create-eigen-game 0.7.1 → 0.7.3

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "create-eigen-game",
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- "version": "0.7.1",
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+ "version": "0.7.3",
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  "license": "MIT",
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  "description": "Scaffold an EigenInteractive game Worker and Flutter app without cloning the engine repositories.",
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  "type": "module",
@@ -25,9 +25,9 @@
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  "vitest": "^4.1.10",
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  "wrangler": "^4.110.0",
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  "zod": "^4.4.3",
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- "@eigeninteractive/server": "0.2.2",
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- "@eigeninteractive/rules": "0.2.2",
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- "@eigeninteractive/testkit": "0.2.2"
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+ "@eigeninteractive/rules": "0.2.4",
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+ "@eigeninteractive/server": "0.2.4",
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+ "@eigeninteractive/testkit": "0.2.4"
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  },
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  "engines": {
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  "node": ">=22"
@@ -1,7 +1,6 @@
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  import 'package:eigen_flutter/eigen_flutter.dart';
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  import 'package:firebase_core/firebase_core.dart';
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  import 'package:firebase_messaging/firebase_messaging.dart';
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- import 'package:flutter/material.dart';
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  import 'firebase_options.dart';
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  import 'game/module.dart';
@@ -15,9 +14,15 @@ Future<void> main() async {
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  await runEngineApp(
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  module: const ExampleGameModule(),
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  config: AppConfig(
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+ // `seedColor` is left at its default, the EigenInteractive teal that the
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+ // placeholder icon and the worker's own pages are drawn in. To make the
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+ // app yours, import 'package:flutter/material.dart' and add
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+ // `seedColor: Colors.deepPurple` (or any Color) — Material 3 rebuilds the
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+ // whole light and dark scheme from it. Do it alongside the launcher-icon
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+ // and splash colours in pubspec.yaml, which cannot read Dart:
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+ // https://eigeninteractive.com/docs/ship-it/branding
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  branding: const Branding(
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  appName: 'Example Game',
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- seedColor: Colors.indigo,
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  ),
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  engine: EngineConfig(
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  apiBaseUrl: _apiBaseUrl,
@@ -99,6 +99,16 @@ Then `firebase login`. Nothing before this point needs either tool — rules,
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  fixtures and `wrangler dev` all run without them — but the app itself throws
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  `Firebase is not configured` on launch until this has run once.
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+ The first run asks which Firebase project to use, and can create one. Name it
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+ up front to skip the prompts, which is also how CI runs this:
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+
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+ ```sh
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+ {{PACKAGE_MANAGER}} run firebase:configure -- --project my-project-id
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+ ```
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+
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+ Later runs reuse the project recorded in `app/firebase.json`, so there is
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+ nothing to pass again. Add `--help` for the rest.
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+
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  The command uses FlutterFire's selected Web app to generate both
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  `lib/firebase_options.dart` and `web/firebase-config.js`; do not copy Firebase
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  identifiers by hand. Put the public VAPID key in `app-config.json` separately —
@@ -14,4 +14,23 @@ export default createEngine({
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  appName: "Example Game",
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  d1: (env: Env) => env.GAME_DB,
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  gameDO: (env: Env) => env.GAME_DO,
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+
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+ // Uncomment to turn on the game's public website: the download page grows a
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+ // tagline, screenshots and structured data, and /terms, /privacy and
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+ // /delete-account start serving the engine's default documents with your
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+ // details in them. The app stores require all three, so this is not optional
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+ // for long — but read what they say before you publish, because you are the
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+ // one on the hook for it. https://eigeninteractive.com/docs/ship-it/branding
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+ //
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+ // site: {
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+ // tagline: "Race an opponent to the target.",
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+ // primaryColor: "#006a60",
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+ // screenshots: ["1.png", "2.png"], // under public/screenshots/
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+ // operator: {
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+ // name: "Your Company Ltd",
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+ // jurisdiction: "India",
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+ // contactEmail: "hello@example.com",
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+ // effectiveDate: "1 July 2026",
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+ // },
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+ // },
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  });