incanto 0.61.0 → 0.63.0

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Files changed (54) hide show
  1. package/bin/incanto-verify.mjs +134 -55
  2. package/dist/2d.d.ts +42 -0
  3. package/dist/2d.js +3 -3
  4. package/dist/3d.d.ts +22 -0
  5. package/dist/3d.js +5 -5
  6. package/dist/{create-game-DH7JI5xx.js → create-game-lLeITaZ5.js} +8 -8
  7. package/dist/{create-game-IX5lEH0P.js → create-game-viBqXUoZ.js} +6 -6
  8. package/dist/{duplicate-CGqAmK2h.js → duplicate-BOOKmkQ7.js} +1 -1
  9. package/dist/editor.js +39 -18
  10. package/dist/{environment-presets-CNxCuhZF.js → environment-presets-QR7_75KJ.js} +5 -3
  11. package/dist/{gameplay-Dtzd2itW.js → gameplay-CuqoHHUB.js} +153 -16
  12. package/dist/gameplay.js +1 -1
  13. package/dist/index.d.ts +92 -1
  14. package/dist/index.js +6 -6
  15. package/dist/{loader-D7jTvDQv.js → loader-zDynoew_.js} +160 -2
  16. package/dist/net.js +1 -1
  17. package/dist/{physics-2d-CBnor8Zf.js → physics-2d-CllJXlic.js} +11 -3
  18. package/dist/{physics-3d-BTUfUSWO.js → physics-3d-BL_pFJ19.js} +123 -17
  19. package/dist/react.js +1 -1
  20. package/dist/{register-DL3izw8j.js → register-1cKM8DEj.js} +60 -9
  21. package/dist/{register-xuSRyD6b.js → register-Btm7_Emq.js} +158 -2
  22. package/dist/{replay-D7-yle3s.js → replay-Bhdntkvq.js} +15 -2
  23. package/dist/{split-screen-5Ban4q4n.js → split-screen-Dx0LvzqS.js} +2 -2
  24. package/dist/{src-DozXvyZS.js → src-BlV9Sv4m.js} +1 -1
  25. package/dist/{teardown-B6rwJOyS.js → teardown-BwhkcNt8.js} +1 -1
  26. package/dist/{test-Dch_7VQD.js → test-Ct1_zf5S.js} +64 -20
  27. package/dist/test.d.ts +41 -0
  28. package/dist/test.js +2 -2
  29. package/dist/vite.js +2 -2
  30. package/editor/assets/{agent8-CF1JL2tR.js → agent8-CLZXBRoM.js} +1 -1
  31. package/editor/assets/{debug-3QzYhOPA.js → debug-eaSKFAKW.js} +1 -1
  32. package/editor/assets/{index-CAD2c5ug.js → index-D66AuRwG.js} +91 -91
  33. package/editor/index.html +1 -1
  34. package/package.json +1 -1
  35. package/schemas/scene.schema.json +91 -0
  36. package/skills/README.md +4 -0
  37. package/skills/incanto-behaviors-and-scripts.md +37 -0
  38. package/skills/incanto-building-2d-games.md +20 -1
  39. package/skills/incanto-building-3d-games.md +1 -1
  40. package/skills/incanto-game-feel.md +3 -2
  41. package/skills/incanto-gameplay-behaviors.md +45 -6
  42. package/skills/incanto-node-reference.md +12 -0
  43. package/skills/incanto-physics-and-input.md +53 -2
  44. package/skills/incanto-scene-json-authoring.md +15 -1
  45. package/skills/incanto-verifying-your-game.md +31 -1
  46. package/skills/incanto-your-first-game.md +237 -0
  47. package/templates-app/beacon-isle-3d/package.json +1 -1
  48. package/templates-app/platformer-2d/package.json +1 -1
  49. package/templates-app/star-survivor/package.json +1 -1
  50. package/templates-app/star-survivor/src/game.scene.json +4 -2
  51. package/templates-app/tps-3d/package.json +1 -1
  52. package/templates-app/tps-3d/src/game.scene.json +3 -2
  53. package/templates-app/tps-3d/verify.ts +38 -0
  54. package/templates-app/village-quest-3d/package.json +1 -1
@@ -0,0 +1,237 @@
1
+ ---
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+ name: incanto-your-first-game
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+ description: The walkthrough — scaffold, author, verify, hand back. A complete game with a real win and lose in one sitting, the shape of the loop, and the handful of traps that cost every first-time author an hour. Read this FIRST if you have not shipped an Incanto game before.
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+ ---
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+
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+ # Your first Incanto game
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+
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+ > Shipped inside the `incanto` npm package — this document always matches the
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+ > installed engine version. Sibling skills live in `node_modules/incanto/skills/`.
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+
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+ This is the shortest honest path from nothing to a game with a win and a lose in
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+ it. Everything below has been built and measured; the timings are real, and so
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+ are the traps.
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+
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+ **You cannot see this game.** No browser, no GPU, no screenshot. That sounds like
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+ the hard part and it is not — the engine ships the instruments, and §5 is how you
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+ use them. What actually costs first-time authors an hour is §4, so read it even
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+ if you skim.
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+
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+ ---
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+
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+ ## 1. Three minutes to a running game
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+
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+ ```bash
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+ bunx incanto new --list # what the starters are
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+ bunx incanto new my-game --template tps-3d # or platformer-2d, star-survivor, …
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+ cd my-game && bun install
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+ bun run check && bun run typecheck && bun run verify
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+ ```
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+
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+ The starter is a **complete game**, green on arrival, and it is meant to be
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+ reshaped rather than read. Four agents building four different games all started
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+ here; the two who hand-authored a scene from scratch still scaffolded first, for
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+ the vite config and the verify harness.
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+
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+ Pick by shape, not by subject: `tps-3d` (third-person combat), `platformer-2d`,
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+ `star-survivor` (top-down survivor), `village-quest-3d` (quest/NPC),
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+ `beacon-isle-3d` (open world).
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+
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+ ---
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+
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+ ## 2. What you edit
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+
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+ ```
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+ src/game.scene.json ← the game. Nodes, props, connections. This is most of it.
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+ src/behaviors.ts ← the parts JSON cannot express. Usually very little.
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+ src/main.ts ← boot. You rarely touch it.
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+ verify.ts ← the harness that proves it works. You WILL touch it.
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+ ```
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+
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+ The claim that "all structure is JSON" is not marketing: one of the four builds
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+ shipped a whole 3D world with **zero** gameplay TypeScript, and another needed
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+ 90 lines for one melee swing. Reach for a built-in behavior before you write a
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+ class — `incanto-gameplay-behaviors.md` is the list, and it is long.
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+
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+ Read `incanto-scene-json-authoring.md` before you write JSON. It is the format,
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+ the node paths, and the connection grammar, and everything else assumes it.
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+
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+ ---
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+
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+ ## 3. The spine: a game that can be WON and LOST
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+
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+ This is the part worth copying verbatim. It is four nodes and four connections,
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+ and it is entirely JSON.
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+
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+ ```jsonc
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+ { "name": "Score", "type": "Node3D",
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+ "script": { "name": "ScoreKeeper", "props": { "scoreToWin": 10, "lives": 3 } } },
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+
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+ { "name": "Flow", "type": "Node3D", "script": { "name": "GameFlow" } },
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+
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+ { "name": "HUD", "type": "HudLayer", "children": [
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+ { "name": "Banner", "type": "UiBanner" },
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+ { "name": "Hp", "type": "UiBar", "props": { "anchor": "topLeft", "label": "HP" } }
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+ ] }
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+ ```
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+
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+ ```jsonc
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+ "connections": [
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+ { "signal": "died", "from": "Player", "to": "Score", "handler": "loseLife" },
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+ { "signal": "won", "from": "Score", "to": "Flow", "handler": "win" },
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+ { "signal": "lost", "from": "Score", "to": "Flow", "handler": "gameOver" }
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+ ]
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+ ```
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+
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+ `GameFlow` freezes `engine.timeScale`, shows a sticky banner, and waits for the
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+ `restart` action. **Give the Flow its own node** — a node holds one behavior and
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+ your root probably already has the game's director script.
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+
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+ A pause menu is the same trick and also zero TypeScript: declare a `pause`
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+ action, add a `UiPanel` named `PauseMenu` under the HUD, and Escape opens it.
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+
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+ ### The trap that eats an hour here
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+
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+ `died` carries **no arguments**. `ScoreKeeper.addScore(n)` needs one. So the
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+ obvious way to score a kill —
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+
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+ ```jsonc
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+ // WRONG — this is the mistake, not the fix
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+ { "signal": "died", "from": "Enemy", "to": "Score", "handler": "addScore" }
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+ ```
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+
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+ — sets the score to `NaN` on the first kill, and the win condition is
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+ unreachable forever. The engine reports this the moment the wire fires; do not
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+ ignore that line. Wire `dealtDamage` from the KILLER instead (it carries the
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+ amount and the target), which is also clone-safe — a connection on a spawned
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+ enemy never clones.
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+
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+ `won → GameFlow.win` is fine, by contrast, because `win(text = 'YOU WIN')`
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+ defaults what it is not given. That is the difference, and it is the only one.
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+
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+ ---
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+
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+ ## 4. Making things hurt (read this one)
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+
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+ An enemy that touches you should drain you. Two props decide whether it does,
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+ and both defaults are the harmless answer.
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+
119
+ **Contact fires on ENTRY and EXIT, never per frame.** So `oncePerTarget: false`
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+ means "hurt again on RE-entry" — an enemy that closes and stops deals one hit and
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+ then nothing at all. `repeatEvery` is the knob that makes a resting overlap keep
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+ hurting. Six seconds of unbroken contact at `amount: 10`:
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+
124
+ ```
125
+ oncePerTarget=false repeatEvery=0 → hp 90 ← one hit, then nothing
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+ oncePerTarget=false repeatEvery=0.5 → hp 0
127
+ ```
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+
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+ ```jsonc
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+ { "name": "Hit", "type": "Area3D",
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+ "props": { "collider": { "shape": "sphere", "radius": 1.5 } },
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+ "script": { "name": "DamageOnContact",
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+ "props": { "amount": 12, "targetGroup": "player",
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+ "oncePerTarget": false, "repeatEvery": 0.5 } } }
135
+ ```
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+
137
+ Pair it with `Health.invulnerableFor` (the real per-frame guard) and keep
138
+ `repeatEvery` at or above it — under 0.6 s it just lands on i-frames.
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+
140
+ **And they have to be able to REACH you.** A `CharacterBody3D` walks; a chaser
141
+ walks a straight line and cannot go around. `stepHeight` (default 0.35 m) is how
142
+ high a ledge it climbs — raise it for a world with stairs. You will not notice
143
+ this on the player, because `CharacterController3D` rides a hover spring and
144
+ floats over small ledges already.
145
+
146
+ The tell for both is one line of `incanto-playtest` output:
147
+
148
+ ```
149
+ danger: the player took damage 0 times in 4 runs — nothing here can hurt you
150
+ ```
151
+
152
+ Read it. It is the truth.
153
+
154
+ ---
155
+
156
+ ## 5. Handing it back
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+
158
+ Never hand a game back on reasoning. Run the ladder:
159
+
160
+ ```bash
161
+ bunx incanto verify # loads · plays · feels · agrees · draws · says
162
+ ```
163
+
164
+ - **`loads`** — the scene is legal and its assets resolve. Warnings print under
165
+ it with `!`; a scene that "renders black" says so here.
166
+ - **`plays`** — 8 seeded runs. `error`, `fell` and `stuck` are DEFECTS and fail
167
+ the rung; `won`, `lost` and `unfinished` are gameplay. A random bot cannot
168
+ finish a quest, and that is reported as unmeasured, not failed.
169
+ - **`feels`** — the sounds and effects the scene declares, against what actually
170
+ fired. A game whose feedback is wired and never triggered plays perfectly and
171
+ feels dead.
172
+ - **`draws` / `says`** — need a dev server with the page open. Unmeasured is not
173
+ failed.
174
+
175
+ Then the two that answer questions the ladder cannot:
176
+
177
+ ```bash
178
+ bunx incanto-playtest src/game.scene.json --behaviors src/behaviors.ts
179
+ bunx incanto-feel src/game.scene.json --behaviors src/behaviors.ts
180
+ ```
181
+
182
+ `playtest` gives you a difficulty read (`won 4/20, lost 9/20, 9.7 hits per run`)
183
+ that no amount of staring at JSON will. `feel` measures your controls by probing
184
+ them — and prints the **held** jump apex next to the tapped one, because with
185
+ `jumpCutMultiplier` those differ by 4× and the held number is the one your level
186
+ geometry has to match.
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+
188
+ Full detail: `incanto-verifying-your-game.md`, `incanto-playtesting.md`,
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+ `incanto-game-feel.md`.
190
+
191
+ ### Write the harness, not just the checks
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+
193
+ `verify.ts` in the starter drives the game with `runScript` and asserts what
194
+ happened. Extend it as you build; it is the only thing that will catch a
195
+ regression you cannot see.
196
+
197
+ **Assert the game's own physics, not your test's.** A harness that emits
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+ `triggerEnter` by hand proves the handler answers an event and nothing about
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+ whether the game produces one — that exact mistake hid a starter whose enemies
200
+ could not reach the player. Let the AI chase, and read the health.
201
+
202
+ ---
203
+
204
+ ## 6. The sticky note
205
+
206
+ Things that cost real time, in the order you will meet them.
207
+
208
+ | when | the trap |
209
+ | --- | --- |
210
+ | wiring a score | `died` carries nothing; `addScore(n)` wants one → `NaN`. Wire `dealtDamage` from the killer. |
211
+ | enemies feel harmless | `repeatEvery` on the contact hitbox, or one hit is all you get. |
212
+ | enemies never arrive | a chaser cannot climb — `stepHeight`, and it loses to a large downward velocity you apply yourself. |
213
+ | sizing a level | use the **held** jump apex, not the tapped one. |
214
+ | a melee weapon | a body with `Health` on the root and a `Hit` child presents TWO colliders; one swing can deal damage twice. Give the weapon a `targetGroup`. |
215
+ | a HUD you cannot see | `UiText.setText()` fills a slot; the `text` prop keeps the authored line. Use `describeCapture` to read what a widget PAINTS. |
216
+ | framing a scene | `describeFraming(scene)` returns the report object; `framingText(report)` renders it. |
217
+ | spawned enemies | connections on a template do NOT clone. Put the wire on something that is not cloned, or emit from a behavior. |
218
+ | a scene that swaps scenes | `incanto-playtest` drives one scene; a mid-run swap is out of its reach. Script it in `verify.ts` instead. |
219
+
220
+ ---
221
+
222
+ ## 7. Where to go next
223
+
224
+ | you want | read |
225
+ | --- | --- |
226
+ | the JSON format itself | `incanto-scene-json-authoring.md` |
227
+ | nodes, props, defaults | `incanto-node-reference.md` (generated — always current) |
228
+ | ready-made game logic | `incanto-gameplay-behaviors.md` |
229
+ | a 3D character that feels right | `incanto-3d-character.md` |
230
+ | terrain, water, trees, sky | `incanto-environment.md` |
231
+ | sound | `incanto-audio.md` |
232
+ | shake, flash, hit-stop, particles | `incanto-game-feel.md` |
233
+ | HUD, menus, inventory | `incanto-hud.md` |
234
+ | proving it works | `incanto-verifying-your-game.md` |
235
+
236
+ And when a game "works" but feels wrong, the answer is almost always in
237
+ `incanto-feel` output you have not run yet.
@@ -14,7 +14,7 @@
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14
  "@dimforge/rapier2d-compat": "0.19.3",
15
15
  "@dimforge/rapier3d-compat": "0.19.3",
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  "@pixiv/three-vrm": "^3.5.3",
17
- "incanto": "^0.61.0",
17
+ "incanto": "^0.63.0",
18
18
  "three": "^0.184.0"
19
19
  },
20
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  "devDependencies": {
@@ -11,7 +11,7 @@
11
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  },
12
12
  "dependencies": {
13
13
  "@dimforge/rapier2d-compat": "0.19.3",
14
- "incanto": "^0.61.0",
14
+ "incanto": "^0.63.0",
15
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  "three": "^0.184.0"
16
16
  },
17
17
  "devDependencies": {
@@ -11,7 +11,7 @@
11
11
  },
12
12
  "dependencies": {
13
13
  "@dimforge/rapier2d-compat": "0.19.3",
14
- "incanto": "^0.61.0",
14
+ "incanto": "^0.63.0",
15
15
  "three": "^0.184.0"
16
16
  },
17
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  "devDependencies": {
@@ -220,7 +220,8 @@
220
220
  "props": {
221
221
  "amount": 8,
222
222
  "targetGroup": "player",
223
- "oncePerTarget": false
223
+ "oncePerTarget": false,
224
+ "repeatEvery": 0.5
224
225
  }
225
226
  }
226
227
  },
@@ -332,7 +333,8 @@
332
333
  "props": {
333
334
  "amount": 12,
334
335
  "targetGroup": "player",
335
- "oncePerTarget": false
336
+ "oncePerTarget": false,
337
+ "repeatEvery": 0.5
336
338
  }
337
339
  }
338
340
  },
@@ -13,7 +13,7 @@
13
13
  "@dimforge/rapier2d-compat": "0.19.3",
14
14
  "@dimforge/rapier3d-compat": "0.19.3",
15
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  "@pixiv/three-vrm": "^3.5.3",
16
- "incanto": "^0.61.0",
16
+ "incanto": "^0.63.0",
17
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  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {
@@ -629,7 +629,8 @@
629
629
  "props": {
630
630
  "amount": 12,
631
631
  "targetGroup": "player",
632
- "oncePerTarget": false
632
+ "oncePerTarget": false,
633
+ "repeatEvery": 0.5
633
634
  }
634
635
  }
635
636
  },
@@ -698,7 +699,7 @@
698
699
  "name": "ResumeHint",
699
700
  "type": "UiText",
700
701
  "props": {
701
- "text": "Esc to resume · R to restart",
702
+ "text": "Esc to resume \u00b7 R to restart",
702
703
  "size": 13,
703
704
  "color": "#c9d2dd"
704
705
  }
@@ -180,4 +180,42 @@ const ok = (label: string, cond: boolean): void => {
180
180
  ok('runScript reported no failures (LOSE path)', result.ok);
181
181
  }
182
182
 
183
+ // ---- can an enemy ACTUALLY kill you? ---------------------------------------
184
+ //
185
+ // The LOSE path above emits `triggerEnter` by hand 60 times, which proves
186
+ // DamageOnContact answers an entry event and nothing about whether the game
187
+ // produces those events. It does not: contact fires on ENTRY, so an enemy that
188
+ // closes and rests deals ONE hit unless its hitbox carries `repeatEvery`.
189
+ // Measured on a player parked against an enemy for six seconds, before that
190
+ // prop was added: hp 90. This asserts the drain, from the game's own physics
191
+ // and its own Chase AI — no synthetic signals.
192
+ {
193
+ let hp = 100;
194
+ let hits = 0;
195
+ const result = await runScript(sceneJson, {
196
+ durationMs: 20000,
197
+ seed: 5,
198
+ behaviors,
199
+ steps: [
200
+ {
201
+ atMs: 100,
202
+ label: 'stand still and let the enemies come',
203
+ do: (ctx) => {
204
+ ctx.getNode('/root/Player').on('damaged', () => hits++);
205
+ },
206
+ },
207
+ {
208
+ atMs: 19000,
209
+ label: 'read the health the contact actually took',
210
+ do: (ctx) => {
211
+ hp = (ctx.getNode('/root/Player').behavior as unknown as { current: number }).current;
212
+ },
213
+ },
214
+ ],
215
+ });
216
+
217
+ ok(`enemies that reach you keep hurting — ${hits} hits, hp ${hp}`, hits >= 3);
218
+ ok('runScript reported no failures (CONTACT path)', result.ok);
219
+ }
220
+
183
221
  console.log(process.exitCode ? '\nVERIFY FAILED' : '\nVERIFY OK — Vanguard plays end to end');
@@ -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": "^0.61.0",
16
+ "incanto": "^0.63.0",
17
17
  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {