incanto 0.32.0 → 0.33.0

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Files changed (49) hide show
  1. package/dist/2d.d.ts +59 -2
  2. package/dist/2d.js +3 -3
  3. package/dist/3d.d.ts +8 -3
  4. package/dist/3d.js +4 -4
  5. package/dist/{behavior-D_jMpFh8.d.ts → behavior-CKwTCjfR.d.ts} +140 -1
  6. package/dist/{create-game-bKHgHcsZ.js → create-game-D2QU5x7S.js} +13 -6
  7. package/dist/{create-game-gXI7PYl0.js → create-game-sFuTLqjD.js} +11 -5
  8. package/dist/debug.d.ts +1 -1
  9. package/dist/{duplicate-KRPtUtzl.js → duplicate-BgnG1Lqz.js} +1 -1
  10. package/dist/editor.js +35 -0
  11. package/dist/{environment-presets--DigHNg4.js → environment-presets-CQtEGogB.js} +2 -2
  12. package/dist/{gameplay-BftxM_It.js → gameplay-BpQCbABv.js} +90 -2
  13. package/dist/gameplay.d.ts +1 -1
  14. package/dist/gameplay.js +1 -1
  15. package/dist/index.d.ts +125 -23
  16. package/dist/index.js +5 -58
  17. package/dist/{loader-BlaRQGaA.js → loader-Buk8Bu1h.js} +53 -0
  18. package/dist/{loader-BYBrqTxP.d.ts → loader-COn5fS0o.d.ts} +1 -1
  19. package/dist/net.d.ts +1 -1
  20. package/dist/net.js +3 -3
  21. package/dist/{pathfinding-BwhqPD3i.d.ts → pathfinding-DUw9mir9.d.ts} +1 -1
  22. package/dist/{physics-2d-D9wquBvK.js → physics-2d-DjXR5DMu.js} +12 -2
  23. package/dist/{physics-3d-CnPygVGo.js → physics-3d-DF8npb1O.js} +55 -9
  24. package/dist/react.d.ts +1 -1
  25. package/dist/react.js +1 -1
  26. package/dist/{register-Dzkd6-os.js → register-CscIzJEO.js} +551 -13
  27. package/dist/{register-CUY284Is.js → register-CtI-itec.js} +2 -2
  28. package/dist/{register-tkR_8tWg.js → register-FIJtNbub.js} +145 -8
  29. package/dist/{test-WwRIlXsK.js → test-BRxLd2jH.js} +10 -10
  30. package/dist/test.d.ts +2 -2
  31. package/dist/test.js +1 -1
  32. package/dist/vite.js +1 -1
  33. package/editor/assets/{agent8-C5k1nTCH.js → agent8-BdDP3xKW.js} +1 -1
  34. package/editor/assets/{debug-BT_0mjk-.js → debug-DbjTyTlC.js} +1 -1
  35. package/editor/assets/{index-gfyrByWw.js → index-BWCudoz1.js} +90 -90
  36. package/editor/index.html +1 -1
  37. package/package.json +1 -1
  38. package/schemas/scene.schema.json +520 -0
  39. package/skills/incanto-audio.md +43 -0
  40. package/skills/incanto-building-2d-games.md +36 -0
  41. package/skills/incanto-hud.md +41 -0
  42. package/skills/incanto-node-reference.md +89 -0
  43. package/skills/incanto-physics-and-input.md +50 -0
  44. package/templates-app/beacon-isle-3d/docs/project-3d-rules.md +40 -19
  45. package/templates-app/beacon-isle-3d/package.json +1 -1
  46. package/templates-app/tps-3d/docs/project-3d-rules.md +41 -19
  47. package/templates-app/tps-3d/package.json +1 -1
  48. package/templates-app/village-quest-3d/docs/project-3d-rules.md +40 -19
  49. package/templates-app/village-quest-3d/package.json +1 -1
@@ -80,3 +80,44 @@ Typewriter reveal at `charsPerSecond` (0 = instant); clicking the box
80
80
  reveals the line then advances; choice lines render buttons and wait for
81
81
  `choose(i)`. Buttons opt into pointer events — the rest of the HUD stays
82
82
  click-through.
83
+
84
+ ## Menus, options and inventories (UiPanel + the value widgets)
85
+
86
+ The HUD widgets can SAY things. These arrange them and take a value back — which
87
+ is what a title screen, pause menu, options panel, shop and inventory grid are.
88
+ Before them every one of those was hand-rolled DOM, which drops the whole screen
89
+ out of scene JSON, out of the editor, out of `incanto-check` and out of every
90
+ headless check you have.
91
+
92
+ **`UiPanel` is the box.** Widgets normally mount into the HudLayer's anchor slot
93
+ no matter how the tree is shaped; anything under a panel mounts into the PANEL,
94
+ so structure in the tree becomes structure on screen. Panels nest.
95
+
96
+ ```json
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+ { "name": "Pause", "type": "UiPanel",
98
+ "props": { "anchor": "center", "layout": "column", "gap": 12, "padding": 20 },
99
+ "children": [
100
+ { "name": "Title", "type": "UiText", "props": { "text": "PAUSED", "size": 28 } },
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+ { "name": "Volume", "type": "UiSlider", "props": { "label": "volume", "value": 0.8 } },
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+ { "name": "Invert", "type": "UiToggle", "props": { "label": "invert Y" } },
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+ { "name": "Quality", "type": "UiSelect", "props": { "options": "low,medium,high", "value": "high" } },
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+ { "name": "Resume", "type": "UiButton", "props": { "label": "Resume" } }
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+ ] }
106
+ ```
107
+
108
+ | node | props | signal |
109
+ | --- | --- | --- |
110
+ | `UiPanel` | `layout` (column/row/**grid**), `columns`, `gap`, `padding`, `background`, `radius`, `width`, `height`, `border` | — |
111
+ | `UiImage` | `src` (url or `$assetKey`), `width`, `height`, `fit`, `tint`, `opacity` | — |
112
+ | `UiSlider` | `label`, `value`, `min`, `max`, `step`, `width`, `color` | `changed(value)` |
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+ | `UiToggle` | `label`, `value` | `changed(bool)` |
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+ | `UiSelect` | `label`, `options` (`"low,medium,high"`), `value` | `changed(value)` |
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+
116
+ **An inventory is a grid panel**: `"layout": "grid", "columns": 5`, one child per
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+ slot, each a small `UiPanel` holding a `UiImage` (`tint` greys out what you
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+ cannot afford) — and `Clickable` is on the world node, not the widget; for a
119
+ widget use `UiButton`'s `pressed`.
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+
121
+ Setting `.value` from a behavior updates the control and does **NOT** re-emit
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+ `changed` — restoring a saved setting must not fire the handler that saved it.
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+
@@ -246,6 +246,17 @@ Signals: `triggerEnter(other)` · `triggerExit(other)`
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246
  | `jumpHeight` | `64` | number |
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  | `moveAction` | `"move"` | string |
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  | `jumpAction` | `"jump"` | string |
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+ | `coyoteSeconds` | `0` | number |
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+ | `jumpBufferSeconds` | `0` | number |
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+ | `jumpCutMultiplier` | `1` | number |
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+ | `maxJumps` | `1` | number |
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+ | `dashSpeed` | `0` | number |
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+ | `dashSeconds` | `0.15` | number |
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+ | `dashAction` | `"dash"` | string |
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+ | `wallSlideSpeed` | `0` | number |
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+ | `wallJumpImpulse` | `[0,0]` | array |
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+
259
+ Signals: `movementStateChanged(state)`
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260
 
250
261
  ## `CharacterController3D` — `incanto/3d`
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262
 
@@ -958,6 +969,63 @@ Signals: `pressed`
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969
 
959
970
  Signals: `lineShown` · `choiceMade` · `dialogueFinished`
960
971
 
972
+ ## `UiImage` — `incanto`
973
+
974
+ | Prop | Default | Kind |
975
+ |---|---|---|
976
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
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+ | `visible` | `true` | boolean |
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+ | `src` | `""` | string |
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+ | `width` | `48` | number |
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+ | `height` | `48` | number |
981
+ | `fit` | `"contain"` | one of: `contain` `cover` `fill` |
982
+ | `tint` | `""` | string |
983
+ | `opacity` | `1` | number |
984
+
985
+ ## `UiPanel` — `incanto`
986
+
987
+ | Prop | Default | Kind |
988
+ |---|---|---|
989
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
990
+ | `visible` | `true` | boolean |
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+ | `layout` | `"column"` | one of: `column` `row` `grid` |
992
+ | `columns` | `4` | number |
993
+ | `gap` | `8` | number |
994
+ | `padding` | `12` | number |
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+ | `background` | `"rgba(0,0,0,0.55)"` | string |
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+ | `radius` | `10` | number |
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+ | `width` | `0` | number |
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+ | `height` | `0` | number |
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+ | `border` | `""` | string |
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+
1001
+ ## `UiSelect` — `incanto`
1002
+
1003
+ | Prop | Default | Kind |
1004
+ |---|---|---|
1005
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
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+ | `visible` | `true` | boolean |
1007
+ | `label` | `""` | string |
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+ | `options` | `""` | string |
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+ | `value` | `""` | string |
1010
+
1011
+ Signals: `changed`
1012
+
1013
+ ## `UiSlider` — `incanto`
1014
+
1015
+ | Prop | Default | Kind |
1016
+ |---|---|---|
1017
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1018
+ | `visible` | `true` | boolean |
1019
+ | `label` | `""` | string |
1020
+ | `value` | `0.5` | number |
1021
+ | `min` | `0` | number |
1022
+ | `max` | `1` | number |
1023
+ | `step` | `0.01` | number |
1024
+ | `width` | `180` | number |
1025
+ | `color` | `"#6ee7dc"` | string |
1026
+
1027
+ Signals: `changed`
1028
+
961
1029
  ## `UiText` — `incanto`
962
1030
 
963
1031
  | Prop | Default | Kind |
@@ -969,6 +1037,17 @@ Signals: `lineShown` · `choiceMade` · `dialogueFinished`
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1037
  | `color` | `"#ffffff"` | string |
970
1038
  | `shadow` | `true` | boolean |
971
1039
 
1040
+ ## `UiToggle` — `incanto`
1041
+
1042
+ | Prop | Default | Kind |
1043
+ |---|---|---|
1044
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1045
+ | `visible` | `true` | boolean |
1046
+ | `label` | `""` | string |
1047
+ | `value` | `false` | boolean |
1048
+
1049
+ Signals: `changed`
1050
+
972
1051
  ## `VoxelGrid3D` — `incanto/3d`
973
1052
 
974
1053
  | Prop | Default | Kind |
@@ -1084,6 +1163,16 @@ Signals: `submerged` · `surfaced`
1084
1163
 
1085
1164
  Signals: `reachedTarget` · `lostTarget`
1086
1165
 
1166
+ ### `Clickable`
1167
+
1168
+ | Prop | Default | Kind |
1169
+ |---|---|---|
1170
+ | `button` | `0` | number |
1171
+ | `maxDistance` | `0` | number |
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+ | `enabled` | `true` | boolean |
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+
1174
+ Signals: `clicked` · `hovered` · `unhovered`
1175
+
1087
1176
  ### `Collector`
1088
1177
 
1089
1178
  | Prop | Default | Kind |
@@ -258,6 +258,56 @@ the tree says, without your scene falling over while you look at it. Use it for
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  any "show me the collision geometry" tool. Do NOT use it to freeze a running
259
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  game — that is `engine.timeScale = 0`, which keeps the world coherent.
260
260
 
261
+ ## Moving platforms carry their riders (2D **and** 3D)
262
+
263
+ A `CharacterBody2D`/`CharacterBody3D` standing on a body that moves is dragged
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+ along by however far that body moved — elevators, patrol platforms, conveyors,
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+ rotating discs. It is what makes a floating-island game work.
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+
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+ Author it the obvious way: move the platform's `position` (a behavior, a
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+ `PathFollow`, an `Oscillate`). Nothing else to declare.
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+
270
+ The carry stops the moment the character is no longer grounded on it, so walking
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+ off an edge or jumping is not "sticky", and it is vertical as well as horizontal
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+ — an elevator lifts you.
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+
274
+ ## The mouse as gameplay input (click, hover)
275
+
276
+ `pointerDelta()` answers "how far did the mouse move" — the mouse-look question.
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+ For match-3, tower defense, card games, point-and-click and RTS that is the
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+ wrong question, and it used to be the only one the engine could answer.
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+
280
+ ```ts
281
+ engine.input.pointerPosition(); // { x, y } in CANVAS pixels, or null
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+ engine.input.mousePressed(0); // 0 left · 1 middle · 2 right
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+ engine.input.mouseJustPressed(0); // and mouseJustReleased(0)
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+ game.pick(x, y); // the node under that pixel, or null
285
+ ```
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+
287
+ A stretched canvas is handled: `pointerPosition()` scales client → canvas pixels,
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+ so the coordinates are the ones `pick()` wants.
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+
290
+ From scene JSON, the **`Clickable`** behavior needs no code at all:
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+
292
+ ```json
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+ { "name": "Tile", "type": "MeshInstance3D", "script": { "name": "Clickable" } }
294
+ ```
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+
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+ | prop | default | |
297
+ | --- | --- | --- |
298
+ | `button` | `0` | 0 left · 1 middle · 2 right |
299
+ | `maxDistance` | `0` | ignore clicks further than this (0 = any) |
300
+ | `enabled` | `true` | stop responding without detaching |
301
+
302
+ Signals: **`clicked`**, **`hovered`**, **`unhovered`** — wire them in
303
+ `connections` like any other. `clicked` fires on RELEASE over the same node the
304
+ press started on (a drag that ends elsewhere is not a click, the way every
305
+ button on every platform behaves), and a hit on a CHILD counts as a hit on the
306
+ node — the raycast lands on the visual mesh, which is usually a child.
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+
308
+ Headless there is no renderer and therefore no raycast: `Clickable` is inert
309
+ rather than wrong, and `engine.picker` is null.
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+
261
311
  ## Placement rules
262
312
 
263
313
  `CharacterController2D` MUST be a direct child of a `CharacterBody2D` — the
@@ -5,15 +5,17 @@ YOU MUST follow these rules EXACTLY when vibe-coding on this Incanto template:
5
5
  manual, version-pinned to what is installed. Start with
6
6
  `incanto-building-3d-games.md`, `incanto-3d-character.md`,
7
7
  `incanto-gameplay-behaviors.md`, `incanto-environment.md` and
8
- `incanto-audio.md` — this template composes all five.
8
+ `incanto-hud.md` — this template composes them
9
+ and FINISH with `incanto-verifying-your-game.md` (rule 11).
9
10
  2. 🧱 STRUCTURE IS JSON: scenes, nodes, props, assets, input maps and
10
- replication all live in `src/game.scene.json`. Add nodes there (or with
11
+ replication all live in `src/*.scene.json`. Add nodes there (or with
11
12
  `npx incanto-editor`), NOT by constructing them ad-hoc in code.
12
13
  3. 🧠 LOGIC IS BEHAVIORS: gameplay code = small TypeScript Behavior classes,
13
14
  registered with `registerBehavior('Name', Class)` and attached in JSON via
14
15
  `"script": { "name": "Name" }`. Reach for a BUILT-IN gameplay behavior
15
- (Health, Chase, WaveSpawner, DamageOnContact, ScoreKeeper…) before writing
16
- your own this game's only custom behaviors are `Shoot` and `HudUpdater`.
16
+ before writing your own this template already uses
17
+ Health, DamageOnContact, Interactable, PathFollow, DayNight, and its only custom behaviors are
18
+ `IsleDirector` and `SwordStrike`.
17
19
  4. 🔑 UIDS ARE GENERATED: every node uid comes from
18
20
  `import { newUid } from 'incanto'`. NEVER invent readable uid strings.
19
21
  5. 📦 ASSETS ARE DECLARED: `assets` entries need `type` + `url`; reference
@@ -23,21 +25,40 @@ YOU MUST follow these rules EXACTLY when vibe-coding on this Incanto template:
23
25
  (Euler XYZ). Negative gravity falls.
24
26
  7. 🧲 COLLIDERS ARE PROPS: `"collider": { "shape": "box"|"sphere"|"capsule", … }`
25
27
  on a body node — never child shape nodes. Wrong shapes hard-fail at load.
26
- 8. 🖥️ THE HUD IS DOM, NOT NODES: 3D scenes have no 2D `UILayer`/`Label` nodes
27
- (those are `incanto/2d`). The HUD + crosshair + banner are plain HTML in
28
- `index.html`; `HudUpdater` writes the live numbers into them (guarded so
29
- headless runs are a no-op).
30
- 9. 🐛 DEBUG WHEN UNSURE: `physics.debugDraw = true` (the object
31
- `enablePhysics3D` returns) draws every collider in the running game; or boot
32
- with `?incanto_debug=1` for the live Explorer/Inspector/Stats overlay.
28
+ 8. 🖥️ THE HUD IS NODES: this template's HUD lives in the scene as a
29
+ `HudLayer` with `UiText`/`UiBar` children the engine builds the DOM for
30
+ them and positions them by anchor. Edit the HUD in `*.scene.json` like any
31
+ other node. (A DOM-in-`index.html` HUD is the other valid shape, and what
32
+ `tps-3d` does; both are supported do not mix them in one screen.)
33
+ 9. 🐛 DEBUG WHEN UNSURE: `VITE_INCANTO_DEBUG=1 bun run dev` adds the ☰ debug
34
+ menu Explorer/Inspector (click a node, see and edit its live props), Logs,
35
+ Stats and Colliders (every physics shape as a wireframe, drawn by the same
36
+ Rapier the game runs). There is NO `VITE_INCANTO_DEBUG=1` URL toggle: it was
37
+ removed as deploy-unsafe. Never ship the env flag on.
33
38
  10. 🎬 DELTA DISCIPLINE: only write props that differ from defaults — the
34
39
  loader treats unknown/garbage props as hard errors, which is your friend.
35
- 11. ✅ VERIFY LIKE A USER: `bun run check` validates the scene, `bun run verify`
36
- proves the loop headlessly, then `bun run dev` and actually PLAY what you
37
- changed (move, shoot, clear a wave) before declaring it done.
38
- 12. 🔍 X-RAY WHEN IT LOOKS WRONG: `VITE_INCANTO_DEBUG=1 bun run dev` adds a ☰
39
- debug menu Explorer/Inspector (click a node, see and edit its live props),
40
- Logs, Stats (fps · tris · draw calls) and Colliders (every physics shape as
41
- wireframe). Blocked in mid-air or falling through the floor is a Colliders
42
- question; a mystery frame-rate is a Stats question. Never ship the flag on.
40
+ 11. ✅ VERIFY LIKE A USER, THEN READ THE FOUR SIGNALS. `bun run check` and
41
+ `bun run verify` are the start, not the end you cannot SEE this game, and
42
+ each of these answers a failure that otherwise looks like nothing at all:
43
+
44
+ | read | it is not clean when |
45
+ | --- | --- |
46
+ | `bunx incanto-check` | the scene will not load, or renders black (no light) |
47
+ | `stats().errors` | something threw and was skipped to keep the game alive |
48
+ | `assetErrors()` | a model or texture 404'd — the thing is simply not there |
49
+ | `framing` | the camera points the wrong way, or nothing is lit |
50
+
51
+ ```bash
52
+ printf 'step 500\nframing\nquit\n' | bunx incanto-play src/game.scene.json
53
+ ```
54
+
55
+ `framing` reports what the camera SEES — on screen / off screen / behind it
56
+ — plus what lights the scene and which colliders intersect. `behind` looks
57
+ exactly like "my model did not load"; nothing else can tell you apart.
58
+ Then `bun run dev` and actually PLAY what you changed.
59
+ 12. 🧯 A THROWN ERROR NO LONGER STOPS THE GAME: a behavior that throws is
60
+ reported once (node, script, phase, file:line) and SKIPPED — your script
61
+ stops, the node it is attached to keeps running, the game plays on. So a
62
+ game that looks fine can still be broken: read `stats().errors`, and
63
+ `engine.resumeErroredNodes()` after you fix it.
43
64
  </userRequest>
@@ -14,7 +14,7 @@
14
14
  "@dimforge/rapier2d-compat": "0.19.3",
15
15
  "@dimforge/rapier3d-compat": "0.19.3",
16
16
  "@pixiv/three-vrm": "^3.5.3",
17
- "incanto": "^0.32.0",
17
+ "incanto": "^0.33.0",
18
18
  "three": "^0.184.0"
19
19
  },
20
20
  "devDependencies": {
@@ -5,15 +5,17 @@ YOU MUST follow these rules EXACTLY when vibe-coding on this Incanto template:
5
5
  manual, version-pinned to what is installed. Start with
6
6
  `incanto-building-3d-games.md`, `incanto-3d-character.md`,
7
7
  `incanto-gameplay-behaviors.md`, `incanto-environment.md` and
8
- `incanto-audio.md` — this template composes all five.
8
+ `incanto-audio.md` — this template composes them
9
+ and FINISH with `incanto-verifying-your-game.md` (rule 11).
9
10
  2. 🧱 STRUCTURE IS JSON: scenes, nodes, props, assets, input maps and
10
- replication all live in `src/game.scene.json`. Add nodes there (or with
11
+ replication all live in `src/*.scene.json`. Add nodes there (or with
11
12
  `npx incanto-editor`), NOT by constructing them ad-hoc in code.
12
13
  3. 🧠 LOGIC IS BEHAVIORS: gameplay code = small TypeScript Behavior classes,
13
14
  registered with `registerBehavior('Name', Class)` and attached in JSON via
14
15
  `"script": { "name": "Name" }`. Reach for a BUILT-IN gameplay behavior
15
- (Health, Chase, WaveSpawner, DamageOnContact, ScoreKeeper…) before writing
16
- your own this game's only custom behaviors are `Shoot` and `HudUpdater`.
16
+ before writing your own this template already uses
17
+ Health, DamageOnContact, Chase, WaveSpawner, ScoreKeeper, and its only custom behaviors are
18
+ `Shoot` and `HudUpdater`.
17
19
  4. 🔑 UIDS ARE GENERATED: every node uid comes from
18
20
  `import { newUid } from 'incanto'`. NEVER invent readable uid strings.
19
21
  5. 📦 ASSETS ARE DECLARED: `assets` entries need `type` + `url`; reference
@@ -23,21 +25,41 @@ YOU MUST follow these rules EXACTLY when vibe-coding on this Incanto template:
23
25
  (Euler XYZ). Negative gravity falls.
24
26
  7. 🧲 COLLIDERS ARE PROPS: `"collider": { "shape": "box"|"sphere"|"capsule", … }`
25
27
  on a body node — never child shape nodes. Wrong shapes hard-fail at load.
26
- 8. 🖥️ THE HUD IS DOM, NOT NODES: 3D scenes have no 2D `UILayer`/`Label` nodes
27
- (those are `incanto/2d`). The HUD + crosshair + banner are plain HTML in
28
- `index.html`; `HudUpdater` writes the live numbers into them (guarded so
29
- headless runs are a no-op).
30
- 9. 🐛 DEBUG WHEN UNSURE: `physics.debugDraw = true` (the object
31
- `enablePhysics3D` returns) draws every collider in the running game; or boot
32
- with `?incanto_debug=1` for the live Explorer/Inspector/Stats overlay.
28
+ 8. 🖥️ THE HUD IS DOM HERE: this template's HUD, crosshair and banner are
29
+ plain HTML in `index.html`, and `HudUpdater` writes the live numbers into
30
+ them (guarded, so headless runs are a no-op). That is a CHOICE, not a
31
+ limit `HudLayer` + `UiText`/`UiBar` nodes work in 3D scenes too (see
32
+ `incanto-hud.md`, and the `beacon-isle-3d` template). Do not mix them in
33
+ one screen.
34
+ 9. 🐛 DEBUG WHEN UNSURE: `VITE_INCANTO_DEBUG=1 bun run dev` adds the debug
35
+ menu — Explorer/Inspector (click a node, see and edit its live props), Logs,
36
+ Stats and Colliders (every physics shape as a wireframe, drawn by the same
37
+ Rapier the game runs). There is NO `VITE_INCANTO_DEBUG=1` URL toggle: it was
38
+ removed as deploy-unsafe. Never ship the env flag on.
33
39
  10. 🎬 DELTA DISCIPLINE: only write props that differ from defaults — the
34
40
  loader treats unknown/garbage props as hard errors, which is your friend.
35
- 11. ✅ VERIFY LIKE A USER: `bun run check` validates the scene, `bun run verify`
36
- proves the loop headlessly, then `bun run dev` and actually PLAY what you
37
- changed (move, shoot, clear a wave) before declaring it done.
38
- 12. 🔍 X-RAY WHEN IT LOOKS WRONG: `VITE_INCANTO_DEBUG=1 bun run dev` adds a ☰
39
- debug menu Explorer/Inspector (click a node, see and edit its live props),
40
- Logs, Stats (fps · tris · draw calls) and Colliders (every physics shape as
41
- wireframe). Blocked in mid-air or falling through the floor is a Colliders
42
- question; a mystery frame-rate is a Stats question. Never ship the flag on.
41
+ 11. ✅ VERIFY LIKE A USER, THEN READ THE FOUR SIGNALS. `bun run check` and
42
+ `bun run verify` are the start, not the end you cannot SEE this game, and
43
+ each of these answers a failure that otherwise looks like nothing at all:
44
+
45
+ | read | it is not clean when |
46
+ | --- | --- |
47
+ | `bunx incanto-check` | the scene will not load, or renders black (no light) |
48
+ | `stats().errors` | something threw and was skipped to keep the game alive |
49
+ | `assetErrors()` | a model or texture 404'd — the thing is simply not there |
50
+ | `framing` | the camera points the wrong way, or nothing is lit |
51
+
52
+ ```bash
53
+ printf 'step 500\nframing\nquit\n' | bunx incanto-play src/game.scene.json
54
+ ```
55
+
56
+ `framing` reports what the camera SEES — on screen / off screen / behind it
57
+ — plus what lights the scene and which colliders intersect. `behind` looks
58
+ exactly like "my model did not load"; nothing else can tell you apart.
59
+ Then `bun run dev` and actually PLAY what you changed.
60
+ 12. 🧯 A THROWN ERROR NO LONGER STOPS THE GAME: a behavior that throws is
61
+ reported once (node, script, phase, file:line) and SKIPPED — your script
62
+ stops, the node it is attached to keeps running, the game plays on. So a
63
+ game that looks fine can still be broken: read `stats().errors`, and
64
+ `engine.resumeErroredNodes()` after you fix it.
43
65
  </userRequest>
@@ -13,7 +13,7 @@
13
13
  "@dimforge/rapier2d-compat": "0.19.3",
14
14
  "@dimforge/rapier3d-compat": "0.19.3",
15
15
  "@pixiv/three-vrm": "^3.5.3",
16
- "incanto": "^0.32.0",
16
+ "incanto": "^0.33.0",
17
17
  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {
@@ -5,15 +5,17 @@ YOU MUST follow these rules EXACTLY when vibe-coding on this Incanto template:
5
5
  manual, version-pinned to what is installed. Start with
6
6
  `incanto-building-3d-games.md`, `incanto-3d-character.md`,
7
7
  `incanto-gameplay-behaviors.md`, `incanto-environment.md` and
8
- `incanto-audio.md` — this template composes all five.
8
+ `incanto-hud.md` — this template composes them
9
+ and FINISH with `incanto-verifying-your-game.md` (rule 11).
9
10
  2. 🧱 STRUCTURE IS JSON: scenes, nodes, props, assets, input maps and
10
- replication all live in `src/game.scene.json`. Add nodes there (or with
11
+ replication all live in `src/*.scene.json`. Add nodes there (or with
11
12
  `npx incanto-editor`), NOT by constructing them ad-hoc in code.
12
13
  3. 🧠 LOGIC IS BEHAVIORS: gameplay code = small TypeScript Behavior classes,
13
14
  registered with `registerBehavior('Name', Class)` and attached in JSON via
14
15
  `"script": { "name": "Name" }`. Reach for a BUILT-IN gameplay behavior
15
- (Health, Chase, WaveSpawner, DamageOnContact, ScoreKeeper…) before writing
16
- your own this game's only custom behaviors are `Shoot` and `HudUpdater`.
16
+ before writing your own this template already uses
17
+ Health, DamageOnContact, Interactable, PathFollow, and its only custom behaviors are
18
+ `VillageDirector`, `GroveDirector` and `SwordStrike`.
17
19
  4. 🔑 UIDS ARE GENERATED: every node uid comes from
18
20
  `import { newUid } from 'incanto'`. NEVER invent readable uid strings.
19
21
  5. 📦 ASSETS ARE DECLARED: `assets` entries need `type` + `url`; reference
@@ -23,21 +25,40 @@ YOU MUST follow these rules EXACTLY when vibe-coding on this Incanto template:
23
25
  (Euler XYZ). Negative gravity falls.
24
26
  7. 🧲 COLLIDERS ARE PROPS: `"collider": { "shape": "box"|"sphere"|"capsule", … }`
25
27
  on a body node — never child shape nodes. Wrong shapes hard-fail at load.
26
- 8. 🖥️ THE HUD IS DOM, NOT NODES: 3D scenes have no 2D `UILayer`/`Label` nodes
27
- (those are `incanto/2d`). The HUD + crosshair + banner are plain HTML in
28
- `index.html`; `HudUpdater` writes the live numbers into them (guarded so
29
- headless runs are a no-op).
30
- 9. 🐛 DEBUG WHEN UNSURE: `physics.debugDraw = true` (the object
31
- `enablePhysics3D` returns) draws every collider in the running game; or boot
32
- with `?incanto_debug=1` for the live Explorer/Inspector/Stats overlay.
28
+ 8. 🖥️ THE HUD IS NODES: this template's HUD lives in the scene as a
29
+ `HudLayer` with `UiText`/`UiBar` children the engine builds the DOM for
30
+ them and positions them by anchor. Edit the HUD in `*.scene.json` like any
31
+ other node. (A DOM-in-`index.html` HUD is the other valid shape, and what
32
+ `tps-3d` does; both are supported do not mix them in one screen.)
33
+ 9. 🐛 DEBUG WHEN UNSURE: `VITE_INCANTO_DEBUG=1 bun run dev` adds the ☰ debug
34
+ menu Explorer/Inspector (click a node, see and edit its live props), Logs,
35
+ Stats and Colliders (every physics shape as a wireframe, drawn by the same
36
+ Rapier the game runs). There is NO `VITE_INCANTO_DEBUG=1` URL toggle: it was
37
+ removed as deploy-unsafe. Never ship the env flag on.
33
38
  10. 🎬 DELTA DISCIPLINE: only write props that differ from defaults — the
34
39
  loader treats unknown/garbage props as hard errors, which is your friend.
35
- 11. ✅ VERIFY LIKE A USER: `bun run check` validates the scene, `bun run verify`
36
- proves the loop headlessly, then `bun run dev` and actually PLAY what you
37
- changed (move, shoot, clear a wave) before declaring it done.
38
- 12. 🔍 X-RAY WHEN IT LOOKS WRONG: `VITE_INCANTO_DEBUG=1 bun run dev` adds a ☰
39
- debug menu Explorer/Inspector (click a node, see and edit its live props),
40
- Logs, Stats (fps · tris · draw calls) and Colliders (every physics shape as
41
- wireframe). Blocked in mid-air or falling through the floor is a Colliders
42
- question; a mystery frame-rate is a Stats question. Never ship the flag on.
40
+ 11. ✅ VERIFY LIKE A USER, THEN READ THE FOUR SIGNALS. `bun run check` and
41
+ `bun run verify` are the start, not the end you cannot SEE this game, and
42
+ each of these answers a failure that otherwise looks like nothing at all:
43
+
44
+ | read | it is not clean when |
45
+ | --- | --- |
46
+ | `bunx incanto-check` | the scene will not load, or renders black (no light) |
47
+ | `stats().errors` | something threw and was skipped to keep the game alive |
48
+ | `assetErrors()` | a model or texture 404'd — the thing is simply not there |
49
+ | `framing` | the camera points the wrong way, or nothing is lit |
50
+
51
+ ```bash
52
+ printf 'step 500\nframing\nquit\n' | bunx incanto-play src/game.scene.json
53
+ ```
54
+
55
+ `framing` reports what the camera SEES — on screen / off screen / behind it
56
+ — plus what lights the scene and which colliders intersect. `behind` looks
57
+ exactly like "my model did not load"; nothing else can tell you apart.
58
+ Then `bun run dev` and actually PLAY what you changed.
59
+ 12. 🧯 A THROWN ERROR NO LONGER STOPS THE GAME: a behavior that throws is
60
+ reported once (node, script, phase, file:line) and SKIPPED — your script
61
+ stops, the node it is attached to keeps running, the game plays on. So a
62
+ game that looks fine can still be broken: read `stats().errors`, and
63
+ `engine.resumeErroredNodes()` after you fix it.
43
64
  </userRequest>
@@ -13,7 +13,7 @@
13
13
  "@dimforge/rapier2d-compat": "0.19.3",
14
14
  "@dimforge/rapier3d-compat": "0.19.3",
15
15
  "@pixiv/three-vrm": "^3.5.3",
16
- "incanto": "^0.32.0",
16
+ "incanto": "^0.33.0",
17
17
  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {