incanto 0.32.0 → 0.34.0

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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-CtPScDMo.d.ts} +149 -1
  6. package/dist/{create-game-bKHgHcsZ.js → create-game-CFNqoqOX.js} +13 -6
  7. package/dist/{create-game-gXI7PYl0.js → create-game-QTfghzwM.js} +11 -5
  8. package/dist/debug.d.ts +1 -1
  9. package/dist/{duplicate-KRPtUtzl.js → duplicate-DlOvknDO.js} +1 -1
  10. package/dist/editor.js +35 -0
  11. package/dist/{environment-presets--DigHNg4.js → environment-presets-B6WiUsaO.js} +2 -2
  12. package/dist/{gameplay-BftxM_It.js → gameplay-BxFtmfSe.js} +90 -2
  13. package/dist/gameplay.d.ts +1 -1
  14. package/dist/gameplay.js +1 -1
  15. package/dist/index.d.ts +175 -23
  16. package/dist/index.js +5 -58
  17. package/dist/{loader-BlaRQGaA.js → loader-BwR0DxeM.js} +66 -0
  18. package/dist/{loader-BYBrqTxP.d.ts → loader-DmXfj6Uv.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-DRCe89SI.d.ts} +1 -1
  22. package/dist/{physics-2d-D9wquBvK.js → physics-2d-BuyAwsW5.js} +12 -2
  23. package/dist/{physics-3d-CnPygVGo.js → physics-3d-C8Kn_Nyb.js} +55 -9
  24. package/dist/react.d.ts +1 -1
  25. package/dist/react.js +1 -1
  26. package/dist/{register-tkR_8tWg.js → register-BLPC10Mj.js} +145 -8
  27. package/dist/{register-Dzkd6-os.js → register-G3edsjJ2.js} +752 -16
  28. package/dist/{register-CUY284Is.js → register-OodmuUMK.js} +2 -2
  29. package/dist/{test-WwRIlXsK.js → test-C4B5znap.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-BTODHtdM.js} +1 -1
  34. package/editor/assets/{debug-BT_0mjk-.js → debug-CJEz4EwC.js} +1 -1
  35. package/editor/assets/{index-gfyrByWw.js → index-BYCso8Bf.js} +90 -90
  36. package/editor/index.html +1 -1
  37. package/package.json +1 -1
  38. package/schemas/scene.schema.json +667 -11
  39. package/skills/incanto-audio.md +43 -0
  40. package/skills/incanto-building-2d-games.md +36 -0
  41. package/skills/incanto-hud.md +97 -0
  42. package/skills/incanto-node-reference.md +131 -3
  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
@@ -330,3 +330,46 @@ this.tree.engine.music.crossfadeTo('incanto/assets/audio/boss.mp3', 3);
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  - **Global volume / mute / settings** → `engine.audio.master/sfx/music/muted`.
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  - **Verifying headlessly** → audio is a no-op in the VM; assert `play()` doesn't
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  throw and check your gameplay/score logic instead (see incanto-verifying).
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+
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+ ## Settings that survive a reload (`engine.settings`)
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+
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+ Every player's volume used to reset on every page load: `createSaveStore` was
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+ good and had zero callers, and eight examples set `engine.audio.music = 0.5` at
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+ boot without reading a saved value.
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+
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+ `createGame2D/3D` now binds them, so **a slider that writes `engine.audio.music`
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+ has already saved it** — no extra call, which is the promise this skill was
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+ already making.
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+
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+ ```ts
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+ engine.settings.get('quality'); // 'low' | 'medium' | 'high'
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+ engine.settings.set('sensitivity', 1.4);
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+ engine.settings.all(); // the whole options screen at once
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+ engine.settings.reset();
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+ engine.settings.changed.connect((k) => …); // k is the key that changed
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+ ```
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+
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+ Stored keys: `master`, `sfx`, `music`, `muted`, `quality`, `sensitivity`,
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+ `invertY`, `reduceMotion`. Setting a value that has not changed does NOT emit,
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+ and a corrupt/hand-edited `quality` falls back to the default instead of
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+ bricking the game.
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+
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+ ### Quality tiers
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+
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+ ```ts
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+ import { qualityEnvironment, readDeviceHints, suggestQuality, setEnvironment3D } from 'incanto';
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+
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+ const tier = engine.settings.get('quality') ?? suggestQuality(readDeviceHints());
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+ setEnvironment3D(engine, qualityEnvironment(tier));
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+ ```
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+
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+ `qualityEnvironment(tier)` is an **environment patch**, not a second rendering
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+ pipeline: `setEnvironment3D` already applies one live and validated. `low` turns
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+ off shadows/bloom/post/clouds and pins pixelRatio to 1; `medium` keeps shadows
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+ but makes them static (measured ~42% of a dense-forest frame); `high` is
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+ everything at device pixel ratio.
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+
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+ `suggestQuality(readDeviceHints())` picks a STARTING point from cores, memory and
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+ a coarse pointer — the options menu is the real answer, and a `UiSelect` bound to
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+ `quality` is the whole options row (see `incanto-hud.md`).
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+
@@ -293,3 +293,39 @@ behind it), what lights the scene, and which colliders intersect. Then read
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  `stats().errors` (something threw and got skipped) and `assetErrors()` (a model
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  404'd). All four are silent failures otherwise — the screen just looks wrong,
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  or empty, and nothing throws.
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+
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+ ## Platformer game feel (CharacterController2D)
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+
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+ A jump that only fires while `isOnFloor()` is true feels BROKEN, and players do
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+ not report it as "the coyote time is missing" — they report the game as
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+ unresponsive. These are the constants `examples/platformer-2d` hand-rolls in a
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+ 541-line behavior, as props. **Every one defaults to off**, so an existing scene
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+ behaves exactly as before.
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+
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+ | prop | default | what it buys |
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+ | --- | --- | --- |
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+ | `coyoteSeconds` | `0` | jump for this long AFTER walking off a ledge — the single biggest one |
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+ | `jumpBufferSeconds` | `0` | a press just BEFORE landing still fires on touchdown |
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+ | `jumpCutMultiplier` | `1` | release early → rise less (variable jump height) |
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+ | `maxJumps` | `1` | `2` = double jump. Walking off a ledge spends the ground jump |
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+ | `dashSpeed` / `dashSeconds` / `dashAction` | `0` / `0.15` / `dash` | a straight-line dash |
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+ | `wallSlideSpeed` | `0` | capped fall while against a wall |
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+ | `wallJumpImpulse` | `[0, 0]` | `[away, up]` push off a wall |
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+
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+ ```json
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+ { "name": "Controller", "type": "CharacterController2D",
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+ "props": { "coyoteSeconds": 0.12, "jumpBufferSeconds": 0.15,
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+ "jumpCutMultiplier": 0.45, "maxJumps": 2,
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+ "wallSlideSpeed": 60, "wallJumpImpulse": [260, 380] } }
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+ ```
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+
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+ **`movementStateChanged(state)`** fires on every change — `idle` · `run` ·
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+ `jump` · `fall` · `wallSlide` · `dash` — so an `AnimatedSprite2D` follows the
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+ character from scene JSON instead of a behavior polling velocities. The 3D
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+ sibling has had this signal since it shipped.
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+
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+ Wall moves need to know there IS a wall: `CharacterBody2D` now answers
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+ `isOnWall()`, `wallSide()` (-1 left / +1 right) and `isOnCeiling()` as well as
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+ `isOnFloor()`. Before, the floor was the only surface a character could report,
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+ which is why a wall jump was not awkward to write but impossible.
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+
@@ -80,3 +80,100 @@ Typewriter reveal at `charsPerSecond` (0 = instant); clicking the box
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  reveals the line then advances; choice lines render buttons and wait for
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  `choose(i)`. Buttons opt into pointer events — the rest of the HUD stays
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  click-through.
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+
84
+ ## Menus, options and inventories (UiPanel + the value widgets)
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+
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+ The HUD widgets can SAY things. These arrange them and take a value back — which
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+ is what a title screen, pause menu, options panel, shop and inventory grid are.
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+ Before them every one of those was hand-rolled DOM, which drops the whole screen
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+ out of scene JSON, out of the editor, out of `incanto-check` and out of every
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+ headless check you have.
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+
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+ **`UiPanel` is the box.** Widgets normally mount into the HudLayer's anchor slot
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+ no matter how the tree is shaped; anything under a panel mounts into the PANEL,
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+ so structure in the tree becomes structure on screen. Panels nest.
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+
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+ ```json
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+ { "name": "Pause", "type": "UiPanel",
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+ "props": { "anchor": "center", "layout": "column", "gap": 12, "padding": 20 },
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+ "children": [
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+ { "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": { "text": "Resume" } }
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+ ] }
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+ ```
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+
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+ | node | props | signal |
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+ | --- | --- | --- |
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+ | `UiPanel` | `layout` (column/row/**grid**), `columns`, `gap`, `padding`, `background`, `radius`, `width`, `height`, `border` | — |
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+ | `UiImage` | `src` (url or `$assetKey`), `width`, `height`, `fit`, `tint`, `opacity` | — |
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+ | `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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+
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+ **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
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+ widget use `UiButton`'s `pressed`.
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+
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+ 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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+
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+ ## Playable on a controller (focus navigation)
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+
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+ A menu you can only click is not playable on a gamepad, and "add controller
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+ support" was not something a JSON scene could express at all.
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+
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+ ```json
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+ { "name": "Hud", "type": "HudLayer", "props": { "focusNavigation": true }, "children": [ … ] }
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+ ```
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+
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+ Arrow keys / d-pad move the focus between the **focusable** widgets under that
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+ layer, `Enter` / `A` activates, and the focused one wears a ring.
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+ `UiButton`/`UiSlider`/`UiToggle`/`UiSelect` are focusable by default;
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+ `UiText`/`UiBar`/`UiImage`/`UiPanel` are not, so arrowing never lands on a label.
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+
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+ What activation MEANS is per widget: a button presses, a toggle flips (left/right
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+ sets it explicitly, which reads better on a pad), a select walks its list, a
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+ slider nudges by one `step`.
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+
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+ **It is OFF by default**, deliberately: a game whose HUD happens to contain a
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+ button must not lose its arrow keys the moment one exists. Turn it on for the
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+ screens that ARE menus and off again when play resumes —
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+ `hud.focusNavigation = false`. `hud.focus(widget)` sets the starting item, since
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+ opening a menu should land somewhere rather than nowhere.
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+
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+ The gamepad codes are the ones the engine already produces from a pad
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+ (`Pad12`–`Pad15` d-pad, `Pad0` = A), so nothing extra is declared.
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+
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+ ## Dragging things between slots (inventory)
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+
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+ An inventory is the one screen where "click it" is not enough, and every game
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+ that wanted one dropped out of scene JSON to hand-roll pointer handlers. Two
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+ props and four signals, on the widgets you already have — no new node type:
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+
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+ ```json
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+ { "name": "SlotA", "type": "UiPanel", "props": { "dropTarget": true }, "children": [
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+ { "name": "Potion", "type": "UiImage", "props": { "src": "$potion", "draggable": true } }
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+ ] },
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+ { "name": "SlotB", "type": "UiPanel", "props": { "dropTarget": true } }
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+ ```
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+
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+ | signal | on | args |
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+ | --- | --- | --- |
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+ | `dragStarted` | the dragged widget | itself |
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+ | `droppedOn` | the dragged widget | the target it landed on |
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+ | `dropped` | the drop target | the widget that landed |
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+ | `dragCancelled` | the dragged widget | itself (landed on nothing) |
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+
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+ Both ends are told, because both usually have work to do: the item leaves its old
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+ slot, the slot takes it. **Who owns the item is your game's business** — these
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+ report the GESTURE, not a model, so an inventory that stacks, swaps or refuses is
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+ your `connections` and a behavior, not a prop nobody could have guessed.
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+
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+ A drop on a CHILD of a slot counts as a drop on the slot (the cursor lands on the
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+ icon inside it, which is the normal case), a drop on nothing cancels, and a
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+ widget never drops onto itself.
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+
@@ -246,6 +246,17 @@ Signals: `triggerEnter(other)` · `triggerExit(other)`
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  | `jumpHeight` | `64` | number |
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  | `moveAction` | `"move"` | string |
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  | `jumpAction` | `"jump"` | string |
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+ | `coyoteSeconds` | `0` | number |
250
+ | `jumpBufferSeconds` | `0` | number |
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+ | `jumpCutMultiplier` | `1` | number |
252
+ | `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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+
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+ Signals: `movementStateChanged(state)`
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260
 
250
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  ## `CharacterController3D` — `incanto/3d`
251
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@@ -383,6 +394,7 @@ Signals: `movementStateChanged(state)`
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  |---|---|---|
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  | `zIndex` | `100` | number |
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  | `visible` | `true` | boolean |
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+ | `focusNavigation` | `false` | boolean |
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398
 
387
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  ## `InstancedMesh3D` — `incanto/3d`
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400
 
@@ -912,10 +924,13 @@ Signals: `timeout`
912
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  |---|---|---|
913
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  | `anchor` | `"center"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
914
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  | `visible` | `true` | boolean |
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+ | `focusable` | `false` | boolean |
928
+ | `draggable` | `false` | boolean |
929
+ | `dropTarget` | `false` | boolean |
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  | `size` | `42` | number |
916
931
  | `seconds` | `2` | number |
917
932
 
918
- Signals: `bannerShown`
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+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `bannerShown`
919
934
 
920
935
  ## `UiBar` — `incanto`
921
936
 
@@ -923,6 +938,9 @@ Signals: `bannerShown`
923
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  |---|---|---|
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  | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
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  | `visible` | `true` | boolean |
941
+ | `focusable` | `false` | boolean |
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+ | `draggable` | `false` | boolean |
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+ | `dropTarget` | `false` | boolean |
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  | `value` | `100` | number |
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  | `max` | `100` | number |
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  | `width` | `180` | number |
@@ -933,19 +951,24 @@ Signals: `bannerShown`
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  | `background` | `"rgba(0,0,0,0.5)"` | string |
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  | `label` | `""` | string |
935
953
 
954
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped`
955
+
936
956
  ## `UiButton` — `incanto`
937
957
 
938
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  | Prop | Default | Kind |
939
959
  |---|---|---|
940
960
  | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
941
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  | `visible` | `true` | boolean |
962
+ | `focusable` | `true` | boolean |
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+ | `draggable` | `false` | boolean |
964
+ | `dropTarget` | `false` | boolean |
942
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  | `text` | `"OK"` | string |
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  | `size` | `16` | number |
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  | `color` | `"#ffffff"` | string |
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  | `background` | `"rgba(255,255,255,0.14)"` | string |
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  | `disabled` | `false` | boolean |
947
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948
- Signals: `pressed`
971
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `pressed`
949
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950
973
  ## `UiDialogue` — `incanto`
951
974
 
@@ -953,10 +976,86 @@ Signals: `pressed`
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  |---|---|---|
954
977
  | `anchor` | `"bottom"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
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  | `visible` | `true` | boolean |
979
+ | `focusable` | `false` | boolean |
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+ | `draggable` | `false` | boolean |
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+ | `dropTarget` | `false` | boolean |
956
982
  | `charsPerSecond` | `40` | number |
957
983
  | `width` | `520` | number |
958
984
 
959
- Signals: `lineShown` · `choiceMade` · `dialogueFinished`
985
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `lineShown` · `choiceMade` · `dialogueFinished`
986
+
987
+ ## `UiImage` — `incanto`
988
+
989
+ | Prop | Default | Kind |
990
+ |---|---|---|
991
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
992
+ | `visible` | `true` | boolean |
993
+ | `focusable` | `false` | boolean |
994
+ | `draggable` | `false` | boolean |
995
+ | `dropTarget` | `false` | boolean |
996
+ | `src` | `""` | string |
997
+ | `width` | `48` | number |
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+ | `height` | `48` | number |
999
+ | `fit` | `"contain"` | one of: `contain` `cover` `fill` |
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+ | `tint` | `""` | string |
1001
+ | `opacity` | `1` | number |
1002
+
1003
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped`
1004
+
1005
+ ## `UiPanel` — `incanto`
1006
+
1007
+ | Prop | Default | Kind |
1008
+ |---|---|---|
1009
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1010
+ | `visible` | `true` | boolean |
1011
+ | `focusable` | `false` | boolean |
1012
+ | `draggable` | `false` | boolean |
1013
+ | `dropTarget` | `false` | boolean |
1014
+ | `layout` | `"column"` | one of: `column` `row` `grid` |
1015
+ | `columns` | `4` | number |
1016
+ | `gap` | `8` | number |
1017
+ | `padding` | `12` | number |
1018
+ | `background` | `"rgba(0,0,0,0.55)"` | string |
1019
+ | `radius` | `10` | number |
1020
+ | `width` | `0` | number |
1021
+ | `height` | `0` | number |
1022
+ | `border` | `""` | string |
1023
+
1024
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped`
1025
+
1026
+ ## `UiSelect` — `incanto`
1027
+
1028
+ | Prop | Default | Kind |
1029
+ |---|---|---|
1030
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1031
+ | `visible` | `true` | boolean |
1032
+ | `focusable` | `true` | boolean |
1033
+ | `draggable` | `false` | boolean |
1034
+ | `dropTarget` | `false` | boolean |
1035
+ | `label` | `""` | string |
1036
+ | `options` | `""` | string |
1037
+ | `value` | `""` | string |
1038
+
1039
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
1040
+
1041
+ ## `UiSlider` — `incanto`
1042
+
1043
+ | Prop | Default | Kind |
1044
+ |---|---|---|
1045
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1046
+ | `visible` | `true` | boolean |
1047
+ | `focusable` | `true` | boolean |
1048
+ | `draggable` | `false` | boolean |
1049
+ | `dropTarget` | `false` | boolean |
1050
+ | `label` | `""` | string |
1051
+ | `value` | `0.5` | number |
1052
+ | `min` | `0` | number |
1053
+ | `max` | `1` | number |
1054
+ | `step` | `0.01` | number |
1055
+ | `width` | `180` | number |
1056
+ | `color` | `"#6ee7dc"` | string |
1057
+
1058
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
960
1059
 
961
1060
  ## `UiText` — `incanto`
962
1061
 
@@ -964,11 +1063,30 @@ Signals: `lineShown` · `choiceMade` · `dialogueFinished`
964
1063
  |---|---|---|
965
1064
  | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
966
1065
  | `visible` | `true` | boolean |
1066
+ | `focusable` | `false` | boolean |
1067
+ | `draggable` | `false` | boolean |
1068
+ | `dropTarget` | `false` | boolean |
967
1069
  | `text` | `""` | string |
968
1070
  | `size` | `16` | number |
969
1071
  | `color` | `"#ffffff"` | string |
970
1072
  | `shadow` | `true` | boolean |
971
1073
 
1074
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped`
1075
+
1076
+ ## `UiToggle` — `incanto`
1077
+
1078
+ | Prop | Default | Kind |
1079
+ |---|---|---|
1080
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1081
+ | `visible` | `true` | boolean |
1082
+ | `focusable` | `true` | boolean |
1083
+ | `draggable` | `false` | boolean |
1084
+ | `dropTarget` | `false` | boolean |
1085
+ | `label` | `""` | string |
1086
+ | `value` | `false` | boolean |
1087
+
1088
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
1089
+
972
1090
  ## `VoxelGrid3D` — `incanto/3d`
973
1091
 
974
1092
  | Prop | Default | Kind |
@@ -1084,6 +1202,16 @@ Signals: `submerged` · `surfaced`
1084
1202
 
1085
1203
  Signals: `reachedTarget` · `lostTarget`
1086
1204
 
1205
+ ### `Clickable`
1206
+
1207
+ | Prop | Default | Kind |
1208
+ |---|---|---|
1209
+ | `button` | `0` | number |
1210
+ | `maxDistance` | `0` | number |
1211
+ | `enabled` | `true` | boolean |
1212
+
1213
+ Signals: `clicked` · `hovered` · `unhovered`
1214
+
1087
1215
  ### `Collector`
1088
1216
 
1089
1217
  | Prop | Default | Kind |
@@ -258,6 +258,56 @@ the tree says, without your scene falling over while you look at it. Use it for
258
258
  any "show me the collision geometry" tool. Do NOT use it to freeze a running
259
259
  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
264
+ along by however far that body moved — elevators, patrol platforms, conveyors,
265
+ rotating discs. It is what makes a floating-island game work.
266
+
267
+ Author it the obvious way: move the platform's `position` (a behavior, a
268
+ `PathFollow`, an `Oscillate`). Nothing else to declare.
269
+
270
+ The carry stops the moment the character is no longer grounded on it, so walking
271
+ off an edge or jumping is not "sticky", and it is vertical as well as horizontal
272
+ — an elevator lifts you.
273
+
274
+ ## The mouse as gameplay input (click, hover)
275
+
276
+ `pointerDelta()` answers "how far did the mouse move" — the mouse-look question.
277
+ For match-3, tower defense, card games, point-and-click and RTS that is the
278
+ wrong question, and it used to be the only one the engine could answer.
279
+
280
+ ```ts
281
+ engine.input.pointerPosition(); // { x, y } in CANVAS pixels, or null
282
+ engine.input.mousePressed(0); // 0 left · 1 middle · 2 right
283
+ engine.input.mouseJustPressed(0); // and mouseJustReleased(0)
284
+ game.pick(x, y); // the node under that pixel, or null
285
+ ```
286
+
287
+ A stretched canvas is handled: `pointerPosition()` scales client → canvas pixels,
288
+ so the coordinates are the ones `pick()` wants.
289
+
290
+ From scene JSON, the **`Clickable`** behavior needs no code at all:
291
+
292
+ ```json
293
+ { "name": "Tile", "type": "MeshInstance3D", "script": { "name": "Clickable" } }
294
+ ```
295
+
296
+ | 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.
307
+
308
+ Headless there is no renderer and therefore no raycast: `Clickable` is inert
309
+ rather than wrong, and `engine.picker` is null.
310
+
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": "^0.34.0",
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": "^0.34.0",
17
17
  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {