evomeme 0.1.9 → 0.1.10-beta.13

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 (477) hide show
  1. package/README.md +2 -0
  2. package/dist/canvas-public/app.js +509 -5999
  3. package/dist/canvas-public/assets/presets/catalog.json +47 -0
  4. package/dist/canvas-public/assets/presets/tiles/A_01_CaoDi.png +0 -0
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  35. package/dist/canvas-public/assets/presets/tiles/A_32_ShuZiChuang.png +0 -0
  36. package/dist/canvas-public/canvas/actions.js +144 -0
  37. package/dist/canvas-public/canvas/camera.js +28 -0
  38. package/dist/canvas-public/canvas/chrome.js +14 -0
  39. package/dist/canvas-public/canvas/data.js +123 -0
  40. package/dist/canvas-public/canvas/dependencies.js +19 -0
  41. package/dist/canvas-public/canvas/interactions.js +544 -0
  42. package/dist/canvas-public/canvas/panel-resize.js +5 -0
  43. package/dist/canvas-public/canvas/renderer.js +297 -0
  44. package/dist/canvas-public/canvas/selection.js +62 -0
  45. package/dist/canvas-public/canvas/serialization.js +118 -0
  46. package/dist/canvas-public/canvas/sync.js +202 -0
  47. package/dist/canvas-public/core/api.js +32 -0
  48. package/dist/canvas-public/core/feature-registry.js +29 -0
  49. package/dist/canvas-public/core/feature-state.js +228 -0
  50. package/dist/canvas-public/core/layout.js +133 -0
  51. package/dist/canvas-public/core/operations.js +38 -0
  52. package/dist/canvas-public/core/project.js +203 -0
  53. package/dist/canvas-public/core/state.js +27 -0
  54. package/dist/canvas-public/dialogs/context-menu.js +118 -0
  55. package/dist/canvas-public/elements/base.js +100 -0
  56. package/dist/canvas-public/elements/connections.js +105 -0
  57. package/dist/canvas-public/elements/drag.js +53 -0
  58. package/dist/canvas-public/elements/image.js +259 -0
  59. package/dist/canvas-public/elements/loading-recovery.js +5 -0
  60. package/dist/canvas-public/elements/loading.js +21 -0
  61. package/dist/canvas-public/elements/map.js +64 -0
  62. package/dist/canvas-public/elements/registry.js +58 -0
  63. package/dist/canvas-public/elements/replacement.js +78 -0
  64. package/dist/canvas-public/elements/resize.js +210 -0
  65. package/dist/canvas-public/elements/task-pipeline.js +235 -0
  66. package/dist/canvas-public/elements/types.js +21 -0
  67. package/dist/canvas-public/elements/ui.js +14 -0
  68. package/dist/canvas-public/elements/video.js +64 -0
  69. package/dist/canvas-public/features/assets/local-assets.js +72 -0
  70. package/dist/canvas-public/features/assets/official-assets.js +539 -0
  71. package/dist/canvas-public/features/editing/canvas-size.js +532 -0
  72. package/dist/canvas-public/features/editing/color-key.js +471 -0
  73. package/dist/canvas-public/features/editing/cutout.js +20 -0
  74. package/dist/canvas-public/features/editing/interactive-image-editing.js +982 -0
  75. package/dist/canvas-public/features/editing/layer-decomposition.js +45 -0
  76. package/dist/canvas-public/features/editing/manual-split.js +115 -0
  77. package/dist/canvas-public/features/editing/perfect-pixel.js +299 -0
  78. package/dist/canvas-public/features/editing/scroll-preview.js +130 -0
  79. package/dist/canvas-public/features/editing/scroll-seam-elimination.js +71 -0
  80. package/dist/canvas-public/features/editing/seam-elimination.js +46 -0
  81. package/dist/canvas-public/features/editing/smart-split.js +49 -0
  82. package/dist/canvas-public/features/editing/source-preview.js +43 -0
  83. package/dist/canvas-public/features/editing/video-cycle.js +49 -0
  84. package/dist/canvas-public/features/editing/video-frames.js +35 -0
  85. package/dist/canvas-public/features/frame-editor/frame-editing.js +755 -0
  86. package/dist/canvas-public/features/frame-editor/frame-model.js +63 -0
  87. package/dist/canvas-public/features/frame-editor/playback.js +83 -0
  88. package/dist/canvas-public/features/frame-editor/preview.js +151 -0
  89. package/dist/canvas-public/features/generation/animation.js +272 -0
  90. package/dist/canvas-public/features/generation/asset-batch.js +102 -0
  91. package/dist/canvas-public/features/generation/direction.js +163 -0
  92. package/dist/canvas-public/features/generation/fields.js +73 -0
  93. package/dist/canvas-public/features/generation/game-ui.js +64 -0
  94. package/dist/canvas-public/features/generation/image.js +96 -0
  95. package/dist/canvas-public/features/generation/scroll-image.js +157 -0
  96. package/dist/canvas-public/features/generation/seamless-tile.js +52 -0
  97. package/dist/canvas-public/features/generation/tile-transition-atlas.js +79 -0
  98. package/dist/canvas-public/features/generation/video.js +105 -0
  99. package/dist/canvas-public/features/map/creation.js +73 -0
  100. package/dist/canvas-public/features/map/tile-map-editor.js +2520 -0
  101. package/dist/canvas-public/features/registry.js +59 -0
  102. package/dist/canvas-public/index.html +84 -259
  103. package/dist/canvas-public/inspector/controls.js +49 -0
  104. package/dist/canvas-public/inspector/frame-preview.js +11 -0
  105. package/dist/canvas-public/inspector/inspector.js +190 -0
  106. package/dist/canvas-public/inspector/media-inspector.js +517 -0
  107. package/dist/canvas-public/inspector/media-preview.js +56 -0
  108. package/dist/canvas-public/inspector/number-stepper.js +96 -0
  109. package/dist/canvas-public/inspector/resize.js +88 -0
  110. package/dist/canvas-public/inspector/scroll-preview.js +11 -0
  111. package/dist/canvas-public/inspector/ui-inspector.js +14 -0
  112. package/dist/canvas-public/language/en-US.js +1059 -0
  113. package/dist/canvas-public/language/index.js +91 -0
  114. package/dist/canvas-public/language/zh-CN.js +1059 -0
  115. package/dist/canvas-public/map/export.js +10 -0
  116. package/dist/canvas-public/map/inspector.js +8 -0
  117. package/dist/canvas-public/map/model.js +409 -0
  118. package/dist/canvas-public/map/tile-map-editor.js +2 -0
  119. package/dist/canvas-public/media/metadata.js +183 -0
  120. package/dist/canvas-public/media/support.js +183 -0
  121. package/dist/canvas-public/styles/base.css +49 -0
  122. package/dist/canvas-public/styles/canvas.css +127 -0
  123. package/dist/canvas-public/styles/controls.css +203 -0
  124. package/dist/canvas-public/styles/dialogs.css +521 -0
  125. package/dist/canvas-public/styles/feature-form.css +409 -0
  126. package/dist/canvas-public/styles/inspector.css +441 -0
  127. package/dist/canvas-public/styles/layout.css +344 -0
  128. package/dist/canvas-public/styles/map.css +11 -0
  129. package/dist/canvas-public/styles/nodes.css +636 -0
  130. package/dist/canvas-public/styles.css +9 -2247
  131. package/dist/canvas-public/ui/controls.js +222 -0
  132. package/dist/canvas-public/ui/elements.js +9 -0
  133. package/dist/canvas-public/ui/feature-controller.js +296 -0
  134. package/dist/canvas-public/ui/feature-form.js +402 -0
  135. package/dist/canvas-public/ui/settings.js +84 -0
  136. package/dist/canvas-public/ui/toolbar.js +55 -0
  137. package/dist/canvas-public/vendor/pixi-tilemap.js +126 -0
  138. package/dist/canvas-public/vendor/pixi.min.js +2340 -0
  139. package/dist/canvas-public/workers/color-key-worker.js +289 -0
  140. package/dist/image-workers/perfect-pixel/perfect-pixel-core.js +441 -0
  141. package/dist/image-workers/perfect-pixel/perfect-pixel-worker.cjs +10 -0
  142. package/dist/index.js +46710 -12400
  143. package/dist/skills/en-US/evomeme-canvas/SKILL.md +52 -0
  144. package/dist/skills/en-US/evomeme-canvas/agents/openai.yaml +7 -0
  145. package/dist/skills/en-US/evomeme-cloud-fs/SKILL.md +203 -0
  146. package/dist/skills/en-US/evomeme-cloud-fs/agents/openai.yaml +7 -0
  147. package/dist/skills/en-US/evomeme-cover/SKILL.md +131 -0
  148. package/dist/skills/en-US/evomeme-cover/agents/openai.yaml +7 -0
  149. package/dist/skills/en-US/evomeme-game-maker/SKILL.md +288 -0
  150. package/dist/skills/en-US/evomeme-game-maker/agents/openai.yaml +4 -0
  151. package/dist/skills/en-US/evomeme-login/SKILL.md +97 -0
  152. package/dist/skills/en-US/evomeme-login/agents/openai.yaml +7 -0
  153. package/dist/skills/en-US/evomeme-mcp/SKILL.md +71 -0
  154. package/dist/skills/en-US/evomeme-mcp/agents/openai.yaml +7 -0
  155. package/dist/skills/en-US/evomeme-mcp/references/troubleshooting.md +55 -0
  156. package/dist/skills/en-US/evomeme-native-bridge-sdk/SKILL.md +286 -0
  157. package/dist/skills/en-US/evomeme-native-bridge-sdk/agents/openai.yaml +8 -0
  158. package/dist/skills/en-US/evomeme-tos-upload/SKILL.md +47 -0
  159. package/dist/skills/en-US/evomeme-tos-upload/agents/openai.yaml +5 -0
  160. package/dist/skills/en-US/evomeme-ui/SKILL.md +123 -0
  161. package/dist/skills/en-US/evomeme-ui/agents/openai.yaml +4 -0
  162. package/dist/skills/en-US/evomeme-ui/references/host-layout.md +69 -0
  163. package/dist/skills/en-US/game-art/SKILL.md +121 -0
  164. package/dist/skills/en-US/game-art/agents/openai.yaml +8 -0
  165. package/dist/skills/en-US/game-asset-align/SKILL.md +47 -0
  166. package/dist/skills/en-US/game-asset-align/agents/openai.yaml +8 -0
  167. package/dist/skills/en-US/game-asset-align/references/alignment-contract.md +61 -0
  168. package/dist/skills/en-US/game-asset-align/references/blender-scene-pipeline.md +35 -0
  169. package/dist/skills/en-US/game-asset-align/references/canonical-package.md +26 -0
  170. package/dist/skills/en-US/game-asset-align/references/engine-capabilities.md +14 -0
  171. package/dist/skills/en-US/game-asset-align/references/lightweight-review.md +34 -0
  172. package/dist/skills/en-US/game-asset-align/references/repair-policy.md +30 -0
  173. package/dist/skills/en-US/game-asset-align/references/tool-contract.md +69 -0
  174. package/dist/skills/en-US/game-asset-align/references/visual-review.md +26 -0
  175. package/dist/skills/en-US/game-asset-batch-generator/SKILL.md +117 -0
  176. package/dist/skills/en-US/game-asset-batch-generator/agents/openai.yaml +7 -0
  177. package/dist/skills/en-US/game-asset-image-generator/SKILL.md +86 -0
  178. package/dist/skills/en-US/game-asset-image-generator/agents/openai.yaml +7 -0
  179. package/dist/skills/en-US/game-asset-image-generator/references/background.md +34 -0
  180. package/dist/skills/en-US/game-asset-image-generator/references/static-game-assets.md +38 -0
  181. package/dist/skills/en-US/game-asset-mesh-generator/SKILL.md +35 -0
  182. package/dist/skills/en-US/game-asset-mesh-generator/agents/openai.yaml +7 -0
  183. package/dist/skills/en-US/game-asset-mesh-generator/references/animation-presets.md +313 -0
  184. package/dist/skills/en-US/game-asset-mesh-generator/references/generation-contracts.md +131 -0
  185. package/dist/skills/en-US/game-asset-mesh-generator/references/image-generator-workflows.md +65 -0
  186. package/dist/skills/en-US/game-asset-mesh-generator/references/postprocess-contracts.md +187 -0
  187. package/dist/skills/en-US/game-asset-mesh-generator/references/threejs-integration.md +113 -0
  188. package/dist/skills/en-US/game-asset-mesh-generator/references/tool-reference.md +67 -0
  189. package/dist/skills/en-US/game-audio/SKILL.md +121 -0
  190. package/dist/skills/en-US/game-audio/agents/openai.yaml +4 -0
  191. package/{skills → dist/skills/en-US}/game-audio/references/bgm-cdn.md +7 -11
  192. package/{skills → dist/skills/en-US}/game-audio/references/sfx-cdn.md +6 -4
  193. package/dist/skills/en-US/game-character-view-generator/SKILL.md +110 -0
  194. package/dist/skills/en-US/game-character-view-generator/agents/openai.yaml +7 -0
  195. package/dist/skills/en-US/game-demo/SKILL.md +103 -0
  196. package/dist/skills/en-US/game-demo/agents/openai.yaml +7 -0
  197. package/dist/skills/en-US/game-image-layer-decomposer/SKILL.md +99 -0
  198. package/dist/skills/en-US/game-image-layer-decomposer/agents/openai.yaml +7 -0
  199. package/dist/skills/en-US/game-image-splitter/SKILL.md +114 -0
  200. package/dist/skills/en-US/game-image-splitter/agents/openai.yaml +7 -0
  201. package/dist/skills/en-US/game-maker/SKILL.md +111 -0
  202. package/dist/skills/en-US/game-maker/agents/openai.yaml +4 -0
  203. package/dist/skills/en-US/game-perfect-pixel/SKILL.md +123 -0
  204. package/dist/skills/en-US/game-perfect-pixel/agents/openai.yaml +7 -0
  205. package/dist/skills/en-US/game-scroll-generator/SKILL.md +110 -0
  206. package/dist/skills/en-US/game-scroll-generator/agents/openai.yaml +7 -0
  207. package/dist/skills/en-US/game-test/SKILL.md +58 -0
  208. package/dist/skills/en-US/game-test/agents/openai.yaml +7 -0
  209. package/dist/skills/en-US/game-tile-generator/SKILL.md +152 -0
  210. package/dist/skills/en-US/game-tile-generator/agents/openai.yaml +7 -0
  211. package/dist/skills/en-US/game-ui/SKILL.md +177 -0
  212. package/dist/skills/en-US/game-ui/agents/openai.yaml +4 -0
  213. package/dist/skills/en-US/game-ui-generator/SKILL.md +82 -0
  214. package/dist/skills/en-US/game-ui-generator/agents/openai.yaml +7 -0
  215. package/dist/skills/en-US/game-ui-generator/references/component-patterns.md +65 -0
  216. package/dist/skills/en-US/game-ui-generator/references/runtime-integration.md +45 -0
  217. package/dist/skills/en-US/game-video-cycle/SKILL.md +98 -0
  218. package/dist/skills/en-US/game-video-cycle/agents/openai.yaml +7 -0
  219. package/dist/skills/en-US/game-video-generator/SKILL.md +78 -0
  220. package/dist/skills/en-US/game-video-generator/agents/openai.yaml +7 -0
  221. package/dist/skills/en-US/godot-3d-game/SKILL.md +41 -0
  222. package/dist/skills/en-US/godot-3d-game/agents/openai.yaml +8 -0
  223. package/dist/skills/en-US/godot-3d-game/references/alignment-gates.md +26 -0
  224. package/dist/skills/en-US/godot-3d-game/references/appearance-alignment.md +54 -0
  225. package/dist/skills/en-US/godot-3d-game/references/build-and-qa.md +22 -0
  226. package/dist/skills/en-US/godot-3d-game/references/canonical-asset-runtime.md +27 -0
  227. package/dist/skills/en-US/godot-3d-game/references/import-and-wrapper-scenes.md +20 -0
  228. package/dist/skills/en-US/godot-3d-game/references/physics-colliders.md +13 -0
  229. package/dist/skills/en-US/godot-3d-game/references/project-structure.md +22 -0
  230. package/dist/skills/en-US/godot-3d-game/references/skeleton-animation.md +16 -0
  231. package/dist/skills/en-US/phaser-2d-game/SKILL.md +127 -0
  232. package/dist/skills/en-US/phaser-2d-game/agents/openai.yaml +8 -0
  233. package/dist/skills/en-US/phaser-2d-game/references/engine-performance.md +64 -0
  234. package/dist/skills/en-US/phaser-2d-game/references/engine-physics.md +139 -0
  235. package/dist/skills/en-US/phaser-2d-game/references/engine-runtime.md +129 -0
  236. package/dist/skills/en-US/phaser-2d-game/references/engine-spritesheets.md +99 -0
  237. package/dist/skills/en-US/phaser-2d-game/references/engine-tilemaps.md +80 -0
  238. package/dist/skills/en-US/phaser-2d-game/references/file-structure.md +94 -0
  239. package/dist/skills/en-US/phaser-2d-graphics-builder/SKILL.md +68 -0
  240. package/dist/skills/en-US/phaser-2d-graphics-builder/agents/openai.yaml +7 -0
  241. package/dist/skills/en-US/threejs-3d-game/SKILL.md +117 -0
  242. package/dist/skills/en-US/threejs-3d-game/agents/openai.yaml +7 -0
  243. package/dist/skills/en-US/threejs-3d-game/references/engine-asset-pipeline.md +155 -0
  244. package/dist/skills/en-US/threejs-3d-game/references/engine-audio.md +70 -0
  245. package/dist/skills/en-US/threejs-3d-game/references/engine-input-camera.md +84 -0
  246. package/dist/skills/en-US/threejs-3d-game/references/engine-performance.md +96 -0
  247. package/dist/skills/en-US/threejs-3d-game/references/engine-physics.md +142 -0
  248. package/dist/skills/en-US/threejs-3d-game/references/engine-runtime.md +199 -0
  249. package/dist/skills/en-US/threejs-3d-game/references/file-structure.md +353 -0
  250. package/dist/skills/en-US/threejs-aaa-graphics-builder/SKILL.md +62 -0
  251. package/dist/skills/en-US/threejs-aaa-graphics-builder/agents/openai.yaml +7 -0
  252. package/{skills → dist/skills/zh-CN}/evomeme-cloud-fs/SKILL.md +33 -6
  253. package/{skills → dist/skills/zh-CN}/evomeme-cover/SKILL.md +7 -8
  254. package/{skills → dist/skills/zh-CN}/evomeme-game-maker/SKILL.md +91 -88
  255. package/{skills → dist/skills/zh-CN}/evomeme-login/SKILL.md +5 -0
  256. package/dist/skills/zh-CN/evomeme-mcp/SKILL.md +71 -0
  257. package/dist/skills/zh-CN/evomeme-mcp/agents/openai.yaml +7 -0
  258. package/dist/skills/zh-CN/evomeme-mcp/references/troubleshooting.md +55 -0
  259. package/{skills → dist/skills/zh-CN}/evomeme-tos-upload/SKILL.md +6 -5
  260. package/dist/skills/zh-CN/evomeme-ui/SKILL.md +123 -0
  261. package/dist/skills/zh-CN/evomeme-ui/agents/openai.yaml +4 -0
  262. package/dist/skills/zh-CN/evomeme-ui/references/host-layout.md +69 -0
  263. package/dist/skills/zh-CN/game-asset-align/SKILL.md +47 -0
  264. package/dist/skills/zh-CN/game-asset-align/agents/openai.yaml +8 -0
  265. package/dist/skills/zh-CN/game-asset-align/references/alignment-contract.md +61 -0
  266. package/dist/skills/zh-CN/game-asset-align/references/blender-scene-pipeline.md +35 -0
  267. package/dist/skills/zh-CN/game-asset-align/references/canonical-package.md +26 -0
  268. package/dist/skills/zh-CN/game-asset-align/references/engine-capabilities.md +14 -0
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+ # Engine: Physics and Collision
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+
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+ Three.js / R3F **is only responsible for rendering**; physics is a parallel world. After advancing with a fixed timestep, synchronize body transforms to `Object3D` in one place.
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+
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+ Load this file when adding/replacing physics, vehicles, pinball, rigid bodies, sensors, or high-speed collisions. Gameplay-facing guidance can be compared with `../game-designer/references/physics-engine-selection.md`; **implementation is governed by this file + the layering in `file-structure.md`**.
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+
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+ ## Selection Ladder
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+
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+ 1. **Custom collision**: arcade triggers, pickups, lanes, bullets, simple overlaps, deterministic tracks; game feel is authored, not simulated.
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+ 2. **Rapier** (`@dimforge/rapier3d-compat`): the default for serious 3D physics - rigid bodies, sensors, multiple contacts, high speed, balls, slopes, moving platforms, reliable browser/mobile behavior.
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+ 3. **cannon-es**: small-scale rigid bodies, lightweight JS fallback when you want to avoid WASM.
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+ 4. **Jolt**: consider only when its features are explicitly needed and the integration cost is acceptable.
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+ 5. **Ammo.js**: only for existing projects or strong dependencies; do not default to it for new projects.
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+ 6. **Matter.js**: only for 2D gameplay (even if rendered with Three).
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+
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+ Most new 3D projects that need "real physics" choose Rapier.
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+
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+ ## Quick Lookup by Type
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+
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+ | Use Custom | Use Rapier |
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+ | --- | --- |
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+ | Endless runners, lane dodging, simple shooting, pickup gates | Mini golf, billiards, pinball, pachinko, physics puzzles |
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+ | Scripted obstacles, simple sphere/box overlap | Platforms, moving platforms, slopes, character controllers |
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+ | Racing guardrails with authored feel | Debris piles, boxes, high-speed objects that need CCD |
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+ | | Many sensors / collision events |
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+
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+ Avoid using detailed visual meshes for collision: use primitives, compound shapes, or convex hulls; only simplified triangle meshes should be considered for static level geometry. Generated GLB MUST have a separate **collision proxy**.
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+
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+ ## Ownership in This Project
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+
31
+ | Item | Location |
32
+ | --- | --- |
33
+ | World / body / collider creation and destruction | Physics module under `game/simulation`, or an explicit `PhysicsWorld` facade |
34
+ | Fixed-timestep `step` | Simulation update (called into simulation by `useFrame`) |
35
+ | Visual sync | The **only** place inside `useFrame`: body -> `Object3D` |
36
+ | Debug collider drawing | `game/three` or diagnostics layer; off in release |
37
+
38
+ Prohibited: calling `createRigidBody` inside render components; writing `mesh.position` in multiple places and competing with body ownership; leaving body residue after restart.
39
+
40
+ ## Update Order (Including Physics)
41
+
42
+ ```text
43
+ input intents -> fixed physics step -> game state / collision events -> VFX / camera / UI -> render
44
+ ```
45
+
46
+ ## Rapier Integration Pattern
47
+
48
+ Install (this repository's package manager is pnpm):
49
+
50
+ ```bash
51
+ pnpm add @dimforge/rapier3d-compat
52
+ ```
53
+
54
+ Initialize once before starting gameplay:
55
+
56
+ ```ts
57
+ import RAPIER from '@dimforge/rapier3d-compat';
58
+
59
+ await RAPIER.init();
60
+ const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
61
+ ```
62
+
63
+ Fixed-timestep accumulator:
64
+
65
+ ```ts
66
+ const fixedDt = 1 / 60;
67
+ let accumulator = 0;
68
+
69
+ function stepPhysics(deltaSeconds: number) {
70
+ accumulator += Math.min(deltaSeconds, 0.1);
71
+ while (accumulator >= fixedDt) {
72
+ world.timestep = fixedDt;
73
+ world.step();
74
+ accumulator -= fixedDt;
75
+ }
76
+ }
77
+ ```
78
+
79
+ Rigid body + collider + sync:
80
+
81
+ ```ts
82
+ const body = world.createRigidBody(
83
+ RAPIER.RigidBodyDesc.dynamic()
84
+ .setTranslation(0, 2, 0)
85
+ .setLinearDamping(0.25)
86
+ .setAngularDamping(0.5),
87
+ );
88
+ world.createCollider(
89
+ RAPIER.ColliderDesc.ball(0.5).setRestitution(0.6).setFriction(0.4),
90
+ body,
91
+ );
92
+
93
+ // The only sync point
94
+ const t = body.translation();
95
+ const r = body.rotation();
96
+ mesh.position.set(t.x, t.y, t.z);
97
+ mesh.quaternion.set(r.x, r.y, r.z, r.w);
98
+ ```
99
+
100
+ Enable CCD for high speed (has cost; only for bodies that need it):
101
+
102
+ ```ts
103
+ RAPIER.RigidBodyDesc.dynamic().setCcdEnabled(true);
104
+ ```
105
+
106
+ Sensors / triggers:
107
+
108
+ ```ts
109
+ RAPIER.ColliderDesc.ball(1)
110
+ .setSensor(true)
111
+ .setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS);
112
+ ```
113
+
114
+ ## Implementation Rules
115
+
116
+ - Moving platforms / scripted obstacles use **kinematic** bodies, and visual and physics move together.
117
+ - Pickups, finish lines, checkpoints, and damage zones use **sensor**.
118
+ - Character controllers prefer capsules, locked rotation, and kinematic movement (unless ragdoll is required).
119
+ - Arcade vehicles: do not rely only on a bare rigid body; combine control logic + collision response.
120
+ - Use sleeping, and remove/dispose bodies on restart to avoid stale simulation.
121
+ - Tuning units must match scene scale; explicitly set friction, restitution, damping, mass/density, gravity scale, and collision groups.
122
+ - Debug: body/collider counts, contact pairs, velocity; off in release builds.
123
+
124
+ ## Verification (Physics Changes)
125
+
126
+ - `pnpm build` / type check
127
+ - Real input changes body state
128
+ - Collision / trigger paths work
129
+ - No body residue after restart
130
+ - High speed does not tunnel through geometry
131
+ - Simulation does not collapse under low-frame spikes
132
+ - Diagnostics record: engine, timestep, body/collider count, CCD, sensor, risky collider
133
+
134
+ ## Common Failures
135
+
136
+ - Variable-timestep physics -> drifting feel
137
+ - Visual and physics sync in multiple places -> drift
138
+ - Body residue after restart
139
+ - Imported mesh used for collision -> slow and wrong
140
+ - High speed without CCD -> penetration
141
+ - Sensor active events not enabled
142
+ - Kinematic platform only moves the mesh and not physics
@@ -0,0 +1,199 @@
1
+ # Engine Runtime (R3F / Three.js)
2
+
3
+ This file defines R3F / Three.js **engine-layer** conventions (see `file-structure.md`). It does not include design, levels, or game-feel juice recipes.
4
+
5
+ Load this file when writing/modifying runtime, Canvas/gl defaults, loops, lifecycle, blank-screen/double-loop issues, dispose, diagnostic hooks, or R3F loading boundaries.
6
+
7
+ ## Directory and Ownership Mapping
8
+
9
+ | Responsibility | Location in This Project |
10
+ | --- | --- |
11
+ | DOM startup, CSS | `main.tsx` / `App.tsx` / `index.css` |
12
+ | Renderer, Canvas, pixel ratio | `ui/components/GameCanvas.tsx` (R3F `<Canvas>`) |
13
+ | Frame-loop orchestration | `useFrame` in `GameCanvas` (do not start another `requestAnimationFrame`) |
14
+ | Input collection -> semantic actions | `game/input` |
15
+ | Rules / state / fixed-step physics | `game/simulation` (no Three / React) |
16
+ | Camera, world meshes, mixer | `game/three/*` (no React) + `useFrame` sync |
17
+ | UI bridge | `game/bridge` + `src/ui` |
18
+ | Asset keys / loading | `game/assets` + `game/three` loading helpers |
19
+ | Diagnostics / test hooks | Installed when `GameCanvas` mounts, cleaned up on unmount |
20
+
21
+ ## Canvas / Renderer Defaults
22
+
23
+ **MUST NOT** create another `new THREE.WebGLRenderer` outside `GameCanvas`. The only WebGL entry point is R3F `<Canvas>`.
24
+
25
+ Recommended defaults (can be tuned per project, but must be set explicitly; do not rely on implicit defaults):
26
+
27
+ ```tsx
28
+ import { Canvas } from '@react-three/fiber';
29
+ import * as THREE from 'three';
30
+
31
+ <Canvas
32
+ shadows
33
+ dpr={[1, 2]} // Pixel ratio cap 2
34
+ gl={{
35
+ antialias: true,
36
+ alpha: false,
37
+ powerPreference: 'high-performance',
38
+ outputColorSpace: THREE.SRGBColorSpace,
39
+ toneMapping: THREE.ACESFilmicToneMapping,
40
+ toneMappingExposure: 1.05,
41
+ }}
42
+ camera={{ fov: 50, near: 0.1, far: 500, position: [0, 5, 10] }}
43
+ >
44
+ {/* World + useFrame orchestration */}
45
+ </Canvas>
46
+ ```
47
+
48
+ Rules:
49
+
50
+ - Leave resize / aspect to R3F; do not use CSS `transform: scale` to pretend the canvas was resized.
51
+ - Shadows: `shadows` + light `castShadow`; mobile may turn off or reduce cascades (see `engine-performance.md`).
52
+ - Color space and tone mapping must be consistent with imported PBR; if too dark/bright, check here and ambient light first, then change assets.
53
+ - Deeper lighting/postprocessing recipes belong to `threejs-aaa-graphics-builder`; this file only sets startup defaults.
54
+
55
+ ## Frame Update Order
56
+
57
+ Keep an explicit order every frame (under R3F, orchestrated by `useFrame`; rendering is left to R3F):
58
+
59
+ ```text
60
+ input intents
61
+ -> fixed physics (if any, accumulator)
62
+ -> gameplay / simulation systems
63
+ -> animation / mixer / VFX sockets
64
+ -> camera
65
+ -> UI bridge (emit facts / write store)
66
+ -> (R3F automatically renders; unless offscreen, do not manually call renderer.render)
67
+ ```
68
+
69
+ Rules:
70
+
71
+ - `useFrame` only orchestrates; it does not write core win/loss/combat rules.
72
+ - A second active `requestAnimationFrame` game loop MUST NOT compete with R3F rendering.
73
+ - Use frame intervals in seconds; clamp sleep/stutter (common scaffold upper bound around `0.05`-`0.1` seconds).
74
+
75
+ ```ts
76
+ // Inside useFrame: delta is already seconds; clamp is still recommended
77
+ const dt = Math.min(state.clock.getDelta(), 0.05);
78
+ ```
79
+
80
+ ### `useFrame` Priority (Recommended)
81
+
82
+ R3F: in `useFrame(fn, priority)`, **higher priority runs earlier**; default is `0`; **negative numbers run after the default render**.
83
+
84
+ | priority | Content |
85
+ | --- | --- |
86
+ | `> 0` (such as `1`) | Input sampling -> fixed-step physics -> simulation |
87
+ | `0` (default) | `Object3D` sync, mixer, VFX socket, camera follow |
88
+ | `< 0` | Diagnostic sampling only / hooks that need to read finished frame results (optional) |
89
+
90
+ Do not register multiple competing `useFrame` writers for the same responsibility. Fixed-step physics details are in `engine-physics.md`.
91
+
92
+ ## R3F Policy
93
+
94
+ ### Loading Boundaries
95
+
96
+ - **Formal game assets** (GLB/texture keys, failure placeholders, manifest): place in `game/assets` + `game/three` loading helpers; triggered once by `GameCanvas` / world root.
97
+ - `useLoader` / `<Suspense>`: only for explicit mount-boundary prototypes or local helpers; **do not** have every entity component separately `useLoader` the same URL without a unified cache/dispose strategy.
98
+ - Business code does not hardcode glTF URLs; it goes through manifest / `config.json`.
99
+
100
+ ### `@react-three/drei` Allowlist
101
+
102
+ | Usable (Carefully) | Prohibited as Formal Solution |
103
+ | --- | --- |
104
+ | Development-oriented Helpers, lightweight environment/HDR helpers (toggleable) | Piling formal HUD / menus / settings into `<Html>` |
105
+ | Explicitly needed `OrbitControls` (edit/inspect mode; gameplay mode must be toggleable) | Using drei controls to bypass `game/input` semantic actions |
106
+ | | Replacing `src/ui` with in-Canvas DOM |
107
+
108
+ Formal HUD, virtual joystick, settings panels -> React DOM (`src/ui`).
109
+
110
+ ### Other
111
+
112
+ - `game/three/*` **MUST NOT** `import` React / R3F hooks.
113
+ - StrictMode double-mount: subscriptions and WebGL resource creation MUST be idempotent and cleanable.
114
+
115
+ ## First Runnable Slice (Engine Minimum)
116
+
117
+ Have these engine-side pieces first, then discuss content density:
118
+
119
+ 1. Canvas + scene root + resize / camera aspect (including the gl/dpr defaults above)
120
+ 2. Single update path (`useFrame`)
121
+ 3. Input -> semantic action -> one simulation step
122
+ 4. `Object3D` sync for at least one movable entity
123
+ 5. Minimal collision or trigger detection (custom or physics)
124
+ 6. Resource and listener cleanup on failure/restart
125
+ 7. Diagnostic hooks (see below)
126
+
127
+ Reject: view-only without control; leftover entities/listeners/physics bodies after restart; competing multiple loops.
128
+
129
+ ## Lifecycle and dispose
130
+
131
+ StrictMode will double-mount; unmount must be repeatable and idempotent.
132
+
133
+ MUST clean up:
134
+
135
+ - Geometry, materials, textures (including maps attached to materials)
136
+ - `AnimationMixer` and clip actions
137
+ - Physics world / body / collider
138
+ - `gameBus` subscriptions, DOM / window listeners
139
+ - Diagnostics and test hooks (`window.__THREE_GAME_*`)
140
+ - In-game audio loops / short SFX (see `engine-audio.md`)
141
+
142
+ ```ts
143
+ import * as THREE from 'three';
144
+
145
+ export function disposeObject3D(root: THREE.Object3D): void {
146
+ root.traverse((object) => {
147
+ const mesh = object as THREE.Mesh;
148
+ if (mesh.geometry) mesh.geometry.dispose();
149
+ const materials = Array.isArray(mesh.material)
150
+ ? mesh.material
151
+ : mesh.material
152
+ ? [mesh.material]
153
+ : [];
154
+ for (const material of materials) {
155
+ for (const value of Object.values(material as unknown as Record<string, unknown>)) {
156
+ if (value && typeof value === 'object' && (value as { isTexture?: boolean }).isTexture) {
157
+ (value as THREE.Texture).dispose();
158
+ }
159
+ }
160
+ material.dispose();
161
+ }
162
+ });
163
+ }
164
+ ```
165
+
166
+ ## Diagnostic Hooks
167
+
168
+ Install when `GameCanvas` mounts and clean up on unmount (types written in `vite-env.d.ts`):
169
+
170
+ - `window.__THREE_GAME_DIAGNOSTICS__`: renderer info, simulation snapshot, input state, entity count, physics body/collider counts (if any), DPR/shadow summary
171
+ - `window.__THREE_GAME_TEST_HOOKS__`: `seed` / `setState` / `setPausedForScreenshot` / `setReducedMotion` / `hideDebugUi`
172
+
173
+ Put deterministic random in `simulation` or `lib/random`; bare `Math.random` is prohibited in business paths.
174
+
175
+ ## Engine Failure Triage (Runtime)
176
+
177
+ | Symptom | Check First |
178
+ | --- | --- |
179
+ | Blank screen / empty canvas | Canvas DOM and CSS dimensions; WebGL context; whether there is only one loop; camera near/far/orientation; whether the scene has visible objects and lights; whether overlay covers Canvas; whether resize updates aspect; whether color space/exposure "hides" objects |
180
+ | Enters but cannot move | Whether input produces intent; whether simulation steps; whether `Object3D` syncs from simulation; whether code is in the wrong layer |
181
+ | Slower over time / leak | dispose; whether geometry/material/audio sources are created every frame; whether bus subscriptions stack -> `engine-performance.md` |
182
+ | Restart anomalies | Whether entities, timers, mixers, physics bodies, listeners, and audio are cleaned up on restart paths |
183
+ | Low-frame jitter | delta clamp; whether physics incorrectly uses variable timestep; whether DPR is too high |
184
+ | No sound | Whether AudioContext was not unlocked -> `engine-audio.md` |
185
+
186
+ More detailed asset/audio/performance acceptance checklists are in `../game-test`; this file only retains engine ownership decisions.
187
+
188
+ ## Engine Anti-Patterns
189
+
190
+ - Writing rules source of truth in `useFrame` or HUD
191
+ - A second rAF loop + double rendering with R3F; or an extra `new WebGLRenderer`
192
+ - `game/three` imports React
193
+ - Using `<Html>` as a replacement for formal DOM HUD
194
+ - Entity components each use `useLoader` without unified dispose
195
+ - Visual mesh as collider
196
+ - Syncing physics -> visual transforms in multiple places
197
+ - Restart without dispose / listener removal
198
+ - Hardcoded tunable parameters instead of `public/config.json`
199
+ - Business code hardcodes glTF/texture URLs (should go through manifest / config)