@pix3/cli 1.6.0 → 1.6.3
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/LICENSE +201 -201
- package/README.md +788 -754
- package/dist/index.js +208 -203
- package/dist/runtime-types.json +1 -1
- package/dist/smoke/prebuilt/{chunk-J2SJVMDO.mjs → chunk-CBFYKDS7.mjs} +1 -1
- package/dist/smoke/prebuilt/chunk-VJHJ5BCO.mjs +239 -0
- package/dist/smoke/prebuilt/runtime.mjs +1 -1
- package/dist/smoke/prebuilt/smoke-worker.mjs +1 -1
- package/dist/smoke/prebuilt/tree-defaults.mjs +1 -1
- package/dist/validate/prebuilt/bundle-main.js +13 -13
- package/dist/validate/prebuilt/chunk-CFQFEI52.js +239 -0
- package/dist/validate/prebuilt/runtime.js +1 -1
- package/kit/files/.claude/skills/pix3-nodes/SKILL.md +210 -210
- package/kit/files/.claude/skills/pix3-nodes/reference.md +39 -24
- package/kit/files/.claude/skills/pix3-scene-format/SKILL.md +238 -235
- package/kit/files/.claude/skills/pix3-scene-format/reference.md +43 -28
- package/kit/files/.claude/skills/pix3-scripts/SKILL.md +285 -281
- package/kit/files/.claude/skills/pix3-scripts/reference.md +69 -52
- package/kit/files/.claude/skills/pix3-verify/SKILL.md +298 -256
- package/kit/files/.claude/skills/pix3-verify/reference.md +21 -21
- package/kit/files/AGENTS.md +203 -203
- package/kit/files/CLAUDE.md +1 -1
- package/kit/kit.json +2 -2
- package/package.json +54 -54
- package/templates/empty-2d/files/README.md +20 -20
- package/templates/empty-2d/files/scenes/main.pix3scene +68 -68
- package/templates/empty-2d/template.yaml +7 -7
- package/templates/empty-3d/files/README.md +20 -20
- package/templates/empty-3d/files/scenes/main.pix3scene +108 -108
- package/templates/empty-3d/template.yaml +7 -7
- package/templates/idea-blank/files/README.md +22 -22
- package/templates/idea-blank/files/scenes/main.pix3scene +37 -37
- package/templates/idea-blank/template.yaml +10 -10
- package/templates/minigame-2d/files/README.md +44 -44
- package/templates/minigame-2d/files/design/tests/reachability.json +1 -1
- package/templates/minigame-2d/files/design/tests/routines/mute-music.json +44 -44
- package/templates/minigame-2d/files/scenes/main.pix3scene +84 -84
- package/templates/minigame-2d/files/scenes/menu.pix3scene +118 -118
- package/templates/minigame-2d/files/scenes/ui/settings-window.pix3scene +138 -138
- package/templates/minigame-2d/files/scripts/GameFlow.ts +133 -133
- package/templates/minigame-2d/files/scripts/MenuFlow.ts +217 -217
- package/templates/minigame-2d/files/scripts/SettingsWindow.ts +198 -198
- package/templates/minigame-2d/template.yaml +10 -10
- package/templates/playable-2d/files/README.md +30 -30
- package/templates/playable-2d/files/design/recipe.md +83 -83
- package/templates/playable-2d/files/design/tests/reachability.json +4 -4
- package/templates/playable-2d/files/design/tests/routines/intro-to-cta.json +32 -32
- package/templates/playable-2d/files/scenes/main.pix3scene +111 -111
- package/templates/playable-2d/files/scenes/ui/end-screen.pix3scene +91 -91
- package/templates/playable-2d/files/scenes/ui/intro.pix3scene +65 -65
- package/templates/playable-2d/files/scripts/GameFlow.ts +256 -256
- package/templates/playable-2d/template.yaml +9 -9
- package/templates/playable-3d/files/README.md +32 -32
- package/templates/playable-3d/files/design/recipe.md +127 -127
- package/templates/playable-3d/files/design/tests/reachability.json +4 -4
- package/templates/playable-3d/files/design/tests/routines/intro-to-cta.json +32 -32
- package/templates/playable-3d/files/scenes/main.pix3scene +230 -230
- package/templates/playable-3d/files/scenes/ui/end-screen.pix3scene +91 -91
- package/templates/playable-3d/files/scenes/ui/intro.pix3scene +65 -65
- package/templates/playable-3d/files/scripts/GameFlow.ts +309 -309
- package/templates/playable-3d/files/scripts/GameRules.ts +290 -290
- package/templates/playable-3d/files/scripts/ScoreHud.ts +113 -113
- package/templates/playable-3d/template.yaml +9 -9
- package/templates/recipe-arena-2d/files/README.md +48 -48
- package/templates/recipe-arena-2d/files/design/recipe.md +127 -127
- package/templates/recipe-arena-2d/files/scenes/main.pix3scene +292 -292
- package/templates/recipe-arena-2d/files/scenes/menu.pix3scene +100 -100
- package/templates/recipe-arena-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
- package/templates/recipe-arena-2d/files/scenes/prefabs/pickup.pix3scene +45 -45
- package/templates/recipe-arena-2d/files/scenes/ui/result.pix3scene +85 -85
- package/templates/recipe-arena-2d/files/scripts/GameRules.ts +368 -368
- package/templates/recipe-arena-2d/files/scripts/MenuFlow.ts +106 -106
- package/templates/recipe-arena-2d/files/scripts/PlayerController.ts +151 -151
- package/templates/recipe-arena-2d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-arena-2d/files/scripts/Spawner.ts +214 -214
- package/templates/recipe-arena-2d/files/scripts/TouchRules.ts +174 -174
- package/templates/recipe-arena-2d/template.yaml +10 -10
- package/templates/recipe-blank-2d/files/README.md +61 -61
- package/templates/recipe-blank-2d/files/design/recipe.md +148 -148
- package/templates/recipe-blank-2d/files/design/tests/reachability.json +4 -4
- package/templates/recipe-blank-2d/files/design/tests/routines/restart.json +27 -27
- package/templates/recipe-blank-2d/files/scenes/main.pix3scene +224 -224
- package/templates/recipe-blank-2d/files/scenes/ui/result.pix3scene +85 -85
- package/templates/recipe-blank-2d/files/scripts/GameRules.ts +350 -350
- package/templates/recipe-blank-2d/files/scripts/ScoreHud.ts +110 -110
- package/templates/recipe-blank-2d/template.yaml +10 -10
- package/templates/recipe-bouncer-2d/files/README.md +81 -81
- package/templates/recipe-bouncer-2d/files/design/recipe.md +146 -146
- package/templates/recipe-bouncer-2d/files/scenes/main.pix3scene +615 -615
- package/templates/recipe-bouncer-2d/files/scenes/menu.pix3scene +191 -191
- package/templates/recipe-bouncer-2d/files/scenes/ui/result.pix3scene +87 -87
- package/templates/recipe-bouncer-2d/files/scripts/BallBody.ts +298 -298
- package/templates/recipe-bouncer-2d/files/scripts/GameRules.ts +377 -377
- package/templates/recipe-bouncer-2d/files/scripts/MenuFlow.ts +109 -109
- package/templates/recipe-bouncer-2d/files/scripts/PaddleController.ts +112 -112
- package/templates/recipe-bouncer-2d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-bouncer-2d/files/scripts/TouchRules.ts +263 -263
- package/templates/recipe-bouncer-2d/files/scripts/ball-collision.ts +307 -307
- package/templates/recipe-bouncer-2d/template.yaml +10 -10
- package/templates/recipe-grid-3d/files/README.md +22 -22
- package/templates/recipe-grid-3d/files/design/recipe.md +110 -110
- package/templates/recipe-grid-3d/files/scenes/main.pix3scene +169 -169
- package/templates/recipe-grid-3d/files/scenes/menu.pix3scene +100 -100
- package/templates/recipe-grid-3d/files/scenes/ui/result.pix3scene +105 -105
- package/templates/recipe-grid-3d/files/scripts/GridBoard.ts +319 -319
- package/templates/recipe-grid-3d/files/scripts/GridRules.ts +278 -278
- package/templates/recipe-grid-3d/files/scripts/MenuFlow.ts +106 -106
- package/templates/recipe-grid-3d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-grid-3d/template.yaml +10 -10
- package/templates/recipe-tapper-2d/files/README.md +39 -39
- package/templates/recipe-tapper-2d/files/design/recipe.md +132 -132
- package/templates/recipe-tapper-2d/files/design/tests/reachability.json +4 -4
- package/templates/recipe-tapper-2d/files/design/tests/routines/terminal-retry.json +23 -23
- package/templates/recipe-tapper-2d/files/scenes/main.pix3scene +269 -269
- package/templates/recipe-tapper-2d/files/scenes/menu.pix3scene +100 -100
- package/templates/recipe-tapper-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
- package/templates/recipe-tapper-2d/files/scenes/prefabs/target.pix3scene +45 -45
- package/templates/recipe-tapper-2d/files/scenes/ui/result.pix3scene +85 -85
- package/templates/recipe-tapper-2d/files/scripts/GameRules.ts +368 -368
- package/templates/recipe-tapper-2d/files/scripts/MenuFlow.ts +106 -106
- package/templates/recipe-tapper-2d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-tapper-2d/files/scripts/Spawner.ts +214 -214
- package/templates/recipe-tapper-2d/files/scripts/TouchRules.ts +192 -192
- package/templates/recipe-tapper-2d/template.yaml +10 -10
- package/dist/smoke/prebuilt/chunk-OJXQXIIQ.mjs +0 -239
- package/dist/validate/prebuilt/chunk-BS2OZM7U.js +0 -239
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@@ -1,106 +1,106 @@
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/**
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* MenuFlow — drives the menu scene (the project's entry/export scene).
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*
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* PLAY transitions to the game scene with a fade. That is all it does: keep the
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* menu dumb so the game scene stays directly playable on its own (agents and
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* the editor open `main.pix3scene` and press play without going through here).
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*
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* PLAY does not call `startGame()` directly: it dispatches the command
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* `start-game` (`scene.commands`). A test can then leave the menu without a tap,
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* every raised intent lands in `scene.commands.log` with its frame, and one real
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* tap is enough to prove the button is still wired to the intent it claims.
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*
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* It registers a debug provider too. `registerGameDebug` is global and
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* last-wins, and only the running scene's flow script registers one — so
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* without this, everything a tool reads while the menu is up would come back
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* empty (or, worse, stale from the previous scene).
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*/
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import { Script, registerGameDebug, type PropertySchema } from '@pix3/runtime';
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export class MenuFlow extends Script {
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private playButtonReady = false;
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private disposeDebug: (() => void) | null = null;
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private disposeCommands: (() => void)[] = [];
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constructor(id: string, type: string) {
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super(id, type);
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this.config = {
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gameScene: 'res://scenes/main.pix3scene',
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playButton: 'play-button',
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};
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}
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static getPropertySchema(): PropertySchema {
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const str = (name: string, label: string) => ({
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name,
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type: 'string' as const,
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ui: { label, group: 'Menu' },
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getValue: (s: unknown) => (s as MenuFlow).config[name],
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setValue: (s: unknown, v: unknown) => {
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(s as MenuFlow).config[name] = typeof v === 'string' ? v : '';
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},
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});
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return {
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nodeType: 'MenuFlow',
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properties: [str('gameScene', 'Game Scene'), str('playButton', 'Play Button')],
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groups: { Menu: { label: 'Menu Flow', expanded: true } },
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};
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}
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onStart(): void {
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const commands = this.scene?.commands;
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this.disposeCommands = [
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commands?.register('start-game', () => this.startGame(), {
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description: 'Leave the menu and transition into the game scene.',
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}),
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].filter((dispose): dispose is () => void => dispose !== undefined);
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this.disposeDebug = registerGameDebug({
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name: 'recipe-grid-3d',
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version: 1,
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// The registry IS the action list — never a second, hand-kept copy.
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actions: () => this.scene?.commands.list().map(command => command.name) ?? [],
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// `scene` is what tells a reader which flow answered: the game scene's
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// GameRules publishes under the same name.
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snapshot: () => ({
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scene: 'menu',
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gameScene: String(this.config.gameScene ?? ''),
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playButtonReady: this.playButtonReady,
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}),
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});
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const button = this.findNode(String(this.config.playButton ?? ''));
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if (!button) {
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console.warn(`[MenuFlow] Button "${this.config.playButton}" not found.`);
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return;
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}
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this.playButtonReady = true;
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button.connect('pressed', this, () => {
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this.scene?.commands.dispatch('start-game');
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});
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}
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onDetach(): void {
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// holds *this* provider, so the next scene's registration is never wiped.
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this.disposeDebug?.();
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this.disposeDebug = null;
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// The scene's registry is cleared on stop anyway; this covers the other
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// case — this script being detached while the scene keeps running.
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for (const dispose of this.disposeCommands) {
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dispose();
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}
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this.disposeCommands = [];
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this.playButtonReady = false;
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super.onDetach();
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}
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/** Transition into the game scene. */
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startGame(): void {
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void this.scene?.changeScene(String(this.config.gameScene ?? ''), {
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transition: 'fade',
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durationSec: 0.3,
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});
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}
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}
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/**
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* MenuFlow — drives the menu scene (the project's entry/export scene).
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|
3
|
+
*
|
|
4
|
+
* PLAY transitions to the game scene with a fade. That is all it does: keep the
|
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5
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* menu dumb so the game scene stays directly playable on its own (agents and
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* the editor open `main.pix3scene` and press play without going through here).
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*
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* PLAY does not call `startGame()` directly: it dispatches the command
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* `start-game` (`scene.commands`). A test can then leave the menu without a tap,
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* every raised intent lands in `scene.commands.log` with its frame, and one real
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* tap is enough to prove the button is still wired to the intent it claims.
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*
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* It registers a debug provider too. `registerGameDebug` is global and
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* last-wins, and only the running scene's flow script registers one — so
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* without this, everything a tool reads while the menu is up would come back
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* empty (or, worse, stale from the previous scene).
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*/
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import { Script, registerGameDebug, type PropertySchema } from '@pix3/runtime';
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export class MenuFlow extends Script {
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private playButtonReady = false;
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private disposeDebug: (() => void) | null = null;
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private disposeCommands: (() => void)[] = [];
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constructor(id: string, type: string) {
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super(id, type);
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this.config = {
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gameScene: 'res://scenes/main.pix3scene',
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playButton: 'play-button',
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};
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}
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static getPropertySchema(): PropertySchema {
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const str = (name: string, label: string) => ({
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name,
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type: 'string' as const,
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ui: { label, group: 'Menu' },
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getValue: (s: unknown) => (s as MenuFlow).config[name],
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setValue: (s: unknown, v: unknown) => {
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(s as MenuFlow).config[name] = typeof v === 'string' ? v : '';
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},
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});
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return {
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nodeType: 'MenuFlow',
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properties: [str('gameScene', 'Game Scene'), str('playButton', 'Play Button')],
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groups: { Menu: { label: 'Menu Flow', expanded: true } },
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};
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}
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onStart(): void {
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const commands = this.scene?.commands;
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this.disposeCommands = [
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commands?.register('start-game', () => this.startGame(), {
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description: 'Leave the menu and transition into the game scene.',
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}),
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].filter((dispose): dispose is () => void => dispose !== undefined);
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this.disposeDebug = registerGameDebug({
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name: 'recipe-grid-3d',
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version: 1,
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// The registry IS the action list — never a second, hand-kept copy.
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actions: () => this.scene?.commands.list().map(command => command.name) ?? [],
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// `scene` is what tells a reader which flow answered: the game scene's
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// GameRules publishes under the same name.
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snapshot: () => ({
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scene: 'menu',
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gameScene: String(this.config.gameScene ?? ''),
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playButtonReady: this.playButtonReady,
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}),
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});
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const button = this.findNode(String(this.config.playButton ?? ''));
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if (!button) {
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console.warn(`[MenuFlow] Button "${this.config.playButton}" not found.`);
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return;
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}
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this.playButtonReady = true;
|
|
79
|
+
button.connect('pressed', this, () => {
|
|
80
|
+
this.scene?.commands.dispatch('start-game');
|
|
81
|
+
});
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
onDetach(): void {
|
|
85
|
+
// Safe in any order: the disposer clears the global only while it still
|
|
86
|
+
// holds *this* provider, so the next scene's registration is never wiped.
|
|
87
|
+
this.disposeDebug?.();
|
|
88
|
+
this.disposeDebug = null;
|
|
89
|
+
// The scene's registry is cleared on stop anyway; this covers the other
|
|
90
|
+
// case — this script being detached while the scene keeps running.
|
|
91
|
+
for (const dispose of this.disposeCommands) {
|
|
92
|
+
dispose();
|
|
93
|
+
}
|
|
94
|
+
this.disposeCommands = [];
|
|
95
|
+
this.playButtonReady = false;
|
|
96
|
+
super.onDetach();
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
/** Transition into the game scene. */
|
|
100
|
+
startGame(): void {
|
|
101
|
+
void this.scene?.changeScene(String(this.config.gameScene ?? ''), {
|
|
102
|
+
transition: 'fade',
|
|
103
|
+
durationSec: 0.3,
|
|
104
|
+
});
|
|
105
|
+
}
|
|
106
|
+
}
|
|
@@ -1,94 +1,94 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* ScoreHud — signal-driven HUD. Display only, no game logic.
|
|
3
|
-
*
|
|
4
|
-
* Listens on `sourceNode` (the node carrying `GameRules`) for:
|
|
5
|
-
* `score-changed` (score)
|
|
6
|
-
* `lives-changed` (lives, maxLives)
|
|
7
|
-
* `time-changed` (seconds)
|
|
8
|
-
*
|
|
9
|
-
* If a HUD widget is missing from the scene it is quietly skipped, so you can
|
|
10
|
-
* delete the timer or the lives bar without touching any script.
|
|
11
|
-
*/
|
|
12
|
-
import { Bar2D, Label2D, Script, type PropertySchema } from '@pix3/runtime';
|
|
13
|
-
|
|
14
|
-
export class ScoreHud extends Script {
|
|
15
|
-
constructor(id: string, type: string) {
|
|
16
|
-
super(id, type);
|
|
17
|
-
this.config = {
|
|
18
|
-
// Node that emits the HUD signals (the GameRules host).
|
|
19
|
-
sourceNode: 'game-root',
|
|
20
|
-
scoreLabel: 'score-label',
|
|
21
|
-
scoreFormat: 'SCORE {value}',
|
|
22
|
-
timeLabel: 'time-label',
|
|
23
|
-
timeFormat: '{value}',
|
|
24
|
-
livesBar: 'lives-bar',
|
|
25
|
-
};
|
|
26
|
-
}
|
|
27
|
-
|
|
28
|
-
static getPropertySchema(): PropertySchema {
|
|
29
|
-
const str = (name: string, label: string, description?: string) => ({
|
|
30
|
-
name,
|
|
31
|
-
type: 'string' as const,
|
|
32
|
-
ui: { label, group: 'HUD', description },
|
|
33
|
-
getValue: (s: unknown) => (s as ScoreHud).config[name],
|
|
34
|
-
setValue: (s: unknown, v: unknown) => {
|
|
35
|
-
(s as ScoreHud).config[name] = typeof v === 'string' ? v : '';
|
|
36
|
-
},
|
|
37
|
-
});
|
|
38
|
-
|
|
39
|
-
return {
|
|
40
|
-
nodeType: 'ScoreHud',
|
|
41
|
-
properties: [
|
|
42
|
-
str('sourceNode', 'Source Node', 'Node that emits score-changed / lives-changed / time-changed'),
|
|
43
|
-
str('scoreLabel', 'Score Label'),
|
|
44
|
-
str('scoreFormat', 'Score Format', '{value} is replaced by the score'),
|
|
45
|
-
str('timeLabel', 'Time Label'),
|
|
46
|
-
str('timeFormat', 'Time Format', '{value} is replaced by whole seconds'),
|
|
47
|
-
str('livesBar', 'Lives Bar'),
|
|
48
|
-
],
|
|
49
|
-
groups: { HUD: { label: 'HUD', expanded: true } },
|
|
50
|
-
};
|
|
51
|
-
}
|
|
52
|
-
|
|
53
|
-
onStart(): void {
|
|
54
|
-
const source = this.findNode(String(this.config.sourceNode ?? ''));
|
|
55
|
-
if (!source) {
|
|
56
|
-
console.warn(`[ScoreHud] Source node "${this.config.sourceNode}" not found.`);
|
|
57
|
-
return;
|
|
58
|
-
}
|
|
59
|
-
source.connect('score-changed', this, (...args: unknown[]) => this.setScore(Number(args[0]) || 0));
|
|
60
|
-
source.connect('time-changed', this, (...args: unknown[]) => this.setTime(Number(args[0]) || 0));
|
|
61
|
-
source.connect('lives-changed', this, (...args: unknown[]) =>
|
|
62
|
-
this.setLives(Number(args[0]) || 0, Number(args[1]) || 0)
|
|
63
|
-
);
|
|
64
|
-
// Ask for the opening values now that the listeners are live: GameRules
|
|
65
|
-
// starts before this HUD (parent components tick before children).
|
|
66
|
-
source.emit('hud-ready');
|
|
67
|
-
}
|
|
68
|
-
|
|
69
|
-
private setScore(score: number): void {
|
|
70
|
-
const label = this.findNode(String(this.config.scoreLabel ?? ''));
|
|
71
|
-
if (label instanceof Label2D) {
|
|
72
|
-
label.setText(String(this.config.scoreFormat ?? '{value}').replace('{value}', String(Math.round(score))));
|
|
73
|
-
}
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
private setTime(seconds: number): void {
|
|
77
|
-
const label = this.findNode(String(this.config.timeLabel ?? ''));
|
|
78
|
-
if (label instanceof Label2D) {
|
|
79
|
-
label.setText(
|
|
80
|
-
String(this.config.timeFormat ?? '{value}').replace('{value}', String(Math.max(0, Math.ceil(seconds))))
|
|
81
|
-
);
|
|
82
|
-
}
|
|
83
|
-
}
|
|
84
|
-
|
|
85
|
-
private setLives(lives: number, maxLives: number): void {
|
|
86
|
-
const bar = this.findNode(String(this.config.livesBar ?? ''));
|
|
87
|
-
if (bar instanceof Bar2D) {
|
|
88
|
-
if (maxLives > 0) {
|
|
89
|
-
bar.maxValue = maxLives;
|
|
90
|
-
}
|
|
91
|
-
bar.setValue(lives);
|
|
92
|
-
}
|
|
93
|
-
}
|
|
94
|
-
}
|
|
1
|
+
/**
|
|
2
|
+
* ScoreHud — signal-driven HUD. Display only, no game logic.
|
|
3
|
+
*
|
|
4
|
+
* Listens on `sourceNode` (the node carrying `GameRules`) for:
|
|
5
|
+
* `score-changed` (score)
|
|
6
|
+
* `lives-changed` (lives, maxLives)
|
|
7
|
+
* `time-changed` (seconds)
|
|
8
|
+
*
|
|
9
|
+
* If a HUD widget is missing from the scene it is quietly skipped, so you can
|
|
10
|
+
* delete the timer or the lives bar without touching any script.
|
|
11
|
+
*/
|
|
12
|
+
import { Bar2D, Label2D, Script, type PropertySchema } from '@pix3/runtime';
|
|
13
|
+
|
|
14
|
+
export class ScoreHud extends Script {
|
|
15
|
+
constructor(id: string, type: string) {
|
|
16
|
+
super(id, type);
|
|
17
|
+
this.config = {
|
|
18
|
+
// Node that emits the HUD signals (the GameRules host).
|
|
19
|
+
sourceNode: 'game-root',
|
|
20
|
+
scoreLabel: 'score-label',
|
|
21
|
+
scoreFormat: 'SCORE {value}',
|
|
22
|
+
timeLabel: 'time-label',
|
|
23
|
+
timeFormat: '{value}',
|
|
24
|
+
livesBar: 'lives-bar',
|
|
25
|
+
};
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
static getPropertySchema(): PropertySchema {
|
|
29
|
+
const str = (name: string, label: string, description?: string) => ({
|
|
30
|
+
name,
|
|
31
|
+
type: 'string' as const,
|
|
32
|
+
ui: { label, group: 'HUD', description },
|
|
33
|
+
getValue: (s: unknown) => (s as ScoreHud).config[name],
|
|
34
|
+
setValue: (s: unknown, v: unknown) => {
|
|
35
|
+
(s as ScoreHud).config[name] = typeof v === 'string' ? v : '';
|
|
36
|
+
},
|
|
37
|
+
});
|
|
38
|
+
|
|
39
|
+
return {
|
|
40
|
+
nodeType: 'ScoreHud',
|
|
41
|
+
properties: [
|
|
42
|
+
str('sourceNode', 'Source Node', 'Node that emits score-changed / lives-changed / time-changed'),
|
|
43
|
+
str('scoreLabel', 'Score Label'),
|
|
44
|
+
str('scoreFormat', 'Score Format', '{value} is replaced by the score'),
|
|
45
|
+
str('timeLabel', 'Time Label'),
|
|
46
|
+
str('timeFormat', 'Time Format', '{value} is replaced by whole seconds'),
|
|
47
|
+
str('livesBar', 'Lives Bar'),
|
|
48
|
+
],
|
|
49
|
+
groups: { HUD: { label: 'HUD', expanded: true } },
|
|
50
|
+
};
|
|
51
|
+
}
|
|
52
|
+
|
|
53
|
+
onStart(): void {
|
|
54
|
+
const source = this.findNode(String(this.config.sourceNode ?? ''));
|
|
55
|
+
if (!source) {
|
|
56
|
+
console.warn(`[ScoreHud] Source node "${this.config.sourceNode}" not found.`);
|
|
57
|
+
return;
|
|
58
|
+
}
|
|
59
|
+
source.connect('score-changed', this, (...args: unknown[]) => this.setScore(Number(args[0]) || 0));
|
|
60
|
+
source.connect('time-changed', this, (...args: unknown[]) => this.setTime(Number(args[0]) || 0));
|
|
61
|
+
source.connect('lives-changed', this, (...args: unknown[]) =>
|
|
62
|
+
this.setLives(Number(args[0]) || 0, Number(args[1]) || 0)
|
|
63
|
+
);
|
|
64
|
+
// Ask for the opening values now that the listeners are live: GameRules
|
|
65
|
+
// starts before this HUD (parent components tick before children).
|
|
66
|
+
source.emit('hud-ready');
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
private setScore(score: number): void {
|
|
70
|
+
const label = this.findNode(String(this.config.scoreLabel ?? ''));
|
|
71
|
+
if (label instanceof Label2D) {
|
|
72
|
+
label.setText(String(this.config.scoreFormat ?? '{value}').replace('{value}', String(Math.round(score))));
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
private setTime(seconds: number): void {
|
|
77
|
+
const label = this.findNode(String(this.config.timeLabel ?? ''));
|
|
78
|
+
if (label instanceof Label2D) {
|
|
79
|
+
label.setText(
|
|
80
|
+
String(this.config.timeFormat ?? '{value}').replace('{value}', String(Math.max(0, Math.ceil(seconds))))
|
|
81
|
+
);
|
|
82
|
+
}
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
private setLives(lives: number, maxLives: number): void {
|
|
86
|
+
const bar = this.findNode(String(this.config.livesBar ?? ''));
|
|
87
|
+
if (bar instanceof Bar2D) {
|
|
88
|
+
if (maxLives > 0) {
|
|
89
|
+
bar.maxValue = maxLives;
|
|
90
|
+
}
|
|
91
|
+
bar.setValue(lives);
|
|
92
|
+
}
|
|
93
|
+
}
|
|
94
|
+
}
|
|
@@ -1,10 +1,10 @@
|
|
|
1
|
-
id: recipe-grid-3d
|
|
2
|
-
title: Grid 3D
|
|
3
|
-
description: A solid block of cubes you carve by tapping — clear every cube except the hidden core ones. Voxel carving, 3D minesweeper, layer puzzles, tap-to-mine.
|
|
4
|
-
projectType: 3d
|
|
5
|
-
targetPlatform: mobile
|
|
6
|
-
viewport: { width: 1080, height: 1920 }
|
|
7
|
-
# The build/full-run entry scene (Project Settings → Default Export Scene Path).
|
|
8
|
-
# The menu boots first; PLAY transitions to main.pix3scene (the board).
|
|
9
|
-
entryScene: scenes/menu.pix3scene
|
|
10
|
-
order: 63
|
|
1
|
+
id: recipe-grid-3d
|
|
2
|
+
title: Grid 3D
|
|
3
|
+
description: A solid block of cubes you carve by tapping — clear every cube except the hidden core ones. Voxel carving, 3D minesweeper, layer puzzles, tap-to-mine.
|
|
4
|
+
projectType: 3d
|
|
5
|
+
targetPlatform: mobile
|
|
6
|
+
viewport: { width: 1080, height: 1920 }
|
|
7
|
+
# The build/full-run entry scene (Project Settings → Default Export Scene Path).
|
|
8
|
+
# The menu boots first; PLAY transitions to main.pix3scene (the board).
|
|
9
|
+
entryScene: scenes/menu.pix3scene
|
|
10
|
+
order: 63
|
|
@@ -1,39 +1,39 @@
|
|
|
1
|
-
# Tapper 2D
|
|
2
|
-
|
|
3
|
-
A playable skeleton: objects fall into the field, tapping them is the whole
|
|
4
|
-
game, one bad type punishes, and a countdown ends the run. It plays as
|
|
5
|
-
shipped — press play in `scenes/main.pix3scene` before changing anything.
|
|
6
|
-
|
|
7
|
-
**`design/recipe.md` is the contract.** Stable node ids, tunables with ranges,
|
|
8
|
-
extension points and what must not be renamed. Read it first.
|
|
9
|
-
|
|
10
|
-
## Layout
|
|
11
|
-
|
|
12
|
-
```
|
|
13
|
-
scenes/menu.pix3scene entry / export scene — PLAY transitions to the game
|
|
14
|
-
scenes/main.pix3scene the GAME (editor startup scene — iterate here)
|
|
15
|
-
scenes/ui/result.pix3scene win/lose overlay, instanced into main hidden (editor-only)
|
|
16
|
-
scenes/prefabs/*.pix3scene what the spawners instantiate
|
|
17
|
-
scripts/Spawner.ts timed instantiate + drift + despawn
|
|
18
|
-
scripts/TouchRules.ts a tap → semantic signals
|
|
19
|
-
scripts/ScoreHud.ts signals → HUD widgets
|
|
20
|
-
scripts/GameRules.ts score / lives / timer / win / lose / end flow
|
|
21
|
-
scripts/MenuFlow.ts menu PLAY button
|
|
22
|
-
sprites/ph-*.png near-white placeholders (tinted via core:tint)
|
|
23
|
-
```
|
|
24
|
-
|
|
25
|
-
Same script names and roles as the other recipes — `Spawner`, `TouchRules`,
|
|
26
|
-
`ScoreHud`, `GameRules` mean the same thing everywhere, only their contact
|
|
27
|
-
source differs (here: a pointer-down hit-test instead of a proximity test).
|
|
28
|
-
|
|
29
|
-
## The rule that keeps it workable
|
|
30
|
-
|
|
31
|
-
One file, one responsibility, 70–140 lines. Small files can be edited
|
|
32
|
-
surgically; monoliths get rewritten wholesale and lose the changes that were
|
|
33
|
-
already working. When you add a mechanic, add a script.
|
|
34
|
-
|
|
35
|
-
```
|
|
36
|
-
TouchRules --touch-scored/touch-damaged--> GameRules --score-changed--> ScoreHud
|
|
37
|
-
--lives-changed-->
|
|
38
|
-
--time-changed-->
|
|
39
|
-
```
|
|
1
|
+
# Tapper 2D
|
|
2
|
+
|
|
3
|
+
A playable skeleton: objects fall into the field, tapping them is the whole
|
|
4
|
+
game, one bad type punishes, and a countdown ends the run. It plays as
|
|
5
|
+
shipped — press play in `scenes/main.pix3scene` before changing anything.
|
|
6
|
+
|
|
7
|
+
**`design/recipe.md` is the contract.** Stable node ids, tunables with ranges,
|
|
8
|
+
extension points and what must not be renamed. Read it first.
|
|
9
|
+
|
|
10
|
+
## Layout
|
|
11
|
+
|
|
12
|
+
```
|
|
13
|
+
scenes/menu.pix3scene entry / export scene — PLAY transitions to the game
|
|
14
|
+
scenes/main.pix3scene the GAME (editor startup scene — iterate here)
|
|
15
|
+
scenes/ui/result.pix3scene win/lose overlay, instanced into main hidden (editor-only)
|
|
16
|
+
scenes/prefabs/*.pix3scene what the spawners instantiate
|
|
17
|
+
scripts/Spawner.ts timed instantiate + drift + despawn
|
|
18
|
+
scripts/TouchRules.ts a tap → semantic signals
|
|
19
|
+
scripts/ScoreHud.ts signals → HUD widgets
|
|
20
|
+
scripts/GameRules.ts score / lives / timer / win / lose / end flow
|
|
21
|
+
scripts/MenuFlow.ts menu PLAY button
|
|
22
|
+
sprites/ph-*.png near-white placeholders (tinted via core:tint)
|
|
23
|
+
```
|
|
24
|
+
|
|
25
|
+
Same script names and roles as the other recipes — `Spawner`, `TouchRules`,
|
|
26
|
+
`ScoreHud`, `GameRules` mean the same thing everywhere, only their contact
|
|
27
|
+
source differs (here: a pointer-down hit-test instead of a proximity test).
|
|
28
|
+
|
|
29
|
+
## The rule that keeps it workable
|
|
30
|
+
|
|
31
|
+
One file, one responsibility, 70–140 lines. Small files can be edited
|
|
32
|
+
surgically; monoliths get rewritten wholesale and lose the changes that were
|
|
33
|
+
already working. When you add a mechanic, add a script.
|
|
34
|
+
|
|
35
|
+
```
|
|
36
|
+
TouchRules --touch-scored/touch-damaged--> GameRules --score-changed--> ScoreHud
|
|
37
|
+
--lives-changed-->
|
|
38
|
+
--time-changed-->
|
|
39
|
+
```
|