hayao 0.3.0 → 0.4.0
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/README.md +10 -0
- package/bin/create-hayao.mjs +1 -1
- package/dist/app/browser.d.ts +33 -3
- package/dist/app/game.d.ts +15 -11
- package/dist/audio/audio.d.ts +18 -1
- package/dist/audio/synth.d.ts +7 -0
- package/dist/audio/zzfx.d.ts +14 -0
- package/dist/core/clock.d.ts +1 -1
- package/dist/core/projection.d.ts +36 -0
- package/dist/core/rng.d.ts +9 -0
- package/dist/hayao.global.js +190 -5
- package/dist/index.d.ts +10 -1
- package/dist/index.js +2341 -328
- package/dist/index.js.map +4 -4
- package/dist/index.min.js +190 -5
- package/dist/input/actions.d.ts +60 -6
- package/dist/input/gamepad.d.ts +101 -0
- package/dist/input/source.d.ts +85 -4
- package/dist/logic/coroutine.d.ts +68 -0
- package/dist/render/canvas.d.ts +3 -7
- package/dist/render/canvas2d-core.d.ts +9 -0
- package/dist/render/commands.d.ts +36 -2
- package/dist/render/paint.d.ts +8 -0
- package/dist/render/renderer.d.ts +25 -0
- package/dist/render/svg.d.ts +2 -1
- package/dist/render/webgl.d.ts +176 -0
- package/dist/scene/iso.d.ts +73 -0
- package/dist/scene/node.d.ts +81 -2
- package/dist/scene/nodes.d.ts +34 -0
- package/dist/scene/particles.d.ts +19 -0
- package/dist/scene/verletChain.d.ts +76 -0
- package/dist/ui/touch.d.ts +51 -0
- package/dist/verify/dom.d.ts +26 -0
- package/dist/world.d.ts +72 -7
- package/docs/API.md +79 -26
- package/docs/CONVENTIONS.md +290 -2
- package/docs/EMBED.md +5 -0
- package/docs/QUICKSTART.md +13 -1
- package/docs/VERIFICATION.md +34 -4
- package/package.json +2 -1
package/docs/CONVENTIONS.md
CHANGED
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@@ -56,12 +56,77 @@ The engine, not game code, owns the clock, the rAF loop, focus, audio muting,
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and the DOM shell. Do not re-implement any of that inside a game.
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The third `onUpdate`/behavior argument is the **world context** (`input`, `rng`,
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-
`clock`, `time
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-
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`clock`, `time`, plus `state`, `events`, `width`/`height`, `paused`,
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`timeScale`, and `camera()`) — prefer it over closing over `world` from
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`build()`, so a node's behavior is self-contained and liftable. Type the state
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with `defineGame<TState>` and keep it in `world.state`/`ctx.state` — never in
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module-level variables, which leak across `restart()` and hide from `hash()`
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(see ENGINE.md §Typed state). For headless tests, `world.runSteps(n,
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i => actions)` fast-forwards an exact step count; `world.advance(realMs)` is the
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*realtime* driver and clamps big deltas to one frame budget (never use it to skip
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ahead in a test).
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## Renderers
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The engine ships four renderer backends, all consuming the same `DrawCommand[]`
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display list. The sim never reads the renderer — renderer choice is purely a host
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concern and has zero effect on `world.hash()` or determinism.
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| Backend | `RunOptions.renderer` | Best for |
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|---|---|---|
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| `SvgRenderer` | `'svg'` (default) | Sparse scenes, DOM inspection, crisp resolution-independence |
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| `Canvas2DRenderer` | `'canvas'` | High entity counts, particles, performance-first |
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| `WebGL2Renderer` | `'webgl'` | Post-processing effects (bloom, pixelate, glitch, palette rotation) |
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| `HeadlessRenderer` | — (Node.js only) | Tests, `npm run verify`, `toSVGString()` |
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To select a renderer:
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```ts
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import { runBrowser, WebGL2Renderer } from '@hayao';
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// Built-in string shorthand:
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runBrowser(def, mount, { renderer: 'webgl' });
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// Or pass your own configured instance directly via the DOM:
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const renderer = new WebGL2Renderer({ width, height, background,
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postProcess: `#version 300 es
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precision mediump float;
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in vec2 v_uv;
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uniform sampler2D u_scene;
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out vec4 fragColor;
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void main() {
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// Vignette
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vec2 uv = v_uv - 0.5;
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float d = dot(uv, uv);
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fragColor = texture(u_scene, v_uv) * (1.0 - d * 1.8);
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}`,
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});
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```
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### WebGL2Renderer post-processing
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`WebGL2Renderer` rasterizes the full display list via Canvas2D (pixel-exact
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parity with `Canvas2DRenderer`) then passes the frame through a GLSL fragment
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shader. This gives you any full-screen effect in 5 lines of GLSL, without
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touching the display list or the sim.
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The fragment shader interface:
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- `in vec2 v_uv` — 0..1 UV with (0,0) at top-left
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- `uniform sampler2D u_scene` — the rasterized frame
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- `out vec4 fragColor` — output pixel
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Change the shader at runtime:
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```ts
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// On game handle:
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(handle.renderer as WebGL2Renderer).setPostProcess(shaderSrc);
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(handle.renderer as WebGL2Renderer).clearPostProcess(); // back to passthrough
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```
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**Verifiability**: because the renderer is a pure display-list consumer, the
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`HeadlessRenderer` and `SvgRenderer` see the identical `DrawCommand[]` input
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and remain the reference backends for all verify passes. Post-processing effects
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are cosmetic — they are never part of the game's `world.hash()`.
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## Pointer & continuous input
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Keyboard actions are the default and the only input that flows through the
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@@ -78,6 +143,204 @@ actions do. For lockstep/replay, **quantize at the host edge**: map a tap to an
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action (`input.press('fire')`) or snap position to a grid cell you feed as a
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discrete move. Keep raw pointer floats out of the sim's canonical state.
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**Replay-exact analog** (twin-stick aim, analog throttle): pass QUANTIZED axes as
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`world.step(actions, axes)`'s second argument. Those enter `getState()` → hash and
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the input log (`InputRecorder`/`frameAxes`), so `assertDeterministic` and netplay
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reproduce them. Snap at the edge with `snapAxis(v, buckets)` / `quantizeAngle(rad,
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buckets)`. Games that never pass axes keep their pinned hashes byte-for-byte.
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**Mouse buttons are actions.** The browser driver wires PointerSource to the
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KeyboardSource, so while a button is held the actions `mouse.left` /
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`mouse.right` / `mouse.middle` are down — bindable in an inputMap
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(`shield: ['mouse.right']`), queryable directly
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(`input.justPressed('mouse.left')`), and replay-exact because they enter the
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same deterministic actionsDown log as keys. The raw 0/1 axes `pointer.right`
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/ `pointer.middle` exist alongside `pointer.down` for analog-style reads. The
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browser context menu is suppressed by default so right-click is usable as game
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input (opt back in via `PointerSourceOptions.contextMenu`).
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**Action names, not key codes.** `isDown`/`justPressed`/`justReleased` take
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ACTION names from the input map (`'jump'`), never key codes (`'Space'`). Once
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a host has declared its sources, querying an action no source can produce
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logs a console.warn once per name — so `isDown('jmup')` fails loudly instead
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of silently never firing. (`justReleased` exists and mirrors `justPressed`.)
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**Sustained virtual input.** `press()` is a one-shot tap (cleared after one step).
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For an on-screen control that models STATE (held joystick, hold-to-fire), use
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`input.setHeld(action, on)` — it stays in the action set every step until released,
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no re-press-per-frame.
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**Multitouch.** `pointer.read()`/`sample()` describe the primary pointer (unchanged).
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For two thumbs at once, `pointer.readAll()` returns every live touch with its stable
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`id`. Or skip the raw layer: **`TouchControls`** (`ui/`, sibling to `Shell`) renders
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floating sticks/buttons and drives the same action set via `setHeld` — a virtual
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gamepad in one declaration. Anchor host-drawn UI to the played area with
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`handle.viewport()` (letterbox rect + scale), never re-derived `getBoundingClientRect`.
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**Proving the host layer.** Touch/pointer host code is the one layer sim proofs
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can't see. `bootDom(def)` (`verify/dom`, under jsdom/happy-dom) boots the real
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`runBrowser` wiring, fires synthetic touches, and steps so you assert on `probe()`.
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## Custom input sources (gamepad, MIDI, accelerometer, …)
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The engine's input layer is open-ended: anything that implements `InputSource`
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(`sample(input: InputState) + optional dispose()`) can be plugged in alongside
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the built-in `KeyboardSource` and `PointerSource`.
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### Wiring a source into the step loop
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Pass sources at start-up — or add them after the handle is returned:
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```ts
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import { GamepadSource, DEFAULT_GAMEPAD_MAP } from '@hayao';
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// Option A: at start-up
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const handle = runBrowser(def, mount, {
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sources: [new GamepadSource({ keyboard: handle.input })], // ← needs handle first
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});
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// Option B: post-creation (recommended for gamepad — wait for 'gamepadconnected')
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const handle = runBrowser(def, mount);
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window.addEventListener('gamepadconnected', () => {
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const gamepad = new GamepadSource({ keyboard: handle.input });
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handle.addSource(gamepad); // sampled every step; addSource returns a cleanup fn
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});
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```
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### Axis naming convention
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Use a dotted namespace prefixed by the source name. All hayao built-ins follow:
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| Axis key | Source | Range | Notes |
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|-------------------|--------------|--------|---------------------------------|
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| `pointer.x` | PointerSource| design | Design-space x (letterbox-safe) |
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| `pointer.y` | PointerSource| design | Design-space y |
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| `pointer.down` | PointerSource| 0/1 | Primary pointer pressed |
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| `gamepad.lx` | GamepadSource| ±1 | Left stick x (after deadzone) |
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| `gamepad.ly` | GamepadSource| ±1 | Left stick y |
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| `gamepad.rx` | GamepadSource| ±1 | Right stick x |
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| `gamepad.ry` | GamepadSource| ±1 | Right stick y |
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| `gamepad.lt` | GamepadSource| 0..1 | Left trigger |
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| `gamepad.rt` | GamepadSource| 0..1 | Right trigger |
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| `gamepad.dpad.x` | GamepadSource| −1/0/1 | D-pad horizontal |
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| `gamepad.dpad.y` | GamepadSource| −1/0/1 | D-pad vertical (−1 = up) |
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Custom sources: follow the same dotted convention (`mydev.axis1`, `midi.cc7`).
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### When to call sample()
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The engine calls `sample(world.input)` once per fixed step, **before**
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`world.advance()`. This mirrors `PointerSource.sample()` in the browser driver.
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Never call `sample()` inside `onUpdate` or from sim code — axes are host-side.
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### Determinism rules for custom sources
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1. **Quantize at the host edge.** Use `snapAxis(v, buckets)` / `quantizeAngle`
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before writing to `input.axes`. Unquantized floats differ across machines and
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across frames when the device hasn't moved — quantized values are stable.
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2. **Axes are live by default** (NOT in `world.hash()` or the input log). This
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is correct for most uses: the sim reads a "current" value, and replay is
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driven by the recorded action log, not raw hardware.
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3. **For replay-exact analog** (twin-stick aim, analog throttle): pass the
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quantized axes as the SECOND argument to `world.step(actions, axes)`. They
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then enter `getState()` → hash and `InputRecorder` (same as pointer axes in
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Studio sessions). Only do this if you need bit-exact replay of analog values.
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4. **For discrete input** (button press → action): call
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`keyboard.setHeld(action, on)` — presses flow through `KeyboardSource.currentActions()`
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into the SAME deterministic string log as keys and are covered by record/replay
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and lockstep netplay at zero extra cost. This is what `GamepadSource` does for
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its `buttonMap`. Prefer `setHeld` over `press()` for buttons: `press()` is a
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one-shot tap (cleared after one step), `setHeld` models the held/released cycle.
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### GamepadSource
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`GamepadSource` is the reference implementation of `InputSource`. It polls
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`navigator.getGamepads()` per step and provides:
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- **Analog sticks + triggers** as quantized axes (see table above).
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- **D-pad + face buttons + start/select** as deterministic actions via a
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`GamepadMap` (button index → action name). Defaults match `DEFAULT_INPUT_MAP`
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so a gamepad works with the keyboard action set out of the box.
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- **Deadzone** with circular magnitude clamping (default 0.12, matching typical
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hardware drift). Output is remapped to fill the full ±1 range post-deadzone.
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- **Configurable quantization** (`stickBuckets`, `triggerBuckets`).
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```ts
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import { GamepadSource, DEFAULT_GAMEPAD_MAP } from '@hayao';
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const gamepad = new GamepadSource({
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keyboard: handle.input, // required for button→action routing
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index: 0, // gamepad slot (default 0)
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deadzone: 0.15, // override default 0.12
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stickBuckets: 64, // coarser for a grid-based game
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buttonMap: {
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...DEFAULT_GAMEPAD_MAP,
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6: 'dodge', // LT → dodge action
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},
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});
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const removeGamepad = handle.addSource(gamepad);
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// later: removeGamepad() to dispose and stop sampling
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```
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Sim code reads analog axes the same way pointer input is read:
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```ts
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player.onUpdate = (n, dt, ctx) => {
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const lx = ctx.input.axis('gamepad.lx'); // −1..1 after deadzone + quantize
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const ly = ctx.input.axis('gamepad.ly');
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// Also check the fallback action for keyboard/dpad parity:
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const dx = ctx.input.isDown('right') ? 1 : ctx.input.isDown('left') ? -1 : lx;
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n.pos.x += dx * 200 * dt;
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};
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```
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### Building your own InputSource
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```ts
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import { InputSource, snapAxis, InputState } from '@hayao';
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class AccelerometerSource implements InputSource {
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private x = 0;
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private y = 0;
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constructor() {
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window.addEventListener('devicemotion', (e) => {
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this.x = e.accelerationIncludingGravity?.x ?? 0;
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this.y = e.accelerationIncludingGravity?.y ?? 0;
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});
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}
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sample(input: InputState): void {
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// Normalize to ±1, quantize for determinism.
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input.axes.set('accel.x', snapAxis(this.x / 9.8, 64, -1, 1));
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input.axes.set('accel.y', snapAxis(this.y / 9.8, 64, -1, 1));
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}
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319
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+
}
|
|
320
|
+
|
|
321
|
+
handle.addSource(new AccelerometerSource());
|
|
322
|
+
// Sim: ctx.input.axis('accel.x')
|
|
323
|
+
```
|
|
324
|
+
|
|
325
|
+
## Depth & 2.5D (isometric / overlap)
|
|
326
|
+
|
|
327
|
+
Painter's `z` is the one depth primitive: the renderer stable-sorts by it, ties
|
|
328
|
+
broken by tree order. For any game where sprites overlap (top-down, iso), derive
|
|
329
|
+
`z` from a depth axis instead of hand-setting it per mover:
|
|
330
|
+
|
|
331
|
+
- **`DepthSort({ key })`** — a container that assigns each child's `z` from an
|
|
332
|
+
accessor at draw time (positions are final for the frame). `key: (n) => n.pos.y`
|
|
333
|
+
for top-down overlap; `key: (n) => n.gx + n.gy` for an iso lattice. It removes
|
|
334
|
+
per-node depth bookkeeping from every overlap game.
|
|
335
|
+
- **`iso({ tileW, tileH, origin })`** — the grid↔screen projection (core, no
|
|
336
|
+
trig, hash-safe). `toScreen(gx, gy, elev?)` places a cell; `toGrid(sx, sy)`
|
|
337
|
+
inverts the ground plane so `pointer.x/y` → a tile coord. Use this for picking;
|
|
338
|
+
`physics/tilemap` is **orthogonal-only** and cannot pick on an iso map.
|
|
339
|
+
- **`IsoPrism({ tileW, tileH, height, fill })`** — a raised tile as three
|
|
340
|
+
auto-shaded faces (top + two sides), one node instead of three hand-rolled
|
|
341
|
+
polys. Pairs with `DepthSort` keyed on `gx + gy`.
|
|
342
|
+
- **`diamond` / `regularPoly` shapes** — sugar over `poly` so an iso tile or hex
|
|
343
|
+
reads as intent, not four re-typed corners.
|
|
81
344
|
|
|
82
345
|
## The human-contact layer
|
|
83
346
|
|
|
@@ -146,6 +409,31 @@ RNG state and clock state are part of `world.hash()`, `world.snapshot()`, and
|
|
|
146
409
|
saves, so a restored world resumes *identically* — that is what makes replay,
|
|
147
410
|
undo, and time-travel free.
|
|
148
411
|
|
|
412
|
+
**The dev guard.** Pass `guardDeterminism: true` in the world config and every
|
|
413
|
+
`step()` wraps `Math.random`/`Date.now` so a stray call inside the sim warns
|
|
414
|
+
ONCE with a stack hint (values still flow — nothing breaks mid-frame). It
|
|
415
|
+
never throws, so it is safe to leave on in tests and dev builds. It converts
|
|
416
|
+
"the replay diverged three hours later" into "here is the exact call site, now".
|
|
417
|
+
|
|
418
|
+
**Cosmetic randomness.** Rule 1 has two escape hatches for pure-view code so
|
|
419
|
+
decoration never perturbs the gameplay stream:
|
|
420
|
+
|
|
421
|
+
- `world.rng.split(key)` derives an independent child stream — give a cosmetic
|
|
422
|
+
node its own private `Rng` at construction (Particles and Shaker do this),
|
|
423
|
+
and its draws stop racing gameplay draws for the same numbers.
|
|
424
|
+
- `hashNoise(...values)` is *stateless* deterministic noise → `[0, 1)`: same
|
|
425
|
+
inputs, same output, no stream consumed — so it is safe to call from
|
|
426
|
+
`draw()` for per-entity variation (`hashNoise(i, ctx.frame)` for jitter,
|
|
427
|
+
phase offsets, hue nudges). Never call `rng.float()` from `draw()`.
|
|
428
|
+
|
|
429
|
+
**Catch-up steps.** `advance(realMs)` runs as many fixed steps as real time
|
|
430
|
+
demands, clamped at `clock.maxFrameMs` (default 250, with a warn-once when it
|
|
431
|
+
clamps). So the FIRST advance after a stall — tab restored, debugger resumed,
|
|
432
|
+
slow boot — can legitimately run multiple steps at once, and first-frame logic
|
|
433
|
+
that assumes "one advance = one step" (e.g. gravity applied before the floor
|
|
434
|
+
exists) sinks the player. Guard the logic, and in tests never fast-forward
|
|
435
|
+
with a big `advance(ms)` — use `runSteps(n)`, which has no realtime clamp.
|
|
436
|
+
|
|
149
437
|
## House style (defaults — swap deliberately, not accidentally)
|
|
150
438
|
|
|
151
439
|
- **Code-as-art, zero binary assets.** A `Sprite` is a vector `Shape`
|
package/docs/EMBED.md
CHANGED
|
@@ -80,6 +80,11 @@ If you prefer modules, inline `dist/index.min.js` as a blob and dynamic-import i
|
|
|
80
80
|
- **Assets.** If your game loads a webfont or atlas, use the `preload` +
|
|
81
81
|
`splash` lifecycle (see [API.md](API.md)) so there's no pop-in — the engine
|
|
82
82
|
holds a palette-guaranteed splash until preload resolves.
|
|
83
|
+
- **Touch.** These targets (Artifacts, itch, js13k) are largely played on phones.
|
|
84
|
+
A keyboard game is unplayable there until you add `TouchControls` — a virtual
|
|
85
|
+
gamepad in one declaration that drives the same action set as keys:
|
|
86
|
+
`new TouchControls(handle, { left: ['up','down','left','right'], buttons: [{ action: 'fire' }] })`.
|
|
87
|
+
It only mounts on coarse-pointer devices by default. See CONVENTIONS §Pointer.
|
|
83
88
|
- **The one gap the engine can't close.** The window between the browser
|
|
84
89
|
*fetching* the file and the script *executing* is pre-engine by physics —
|
|
85
90
|
nothing hayao can draw yet. Recipe B shrinks it to a single local file.
|
package/docs/QUICKSTART.md
CHANGED
|
@@ -119,7 +119,19 @@ can reach is provably winnable — all without opening a browser.
|
|
|
119
119
|
- **Mark pure-view nodes `cosmetic = true`** so transient display never enters
|
|
120
120
|
`world.hash()` — otherwise determinism checks will (correctly) fail.
|
|
121
121
|
- **`justPressed` is a one-frame rising edge** — insert a neutral frame between
|
|
122
|
-
repeated taps of the same action.
|
|
122
|
+
repeated taps of the same action. `justReleased` mirrors it.
|
|
123
|
+
- **Query ACTION names, not key codes** — `isDown('jump')`, never
|
|
124
|
+
`isDown('Space')`. In the browser, an undeclared name warns once in the
|
|
125
|
+
console instead of silently never firing.
|
|
126
|
+
- **Pointer coordinates are design-space** — `input.axis('pointer.x'/'pointer.y')`
|
|
127
|
+
already un-letterboxed; mouse buttons are bindable actions
|
|
128
|
+
(`mouse.left/right/middle`). See CONVENTIONS §Pointer & continuous input.
|
|
129
|
+
- **`splash: false`** in `defineGame` skips the built-in loading splash (e.g.
|
|
130
|
+
for embeds that paint their own cover).
|
|
131
|
+
- **The browser build is scriptable** — `?capture=1` exposes `window.__hayao`
|
|
132
|
+
(pump/probe/hash/shot), and `handle.tick()` single-steps the real loop; the
|
|
133
|
+
loop keeps running in hidden tabs (never patch rAF yourself). See
|
|
134
|
+
VERIFICATION §Channel 2.
|
|
123
135
|
|
|
124
136
|
## Where to go next
|
|
125
137
|
|
package/docs/VERIFICATION.md
CHANGED
|
@@ -113,10 +113,40 @@ writeFileSync('shots/title.svg', r.toSVGString()); // a real vector screenshot
|
|
|
113
113
|
```
|
|
114
114
|
|
|
115
115
|
Because rendering is SVG, the screenshot is **resolution-independent and text is
|
|
116
|
-
crisp** — no canvas fuzz, no GPU.
|
|
117
|
-
|
|
118
|
-
|
|
119
|
-
|
|
116
|
+
crisp** — no canvas fuzz, no GPU. You rarely need a browser at all, because the
|
|
117
|
+
DOM is already inspectable and the sim already runs in Node — but when a tool
|
|
118
|
+
must drive the real browser build, two seams exist:
|
|
119
|
+
|
|
120
|
+
**`?capture=1` → `window.__hayao`** (`src/verify/capture.ts`). Appending
|
|
121
|
+
`?capture=1` to a game's URL skips the splash and installs a scripted-session
|
|
122
|
+
API on `window`:
|
|
123
|
+
|
|
124
|
+
| Member | What it does |
|
|
125
|
+
|---|---|
|
|
126
|
+
| `pump(frames, actions?)` | Step exactly `frames` fixed steps with `actions` held (wall-clock loop suspended), then return `probe()` |
|
|
127
|
+
| `probe()` | The game's probe snapshot |
|
|
128
|
+
| `hash()` | `world.hash()` — the determinism hash |
|
|
129
|
+
| `shot()` | Current frame as an SVG string (a vector screenshot) |
|
|
130
|
+
| `save(path)` | POST that SVG to the dev server's `/__shot` endpoint; resolves `true` on success |
|
|
131
|
+
| `key(type, code)` | Dispatch a synthetic `keydown`/`keyup` by key code |
|
|
132
|
+
| `world` | The live `World` — full access when the shorthands aren't enough |
|
|
133
|
+
|
|
134
|
+
`probe` is whatever the game's `defineGame({ probe })` returns — expose exactly
|
|
135
|
+
the state a scripted session will assert on.
|
|
136
|
+
|
|
137
|
+
**`handle.tick(dtMs?)`** — the `runBrowser` handle can drive one frame by hand:
|
|
138
|
+
sample the pointer and extra sources, advance by `dtMs` (default one fixed
|
|
139
|
+
step) with the currently-held actions, render. It is the SAME code path the
|
|
140
|
+
wall-clock loop runs, so tool-driven frame stepping is the real loop, not a
|
|
141
|
+
simulation of it. The wall-clock loop keeps running independently — pause the
|
|
142
|
+
shell or hold via `RunOptions.isHeld` to make `tick()` the only driver.
|
|
143
|
+
|
|
144
|
+
**Hidden tabs and iframes keep ticking.** Browsers throttle rAF to death in
|
|
145
|
+
hidden tabs/iframes; the engine now owns the fallback — when `document.hidden`,
|
|
146
|
+
the loop pumps via `setTimeout(16)` and swaps back to native rAF on
|
|
147
|
+
visibility. Games and harnesses must **NOT** patch the global
|
|
148
|
+
`requestAnimationFrame` anymore: per-game patches double-fire and race the
|
|
149
|
+
engine's scheduler (the 2026-07 triage traced real bugs to exactly that).
|
|
120
150
|
|
|
121
151
|
For MOTION, use the filmstrip instead of a single frame: it samples a whole
|
|
122
152
|
run into one SVG contact sheet, so pacing, readability under load, and
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "hayao",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.4.0",
|
|
4
4
|
"type": "module",
|
|
5
5
|
"description": "An AI-first game engine: a deterministic, headless-native simulation kernel with a Godot-style scene tree, pluggable renderers (SVG/Canvas/headless), and a built-in verification harness — designed so an LLM can author, test, and prove correct a whole game without ever opening a browser.",
|
|
6
6
|
"keywords": [
|
|
@@ -87,6 +87,7 @@
|
|
|
87
87
|
"@types/react": "^19.2.17",
|
|
88
88
|
"@types/react-dom": "^19.2.3",
|
|
89
89
|
"esbuild": "^0.28.0",
|
|
90
|
+
"happy-dom": "^20.10.6",
|
|
90
91
|
"leva": "^0.10.1",
|
|
91
92
|
"qrcode": "^1.5.4",
|
|
92
93
|
"react": "^19.2.7",
|