@onceworlds/cli 0.9.3 → 0.9.4
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.
- package/README.md +8 -3
- package/dist/cli.js +700 -201
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -105,7 +105,7 @@ from the running game and commit them under `store/`. `onceworlds doctor` says w
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- `onceworlds init [dir]` sets a game folder up, with the files the dashboard's import commits. It writes
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`onceworlds.json` (the link and name come from `package.json`'s name or the folder's; `dir` is your build's
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output folder when `package.json` has a build script, else `.` or the folder with your `index.html`),
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`.github/workflows/onceworlds.yml`, a `.gitignore` (`node_modules/` and the pictures `shot`
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`.github/workflows/onceworlds.yml`, a `.gitignore` (`node_modules/` and the pictures `shot` and `shot --story` save; to one you have it adds only
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those lines, once), and the guide for AI coding tools as `AGENTS.md` with a `CLAUDE.md` that
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imports it (next to a `AGENTS.md` of your own it writes `ONCEWORLDS.md` and adds a pointer to yours). It never
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overwrites a file you have: `--force` replaces only what init writes, never your own `AGENTS.md`, `CLAUDE.md` or `.gitignore`.
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@@ -113,6 +113,11 @@ from the running game and commit them under `store/`. `onceworlds doctor` says w
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Then commit, push, and import the repo at https://onceworlds.com/create?new=github.
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- `onceworlds deploy [dir]` uploads only the files that changed and publishes the game
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(the workflow runs it). It lists every file it skipped because Onceworlds can't serve it. A game's tests never go up: `*.test.js`, `vitest.config.*` and the `test/` folder at the top of the game.
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- `onceworlds serve [dir]` plays the game in your own browser on this computer, offline and with no login: it serves the folder
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(onceworlds.json's `dir`) with the import map the platform adds for the engine (the installed package's files, else the hosted
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copy of the engine this CLI ships with). With no platform around it the engine's stand-in is the platform: you alone in a room
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of your own, the lobby's Start button (engine 1.3.2 on; older ones start a match with `?autoplay`), saves in memory, and
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`--bots 3` (the default) bots beside you in a game whose roster gives bots a body. `--port` picks the port (default 8788).
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- `onceworlds dev [dir]` deploys to a local Onceworlds platform (for platform development)
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and redeploys on every save. `--players 3` also prints links for players 2 and 3 (`?player=N`): on a
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local platform each is another player, so one person can fill a lobby.
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@@ -145,8 +150,8 @@ from the running game and commit them under `store/`. `onceworlds doctor` says w
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`store/story/` and lays them out on one contact sheet, `store/story.png`, with the questions to ask of it.
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Running `onceworlds mcp` gives an AI tool the same as tools: `api_lookup`, `recipe`, `read_guide`, `search_assets` (the engine's
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asset library), `check`, `screenshot` (the picture comes back to the model), `
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`game_status`.
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asset library), `check`, `screenshot` (the picture comes back to the model), `serve` (an address for the user to play it at),
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`new_game`, `deploy_preview`, `playtest` and `game_status`.
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Games talk to the platform through the injected `window.onceworlds` SDK. The
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starter template's `AGENTS.md` documents it for AI coding tools.
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