castle-web-cli 0.4.129 → 0.4.130

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 (144) hide show
  1. package/dist/agent-prompts.js +4 -4
  2. package/dist/filesChanged.d.ts +2 -0
  3. package/dist/filesChanged.js +6 -2
  4. package/dist/ide.js +15 -4
  5. package/dist/importBrowse.js +1 -0
  6. package/dist/index.js +10 -4
  7. package/dist/init.js +63 -15
  8. package/dist/native/loop.js +1 -1
  9. package/dist/native/tools.js +1 -1
  10. package/dist/serve.d.ts +1 -0
  11. package/dist/serve.js +20 -1
  12. package/dist/shell/assets/index-BpOLUyVO.js +441 -0
  13. package/dist/shell/assets/{index-CAq6f9B5.css → index-D6K-0YDB.css} +1 -1
  14. package/dist/shell/index.html +2 -2
  15. package/kits/physics-2d/CLAUDE.md +9 -10
  16. package/kits/physics-2d/castle.json +1 -1
  17. package/kits/physics-2d/editors/PlayOnly.jsx +15 -6
  18. package/kits/physics-2d/editors/PxArtEditor.jsx +95 -31
  19. package/kits/physics-2d/editors/SceneEditor.jsx +5 -5
  20. package/kits/physics-2d/editors/SingleEditor.jsx +37 -8
  21. package/kits/physics-2d/editors/StyleEditor.jsx +7 -4
  22. package/kits/physics-2d/editors/pixelEditorChrome.jsx +7 -7
  23. package/kits/physics-2d/editors/pixelInspector.jsx +13 -7
  24. package/kits/physics-2d/editors/pxArtTimeline.jsx +29 -11
  25. package/kits/physics-2d/editors/pxArtTimeline.module.css +11 -0
  26. package/kits/physics-2d/engine/blueprint.js +15 -3
  27. package/kits/physics-2d/engine/liveReload.js +33 -21
  28. package/kits/physics-2d/engine/systemRegistry.js +1 -1
  29. package/kits/physics-2d/engine/ui.jsx +2 -2
  30. package/kits/physics-2d/engine/ui.module.css +42 -0
  31. package/kits/physics-3d/CLAUDE.md +109 -0
  32. package/kits/physics-3d/behaviors/Body.jsx +51 -0
  33. package/kits/physics-3d/behaviors/Door.jsx +31 -0
  34. package/kits/physics-3d/behaviors/Lookable.jsx +11 -0
  35. package/kits/physics-3d/behaviors/Model.jsx +14 -0
  36. package/kits/physics-3d/behaviors/Pickup.jsx +39 -0
  37. package/kits/physics-3d/behaviors/Player.jsx +172 -0
  38. package/kits/physics-3d/behaviors/Portal.jsx +19 -0
  39. package/kits/physics-3d/behaviors/Shape.jsx +75 -0
  40. package/kits/physics-3d/behaviors/Solid.jsx +11 -0
  41. package/kits/physics-3d/behaviors/Transform.jsx +24 -0
  42. package/kits/physics-3d/blueprints/barrel.scene +15 -0
  43. package/kits/physics-3d/blueprints/crate.scene +29 -0
  44. package/kits/physics-3d/blueprints/door.scene +35 -0
  45. package/kits/physics-3d/blueprints/gem.scene +26 -0
  46. package/kits/physics-3d/blueprints/pillar.scene +25 -0
  47. package/kits/physics-3d/blueprints/platform.scene +23 -0
  48. package/kits/physics-3d/blueprints/player.scene +29 -0
  49. package/kits/physics-3d/blueprints/portal.scene +21 -0
  50. package/kits/physics-3d/blueprints/rock.scene +14 -0
  51. package/kits/physics-3d/blueprints/statue.scene +26 -0
  52. package/kits/physics-3d/blueprints/tree.scene +14 -0
  53. package/kits/physics-3d/blueprints/wall.scene +26 -0
  54. package/kits/{basic-2d → physics-3d}/castle.json +23 -5
  55. package/kits/physics-3d/docs/pxmodel-format.md +111 -0
  56. package/kits/physics-3d/drawings/crate.pxart +26 -0
  57. package/kits/physics-3d/drawings/door-edge.pxart +26 -0
  58. package/kits/physics-3d/drawings/door.pxart +27 -0
  59. package/kits/physics-3d/drawings/face.pxart +26 -0
  60. package/kits/physics-3d/drawings/floor.pxart +27 -0
  61. package/kits/physics-3d/drawings/platform.pxart +27 -0
  62. package/kits/physics-3d/drawings/statue.pxart +27 -0
  63. package/kits/physics-3d/drawings/wall.pxart +27 -0
  64. package/kits/physics-3d/engine3d/PlayOnly3D.jsx +32 -0
  65. package/kits/physics-3d/engine3d/PxModelEditor.jsx +619 -0
  66. package/kits/physics-3d/engine3d/Scene3DEditor.jsx +618 -0
  67. package/kits/physics-3d/engine3d/Scene3DPlayer.jsx +309 -0
  68. package/kits/physics-3d/engine3d/editor3dData.js +114 -0
  69. package/kits/physics-3d/engine3d/editor3dInspector.jsx +404 -0
  70. package/kits/physics-3d/engine3d/editorChrome.jsx +218 -0
  71. package/kits/physics-3d/engine3d/editorWorld.js +249 -0
  72. package/kits/physics-3d/engine3d/materials.js +174 -0
  73. package/kits/physics-3d/engine3d/meshops.js +123 -0
  74. package/kits/physics-3d/engine3d/modelEditorWorld.js +439 -0
  75. package/kits/physics-3d/engine3d/modelFiles.js +139 -0
  76. package/kits/physics-3d/engine3d/pxmodel.js +265 -0
  77. package/kits/physics-3d/engine3d/thumbnails.js +137 -0
  78. package/kits/physics-3d/engine3d/world3d.js +216 -0
  79. package/kits/{basic-2d → physics-3d}/eslint.config.js +10 -25
  80. package/kits/physics-3d/index.html +20 -0
  81. package/kits/physics-3d/main.jsx +30 -0
  82. package/kits/physics-3d/models/barrel.pxmodel +10 -0
  83. package/kits/physics-3d/models/player.pxmodel +222 -0
  84. package/kits/physics-3d/models/rock.pxmodel +30 -0
  85. package/kits/physics-3d/models/tree.pxmodel +10 -0
  86. package/kits/{basic-2d → physics-3d}/package-lock.json +140 -119
  87. package/kits/{basic-2d → physics-3d}/package.json +11 -9
  88. package/kits/{basic-2d → physics-3d}/pnpm-lock.yaml +162 -137
  89. package/kits/physics-3d/scenes/main.scene +414 -0
  90. package/kits/physics-3d/scenes/model-lab.scene +127 -0
  91. package/kits/physics-3d/systems/physics3d.js +356 -0
  92. package/package.json +5 -2
  93. package/dist/shell/assets/index-DKu9ejyh.js +0 -436
  94. package/kits/basic-2d/CLAUDE.md +0 -221
  95. package/kits/basic-2d/behaviors/Camera.jsx +0 -43
  96. package/kits/basic-2d/behaviors/Collider.jsx +0 -213
  97. package/kits/basic-2d/behaviors/Layout.jsx +0 -53
  98. package/kits/basic-2d/behaviors/Sprite.jsx +0 -357
  99. package/kits/basic-2d/behaviors/tint.js +0 -47
  100. package/kits/basic-2d/blueprints/cauldron.scene +0 -20
  101. package/kits/basic-2d/docs/pxart-format.md +0 -377
  102. package/kits/basic-2d/drawings/cauldron.pxart +0 -113
  103. package/kits/basic-2d/editors/BlueprintLibrary.jsx +0 -270
  104. package/kits/basic-2d/editors/ErrorBoundary.jsx +0 -59
  105. package/kits/basic-2d/editors/PlayOnly.jsx +0 -31
  106. package/kits/basic-2d/editors/PxArtEditor.jsx +0 -1092
  107. package/kits/basic-2d/editors/SceneEditor.jsx +0 -1780
  108. package/kits/basic-2d/editors/SelectionOverlay.jsx +0 -909
  109. package/kits/basic-2d/editors/SingleEditor.jsx +0 -122
  110. package/kits/basic-2d/editors/behaviorRegistry.js +0 -34
  111. package/kits/basic-2d/editors/editorHistory.js +0 -157
  112. package/kits/basic-2d/editors/inspectorSheet.js +0 -13
  113. package/kits/basic-2d/editors/pixelCanvas.js +0 -11
  114. package/kits/basic-2d/editors/pixelEditorChrome.jsx +0 -74
  115. package/kits/basic-2d/editors/pixelGeometry.js +0 -140
  116. package/kits/basic-2d/editors/pixelInspector.jsx +0 -633
  117. package/kits/basic-2d/editors/pxArtEditorModel.js +0 -732
  118. package/kits/basic-2d/editors/pxArtPlayback.js +0 -92
  119. package/kits/basic-2d/editors/pxArtTimeline.jsx +0 -752
  120. package/kits/basic-2d/editors/pxArtTimeline.module.css +0 -506
  121. package/kits/basic-2d/editors/pxArtTools.js +0 -232
  122. package/kits/basic-2d/editors/useArtboardFit.js +0 -105
  123. package/kits/basic-2d/engine/ScenePlayer.jsx +0 -209
  124. package/kits/basic-2d/engine/SceneUI.jsx +0 -59
  125. package/kits/basic-2d/engine/assets.js +0 -15
  126. package/kits/basic-2d/engine/autoInspector.jsx +0 -70
  127. package/kits/basic-2d/engine/behaviorExtensions.js +0 -32
  128. package/kits/basic-2d/engine/blueprint.js +0 -557
  129. package/kits/basic-2d/engine/collider.js +0 -200
  130. package/kits/basic-2d/engine/files.js +0 -141
  131. package/kits/basic-2d/engine/liveReload.js +0 -88
  132. package/kits/basic-2d/engine/pxart.js +0 -1032
  133. package/kits/basic-2d/engine/pxartSmooth.js +0 -222
  134. package/kits/basic-2d/engine/scene.js +0 -696
  135. package/kits/basic-2d/engine/spriteGeometry.js +0 -32
  136. package/kits/basic-2d/engine/systemRegistry.js +0 -16
  137. package/kits/basic-2d/engine/ui.jsx +0 -695
  138. package/kits/basic-2d/engine/ui.module.css +0 -2287
  139. package/kits/basic-2d/index.html +0 -24
  140. package/kits/basic-2d/main.jsx +0 -24
  141. package/kits/basic-2d/scenes/main.scene +0 -16
  142. package/kits/basic-2d/scripts/draw.mjs +0 -121
  143. /package/kits/{basic-2d → physics-3d}/.prettierrc +0 -0
  144. /package/kits/{basic-2d → physics-3d}/vite.config.js +0 -0
@@ -132,14 +132,14 @@ export function PixelToolStrip({ tools, tool, onSelectTool, ariaLabel, disabled
132
132
  }
133
133
 
134
134
  // Compact W × H selects above the artboard (not a sidebar panel).
135
- export function CanvasSizeBar({ width, height, onResize }) {
135
+ export function CanvasSizeBar({ width, height, onResize, disabled = false }) {
136
136
  return (
137
137
  <div className={styles.canvasSizeBar} aria-label="Canvas size">
138
- <ResolutionSelect label="Width" value={width} onChange={(w) => onResize(w, height)} />
138
+ <ResolutionSelect label="Width" value={width} onChange={(w) => onResize(w, height)} disabled={disabled} />
139
139
  <span className={styles.canvasSizeSep} aria-hidden="true">
140
140
  ×
141
141
  </span>
142
- <ResolutionSelect label="Height" value={height} onChange={(h) => onResize(width, h)} />
142
+ <ResolutionSelect label="Height" value={height} onChange={(h) => onResize(width, h)} disabled={disabled} />
143
143
  </div>
144
144
  );
145
145
  }
@@ -175,13 +175,13 @@ const FINISH_STEPS = [
175
175
  // (properties of the .pxart asset — see docs/pxart-format.md — not per-actor
176
176
  // Sprite props). Highlights whichever preset the pair exactly matches, or none
177
177
  // when it matches no preset.
178
- export function FinishBar({ renderer, cornerRadius, onChange }) {
178
+ export function FinishBar({ renderer, cornerRadius, onChange, disabled = false }) {
179
179
  const isOn = (step) =>
180
180
  step.renderer === (renderer ?? GRID_RENDERER) && step.cornerRadius === (cornerRadius ?? 0);
181
181
  return (
182
182
  <div className={styles.finishBar} aria-label="Finish">
183
183
  <span>Finish</span>
184
- <div className={styles.finishSegments} role="radiogroup" aria-label="Finish">
184
+ <div className={styles.finishSegments} role="radiogroup" aria-label="Finish" aria-disabled={disabled || undefined}>
185
185
  {FINISH_STEPS.map((step) => (
186
186
  <button
187
187
  key={step.id}
@@ -189,6 +189,7 @@ export function FinishBar({ renderer, cornerRadius, onChange }) {
189
189
  role="radio"
190
190
  aria-label={step.label}
191
191
  aria-checked={isOn(step) ? 'true' : 'false'}
192
+ disabled={disabled}
192
193
  className={cx(styles.finishSegment, isOn(step) && styles.finishSegmentOn)}
193
194
  title={step.title}
194
195
  onClick={() =>
@@ -202,7 +203,7 @@ export function FinishBar({ renderer, cornerRadius, onChange }) {
202
203
  );
203
204
  }
204
205
 
205
- function ResolutionSelect({ label, value, onChange }) {
206
+ function ResolutionSelect({ label, value, onChange, disabled = false }) {
206
207
  const options = RESOLUTION_STEPS.includes(value)
207
208
  ? RESOLUTION_STEPS
208
209
  : [...RESOLUTION_STEPS, value].sort((a, b) => a - b);
@@ -211,6 +212,7 @@ function ResolutionSelect({ label, value, onChange }) {
211
212
  className={styles.canvasSizeSelect}
212
213
  aria-label={label}
213
214
  value={value}
215
+ disabled={disabled}
214
216
  onChange={(event) => onChange(Number(event.target.value))}>
215
217
  {options.map((step) => (
216
218
  <option key={step} value={step}>
@@ -940,10 +942,14 @@ export function PxArtInspectorDock({
940
942
  moveActions,
941
943
  selectActions,
942
944
  pathActions,
945
+ readOnly = false,
943
946
  }) {
944
947
  const { tool, picking, setPicking } = toolState;
945
948
  return (
946
- <aside className={cx(styles.pxArtInspector, styles.drawingToolsPanel)}>
949
+ <aside
950
+ className={cx(styles.pxArtInspector, styles.drawingToolsPanel, readOnly && styles.drawingReadOnly)}
951
+ aria-disabled={readOnly || undefined}
952
+ inert={readOnly || undefined}>
947
953
  <div className={cx(styles.sheetBody, styles.inspectorBody, styles.drawingSettingsColumn)}>
948
954
  {PALETTE_TOOLS.has(tool) || picking ? (
949
955
  <Panel
@@ -146,7 +146,7 @@ function useResizableTimelineHeight() {
146
146
  // the top, Aseprite-style) by frame COLUMNS, with thumbnails per cell, layer +
147
147
  // frame controls, linked-cell affordances, onion-skin toggles, playback, and a
148
148
  // tags editor. All mutation flows through `actions` (wired in PxArtEditor).
149
- export function PxArtTimeline({ sprite, text, selection, playing, onion, actions }) {
149
+ export function PxArtTimeline({ sprite, text, selection, playing, onion, actions, readOnly = false }) {
150
150
  // Hooks run unconditionally (order-stable); only the render branches on viewport.
151
151
  const compact = useCompactViewport();
152
152
  const resizable = useResizableTimelineHeight();
@@ -159,7 +159,13 @@ export function PxArtTimeline({ sprite, text, selection, playing, onion, actions
159
159
  });
160
160
  const grid = (
161
161
  <div className={tl.scroll}>
162
- <TimelineGrid sprite={sprite} text={text} selection={selection} actions={actions} />
162
+ <TimelineGrid
163
+ sprite={sprite}
164
+ text={text}
165
+ selection={selection}
166
+ actions={actions}
167
+ readOnly={readOnly}
168
+ />
163
169
  </div>
164
170
  );
165
171
  if (compact) {
@@ -178,6 +184,7 @@ export function PxArtTimeline({ sprite, text, selection, playing, onion, actions
178
184
  playing={playing}
179
185
  onion={onion}
180
186
  actions={actions}
187
+ readOnly={readOnly}
181
188
  />
182
189
  {grid}
183
190
  </section>
@@ -198,6 +205,7 @@ export function PxArtTimeline({ sprite, text, selection, playing, onion, actions
198
205
  playing={playing}
199
206
  onion={onion}
200
207
  actions={actions}
208
+ readOnly={readOnly}
201
209
  />
202
210
  {grid}
203
211
  {SHOW_TAGS ? <TagsPanel sprite={sprite} actions={actions} /> : null}
@@ -211,7 +219,7 @@ export function PxArtTimeline({ sprite, text, selection, playing, onion, actions
211
219
  // (duplicate/move/delete/rename/link/unlink/visibility) lives in the right-click
212
220
  // context menus on the grid's layer rows, frame headers, and cells (see
213
221
  // TimelineGrid + ContextMenu).
214
- function TimelineBar({ sprite, selection, playing, onion, actions }) {
222
+ function TimelineBar({ sprite, selection, playing, onion, actions, readOnly = false }) {
215
223
  const { layerIndex, frameIndex } = selection;
216
224
  // A single-frame sprite has no animation, so the three animation controls
217
225
  // (global duration, onion skin, play/pause) are meaningless — gate them on
@@ -227,19 +235,20 @@ function TimelineBar({ sprite, selection, playing, onion, actions }) {
227
235
  return (
228
236
  <div className={tl.bar}>
229
237
  <div className={tl.barGroup}>
230
- <IconButton icon="grid" label="Pixel" onClick={() => actions.addLayer(layerIndex)} />
238
+ <IconButton icon="grid" label="Pixel" disabled={readOnly} onClick={() => actions.addLayer(layerIndex)} />
231
239
  <span className={tl.barLabel}>Pixel</span>
232
240
  </div>
233
241
  <div className={tl.barGroup}>
234
242
  <IconButton
235
243
  icon="draw-polygon"
236
244
  label="Path"
245
+ disabled={readOnly}
237
246
  onClick={() => actions.addLayer(layerIndex, 'path')}
238
247
  />
239
248
  <span className={tl.barLabel}>Path</span>
240
249
  </div>
241
250
  <div className={tl.barGroup}>
242
- <IconButton icon="film" label="Frame" onClick={() => actions.addFrame(frameIndex)} />
251
+ <IconButton icon="film" label="Frame" disabled={readOnly} onClick={() => actions.addFrame(frameIndex)} />
243
252
  <span className={tl.barLabel}>Frame</span>
244
253
  </div>
245
254
  <div className={tl.barSpacer} />
@@ -249,7 +258,11 @@ function TimelineBar({ sprite, selection, playing, onion, actions }) {
249
258
  <span className={tl.durationIcon} title="Default frame duration (ms) — applies to all frames">
250
259
  <FaGlyph icon={faStopwatch} className={tl.durationGlyph} />
251
260
  </span>
252
- <GlobalDurationInput value={sprite.defaultDurationMs} onCommit={actions.setDefaultDuration} />
261
+ <GlobalDurationInput
262
+ value={sprite.defaultDurationMs}
263
+ onCommit={actions.setDefaultDuration}
264
+ disabled={readOnly}
265
+ />
253
266
  </div>
254
267
  <OnionControls onion={onion} actions={actions} />
255
268
  <div className={tl.barGroup}>
@@ -268,12 +281,13 @@ function TimelineBar({ sprite, selection, playing, onion, actions }) {
268
281
 
269
282
  // The sprite's GLOBAL duration. Commits a finite, positive value on blur/Enter;
270
283
  // an empty/invalid entry snaps back to the current value (see CommitInput).
271
- function GlobalDurationInput({ value, onCommit }) {
284
+ function GlobalDurationInput({ value, onCommit, disabled = false }) {
272
285
  return (
273
286
  <CommitInput
274
287
  text={String(value)}
275
288
  className={tl.globalDuration}
276
289
  title="Global frame duration (ms) — inherited by every frame without its own override"
290
+ disabled={disabled}
277
291
  onCommit={(draft) => {
278
292
  const ms = Number(draft);
279
293
  if (Number.isFinite(ms) && ms > 0) onCommit(ms);
@@ -322,7 +336,7 @@ function OnionControls({ onion, actions }) {
322
336
  );
323
337
  }
324
338
 
325
- function TimelineGrid({ sprite, text, selection, actions }) {
339
+ function TimelineGrid({ sprite, text, selection, actions, readOnly = false }) {
326
340
  const frames = sprite.frames;
327
341
  // Render rows top-down: the last layer (top of the composite stack) first.
328
342
  const rows = sprite.layers.map((_, i) => i).reverse();
@@ -353,12 +367,13 @@ function TimelineGrid({ sprite, text, selection, actions }) {
353
367
  const openMenu = useCallback(
354
368
  (target, event) => {
355
369
  selectTarget(target);
370
+ if (readOnly) return;
356
371
  const rect = event.currentTarget?.getBoundingClientRect?.();
357
372
  const x = Number.isFinite(event.clientX) ? event.clientX : rect?.left + rect?.width / 2;
358
373
  const y = Number.isFinite(event.clientY) ? event.clientY : rect?.top + rect?.height / 2;
359
374
  setMenu({ ...target, x: x ?? 0, y: y ?? 0 });
360
375
  },
361
- [selectTarget]
376
+ [selectTarget, readOnly]
362
377
  );
363
378
  const press = useTimelineItemPress(openMenu);
364
379
  const activateTarget = (target, event) => {
@@ -412,6 +427,7 @@ function TimelineGrid({ sprite, text, selection, actions }) {
412
427
  onPointerDown={(event) => press.onPointerDown(event, { kind: 'layer', layerIndex: li })}
413
428
  actions={actions}
414
429
  onContextMenu={openLayerMenu}
430
+ readOnly={readOnly}
415
431
  />
416
432
  {frames.map((_, f) => (
417
433
  <CellThumb
@@ -744,7 +760,7 @@ const kindBadgeStyle = {
744
760
  // on blur/Enter, re-syncing to `text` when idle. The caller's `onCommit(draft)`
745
761
  // interprets the raw string (set / clear / revert). Shared by the per-frame and
746
762
  // global duration fields so their edit/commit behavior stays identical.
747
- function CommitInput({ text, className, placeholder, title, onCommit }) {
763
+ function CommitInput({ text, className, placeholder, title, onCommit, disabled = false }) {
748
764
  const [draft, setDraft] = useState(text);
749
765
  const editing = useRef(false);
750
766
  if (!editing.current && draft !== text) setDraft(text);
@@ -759,6 +775,7 @@ function CommitInput({ text, className, placeholder, title, onCommit }) {
759
775
  placeholder={placeholder}
760
776
  title={title}
761
777
  inputMode="numeric"
778
+ disabled={disabled}
762
779
  onFocus={() => (editing.current = true)}
763
780
  onChange={(event) => setDraft(event.target.value)}
764
781
  onBlur={commit}
@@ -807,7 +824,7 @@ function FaGlyph({ icon, className = tl.visGlyph }) {
807
824
  );
808
825
  }
809
826
 
810
- function LayerHeader({ layer, index, active, onActivate, onPointerDown, actions, onContextMenu }) {
827
+ function LayerHeader({ layer, index, active, onActivate, onPointerDown, actions, onContextMenu, readOnly = false }) {
811
828
  return (
812
829
  <div
813
830
  className={active ? tl.layerHead + ' ' + tl.layerHeadActive : tl.layerHead}
@@ -832,6 +849,7 @@ function LayerHeader({ layer, index, active, onActivate, onPointerDown, actions,
832
849
  max="100"
833
850
  value={Math.round(layer.opacity * 100)}
834
851
  title={`Opacity ${Math.round(layer.opacity * 100)}%`}
852
+ disabled={readOnly}
835
853
  onClick={(event) => event.stopPropagation()}
836
854
  onChange={(event) => actions.patchLayer(index, { opacity: Number(event.target.value) / 100 })}
837
855
  />
@@ -108,6 +108,12 @@
108
108
  text-align: center;
109
109
  }
110
110
 
111
+ .globalDuration:disabled {
112
+ opacity: 0.55;
113
+ cursor: default;
114
+ color: var(--castle-inspector-muted);
115
+ }
116
+
111
117
  /* Icon-only label (stopwatch) sitting next to the global duration input, in
112
118
  place of the old "Duration … ms · all frames" text. */
113
119
  .durationIcon {
@@ -333,6 +339,11 @@
333
339
  accent-color: var(--castle-selected);
334
340
  }
335
341
 
342
+ .opacity:disabled {
343
+ opacity: 0.4;
344
+ cursor: default;
345
+ }
346
+
336
347
  .opacity::-webkit-slider-runnable-track {
337
348
  height: 3px;
338
349
  border-radius: 2px;
@@ -69,13 +69,25 @@ function parseBlueprintText(text) {
69
69
  function resolveTemplateRefs(template, files, fromPath) {
70
70
  if (!template) return template;
71
71
  for (const props of Object.values(template.components ?? {})) {
72
- for (const [key, value] of Object.entries(props ?? {})) {
73
- if (typeof value !== 'string' || !value) continue;
72
+ resolveRefsIn(props, files, fromPath);
73
+ }
74
+ return template;
75
+ }
76
+
77
+ // Nested because a ref is not always a bare prop: `Shape.art` can be one string
78
+ // for the whole shape OR an object naming a file per face, and an unresolved
79
+ // face ref means an untextured surface with no error anywhere. Rewriting only
80
+ // when the resolved path is actually in the file map is what keeps this from
81
+ // mangling strings that were never refs.
82
+ function resolveRefsIn(props, files, fromPath) {
83
+ for (const [key, value] of Object.entries(props ?? {})) {
84
+ if (typeof value === 'string' && value) {
74
85
  const resolved = resolveDeckFile(value, fromPath);
75
86
  if (resolved !== value && files?.[resolved] !== undefined) props[key] = resolved;
87
+ } else if (value && typeof value === 'object' && !Array.isArray(value)) {
88
+ resolveRefsIn(value, files, fromPath);
76
89
  }
77
90
  }
78
- return template;
79
91
  }
80
92
 
81
93
  // Resolve a blueprint's template from the LIVE files map -- the load-bearing
@@ -1,13 +1,13 @@
1
- // Consumer side of the serve's `files_changed` broadcast. The engine decides
2
- // what a change means for this bundle:
3
- // - data files (.scene / .pxart / .sprite / .style / .drawing) are re-read
4
- // over the serve's files API and folded into React state — live re-render,
5
- // no reload.
6
- // - code the bundle imports (per the event's module-graph closure), html,
7
- // or added/deleted code files (import.meta.glob may pick them up) mean
8
- // this context is stale requestReload() (save-state hooks run first).
1
+ // Consumer side of the serve's `files_changed` broadcast. Data files are
2
+ // re-read over the serve's files API and folded into React state, so an editor
3
+ // shows a drawing someone else just changed without reloading anything.
4
+ //
5
+ // A CODE change does nothing here. Only a page reload picks up new code, and a
6
+ // reload thrown at a panel someone is working in loses their place, so the
7
+ // decision belongs to the person: every panel header carries a reload control,
8
+ // and the shell offers the Play panel a restart when it has fallen behind.
9
9
  import { useEffect, useRef, useState } from 'react';
10
- import { onFilesChanged, requestReload } from 'castle-web-sdk';
10
+ import { onFilesChanged } from 'castle-web-sdk';
11
11
  import { initialFiles } from './files';
12
12
 
13
13
  const DATA_EXTS = ['.scene', '.pxart', '.sprite', '.style', '.drawing'];
@@ -17,7 +17,20 @@ export function isDataFile(path) {
17
17
  return DATA_EXTS.some((ext) => path.endsWith(ext));
18
18
  }
19
19
 
20
- function needsContextReload(change) {
20
+ // Which iframe is speaking -- every panel runs its own copy of this.
21
+ function panelTag() {
22
+ try {
23
+ const q = new URLSearchParams(location.search);
24
+ return q.get('panel') || q.get('file') || 'deck';
25
+ } catch {
26
+ return 'deck';
27
+ }
28
+ }
29
+
30
+ // Whether a change means this bundle's code is stale. Only used for the log
31
+ // line -- nothing acts on it -- but knowing a panel went stale and when is what
32
+ // makes a vague "it looked wrong" report checkable against `.castle/serve.log`.
33
+ function isCodeChange(change) {
21
34
  if (isDataFile(change.path)) return false;
22
35
  if (change.path.endsWith('.html')) return true;
23
36
  // In the module graph (directly or as someone's import) -> our code changed.
@@ -37,34 +50,34 @@ async function readDeckFile(path) {
37
50
  // Deck files as live state: starts from the build-time glob snapshot and stays
38
51
  // current as files change on disk from any source (editors, agents, terminal).
39
52
  // `shouldSkipPath` lets an editor keep its own in-flight edits from being
40
- // clobbered by the fs echo of a stale write. `dataVersion` bumps on every
41
- // applied data change — key a player on it to rebuild from fresh data.
53
+ // clobbered by the fs echo of a stale write.
42
54
  export function useLiveDeckFiles({ shouldSkipPath } = {}) {
43
55
  const [files, setFiles] = useState(initialFiles);
44
- const [dataVersion, setDataVersion] = useState(0);
45
56
  const skipRef = useRef(shouldSkipPath);
46
57
  skipRef.current = shouldSkipPath;
47
58
 
48
59
  useEffect(
49
60
  () =>
50
61
  onFilesChanged((event) => {
51
- if (event.changes.some(needsContextReload)) {
52
- requestReload();
53
- return;
54
- }
62
+ const stale = event.changes.find(isCodeChange);
63
+ if (stale) console.log(`[reload] ${panelTag()} code stale <- ${stale.path}`);
64
+ // Data still applies in the same event: a change that carries both is
65
+ // one edit, and holding the data back would leave the panel showing
66
+ // neither the old state nor the new one.
55
67
  const dataChanges = event.changes.filter(
56
68
  (change) => isDataFile(change.path) && !skipRef.current?.(change.path)
57
69
  );
58
70
  if (dataChanges.length === 0) return;
59
- void applyDataChanges(dataChanges, setFiles, setDataVersion);
71
+ console.log(`[reload] ${panelTag()} data <- ${dataChanges.map((c) => c.path).join(', ')}`);
72
+ void applyDataChanges(dataChanges, setFiles);
60
73
  }),
61
74
  []
62
75
  );
63
76
 
64
- return { files, setFiles, dataVersion };
77
+ return { files, setFiles };
65
78
  }
66
79
 
67
- async function applyDataChanges(changes, setFiles, setDataVersion) {
80
+ async function applyDataChanges(changes, setFiles) {
68
81
  const updates = await Promise.all(
69
82
  changes.map(async (change) => {
70
83
  if (change.event === 'delete') return { path: change.path, text: null };
@@ -85,5 +98,4 @@ async function applyDataChanges(changes, setFiles, setDataVersion) {
85
98
  }
86
99
  return next;
87
100
  });
88
- setDataVersion((version) => version + 1);
89
101
  }
@@ -3,7 +3,7 @@
3
3
  // SceneRuntime (see engine/scene.js `makeScene`) to register itself via
4
4
  // `runtime.registerSystem(...)`. A system is a plain object with an optional
5
5
  // `afterBehaviors(scene, dt)` hook, run once per frame after all behavior
6
- // updates. Empty in a kit with no `systems/` dir (e.g. basic-2d); a kit adds a
6
+ // updates. Empty in a kit with no `systems/` dir; a kit adds a
7
7
  // system by dropping a file here -- no edits to the engine required. Symmetric
8
8
  // with editors/behaviorRegistry.js.
9
9
  // Root-anchored, deck + imports (see engine/files.js).
@@ -740,8 +740,8 @@ function settleSheet(drag, setHeight, expandedRef) {
740
740
  const settled = setHeight(drag.startHeight - (drag.lastY - drag.startY));
741
741
  if (settled > peek + 2) expandedRef.current = settled;
742
742
  }
743
- // Persist a sheet's resting height across reloads (an agent's CODE edit
744
- // triggers requestReload, which would otherwise reset every sheet to the
743
+ // Persist a sheet's resting height across reloads (picking up a code change
744
+ // means reloading the panel, which would otherwise reset every sheet to the
745
745
  // default size). Keyed per sheet via `storageKey`; sessionStorage-scoped and
746
746
  // best-effort, the same degrade-to-memory-only contract as editorHistory.
747
747
  function sheetHeightStorageKey(key) {
@@ -1550,6 +1550,11 @@
1550
1550
  cursor: default;
1551
1551
  }
1552
1552
 
1553
+ .button:disabled:hover,
1554
+ .iconButton:disabled:hover {
1555
+ background: var(--castle-inspector-button-bg);
1556
+ }
1557
+
1553
1558
  .actorList {
1554
1559
  display: grid;
1555
1560
  gap: 4px;
@@ -1608,6 +1613,13 @@
1608
1613
  display: none;
1609
1614
  }
1610
1615
 
1616
+ /* Read-only paint/inspector chrome: still there so the layout doesn't jump,
1617
+ but clearly not interactive. */
1618
+ .drawingReadOnly {
1619
+ opacity: 0.45;
1620
+ pointer-events: none;
1621
+ }
1622
+
1611
1623
  /* Stack the tool rail and the undo/redo rail vertically (the shared rule above is
1612
1624
  a flex row, which pushed the second rail out of the 50px column). */
1613
1625
  .artboardToolColumn {
@@ -1721,6 +1733,22 @@
1721
1733
  color: var(--castle-selected-ink);
1722
1734
  }
1723
1735
 
1736
+ .finishSegment:disabled {
1737
+ cursor: default;
1738
+ opacity: 0.4;
1739
+ }
1740
+
1741
+ .finishSegment:disabled:hover {
1742
+ background: var(--castle-inspector-button-bg);
1743
+ }
1744
+
1745
+ .finishSegment.finishSegmentOn:disabled,
1746
+ .finishSegment.finishSegmentOn:disabled:hover {
1747
+ opacity: 0.85;
1748
+ background: var(--castle-selected);
1749
+ color: var(--castle-selected-ink);
1750
+ }
1751
+
1724
1752
  .canvasSizeSep {
1725
1753
  color: var(--castle-inspector-muted);
1726
1754
  user-select: none;
@@ -1742,6 +1770,12 @@
1742
1770
  background-position: right 6px center;
1743
1771
  }
1744
1772
 
1773
+ .canvasSizeSelect:disabled {
1774
+ opacity: 0.55;
1775
+ cursor: default;
1776
+ color: var(--castle-inspector-muted);
1777
+ }
1778
+
1745
1779
  .pxArtInspector {
1746
1780
  min-width: 0;
1747
1781
  border-left: 1px solid var(--castle-inspector-divider);
@@ -2121,6 +2155,14 @@
2121
2155
  cursor: default;
2122
2156
  }
2123
2157
 
2158
+ .drawingToolButton.drawingToolSelected:disabled {
2159
+ opacity: 0.7;
2160
+ }
2161
+
2162
+ .drawingToolButton:disabled:hover {
2163
+ background: var(--castle-inspector-button-bg);
2164
+ }
2165
+
2124
2166
  /* Active / selected square icon button -- the eyedropper reference: a light
2125
2167
  fill with a dark glyph. The single selected/engaged look shared by the
2126
2168
  IconButton component (`active`), the onion-skin toggle, and the pixel
@@ -0,0 +1,109 @@
1
+ # physics-3d kit
2
+
3
+ A 3D actor/behavior kit: three.js rendering with PBR lighting and rapier
4
+ physics, built ON TOP of the `physics-2d` kit as an import. The actor /
5
+ behavior / scene / blueprint model, deck file map, live reload, and the
6
+ `.pxart` pixel-art pipeline (including its editor) all come from
7
+ `imports/castle.physics-2d/` and work exactly as that kit's CLAUDE.md
8
+ describes. This file covers what is different in 3D.
9
+
10
+ ## Quick reference
11
+
12
+ <!-- Injected into Castle's create assistant every turn; keep this compact and factual. -->
13
+
14
+ - 3D actor / behavior / scene framework: three.js + rapier, 1 unit = 1 meter,
15
+ y up. Scenes are `scenes/*.scene` (blueprints too, under `blueprints/`),
16
+ behaviors `behaviors/*.jsx` -- same JSON shapes as physics-2d, but the
17
+ component vocabulary is 3D (`Transform`, `Shape`, `Body`, `Solid`, ...).
18
+ - Every actor needs a `Transform` (`x/y/z`, `rotationX/Y/Z` in degrees).
19
+ Every Transform actor gets a rapier body automatically -- fixed by default,
20
+ `Body { type: 'dynamic' }` to be simulated, `'kinematic'` to be unpushable
21
+ but follow Transform edits (doors, platforms).
22
+ - Colliders come from `Shape` and are **sensors unless solid**: add a
23
+ `Solid {}` behavior (or `Shape.solid: true`) to block; leave it off for
24
+ pickups / trigger zones. Behaviors get `onCollisionEnter(actor, scene,
25
+ other)` / `onCollisionExit` for both contacts and sensor overlaps.
26
+ - `Shape`: `kind` `'box' | 'sphere' | 'capsule' | 'cylinder'` with
27
+ `width/height/depth` or `radius`, PBR knobs (`color`, `roughness`,
28
+ `metalness`, `clearcoat`, `emissive`, `emissiveIntensity`), and `art` -- a
29
+ `.pxart`/image path baked as a nearest-filtered albedo map. On boxes `art`
30
+ may be a per-face object `{ all, sides, front, back, left, right, top,
31
+ bottom }`; any ref can pick a frame of a multi-frame pxart with
32
+ `path#<frame>`. A flat `color` with no art is a fine look.
33
+ - Motion goes through `scene.physics3d`, never by writing a dynamic actor's
34
+ Transform: `setVelocity(actor, {x,y,z})`, `applyImpulse`, `getVelocity`,
35
+ `mass`, `castRay(origin, dir, maxToi, excludeActor)` (rays skip sensors).
36
+ Fixed/kinematic actors ARE moved by writing their Transform.
37
+ - The scene has the lighting rig built in (hemisphere + ambient + one
38
+ shadow-casting sun, ground plane at y=0); meshes cast and receive shadows
39
+ automatically. Don't add your own lights for a normal scene.
40
+ - Built-in gameplay behaviors: `Player` (WASD/arrows move, space jumps,
41
+ drag orbits the camera, faux-isometric follow cam), `Pickup` (sensor
42
+ collectible -> player score), `Door` (kinematic slide-up when the player is
43
+ near), `Lookable { text }` (hud caption when the player faces it nearby).
44
+ - Hud: behaviors write `scene.hud = { score, look }`; the player behavior
45
+ already does.
46
+ - Scene switching: place a `Portal { scene: 'scenes/other.scene' }` actor (a
47
+ sensor -- the portal blueprint is a glowing ring), or set
48
+ `scene.requestedScene = 'scenes/other.scene'` from any behavior (applied
49
+ between frames; safer than calling `scene.loadFromFile` mid-callback). A
50
+ load rebuilds the physics world and resets the scene to its authored state;
51
+ `scene.persistent` survives loads -- the player's score, collected-pickup
52
+ memory, and camera angle live there, so they cross scenes.
53
+ - A scene can dress the ground: `"ground": { "art": "drawings/floor.pxart",
54
+ "tile": 2, "color": "#..." }` at the scene file's top level (`tile` = meters
55
+ per texture repeat). `Shape.artRepeat: [u, v]` tiles a texture across a
56
+ face so long walls don't stretch.
57
+ - `.scene` files open in the kit's 3d scene editor (same chrome as the 2d
58
+ kit's): blueprint hotbar (tap to inspect/edit the template, drag onto the
59
+ stage to place), orbit camera (drag orbits, wheel zooms), click to select /
60
+ click again to cycle / shift to multi-select, move & rotate gizmos (keys
61
+ 1/2/3 pick select/move/rotate), floating clone/delete toolbar on the
62
+ selection, behavior-panel inspector with instance-override tints, undo/redo
63
+ (cmd+z / cmd+shift+z), cmd+d duplicate, delete key removes. `.pxart` opens
64
+ in the imported pixel-art editor.
65
+ - Blueprint thumbnails in the hotbar / inspector are live 3d corner-view
66
+ renders of each template (engine3d/thumbnails.js) -- no icon data needed on
67
+ the blueprint.
68
+ - 3d models are `.pxmodel` files under `models/` -- part-based JSON (named
69
+ primitive parts with hierarchy, per-part material/art), spec in
70
+ docs/pxmodel-format.md. A `Model` behavior (`{ file, scale, yOffset }`)
71
+ renders one instead of the Shape mesh; part ids legL/legR/armL/armR/torso
72
+ walk-animate automatically from observed motion. `.pxmodel` opens in the
73
+ kit's model editor (parts list, gizmos, part inspector, walk preview);
74
+ `scenes/model-lab.scene` is an all-model scene for trying it.
75
+ - Controls are tank-style: W/S (or up/down) walk forward/back along facing,
76
+ A/D (or left/right) turn; a pointer/touch drag is a virtual stick where the
77
+ drag angle blends walking and turning. Space jumps.
78
+ - After any edit: `npm run restart`. After a coherent change: `npm run check`
79
+ (lint + duplicate gate + single-file bundle) must pass.
80
+
81
+ ## What lives where
82
+
83
+ - `engine3d/` -- the renderer (`world3d.js`, vase-style rig: PCFSoft shadows,
84
+ EffectComposer RenderPass + OutputPass), `materials.js` (pxart -> albedo
85
+ textures, per-face box materials), `Scene3DPlayer.jsx` / `PlayOnly3D.jsx`
86
+ (the play mount). Internal; behaviors shouldn't import from here.
87
+ - `systems/physics3d.js` -- the rapier system, auto-discovered by the imported
88
+ engine's `systems/*.js` seam. Fixed 1/60 step, body-per-actor reconcile,
89
+ collision/overlap events, `scene.physics3d` API.
90
+ - `behaviors/` -- the 3D component vocabulary plus gameplay behaviors. Same
91
+ rules as physics-2d: `static behaviorName`, `defaultProps`, per-frame
92
+ instances (state on `actor.runtime`).
93
+ - `imports/castle.physics-2d/` -- read-only. Its engine modules are imported
94
+ directly (scene runtime, files, live reload, pxart, art, behavior
95
+ registry); its 2D-only pieces (canvas ScenePlayer, matter physics, 2D
96
+ editors other than pxart) are present but unused here.
97
+
98
+ ## Known state / caveats
99
+
100
+ - The 2D kit's behaviors (Layout, Sprite, Collider, RigidBody, ...) are still
101
+ in the behavior registry via the import's root-anchored globs, and its
102
+ matter-js system installs (idle) into every runtime. Harmless but present;
103
+ don't attach 2D components to 3D actors.
104
+ - Transform is the source of truth: dynamic bodies write back position (and
105
+ rotation unless `lockRotations`), fixed/kinematic bodies follow Transform.
106
+ A locked-rotation dynamic actor (the player) keeps `rotationY` free for
107
+ facing.
108
+ - Space is bound to jump in this kit (unlike physics-2d, where the editor
109
+ reserves it).
@@ -0,0 +1,51 @@
1
+ // Physics options. Every actor with a Transform gets a rapier body whether or
2
+ // not it carries this behavior -- fixed by default. Add a Body to opt into
3
+ // motion: 'dynamic' is simulated (gravity, pushes), 'kinematic' is unpushable
4
+ // but follows Transform edits with proper contact resolution (moving doors,
5
+ // platforms). `lockRotations` keeps a dynamic body upright (characters).
6
+ import React from 'react';
7
+ import { SelectField } from '@imports/castle.physics-2d/engine/ui';
8
+ import { AutoFields, overrideProps } from '@imports/castle.physics-2d/engine/autoInspector';
9
+
10
+ const TYPE_OPTIONS = [
11
+ { value: 'fixed', label: 'Fixed' },
12
+ { value: 'dynamic', label: 'Dynamic' },
13
+ { value: 'kinematic', label: 'Kinematic' },
14
+ ];
15
+
16
+ function BodyInspector({ component, setComponent, override }) {
17
+ return (
18
+ <>
19
+ <SelectField
20
+ label="Type"
21
+ value={component.type}
22
+ options={TYPE_OPTIONS}
23
+ onChange={(type) => setComponent({ type })}
24
+ {...overrideProps(override, 'type')}
25
+ />
26
+ <AutoFields
27
+ defaultProps={Body.defaultProps}
28
+ component={component}
29
+ setComponent={setComponent}
30
+ exclude={['type']}
31
+ override={override}
32
+ />
33
+ </>
34
+ );
35
+ }
36
+
37
+ export class Body {
38
+ static Inspector = BodyInspector;
39
+ static behaviorName = 'Body';
40
+ static defaultProps = {
41
+ type: 'fixed', // 'fixed' | 'dynamic' | 'kinematic'
42
+ friction: 0.6,
43
+ restitution: 0,
44
+ gravityScale: 1,
45
+ lockRotations: false,
46
+ };
47
+
48
+ constructor(props) {
49
+ this.props = props;
50
+ }
51
+ }