incanto 0.57.0 → 0.58.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +6 -4
- package/bin/incanto-check.mjs +27 -0
- package/bin/incanto-new.mjs +29 -7
- package/bin/incanto-playtest.mjs +28 -2
- package/bin/incanto-verify.mjs +87 -15
- package/bin/incanto.mjs +106 -0
- package/dist/2d.js +2 -2
- package/dist/3d.js +2 -2
- package/dist/{create-game-DpbUrMOQ.js → create-game-BZwWJIns.js} +1 -1
- package/dist/{create-game-C5jQYPah.js → create-game-D10bU5_J.js} +56 -8
- package/dist/index.js +1 -1
- package/dist/{physics-2d-BLcvEFDR.js → physics-2d-EqA-jddf.js} +2 -1
- package/dist/{physics-3d-QBrfIT2Y.js → physics-3d-Dnz4fsXX.js} +2 -1
- package/dist/quiet-rapier-BAJ4K94N.js +46 -0
- package/dist/react.js +1 -1
- package/dist/{src-CGjmPw65.js → src-C1J09Op6.js} +1 -1
- package/dist/{test-it1VekWs.js → test-ZBga8kQ9.js} +36 -10
- package/dist/test.d.ts +1 -1
- package/dist/test.js +1 -1
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-CGT7r3Mb.js → agent8-BQQjE9UQ.js} +1 -1
- package/editor/assets/{debug-BxWSIHG3.js → debug-C9UCsXBS.js} +1 -1
- package/editor/assets/{index-CV1m-aX5.js → index-CBgfM3WD.js} +51 -51
- package/editor/index.html +1 -1
- package/package.json +2 -1
- package/skills/incanto-building-2d-games.md +13 -0
- package/skills/incanto-building-3d-games.md +3 -3
- package/skills/incanto-playtesting.md +19 -5
- package/skills/incanto-verifying-your-game.md +11 -4
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/beacon-isle-3d/src/game.scene.json +7 -6
- package/templates-app/platformer-2d/PROJECT/Context.md +70 -0
- package/templates-app/platformer-2d/PROJECT/Requirements.md +63 -0
- package/templates-app/platformer-2d/PROJECT/Status.md +60 -0
- package/templates-app/platformer-2d/PROJECT/Structure.md +77 -0
- package/templates-app/platformer-2d/docs/project-2d-rules.md +61 -0
- package/templates-app/platformer-2d/index.html +99 -0
- package/templates-app/platformer-2d/package.json +23 -0
- package/templates-app/platformer-2d/src/behaviors.ts +541 -0
- package/templates-app/platformer-2d/src/game.scene.json +2061 -0
- package/templates-app/platformer-2d/src/main.ts +68 -0
- package/templates-app/platformer-2d/tsconfig.json +13 -0
- package/templates-app/platformer-2d/verify.ts +275 -0
- package/templates-app/platformer-2d/vite.config.ts +12 -0
- package/templates-app/star-survivor/PROJECT/Context.md +55 -0
- package/templates-app/star-survivor/PROJECT/Requirements.md +47 -0
- package/templates-app/star-survivor/PROJECT/Status.md +44 -0
- package/templates-app/star-survivor/PROJECT/Structure.md +63 -0
- package/templates-app/star-survivor/docs/project-2d-rules.md +53 -0
- package/templates-app/star-survivor/index.html +232 -0
- package/templates-app/star-survivor/package.json +23 -0
- package/templates-app/star-survivor/src/behaviors.ts +624 -0
- package/templates-app/star-survivor/src/game.scene.json +464 -0
- package/templates-app/star-survivor/src/main.ts +49 -0
- package/templates-app/star-survivor/tsconfig.json +13 -0
- package/templates-app/star-survivor/verify.ts +193 -0
- package/templates-app/star-survivor/vite.config.ts +12 -0
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/tps-3d/src/game.scene.json +6 -3
- package/templates-app/tps-3d/verify.ts +17 -1
- package/templates-app/village-quest-3d/package.json +1 -1
- package/templates-app/village-quest-3d/src/grove.scene.json +14 -13
- package/templates-app/village-quest-3d/src/village.scene.json +5 -5
package/README.md
CHANGED
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@@ -6,7 +6,8 @@ rule is JSON an AI agent can read, diff, and rewrite — rendered by three.js.
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## Start with a whole game
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```bash
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-
bunx incanto
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bunx incanto new my-game # Beacon Isle — the flagship 3D template
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bunx incanto new my-2d --template platformer-2d # the 2D flagship
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cd my-game && bun install && bun run dev
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```
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@@ -20,8 +21,9 @@ rest declared in JSON. `bun run verify` plays the entire quest **headlessly**
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and replays recorded input bit-identically: the agent loop is author → verify →
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fix, no browser needed.
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`bunx incanto
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-
quest vignette)
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`bunx incanto new --list` shows all five starters, grouped by dimension: three
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3D (island adventure, third-person shooter, quest vignette) and two 2D
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(platformer, survivors-like).
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## Or wire the engine yourself
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@@ -76,7 +78,7 @@ in a world full of them). In code: `physics.debugDraw = true` + `physics.debugSc
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## The agent8 asset library
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`bunx incanto
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`bunx incanto editor --token <v8 access token>` (or `INCANTO_V8_TOKEN`) adds a
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**📚** button to every field that takes a resource — model, texture, sprite
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sheet, sound. Shelves, search, real previews (a GLB is rendered by the engine
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itself), and one pick writes the URL, or the scene `assets{}` entry plus its
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package/bin/incanto-check.mjs
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@@ -14,6 +14,7 @@
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* each scene file.
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*/
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import { existsSync, lstatSync, readdirSync, readFileSync, statSync } from 'node:fs';
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import { createRequire } from 'node:module';
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import { dirname, join, resolve } from 'node:path';
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import { fileURLToPath, pathToFileURL } from 'node:url';
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@@ -87,6 +88,15 @@ function missingArt(file, json) {
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join(sceneDir, '..', rel),
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];
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if (candidates.some((p) => existsSync(p))) continue;
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// A BARE PACKAGE SPECIFIER is a bundler import, not a path — and it is the
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// form the assets skill teaches for built-in art
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// (`incanto/assets/items/coin.png`). A scene had no way to say "this URL
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// arrives from the bundler": a made-up placeholder (`$KNIGHT_URL`) got
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// flagged here as art nobody copied, and an empty string — which the loop
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// above still skips — is rejected outright by the loader. So the honest
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// spelling was unwritable, and every 2D example that uses built-in art
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// warned about art that works.
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if (resolvesAsPackageAsset(url, sceneDir)) continue;
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out.push(
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`$${key} → ${url} is not in the project ` +
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`(looked in ${relativeish(root, join(root, 'public'))}, ${relativeish(root, root)}` +
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@@ -96,6 +106,23 @@ function missingArt(file, json) {
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return out;
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}
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/**
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* Can this url be resolved as a file inside an installed package?
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*
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* `incanto/assets/items/coin.png` is what the bundler is handed and what the
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* skills teach; if the package resolves it, the file is really there.
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*/
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function resolvesAsPackageAsset(url, from) {
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if (url.startsWith('.') || url.startsWith('/')) return false;
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// A bare specifier: `pkg/path` or `@scope/pkg/path`.
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if (!/^(@[^/]+\/)?[^@/][^/]*\//.test(url)) return false;
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try {
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return existsSync(createRequire(join(from, 'noop.js')).resolve(url));
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} catch {
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return false;
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}
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}
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/** Nearest ancestor with a package.json, else the scene's own directory. */
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function projectRoot(from) {
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let dir = resolve(from);
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package/bin/incanto-new.mjs
CHANGED
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@@ -2,9 +2,9 @@
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/**
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* incanto-new — scaffold a ready-to-run incanto game from a shipped template:
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*
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-
* bunx incanto
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* bunx incanto
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* bunx incanto
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* bunx incanto new my-game # Beacon Isle (3D flagship)
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* bunx incanto new my-game --template tps-3d # third-person shooter
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* bunx incanto new --list
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*
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* Copies the template, names the package after the directory, prints the
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* three commands that get you playing. Templates are real npm consumers —
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const DESCRIPTIONS = {
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'beacon-isle-3d':
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'
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'village-quest-3d': '
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'island action-adventure (the 3D flagship): generated world, quest NPC, terrain-nav enemies, melee',
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'village-quest-3d': 'quest vignette: dialogue, scene transitions, patrol AI, sword combat',
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'tps-3d': 'third-person arena shooter: GLB soldier, hitscan rifle, enemy waves',
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'platformer-2d':
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'side-scrolling platformer (the 2D flagship): tilemap level, coyote-time jump, follow cam, coins',
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'star-survivor':
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'survivors-like: waves that never stop, auto-attack, upgrades, a clock to outlast',
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};
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/**
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* Which half of the engine a starter belongs to.
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*
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* The list was three templates, all 3D, printed in one alphabetical column —
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* while the engine shipped a whole 2D half with its own nodes, physics,
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* tilemaps and skill. Someone building a 2D game read that list and concluded
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* there was nothing for them.
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*/
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const DIMENSION = (name) => (name.endsWith('-2d') || name === 'star-survivor' ? '2d' : '3d');
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function listTemplates() {
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if (!existsSync(TEMPLATES_DIR)) return [];
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return readdirSync(TEMPLATES_DIR, { withFileTypes: true })
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const argv = process.argv.slice(2);
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if (argv.includes('--list') || argv.includes('-l')) {
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-
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-
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const all = listTemplates();
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for (const [dim, heading] of [
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['3d', '3D'],
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['2d', '2D'],
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]) {
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const group = all.filter((t) => DIMENSION(t) === dim);
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if (group.length === 0) continue;
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console.log(`\n ${heading}`);
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for (const t of group) console.log(` ${t.padEnd(20)} ${DESCRIPTIONS[t] ?? ''}`);
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}
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console.log('\n bunx incanto new my-game --template <name> (default: beacon-isle-3d)\n');
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process.exit(0);
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}
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package/bin/incanto-playtest.mjs
CHANGED
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try {
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mod = await import(pathToFileURL(resolve(args.behaviors)).href);
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} catch (e) {
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const why = e?.message ?? String(e);
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// NODE CANNOT IMPORT THE PATTERN WE TEACH. Every template's behaviors.ts
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// does `import gameJson from './game.scene.json'` — the documented way to
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// read your own scene — and node's type stripping refuses a JSON import
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// without `with { type: 'json' }`. Vite is fine with it, bun is fine with
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// it, and this bin's shebang is node, so `--behaviors` failed on the
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// engine's own flagship template. Hand the work to bun rather than telling
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// the author their file is wrong: it is not.
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const nodeCannotReadIt = /import attribute|Unknown file extension/i.test(why);
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if (nodeCannotReadIt && !process.versions.bun && !process.env.INCANTO_BUN_REEXEC) {
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const { spawnSync } = await import('node:child_process');
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const hasBun = spawnSync('bun', ['--version'], { stdio: 'ignore' }).status === 0;
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if (hasBun) {
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const here = fileURLToPath(import.meta.url);
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const again = spawnSync('bun', [here, ...process.argv.slice(2)], {
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stdio: 'inherit',
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env: { ...process.env, INCANTO_BUN_REEXEC: '1' },
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});
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process.exit(again.status ?? 1);
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}
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}
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console.error(
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`could not load --behaviors '${args.behaviors}' (${
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-
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`could not load --behaviors '${args.behaviors}' (${why}).` +
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(nodeCannotReadIt
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? '\n\nThis is node refusing your file, not a problem with it: node cannot' +
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"\nimport JSON from a .ts module without `with { type: 'json' }`, and every" +
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'\nincanto template imports its scene that way. Run it with bun, which' +
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'\nreads the file as written: `bunx incanto playtest <scene> --behaviors <file>`.'
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: '\nPass the file that exports your Behavior subclasses, e.g. src/behaviors.ts.'),
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);
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process.exit(1);
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}
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package/bin/incanto-verify.mjs
CHANGED
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*/
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import { spawnSync } from 'node:child_process';
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import { existsSync, readdirSync, statSync } from 'node:fs';
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import { dirname, join } from 'node:path';
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import { dirname, join, relative } from 'node:path';
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import { fileURLToPath, pathToFileURL } from 'node:url';
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const PKG = join(dirname(fileURLToPath(import.meta.url)), '..');
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process.exit(1);
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}
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/**
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* Find the file that holds the game's Behavior subclasses.
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*
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* The scene was auto-discovered from the start; the behaviours were not, and
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* without them a playtest runs the STRUCTURE with every script stubbed. On the
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* engine's own flagship template that means the quest never advances, so bare
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* `incanto-verify` — the exact command the README prints — reported `plays` as
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* a failure and told the reader to re-run a different tool by hand, with the
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* path to a file sitting right next to the scene it had already found.
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*/
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function findBehaviors(sceneFile) {
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const named = flag('--behaviors');
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if (named) return { file: named, guessed: false };
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const near = dirname(sceneFile);
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for (const dir of [near, join(near, '..'), process.cwd(), join(process.cwd(), 'src')]) {
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for (const base of ['behaviors', 'behaviours']) {
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for (const ext of ['.ts', '.js', '.mjs']) {
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const candidate = join(dir, base + ext);
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if (existsSync(candidate) && statSync(candidate).isFile()) {
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return { file: candidate, guessed: true };
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}
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}
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}
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}
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return { file: null, guessed: false };
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}
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const { file: behaviors, guessed: guessedBehaviors } = findBehaviors(scene);
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const rungs = [];
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// ---- loads ---------------------------------------------------------------
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@@ -145,25 +172,61 @@ if (rungs[0].status === 'pass') {
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// walkabout template has no end, and calling that a failure sends its author
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// hunting a bug that was never there.
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const noGoal = out && out.declaresWin === false;
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// A quest — talk to the NPC, clear the enemies, light the wards — cannot be
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// finished by a random walker, ever. Reporting that as a FAILED rung means
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// the headline command permanently says NOT verified about a correct game,
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// which teaches its author to stop reading it. If every run played to the
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+
// end of its budget without erroring, falling or wedging, the rung has not
|
|
180
|
+
// failed: it has not measured, and the author's own scripted harness is what
|
|
181
|
+
// can judge this game.
|
|
182
|
+
// Three of the five outcomes are GAMEPLAY, not defects. `won`, `lost` and
|
|
183
|
+
// `unfinished` all mean the game ran; a random player dying half the time in
|
|
184
|
+
// a platformer is the hazards working. The defects are `error` (a behaviour
|
|
185
|
+
// threw), `fell` (left the world) and `stuck` (went nowhere), and those are
|
|
186
|
+
// what this rung is for.
|
|
187
|
+
const PLAYED = new Set(['won', 'lost', 'unfinished']);
|
|
188
|
+
const playedOut =
|
|
189
|
+
out && (out.runs?.length ?? 0) > 0 && out.runs.every((x) => PLAYED.has(x.outcome));
|
|
190
|
+
const tally = (name) => out?.runs?.filter((x) => x.outcome === name).length ?? 0;
|
|
148
191
|
rungs.push(
|
|
149
192
|
r.status === 0
|
|
150
193
|
? { name: 'plays', status: 'pass', summary: `${won} of ${total} seeded runs finished it` }
|
|
151
|
-
:
|
|
194
|
+
: playedOut
|
|
152
195
|
? {
|
|
153
196
|
name: 'plays',
|
|
154
197
|
status: 'unmeasured',
|
|
155
|
-
summary: `nothing declares a win — ${total} runs played without error, and there was no end to reach`,
|
|
156
|
-
fix: 'if it is meant to be finishable, emit `won` (GameFlow, ScoreKeeper, or your own behaviour)',
|
|
157
|
-
}
|
|
158
|
-
: {
|
|
159
|
-
name: 'plays',
|
|
160
|
-
status: 'fail',
|
|
161
198
|
summary:
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
|
|
165
|
-
|
|
166
|
-
|
|
199
|
+
`${total} runs played without reaching a win` +
|
|
200
|
+
` (${[
|
|
201
|
+
tally('lost') && `${tally('lost')} lost`,
|
|
202
|
+
tally('unfinished') && `${tally('unfinished')} ran out the clock`,
|
|
203
|
+
]
|
|
204
|
+
.filter(Boolean)
|
|
205
|
+
.join(', ')})`,
|
|
206
|
+
fix: 'nothing here is broken — a win that takes skill or a sequence is out of reach of random play. Judge it with a scripted run: `bun run verify`, or `runScript` from `incanto/test`',
|
|
207
|
+
}
|
|
208
|
+
: noGoal
|
|
209
|
+
? {
|
|
210
|
+
name: 'plays',
|
|
211
|
+
status: 'unmeasured',
|
|
212
|
+
summary: `nothing declares a win — ${total} runs played without error, and there was no end to reach`,
|
|
213
|
+
fix: 'if it is meant to be finishable, emit `won` (GameFlow, ScoreKeeper, or your own behaviour)',
|
|
214
|
+
}
|
|
215
|
+
: {
|
|
216
|
+
name: 'plays',
|
|
217
|
+
status: 'fail',
|
|
218
|
+
summary:
|
|
219
|
+
total > 0
|
|
220
|
+
? `no run finished it (${total} tried)`
|
|
221
|
+
: // "could not run" with no reason is the tool doing to its
|
|
222
|
+
// reader exactly what this whole ladder exists to prevent:
|
|
223
|
+
// reporting a failure it already knows the cause of. The
|
|
224
|
+
// child printed one; pass it on.
|
|
225
|
+
`the playtest could not run — ${firstLine(r.stderr) || `exit ${r.status}`}`,
|
|
226
|
+
fix: behaviors
|
|
227
|
+
? `see which runs stalled and where: \`incanto-playtest ${scene} --behaviors ${behaviors}\``
|
|
228
|
+
: `run it with your behaviours — without them the structure plays and your game logic does not: \`incanto-playtest ${scene} --behaviors src/behaviors.ts\``,
|
|
229
|
+
},
|
|
167
230
|
);
|
|
168
231
|
} else {
|
|
169
232
|
rungs.push({ name: 'plays', status: 'skipped', summary: 'not run — the scene does not load' });
|
|
@@ -298,7 +361,16 @@ function firstLine(text) {
|
|
|
298
361
|
}
|
|
299
362
|
|
|
300
363
|
const verdict = ladderVerdict(rungs);
|
|
301
|
-
|
|
364
|
+
if (asJson) {
|
|
365
|
+
console.log(JSON.stringify({ scene, behaviors, ...verdict }, null, 2));
|
|
366
|
+
} else {
|
|
367
|
+
if (guessedBehaviors) {
|
|
368
|
+
console.log(
|
|
369
|
+
`· behaviours: ${relative(process.cwd(), behaviors) || behaviors} (found, not named)`,
|
|
370
|
+
);
|
|
371
|
+
}
|
|
372
|
+
console.log(ladderText(verdict));
|
|
373
|
+
}
|
|
302
374
|
// `exitCode`, never `process.exit()`: stdout to a PIPE is written
|
|
303
375
|
// asynchronously, and exiting discards whatever has not flushed. A --json
|
|
304
376
|
// report read by another program came back truncated — silently, and only
|
package/bin/incanto.mjs
ADDED
|
@@ -0,0 +1,106 @@
|
|
|
1
|
+
#!/usr/bin/env node
|
|
2
|
+
/**
|
|
3
|
+
* incanto — the front door.
|
|
4
|
+
*
|
|
5
|
+
* bunx incanto new my-game scaffold a game (no install needed first)
|
|
6
|
+
* bunx incanto check src validate scene JSON
|
|
7
|
+
* bunx incanto verify the whole verification ladder
|
|
8
|
+
*
|
|
9
|
+
* WHY THIS EXISTS. Every doc used to open with `bunx incanto-new my-game`, and
|
|
10
|
+
* that command 404s for the one person it is written for. `bunx <name>` fetches
|
|
11
|
+
* the PACKAGE called `<name>`; it does not search the registry for a package
|
|
12
|
+
* that happens to ship a bin by that name. There is no `incanto-new` package,
|
|
13
|
+
* so a brand-new reader's very first command failed — while every existing
|
|
14
|
+
* consumer ran it happily, because with `incanto` already in `node_modules` the
|
|
15
|
+
* same words resolve to the local bin. The funnel was the one path nobody
|
|
16
|
+
* walked.
|
|
17
|
+
*
|
|
18
|
+
* `bunx incanto <subcommand>` works from nothing, because `incanto` IS the
|
|
19
|
+
* package name. The `incanto-*` bins all still exist and are unchanged — inside
|
|
20
|
+
* a project they are the shorter thing to type.
|
|
21
|
+
*
|
|
22
|
+
* Dispatch is an in-process import, not a spawn: the child bin then runs under
|
|
23
|
+
* the SAME runtime that started this one, which matters because `--behaviors`
|
|
24
|
+
* loads your TypeScript and bun and node disagree about what they can import.
|
|
25
|
+
*/
|
|
26
|
+
import { readFileSync } from 'node:fs';
|
|
27
|
+
import { dirname, join } from 'node:path';
|
|
28
|
+
import { fileURLToPath, pathToFileURL } from 'node:url';
|
|
29
|
+
|
|
30
|
+
const HERE = dirname(fileURLToPath(import.meta.url));
|
|
31
|
+
|
|
32
|
+
/** Subcommand → bin file, in the order the help should list them. */
|
|
33
|
+
const COMMANDS = {
|
|
34
|
+
new: ['incanto-new.mjs', 'scaffold a ready-to-run game from a template'],
|
|
35
|
+
check: ['incanto-check.mjs', 'validate scene JSON and the assets it names'],
|
|
36
|
+
verify: ['incanto-verify.mjs', 'the whole ladder: loads · plays · feels · draws · says'],
|
|
37
|
+
playtest: ['incanto-playtest.mjs', 'drive the game headlessly and report what happened'],
|
|
38
|
+
play: ['incanto-play.mjs', 'run a scene headlessly for a fixed span'],
|
|
39
|
+
feel: ['incanto-feel.mjs', 'measure jump height, run speed, facing'],
|
|
40
|
+
frame: ['incanto-frame.mjs', 'what the running page is drawing right now'],
|
|
41
|
+
logs: ['incanto-logs.mjs', 'what the running page has been saying'],
|
|
42
|
+
editor: ['incanto-editor.mjs', 'the visual scene composer'],
|
|
43
|
+
model: ['incanto-model.mjs', "a GLB's real bounds, animations and rig"],
|
|
44
|
+
assets: ['incanto-assets.mjs', 'the built-in art and audio catalog'],
|
|
45
|
+
env: ['incanto-env.mjs', 'generate a 3D environment'],
|
|
46
|
+
skills: ['incanto-skills.mjs', 'install the agent skills for this engine version'],
|
|
47
|
+
};
|
|
48
|
+
|
|
49
|
+
function version() {
|
|
50
|
+
try {
|
|
51
|
+
const pkg = JSON.parse(readFileSync(join(HERE, '..', 'package.json'), 'utf-8'));
|
|
52
|
+
return pkg.version ?? 'unknown';
|
|
53
|
+
} catch {
|
|
54
|
+
return 'unknown';
|
|
55
|
+
}
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
function help() {
|
|
59
|
+
const width = Math.max(...Object.keys(COMMANDS).map((k) => k.length));
|
|
60
|
+
const lines = Object.entries(COMMANDS).map(
|
|
61
|
+
([name, [, blurb]]) => ` ${name.padEnd(width)} ${blurb}`,
|
|
62
|
+
);
|
|
63
|
+
return [
|
|
64
|
+
`incanto ${version()} — a vibe-coding-first web game engine`,
|
|
65
|
+
'',
|
|
66
|
+
'Usage: bunx incanto <command> [options]',
|
|
67
|
+
'',
|
|
68
|
+
...lines,
|
|
69
|
+
'',
|
|
70
|
+
'Start a game: bunx incanto new my-game',
|
|
71
|
+
'See the templates: bunx incanto new --list',
|
|
72
|
+
'',
|
|
73
|
+
'Each command also ships as its own bin (`incanto-new`, `incanto-check`, …),',
|
|
74
|
+
'which is what to type once the package is installed in your project.',
|
|
75
|
+
].join('\n');
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
const [command, ...rest] = process.argv.slice(2);
|
|
79
|
+
|
|
80
|
+
if (!command || command === '--help' || command === '-h' || command === 'help') {
|
|
81
|
+
console.log(help());
|
|
82
|
+
process.exit(0);
|
|
83
|
+
}
|
|
84
|
+
if (command === '--version' || command === '-v') {
|
|
85
|
+
console.log(version());
|
|
86
|
+
process.exit(0);
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
const entry = COMMANDS[command];
|
|
90
|
+
if (!entry) {
|
|
91
|
+
const near = Object.keys(COMMANDS).filter((k) => k.startsWith(command[0] ?? ''));
|
|
92
|
+
console.error(
|
|
93
|
+
`incanto: unknown command '${command}'.` +
|
|
94
|
+
(near.length ? ` Did you mean: ${near.join(', ')}?` : '') +
|
|
95
|
+
'\n\n' +
|
|
96
|
+
help(),
|
|
97
|
+
);
|
|
98
|
+
process.exit(2);
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
const target = join(HERE, entry[0]);
|
|
102
|
+
// The child reads `process.argv.slice(2)`, so hand it an argv that looks like
|
|
103
|
+
// it was invoked directly. Importing rather than spawning keeps one process
|
|
104
|
+
// and, more importantly, one runtime.
|
|
105
|
+
process.argv = [process.argv[0], target, ...rest];
|
|
106
|
+
await import(pathToFileURL(target).href);
|
package/dist/2d.js
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
2
|
-
import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-
|
|
2
|
+
import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-BZwWJIns.js";
|
|
3
3
|
import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-C6ZBFRjd.js";
|
|
4
|
-
import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-
|
|
4
|
+
import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-EqA-jddf.js";
|
|
5
5
|
//#region src/2d/library-sprite.ts
|
|
6
6
|
/**
|
|
7
7
|
* What a `CharacterController2D`/`3D` will ask a skin to play, and the clip in
|
package/dist/3d.js
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
1
|
import { a as frameSignature, n as diffSignatures, o as frameStats, r as diffText, s as frameText, t as SIGNATURE_GRID } from "./frame-report-BSMny7oe.js";
|
|
2
2
|
import { B as StaticBody3D, F as WaterCutout3D, I as Area3D, L as CharacterBody3D, N as Water3D, P as WATER_CUTOUT_MAX, R as PhysicsBody3D, V as Node3D, W as WATER_MAX_RIPPLES, z as RigidBody3D } from "./gameplay-BVphcxmE.js";
|
|
3
3
|
import { A as Terrain3D, B as keyboardIntensity, C as resolveFlowerDensity, D as BoneLookAt3D, E as Camera3D, F as InstancedMesh3D, G as acquireTexture, H as rigPose, I as MeshInstance3D, M as TERRAIN_THEMES, N as terrainThemeLayers, O as BoneAttachment3D, P as Joint3D, R as QUARTER_PITCH, S as Flowers3D, T as CharacterController3D, U as TextureCache3D, V as movementState, W as acquireOwnTexture, _ as LoftMesh3D, a as Tree3D, b as Foliage3D, c as buildRiverRings, d as riverCarveChannels, f as riverStepFor, g as ModelInstance3D, h as Particles3D, i as VoxelGrid3D, j as DEFAULT_TERRAIN_TEXTURE_BASE, k as Billboard3D, l as findRiverCoverageGaps, m as traceDownhillPath, n as registerNodes3D, o as Trail3D, p as smoothCourse, r as VOXEL_PALETTE, s as River3D, u as projectToRiver, v as DirectionalLight3D, w as FLOWER_VARIETIES, x as DENSITY_PRESETS, y as OmniLight3D, z as cameraRelative } from "./environment-presets-CvvQr_bJ.js";
|
|
4
|
-
import { a as Environment3D, c as parseEnvironment3D, d as AssetStore3D, i as syncTree, l as sunDirectionFromElevationAzimuth, o as setEnvironment3D, r as Renderer3D, s as horizonColorFromSky, t as createGame3D, u as sunDirectionFromSky } from "./create-game-
|
|
4
|
+
import { a as Environment3D, c as parseEnvironment3D, d as AssetStore3D, i as syncTree, l as sunDirectionFromElevationAzimuth, o as setEnvironment3D, r as Renderer3D, s as horizonColorFromSky, t as createGame3D, u as sunDirectionFromSky } from "./create-game-D10bU5_J.js";
|
|
5
5
|
import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
|
|
6
|
-
import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-
|
|
6
|
+
import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-Dnz4fsXX.js";
|
|
7
7
|
//#region src/3d/model-verdict.ts
|
|
8
8
|
/** Mixamo exports every bone as `mixamorigX`; the retargeter binds by that name. */
|
|
9
9
|
const MIXAMO = /^mixamorig[:_]?/i;
|
|
@@ -8,7 +8,7 @@ import { o as frameStats } from "./frame-report-BSMny7oe.js";
|
|
|
8
8
|
import { n as registerGameplayBehaviors } from "./gameplay-BVphcxmE.js";
|
|
9
9
|
import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-C6ZBFRjd.js";
|
|
10
10
|
import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
|
|
11
|
-
import { n as enablePhysics2D } from "./physics-2d-
|
|
11
|
+
import { n as enablePhysics2D } from "./physics-2d-EqA-jddf.js";
|
|
12
12
|
import { Box3, BufferAttribute, BufferGeometry, Color, LineBasicMaterial, LineSegments, LinearFilter, NearestFilter, OrthographicCamera, Raycaster, SRGBColorSpace, Scene, TextureLoader, Vector2, Vector3, WebGLRenderer } from "three";
|
|
13
13
|
//#region src/2d/assets.ts
|
|
14
14
|
/**
|
|
@@ -8,7 +8,7 @@ import { o as frameStats } from "./frame-report-BSMny7oe.js";
|
|
|
8
8
|
import { R as PhysicsBody3D, U as createCausticsQuad, V as Node3D, n as registerGameplayBehaviors } from "./gameplay-BVphcxmE.js";
|
|
9
9
|
import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
|
|
10
10
|
import { E as Camera3D, U as TextureCache3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-CvvQr_bJ.js";
|
|
11
|
-
import { n as enablePhysics3D } from "./physics-3d-
|
|
11
|
+
import { n as enablePhysics3D } from "./physics-3d-Dnz4fsXX.js";
|
|
12
12
|
import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
|
|
13
13
|
import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
|
|
14
14
|
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
|
|
@@ -173,6 +173,59 @@ var AssetStore3D = class {
|
|
|
173
173
|
}
|
|
174
174
|
};
|
|
175
175
|
//#endregion
|
|
176
|
+
//#region src/core/yield-frame.ts
|
|
177
|
+
/**
|
|
178
|
+
* Give the browser a chance to paint, and come back either way.
|
|
179
|
+
*
|
|
180
|
+
* Boot work that runs in slices — compiling shaders a few materials at a time,
|
|
181
|
+
* reporting progress — yields between slices so the page stays responsive and
|
|
182
|
+
* the loading bar can move. The obvious way to write that yield is
|
|
183
|
+
* `requestAnimationFrame`, and it is a trap: **a browser does not run rAF for
|
|
184
|
+
* a tab it considers hidden**, and "hidden" includes a background tab, a
|
|
185
|
+
* minimized window, and a window fully covered by another one. Not slowly —
|
|
186
|
+
* not at all. An `await` on rAF alone in that tab never returns.
|
|
187
|
+
*
|
|
188
|
+
* That is what happened to `createGame3D`: the shader warm-up hung mid-boot,
|
|
189
|
+
* so the promise never resolved, the game's own `#loading` overlay was never
|
|
190
|
+
* removed, and the dev channel — wired on the line after the one that hung —
|
|
191
|
+
* never answered `incanto-frame` or `incanto-logs`. `incanto-verify` reported
|
|
192
|
+
* `draws` and `says` as unmeasurable and told the reader to bring the window
|
|
193
|
+
* to the front, which was true but sounded like a browser limitation. It was
|
|
194
|
+
* ours, and it made two of the five verification rungs unreachable to anything
|
|
195
|
+
* that cannot focus a window.
|
|
196
|
+
*
|
|
197
|
+
* So: race the frame against a timer. When frames are coming the frame wins
|
|
198
|
+
* (~16 ms) and the behaviour is what it always was. When none is coming the
|
|
199
|
+
* timer wins and the boot finishes — slower, because a hidden tab also clamps
|
|
200
|
+
* timers to about a second, but finished beats hung.
|
|
201
|
+
*/
|
|
202
|
+
/** How long to wait for a paint that may never come. */
|
|
203
|
+
const DEFAULT_MAX_WAIT_MS = 50;
|
|
204
|
+
/**
|
|
205
|
+
* Resolve on the next painted frame, or after `maxWaitMs`, whichever is first.
|
|
206
|
+
*
|
|
207
|
+
* @param maxWaitMs how long to wait for a frame before giving up on one
|
|
208
|
+
* @param raf injected for tests; defaults to the global
|
|
209
|
+
*/
|
|
210
|
+
function yieldToFrame(maxWaitMs = DEFAULT_MAX_WAIT_MS, raf = typeof requestAnimationFrame === "function" ? requestAnimationFrame : void 0) {
|
|
211
|
+
return new Promise((resolve) => {
|
|
212
|
+
let done = false;
|
|
213
|
+
const finish = () => {
|
|
214
|
+
if (done) return;
|
|
215
|
+
done = true;
|
|
216
|
+
resolve();
|
|
217
|
+
};
|
|
218
|
+
const timer = setTimeout(finish, Math.max(0, maxWaitMs));
|
|
219
|
+
if (!raf) return;
|
|
220
|
+
raf(() => {
|
|
221
|
+
setTimeout(() => {
|
|
222
|
+
clearTimeout(timer);
|
|
223
|
+
finish();
|
|
224
|
+
}, 0);
|
|
225
|
+
});
|
|
226
|
+
});
|
|
227
|
+
}
|
|
228
|
+
//#endregion
|
|
176
229
|
//#region src/3d/environment.ts
|
|
177
230
|
const SKY_KEYS = [
|
|
178
231
|
"type",
|
|
@@ -1804,9 +1857,7 @@ var Renderer3D = class {
|
|
|
1804
1857
|
for (let k = i * per; k < Math.min((i + 1) * per, hidden.length); k++) hidden[k].visible = true;
|
|
1805
1858
|
this.webgl.compile(this.threeScene, camera);
|
|
1806
1859
|
onProgress?.((i + 1) / slices);
|
|
1807
|
-
|
|
1808
|
-
requestAnimationFrame(() => setTimeout(resolve, 0));
|
|
1809
|
-
});
|
|
1860
|
+
await yieldToFrame();
|
|
1810
1861
|
}
|
|
1811
1862
|
} finally {
|
|
1812
1863
|
for (const obj of hidden) obj.visible = true;
|
|
@@ -2333,10 +2384,7 @@ async function createGame3D(opts) {
|
|
|
2333
2384
|
const report = async (fraction, label) => {
|
|
2334
2385
|
if (!opts.onProgress) return;
|
|
2335
2386
|
opts.onProgress(fraction, label);
|
|
2336
|
-
|
|
2337
|
-
await new Promise((resolve) => {
|
|
2338
|
-
requestAnimationFrame(() => setTimeout(resolve, 0));
|
|
2339
|
-
});
|
|
2387
|
+
await yieldToFrame();
|
|
2340
2388
|
};
|
|
2341
2389
|
registerNodes3D();
|
|
2342
2390
|
if (opts.gameplay ?? true) registerGameplayBehaviors();
|
package/dist/index.js
CHANGED
|
@@ -8,6 +8,6 @@ import { a as nodeRefWarnings, i as describeRefProblem, n as startRecording, o a
|
|
|
8
8
|
import { a as logReport, i as resolveRendering, n as attachTouchControls, o as logText, r as joystickVector, s as parseDrive, t as TouchControls } from "./touch-DESwnpOc.js";
|
|
9
9
|
import { t as createNoise2D } from "./noise-CGUMx44x.js";
|
|
10
10
|
import { a as PARTICLE_PRESETS, i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-C0wXLBZJ.js";
|
|
11
|
-
import { a as preloadUrls, i as preloadSceneAssets, n as newUid, o as findPath, r as assetUrls, s as gridFromRows, t as VERSION } from "./src-
|
|
11
|
+
import { a as preloadUrls, i as preloadSceneAssets, n as newUid, o as findPath, r as assetUrls, s as gridFromRows, t as VERSION } from "./src-C1J09Op6.js";
|
|
12
12
|
import { t as duplicateNode } from "./duplicate-BPLZDZpd.js";
|
|
13
13
|
export { AudioBuses, AudioPlayer, BASE_LOCALE, Behavior, CONST_REF_KEY, EffectLog, Engine, HudLayer, IncantoError, InputMap, Localization, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, SaveSlots, Scene, SceneTree, Settings, SfxEngine, Signal, T_PREFIX, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiFrameCapSelect, UiImage, UiLanguageSelect, UiMuteToggle, UiPanel, UiQualitySelect, UiRenderScaleSelect, UiSelect, UiSlider, UiText, UiToggle, UiVolumeSlider, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, behaviorSchema, behaviorSignals, behaviorsWithoutSave, captureBehaviors, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, describeRefProblem, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, logReport, logText, mergeStaticSignals, newUid, nodeRefWarnings, parseDrive, parseNodePath, preloadSceneAssets, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveAnimation, resolveConstants, resolveFrames, resolveOrderGroups, resolveRefInJson, resolveRendering, resolveViewport, restoreBehaviors, savesWithoutUid, serializeNode, spatialGain, spatialPan, startRecording, suggestLocale, suggestQuality, synthSfx, translationKey };
|
|
@@ -3,6 +3,7 @@ import { C as diagnose } from "./loader-BcrRSjxB.js";
|
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-C6ZBFRjd.js";
|
|
5
5
|
import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
|
|
6
|
+
import { t as withoutRapierInitNoise } from "./quiet-rapier-BAJ4K94N.js";
|
|
6
7
|
//#region src/2d/physics/physics-2d.ts
|
|
7
8
|
var physics_2d_exports = /* @__PURE__ */ __exportAll({
|
|
8
9
|
Physics2D: () => Physics2D,
|
|
@@ -17,7 +18,7 @@ const DEG = Math.PI / 180;
|
|
|
17
18
|
*/
|
|
18
19
|
async function enablePhysics2D(engine, opts) {
|
|
19
20
|
const R = await import("@dimforge/rapier2d-compat");
|
|
20
|
-
await R.init(
|
|
21
|
+
await withoutRapierInitNoise(() => R.init());
|
|
21
22
|
return new Physics2D(R, engine, opts);
|
|
22
23
|
}
|
|
23
24
|
/**
|
|
@@ -3,6 +3,7 @@ import { C as diagnose } from "./loader-BcrRSjxB.js";
|
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { H as validateCollider3D, I as Area3D, L as CharacterBody3D, R as PhysicsBody3D, V as Node3D, z as RigidBody3D } from "./gameplay-BVphcxmE.js";
|
|
5
5
|
import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
|
|
6
|
+
import { t as withoutRapierInitNoise } from "./quiet-rapier-BAJ4K94N.js";
|
|
6
7
|
import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-CvvQr_bJ.js";
|
|
7
8
|
import { Euler, Matrix4, Quaternion, Vector3 } from "three";
|
|
8
9
|
//#region src/3d/physics/collider-lines.ts
|
|
@@ -215,7 +216,7 @@ const DEG = Math.PI / 180;
|
|
|
215
216
|
*/
|
|
216
217
|
async function enablePhysics3D(engine, opts) {
|
|
217
218
|
const R = await import("@dimforge/rapier3d-compat");
|
|
218
|
-
await R.init(
|
|
219
|
+
await withoutRapierInitNoise(() => R.init());
|
|
219
220
|
return new Physics3D(R, engine, opts);
|
|
220
221
|
}
|
|
221
222
|
/** Per-engine 3D physics world. Same contract as Physics2D. */
|
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
//#region src/core/quiet-rapier.ts
|
|
2
|
+
/**
|
|
3
|
+
* Swallow one wrong warning that rapier prints about itself.
|
|
4
|
+
*
|
|
5
|
+
* `@dimforge/rapier*-compat`'s `init()` takes NO arguments; it loads the wasm
|
|
6
|
+
* from a base64 blob and calls the generated `__wbg_init(buffer)` with an
|
|
7
|
+
* `ArrayBuffer`. That generated function only accepts a plain object now, so
|
|
8
|
+
* it prints
|
|
9
|
+
*
|
|
10
|
+
* using deprecated parameters for the initialization function;
|
|
11
|
+
* pass a single object instead
|
|
12
|
+
*
|
|
13
|
+
* on every single boot — in the browser console a new reader opens first, and
|
|
14
|
+
* in the output of every headless `bun run verify`. There is nothing anyone
|
|
15
|
+
* can do about it: it is rapier warning rapier. The engine used to pass `{}`
|
|
16
|
+
* to `init` with a comment saying that avoided it. It did not — the argument
|
|
17
|
+
* is ignored, `init()` declares no parameters — and the comment made the noise
|
|
18
|
+
* look handled for several releases.
|
|
19
|
+
*
|
|
20
|
+
* A warning its reader cannot act on is worse than no warning: it teaches them
|
|
21
|
+
* that warnings from this engine are furniture. So it is silenced, narrowly —
|
|
22
|
+
* one exact message, only across the await, and only on `console.warn`. Every
|
|
23
|
+
* other thing rapier has to say still gets through.
|
|
24
|
+
*/
|
|
25
|
+
/** The one message, verbatim from `rapier_wasm3d.js` / `rapier_wasm2d.js`. */
|
|
26
|
+
const NOISE = "using deprecated parameters for the initialization function";
|
|
27
|
+
/**
|
|
28
|
+
* Run `boot` with rapier's self-directed deprecation warning suppressed.
|
|
29
|
+
*
|
|
30
|
+
* @param boot the `init()` call to make quiet
|
|
31
|
+
* @param out injected for tests; defaults to the global console
|
|
32
|
+
*/
|
|
33
|
+
async function withoutRapierInitNoise(boot, out = console) {
|
|
34
|
+
const original = out.warn;
|
|
35
|
+
out.warn = (...args) => {
|
|
36
|
+
if (typeof args[0] === "string" && args[0].includes(NOISE)) return;
|
|
37
|
+
original.apply(out, args);
|
|
38
|
+
};
|
|
39
|
+
try {
|
|
40
|
+
await boot();
|
|
41
|
+
} finally {
|
|
42
|
+
out.warn = original;
|
|
43
|
+
}
|
|
44
|
+
}
|
|
45
|
+
//#endregion
|
|
46
|
+
export { withoutRapierInitNoise as t };
|