@pix3/cli 1.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +754 -0
- package/dist/index.js +494 -0
- package/dist/runtime-types.json +1 -0
- package/dist/smoke/prebuilt/build-7MIXIMSZ.mjs +948 -0
- package/dist/smoke/prebuilt/chunk-J2SJVMDO.mjs +2 -0
- package/dist/smoke/prebuilt/chunk-OJXQXIIQ.mjs +239 -0
- package/dist/smoke/prebuilt/chunk-P2CBRXPJ.mjs +4050 -0
- package/dist/smoke/prebuilt/runtime.mjs +2 -0
- package/dist/smoke/prebuilt/smoke-worker.mjs +3 -0
- package/dist/smoke/prebuilt/three.mjs +2 -0
- package/dist/smoke/prebuilt/tree-defaults.mjs +2 -0
- package/dist/validate/prebuilt/build-AUGKXER3.js +948 -0
- package/dist/validate/prebuilt/bundle-main.js +24 -0
- package/dist/validate/prebuilt/chunk-6ACT6FNV.js +4050 -0
- package/dist/validate/prebuilt/chunk-BS2OZM7U.js +239 -0
- package/dist/validate/prebuilt/runtime.js +2 -0
- package/dist/validate/prebuilt/three.js +2 -0
- package/kit/files/.claude/skills/pix3-nodes/SKILL.md +210 -0
- package/kit/files/.claude/skills/pix3-nodes/reference.md +1331 -0
- package/kit/files/.claude/skills/pix3-scene-format/SKILL.md +235 -0
- package/kit/files/.claude/skills/pix3-scene-format/reference.md +176 -0
- package/kit/files/.claude/skills/pix3-scripts/SKILL.md +281 -0
- package/kit/files/.claude/skills/pix3-scripts/reference.md +638 -0
- package/kit/files/.claude/skills/pix3-verify/SKILL.md +386 -0
- package/kit/files/.claude/skills/pix3-verify/reference.md +21 -0
- package/kit/files/AGENTS.md +203 -0
- package/kit/files/CLAUDE.md +1 -0
- package/kit/kit.json +24 -0
- package/package.json +54 -0
- package/templates/empty-2d/files/README.md +20 -0
- package/templates/empty-2d/files/scenes/main.pix3scene +68 -0
- package/templates/empty-2d/files/sprites/pix3-logo.png +0 -0
- package/templates/empty-2d/template.yaml +7 -0
- package/templates/empty-3d/files/README.md +20 -0
- package/templates/empty-3d/files/scenes/main.pix3scene +108 -0
- package/templates/empty-3d/files/sprites/pix3-logo.png +0 -0
- package/templates/empty-3d/template.yaml +7 -0
- package/templates/idea-blank/files/README.md +22 -0
- package/templates/idea-blank/files/scenes/main.pix3scene +37 -0
- package/templates/idea-blank/template.yaml +10 -0
- package/templates/minigame-2d/files/README.md +44 -0
- package/templates/minigame-2d/files/design/tests/reachability.json +1 -0
- package/templates/minigame-2d/files/design/tests/routines/mute-music.json +44 -0
- package/templates/minigame-2d/files/scenes/main.pix3scene +84 -0
- package/templates/minigame-2d/files/scenes/menu.pix3scene +118 -0
- package/templates/minigame-2d/files/scenes/ui/settings-window.pix3scene +138 -0
- package/templates/minigame-2d/files/scripts/GameFlow.ts +133 -0
- package/templates/minigame-2d/files/scripts/MenuFlow.ts +217 -0
- package/templates/minigame-2d/files/scripts/SettingsWindow.ts +198 -0
- package/templates/minigame-2d/template.yaml +10 -0
- package/templates/playable-2d/files/README.md +30 -0
- package/templates/playable-2d/files/design/recipe.md +83 -0
- package/templates/playable-2d/files/design/tests/reachability.json +4 -0
- package/templates/playable-2d/files/design/tests/routines/intro-to-cta.json +32 -0
- package/templates/playable-2d/files/scenes/main.pix3scene +111 -0
- package/templates/playable-2d/files/scenes/ui/end-screen.pix3scene +91 -0
- package/templates/playable-2d/files/scenes/ui/intro.pix3scene +65 -0
- package/templates/playable-2d/files/scripts/CtaButton.ts +55 -0
- package/templates/playable-2d/files/scripts/GameFlow.ts +256 -0
- package/templates/playable-2d/files/sprites/pix3-logo.png +0 -0
- package/templates/playable-2d/template.yaml +9 -0
- package/templates/playable-3d/files/README.md +32 -0
- package/templates/playable-3d/files/design/recipe.md +127 -0
- package/templates/playable-3d/files/design/tests/reachability.json +4 -0
- package/templates/playable-3d/files/design/tests/routines/intro-to-cta.json +32 -0
- package/templates/playable-3d/files/scenes/main.pix3scene +230 -0
- package/templates/playable-3d/files/scenes/ui/end-screen.pix3scene +91 -0
- package/templates/playable-3d/files/scenes/ui/intro.pix3scene +65 -0
- package/templates/playable-3d/files/scripts/CtaButton.ts +55 -0
- package/templates/playable-3d/files/scripts/GameFlow.ts +309 -0
- package/templates/playable-3d/files/scripts/GameRules.ts +290 -0
- package/templates/playable-3d/files/scripts/ScoreHud.ts +113 -0
- package/templates/playable-3d/template.yaml +9 -0
- package/templates/recipe-arena-2d/files/README.md +48 -0
- package/templates/recipe-arena-2d/files/design/recipe.md +127 -0
- package/templates/recipe-arena-2d/files/design/tests/reachability.json +4 -0
- package/templates/recipe-arena-2d/files/design/tests/routines/terminal-retry.json +23 -0
- package/templates/recipe-arena-2d/files/scenes/main.pix3scene +292 -0
- package/templates/recipe-arena-2d/files/scenes/menu.pix3scene +100 -0
- package/templates/recipe-arena-2d/files/scenes/prefabs/hazard.pix3scene +42 -0
- package/templates/recipe-arena-2d/files/scenes/prefabs/pickup.pix3scene +45 -0
- package/templates/recipe-arena-2d/files/scenes/ui/result.pix3scene +85 -0
- package/templates/recipe-arena-2d/files/scripts/GameRules.ts +368 -0
- package/templates/recipe-arena-2d/files/scripts/MenuFlow.ts +106 -0
- package/templates/recipe-arena-2d/files/scripts/PlayerController.ts +151 -0
- package/templates/recipe-arena-2d/files/scripts/ScoreHud.ts +94 -0
- package/templates/recipe-arena-2d/files/scripts/Spawner.ts +214 -0
- package/templates/recipe-arena-2d/files/scripts/TouchRules.ts +174 -0
- package/templates/recipe-arena-2d/files/sprites/ph-avatar.png +0 -0
- package/templates/recipe-arena-2d/files/sprites/ph-hazard.png +0 -0
- package/templates/recipe-arena-2d/files/sprites/ph-pickup.png +0 -0
- package/templates/recipe-arena-2d/template.yaml +10 -0
- package/templates/recipe-blank-2d/files/README.md +61 -0
- package/templates/recipe-blank-2d/files/design/recipe.md +148 -0
- package/templates/recipe-blank-2d/files/design/tests/reachability.json +4 -0
- package/templates/recipe-blank-2d/files/design/tests/routines/restart.json +27 -0
- package/templates/recipe-blank-2d/files/design/tests/routines/terminal-retry.json +23 -0
- package/templates/recipe-blank-2d/files/scenes/main.pix3scene +224 -0
- package/templates/recipe-blank-2d/files/scenes/ui/result.pix3scene +85 -0
- package/templates/recipe-blank-2d/files/scripts/GameRules.ts +350 -0
- package/templates/recipe-blank-2d/files/scripts/ScoreHud.ts +110 -0
- package/templates/recipe-blank-2d/files/sprites/ph-bg.png +0 -0
- package/templates/recipe-blank-2d/files/sprites/ph-capsule.png +0 -0
- package/templates/recipe-blank-2d/files/sprites/ph-circle.png +0 -0
- package/templates/recipe-blank-2d/files/sprites/ph-orb.png +0 -0
- package/templates/recipe-blank-2d/files/sprites/ph-ring.png +0 -0
- package/templates/recipe-blank-2d/files/sprites/ph-star.png +0 -0
- package/templates/recipe-blank-2d/template.yaml +10 -0
- package/templates/recipe-bouncer-2d/files/README.md +81 -0
- package/templates/recipe-bouncer-2d/files/design/recipe.md +146 -0
- package/templates/recipe-bouncer-2d/files/design/tests/reachability.json +4 -0
- package/templates/recipe-bouncer-2d/files/design/tests/routines/terminal-retry.json +23 -0
- package/templates/recipe-bouncer-2d/files/scenes/main.pix3scene +615 -0
- package/templates/recipe-bouncer-2d/files/scenes/menu.pix3scene +191 -0
- package/templates/recipe-bouncer-2d/files/scenes/ui/result.pix3scene +87 -0
- package/templates/recipe-bouncer-2d/files/scripts/BallBody.ts +298 -0
- package/templates/recipe-bouncer-2d/files/scripts/GameRules.ts +377 -0
- package/templates/recipe-bouncer-2d/files/scripts/MenuFlow.ts +109 -0
- package/templates/recipe-bouncer-2d/files/scripts/PaddleController.ts +112 -0
- package/templates/recipe-bouncer-2d/files/scripts/ScoreHud.ts +94 -0
- package/templates/recipe-bouncer-2d/files/scripts/TouchRules.ts +263 -0
- package/templates/recipe-bouncer-2d/files/scripts/ball-collision.ts +307 -0
- package/templates/recipe-bouncer-2d/files/sprites/ph-ball.png +0 -0
- package/templates/recipe-bouncer-2d/files/sprites/ph-bg.png +0 -0
- package/templates/recipe-bouncer-2d/files/sprites/ph-bumper.png +0 -0
- package/templates/recipe-bouncer-2d/files/sprites/ph-paddle.png +0 -0
- package/templates/recipe-bouncer-2d/template.yaml +10 -0
- package/templates/recipe-grid-3d/files/README.md +22 -0
- package/templates/recipe-grid-3d/files/design/recipe.md +110 -0
- package/templates/recipe-grid-3d/files/scenes/main.pix3scene +169 -0
- package/templates/recipe-grid-3d/files/scenes/menu.pix3scene +100 -0
- package/templates/recipe-grid-3d/files/scenes/ui/result.pix3scene +105 -0
- package/templates/recipe-grid-3d/files/scripts/GridBoard.ts +319 -0
- package/templates/recipe-grid-3d/files/scripts/GridRules.ts +278 -0
- package/templates/recipe-grid-3d/files/scripts/MenuFlow.ts +106 -0
- package/templates/recipe-grid-3d/files/scripts/ScoreHud.ts +94 -0
- package/templates/recipe-grid-3d/template.yaml +10 -0
- package/templates/recipe-tapper-2d/files/README.md +39 -0
- package/templates/recipe-tapper-2d/files/design/recipe.md +132 -0
- package/templates/recipe-tapper-2d/files/design/tests/reachability.json +4 -0
- package/templates/recipe-tapper-2d/files/design/tests/routines/terminal-retry.json +23 -0
- package/templates/recipe-tapper-2d/files/scenes/main.pix3scene +269 -0
- package/templates/recipe-tapper-2d/files/scenes/menu.pix3scene +100 -0
- package/templates/recipe-tapper-2d/files/scenes/prefabs/hazard.pix3scene +42 -0
- package/templates/recipe-tapper-2d/files/scenes/prefabs/target.pix3scene +45 -0
- package/templates/recipe-tapper-2d/files/scenes/ui/result.pix3scene +85 -0
- package/templates/recipe-tapper-2d/files/scripts/GameRules.ts +368 -0
- package/templates/recipe-tapper-2d/files/scripts/MenuFlow.ts +106 -0
- package/templates/recipe-tapper-2d/files/scripts/ScoreHud.ts +94 -0
- package/templates/recipe-tapper-2d/files/scripts/Spawner.ts +214 -0
- package/templates/recipe-tapper-2d/files/scripts/TouchRules.ts +192 -0
- package/templates/recipe-tapper-2d/files/sprites/ph-hazard.png +0 -0
- package/templates/recipe-tapper-2d/files/sprites/ph-target.png +0 -0
- package/templates/recipe-tapper-2d/template.yaml +10 -0
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# Pix3 Scene File (YAML)
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# Minigame 2D — the MENU scene. This is the project's ENTRY / export scene
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# (Project Settings → Default Export Scene Path): a full build and "Play Game (Entry Scene)"
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# boot here so you can debug the whole flow. PLAY transitions to the game scene
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# (main.pix3scene) via a fade; SETTINGS opens the settings-window prefab.
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# Wired by scripts/MenuFlow.ts.
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version: 1.0.0
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metadata:
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author: Pix3 Template
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description: Menu scene — entry point; PLAY transitions to the game
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root:
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- id: menu-root
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type: Group2D
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name: Menu Root
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properties:
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width: 1920
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height: 1080
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layout:
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enabled: true
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horizontalAlign: stretch
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verticalAlign: stretch
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components:
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- id: menu-flow
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type: user:MenuFlow
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enabled: true
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config:
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gameScene: res://scenes/main.pix3scene
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settingsNode: settings-window
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playButton: play-button
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settingsButton: settings-button
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children:
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- id: menu-background
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type: ColorRect2D
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name: Menu Background
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properties:
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width: 1920
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height: 1080
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color: "#16213e"
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transform:
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position: [0, 0]
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scale: [1, 1]
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rotation: 0
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layout:
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enabled: true
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horizontalAlign: stretch
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verticalAlign: stretch
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children: []
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- id: menu-title
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type: Label2D
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name: Menu Title
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properties:
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label: "{{PROJECT_NAME}}"
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labelFontSize: 96
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labelColor: "#ffcf33"
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labelAlign: center
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transform:
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position: [0, 250]
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scale: [1, 1]
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rotation: 0
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layout:
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enabled: true
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horizontalAlign: center
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verticalAlign: center
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children: []
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- id: play-button
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type: Button2D
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name: Play Button
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properties:
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width: 420
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height: 120
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label: "PLAY"
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labelFontSize: 48
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labelColor: "#1a1a2e"
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backgroundColor: "#ffcf33"
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hoverColor: "#ffe066"
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pressedColor: "#e6b800"
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buttonAction: play
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transform:
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position: [0, 0]
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scale: [1, 1]
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rotation: 0
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layout:
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enabled: true
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horizontalAlign: center
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verticalAlign: center
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children: []
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- id: settings-button
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type: Button2D
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name: Settings Button
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properties:
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width: 420
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height: 120
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label: "SETTINGS"
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labelFontSize: 48
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labelColor: "#ffffff"
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backgroundColor: "#3a3a5e"
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hoverColor: "#4a4a6e"
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pressedColor: "#2a2a4e"
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buttonAction: open-settings
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transform:
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position: [0, -170]
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scale: [1, 1]
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rotation: 0
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layout:
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enabled: true
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horizontalAlign: center
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verticalAlign: center
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children: []
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# Settings modal — authored in scenes/ui/settings-window.pix3scene so this
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# scene opens on the MENU, not on the modal. `visible: false` hides it in
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# the EDITOR only; `initiallyVisible` (in the overlay file) is what play
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# mode reads, and user:MenuFlow opens it at run time on SETTINGS. Tick the
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# eye to preview it over the menu.
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- id: settings-window
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name: Settings Window
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instance: res://scenes/ui/settings-window.pix3scene
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properties:
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visible: false
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# Pix3 Scene File (YAML)
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# Minigame 2D — the SETTINGS modal: a centered panel with Music/SFX checkboxes
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# (wired to the audio buses by user:SettingsWindow) and a CLOSE button. It lives
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# in its own file under scenes/ui/ so the menu scene opens clean. Host scenes
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# carry it as a one-line `instance:` reference marked `visible: false`, which
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# hides it in the EDITOR only; `initiallyVisible: false` on `settings-root`
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# below is what play mode reads, and `user:MenuFlow` shows it at run time.
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#
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# Edit it here, full-screen, in its own tab. To preview it composited over the
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# menu, tick the eye on `settings-window` in menu.pix3scene — just do not commit
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# that tick, or every iteration starts behind the settings modal again.
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#
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# Instance it from any scene:
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# - id: settings-window
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# instance: res://scenes/ui/settings-window.pix3scene
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# properties:
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# visible: false
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version: 1.0.0
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metadata:
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author: Pix3 Template
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description: Reusable settings window (music/SFX toggles)
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root:
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- id: settings-root
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type: Group2D
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name: Settings Window
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properties:
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width: 640
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height: 520
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initiallyVisible: false
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layout:
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enabled: true
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horizontalAlign: center
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verticalAlign: center
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components:
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- id: settings-behavior
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type: user:SettingsWindow
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enabled: true
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config:
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musicToggle: music-toggle
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sfxToggle: sfx-toggle
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closeButton: close-button
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children:
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- id: settings-panel
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type: ColorRect2D
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name: Panel
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properties:
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width: 640
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height: 520
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color: "#1a1a2e"
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opacity: 0.97
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transform:
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position: [0, 0]
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rotation: 0
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children: []
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- id: settings-title
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type: Label2D
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name: Title
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properties:
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label: "SETTINGS"
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labelFontSize: 48
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labelAlign: center
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transform:
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position: [0, 190]
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rotation: 0
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children: []
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type: Label2D
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name: Music Label
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properties:
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label: "Music"
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labelColor: "#ffffff"
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labelAlign: left
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transform:
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position: [-120, 70]
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rotation: 0
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children: []
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- id: music-toggle
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type: Checkbox2D
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name: Music Toggle
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properties:
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size: 44
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checked: true
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checkedColor: "#ffcf33"
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uncheckedColor: "#555577"
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transform:
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position: [150, 70]
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rotation: 0
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children: []
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- id: sfx-label
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type: Label2D
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name: SFX Label
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properties:
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label: "Sound FX"
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labelFontSize: 36
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labelColor: "#ffffff"
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labelAlign: left
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transform:
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position: [-120, -10]
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scale: [1, 1]
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rotation: 0
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children: []
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- id: sfx-toggle
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type: Checkbox2D
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name: SFX Toggle
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properties:
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size: 44
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checked: true
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checkedColor: "#ffcf33"
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uncheckedColor: "#555577"
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transform:
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position: [150, -10]
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scale: [1, 1]
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rotation: 0
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children: []
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- id: close-button
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type: Button2D
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name: Close Button
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properties:
|
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width: 280
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height: 88
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label: "CLOSE"
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labelFontSize: 36
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labelColor: "#1a1a2e"
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backgroundColor: "#ffcf33"
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hoverColor: "#ffe066"
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pressedColor: "#e6b800"
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buttonAction: close-settings
|
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|
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transform:
|
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|
+
position: [0, -180]
|
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|
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scale: [1, 1]
|
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rotation: 0
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children: []
|
|
@@ -0,0 +1,133 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* GameFlow — drives the game scene (main.pix3scene).
|
|
3
|
+
*
|
|
4
|
+
* Attach to the game scene root. Wires the MENU button to transition back to the
|
|
5
|
+
* menu scene via a fade. Extend this with your win/lose flow — call
|
|
6
|
+
* `this.scene.changeScene('res://scenes/menu.pix3scene')` on game over
|
|
7
|
+
* to return to the menu, or transition to a results scene of your own.
|
|
8
|
+
*
|
|
9
|
+
* Two conventions in here are worth keeping as you build on this template:
|
|
10
|
+
*
|
|
11
|
+
* 1. **Intent-first handlers.** Every reaction to the UI lives in a named public
|
|
12
|
+
* method marked `Intent:`, registered as a **command** (`scene.commands`)
|
|
13
|
+
* that the signal handler dispatches. Tools (and you, from the console) then
|
|
14
|
+
* trigger the behaviour with `scene.commands.dispatch('return-to-menu')`
|
|
15
|
+
* instead of faking a click, and every raised intent is journalled with the
|
|
16
|
+
* frame it happened on.
|
|
17
|
+
* 2. **A debug provider.** `registerGameDebug` publishes a JSON snapshot of the
|
|
18
|
+
* game's state so agents and dev tooling can read what the game is doing
|
|
19
|
+
* instead of guessing from pixels. Add YOUR state to `snapshot()` — score,
|
|
20
|
+
* lives, level, whatever the game owns — and keep every value JSON-safe.
|
|
21
|
+
*/
|
|
22
|
+
import { Script, registerGameDebug, type PropertySchema } from '@pix3/runtime';
|
|
23
|
+
|
|
24
|
+
/** Coarse state of the game scene; extend with your own phases (`won`, `lost`, …). */
|
|
25
|
+
type GamePhase = 'idle' | 'playing' | 'leaving';
|
|
26
|
+
|
|
27
|
+
export class GameFlow extends Script {
|
|
28
|
+
private phase: GamePhase = 'idle';
|
|
29
|
+
private menuButtonReady = false;
|
|
30
|
+
private disposeDebug: (() => void) | null = null;
|
|
31
|
+
private disposeCommands: (() => void)[] = [];
|
|
32
|
+
|
|
33
|
+
constructor(id: string, type: string) {
|
|
34
|
+
super(id, type);
|
|
35
|
+
this.config = {
|
|
36
|
+
// res:// path of the scene the MENU button transitions to.
|
|
37
|
+
menuScene: 'res://scenes/menu.pix3scene',
|
|
38
|
+
// Node id/name of the button that returns to the menu.
|
|
39
|
+
menuButton: 'menu-button',
|
|
40
|
+
};
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
static getPropertySchema(): PropertySchema {
|
|
44
|
+
const stringProp = (name: string, label: string) => ({
|
|
45
|
+
name,
|
|
46
|
+
type: 'string' as const,
|
|
47
|
+
ui: { label, group: 'Game' },
|
|
48
|
+
getValue: (s: unknown) => (s as GameFlow).config[name],
|
|
49
|
+
setValue: (s: unknown, v: unknown) => {
|
|
50
|
+
(s as GameFlow).config[name] = typeof v === 'string' ? v : '';
|
|
51
|
+
},
|
|
52
|
+
});
|
|
53
|
+
|
|
54
|
+
return {
|
|
55
|
+
nodeType: 'GameFlow',
|
|
56
|
+
properties: [stringProp('menuScene', 'Menu Scene'), stringProp('menuButton', 'Menu Button')],
|
|
57
|
+
groups: { Game: { label: 'Game Flow', expanded: true } },
|
|
58
|
+
};
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
onStart(): void {
|
|
62
|
+
this.phase = 'playing';
|
|
63
|
+
const commands = this.scene?.commands;
|
|
64
|
+
this.disposeCommands = [
|
|
65
|
+
commands?.register('return-to-menu', () => this.returnToMenu(), {
|
|
66
|
+
description: 'Leave the game and transition back to the menu scene.',
|
|
67
|
+
}),
|
|
68
|
+
].filter((dispose): dispose is () => void => dispose !== undefined);
|
|
69
|
+
|
|
70
|
+
this.disposeDebug = registerGameDebug({
|
|
71
|
+
name: 'minigame-2d',
|
|
72
|
+
version: 1,
|
|
73
|
+
// The registry IS the action list — never a second, hand-kept copy.
|
|
74
|
+
actions: () => this.scene?.commands.list().map(command => command.name) ?? [],
|
|
75
|
+
// What "the start" means for this scene, so a test can put the game back
|
|
76
|
+
// without restarting it. All this template owns is `phase`, and `playing`
|
|
77
|
+
// is the value `onStart` sets — a run that had already dispatched
|
|
78
|
+
// `return-to-menu` would otherwise be stuck in `leaving`. Reset YOUR state
|
|
79
|
+
// here as you add it (score, level, spawned things), and seed your RNG from
|
|
80
|
+
// `seed` if you want two runs to be comparable and not merely to start
|
|
81
|
+
// from the same values.
|
|
82
|
+
reset: () => {
|
|
83
|
+
this.phase = 'playing';
|
|
84
|
+
},
|
|
85
|
+
// Everything returned here must be JSON-serialisable — plain values only,
|
|
86
|
+
// never live nodes or Three.js objects. Add your own state as you build.
|
|
87
|
+
snapshot: () => ({
|
|
88
|
+
phase: this.phase,
|
|
89
|
+
menuScene: String(this.config.menuScene ?? ''),
|
|
90
|
+
menuButtonReady: this.menuButtonReady,
|
|
91
|
+
}),
|
|
92
|
+
});
|
|
93
|
+
|
|
94
|
+
const query = String(this.config.menuButton ?? '');
|
|
95
|
+
if (!query) {
|
|
96
|
+
return;
|
|
97
|
+
}
|
|
98
|
+
const button = this.findNode(query);
|
|
99
|
+
if (button) {
|
|
100
|
+
this.menuButtonReady = true;
|
|
101
|
+
// The button raises the intent through the registry, so a single tap in a
|
|
102
|
+
// test proves this binding and every later scenario can skip the tap.
|
|
103
|
+
button.connect('pressed', this, () => {
|
|
104
|
+
this.scene?.commands.dispatch('return-to-menu');
|
|
105
|
+
});
|
|
106
|
+
} else {
|
|
107
|
+
console.warn(`[GameFlow] Button "${query}" not found.`);
|
|
108
|
+
}
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
onDetach(): void {
|
|
112
|
+
this.disposeDebug?.();
|
|
113
|
+
this.disposeDebug = null;
|
|
114
|
+
for (const dispose of this.disposeCommands) {
|
|
115
|
+
dispose();
|
|
116
|
+
}
|
|
117
|
+
this.disposeCommands = [];
|
|
118
|
+
this.phase = 'idle';
|
|
119
|
+
this.menuButtonReady = false;
|
|
120
|
+
super.onDetach();
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
/** Intent: leave the game and transition back to the menu scene (also on game over). */
|
|
124
|
+
returnToMenu(): void {
|
|
125
|
+
const menuScene = String(this.config.menuScene ?? '');
|
|
126
|
+
if (!menuScene) {
|
|
127
|
+
console.warn('[GameFlow] No menu scene configured.');
|
|
128
|
+
return;
|
|
129
|
+
}
|
|
130
|
+
this.phase = 'leaving';
|
|
131
|
+
void this.scene?.changeScene(menuScene, { transition: 'fade', durationSec: 0.3 });
|
|
132
|
+
}
|
|
133
|
+
}
|
|
@@ -0,0 +1,217 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* MenuFlow — drives the menu scene.
|
|
3
|
+
*
|
|
4
|
+
* Attach to the menu scene root. PLAY transitions to the game scene via a fade
|
|
5
|
+
* (`this.scene.changeScene`), SETTINGS shows the settings-window prefab instance.
|
|
6
|
+
* The game lives in its own scene (main.pix3scene) so it can be opened and played
|
|
7
|
+
* on its own; this menu is the entry point wired into the full build flow.
|
|
8
|
+
*
|
|
9
|
+
* Handlers here are **intent-first**: each button's behaviour lives in a named
|
|
10
|
+
* public method marked `Intent:`, and the intent is registered as a **command**
|
|
11
|
+
* (`scene.commands`) that the button's signal handler dispatches. Three things
|
|
12
|
+
* follow, all for free: a test drives the menu with
|
|
13
|
+
* `scene.commands.dispatch('start-game')` instead of a tap; every raised intent
|
|
14
|
+
* lands in `scene.commands.log` with the frame it happened on; and one real tap
|
|
15
|
+
* is enough to prove the button is still wired to the intent it claims.
|
|
16
|
+
*
|
|
17
|
+
* It also registers a debug provider, exactly like `GameFlow` does for the game
|
|
18
|
+
* scene. `registerGameDebug` is global and last-wins, and only the running
|
|
19
|
+
* scene's flow script registers one — so without this, every tool reading the
|
|
20
|
+
* game while the menu is up would get nothing (or stale game-scene state).
|
|
21
|
+
*/
|
|
22
|
+
import {
|
|
23
|
+
Checkbox2D,
|
|
24
|
+
NodeBase,
|
|
25
|
+
Script,
|
|
26
|
+
registerGameDebug,
|
|
27
|
+
type PropertySchema,
|
|
28
|
+
} from '@pix3/runtime';
|
|
29
|
+
|
|
30
|
+
export class MenuFlow extends Script {
|
|
31
|
+
private playButtonReady = false;
|
|
32
|
+
private settingsButtonReady = false;
|
|
33
|
+
private disposeDebug: (() => void) | null = null;
|
|
34
|
+
private disposeCommands: (() => void)[] = [];
|
|
35
|
+
|
|
36
|
+
constructor(id: string, type: string) {
|
|
37
|
+
super(id, type);
|
|
38
|
+
this.config = {
|
|
39
|
+
// res:// path of the scene PLAY transitions to.
|
|
40
|
+
gameScene: 'res://scenes/main.pix3scene',
|
|
41
|
+
// Node id/name of the settings-window prefab instance to toggle.
|
|
42
|
+
settingsNode: 'settings-window',
|
|
43
|
+
playButton: 'play-button',
|
|
44
|
+
settingsButton: 'settings-button',
|
|
45
|
+
};
|
|
46
|
+
}
|
|
47
|
+
|
|
48
|
+
static getPropertySchema(): PropertySchema {
|
|
49
|
+
const stringProp = (name: string, label: string) => ({
|
|
50
|
+
name,
|
|
51
|
+
type: 'string' as const,
|
|
52
|
+
ui: { label, group: 'Menu' },
|
|
53
|
+
getValue: (s: unknown) => (s as MenuFlow).config[name],
|
|
54
|
+
setValue: (s: unknown, v: unknown) => {
|
|
55
|
+
(s as MenuFlow).config[name] = typeof v === 'string' ? v : '';
|
|
56
|
+
},
|
|
57
|
+
});
|
|
58
|
+
|
|
59
|
+
return {
|
|
60
|
+
nodeType: 'MenuFlow',
|
|
61
|
+
properties: [
|
|
62
|
+
stringProp('gameScene', 'Game Scene'),
|
|
63
|
+
stringProp('settingsNode', 'Settings Window'),
|
|
64
|
+
stringProp('playButton', 'Play Button'),
|
|
65
|
+
stringProp('settingsButton', 'Settings Button'),
|
|
66
|
+
],
|
|
67
|
+
groups: { Menu: { label: 'Menu Flow', expanded: true } },
|
|
68
|
+
};
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
onStart(): void {
|
|
72
|
+
// Register the intents first, then point the buttons at them: a button
|
|
73
|
+
// dispatches, it does not call the method, so the command journal is the
|
|
74
|
+
// whole truth about what the player asked for.
|
|
75
|
+
const commands = this.scene?.commands;
|
|
76
|
+
this.disposeCommands = [
|
|
77
|
+
commands?.register('start-game', () => this.startGame(), {
|
|
78
|
+
description: 'Leave the menu and transition into the game scene.',
|
|
79
|
+
}),
|
|
80
|
+
commands?.register(
|
|
81
|
+
'open-settings',
|
|
82
|
+
() => {
|
|
83
|
+
this.openSettings();
|
|
84
|
+
// Returning a reverse step is all it takes to make an intent
|
|
85
|
+
// undoable: `scene.commands.undo()` closes the window again.
|
|
86
|
+
return { undo: () => this.closeSettings() };
|
|
87
|
+
},
|
|
88
|
+
{ description: 'Show the settings window over the menu.', undoable: true }
|
|
89
|
+
),
|
|
90
|
+
commands?.register('close-settings', () => this.closeSettings(), {
|
|
91
|
+
description: 'Hide the settings window.',
|
|
92
|
+
}),
|
|
93
|
+
].filter((dispose): dispose is () => void => dispose !== undefined);
|
|
94
|
+
|
|
95
|
+
this.playButtonReady = this.connectButton(String(this.config.playButton ?? ''), () => {
|
|
96
|
+
this.scene?.commands.dispatch('start-game');
|
|
97
|
+
});
|
|
98
|
+
this.settingsButtonReady = this.connectButton(String(this.config.settingsButton ?? ''), () => {
|
|
99
|
+
this.scene?.commands.dispatch('open-settings');
|
|
100
|
+
});
|
|
101
|
+
|
|
102
|
+
this.disposeDebug = registerGameDebug({
|
|
103
|
+
name: 'minigame-2d',
|
|
104
|
+
version: 1,
|
|
105
|
+
// The registry IS the action list — never a second, hand-kept copy.
|
|
106
|
+
actions: () => this.scene?.commands.list().map(command => command.name) ?? [],
|
|
107
|
+
// What "the start" means for the menu: the fresh menu has the settings
|
|
108
|
+
// window closed, and an earlier `open-settings` is the one piece of state a
|
|
109
|
+
// later run would inherit. Deliberately NOT reset here: the checkboxes
|
|
110
|
+
// inside the window, which are player settings — a reset that silently
|
|
111
|
+
// reverted someone's audio choice would be a worse lie than not resetting.
|
|
112
|
+
// `seed` is ignored; the menu has no randomness to seed.
|
|
113
|
+
reset: () => this.closeSettings(),
|
|
114
|
+
// Same `name` as GameFlow — one game, one identity; `scene` says which
|
|
115
|
+
// flow answered. Everything here must stay JSON-serialisable.
|
|
116
|
+
snapshot: () => ({
|
|
117
|
+
scene: 'menu',
|
|
118
|
+
gameScene: String(this.config.gameScene ?? ''),
|
|
119
|
+
playButtonReady: this.playButtonReady,
|
|
120
|
+
settingsButtonReady: this.settingsButtonReady,
|
|
121
|
+
settingsVisible: this.isSettingsVisible(),
|
|
122
|
+
// Checkbox state inside the settings window, keyed by node id
|
|
123
|
+
// (`music-toggle` / `sfx-toggle` in the shipped prefab).
|
|
124
|
+
settingsToggles: this.readSettingsToggles(),
|
|
125
|
+
}),
|
|
126
|
+
});
|
|
127
|
+
}
|
|
128
|
+
|
|
129
|
+
onDetach(): void {
|
|
130
|
+
// Safe in any order: the disposer clears the global only while it still
|
|
131
|
+
// holds *this* provider, so the game scene's registration is never wiped.
|
|
132
|
+
this.disposeDebug?.();
|
|
133
|
+
this.disposeDebug = null;
|
|
134
|
+
// The scene's registry is cleared on stop anyway; this covers the other
|
|
135
|
+
// case — this script being detached while the scene keeps running.
|
|
136
|
+
for (const dispose of this.disposeCommands) {
|
|
137
|
+
dispose();
|
|
138
|
+
}
|
|
139
|
+
this.disposeCommands = [];
|
|
140
|
+
this.playButtonReady = false;
|
|
141
|
+
this.settingsButtonReady = false;
|
|
142
|
+
super.onDetach();
|
|
143
|
+
}
|
|
144
|
+
|
|
145
|
+
/** Intent: leave the menu and transition into the game scene. */
|
|
146
|
+
startGame(): void {
|
|
147
|
+
const gameScene = String(this.config.gameScene ?? '');
|
|
148
|
+
if (!gameScene) {
|
|
149
|
+
console.warn('[MenuFlow] No game scene configured.');
|
|
150
|
+
return;
|
|
151
|
+
}
|
|
152
|
+
void this.scene?.changeScene(gameScene, { transition: 'fade', durationSec: 0.3 });
|
|
153
|
+
}
|
|
154
|
+
|
|
155
|
+
/** Intent: show the settings window over the menu. */
|
|
156
|
+
openSettings(): void {
|
|
157
|
+
this.setNodeVisible(String(this.config.settingsNode ?? ''), true);
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
/** Intent: hide the settings window (its own CLOSE button does this too). */
|
|
161
|
+
closeSettings(): void {
|
|
162
|
+
this.setNodeVisible(String(this.config.settingsNode ?? ''), false);
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
/** Returns whether the button was found and wired (reported in the snapshot). */
|
|
166
|
+
private connectButton(query: string, handler: () => void): boolean {
|
|
167
|
+
if (!query) {
|
|
168
|
+
return false;
|
|
169
|
+
}
|
|
170
|
+
const button = this.findNode(query);
|
|
171
|
+
if (!button) {
|
|
172
|
+
console.warn(`[MenuFlow] Button "${query}" not found.`);
|
|
173
|
+
return false;
|
|
174
|
+
}
|
|
175
|
+
button.connect('pressed', this, handler);
|
|
176
|
+
return true;
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
private isSettingsVisible(): boolean {
|
|
180
|
+
const node = this.findNode(String(this.config.settingsNode ?? ''));
|
|
181
|
+
return node?.visible === true;
|
|
182
|
+
}
|
|
183
|
+
|
|
184
|
+
/** Every Checkbox2D under the settings window, by node id → checked. */
|
|
185
|
+
private readSettingsToggles(): Record<string, boolean> {
|
|
186
|
+
const toggles: Record<string, boolean> = {};
|
|
187
|
+
const root = this.findNode(String(this.config.settingsNode ?? ''));
|
|
188
|
+
if (!root) {
|
|
189
|
+
return toggles;
|
|
190
|
+
}
|
|
191
|
+
const visit = (node: NodeBase): void => {
|
|
192
|
+
if (node instanceof Checkbox2D) {
|
|
193
|
+
toggles[node.nodeId] = node.checked;
|
|
194
|
+
}
|
|
195
|
+
for (const child of node.children) {
|
|
196
|
+
// `children` also holds plain Three.js objects (visuals), not just nodes.
|
|
197
|
+
if (child instanceof NodeBase) {
|
|
198
|
+
visit(child);
|
|
199
|
+
}
|
|
200
|
+
}
|
|
201
|
+
};
|
|
202
|
+
visit(root);
|
|
203
|
+
return toggles;
|
|
204
|
+
}
|
|
205
|
+
|
|
206
|
+
private setNodeVisible(query: string, visible: boolean): void {
|
|
207
|
+
if (!query) {
|
|
208
|
+
return;
|
|
209
|
+
}
|
|
210
|
+
const node = this.findNode(query);
|
|
211
|
+
if (node) {
|
|
212
|
+
node.visible = visible;
|
|
213
|
+
} else {
|
|
214
|
+
console.warn(`[MenuFlow] Node "${query}" not found.`);
|
|
215
|
+
}
|
|
216
|
+
}
|
|
217
|
+
}
|