incanto 0.52.0 → 0.53.0

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Files changed (58) hide show
  1. package/dist/2d.d.ts +51 -3
  2. package/dist/2d.js +3 -3
  3. package/dist/3d.d.ts +9 -3
  4. package/dist/3d.js +4 -4
  5. package/dist/{behavior-uPEuZrUB.d.ts → behavior-Do0Da56m.d.ts} +98 -0
  6. package/dist/{create-game-B_e9hJf7.js → create-game-9D87XaiX.js} +26 -11
  7. package/dist/{create-game-CGnoypjL.js → create-game-CDJ1lVqK.js} +21 -13
  8. package/dist/debug.d.ts +1 -1
  9. package/dist/{duplicate-B-OtSRFL.js → duplicate-MNLMAcbz.js} +1 -1
  10. package/dist/editor.js +14 -0
  11. package/dist/{environment-presets-DSZwsKPs.js → environment-presets-SkGanr2s.js} +2 -2
  12. package/dist/{gameplay-B6jqvYeM.js → gameplay-CRYw_Q-T.js} +2 -2
  13. package/dist/gameplay.d.ts +1 -1
  14. package/dist/gameplay.js +1 -1
  15. package/dist/index.d.ts +177 -5
  16. package/dist/index.js +8 -8
  17. package/dist/{loader-B-Gft32x.js → loader-BTkHYrQn.js} +54 -18
  18. package/dist/{loader-B9iTqs27.d.ts → loader-Cu_7kJDy.d.ts} +1 -1
  19. package/dist/{log-report-lxrQY9cH.js → log-report-CPFm4OXf.js} +0 -0
  20. package/dist/net.d.ts +2 -2
  21. package/dist/net.js +1 -1
  22. package/dist/{pathfinding-CAR9DjQQ.d.ts → pathfinding-HNGFqGUZ.d.ts} +24 -1
  23. package/dist/{physics-2d-Dns-oZlE.js → physics-2d-BhZZ-HAp.js} +2 -2
  24. package/dist/{physics-3d-BhI0ehpe.js → physics-3d-DmyO2oaN.js} +3 -3
  25. package/dist/react.d.ts +1 -1
  26. package/dist/react.js +1 -1
  27. package/dist/{register-DVwlnZAZ.js → register-BTomIiYG.js} +304 -24
  28. package/dist/{register-Trx7WHnD.js → register-DROK2l7J.js} +2 -2
  29. package/dist/{replay-BU1CCM15.d.ts → replay-9Fy6C10F.d.ts} +1 -1
  30. package/dist/{replay-BicPOMX0.js → replay-DYNUL4BU.js} +2 -2
  31. package/dist/{split-screen-CZ9ccBBQ.js → split-screen-CaF9hO7g.js} +2 -2
  32. package/dist/{split-screen-paxkQs_q.d.ts → split-screen-DNmcX1Pz.d.ts} +1 -1
  33. package/dist/{src-5gbZO47I.js → src-C9xyZW7M.js} +1 -1
  34. package/dist/{teardown-ks3d5W9n.js → teardown-Bw2aeyGI.js} +30 -1
  35. package/dist/{test-DAojuFdb.js → test-CJRsciFk.js} +11 -11
  36. package/dist/test.d.ts +4 -4
  37. package/dist/test.js +2 -2
  38. package/dist/{touch-BoNg_MnF.js → touch-BnMyy9tr.js} +4 -4
  39. package/dist/vite.js +2 -2
  40. package/editor/assets/{agent8-CCvckvbw.js → agent8-PlFHzJsh.js} +1 -1
  41. package/editor/assets/{debug-CLNCOnbc.js → debug-CebV7CDW.js} +1 -1
  42. package/editor/assets/{index-Cb5Brupb.js → index-CdbsY31G.js} +91 -91
  43. package/editor/index.html +1 -1
  44. package/package.json +1 -1
  45. package/schemas/scene.schema.json +213 -0
  46. package/skills/incanto-audio.md +97 -10
  47. package/skills/incanto-building-2d-games.md +20 -3
  48. package/skills/incanto-hud.md +7 -0
  49. package/skills/incanto-node-reference.md +34 -0
  50. package/skills/incanto-physics-and-input.md +38 -0
  51. package/skills/incanto-verifying-your-game.md +19 -1
  52. package/skills/incanto-web-integration.md +1 -0
  53. package/templates-app/beacon-isle-3d/index.html +3 -3
  54. package/templates-app/beacon-isle-3d/package.json +1 -1
  55. package/templates-app/tps-3d/index.html +3 -3
  56. package/templates-app/tps-3d/package.json +1 -1
  57. package/templates-app/village-quest-3d/index.html +3 -3
  58. package/templates-app/village-quest-3d/package.json +1 -1
package/editor/index.html CHANGED
@@ -5,7 +5,7 @@
5
5
  <meta name="viewport" content="width=device-width, initial-scale=1.0" />
6
6
  <title>Incanto Scene Editor</title>
7
7
  <link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 16 16'><rect width='16' height='16' rx='3' fill='%236ee7dc'/><text x='8' y='12' text-anchor='middle' font-size='11' font-family='monospace' fill='%230e1018'>i</text></svg>" />
8
- <script type="module" crossorigin src="./assets/index-Cb5Brupb.js"></script>
8
+ <script type="module" crossorigin src="./assets/index-CdbsY31G.js"></script>
9
9
  <link rel="modulepreload" crossorigin href="./assets/GameServer-C56iOUgF.js">
10
10
  </head>
11
11
  <body>
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "incanto",
3
- "version": "0.52.0",
3
+ "version": "0.53.0",
4
4
  "description": "Vibe-coding-first web game engine SDK — JSON-driven scenes on three.js",
5
5
  "keywords": [
6
6
  "game-engine",
@@ -352,6 +352,9 @@
352
352
  {
353
353
  "$ref": "#/$defs/UiLanguageSelect"
354
354
  },
355
+ {
356
+ "$ref": "#/$defs/UiMuteToggle"
357
+ },
355
358
  {
356
359
  "$ref": "#/$defs/UiPanel"
357
360
  },
@@ -373,6 +376,9 @@
373
376
  {
374
377
  "$ref": "#/$defs/UiToggle"
375
378
  },
379
+ {
380
+ "$ref": "#/$defs/UiVolumeSlider"
381
+ },
376
382
  {
377
383
  "$ref": "#/$defs/VoxelGrid3D"
378
384
  },
@@ -6870,6 +6876,97 @@
6870
6876
  },
6871
6877
  "required": ["name", "type"]
6872
6878
  },
6879
+ "UiMuteToggle": {
6880
+ "type": "object",
6881
+ "x-signals": ["dragStarted", "dragCancelled", "droppedOn", "dropped", "changed"],
6882
+ "properties": {
6883
+ "name": {
6884
+ "type": "string"
6885
+ },
6886
+ "uid": {
6887
+ "type": "string"
6888
+ },
6889
+ "type": {
6890
+ "const": "UiMuteToggle"
6891
+ },
6892
+ "groups": {
6893
+ "type": "array",
6894
+ "items": {
6895
+ "type": "string"
6896
+ }
6897
+ },
6898
+ "tags": {
6899
+ "type": "object"
6900
+ },
6901
+ "props": {
6902
+ "type": "object",
6903
+ "properties": {
6904
+ "anchor": {
6905
+ "type": "string",
6906
+ "enum": [
6907
+ "topLeft",
6908
+ "top",
6909
+ "topRight",
6910
+ "left",
6911
+ "center",
6912
+ "right",
6913
+ "bottomLeft",
6914
+ "bottom",
6915
+ "bottomRight"
6916
+ ],
6917
+ "default": "topLeft"
6918
+ },
6919
+ "visible": {
6920
+ "type": "boolean",
6921
+ "default": true
6922
+ },
6923
+ "focusable": {
6924
+ "type": "boolean",
6925
+ "default": true
6926
+ },
6927
+ "draggable": {
6928
+ "type": "boolean",
6929
+ "default": false
6930
+ },
6931
+ "dropTarget": {
6932
+ "type": "boolean",
6933
+ "default": false
6934
+ },
6935
+ "label": {
6936
+ "type": "string",
6937
+ "default": ""
6938
+ },
6939
+ "value": {
6940
+ "type": "boolean",
6941
+ "default": false
6942
+ }
6943
+ },
6944
+ "additionalProperties": false
6945
+ },
6946
+ "script": {
6947
+ "type": "object",
6948
+ "properties": {
6949
+ "name": {
6950
+ "type": "string"
6951
+ },
6952
+ "props": {
6953
+ "type": "object"
6954
+ }
6955
+ },
6956
+ "required": ["name"]
6957
+ },
6958
+ "network": {
6959
+ "type": "object"
6960
+ },
6961
+ "children": {
6962
+ "type": "array",
6963
+ "items": {
6964
+ "$ref": "#/$defs/node"
6965
+ }
6966
+ }
6967
+ },
6968
+ "required": ["name", "type"]
6969
+ },
6873
6970
  "UiPanel": {
6874
6971
  "type": "object",
6875
6972
  "x-signals": ["dragStarted", "dragCancelled", "droppedOn", "dropped"],
@@ -7580,6 +7677,122 @@
7580
7677
  },
7581
7678
  "required": ["name", "type"]
7582
7679
  },
7680
+ "UiVolumeSlider": {
7681
+ "type": "object",
7682
+ "x-signals": ["dragStarted", "dragCancelled", "droppedOn", "dropped", "changed"],
7683
+ "properties": {
7684
+ "name": {
7685
+ "type": "string"
7686
+ },
7687
+ "uid": {
7688
+ "type": "string"
7689
+ },
7690
+ "type": {
7691
+ "const": "UiVolumeSlider"
7692
+ },
7693
+ "groups": {
7694
+ "type": "array",
7695
+ "items": {
7696
+ "type": "string"
7697
+ }
7698
+ },
7699
+ "tags": {
7700
+ "type": "object"
7701
+ },
7702
+ "props": {
7703
+ "type": "object",
7704
+ "properties": {
7705
+ "anchor": {
7706
+ "type": "string",
7707
+ "enum": [
7708
+ "topLeft",
7709
+ "top",
7710
+ "topRight",
7711
+ "left",
7712
+ "center",
7713
+ "right",
7714
+ "bottomLeft",
7715
+ "bottom",
7716
+ "bottomRight"
7717
+ ],
7718
+ "default": "topLeft"
7719
+ },
7720
+ "visible": {
7721
+ "type": "boolean",
7722
+ "default": true
7723
+ },
7724
+ "focusable": {
7725
+ "type": "boolean",
7726
+ "default": true
7727
+ },
7728
+ "draggable": {
7729
+ "type": "boolean",
7730
+ "default": false
7731
+ },
7732
+ "dropTarget": {
7733
+ "type": "boolean",
7734
+ "default": false
7735
+ },
7736
+ "label": {
7737
+ "type": "string",
7738
+ "default": ""
7739
+ },
7740
+ "value": {
7741
+ "type": "number",
7742
+ "default": 0.5
7743
+ },
7744
+ "min": {
7745
+ "type": "number",
7746
+ "default": 0
7747
+ },
7748
+ "max": {
7749
+ "type": "number",
7750
+ "default": 1
7751
+ },
7752
+ "step": {
7753
+ "type": "number",
7754
+ "default": 0.01
7755
+ },
7756
+ "width": {
7757
+ "type": "number",
7758
+ "default": 180
7759
+ },
7760
+ "color": {
7761
+ "type": "string",
7762
+ "default": "#6ee7dc"
7763
+ },
7764
+ "bus": {
7765
+ "type": "string",
7766
+ "enum": ["master", "sfx", "music"],
7767
+ "default": "master"
7768
+ }
7769
+ },
7770
+ "additionalProperties": false
7771
+ },
7772
+ "script": {
7773
+ "type": "object",
7774
+ "properties": {
7775
+ "name": {
7776
+ "type": "string"
7777
+ },
7778
+ "props": {
7779
+ "type": "object"
7780
+ }
7781
+ },
7782
+ "required": ["name"]
7783
+ },
7784
+ "network": {
7785
+ "type": "object"
7786
+ },
7787
+ "children": {
7788
+ "type": "array",
7789
+ "items": {
7790
+ "$ref": "#/$defs/node"
7791
+ }
7792
+ }
7793
+ },
7794
+ "required": ["name", "type"]
7795
+ },
7583
7796
  "VoxelGrid3D": {
7584
7797
  "type": "object",
7585
7798
  "x-signals": ["blocksChanged"],
@@ -33,7 +33,9 @@ Set `preset` to one of the names below and call `play()`. No files, no loading.
33
33
  ```
34
34
 
35
35
  ```ts
36
- const coin = scene.tree.root.getNode('Coin'); // an AudioPlayer
36
+ import type { AudioPlayer } from 'incanto';
37
+ // from a Behavior — `getNode` returns a `Node`, so name the type you asked for
38
+ const coin = this.node.getNode('Coin') as AudioPlayer;
37
39
  coin.play(); // synthesizes + plays instantly; rapid calls OVERLAP (no cutoff)
38
40
  ```
39
41
 
@@ -145,8 +147,20 @@ presets are fire-and-forget one-shots: they do not emit `finished`.
145
147
  Browsers block audio before the first user gesture. `autoplay: true` (or any
146
148
  early `play()`) that gets blocked is marked pending; **`createGame2D` /
147
149
  `createGame3D` automatically retry every pending player AND resume the WebAudio
148
- SFX context on the first pointerdown/keydown** — you don't wire anything. A
149
- blocked play is not an error; it just waits for the gesture.
150
+ SFX context on the first gesture anywhere on the page** — you don't wire
151
+ anything, and a tap on the on-screen touch controls counts (they sit above the
152
+ canvas, not on it). A blocked play is not an error; it just waits.
153
+
154
+ **A file the browser CANNOT play is a different thing, and it says so.** A 404 or
155
+ an undecodable clip used to be filed as "waiting for a gesture" too, so it
156
+ retried forever in silence — and a quiet game looks exactly like a game with no
157
+ sound in it. Now it lands in the engine log and in
158
+ **`game.assetErrors()`** (which 2D games can also ask now), beside the textures
159
+ and models that 404'd:
160
+
161
+ ```
162
+ [incanto] AudioPlayer 'Boom' could not load '/audio/explosion.mp3' — it is silent.
163
+ ```
150
164
 
151
165
  ### Music: loop a `src` clip on the music bus
152
166
 
@@ -227,7 +241,26 @@ the node declares (default `sfx`); music-ish loops typically set `bus: "music"`.
227
241
  Changes apply to currently-playing `src` clips on the next frame and to every new
228
242
  sound immediately.
229
243
 
230
- A settings slider just writes these numbers — no per-node bookkeeping.
244
+ A settings slider just writes these numbers — no per-node bookkeeping. And
245
+ **the slider is a node**, so an audio menu is scene JSON like everything else:
246
+
247
+ ```json
248
+ { "name": "Options", "type": "UiPanel", "props": { "anchor": "center" }, "children": [
249
+ { "name": "Music", "type": "UiVolumeSlider", "props": { "bus": "music" } },
250
+ { "name": "Sound", "type": "UiVolumeSlider", "props": { "bus": "sfx" } },
251
+ { "name": "Mute", "type": "UiMuteToggle" }
252
+ ] }
253
+ ```
254
+
255
+ | node | prop | writes |
256
+ |---|---|---|
257
+ | `UiVolumeSlider` | `bus`: `master` (default) / `sfx` / `music` | `engine.audio[bus]` |
258
+ | `UiMuteToggle` | — | `engine.audio.muted` (checked = silent) |
259
+
260
+ No behavior, no `connections`, nothing to save: the buses persist themselves
261
+ (below), and each control follows a change made anywhere else, so two menus can
262
+ never disagree. Left unlabelled a slider names its own bus (`Volume` / `Sound` /
263
+ `Music`, translated when the scene declares `settings.volume.*`).
231
264
 
232
265
  ---
233
266
 
@@ -312,15 +345,44 @@ clean fit; the looping-`src` `AudioPlayer` (§2) stays the right tool for a *fix
312
345
  background loop authored in scene JSON. Wire `crossfadeTo` from gameplay:
313
346
 
314
347
  ```ts
315
- // e.g. in a behavior when the boss spawns:
316
- this.tree.engine.music.crossfadeTo('incanto/assets/audio/boss.mp3', 3);
348
+ // e.g. in a behavior when the boss spawns (`this.engine` is the accessor a
349
+ // Behavior has — there is no `this.tree`):
350
+ this.engine.music.crossfadeTo('/audio/boss.mp3', 3);
317
351
  ```
318
352
 
319
- > Large music files are NOT bundled — reference them by URL (see §4). Headless:
320
- > the manager's state machine still runs (`current` updates) but plays nothing.
353
+ > Large music files are NOT bundled — reference them by URL (see §4).
354
+
355
+ **Headless the state machine still runs and `current` still updates** — nothing
356
+ plays, but the question a test has is answerable:
357
+
358
+ ```ts
359
+ session.engine.music.crossfadeTo('/audio/boss.wav', 2);
360
+ session.step(100);
361
+ session.engine.music.current; // '/audio/boss.wav'
362
+ session.engine.audio.countOf('/audio/boss.wav'); // 1
363
+ ```
321
364
 
322
365
  ---
323
366
 
367
+ ## Sound stops when the thing making it goes away
368
+
369
+ Teardown is SILENCE, and you do not wire it:
370
+
371
+ - **A freed node stops its clip.** Swap to level 2 and level 1's looping
372
+ background `AudioPlayer` stops with it — it used to play on over the new level
373
+ forever, with its node freed and no handle left to stop it. Being *moved* is
374
+ not this: a reparented node keeps playing, because reparenting is not
375
+ destroying.
376
+ - **`game.dispose()` stops the music and every continuous voice**, and hands the
377
+ AudioContexts back. An SPA that mounts the game a few times would otherwise
378
+ run out of them (browsers allow only a handful per page).
379
+
380
+ So the one thing you still own is a voice you want to outlive a node — and the
381
+ one thing you must NOT rely on is a sound stopping itself because the scene
382
+ changed under it. `engine.music` deliberately survives a scene swap (it belongs
383
+ to the engine, not the scene): call `engine.music.stop(1)` or `crossfadeTo` when
384
+ the music should change.
385
+
324
386
  ## Decision guide
325
387
 
326
388
  - **Need a quick game sound (coin/jump/hit/explosion/…)** → set `preset`. Done.
@@ -332,8 +394,33 @@ this.tree.engine.music.crossfadeTo('incanto/assets/audio/boss.mp3', 3);
332
394
  - **3D sound that pans + fades with distance** → `spatial:true` on an
333
395
  `AudioPlayer` in a 3D scene (§2b); listener = the active `Camera3D`.
334
396
  - **Global volume / mute / settings** → `engine.audio.master/sfx/music/muted`.
335
- - **Verifying headlessly** → audio is a no-op in the VM; assert `play()` doesn't
336
- throw and check your gameplay/score logic instead (see incanto-verifying).
397
+ - **Verifying headlessly** → read the AUDIO RECORD (below). Audio makes no sound
398
+ in the VM, but the calls still happen, so "did the coin sound fire when the
399
+ coin was collected?" is answerable there.
400
+
401
+ ## Verifying sound without hearing it
402
+
403
+ ```ts
404
+ const session = await createPlaySession(gameJson, {});
405
+ session.engine.audio.clearLog();
406
+ collectACoin();
407
+ session.step(200);
408
+
409
+ session.engine.audio.countOf('coin'); // 1
410
+ session.engine.audio.recent();
411
+ // [{ kind: 'preset', name: 'coin', from: '/Game/Player/Coin', bus: 'sfx', at: 1.2 }]
412
+ ```
413
+
414
+ `recent()` is the last 200 sounds, oldest first — `kind` is `preset` | `src` |
415
+ `music` | `voice`, `name` is the preset name, the clip url or the track,
416
+ `from` is the node path (or `engine.music` / `engine.sfx`), and `bus` is where
417
+ its volume comes from. `countOf(name)` is the assertion you usually want;
418
+ `clearLog()` resets between steps.
419
+
420
+ This covers every path: `AudioPlayer.play()` on both the procedural and the
421
+ `src` route, `engine.music.play`/`crossfadeTo`, and `engine.sfx.startVoice`. It
422
+ records the INTENT to play — that the wiring fired — not that a speaker moved;
423
+ for "the file is broken" see `assetErrors()` above.
337
424
 
338
425
  ## Settings that survive a reload (`engine.settings`)
339
426
 
@@ -200,9 +200,26 @@ listing the valid set. With a viewport design, UI coordinates are design px.
200
200
  **incanto-audio.md**.
201
201
  - Reference example: [examples/2d-phaser-sprite-character-gravity](https://github.com/rareboe/Incanto/tree/main/examples/2d-phaser-sprite-character-gravity) —
202
202
  spritesheet character with a walk/jump/attack behavior state machine.
203
- - Pointer→world mapping (the InputMap covers keyboard actions; pointer projection is
204
- this one-liner):
205
- `world = camera.clampedCenter(w,h) + (pointer - viewport/2) / camera.zoom`.
203
+ - **Tap / drag / click**: `createGame2D({ pointer: true })` attaches pointer
204
+ input — MOUSE, FINGER and pen alike — and then
205
+
206
+ ```ts
207
+ game.engine.updated.connect(() => {
208
+ if (!game.engine.input.mouseJustPressed()) return;
209
+ const at = game.engine.input.pointerPosition(); // canvas px, null until
210
+ if (!at) return; // a pointer has been seen
211
+ const world = game.renderer.worldFromScreen(at.x, at.y); // world px
212
+ popAt(world);
213
+ });
214
+ ```
215
+
216
+ Use `renderer.worldFromScreen` — do NOT hand-roll the projection. It already
217
+ accounts for the design `viewport`, the letterbox bars and the camera's
218
+ clamped centre; a formula written against the DESIGN rect is off by
219
+ `(design − canvas) / 2 / zoom`, which on a 390 px-wide phone showing a 480 px
220
+ design measured **62 world px** — a finger-and-a-half from what the player
221
+ touched. Its inverse, `renderer.screenFromWorld(wx, wy)`, pins DOM to the
222
+ world (see incanto-web-integration).
206
223
 
207
224
  ## Game flow recipes
208
225
 
@@ -151,6 +151,13 @@ so structure in the tree becomes structure on screen. Panels nest.
151
151
  | `UiSlider` | `label`, `value`, `min`, `max`, `step`, `width`, `color` | `changed(value)` |
152
152
  | `UiToggle` | `label`, `value` | `changed(bool)` |
153
153
  | `UiSelect` | `label`, `options` (`"low,medium,high"`), `value` | `changed(value)` |
154
+ | `UiVolumeSlider` | `bus` (`master`/`sfx`/`music`), plus every `UiSlider` prop | `changed(value)` |
155
+ | `UiMuteToggle` | `label` | `changed(bool)` |
156
+
157
+ The last two are **already wired**: they read and write `engine.audio`, which
158
+ persists itself. An audio menu is three nodes and no TypeScript — see
159
+ `incanto-audio.md`. The graphics ones (`UiQualitySelect`, `UiFrameCapSelect`,
160
+ `UiRenderScaleSelect`) and `UiLanguageSelect` work the same way.
154
161
 
155
162
  **An inventory is a grid panel**: `"layout": "grid", "columns": 5`, one child per
156
163
  slot, each a small `UiPanel` holding a `UiImage` (`tint` greys out what you
@@ -1039,6 +1039,20 @@ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped`
1039
1039
 
1040
1040
  Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
1041
1041
 
1042
+ ## `UiMuteToggle` — `incanto`
1043
+
1044
+ | Prop | Default | Kind |
1045
+ |---|---|---|
1046
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1047
+ | `visible` | `true` | boolean |
1048
+ | `focusable` | `true` | boolean |
1049
+ | `draggable` | `false` | boolean |
1050
+ | `dropTarget` | `false` | boolean |
1051
+ | `label` | `""` | string |
1052
+ | `value` | `false` | boolean |
1053
+
1054
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
1055
+
1042
1056
  ## `UiPanel` — `incanto`
1043
1057
 
1044
1058
  | Prop | Default | Kind |
@@ -1155,6 +1169,26 @@ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped`
1155
1169
 
1156
1170
  Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
1157
1171
 
1172
+ ## `UiVolumeSlider` — `incanto`
1173
+
1174
+ | Prop | Default | Kind |
1175
+ |---|---|---|
1176
+ | `anchor` | `"topLeft"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1177
+ | `visible` | `true` | boolean |
1178
+ | `focusable` | `true` | boolean |
1179
+ | `draggable` | `false` | boolean |
1180
+ | `dropTarget` | `false` | boolean |
1181
+ | `label` | `""` | string |
1182
+ | `value` | `0.5` | number |
1183
+ | `min` | `0` | number |
1184
+ | `max` | `1` | number |
1185
+ | `step` | `0.01` | number |
1186
+ | `width` | `180` | number |
1187
+ | `color` | `"#6ee7dc"` | string |
1188
+ | `bus` | `"master"` | one of: `master` `sfx` `music` |
1189
+
1190
+ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `changed`
1191
+
1158
1192
  ## `VoxelGrid3D` — `incanto/3d`
1159
1193
 
1160
1194
  | Prop | Default | Kind |
@@ -142,6 +142,44 @@ disables; they overlay `touchContainer` — default the canvas's parent, give it
142
142
  `position: relative`). Manual boots call `attachTouchControls(engine, container,
143
143
  { force? })` from `incanto`. Wrong touch kinds (`"joystick"` on a button) fail at load.
144
144
 
145
+ **Three things a phone needs that a desktop never shows you**, two of which the
146
+ engine now does for you:
147
+
148
+ - **The canvas owns its touch gestures.** `createGame2D/3D` set
149
+ `touch-action: none` (plus no selection/callout) on the canvas, or the browser
150
+ keeps pan, pinch-zoom and pull-to-refresh over the play surface — a drag meant
151
+ for aim or a virtual stick SCROLLS THE PAGE instead. `pageGestures: true`
152
+ gives them back to the browser (a small canvas inside a scrolling article).
153
+ - **The controls clear the phone's furniture.** They sit
154
+ `calc(24px + env(safe-area-inset-*))` from the edges, off the iPhone home
155
+ indicator — whose band is also the OS's "leave the app" swipe.
156
+ - **Your PAGE has to opt in**, and this part is yours: `env()` is 0 unless the
157
+ document says so, and `100vh` is the toolbar-hidden height, so the bottom strip
158
+ (where the controls are) hides under the browser chrome.
159
+
160
+ ```html
161
+ <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover" />
162
+ <style>
163
+ html, body { margin: 0; height: 100%; overflow: hidden; }
164
+ canvas { display: block; width: 100%; height: 100%; } /* NOT 100vw/100vh */
165
+ </style>
166
+ ```
167
+
168
+ Every `incanto-new` template and every runnable example ships exactly this.
169
+
170
+ Two more phone facts worth knowing:
171
+
172
+ - **Audio unlocks on ANY first gesture** — the canvas, a key, or the on-screen
173
+ stick and buttons. (Those controls are siblings of the canvas, so their taps
174
+ never reached it; a game with on-screen controls used to stay silent until the
175
+ player happened to touch the play area.)
176
+ - **2D renders at `pixelRatio: 1` by default** (Phaser parity — the browser
177
+ upscales, edges read soft). Phones are 2–3× denser, so a text-heavy or
178
+ vector-heavy 2D game wants
179
+ `createGame2D({ pixelRatio: Math.min(devicePixelRatio, 2) })`, or
180
+ `"environment": { "rendering": { "pixelRatio": "device" } }` in the scene. 3D
181
+ already defaults to `min(dpr, 2)`; pixel art is usually happier left at 1.
182
+
145
183
  Collision layers/masks are not in v0 — everything collides with everything; use groups +
146
184
  `triggerEnter` filtering for game logic.
147
185
 
@@ -314,7 +314,9 @@ They now go to **`engine.log` as well as the console**, so:
314
314
  - `runScript().logs` contains them, and `describe()` prints them under the
315
315
  failures (`! warn: …`).
316
316
  - The debug overlay's **Logs** panel shows them live.
317
- - `game.assetErrors()` lists every asset that failed **with its reason and ref**
317
+ - `game.assetErrors()` lists every asset that failed **with its reason and ref** —
318
+ textures, models, AND sounds (an `AudioPlayer` whose `src` the browser cannot
319
+ play), in 2D and 3D alike
318
320
  — the direct answer to "why is my model not there". The store itself is
319
321
  reachable as `renderer.assets` in both dimensions.
320
322
 
@@ -661,6 +663,22 @@ never Math.random, dt/`engine.time` never Date.now. Gamepads replay through
661
663
  the ACTIONS they were bound to, not raw pad state.
662
664
 
663
665
 
666
+ ## Sound: did the right thing sound?
667
+
668
+ Audio makes no sound in the VM, but the calls still happen — so the wiring is
669
+ checkable where the game can be run a thousand times:
670
+
671
+ ```ts
672
+ session.engine.audio.clearLog();
673
+ hitTheEnemy();
674
+ session.step(200);
675
+ expect(session.engine.audio.countOf('hit')).toBe(1);
676
+ ```
677
+
678
+ `engine.audio.recent()` is the last 200 sounds with their node path, bus and
679
+ time; `countOf(name)` counts one. A clip whose FILE is broken shows up in
680
+ `assetErrors()` instead. Full guide: `incanto-audio.md`.
681
+
664
682
  ## Multiplayer: do the players end up in the SAME world?
665
683
 
666
684
  Every rung above asks about one player. A multiplayer game's first question is
@@ -59,6 +59,7 @@ Rule of thumb: score/menus/dialogs that look like WEB UI → DOM overlay;
59
59
  anything the game itself must own (and runScript must verify) → UILayer.
60
60
 
61
61
  Pin a DOM element to a world position: `game.renderer.screenFromWorld(wx, wy)`
62
+ (and `worldFromScreen(sx, sy)` the other way, for taps and clicks)
62
63
  each frame (subscribe `engine.updated`), then `transform: translate(x, y)`.
63
64
 
64
65
  Perf note: `useNodeProp` deep-compares per frame — subscribe to LEAF values
@@ -3,7 +3,7 @@
3
3
  <head>
4
4
  <meta charset="UTF-8" />
5
5
  <link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 100 100%22><rect width=%22100%22 height=%22100%22 rx=%2220%22 fill=%22%232a4a6b%22/><text x=%2250%22 y=%2268%22 font-size=%2255%22 text-anchor=%22middle%22 font-family=%22Arial%22 font-weight=%22bold%22 fill=%22%23ffd166%22>bi</text></svg>" />
6
- <meta name="viewport" content="width=device-width, initial-scale=1.0" />
6
+ <meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover" />
7
7
  <title>Beacon Isle — Incanto 3D template</title>
8
8
  <style>
9
9
  html,
@@ -17,8 +17,8 @@
17
17
  }
18
18
  canvas {
19
19
  display: block;
20
- width: 100vw;
21
- height: 100vh;
20
+ width: 100%;
21
+ height: 100%;
22
22
  }
23
23
  .loading-container {
24
24
  position: fixed;
@@ -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": "^0.52.0",
17
+ "incanto": "^0.53.0",
18
18
  "three": "^0.184.0"
19
19
  },
20
20
  "devDependencies": {
@@ -3,7 +3,7 @@
3
3
  <head>
4
4
  <meta charset="UTF-8" />
5
5
  <link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 100 100%22><rect width=%22100%22 height=%22100%22 rx=%2220%22 fill=%22%233b6ea5%22/><text x=%2250%22 y=%2268%22 font-size=%2255%22 text-anchor=%22middle%22 font-family=%22Arial%22 font-weight=%22bold%22 fill=%22%236ee7dc%22>vg</text></svg>" />
6
- <meta name="viewport" content="width=device-width, initial-scale=1.0" />
6
+ <meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover" />
7
7
  <title>Vanguard — Incanto TPS</title>
8
8
  <style>
9
9
  html,
@@ -17,8 +17,8 @@
17
17
  }
18
18
  canvas {
19
19
  display: block;
20
- width: 100vw;
21
- height: 100vh;
20
+ width: 100%;
21
+ height: 100%;
22
22
  }
23
23
  .loading-container {
24
24
  position: fixed;
@@ -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": "^0.52.0",
16
+ "incanto": "^0.53.0",
17
17
  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {
@@ -3,7 +3,7 @@
3
3
  <head>
4
4
  <meta charset="UTF-8" />
5
5
  <link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 100 100%22><rect width=%22100%22 height=%22100%22 rx=%2220%22 fill=%22%234a6b3a%22/><text x=%2250%22 y=%2268%22 font-size=%2255%22 text-anchor=%22middle%22 font-family=%22Arial%22 font-weight=%22bold%22 fill=%22%23ffd166%22>eb</text></svg>" />
6
- <meta name="viewport" content="width=device-width, initial-scale=1.0" />
6
+ <meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover" />
7
7
  <title>Emberwood — Incanto quest</title>
8
8
  <style>
9
9
  html,
@@ -17,8 +17,8 @@
17
17
  }
18
18
  canvas {
19
19
  display: block;
20
- width: 100vw;
21
- height: 100vh;
20
+ width: 100%;
21
+ height: 100%;
22
22
  }
23
23
  .loading-container {
24
24
  position: fixed;