incanto 0.62.0 → 0.63.0

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Files changed (46) hide show
  1. package/dist/2d.js +3 -3
  2. package/dist/3d.d.ts +22 -0
  3. package/dist/3d.js +5 -5
  4. package/dist/{create-game-BpunnGPX.js → create-game-lLeITaZ5.js} +6 -6
  5. package/dist/{create-game-Caut3bqN.js → create-game-viBqXUoZ.js} +6 -6
  6. package/dist/{duplicate-E4FUs5Bn.js → duplicate-BOOKmkQ7.js} +1 -1
  7. package/dist/{environment-presets-BAWeOeqf.js → environment-presets-QR7_75KJ.js} +3 -3
  8. package/dist/{gameplay-CaHqDiQD.js → gameplay-CuqoHHUB.js} +29 -3
  9. package/dist/gameplay.js +1 -1
  10. package/dist/index.js +5 -5
  11. package/dist/{loader-DEe272nY.js → loader-zDynoew_.js} +57 -2
  12. package/dist/net.js +1 -1
  13. package/dist/{physics-2d-BXmu2i7W.js → physics-2d-CllJXlic.js} +2 -2
  14. package/dist/{physics-3d-ClxP6Uv7.js → physics-3d-BL_pFJ19.js} +5 -3
  15. package/dist/react.js +1 -1
  16. package/dist/{register-CNh4FlbD.js → register-1cKM8DEj.js} +3 -3
  17. package/dist/{register-D3yx8D4r.js → register-Btm7_Emq.js} +1 -1
  18. package/dist/{replay-DlgHItNv.js → replay-Bhdntkvq.js} +2 -2
  19. package/dist/{split-screen-CBM9wcMX.js → split-screen-Dx0LvzqS.js} +2 -2
  20. package/dist/{src-CH00_JsR.js → src-BlV9Sv4m.js} +1 -1
  21. package/dist/{teardown-C7qP-dcC.js → teardown-BwhkcNt8.js} +1 -1
  22. package/dist/{test-BMkg8zMV.js → test-Ct1_zf5S.js} +50 -18
  23. package/dist/test.d.ts +4 -0
  24. package/dist/test.js +2 -2
  25. package/dist/vite.js +2 -2
  26. package/editor/assets/{agent8-m5mtAO_A.js → agent8-CLZXBRoM.js} +1 -1
  27. package/editor/assets/{debug-CPhzCT8f.js → debug-eaSKFAKW.js} +1 -1
  28. package/editor/assets/{index-D422P4kW.js → index-D66AuRwG.js} +91 -91
  29. package/editor/index.html +1 -1
  30. package/package.json +1 -1
  31. package/schemas/scene.schema.json +4 -0
  32. package/skills/README.md +4 -0
  33. package/skills/incanto-game-feel.md +3 -2
  34. package/skills/incanto-gameplay-behaviors.md +30 -5
  35. package/skills/incanto-node-reference.md +1 -0
  36. package/skills/incanto-physics-and-input.md +30 -0
  37. package/skills/incanto-scene-json-authoring.md +15 -1
  38. package/skills/incanto-your-first-game.md +237 -0
  39. package/templates-app/beacon-isle-3d/package.json +1 -1
  40. package/templates-app/platformer-2d/package.json +1 -1
  41. package/templates-app/star-survivor/package.json +1 -1
  42. package/templates-app/star-survivor/src/game.scene.json +4 -2
  43. package/templates-app/tps-3d/package.json +1 -1
  44. package/templates-app/tps-3d/src/game.scene.json +3 -2
  45. package/templates-app/tps-3d/verify.ts +38 -0
  46. 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-D422P4kW.js"></script>
8
+ <script type="module" crossorigin src="./assets/index-D66AuRwG.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": "0.62.0",
3
+ "version": "0.63.0",
4
4
  "description": "Vibe-coding-first web game engine SDK — JSON-driven scenes on three.js",
5
5
  "keywords": [
6
6
  "game-engine",
@@ -2043,6 +2043,10 @@
2043
2043
  "slopeLimitDeg": {
2044
2044
  "type": "number",
2045
2045
  "default": 45
2046
+ },
2047
+ "stepHeight": {
2048
+ "type": "number",
2049
+ "default": 0.35
2046
2050
  }
2047
2051
  },
2048
2052
  "additionalProperties": false
package/skills/README.md CHANGED
@@ -1,6 +1,10 @@
1
1
  # incanto skills (shipped)
2
2
 
3
3
  Full agent skills for building games with this **installed version** of Incanto.
4
+ **New here? `incanto-your-first-game.md` is the walkthrough** — scaffold to a game
5
+ with a real win and lose, the shape of the loop, and the traps that cost a first
6
+ author an hour. Then come back to this list.
7
+
4
8
  An AI agent should start with `incanto-scene-json-authoring.md`, then the domain skill
5
9
  for the task at hand, and **finish every task with `incanto-verifying-your-game.md`**
6
10
  — you cannot see the game, and that skill is how you find out whether it works.
@@ -20,7 +20,8 @@ feel of /Game/Player
20
20
  turnaround 367 ms
21
21
  input → motion 1 frame(s)
22
22
 
23
- jump apex 0.262 u
23
+ jump apex 0.262 u (tapped)
24
+ held apex 0.981 u ← size your level against THIS
24
25
  time to apex 133 ms
25
26
  airtime 267 ms
26
27
  coyote window 100 ms
@@ -47,7 +48,7 @@ reports **0 ms**. That was a real bug in this engine's own 3D controller until
47
48
  | `to a stop` | how much you slide. A platformer that overshoots ledges has a long one. |
48
49
  | `turnaround` | the cost of changing your mind. The number players feel most and name least. |
49
50
  | `input → motion` | 1 frame is immediate. More than 2 and something is buffering. |
50
- | `jump apex` / `airtime` | compare against the gaps and platform heights in your level. |
51
+ | `jump apex` / `airtime` | compare against the gaps and platform heights in your level. **Use the HELD apex** — the plain one is a one-frame TAP, and with `jumpCutMultiplier` (the variable-height jump the 3D character skill recommends at `0.45`) that is a fraction of the real jump: measured 0.478 u tapped against 1.831 u held on the same scene. The held line only appears when the two differ. |
51
52
  | `coyote window` | **0 reads to players as "the controls are broken"**, not as a missing feature. |
52
53
  | `jump buffer` | 0 throws away a press made a few frames before landing. |
53
54
 
@@ -222,18 +222,41 @@ Signals: `totalChanged(total)` — Methods: `collect(value)` — state: `total`
222
222
  Deals damage to whatever it touches — projectiles, spikes, lava, enemy hitboxes.
223
223
  **Goes on an Area.** On `triggerEnter`, finds the contacted entity's `Health` and
224
224
  calls `damage(amount)`, then emits `dealtDamage(amount, healthOwnerNode)`.
225
- `oncePerTarget` (default) prevents re-hitting a resting body every frame;
226
- `destroySelf` frees the hazard after a hit (single-use projectiles).
227
225
 
228
226
  | Prop | Default | Meaning |
229
227
  |---|---|---|
230
228
  | `amount` | `10` | HP removed per contact |
231
229
  | `targetGroup` | `""` | only damage targets whose Health-owner is in this group (`""` = any) |
232
- | `oncePerTarget` | `true` | damage each target at most once |
230
+ | `oncePerTarget` | `true` | damage each target at most **once, ever** |
231
+ | `repeatEvery` | `0` | seconds between re-hits while still overlapping (`0` = entry only) |
233
232
  | `destroySelf` | `false` | `queueFree()` after the first hit |
234
233
 
235
234
  Signals: `dealtDamage(amount, target)`
236
235
 
236
+ ### `repeatEvery` is the "and it keeps hurting" knob
237
+
238
+ **Contact events fire on ENTRY and EXIT, not per frame.** So `oncePerTarget:
239
+ false` does not mean "hurt every frame" — it means "hurt again on RE-entry". An
240
+ enemy that closes on you and stops moving has entered once, and deals one hit
241
+ and then nothing. Measured, 6 seconds of unbroken overlap at `amount: 10`:
242
+
243
+ ```
244
+ oncePerTarget=false repeatEvery=0 → hp 90 ← one hit, then nothing
245
+ oncePerTarget=false repeatEvery=0.5 → hp 0
246
+ oncePerTarget=true repeatEvery=0.5 → hp 0
247
+ oncePerTarget=true repeatEvery=0 → hp 90
248
+ ```
249
+
250
+ `repeatEvery` is the only prop that makes a resting overlap keep hurting, and it
251
+ overrides `oncePerTarget` — lava pools, poison clouds, an enemy standing on you.
252
+ Set it on **every enemy contact hitbox**; without it a game plays as though the
253
+ enemies are harmless the moment one of them corners you, and every check comes
254
+ back green.
255
+
256
+ Pair it with `Health.invulnerableFor`, which is the real "don't drain me every
257
+ frame" guard: with `invulnerableFor: 0.6`, a `repeatEvery` under 0.6 s just
258
+ lands on i-frames, so 0.5–1 s is the useful range.
259
+
237
260
  **`targetGroup` — stop enemies killing each other.** With no collision layers in
238
261
  v0 (everything overlaps everything), an enemy's contact hitbox would damage any
239
262
  `Health` it touches, including other enemies clustered at the spawn point. Gate
@@ -693,7 +716,8 @@ interaction is a `connection`.
693
716
  "script": { "name": "Pickup", "props": { "value": 1 } } },
694
717
  { "name": "Spike", "type": "Area2D", "props": { "position": [120, 80],
695
718
  "collider": { "shape": "rect", "size": [24, 24] } },
696
- "script": { "name": "DamageOnContact", "props": { "amount": 40, "oncePerTarget": false } } }
719
+ "script": { "name": "DamageOnContact",
720
+ "props": { "amount": 40, "oncePerTarget": false, "repeatEvery": 0.5 } } }
697
721
  ]
698
722
  },
699
723
  "connections": [
@@ -778,7 +802,8 @@ glue an early sim had to hand-write):
778
802
  { "name": "Hit", "type": "Area2D",
779
803
  "props": { "collider": { "shape": "circle", "radius": 12 } },
780
804
  "script": { "name": "DamageOnContact",
781
- "props": { "amount": 10, "targetGroup": "player", "oncePerTarget": false } } }
805
+ "props": { "amount": 10, "targetGroup": "player",
806
+ "oncePerTarget": false, "repeatEvery": 0.5 } } }
782
807
  ] }
783
808
  ] }
784
809
  ]
@@ -239,6 +239,7 @@ Signals: `triggerEnter(other)` · `triggerExit(other)`
239
239
  | `velocity` | `[0,0,0]` | array |
240
240
  | `stickToGround` | `true` | boolean |
241
241
  | `slopeLimitDeg` | `45` | number |
242
+ | `stepHeight` | `0.35` | number |
242
243
 
243
244
  Signals: `triggerEnter(other)` · `triggerExit(other)`
244
245
 
@@ -357,6 +357,36 @@ the tree says, without your scene falling over while you look at it. Use it for
357
357
  any "show me the collision geometry" tool. Do NOT use it to freeze a running
358
358
  game — that is `engine.timeScale = 0`, which keeps the world coherent.
359
359
 
360
+ ## A walking body climbs a step (`stepHeight`, 3D)
361
+
362
+ `CharacterBody3D.stepHeight` (default `0.35` m, `0` = off) is how high a ledge
363
+ the body walks UP without jumping. It is Rapier's autostep, and **Rapier does not
364
+ autostep unless it is asked** — before 0.63 nothing asked, so any walking body
365
+ was stopped dead by a curb.
366
+
367
+ You will not see this on the player: `CharacterController3D` rides a hover spring
368
+ rather than the character controller, so it floats over small ledges already.
369
+ It is the ENEMIES that walk, and a chaser walks a straight line — it cannot go
370
+ around. Measured on the shipped `tps-3d` template, whose arena has a 0.6 m ramp
371
+ between the spawn and the player, standing still for 45 seconds:
372
+
373
+ ```
374
+ before hits=0 hp=100 closest an enemy ever got = 33.91m
375
+ after hits=9 hp=.. closest = 1.80m (exactly Chase.stopRange)
376
+ ```
377
+
378
+ They chased at full speed the whole time and piled up against the near face of a
379
+ knee-high box. Raise `stepHeight` for a world with real stairs; set it to `0` for
380
+ something that genuinely should be blocked by a curb.
381
+
382
+ **It loses to a large downward velocity.** Autostep happens inside the movement
383
+ solve, so a body driven with a big constant gravity term every frame never
384
+ climbs. Same 0.3 m ledge, same `stepHeight: 0.35`, only the `velocity[1]`
385
+ differs: `0` → cleared, `−0.1` → cleared, `−2` → stopped at the face. If you are
386
+ integrating your own gravity, apply it as a falling SPEED that resets on the
387
+ ground, not as a constant push. (`moveBody`, which `Chase` and `Patrol` use,
388
+ derives velocity from a position delta and carries no such term.)
389
+
360
390
  ## Moving platforms carry their riders (2D **and** 3D)
361
391
 
362
392
  A `CharacterBody2D`/`CharacterBody3D` standing on a body that moves is dragged
@@ -299,7 +299,21 @@ that do exist at the failing spot).
299
299
  - `signal` must be DECLARED on the from node (the class's or its behavior's
300
300
  `static signals`) — validated at load → `UNKNOWN_SIGNAL` otherwise.
301
301
  - `handler` must be a method on the target node OR its behavior (script) — both are
302
- validated hard at load. Otherwise → `UNKNOWN_HANDLER`. On **both**, it is
302
+ validated hard at load. Otherwise → `UNKNOWN_HANDLER`.
303
+ - **The ARGUMENTS are checked when the wire fires**, not at load — nothing declares
304
+ how many a signal carries, so the pair can only be compared at the moment both
305
+ are known. A handler given fewer than it needs is reported once, by name:
306
+
307
+ ```
308
+ [incanto] 'died' from 'Enemy' carries 0 argument(s) and 'Keeper.addScore' needs 1.
309
+ The missing one(s) arrive as undefined — a number handler gets NaN and
310
+ never recovers.
311
+ ```
312
+
313
+ `died → ScoreKeeper.addScore` is the natural way to score a kill and it sets the
314
+ score to `NaN` on the first one, with the win condition then permanently out of
315
+ reach. A handler that DEFAULTS what it is not given is correct and stays silent:
316
+ `won → GameFlow.win` works, because `win(text = 'YOU WIN')` needs nothing. On **both**, it is
303
317
  `AMBIGUOUS_HANDLER`: the node's method wins, so the script's would never run
304
318
  and nothing would say so. A core node answers to 62 public methods before any
305
319
  adapter adds more (`stop` `play` `show` `clear` `say` `start` `free` …), which
@@ -0,0 +1,237 @@
1
+ ---
2
+ name: incanto-your-first-game
3
+ 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.
4
+ ---
5
+
6
+ # Your first Incanto game
7
+
8
+ > Shipped inside the `incanto` npm package — this document always matches the
9
+ > installed engine version. Sibling skills live in `node_modules/incanto/skills/`.
10
+
11
+ This is the shortest honest path from nothing to a game with a win and a lose in
12
+ it. Everything below has been built and measured; the timings are real, and so
13
+ are the traps.
14
+
15
+ **You cannot see this game.** No browser, no GPU, no screenshot. That sounds like
16
+ the hard part and it is not — the engine ships the instruments, and §5 is how you
17
+ use them. What actually costs first-time authors an hour is §4, so read it even
18
+ if you skim.
19
+
20
+ ---
21
+
22
+ ## 1. Three minutes to a running game
23
+
24
+ ```bash
25
+ bunx incanto new --list # what the starters are
26
+ bunx incanto new my-game --template tps-3d # or platformer-2d, star-survivor, …
27
+ cd my-game && bun install
28
+ bun run check && bun run typecheck && bun run verify
29
+ ```
30
+
31
+ The starter is a **complete game**, green on arrival, and it is meant to be
32
+ reshaped rather than read. Four agents building four different games all started
33
+ here; the two who hand-authored a scene from scratch still scaffolded first, for
34
+ the vite config and the verify harness.
35
+
36
+ Pick by shape, not by subject: `tps-3d` (third-person combat), `platformer-2d`,
37
+ `star-survivor` (top-down survivor), `village-quest-3d` (quest/NPC),
38
+ `beacon-isle-3d` (open world).
39
+
40
+ ---
41
+
42
+ ## 2. What you edit
43
+
44
+ ```
45
+ src/game.scene.json ← the game. Nodes, props, connections. This is most of it.
46
+ src/behaviors.ts ← the parts JSON cannot express. Usually very little.
47
+ src/main.ts ← boot. You rarely touch it.
48
+ verify.ts ← the harness that proves it works. You WILL touch it.
49
+ ```
50
+
51
+ The claim that "all structure is JSON" is not marketing: one of the four builds
52
+ shipped a whole 3D world with **zero** gameplay TypeScript, and another needed
53
+ 90 lines for one melee swing. Reach for a built-in behavior before you write a
54
+ class — `incanto-gameplay-behaviors.md` is the list, and it is long.
55
+
56
+ Read `incanto-scene-json-authoring.md` before you write JSON. It is the format,
57
+ the node paths, and the connection grammar, and everything else assumes it.
58
+
59
+ ---
60
+
61
+ ## 3. The spine: a game that can be WON and LOST
62
+
63
+ This is the part worth copying verbatim. It is four nodes and four connections,
64
+ and it is entirely JSON.
65
+
66
+ ```jsonc
67
+ { "name": "Score", "type": "Node3D",
68
+ "script": { "name": "ScoreKeeper", "props": { "scoreToWin": 10, "lives": 3 } } },
69
+
70
+ { "name": "Flow", "type": "Node3D", "script": { "name": "GameFlow" } },
71
+
72
+ { "name": "HUD", "type": "HudLayer", "children": [
73
+ { "name": "Banner", "type": "UiBanner" },
74
+ { "name": "Hp", "type": "UiBar", "props": { "anchor": "topLeft", "label": "HP" } }
75
+ ] }
76
+ ```
77
+
78
+ ```jsonc
79
+ "connections": [
80
+ { "signal": "died", "from": "Player", "to": "Score", "handler": "loseLife" },
81
+ { "signal": "won", "from": "Score", "to": "Flow", "handler": "win" },
82
+ { "signal": "lost", "from": "Score", "to": "Flow", "handler": "gameOver" }
83
+ ]
84
+ ```
85
+
86
+ `GameFlow` freezes `engine.timeScale`, shows a sticky banner, and waits for the
87
+ `restart` action. **Give the Flow its own node** — a node holds one behavior and
88
+ your root probably already has the game's director script.
89
+
90
+ A pause menu is the same trick and also zero TypeScript: declare a `pause`
91
+ action, add a `UiPanel` named `PauseMenu` under the HUD, and Escape opens it.
92
+
93
+ ### The trap that eats an hour here
94
+
95
+ `died` carries **no arguments**. `ScoreKeeper.addScore(n)` needs one. So the
96
+ obvious way to score a kill —
97
+
98
+ ```jsonc
99
+ // WRONG — this is the mistake, not the fix
100
+ { "signal": "died", "from": "Enemy", "to": "Score", "handler": "addScore" }
101
+ ```
102
+
103
+ — sets the score to `NaN` on the first kill, and the win condition is
104
+ unreachable forever. The engine reports this the moment the wire fires; do not
105
+ ignore that line. Wire `dealtDamage` from the KILLER instead (it carries the
106
+ amount and the target), which is also clone-safe — a connection on a spawned
107
+ enemy never clones.
108
+
109
+ `won → GameFlow.win` is fine, by contrast, because `win(text = 'YOU WIN')`
110
+ defaults what it is not given. That is the difference, and it is the only one.
111
+
112
+ ---
113
+
114
+ ## 4. Making things hurt (read this one)
115
+
116
+ An enemy that touches you should drain you. Two props decide whether it does,
117
+ and both defaults are the harmless answer.
118
+
119
+ **Contact fires on ENTRY and EXIT, never per frame.** So `oncePerTarget: false`
120
+ means "hurt again on RE-entry" — an enemy that closes and stops deals one hit and
121
+ then nothing at all. `repeatEvery` is the knob that makes a resting overlap keep
122
+ hurting. Six seconds of unbroken contact at `amount: 10`:
123
+
124
+ ```
125
+ oncePerTarget=false repeatEvery=0 → hp 90 ← one hit, then nothing
126
+ oncePerTarget=false repeatEvery=0.5 → hp 0
127
+ ```
128
+
129
+ ```jsonc
130
+ { "name": "Hit", "type": "Area3D",
131
+ "props": { "collider": { "shape": "sphere", "radius": 1.5 } },
132
+ "script": { "name": "DamageOnContact",
133
+ "props": { "amount": 12, "targetGroup": "player",
134
+ "oncePerTarget": false, "repeatEvery": 0.5 } } }
135
+ ```
136
+
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.
139
+
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
157
+
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.
187
+
188
+ Full detail: `incanto-verifying-your-game.md`, `incanto-playtesting.md`,
189
+ `incanto-game-feel.md`.
190
+
191
+ ### Write the harness, not just the checks
192
+
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
198
+ `triggerEnter` by hand proves the handler answers an event and nothing about
199
+ 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 @@
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": "^0.62.0",
17
+ "incanto": "^0.63.0",
18
18
  "three": "^0.184.0"
19
19
  },
20
20
  "devDependencies": {
@@ -11,7 +11,7 @@
11
11
  },
12
12
  "dependencies": {
13
13
  "@dimforge/rapier2d-compat": "0.19.3",
14
- "incanto": "^0.62.0",
14
+ "incanto": "^0.63.0",
15
15
  "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": "^0.62.0",
14
+ "incanto": "^0.63.0",
15
15
  "three": "^0.184.0"
16
16
  },
17
17
  "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
15
  "@pixiv/three-vrm": "^3.5.3",
16
- "incanto": "^0.62.0",
16
+ "incanto": "^0.63.0",
17
17
  "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": "^0.62.0",
16
+ "incanto": "^0.63.0",
17
17
  "three": "^0.184.0"
18
18
  },
19
19
  "devDependencies": {