
+ },
159
+ hint: {
160
+ en: "SnapshotBuffer stores snapshots. Use getInterpolationPair(time) for smooth rendering.",
161
+ pl: "SnapshotBuffer przechowuje snapshoty. Użyj getInterpolationPair(czas) dla płynnego renderowania.",
162
+ de: "SnapshotBuffer speichert Snapshots. Verwende getInterpolationPair(zeit) für flüssiges Rendern."
163
+ }
164
+ },
165
+ // S7: Client Prediction
166
+ {
167
+ id: "client-prediction",
168
+ type: "code",
169
+ title: {
170
+ en: "Client-Side Prediction",
171
+ pl: "Predykcja po stronie klienta",
172
+ de: "Clientseitige Vorhersage"
173
+ },
174
+ content: {
175
+ en: "Use `ClientPrediction` to store local inputs and reconcile them when the server confirms. This eliminates input lag for the local player.",
176
+ pl: "Użyj `ClientPrediction` do przechowywania lokalnych inputów i ich reconciliation po potwierdzeniu przez serwer. Eliminuje to opóźnienie inputu lokalnego gracza.",
177
+ de: "Verwende `ClientPrediction` zum Speichern lokaler Eingaben und Abgleich nach Server-Bestätigung. Dies eliminiert Input-Lag für den lokalen Spieler."
178
+ },
179
+ codeTemplate: "// Set up prediction\nconst prediction = ",
180
+ 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();",
181
+ codeValidation: {
182
+ containsAll: ["ClientPrediction", "addInput", "acknowledge"]
183
+ },
184
+ hint: {
185
+ en: "addInput each frame, acknowledge when server confirms, getPendingInputs to replay.",
186
+ pl: "addInput każdą klatkę, acknowledge po potwierdzeniu serwera, getPendingInputs do re-symulacji.",
187
+ de: "addInput pro Frame, acknowledge bei Server-Bestätigung, getPendingInputs zum Replaying."
188
+ }
189
+ },
190
+ // S8: Quiz
191
+ {
192
+ id: "mp-online-quiz",
193
+ type: "quiz",
194
+ title: {
195
+ en: "Multiplayer Quiz",
196
+ pl: "Quiz Multiplayer",
197
+ de: "Multiplayer-Quiz"
198
+ },
199
+ content: {
200
+ en: "Why is client-side prediction important in online games?",
201
+ pl: "Dlaczego predykcja po stronie klienta jest ważna w grach online?",
202
+ de: "Warum ist clientseitige Vorhersage in Online-Spielen wichtig?"
203
+ },
204
+ quizOptions: [
176
205
  {
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
- },
206
+ id: "a",
207
+ text: {
208
+ en: "To reduce server load",
209
+ pl: "Aby zmniejszyć obciążenie serwera",
210
+ de: "Um die Serverlast zu reduzieren"
211
+ }
199
212
  },
200
- // S8: Quiz
201
213
  {
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
- {
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
- },
239
- {
240
- id: 'd',
241
- text: {
242
- en: 'To save bandwidth',
243
- pl: 'Aby oszczędzić transfer',
244
- de: 'Um Bandbreite zu sparen',
245
- },
246
- },
247
- ],
248
- quizCorrectId: 'b',
214
+ id: "b",
215
+ text: {
216
+ en: "To eliminate perceived input lag",
217
+ pl: "Aby wyeliminować odczuwane opóźnienie inputu",
218
+ de: "Um wahrgenommene Eingabeverzögerung zu eliminieren"
219
+ }
249
220
  },
250
- // S9: Network Spawn
251
221
  {
252
- id: 'network-spawn',
253
- type: 'code',
254
- title: {
255
- en: 'Spawn Entities Over the Network',
256
- pl: 'Tworzenie encji przez sieć',
257
- de: 'Entities über das Netzwerk spawnen',
258
- },
259
- content: {
260
- en: 'Only the host can spawn and destroy entities over the network. Use `networkSpawn()` to create entities visible to all clients.',
261
- pl: 'Tylko host może tworzyć i niszczyć encje przez sieć. Użyj `networkSpawn()` aby tworzyć encje widoczne dla wszystkich klientów.',
262
- de: 'Nur der Host kann Entities über das Netzwerk spawnen/zerstören. Verwende `networkSpawn()` für alle Clients sichtbare Entities.',
263
- },
264
- codeTemplate: '// Spawn a networked entity\n',
265
- 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});",
266
- codeValidation: {
267
- containsAll: ['networkSpawn', 'network:spawn'],
268
- },
269
- hint: {
270
- en: 'net.networkSpawn(entityId, prefabName, position) — clients listen on network:spawn event',
271
- pl: 'net.networkSpawn(entityId, prefabName, pozycja) — klienci nasłuchują na event network:spawn',
272
- de: 'net.networkSpawn(entityId, prefabName, position) — Clients hören auf network:spawn Event',
273
- },
222
+ id: "c",
223
+ text: {
224
+ en: "To improve graphics",
225
+ pl: "Aby poprawić grafikę",
226
+ de: "Um die Grafik zu verbessern"
227
+ }
274
228
  },
275
- // S10: Checkpoint
276
229
  {
277
- id: 'mp-online-complete',
278
- type: 'checkpoint',
279
- title: {
280
- en: 'Multiplayer Online Complete!',
281
- pl: 'Multiplayer online gotowy!',
282
- de: 'Online-Mehrspieler fertig!',
283
- },
284
- content: {
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",
286
- 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',
287
- 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',
288
- },
289
- },
290
- ],
230
+ id: "d",
231
+ text: {
232
+ en: "To save bandwidth",
233
+ pl: "Aby oszczędzić transfer",
234
+ de: "Um Bandbreite zu sparen"
235
+ }
236
+ }
237
+ ],
238
+ quizCorrectId: "b"
239
+ },
240
+ // S9: Network Spawn
241
+ {
242
+ id: "network-spawn",
243
+ type: "code",
244
+ title: {
245
+ en: "Spawn Entities Over the Network",
246
+ pl: "Tworzenie encji przez sieć",
247
+ de: "Entities über das Netzwerk spawnen"
248
+ },
249
+ content: {
250
+ en: "Only the host can spawn and destroy entities over the network. Use `networkSpawn()` to create entities visible to all clients.",
251
+ pl: "Tylko host może tworzyć i niszczyć encje przez sieć. Użyj `networkSpawn()` aby tworzyć encje widoczne dla wszystkich klientów.",
252
+ de: "Nur der Host kann Entities über das Netzwerk spawnen/zerstören. Verwende `networkSpawn()` für alle Clients sichtbare Entities."
253
+ },
254
+ codeTemplate: "// Spawn a networked entity\n",
255
+ 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});",
256
+ codeValidation: {
257
+ containsAll: ["networkSpawn", "network:spawn"]
258
+ },
259
+ hint: {
260
+ en: "net.networkSpawn(entityId, prefabName, position) — clients listen on network:spawn event",
261
+ pl: "net.networkSpawn(entityId, prefabName, pozycja) — klienci nasłuchują na event network:spawn",
262
+ de: "net.networkSpawn(entityId, prefabName, position) — Clients hören auf network:spawn Event"
263
+ }
264
+ },
265
+ // S10: Checkpoint
266
+ {
267
+ id: "mp-online-complete",
268
+ type: "checkpoint",
269
+ title: {
270
+ en: "Multiplayer Online Complete!",
271
+ pl: "Multiplayer online gotowy!",
272
+ de: "Online-Mehrspieler fertig!"
273
+ },
274
+ content: {
275
+ 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",
276
+ 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",
277
+ 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"
278
+ }
279
+ }
280
+ ]
291
281
  };
292
- /* ══════════════════════════════════════════════════════════════
293
- T10 — Proceduralny świat
294
- ══════════════════════════════════════════════════════════════ */
295
282
  const TUTORIAL_PROCEDURAL_WORLD = {
296
- id: 'procedural-world-generation',
297
- title: {
298
- en: 'Procedural World Generation',
299
- pl: 'Proceduralny świat',
300
- de: 'Prozedurale Weltgenerierung',
283
+ id: "procedural-world-generation",
284
+ title: {
285
+ en: "Procedural World Generation",
286
+ pl: "Proceduralny świat",
287
+ de: "Prozedurale Weltgenerierung"
288
+ },
289
+ description: {
290
+ en: "Learn to generate infinite, unique game worlds using seeded random, Perlin noise, wave generators, and loot tables.",
291
+ pl: "Naucz się generować nieskończone, unikalne światy gry z użyciem losowości z seedem, szumu Perlina, generatorów fal wrogów i tabel łupów.",
292
+ de: "Lerne, unendliche einzigartige Spielwelten mit Zufallsseed, Perlin-Noise, Wellengeneratoren und Loot-Tabellen zu generieren."
293
+ },
294
+ category: "game-advanced",
295
+ difficulty: "intermediate",
296
+ estimatedMinutes: 30,
297
+ prerequisites: ["first-game-bouncing-ball"],
298
+ kidFriendly: true,
299
+ ageRange: { min: 12, max: 99 },
300
+ tags: ["procedural", "noise", "perlin", "terrain", "loot", "random", "generation"],
301
+ steps: [
302
+ // S1: Intro
303
+ {
304
+ id: "proc-intro",
305
+ type: "text",
306
+ title: {
307
+ en: "Procedural Generation",
308
+ pl: "Generowanie proceduralne",
309
+ de: "Prozedurale Generierung"
310
+ },
311
+ content: {
312
+ 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",
313
+ 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",
314
+ 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"
315
+ },
316
+ skippable: true,
317
+ tooltipPosition: "center"
301
318
  },
302
- description: {
303
- en: 'Learn to generate infinite, unique game worlds using seeded random, Perlin noise, wave generators, and loot tables.',
304
- pl: 'Naucz się generować nieskończone, unikalne światy gry z użyciem losowości z seedem, szumu Perlina, generatorów fal wrogów i tabel łupów.',
305
- de: 'Lerne, unendliche einzigartige Spielwelten mit Zufallsseed, Perlin-Noise, Wellengeneratoren und Loot-Tabellen zu generieren.',
319
+ // S2: SeededRandom
320
+ {
321
+ id: "seeded-random",
322
+ type: "code",
323
+ title: {
324
+ en: "Seeded Random Numbers",
325
+ pl: "Losowość z seedem",
326
+ de: "Zufallszahlen mit Seed"
327
+ },
328
+ content: {
329
+ en: "A `SeededRandom` generates deterministic sequences. The same seed always produces the same world — perfect for sharing maps!",
330
+ pl: "`SeededRandom` generuje deterministyczne sekwencje. Ten sam seed zawsze daje ten sam świat — idealne do dzielenia się mapami!",
331
+ de: "Ein `SeededRandom` erzeugt deterministische Sequenzen. Der gleiche Seed ergibt immer die gleiche Welt — perfekt zum Teilen!"
332
+ },
333
+ codeTemplate: "// Create a seeded random generator\nconst rng = ",
334
+ 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",
335
+ codeValidation: {
336
+ containsAll: ["SeededRandom", "rng"]
337
+ },
338
+ hint: {
339
+ en: "new SeededRandom(seed) — use .next(), .int(), .float(), .chance(), .pick()",
340
+ pl: "new SeededRandom(seed) — użyj .next(), .int(), .float(), .chance(), .pick()",
341
+ de: "new SeededRandom(seed) — verwende .next(), .int(), .float(), .chance(), .pick()"
342
+ }
306
343
  },
307
- category: 'game-advanced',
308
- difficulty: 'intermediate',
309
- estimatedMinutes: 30,
310
- prerequisites: ['first-game-bouncing-ball'],
311
- kidFriendly: true,
312
- ageRange: { min: 12, max: 99 },
313
- tags: ['procedural', 'noise', 'perlin', 'terrain', 'loot', 'random', 'generation'],
314
- steps: [
315
- // S1: Intro
316
- {
317
- id: 'proc-intro',
318
- type: 'text',
319
- title: {
320
- en: 'Procedural Generation',
321
- pl: 'Generowanie proceduralne',
322
- de: 'Prozedurale Generierung',
323
- },
324
- content: {
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',
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",
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',
328
- },
329
- skippable: true,
330
- tooltipPosition: 'center',
331
- },
332
- // S2: SeededRandom
333
- {
334
- id: 'seeded-random',
335
- type: 'code',
336
- title: {
337
- en: 'Seeded Random Numbers',
338
- pl: 'Losowość z seedem',
339
- de: 'Zufallszahlen mit Seed',
340
- },
341
- content: {
342
- en: 'A `SeededRandom` generates deterministic sequences. The same seed always produces the same world — perfect for sharing maps!',
343
- pl: '`SeededRandom` generuje deterministyczne sekwencje. Ten sam seed zawsze daje ten sam świat — idealne do dzielenia się mapami!',
344
- de: 'Ein `SeededRandom` erzeugt deterministische Sequenzen. Der gleiche Seed ergibt immer die gleiche Welt — perfekt zum Teilen!',
345
- },
346
- codeTemplate: '// Create a seeded random generator\nconst rng = ',
347
- 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",
348
- codeValidation: {
349
- containsAll: ['SeededRandom', 'rng'],
350
- },
351
- hint: {
352
- en: 'new SeededRandom(seed) — use .next(), .int(), .float(), .chance(), .pick()',
353
- pl: 'new SeededRandom(seed) — użyj .next(), .int(), .float(), .chance(), .pick()',
354
- de: 'new SeededRandom(seed) — verwende .next(), .int(), .float(), .chance(), .pick()',
355
- },
356
- },
357
- // S3: Perlin Noise terrain
358
- {
359
- id: 'perlin-terrain',
360
- type: 'code',
361
- title: {
362
- en: 'Generate Terrain with Perlin Noise',
363
- pl: 'Generuj teren szumem Perlina',
364
- de: 'Terrain mit Perlin-Noise generieren',
365
- },
366
- content: {
367
- en: '`PerlinNoise` creates smooth, natural-looking values. Use `noise2D(x, y)` for height maps, and `fbm()` (Fractal Brownian Motion) for detailed landscapes.',
368
- pl: '`PerlinNoise` tworzy gładkie, naturalnie wyglądające wartości. Użyj `noise2D(x, y)` do map wysokości i `fbm()` (Fractal Brownian Motion) do szczegółowych krajobrazów.',
369
- de: '`PerlinNoise` erzeugt glatte, natürlich aussehende Werte. Verwende `noise2D(x, y)` für Heightmaps und `fbm()` für detaillierte Landschaften.',
370
- },
371
- codeTemplate: '// Generate a height map\nconst noise = ',
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}',
373
- codeValidation: {
374
- containsAll: ['PerlinNoise', 'noise2D'],
375
- },
376
- hint: {
377
- en: 'new PerlinNoise(seed) — noise2D(x * scale, y * scale) for smooth gradients',
378
- pl: 'new PerlinNoise(seed) — noise2D(x * skala, y * skala) dla gładkich gradientów',
379
- de: 'new PerlinNoise(seed) — noise2D(x * scale, y * scale) für weiche Gradienten',
380
- },
381
- },
382
- // S4: Wave Generator
383
- {
384
- id: 'wave-generator',
385
- type: 'code',
386
- title: {
387
- en: 'Enemy Wave Generator',
388
- pl: 'Generator fal wrogów',
389
- de: 'Feindwellen-Generator',
390
- },
391
- content: {
392
- en: 'The `WaveGenerator` creates escalating enemy waves automatically. Configure base counts, growth rates, and enemy type probabilities.',
393
- pl: '`WaveGenerator` tworzy automatycznie eskalujące fale wrogów. Skonfiguruj bazową liczbę, tempo wzrostu i prawdopodobieństwa typów wrogów.',
394
- de: 'Der `WaveGenerator` erstellt automatisch eskalierende Feindwellen. Konfiguriere Basiszahlen, Wachstumsraten und Feindtyp-Wahrscheinlichkeiten.',
395
- },
396
- codeTemplate: '// Configure enemy waves\nconst waveGen = ',
397
- 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);",
398
- codeValidation: {
399
- containsAll: ['WaveGenerator', 'generateWave', 'typeProbabilities'],
400
- },
401
- hint: {
402
- en: 'new WaveGenerator(config, seed) then generateWave(waveNumber)',
403
- pl: 'new WaveGenerator(config, seed) potem generateWave(numerFali)',
404
- de: 'new WaveGenerator(config, seed) dann generateWave(wellenNummer)',
405
- },
406
- },
407
- // S5: Loot Table
344
+ // S3: Perlin Noise terrain
345
+ {
346
+ id: "perlin-terrain",
347
+ type: "code",
348
+ title: {
349
+ en: "Generate Terrain with Perlin Noise",
350
+ pl: "Generuj teren szumem Perlina",
351
+ de: "Terrain mit Perlin-Noise generieren"
352
+ },
353
+ content: {
354
+ en: "`PerlinNoise` creates smooth, natural-looking values. Use `noise2D(x, y)` for height maps, and `fbm()` (Fractal Brownian Motion) for detailed landscapes.",
355
+ pl: "`PerlinNoise` tworzy gładkie, naturalnie wyglądające wartości. Użyj `noise2D(x, y)` do map wysokości i `fbm()` (Fractal Brownian Motion) do szczegółowych krajobrazów.",
356
+ de: "`PerlinNoise` erzeugt glatte, natürlich aussehende Werte. Verwende `noise2D(x, y)` für Heightmaps und `fbm()` für detaillierte Landschaften."
357
+ },
358
+ codeTemplate: "// Generate a height map\nconst noise = ",
359
+ 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}",
360
+ codeValidation: {
361
+ containsAll: ["PerlinNoise", "noise2D"]
362
+ },
363
+ hint: {
364
+ en: "new PerlinNoise(seed) — noise2D(x * scale, y * scale) for smooth gradients",
365
+ pl: "new PerlinNoise(seed) — noise2D(x * skala, y * skala) dla gładkich gradientów",
366
+ de: "new PerlinNoise(seed) — noise2D(x * scale, y * scale) für weiche Gradienten"
367
+ }
368
+ },
369
+ // S4: Wave Generator
370
+ {
371
+ id: "wave-generator",
372
+ type: "code",
373
+ title: {
374
+ en: "Enemy Wave Generator",
375
+ pl: "Generator fal wrogów",
376
+ de: "Feindwellen-Generator"
377
+ },
378
+ content: {
379
+ en: "The `WaveGenerator` creates escalating enemy waves automatically. Configure base counts, growth rates, and enemy type probabilities.",
380
+ pl: "`WaveGenerator` tworzy automatycznie eskalujące fale wrogów. Skonfiguruj bazową liczbę, tempo wzrostu i prawdopodobieństwa typów wrogów.",
381
+ de: "Der `WaveGenerator` erstellt automatisch eskalierende Feindwellen. Konfiguriere Basiszahlen, Wachstumsraten und Feindtyp-Wahrscheinlichkeiten."
382
+ },
383
+ codeTemplate: "// Configure enemy waves\nconst waveGen = ",
384
+ 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);",
385
+ codeValidation: {
386
+ containsAll: ["WaveGenerator", "generateWave", "typeProbabilities"]
387
+ },
388
+ hint: {
389
+ en: "new WaveGenerator(config, seed) then generateWave(waveNumber)",
390
+ pl: "new WaveGenerator(config, seed) potem generateWave(numerFali)",
391
+ de: "new WaveGenerator(config, seed) dann generateWave(wellenNummer)"
392
+ }
393
+ },
394
+ // S5: Loot Table
395
+ {
396
+ id: "loot-tables",
397
+ type: "code",
398
+ title: {
399
+ en: "Loot Tables & Weighted Drops",
400
+ pl: "Tabele łupów i ważone dropy",
401
+ de: "Loot-Tabellen & gewichtete Drops"
402
+ },
403
+ content: {
404
+ en: "A `LootTable` defines item drops with weights, level requirements, and per-roll limits. Roll for drops when enemies die!",
405
+ pl: "`LootTable` definiuje dropy przedmiotów z wagami, wymogami poziomu i limitami na roll. Rzucaj o dropy gdy wrogowie giną!",
406
+ de: "Eine `LootTable` definiert Item-Drops mit Gewichtung, Level-Anforderungen und Limits pro Roll. Würfle um Drops wenn Feinde sterben!"
407
+ },
408
+ codeTemplate: "// Define a loot table\nconst loot = ",
409
+ 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);",
410
+ codeValidation: {
411
+ containsAll: ["LootTable", "roll", "weight"]
412
+ },
413
+ hint: {
414
+ en: "new LootTable(entries, seed) then loot.roll(count, level)",
415
+ pl: "new LootTable(wpisy, seed) potem loot.roll(ilość, poziom)",
416
+ de: "new LootTable(einträge, seed) dann loot.roll(anzahl, level)"
417
+ }
418
+ },
419
+ // S6: Procedural Sprites
420
+ {
421
+ id: "proc-sprites",
422
+ type: "code",
423
+ title: {
424
+ en: "Generate Pixel Art Sprites",
425
+ pl: "Generuj pikselo-artowe sprite'y",
426
+ de: "Pixel-Art-Sprites generieren"
427
+ },
428
+ content: {
429
+ en: "`ProceduralSprite` generates symmetrical pixel art from a palette. Each seed produces a unique character!",
430
+ pl: "`ProceduralSprite` generuje symetryczne pixel arty z palety. Każdy seed daje unikatową postać!",
431
+ de: "`ProceduralSprite` generiert symmetrische Pixel-Art aus einer Palette. Jeder Seed ergibt einen einzigartigen Charakter!"
432
+ },
433
+ codeTemplate: "// Generate a procedural sprite\nconst sprite = ",
434
+ 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!",
435
+ codeValidation: {
436
+ containsAll: ["ProceduralSprite", "generate"]
437
+ },
438
+ hint: {
439
+ en: "new ProceduralSprite(width, height, palette) then .generate(seed)",
440
+ pl: "new ProceduralSprite(szerokość, wysokość, paleta) potem .generate(seed)",
441
+ de: "new ProceduralSprite(breite, höhe, palette) dann .generate(seed)"
442
+ }
443
+ },
444
+ // S7: Quiz
445
+ {
446
+ id: "proc-quiz",
447
+ type: "quiz",
448
+ title: {
449
+ en: "Procedural Generation Quiz",
450
+ pl: "Quiz z generowania proceduralnego",
451
+ de: "Prozedurale Generierung Quiz"
452
+ },
453
+ content: {
454
+ en: "What makes Perlin noise better than purely random values for terrain?",
455
+ pl: "Co sprawia, że szum Perlina jest lepszy niż czysto losowe wartości do terenu?",
456
+ de: "Was macht Perlin-Noise besser als rein zufällige Werte für Terrain?"
457
+ },
458
+ quizOptions: [
408
459
  {
409
- id: 'loot-tables',
410
- type: 'code',
411
- title: {
412
- en: 'Loot Tables & Weighted Drops',
413
- pl: 'Tabele łupów i ważone dropy',
414
- de: 'Loot-Tabellen & gewichtete Drops',
415
- },
416
- content: {
417
- en: 'A `LootTable` defines item drops with weights, level requirements, and per-roll limits. Roll for drops when enemies die!',
418
- pl: '`LootTable` definiuje dropy przedmiotów z wagami, wymogami poziomu i limitami na roll. Rzucaj o dropy gdy wrogowie giną!',
419
- de: 'Eine `LootTable` definiert Item-Drops mit Gewichtung, Level-Anforderungen und Limits pro Roll. Würfle um Drops wenn Feinde sterben!',
420
- },
421
- codeTemplate: '// Define a loot table\nconst loot = ',
422
- 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);",
423
- codeValidation: {
424
- containsAll: ['LootTable', 'roll', 'weight'],
425
- },
426
- hint: {
427
- en: 'new LootTable(entries, seed) then loot.roll(count, level)',
428
- pl: 'new LootTable(wpisy, seed) potem loot.roll(ilość, poziom)',
429
- de: 'new LootTable(einträge, seed) dann loot.roll(anzahl, level)',
430
- },
460
+ id: "a",
461
+ text: {
462
+ en: "It's faster to compute",
463
+ pl: "Jest szybszy do obliczenia",
464
+ de: "Es ist schneller zu berechnen"
465
+ }
431
466
  },
432
- // S6: Procedural Sprites
433
467
  {
434
- id: 'proc-sprites',
435
- type: 'code',
436
- title: {
437
- en: 'Generate Pixel Art Sprites',
438
- pl: "Generuj pikselo-artowe sprite'y",
439
- de: 'Pixel-Art-Sprites generieren',
440
- },
441
- content: {
442
- en: '`ProceduralSprite` generates symmetrical pixel art from a palette. Each seed produces a unique character!',
443
- pl: '`ProceduralSprite` generuje symetryczne pixel arty z palety. Każdy seed daje unikatową postać!',
444
- de: '`ProceduralSprite` generiert symmetrische Pixel-Art aus einer Palette. Jeder Seed ergibt einen einzigartigen Charakter!',
445
- },
446
- codeTemplate: '// Generate a procedural sprite\nconst 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!',
448
- codeValidation: {
449
- containsAll: ['ProceduralSprite', 'generate'],
450
- },
451
- hint: {
452
- en: 'new ProceduralSprite(width, height, palette) then .generate(seed)',
453
- pl: 'new ProceduralSprite(szerokość, wysokość, paleta) potem .generate(seed)',
454
- de: 'new ProceduralSprite(breite, höhe, palette) dann .generate(seed)',
455
- },
468
+ id: "b",
469
+ text: {
470
+ en: "It produces smooth, continuous gradients",
471
+ pl: "Produkuje gładkie, ciągłe gradienty",
472
+ de: "Es erzeugt glatte, kontinuierliche Gradienten"
473
+ }
456
474
  },
457
- // S7: Quiz
458
475
  {
459
- id: 'proc-quiz',
460
- type: 'quiz',
461
- title: {
462
- en: 'Procedural Generation Quiz',
463
- pl: 'Quiz z generowania proceduralnego',
464
- de: 'Prozedurale Generierung Quiz',
465
- },
466
- content: {
467
- en: 'What makes Perlin noise better than purely random values for terrain?',
468
- pl: 'Co sprawia, że szum Perlina jest lepszy niż czysto losowe wartości do terenu?',
469
- de: 'Was macht Perlin-Noise besser als rein zufällige Werte für Terrain?',
470
- },
471
- quizOptions: [
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
- },
500
- ],
501
- quizCorrectId: 'b',
476
+ id: "c",
477
+ text: {
478
+ en: "It uses less memory",
479
+ pl: "Zużywa mniej pamięci",
480
+ de: "Es verbraucht weniger Speicher"
481
+ }
502
482
  },
503
- // S8: Checkpoint
504
483
  {
505
- id: 'proc-complete',
506
- type: 'checkpoint',
507
- title: {
508
- en: 'Procedural Generation Complete!',
509
- pl: 'Generowanie proceduralne opanowane!',
510
- de: 'Prozedurale Generierung fertig!',
511
- },
512
- content: {
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',
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",
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',
516
- },
517
- },
518
- ],
484
+ id: "d",
485
+ text: { en: "It's more random", pl: "Jest bardziej losowy", de: "Es ist zufälliger" }
486
+ }
487
+ ],
488
+ quizCorrectId: "b"
489
+ },
490
+ // S8: Checkpoint
491
+ {
492
+ id: "proc-complete",
493
+ type: "checkpoint",
494
+ title: {
495
+ en: "Procedural Generation Complete!",
496
+ pl: "Generowanie proceduralne opanowane!",
497
+ de: "Prozedurale Generierung fertig!"
498
+ },
499
+ content: {
500
+ 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",
501
+ 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",
502
+ 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"
503
+ }
504
+ }
505
+ ]
519
506
  };
520
- /* ══════════════════════════════════════════════════════════════
521
- T11 — Zrób Platformera (Full Game Tutorial)
522
- ══════════════════════════════════════════════════════════════ */
523
507
  const TUTORIAL_PLATFORMER = {
524
- id: 'build-a-platformer',
525
- title: {
526
- en: 'Build a Complete Platformer',
527
- pl: 'Zrób kompletnego platformera',
528
- de: 'Baue einen kompletten Platformer',
508
+ id: "build-a-platformer",
509
+ title: {
510
+ en: "Build a Complete Platformer",
511
+ pl: "Zrób kompletnego platformera",
512
+ de: "Baue einen kompletten Platformer"
513
+ },
514
+ description: {
515
+ en: "Build a full platformer game from scratch: movement, jumping, double-jump, wall-slide, coyote time, dash, enemies, and collectibles.",
516
+ pl: "Zbuduj kompletną grę platformową od zera: ruch, skoki, podwójny skok, wall-slide, coyote time, dash, wrogowie i zbierane przedmioty.",
517
+ de: "Baue ein komplettes Plattformspiel von Grund auf: Bewegung, Springen, Doppelsprung, Wall-Slide, Coyote-Time, Dash, Feinde und Sammelobjekte."
518
+ },
519
+ category: "game-advanced",
520
+ difficulty: "intermediate",
521
+ estimatedMinutes: 40,
522
+ prerequisites: ["first-game-bouncing-ball", "input-movement-gamepad"],
523
+ kidFriendly: true,
524
+ ageRange: { min: 10, max: 99 },
525
+ tags: ["platformer", "game", "jumping", "physics", "complete-game"],
526
+ steps: [
527
+ // S1: Intro
528
+ {
529
+ id: "plat-intro",
530
+ type: "text",
531
+ title: {
532
+ en: "Build a Platformer!",
533
+ pl: "Zbuduj platformera!",
534
+ de: "Baue einen Platformer!"
535
+ },
536
+ content: {
537
+ 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!",
538
+ 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!",
539
+ 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!"
540
+ },
541
+ skippable: true,
542
+ tooltipPosition: "center"
529
543
  },
530
- description: {
531
- en: 'Build a full platformer game from scratch: movement, jumping, double-jump, wall-slide, coyote time, dash, enemies, and collectibles.',
532
- pl: 'Zbuduj kompletną grę platformową od zera: ruch, skoki, podwójny skok, wall-slide, coyote time, dash, wrogowie i zbierane przedmioty.',
533
- de: 'Baue ein komplettes Plattformspiel von Grund auf: Bewegung, Springen, Doppelsprung, Wall-Slide, Coyote-Time, Dash, Feinde und Sammelobjekte.',
544
+ // S2: Player Entity
545
+ {
546
+ id: "plat-player-entity",
547
+ type: "code",
548
+ title: {
549
+ en: "Create the Player Entity",
550
+ pl: "Utwórz encję gracza",
551
+ de: "Spieler-Entity erstellen"
552
+ },
553
+ content: {
554
+ en: "Set up the player entity with Transform, Sprite, Collider2D, and RigidBody2D components.",
555
+ pl: "Skonfiguruj encję gracza z komponentami Transform, Sprite, Collider2D i RigidBody2D.",
556
+ de: "Erstelle die Spieler-Entity mit Transform, Sprite, Collider2D und RigidBody2D Komponenten."
557
+ },
558
+ codeTemplate: "// Create the player\nconst player = world.createEntity();\n",
559
+ 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});",
560
+ codeValidation: {
561
+ containsAll: ["createEntity", "Transform", "Collider2D", "RigidBody2D"]
562
+ },
563
+ hint: {
564
+ en: "Add Transform, Sprite, Collider2D, and RigidBody2D to the entity",
565
+ pl: "Dodaj Transform, Sprite, Collider2D i RigidBody2D do encji",
566
+ de: "Füge Transform, Sprite, Collider2D und RigidBody2D zur Entity hinzu"
567
+ }
534
568
  },
535
- category: 'game-advanced',
536
- difficulty: 'intermediate',
537
- estimatedMinutes: 40,
538
- prerequisites: ['first-game-bouncing-ball', 'input-movement-gamepad'],
539
- kidFriendly: true,
540
- ageRange: { min: 10, max: 99 },
541
- tags: ['platformer', 'game', 'jumping', 'physics', 'complete-game'],
542
- steps: [
543
- // S1: Intro
544
- {
545
- id: 'plat-intro',
546
- type: 'text',
547
- title: {
548
- en: 'Build a Platformer!',
549
- pl: 'Zbuduj platformera!',
550
- de: 'Baue einen Platformer!',
551
- },
552
- content: {
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!",
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!',
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!',
556
- },
557
- skippable: true,
558
- tooltipPosition: 'center',
559
- },
560
- // S2: Player Entity
561
- {
562
- id: 'plat-player-entity',
563
- type: 'code',
564
- title: {
565
- en: 'Create the Player Entity',
566
- pl: 'Utwórz encję gracza',
567
- de: 'Spieler-Entity erstellen',
568
- },
569
- content: {
570
- en: 'Set up the player entity with Transform, Sprite, Collider2D, and RigidBody2D components.',
571
- pl: 'Skonfiguruj encję gracza z komponentami Transform, Sprite, Collider2D i RigidBody2D.',
572
- de: 'Erstelle die Spieler-Entity mit Transform, Sprite, Collider2D und RigidBody2D Komponenten.',
573
- },
574
- codeTemplate: '// Create the player\nconst player = world.createEntity();\n',
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});",
576
- codeValidation: {
577
- containsAll: ['createEntity', 'Transform', 'Collider2D', 'RigidBody2D'],
578
- },
579
- hint: {
580
- en: 'Add Transform, Sprite, Collider2D, and RigidBody2D to the entity',
581
- pl: 'Dodaj Transform, Sprite, Collider2D i RigidBody2D do encji',
582
- de: 'Füge Transform, Sprite, Collider2D und RigidBody2D zur Entity hinzu',
583
- },
584
- },
585
- // S3: Movement with acceleration
586
- {
587
- id: 'plat-movement',
588
- type: 'code',
589
- title: {
590
- en: 'Smooth Movement with Acceleration',
591
- pl: 'Płynny ruch z przyspieszeniem',
592
- de: 'Flüssige Bewegung mit Beschleunigung',
593
- },
594
- content: {
595
- en: 'Platformer movement uses acceleration and deceleration for a smooth feel. Check `moveRight` and `moveLeft` actions and apply velocity.',
596
- pl: 'Ruch w platformerze używa przyspieszenia i hamowania dla płynnego wrażenia. Sprawdź akcje `moveRight` i `moveLeft` i przyłóż prędkość.',
597
- de: 'Platformer-Bewegung nutzt Beschleunigung und Verzögerung für ein flüssiges Gefühl. Prüfe `moveRight` und `moveLeft` Aktionen und wende Geschwindigkeit an.',
598
- },
599
- codeTemplate: '// Movement system\nconst MOVE_SPEED = 200;\nconst ACCEL = 800;\nconst FRICTION = 600;\n',
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}",
601
- codeValidation: {
602
- containsAll: ['ACCEL', 'FRICTION', 'velocityX', 'getAction'],
603
- },
604
- hint: {
605
- en: 'Accelerate when input is active, apply friction when not moving',
606
- pl: 'Przyspieszaj gdy input aktywny, stosuj tarcie gdy nie ma ruchu',
607
- de: 'Beschleunigen bei Eingabe, Reibung anwenden wenn keine Bewegung',
608
- },
609
- },
610
- // S4: Jumping with Coyote Time
611
- {
612
- id: 'plat-jumping',
613
- type: 'code',
614
- title: {
615
- en: 'Jumping with Coyote Time',
616
- pl: 'Skakanie z coyote time',
617
- de: 'Springen mit Coyote-Time',
618
- },
619
- content: {
620
- en: 'Coyote time lets the player jump shortly after leaving a platform — making the game feel more forgiving. Track the last grounded time.',
621
- pl: 'Coyote time pozwala graczowi skoczyć chwilę po opuszczeniu platformy — co sprawia, że gra jest bardziej wybaczalna. Śledź czas ostatniego kontaktu z podłożem.',
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.',
623
- },
624
- codeTemplate: '// Jump system with coyote time\nconst JUMP_FORCE = -350;\nconst COYOTE_TIME = 0.1; // 100ms grace period\n',
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}",
626
- codeValidation: {
627
- containsAll: ['COYOTE_TIME', 'JUMP_FORCE', 'lastGroundedTime', 'canJump'],
628
- },
629
- hint: {
630
- en: 'Track lastGroundedTime and allow jump within COYOTE_TIME window',
631
- pl: 'Śledź lastGroundedTime i pozwól na skok w oknie COYOTE_TIME',
632
- de: 'Verfolge lastGroundedTime und erlaube Sprung im COYOTE_TIME Fenster',
633
- },
634
- },
635
- // S5: Double Jump & Wall Slide
636
- {
637
- id: 'plat-double-jump',
638
- type: 'code',
639
- title: {
640
- en: 'Double Jump & Wall Slide',
641
- pl: 'Podwójny skok i wall-slide',
642
- de: 'Doppelsprung & Wall-Slide',
643
- },
644
- content: {
645
- en: 'Add an extra jump in the air (double jump) and let the player slide down walls slowly when touching them.',
646
- pl: 'Dodaj dodatkowy skok w powietrzu (podwójny skok) i pozwól graczowi powoli zsuwać się po ścianach gdy ich dotyka.',
647
- de: 'Füge einen zusätzlichen Sprung in der Luft (Doppelsprung) hinzu und lass den Spieler langsam an Wänden herunterrutschen.',
648
- },
649
- codeTemplate: '// Double jump + wall slide\nconst MAX_AIR_JUMPS = 1;\nconst WALL_SLIDE_SPEED = 50;\n',
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}",
651
- codeValidation: {
652
- containsAll: ['MAX_AIR_JUMPS', 'WALL_SLIDE_SPEED', 'airJumpsLeft'],
653
- },
654
- hint: {
655
- en: 'Track airJumpsLeft, reset on ground. Clamp velocityY on wall contact.',
656
- pl: 'Śledź airJumpsLeft, resetuj na ziemi. Ogranicz velocityY przy kontakcie ze ścianą.',
657
- de: 'Verfolge airJumpsLeft, setze auf dem Boden zurück. Begrenze velocityY bei Wandkontakt.',
658
- },
659
- },
660
- // S6: Dash Mechanic
661
- {
662
- id: 'plat-dash',
663
- type: 'code',
664
- title: {
665
- en: 'Dash Mechanic',
666
- pl: 'Mechanika dashu',
667
- de: 'Dash-Mechanik',
668
- },
669
- content: {
670
- en: 'A dash gives the player a burst of speed in the current direction. Add a cooldown to prevent spam.',
671
- pl: 'Dash daje graczowi nagły przypływ prędkości w aktualnym kierunku. Dodaj cooldown, żeby nie spamować.',
672
- de: 'Ein Dash gibt dem Spieler einen Geschwindigkeitsschub in die aktuelle Richtung. Füge einen Cooldown hinzu.',
673
- },
674
- codeTemplate: '// Dash system\nconst DASH_SPEED = 500;\nconst DASH_DURATION = 0.15;\nconst DASH_COOLDOWN = 0.5;\n',
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}",
676
- codeValidation: {
677
- containsAll: ['DASH_SPEED', 'DASH_COOLDOWN', 'dashTimer'],
678
- },
679
- hint: {
680
- en: 'Timer-based: set dashTimer on press, apply speed while timer > 0',
681
- pl: 'Na timerze: ustaw dashTimer po naciśnięciu, stosuj prędkość gdy timer > 0',
682
- de: 'Timer-basiert: setze dashTimer beim Drücken, wende Speed an solange Timer > 0',
683
- },
684
- },
685
- // S7: Enemies
686
- {
687
- id: 'plat-enemies',
688
- type: 'code',
689
- title: {
690
- en: 'Enemy AI: Patrol & Chase',
691
- pl: 'AI wrogów: patrol i pościg',
692
- de: 'Feind-KI: Patrouille & Verfolgung',
693
- },
694
- content: {
695
- en: 'Create enemies that patrol between two points. When the player gets close, they switch to chase mode!',
696
- pl: 'Utwórz wrogów patrolujących między dwoma punktami. Gdy gracz się zbliży, przechodzą w tryb pościgu!',
697
- de: 'Erstelle Feinde, die zwischen zwei Punkten patrouillieren. Wenn der Spieler nah kommt, wechseln sie in den Verfolgungsmodus!',
698
- },
699
- codeTemplate: '// Enemy patrol + chase AI\nconst PATROL_SPEED = 60;\nconst CHASE_SPEED = 120;\nconst DETECT_RANGE = 150;\n',
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}",
701
- codeValidation: {
702
- containsAll: ['PATROL_SPEED', 'CHASE_SPEED', 'DETECT_RANGE'],
703
- },
704
- hint: {
705
- en: 'Calculate distance to player. Chase if close, patrol if far.',
706
- pl: 'Oblicz odległość od gracza. Ścigaj jeśli blisko, patroluj jeśli daleko.',
707
- de: 'Berechne Distanz zum Spieler. Verfolge wenn nah, patrouilliere wenn weit.',
708
- },
709
- },
710
- // S8: Coins & Collectibles
711
- {
712
- id: 'plat-collectibles',
713
- type: 'interactive',
714
- title: {
715
- en: 'Add Coins & Collectibles',
716
- pl: 'Dodaj monety i zbieranie',
717
- de: 'Münzen & Sammelobjekte hinzufügen',
718
- },
719
- content: {
720
- en: 'Create coin entities with trigger colliders. When the player overlaps a coin, collect it and add to the score!',
721
- pl: 'Utwórz encje monet z triggerowymi koliderami. Gdy gracz nachodzi na monetę, zbierz ją i dodaj do wyniku!',
722
- de: 'Erstelle Münzen-Entities mit Trigger-Kollidern. Wenn der Spieler eine Münze überlappt, sammle sie ein und addiere zum Score!',
723
- },
724
- requiredAction: 'create-coin-entity',
725
- codeTemplate: "// Create a coin\nconst coin = world.createEntity();\nworld.addComponent(coin, 'Transform', { x: 200, y: 250 });\n",
726
- 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});",
727
- codeValidation: {
728
- containsAll: ['createEntity', 'isTrigger', 'destroyEntity'],
729
- },
730
- hint: {
731
- en: "Set isTrigger: true on coins so they don't push the player",
732
- pl: 'Ustaw isTrigger: true na monetach, aby nie odpychały gracza',
733
- de: 'Setze isTrigger: true auf Münzen, damit sie den Spieler nicht wegstoßen',
734
- },
735
- },
736
- // S9: Level with Tilemap
737
- {
738
- id: 'plat-tilemap',
739
- type: 'code',
740
- title: {
741
- en: 'Build the Level with Tilemap',
742
- pl: 'Zbuduj poziom z tilemapy',
743
- de: 'Level mit Tilemap bauen',
744
- },
745
- content: {
746
- en: 'Use a `Tilemap` to build the level. Define ground, platforms, and walls with tiles.',
747
- pl: 'Użyj `Tilemap` do zbudowania poziomu. Zdefiniuj podłoże, platformy i ściany z kafelków.',
748
- de: 'Verwende eine `Tilemap` um das Level zu bauen. Definiere Boden, Plattformen und Wände mit Kacheln.',
749
- },
750
- codeTemplate: '// Create the level tilemap\nconst level = new Tilemap(20, 15, 32);\n',
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!",
752
- codeValidation: {
753
- containsAll: ['Tilemap', 'addLayer', 'fillRect'],
754
- },
755
- hint: {
756
- en: 'new Tilemap(cols, rows, tileSize) → addLayer → fillRect/setTile',
757
- pl: 'new Tilemap(kolumny, wiersze, rozmiarKafelka) → addLayer → fillRect/setTile',
758
- de: 'new Tilemap(spalten, zeilen, kachelGröße) → addLayer → fillRect/setTile',
759
- },
760
- },
761
- // S10: Checkpoint
762
- {
763
- id: 'plat-complete',
764
- type: 'checkpoint',
765
- title: {
766
- en: 'Platformer Complete!',
767
- pl: 'Platformer gotowy!',
768
- de: 'Platformer fertig!',
769
- },
770
- content: {
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!",
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!',
773
- 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!',
774
- },
775
- },
776
- ],
569
+ // S3: Movement with acceleration
570
+ {
571
+ id: "plat-movement",
572
+ type: "code",
573
+ title: {
574
+ en: "Smooth Movement with Acceleration",
575
+ pl: "Płynny ruch z przyspieszeniem",
576
+ de: "Flüssige Bewegung mit Beschleunigung"
577
+ },
578
+ content: {
579
+ en: "Platformer movement uses acceleration and deceleration for a smooth feel. Check `moveRight` and `moveLeft` actions and apply velocity.",
580
+ pl: "Ruch w platformerze używa przyspieszenia i hamowania dla płynnego wrażenia. Sprawdź akcje `moveRight` i `moveLeft` i przyłóż prędkość.",
581
+ de: "Platformer-Bewegung nutzt Beschleunigung und Verzögerung für ein flüssiges Gefühl. Prüfe `moveRight` und `moveLeft` Aktionen und wende Geschwindigkeit an."
582
+ },
583
+ codeTemplate: "// Movement system\nconst MOVE_SPEED = 200;\nconst ACCEL = 800;\nconst FRICTION = 600;\n",
584
+ 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}",
585
+ codeValidation: {
586
+ containsAll: ["ACCEL", "FRICTION", "velocityX", "getAction"]
587
+ },
588
+ hint: {
589
+ en: "Accelerate when input is active, apply friction when not moving",
590
+ pl: "Przyspieszaj gdy input aktywny, stosuj tarcie gdy nie ma ruchu",
591
+ de: "Beschleunigen bei Eingabe, Reibung anwenden wenn keine Bewegung"
592
+ }
593
+ },
594
+ // S4: Jumping with Coyote Time
595
+ {
596
+ id: "plat-jumping",
597
+ type: "code",
598
+ title: {
599
+ en: "Jumping with Coyote Time",
600
+ pl: "Skakanie z coyote time",
601
+ de: "Springen mit Coyote-Time"
602
+ },
603
+ content: {
604
+ en: "Coyote time lets the player jump shortly after leaving a platform — making the game feel more forgiving. Track the last grounded time.",
605
+ pl: "Coyote time pozwala graczowi skoczyć chwilę po opuszczeniu platformy — co sprawia, że gra jest bardziej wybaczalna. Śledź czas ostatniego kontaktu z podłożem.",
606
+ de: "Coyote-Time erlaubt dem Spieler kurz nach Verlassen einer Plattform zu springen — das Spiel fühlt sich nachsichtiger an. Verfolge die letzte Bodenberührungs-Zeit."
607
+ },
608
+ codeTemplate: "// Jump system with coyote time\nconst JUMP_FORCE = -350;\nconst COYOTE_TIME = 0.1; // 100ms grace period\n",
609
+ 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}",
610
+ codeValidation: {
611
+ containsAll: ["COYOTE_TIME", "JUMP_FORCE", "lastGroundedTime", "canJump"]
612
+ },
613
+ hint: {
614
+ en: "Track lastGroundedTime and allow jump within COYOTE_TIME window",
615
+ pl: "Śledź lastGroundedTime i pozwól na skok w oknie COYOTE_TIME",
616
+ de: "Verfolge lastGroundedTime und erlaube Sprung im COYOTE_TIME Fenster"
617
+ }
618
+ },
619
+ // S5: Double Jump & Wall Slide
620
+ {
621
+ id: "plat-double-jump",
622
+ type: "code",
623
+ title: {
624
+ en: "Double Jump & Wall Slide",
625
+ pl: "Podwójny skok i wall-slide",
626
+ de: "Doppelsprung & Wall-Slide"
627
+ },
628
+ content: {
629
+ en: "Add an extra jump in the air (double jump) and let the player slide down walls slowly when touching them.",
630
+ pl: "Dodaj dodatkowy skok w powietrzu (podwójny skok) i pozwól graczowi powoli zsuwać się po ścianach gdy ich dotyka.",
631
+ de: "Füge einen zusätzlichen Sprung in der Luft (Doppelsprung) hinzu und lass den Spieler langsam an Wänden herunterrutschen."
632
+ },
633
+ codeTemplate: "// Double jump + wall slide\nconst MAX_AIR_JUMPS = 1;\nconst WALL_SLIDE_SPEED = 50;\n",
634
+ 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}",
635
+ codeValidation: {
636
+ containsAll: ["MAX_AIR_JUMPS", "WALL_SLIDE_SPEED", "airJumpsLeft"]
637
+ },
638
+ hint: {
639
+ en: "Track airJumpsLeft, reset on ground. Clamp velocityY on wall contact.",
640
+ pl: "Śledź airJumpsLeft, resetuj na ziemi. Ogranicz velocityY przy kontakcie ze ścianą.",
641
+ de: "Verfolge airJumpsLeft, setze auf dem Boden zurück. Begrenze velocityY bei Wandkontakt."
642
+ }
643
+ },
644
+ // S6: Dash Mechanic
645
+ {
646
+ id: "plat-dash",
647
+ type: "code",
648
+ title: {
649
+ en: "Dash Mechanic",
650
+ pl: "Mechanika dashu",
651
+ de: "Dash-Mechanik"
652
+ },
653
+ content: {
654
+ en: "A dash gives the player a burst of speed in the current direction. Add a cooldown to prevent spam.",
655
+ pl: "Dash daje graczowi nagły przypływ prędkości w aktualnym kierunku. Dodaj cooldown, żeby nie spamować.",
656
+ de: "Ein Dash gibt dem Spieler einen Geschwindigkeitsschub in die aktuelle Richtung. Füge einen Cooldown hinzu."
657
+ },
658
+ codeTemplate: "// Dash system\nconst DASH_SPEED = 500;\nconst DASH_DURATION = 0.15;\nconst DASH_COOLDOWN = 0.5;\n",
659
+ 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}",
660
+ codeValidation: {
661
+ containsAll: ["DASH_SPEED", "DASH_COOLDOWN", "dashTimer"]
662
+ },
663
+ hint: {
664
+ en: "Timer-based: set dashTimer on press, apply speed while timer > 0",
665
+ pl: "Na timerze: ustaw dashTimer po naciśnięciu, stosuj prędkość gdy timer > 0",
666
+ de: "Timer-basiert: setze dashTimer beim Drücken, wende Speed an solange Timer > 0"
667
+ }
668
+ },
669
+ // S7: Enemies
670
+ {
671
+ id: "plat-enemies",
672
+ type: "code",
673
+ title: {
674
+ en: "Enemy AI: Patrol & Chase",
675
+ pl: "AI wrogów: patrol i pościg",
676
+ de: "Feind-KI: Patrouille & Verfolgung"
677
+ },
678
+ content: {
679
+ en: "Create enemies that patrol between two points. When the player gets close, they switch to chase mode!",
680
+ pl: "Utwórz wrogów patrolujących między dwoma punktami. Gdy gracz się zbliży, przechodzą w tryb pościgu!",
681
+ de: "Erstelle Feinde, die zwischen zwei Punkten patrouillieren. Wenn der Spieler nah kommt, wechseln sie in den Verfolgungsmodus!"
682
+ },
683
+ codeTemplate: "// Enemy patrol + chase AI\nconst PATROL_SPEED = 60;\nconst CHASE_SPEED = 120;\nconst DETECT_RANGE = 150;\n",
684
+ 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}",
685
+ codeValidation: {
686
+ containsAll: ["PATROL_SPEED", "CHASE_SPEED", "DETECT_RANGE"]
687
+ },
688
+ hint: {
689
+ en: "Calculate distance to player. Chase if close, patrol if far.",
690
+ pl: "Oblicz odległość od gracza. Ścigaj jeśli blisko, patroluj jeśli daleko.",
691
+ de: "Berechne Distanz zum Spieler. Verfolge wenn nah, patrouilliere wenn weit."
692
+ }
693
+ },
694
+ // S8: Coins & Collectibles
695
+ {
696
+ id: "plat-collectibles",
697
+ type: "interactive",
698
+ title: {
699
+ en: "Add Coins & Collectibles",
700
+ pl: "Dodaj monety i zbieranie",
701
+ de: "Münzen & Sammelobjekte hinzufügen"
702
+ },
703
+ content: {
704
+ en: "Create coin entities with trigger colliders. When the player overlaps a coin, collect it and add to the score!",
705
+ pl: "Utwórz encje monet z triggerowymi koliderami. Gdy gracz nachodzi na monetę, zbierz ją i dodaj do wyniku!",
706
+ de: "Erstelle Münzen-Entities mit Trigger-Kollidern. Wenn der Spieler eine Münze überlappt, sammle sie ein und addiere zum Score!"
707
+ },
708
+ requiredAction: "create-coin-entity",
709
+ codeTemplate: "// Create a coin\nconst coin = world.createEntity();\nworld.addComponent(coin, 'Transform', { x: 200, y: 250 });\n",
710
+ 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});",
711
+ codeValidation: {
712
+ containsAll: ["createEntity", "isTrigger", "destroyEntity"]
713
+ },
714
+ hint: {
715
+ en: "Set isTrigger: true on coins so they don't push the player",
716
+ pl: "Ustaw isTrigger: true na monetach, aby nie odpychały gracza",
717
+ de: "Setze isTrigger: true auf Münzen, damit sie den Spieler nicht wegstoßen"
718
+ }
719
+ },
720
+ // S9: Level with Tilemap
721
+ {
722
+ id: "plat-tilemap",
723
+ type: "code",
724
+ title: {
725
+ en: "Build the Level with Tilemap",
726
+ pl: "Zbuduj poziom z tilemapy",
727
+ de: "Level mit Tilemap bauen"
728
+ },
729
+ content: {
730
+ en: "Use a `Tilemap` to build the level. Define ground, platforms, and walls with tiles.",
731
+ pl: "Użyj `Tilemap` do zbudowania poziomu. Zdefiniuj podłoże, platformy i ściany z kafelków.",
732
+ de: "Verwende eine `Tilemap` um das Level zu bauen. Definiere Boden, Plattformen und Wände mit Kacheln."
733
+ },
734
+ codeTemplate: "// Create the level tilemap\nconst level = new Tilemap(20, 15, 32);\n",
735
+ 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!",
736
+ codeValidation: {
737
+ containsAll: ["Tilemap", "addLayer", "fillRect"]
738
+ },
739
+ hint: {
740
+ en: "new Tilemap(cols, rows, tileSize) → addLayer → fillRect/setTile",
741
+ pl: "new Tilemap(kolumny, wiersze, rozmiarKafelka) → addLayer → fillRect/setTile",
742
+ de: "new Tilemap(spalten, zeilen, kachelGröße) → addLayer → fillRect/setTile"
743
+ }
744
+ },
745
+ // S10: Checkpoint
746
+ {
747
+ id: "plat-complete",
748
+ type: "checkpoint",
749
+ title: {
750
+ en: "Platformer Complete!",
751
+ pl: "Platformer gotowy!",
752
+ de: "Platformer fertig!"
753
+ },
754
+ content: {
755
+ 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!",
756
+ 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!",
757
+ 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!"
758
+ }
759
+ }
760
+ ]
777
761
  };
778
- /* ══════════════════════════════════════════════════════════════
779
- Convenience export
780
- ══════════════════════════════════════════════════════════════ */
781
762
  function getTutorials_T09_T11() {
782
- return [TUTORIAL_MULTIPLAYER_ONLINE, TUTORIAL_PROCEDURAL_WORLD, TUTORIAL_PLATFORMER];
763
+ return [TUTORIAL_MULTIPLAYER_ONLINE, TUTORIAL_PROCEDURAL_WORLD, TUTORIAL_PLATFORMER];
783
764
  }
784
-
785
765
  exports.TUTORIAL_MULTIPLAYER_ONLINE = TUTORIAL_MULTIPLAYER_ONLINE;
786
766
  exports.TUTORIAL_PLATFORMER = TUTORIAL_PLATFORMER;
787
767
  exports.TUTORIAL_PROCEDURAL_WORLD = TUTORIAL_PROCEDURAL_WORLD;