incanto 0.67.0 → 0.69.0

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Files changed (87) hide show
  1. package/assets/catalog.json +9 -5
  2. package/bin/_pick-server.mjs +48 -0
  3. package/bin/incanto-assets.mjs +14 -1
  4. package/bin/incanto-check.mjs +69 -5
  5. package/bin/incanto-frame.mjs +10 -25
  6. package/bin/incanto-logs.mjs +8 -18
  7. package/bin/incanto-new.mjs +29 -1
  8. package/bin/incanto-serve.mjs +160 -0
  9. package/bin/incanto-verify.mjs +40 -0
  10. package/bin/incanto.mjs +1 -0
  11. package/dist/2d.d.ts +10 -8
  12. package/dist/2d.js +6 -4
  13. package/dist/3d.d.ts +31 -7
  14. package/dist/3d.js +9 -7
  15. package/dist/{audio-player-BNUHo0JF.d.ts → audio-player-C0j2k-yB.d.ts} +80 -3
  16. package/dist/{behavior-ZnfzKDo3.d.ts → behavior-rm8vVzu_.d.ts} +145 -1
  17. package/dist/boot-failure-CKYrEcGF.js +47 -0
  18. package/dist/{create-game-FAXdHta3.js → create-game-CvJ1wSRP.js} +27 -27
  19. package/dist/{create-game-DMetd3vR.js → create-game-CwxEDlCm.js} +15 -11
  20. package/dist/debug.d.ts +1 -1
  21. package/dist/{duplicate-B8QnX2-r.js → duplicate-Dj4L-5AA.js} +1 -1
  22. package/dist/{editor-switch-DAvWQeld.d.ts → editor-switch-CnIOiyNJ.d.ts} +1 -1
  23. package/dist/editor.js +12 -6
  24. package/dist/env.d.ts +1 -1
  25. package/dist/{environment-presets-C-5g2pMh.js → environment-presets-BO-7XoFV.js} +58 -9
  26. package/dist/{frame-report-DCnHFmto.d.ts → frame-report-DNxDAb1w.d.ts} +8 -0
  27. package/dist/{frame-report-BSMny7oe.js → frame-report-Dlq13Gyj.js} +1 -0
  28. package/dist/{gameplay-CGSv-9XR.js → gameplay-D1KixWK8.js} +175 -151
  29. package/dist/gameplay.d.ts +51 -3
  30. package/dist/gameplay.js +2 -2
  31. package/dist/index.d.ts +6 -6
  32. package/dist/index.js +8 -7
  33. package/dist/{loader-KZESOZmE.js → loader-DZE7B07H.js} +48 -7
  34. package/dist/{loader-DyT30ArB.d.ts → loader-DadV2QCT.d.ts} +2 -2
  35. package/dist/net.d.ts +2 -2
  36. package/dist/net.js +1 -1
  37. package/dist/{physics-2d-_B6zj3zU.js → physics-2d-CF5yyjbj.js} +2 -2
  38. package/dist/{physics-3d-i1IeAY0F.js → physics-3d-DbYaEcZy.js} +3 -3
  39. package/dist/react.d.ts +2 -2
  40. package/dist/react.js +1 -1
  41. package/dist/{register-vIxU3Xbv.js → register-DbVArsns.js} +19 -10
  42. package/dist/{register-Cs53CY7s.js → register-mmfugpaQ.js} +159 -6
  43. package/dist/{replay-BkpDV51O.js → replay-BEHLDcQV.js} +28 -5
  44. package/dist/{replay-D0GcEHYU.d.ts → replay-BQfkX4x7.d.ts} +38 -4
  45. package/dist/{schema-CFeioQRE.d.ts → schema-B6ugCV1Q.d.ts} +11 -0
  46. package/dist/{sheet-grid-BT6N_Bjs.js → sheet-grid-Cea343VO.js} +6 -2
  47. package/dist/{split-screen-DS8RaUV_.js → split-screen-CauMwu6y.js} +2 -2
  48. package/dist/{split-screen-DD5eYIgW.d.ts → split-screen-Cg76MCV5.d.ts} +3 -3
  49. package/dist/{src-BLlsGJW9.js → src-CYEu-_S9.js} +1 -1
  50. package/dist/{teardown-LB9cTnXJ.js → teardown-CMqFVxO9.js} +5 -4
  51. package/dist/{test-81uZ967a.js → test-D6ISmuFE.js} +73 -25
  52. package/dist/test.d.ts +17 -6
  53. package/dist/test.js +3 -3
  54. package/dist/vite.d.ts +70 -2
  55. package/dist/vite.js +176 -14
  56. package/dist/{rendering-options-ByAdi8PF.js → webgl-unavailable-Z5_g8x9H.js} +57 -2
  57. package/editor/assets/{agent8-C2jtNKbx.js → agent8-BDvaZMQJ.js} +1 -1
  58. package/editor/assets/{debug-DoU3KeqS.js → debug-CMULinBW.js} +1 -1
  59. package/editor/assets/{index-CNqHojcC.js → index-CZIRr5EL.js} +92 -92
  60. package/editor/index.html +1 -1
  61. package/package.json +4 -3
  62. package/schemas/scene.schema.json +4 -0
  63. package/skills/incanto-3d-character.md +1 -0
  64. package/skills/incanto-assets.md +16 -2
  65. package/skills/incanto-audio.md +65 -0
  66. package/skills/incanto-building-2d-games.md +66 -0
  67. package/skills/incanto-building-3d-games.md +97 -2
  68. package/skills/incanto-gameplay-behaviors.md +46 -2
  69. package/skills/incanto-node-reference.md +1 -0
  70. package/skills/incanto-physics-and-input.md +23 -0
  71. package/skills/incanto-save-slots.md +27 -0
  72. package/skills/incanto-scene-json-authoring.md +12 -1
  73. package/skills/incanto-verifying-your-game.md +96 -2
  74. package/skills/incanto-your-first-game.md +2 -1
  75. package/templates-app/beacon-isle-3d/package.json +1 -1
  76. package/templates-app/beacon-isle-3d/src/main.ts +21 -4
  77. package/templates-app/platformer-2d/index.html +0 -23
  78. package/templates-app/platformer-2d/package.json +1 -1
  79. package/templates-app/platformer-2d/src/behaviors.ts +26 -16
  80. package/templates-app/platformer-2d/src/game.scene.json +17 -27
  81. package/templates-app/platformer-2d/src/main.ts +32 -13
  82. package/templates-app/star-survivor/package.json +1 -1
  83. package/templates-app/star-survivor/src/main.ts +25 -7
  84. package/templates-app/tps-3d/package.json +1 -1
  85. package/templates-app/tps-3d/src/main.ts +34 -16
  86. package/templates-app/village-quest-3d/package.json +1 -1
  87. package/templates-app/village-quest-3d/src/main.ts +21 -4
@@ -1,15 +1,15 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
- import { d as computeViewport, f as resolveViewport, k as diagnose, n as loadScene, z as registerBehavior } from "./loader-KZESOZmE.js";
3
- import { _ as AudioPlayer, v as Engine } from "./register-Cs53CY7s.js";
2
+ import { d as computeViewport, f as resolveViewport, k as diagnose, n as loadScene, z as registerBehavior } from "./loader-DZE7B07H.js";
3
+ import { _ as AudioPlayer, v as Engine } from "./register-mmfugpaQ.js";
4
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  import { t as IncantoError } from "./errors-BpWbnbb_.js";
5
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  import { n as attachTouchControls } from "./touch-DEAmqGdf.js";
6
- import { t as resolveRendering } from "./rendering-options-ByAdi8PF.js";
7
- import { a as openBundledEditor, c as claimCanvasGestures, i as devServerLibrary, l as audioErrors, n as pauseWhenHidden, r as crossFade, s as wireDevChannel, t as teardown } from "./teardown-LB9cTnXJ.js";
8
- import { o as frameStats } from "./frame-report-BSMny7oe.js";
9
- import { n as registerGameplayBehaviors } from "./gameplay-CGSv-9XR.js";
10
- import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-vIxU3Xbv.js";
6
+ import { n as withWebGLContext, r as resolveRendering } from "./webgl-unavailable-Z5_g8x9H.js";
7
+ import { a as openBundledEditor, c as claimCanvasGestures, i as devServerLibrary, l as audioErrors, n as pauseWhenHidden, r as crossFade, s as wireDevChannel, t as teardown } from "./teardown-CMqFVxO9.js";
8
+ import { o as frameStats } from "./frame-report-Dlq13Gyj.js";
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+ import { n as registerGameplayBehaviors } from "./gameplay-D1KixWK8.js";
10
+ import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-DbVArsns.js";
11
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  import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
12
- import { n as enablePhysics2D } from "./physics-2d-_B6zj3zU.js";
12
+ import { n as enablePhysics2D } from "./physics-2d-CF5yyjbj.js";
13
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  import { Box3, BufferAttribute, BufferGeometry, Color, LineBasicMaterial, LineSegments, LinearFilter, NearestFilter, OrthographicCamera, Raycaster, SRGBColorSpace, Scene, TextureLoader, Vector2, Vector3, WebGLRenderer } from "three";
14
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  //#region src/2d/assets.ts
15
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  /**
@@ -445,11 +445,11 @@ var Renderer2D = class {
445
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  pixelRatio: 1,
446
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  preserveDrawingBuffer: false
447
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  }, globalThis.devicePixelRatio ?? 1, opts);
448
- this.webgl = new WebGLRenderer({
448
+ this.webgl = withWebGLContext(() => new WebGLRenderer({
449
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  canvas: opts.canvas,
450
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  antialias: rendering.antialias,
451
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  preserveDrawingBuffer: rendering.preserveDrawingBuffer
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- });
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+ }));
453
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  this.webgl.info.autoReset = false;
454
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  this.engine.picker = (x, y) => this.pick(x, y);
455
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  this.basePixelRatio = rendering.pixelRatio;
@@ -768,6 +768,10 @@ async function createGame2D(opts) {
768
768
  engine.setScene(scene);
769
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  let physics = null;
770
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  if (opts.physics === true || (opts.physics ?? "auto") === "auto" && hasBody(scene.root)) physics = await enablePhysics2D(engine);
771
+ if (opts.physics !== false) engine.physicsProvider = async (root) => {
772
+ if (engine.physics || !hasBody(root)) return;
773
+ physics = await enablePhysics2D(engine);
774
+ };
771
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  const cleanups = [];
772
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  const keyboard = opts.keyboard ?? (typeof window !== "undefined" ? window : false);
773
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  if (keyboard) engine.input.attachKeyboard(keyboard);
@@ -910,7 +914,7 @@ async function createGame2D(opts) {
910
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  engine.start();
911
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  function disposeGame() {
912
916
  teardown([
913
- physics ? ["physics", () => physics?.dispose()] : null,
917
+ ["physics", () => physics?.dispose()],
914
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  ["app cleanups", () => {
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  for (const cleanup of cleanups) cleanup();
916
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  }],
package/dist/debug.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { Ft as LogLevel, T as RendererStats, b as Engine } from "./behavior-ZnfzKDo3.js";
1
+ import { Ft as LogLevel, T as RendererStats, b as Engine } from "./behavior-rm8vVzu_.js";
2
2
 
3
3
  //#region src/debug/panel.d.ts
4
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  /** Minimal document surface the overlay needs (injectable for tests). */
@@ -1,4 +1,4 @@
1
- import { a as serializeNode, t as buildNodeJson } from "./loader-KZESOZmE.js";
1
+ import { a as serializeNode, t as buildNodeJson } from "./loader-DZE7B07H.js";
2
2
  //#region src/core/scene/duplicate.ts
3
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  function stripUids(json) {
4
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  const { uid: _uid, ...rest } = json;
@@ -1,4 +1,4 @@
1
- import { s as JsonObject } from "./schema-CFeioQRE.js";
1
+ import { s as JsonObject } from "./schema-B6ugCV1Q.js";
2
2
 
3
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  //#region src/core/diagnostics.d.ts
4
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  /** The minimum an engine has to look like to receive a diagnostic. */
package/dist/editor.js CHANGED
@@ -1983,7 +1983,7 @@ function an(e) {
1983
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  }
1984
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  //#endregion
1985
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  //#region ../engine/assets/catalog.json
1986
- var on = /*#__PURE__*/ JSON.parse("[{\"name\":\"2dbasic\",\"file\":\"characters/2dbasic.png\",\"url\":\"incanto/assets/characters/2dbasic.png\",\"kind\":\"character\",\"bytes\":30499,\"description\":\"2dbasic sprite sheet image.anything,base character. (frame size 192x192)\",\"animation\":\"characters/2dbasic.json\",\"frameWidth\":111,\"frameHeight\":83},{\"name\":\"attacked\",\"file\":\"audio/attacked.mp3\",\"url\":\"incanto/assets/audio/attacked.mp3\",\"kind\":\"audio\",\"bytes\":8757,\"description\":\"Short hurt / took-damage SFX for the player or an enemy.\"},{\"name\":\"bark_birch_color\",\"file\":\"vegetation/bark/birch_color_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/birch_color_1k.jpg\",\"kind\":\"foliage\",\"bytes\":194186,\"description\":\"Birch bark base color texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_birch_normal\",\"file\":\"vegetation/bark/birch_normal_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/birch_normal_1k.jpg\",\"kind\":\"foliage\",\"bytes\":378046,\"description\":\"Birch bark tangent-space normal texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_birch_roughness\",\"file\":\"vegetation/bark/birch_roughness_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/birch_roughness_1k.jpg\",\"kind\":\"foliage\",\"bytes\":127387,\"description\":\"Birch bark roughness texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_oak_color\",\"file\":\"vegetation/bark/oak_color_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/oak_color_1k.jpg\",\"kind\":\"foliage\",\"bytes\":297877,\"description\":\"Oak bark base color texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_oak_normal\",\"file\":\"vegetation/bark/oak_normal_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/oak_normal_1k.jpg\",\"kind\":\"foliage\",\"bytes\":67610,\"description\":\"Oak bark tangent-space normal texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_oak_roughness\",\"file\":\"vegetation/bark/oak_roughness_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/oak_roughness_1k.jpg\",\"kind\":\"foliage\",\"bytes\":16648,\"description\":\"Oak bark roughness texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_pine_color\",\"file\":\"vegetation/bark/pine_color_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/pine_color_1k.jpg\",\"kind\":\"foliage\",\"bytes\":196361,\"description\":\"Pine bark base color texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_pine_normal\",\"file\":\"vegetation/bark/pine_normal_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/pine_normal_1k.jpg\",\"kind\":\"foliage\",\"bytes\":58237,\"description\":\"Pine bark tangent-space normal texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_pine_roughness\",\"file\":\"vegetation/bark/pine_roughness_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/pine_roughness_1k.jpg\",\"kind\":\"foliage\",\"bytes\":36136,\"description\":\"Pine bark roughness texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"box\",\"file\":\"items/box.png\",\"url\":\"incanto/assets/items/box.png\",\"kind\":\"item\",\"bytes\":10861,\"description\":\"Item box sprite for Dungeons and Dungeoners. Container sprite that holds random items or rewards when opened by player.\"},{\"name\":\"buff_potion\",\"file\":\"items/buff_potion.png\",\"url\":\"incanto/assets/items/buff_potion.png\",\"kind\":\"item\",\"bytes\":3809,\"description\":\"Buff potion item sprite for Dungeons and Dungeoners. Consumable item that grants temporary stat boosts or positive effects to player character.\"},{\"name\":\"coin\",\"file\":\"items/coin.png\",\"url\":\"incanto/assets/items/coin.png\",\"kind\":\"item\",\"bytes\":1689,\"description\":\"Gold coin collectible sprite for Dungeons and Dungeoners. Currency item with metallic sheen, used as in-game money or collectible reward.\"},{\"name\":\"explosion\",\"file\":\"audio/explosion.mp3\",\"url\":\"incanto/assets/audio/explosion.mp3\",\"kind\":\"audio\",\"bytes\":40124,\"description\":\"Impactful explosion / large destructive hit SFX. Pair with the Particles2D \\\"explosion\\\" preset.\"},{\"name\":\"floor00\",\"file\":\"tiles/floor00.jpg\",\"url\":\"incanto/assets/tiles/floor00.jpg\",\"kind\":\"tile\",\"bytes\":28736,\"description\":\"Basic floor tile texture for Dungeons and Dungeoners project, suitable for dungeon ground surfaces.\"},{\"name\":\"gem\",\"file\":\"items/gem.png\",\"url\":\"incanto/assets/items/gem.png\",\"kind\":\"item\",\"bytes\":8762,\"description\":\"Gem collectible sprite for Dungeons and Dungeoners. Valuable gemstone item used as currency, crafting material, or quest objective.\"},{\"name\":\"ghost\",\"file\":\"characters/ghost.png\",\"url\":\"incanto/assets/characters/ghost.png\",\"kind\":\"character\",\"bytes\":22933,\"description\":\"Ghost character with translucent appearance sprite sheet image (frame size 112x128)\",\"animation\":\"characters/ghost.json\",\"frameWidth\":112,\"frameHeight\":128},{\"name\":\"goblin\",\"file\":\"characters/goblin.png\",\"url\":\"incanto/assets/characters/goblin.png\",\"kind\":\"character\",\"bytes\":57994,\"description\":\"Medieval goblin with torch sprite sheet image (frame size 192x192)\",\"animation\":\"characters/goblin.json\",\"frameWidth\":192,\"frameHeight\":192},{\"name\":\"gold\",\"file\":\"items/gold.png\",\"url\":\"incanto/assets/items/gold.png\",\"kind\":\"item\",\"bytes\":22313,\"description\":\"Gold item sprite for Dungeons and Dungeoners. Gold pile or gold bar sprite representing valuable currency or treasure reward.\"},{\"name\":\"gold-loot\",\"file\":\"audio/gold_loot.mp3\",\"url\":\"incanto/assets/audio/gold_loot.mp3\",\"kind\":\"audio\",\"bytes\":7506,\"description\":\"Metallic coin / gold pickup jingle — collecting currency.\"},{\"name\":\"ground_dirt\",\"file\":\"vegetation/ground/dirt_color.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ground/dirt_color.jpg\",\"kind\":\"foliage\",\"bytes\":231383,\"description\":\"Dense dirt/gravel ground texture (1024px) from the ez-tree demo app (MIT) — the reference meadow ground. Terrain3D grassland themes tile it for slope + noise-patch dirt by default; also bundled in `incanto/assets` (see `file`) for offline use.\"},{\"name\":\"ground_dirt_normal\",\"file\":\"vegetation/ground/dirt_normal.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ground/dirt_normal.jpg\",\"kind\":\"foliage\",\"bytes\":123478,\"description\":\"Dirt ground normal map (1024px) from the ez-tree demo app (MIT). Terrain3D grassland themes apply it across the whole ground band (demo parity); also bundled in `incanto/assets` (see `file`) for offline use.\"},{\"name\":\"ground_grass\",\"file\":\"vegetation/ground/grass.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ground/grass.jpg\",\"kind\":\"foliage\",\"bytes\":322486,\"description\":\"Mossy meadow grass ground texture (1024px) from the ez-tree demo app (MIT). Terrain3D grassland themes (meadow/forest generators) tile it as the grass splat layer by default; also bundled in `incanto/assets` (see `file`) for offline use.\"},{\"name\":\"heal\",\"file\":\"audio/heal.mp3\",\"url\":\"incanto/assets/audio/heal.mp3\",\"kind\":\"audio\",\"bytes\":29764,\"description\":\"Soothing health-restore / heal spell SFX.\"},{\"name\":\"hit-metal-bang\",\"file\":\"audio/hit_metal_bang.mp3\",\"url\":\"incanto/assets/audio/hit_metal_bang.mp3\",\"kind\":\"audio\",\"bytes\":17972,\"description\":\"Metallic impact — hitting armor, metal, or a blocked attack.\"},{\"name\":\"hp_potion\",\"file\":\"items/hp_potion.png\",\"url\":\"incanto/assets/items/hp_potion.png\",\"kind\":\"item\",\"bytes\":3513,\"description\":\"Health potion item sprite for Dungeons and Dungeoners. Consumable healing item that restores player health points when used.\"},{\"name\":\"ice-spear\",\"file\":\"audio/ice_spear.mp3\",\"url\":\"incanto/assets/audio/ice_spear.mp3\",\"kind\":\"audio\",\"bytes\":21315,\"description\":\"Sharp piercing ice projectile fire SFX.\"},{\"name\":\"leaves_ash\",\"file\":\"vegetation/ash_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ash_color.png\",\"kind\":\"foliage\",\"bytes\":181423,\"description\":\"Ash leaf-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for broadleaf/dead ash variants by default; copy it next to your game and set leafTexture to serve offline.\"},{\"name\":\"leaves_aspen\",\"file\":\"vegetation/aspen_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/aspen_color.png\",\"kind\":\"foliage\",\"bytes\":142116,\"description\":\"Aspen leaf-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for high-tier broadleaf aspen variants; copy + leafTexture for offline serving.\"},{\"name\":\"leaves_oak\",\"file\":\"vegetation/oak_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/oak_color.png\",\"kind\":\"foliage\",\"bytes\":238115,\"description\":\"Oak leaf-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for broadleaf oak variants by default; copy + leafTexture for offline serving.\"},{\"name\":\"leaves_pine\",\"file\":\"vegetation/pine_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/pine_color.png\",\"kind\":\"foliage\",\"bytes\":303684,\"description\":\"Pine needle-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for conifer variants by default; copy + leafTexture for offline serving.\"},{\"name\":\"locked_item_box\",\"file\":\"items/locked_item_box.png\",\"url\":\"incanto/assets/items/locked_item_box.png\",\"kind\":\"item\",\"bytes\":11074,\"description\":\"Locked item box sprite for Dungeons and Dungeoners. Container sprite requiring key or lockpick to open, containing valuable rewards.\"},{\"name\":\"map\",\"file\":\"items/map.png\",\"url\":\"incanto/assets/items/map.png\",\"kind\":\"item\",\"bytes\":3754,\"description\":\"Map item sprite for Dungeons and Dungeoners. Navigation item revealing dungeon layout or providing exploration assistance.\"},{\"name\":\"medieval-knight\",\"file\":\"characters/medieval-knight.png\",\"url\":\"incanto/assets/characters/medieval-knight.png\",\"kind\":\"character\",\"bytes\":84367,\"description\":\"(frame size 192x192) Using a medieval-themed SD(Super Deformed) knight sprite sheet image, you can apply idle, move, and attack animations, among others.\",\"animation\":\"characters/medieval-knight.json\",\"frameWidth\":192,\"frameHeight\":192},{\"name\":\"minecraft-tiles\",\"file\":\"tiles/minecraft-tiles.png\",\"url\":\"incanto/assets/tiles/minecraft-tiles.png\",\"kind\":\"tile\",\"bytes\":10511,\"description\":\"Minecraft-themed tiles sprite sheet image (frame size 16x16)\"},{\"name\":\"monster-died\",\"file\":\"audio/monster_died.mp3\",\"url\":\"incanto/assets/audio/monster_died.mp3\",\"kind\":\"audio\",\"bytes\":16836,\"description\":\"Enemy defeat / death SFX.\"},{\"name\":\"resurrection_potion\",\"file\":\"items/resurrection_potion.png\",\"url\":\"incanto/assets/items/resurrection_potion.png\",\"kind\":\"item\",\"bytes\":3471,\"description\":\"Resurrection potion item sprite for Dungeons and Dungeoners. Rare consumable that revives fallen party members or prevents death.\"},{\"name\":\"slash\",\"file\":\"audio/slash.mp3\",\"url\":\"incanto/assets/audio/slash.mp3\",\"kind\":\"audio\",\"bytes\":10425,\"description\":\"Quick sword swing / melee slash SFX.\"},{\"name\":\"smite\",\"file\":\"audio/smite.mp3\",\"url\":\"incanto/assets/audio/smite.mp3\",\"kind\":\"audio\",\"bytes\":12956,\"description\":\"Powerful holy downward-strike SFX.\"},{\"name\":\"spells-cast\",\"file\":\"audio/spells_cast.mp3\",\"url\":\"incanto/assets/audio/spells_cast.mp3\",\"kind\":\"audio\",\"bytes\":22151,\"description\":\"Generic magical spell-cast / chant SFX.\"},{\"name\":\"super_box\",\"file\":\"items/super_box.png\",\"url\":\"incanto/assets/items/super_box.png\",\"kind\":\"item\",\"bytes\":12184,\"description\":\"Super item box sprite for Dungeons and Dungeoners. Premium container sprite containing rare or powerful items and equipment.\"},{\"name\":\"swoosh\",\"file\":\"effects/swoosh.png\",\"url\":\"incanto/assets/effects/swoosh.png\",\"kind\":\"effect\",\"bytes\":2599,\"description\":\"Swoosh effect sprite for Dungeons and Dungeoners. Motion blur or attack trail effect used for melee attacks, sword slashes, or fast movement animations.\"},{\"name\":\"trap\",\"file\":\"items/trap.png\",\"url\":\"incanto/assets/items/trap.png\",\"kind\":\"item\",\"bytes\":3969,\"description\":\"Trap object sprite for Dungeons and Dungeoners. Hazard sprite that damages players when triggered in dungeon exploration.\"},{\"name\":\"ui-click\",\"file\":\"audio/ui_click.wav\",\"url\":\"incanto/assets/audio/ui_click.wav\",\"kind\":\"audio\",\"bytes\":17332,\"description\":\"Short tactile UI click for menus and buttons.\"},{\"name\":\"walk\",\"file\":\"audio/walk.mp3\",\"url\":\"incanto/assets/audio/walk.mp3\",\"kind\":\"audio\",\"bytes\":5642,\"description\":\"Single footstep SFX for character movement (loop or one-shot).\"},{\"name\":\"wall00\",\"file\":\"tiles/wall00.jpg\",\"url\":\"incanto/assets/tiles/wall00.jpg\",\"kind\":\"tile\",\"bytes\":44344,\"description\":\"Basic wall tile texture for Dungeons and Dungeoners project, suitable for dungeon vertical boundaries.\"}]");
1986
+ var on = /*#__PURE__*/ JSON.parse("[{\"name\":\"2dbasic\",\"file\":\"characters/2dbasic.png\",\"url\":\"incanto/assets/characters/2dbasic.png\",\"kind\":\"character\",\"bytes\":30499,\"description\":\"2dbasic sprite sheet image.anything,base character.\",\"animation\":\"characters/2dbasic.json\",\"frameWidth\":111,\"frameHeight\":83},{\"name\":\"attacked\",\"file\":\"audio/attacked.mp3\",\"url\":\"incanto/assets/audio/attacked.mp3\",\"kind\":\"audio\",\"bytes\":8757,\"description\":\"Short hurt / took-damage SFX for the player or an enemy.\"},{\"name\":\"bark_birch_color\",\"file\":\"vegetation/bark/birch_color_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/birch_color_1k.jpg\",\"kind\":\"foliage\",\"bytes\":194186,\"description\":\"Birch bark base color texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_birch_normal\",\"file\":\"vegetation/bark/birch_normal_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/birch_normal_1k.jpg\",\"kind\":\"foliage\",\"bytes\":378046,\"description\":\"Birch bark tangent-space normal texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_birch_roughness\",\"file\":\"vegetation/bark/birch_roughness_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/birch_roughness_1k.jpg\",\"kind\":\"foliage\",\"bytes\":127387,\"description\":\"Birch bark roughness texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_oak_color\",\"file\":\"vegetation/bark/oak_color_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/oak_color_1k.jpg\",\"kind\":\"foliage\",\"bytes\":297877,\"description\":\"Oak bark base color texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_oak_normal\",\"file\":\"vegetation/bark/oak_normal_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/oak_normal_1k.jpg\",\"kind\":\"foliage\",\"bytes\":67610,\"description\":\"Oak bark tangent-space normal texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_oak_roughness\",\"file\":\"vegetation/bark/oak_roughness_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/oak_roughness_1k.jpg\",\"kind\":\"foliage\",\"bytes\":16648,\"description\":\"Oak bark roughness texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_pine_color\",\"file\":\"vegetation/bark/pine_color_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/pine_color_1k.jpg\",\"kind\":\"foliage\",\"bytes\":196361,\"description\":\"Pine bark base color texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_pine_normal\",\"file\":\"vegetation/bark/pine_normal_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/pine_normal_1k.jpg\",\"kind\":\"foliage\",\"bytes\":58237,\"description\":\"Pine bark tangent-space normal texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"bark_pine_roughness\",\"file\":\"vegetation/bark/pine_roughness_1k.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/bark/pine_roughness_1k.jpg\",\"kind\":\"foliage\",\"bytes\":36136,\"description\":\"Pine bark roughness texture (1k), ambientcg Bark (CC0) packaged by ez-tree (MIT). Tree3D trunks/branches sample it by default from the agent8 CDN (the only sanctioned external host); the bundled `incanto/assets` copy (see this entry’s `file`) serves it offline.\"},{\"name\":\"box\",\"file\":\"items/box.png\",\"url\":\"incanto/assets/items/box.png\",\"kind\":\"item\",\"bytes\":10861,\"description\":\"Item box sprite for Dungeons and Dungeoners. Container sprite that holds random items or rewards when opened by player.\"},{\"name\":\"buff_potion\",\"file\":\"items/buff_potion.png\",\"url\":\"incanto/assets/items/buff_potion.png\",\"kind\":\"item\",\"bytes\":3809,\"description\":\"Buff potion item sprite for Dungeons and Dungeoners. Consumable item that grants temporary stat boosts or positive effects to player character.\"},{\"name\":\"coin\",\"file\":\"items/coin.png\",\"url\":\"incanto/assets/items/coin.png\",\"kind\":\"item\",\"bytes\":1689,\"description\":\"Gold coin collectible sprite for Dungeons and Dungeoners. Currency item with metallic sheen, used as in-game money or collectible reward.\"},{\"name\":\"explosion\",\"file\":\"audio/explosion.mp3\",\"url\":\"incanto/assets/audio/explosion.mp3\",\"kind\":\"audio\",\"bytes\":40124,\"description\":\"Impactful explosion / large destructive hit SFX. Pair with the Particles2D \\\"explosion\\\" preset.\"},{\"name\":\"floor00\",\"file\":\"tiles/floor00.jpg\",\"url\":\"incanto/assets/tiles/floor00.jpg\",\"kind\":\"tile\",\"bytes\":28736,\"description\":\"Basic floor tile texture for Dungeons and Dungeoners project, suitable for dungeon ground surfaces.\"},{\"name\":\"gem\",\"file\":\"items/gem.png\",\"url\":\"incanto/assets/items/gem.png\",\"kind\":\"item\",\"bytes\":8762,\"description\":\"Gem collectible sprite for Dungeons and Dungeoners. Valuable gemstone item used as currency, crafting material, or quest objective.\"},{\"name\":\"ghost\",\"file\":\"characters/ghost.png\",\"url\":\"incanto/assets/characters/ghost.png\",\"kind\":\"character\",\"bytes\":22933,\"description\":\"Ghost character with translucent appearance sprite sheet image\",\"animation\":\"characters/ghost.json\",\"frameWidth\":112,\"frameHeight\":128},{\"name\":\"goblin\",\"file\":\"characters/goblin.png\",\"url\":\"incanto/assets/characters/goblin.png\",\"kind\":\"character\",\"bytes\":57994,\"description\":\"Medieval goblin with torch sprite sheet image\",\"animation\":\"characters/goblin.json\",\"frameWidth\":192,\"frameHeight\":192},{\"name\":\"gold\",\"file\":\"items/gold.png\",\"url\":\"incanto/assets/items/gold.png\",\"kind\":\"item\",\"bytes\":22313,\"description\":\"Gold item sprite for Dungeons and Dungeoners. Gold pile or gold bar sprite representing valuable currency or treasure reward.\"},{\"name\":\"gold-loot\",\"file\":\"audio/gold_loot.mp3\",\"url\":\"incanto/assets/audio/gold_loot.mp3\",\"kind\":\"audio\",\"bytes\":7506,\"description\":\"Metallic coin / gold pickup jingle — collecting currency.\"},{\"name\":\"ground_dirt\",\"file\":\"vegetation/ground/dirt_color.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ground/dirt_color.jpg\",\"kind\":\"foliage\",\"bytes\":231383,\"description\":\"Dense dirt/gravel ground texture (1024px) from the ez-tree demo app (MIT) — the reference meadow ground. Terrain3D grassland themes tile it for slope + noise-patch dirt by default; also bundled in `incanto/assets` (see `file`) for offline use.\"},{\"name\":\"ground_dirt_normal\",\"file\":\"vegetation/ground/dirt_normal.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ground/dirt_normal.jpg\",\"kind\":\"foliage\",\"bytes\":123478,\"description\":\"Dirt ground normal map (1024px) from the ez-tree demo app (MIT). Terrain3D grassland themes apply it across the whole ground band (demo parity); also bundled in `incanto/assets` (see `file`) for offline use.\"},{\"name\":\"ground_grass\",\"file\":\"vegetation/ground/grass.jpg\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ground/grass.jpg\",\"kind\":\"foliage\",\"bytes\":322486,\"description\":\"Mossy meadow grass ground texture (1024px) from the ez-tree demo app (MIT). Terrain3D grassland themes (meadow/forest generators) tile it as the grass splat layer by default; also bundled in `incanto/assets` (see `file`) for offline use.\"},{\"name\":\"heal\",\"file\":\"audio/heal.mp3\",\"url\":\"incanto/assets/audio/heal.mp3\",\"kind\":\"audio\",\"bytes\":29764,\"description\":\"Soothing health-restore / heal spell SFX.\"},{\"name\":\"hit-metal-bang\",\"file\":\"audio/hit_metal_bang.mp3\",\"url\":\"incanto/assets/audio/hit_metal_bang.mp3\",\"kind\":\"audio\",\"bytes\":17972,\"description\":\"Metallic impact — hitting armor, metal, or a blocked attack.\"},{\"name\":\"hp_potion\",\"file\":\"items/hp_potion.png\",\"url\":\"incanto/assets/items/hp_potion.png\",\"kind\":\"item\",\"bytes\":3513,\"description\":\"Health potion item sprite for Dungeons and Dungeoners. Consumable healing item that restores player health points when used.\"},{\"name\":\"ice-spear\",\"file\":\"audio/ice_spear.mp3\",\"url\":\"incanto/assets/audio/ice_spear.mp3\",\"kind\":\"audio\",\"bytes\":21315,\"description\":\"Sharp piercing ice projectile fire SFX.\"},{\"name\":\"leaves_ash\",\"file\":\"vegetation/ash_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/ash_color.png\",\"kind\":\"foliage\",\"bytes\":181423,\"description\":\"Ash leaf-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for broadleaf/dead ash variants by default; copy it next to your game and set leafTexture to serve offline.\"},{\"name\":\"leaves_aspen\",\"file\":\"vegetation/aspen_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/aspen_color.png\",\"kind\":\"foliage\",\"bytes\":142116,\"description\":\"Aspen leaf-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for high-tier broadleaf aspen variants; copy + leafTexture for offline serving.\"},{\"name\":\"leaves_oak\",\"file\":\"vegetation/oak_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/oak_color.png\",\"kind\":\"foliage\",\"bytes\":238115,\"description\":\"Oak leaf-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for broadleaf oak variants by default; copy + leafTexture for offline serving.\"},{\"name\":\"leaves_pine\",\"file\":\"vegetation/pine_color.png\",\"url\":\"https://agent8-games.verse8.io/assets/3D/default/textures/vegetation/pine_color.png\",\"kind\":\"foliage\",\"bytes\":303684,\"description\":\"Pine needle-cluster alpha-cutout texture (1024px) from ez-tree by Dan Greenheck (MIT). Tree3D samples it for conifer variants by default; copy + leafTexture for offline serving.\"},{\"name\":\"locked_item_box\",\"file\":\"items/locked_item_box.png\",\"url\":\"incanto/assets/items/locked_item_box.png\",\"kind\":\"item\",\"bytes\":11074,\"description\":\"Locked item box sprite for Dungeons and Dungeoners. Container sprite requiring key or lockpick to open, containing valuable rewards.\"},{\"name\":\"map\",\"file\":\"items/map.png\",\"url\":\"incanto/assets/items/map.png\",\"kind\":\"item\",\"bytes\":3754,\"description\":\"Map item sprite for Dungeons and Dungeoners. Navigation item revealing dungeon layout or providing exploration assistance.\"},{\"name\":\"medieval-knight\",\"file\":\"characters/medieval-knight.png\",\"url\":\"incanto/assets/characters/medieval-knight.png\",\"kind\":\"character\",\"bytes\":84367,\"description\":\"Using a medieval-themed SD(Super Deformed) knight sprite sheet image, you can apply idle, move, and attack animations, among others.\",\"animation\":\"characters/medieval-knight.json\",\"frameWidth\":192,\"frameHeight\":192},{\"name\":\"minecraft-tiles\",\"file\":\"tiles/minecraft-tiles.png\",\"url\":\"incanto/assets/tiles/minecraft-tiles.png\",\"kind\":\"tile\",\"bytes\":10511,\"description\":\"Minecraft-themed tiles sprite sheet image\",\"frameWidth\":16,\"frameHeight\":16,\"columns\":5,\"tiles\":25},{\"name\":\"monster-died\",\"file\":\"audio/monster_died.mp3\",\"url\":\"incanto/assets/audio/monster_died.mp3\",\"kind\":\"audio\",\"bytes\":16836,\"description\":\"Enemy defeat / death SFX.\"},{\"name\":\"resurrection_potion\",\"file\":\"items/resurrection_potion.png\",\"url\":\"incanto/assets/items/resurrection_potion.png\",\"kind\":\"item\",\"bytes\":3471,\"description\":\"Resurrection potion item sprite for Dungeons and Dungeoners. Rare consumable that revives fallen party members or prevents death.\"},{\"name\":\"slash\",\"file\":\"audio/slash.mp3\",\"url\":\"incanto/assets/audio/slash.mp3\",\"kind\":\"audio\",\"bytes\":10425,\"description\":\"Quick sword swing / melee slash SFX.\"},{\"name\":\"smite\",\"file\":\"audio/smite.mp3\",\"url\":\"incanto/assets/audio/smite.mp3\",\"kind\":\"audio\",\"bytes\":12956,\"description\":\"Powerful holy downward-strike SFX.\"},{\"name\":\"spells-cast\",\"file\":\"audio/spells_cast.mp3\",\"url\":\"incanto/assets/audio/spells_cast.mp3\",\"kind\":\"audio\",\"bytes\":22151,\"description\":\"Generic magical spell-cast / chant SFX.\"},{\"name\":\"super_box\",\"file\":\"items/super_box.png\",\"url\":\"incanto/assets/items/super_box.png\",\"kind\":\"item\",\"bytes\":12184,\"description\":\"Super item box sprite for Dungeons and Dungeoners. Premium container sprite containing rare or powerful items and equipment.\"},{\"name\":\"swoosh\",\"file\":\"effects/swoosh.png\",\"url\":\"incanto/assets/effects/swoosh.png\",\"kind\":\"effect\",\"bytes\":2599,\"description\":\"Swoosh effect sprite for Dungeons and Dungeoners. Motion blur or attack trail effect used for melee attacks, sword slashes, or fast movement animations.\"},{\"name\":\"trap\",\"file\":\"items/trap.png\",\"url\":\"incanto/assets/items/trap.png\",\"kind\":\"item\",\"bytes\":3969,\"description\":\"Trap object sprite for Dungeons and Dungeoners. Hazard sprite that damages players when triggered in dungeon exploration.\"},{\"name\":\"ui-click\",\"file\":\"audio/ui_click.wav\",\"url\":\"incanto/assets/audio/ui_click.wav\",\"kind\":\"audio\",\"bytes\":17332,\"description\":\"Short tactile UI click for menus and buttons.\"},{\"name\":\"walk\",\"file\":\"audio/walk.mp3\",\"url\":\"incanto/assets/audio/walk.mp3\",\"kind\":\"audio\",\"bytes\":5642,\"description\":\"Single footstep SFX for character movement (loop or one-shot).\"},{\"name\":\"wall00\",\"file\":\"tiles/wall00.jpg\",\"url\":\"incanto/assets/tiles/wall00.jpg\",\"kind\":\"tile\",\"bytes\":44344,\"description\":\"Basic wall tile texture for Dungeons and Dungeoners project, suitable for dungeon vertical boundaries.\"}]");
1987
1987
  //#endregion
1988
1988
  //#region src/connections.ts
1989
1989
  function sn(e) {
@@ -2398,19 +2398,25 @@ function Hn(e, t, n) {
2398
2398
  t.mutate(() => {
2399
2399
  t.working.dimension = r.value;
2400
2400
  });
2401
- }), e.appendChild(B("dimension", r)), e.appendChild(Tr("physics", "physics"));
2402
- let i = (t.working.physics ?? {}).gravity ?? (t.working.dimension === "3d" ? [
2401
+ }), e.appendChild(B("dimension", r));
2402
+ let i = document.createElement("input");
2403
+ i.type = "checkbox", i.checked = t.working.fragment === !0, i.addEventListener("change", () => {
2404
+ t.mutate(() => {
2405
+ i.checked ? t.working.fragment = !0 : delete t.working.fragment;
2406
+ });
2407
+ }), e.appendChild(B("fragment", i)), e.appendChild(Tr("physics", "physics"));
2408
+ let a = (t.working.physics ?? {}).gravity ?? (t.working.dimension === "3d" ? [
2403
2409
  0,
2404
2410
  -9.81,
2405
2411
  0
2406
- ] : [0, 980]), a = t.working.dimension === "3d" ? [
2412
+ ] : [0, 980]), o = t.working.dimension === "3d" ? [
2407
2413
  0,
2408
2414
  -9.81,
2409
2415
  0
2410
2416
  ] : [0, 980];
2411
- e.appendChild(Mr("gravity", i, (e) => {
2417
+ e.appendChild(Mr("gravity", a, (e) => {
2412
2418
  t.mutate(() => {
2413
- if (JSON.stringify(e) === JSON.stringify(a)) {
2419
+ if (JSON.stringify(e) === JSON.stringify(o)) {
2414
2420
  let e = { ...t.working.physics };
2415
2421
  delete e.gravity, Object.keys(e).length === 0 ? delete t.working.physics : t.working.physics = e;
2416
2422
  } else t.working.physics = {
package/dist/env.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { a as Rng, i as SceneJson, n as NodeJson, s as JsonObject } from "./schema-CFeioQRE.js";
1
+ import { a as Rng, i as SceneJson, n as NodeJson, s as JsonObject } from "./schema-B6ugCV1Q.js";
2
2
 
3
3
  //#region src/env/arena.d.ts
4
4
  /** Valid `generateArena` themes — drives the catalog options AND validation. */
@@ -1,12 +1,12 @@
1
- import { k as diagnose } from "./loader-KZESOZmE.js";
2
- import { L as translateOn, t as registerCoreNodes } from "./register-Cs53CY7s.js";
1
+ import { k as diagnose } from "./loader-DZE7B07H.js";
2
+ import { L as translateOn, t as registerCoreNodes } from "./register-mmfugpaQ.js";
3
3
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
4
4
  import { t as Rng } from "./rng-DP-SR7eg.js";
5
5
  import { i as getNodeSchema, l as registerNode } from "./registry-CF70EArN.js";
6
6
  import { t as createNoise2D } from "./noise-CGUMx44x.js";
7
7
  import { i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, r as validateAnimationAliases, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-CY-mrr1L.js";
8
- import { B as rejectScale, G as StaticBody3D, H as CharacterBody3D, K as Node3D, L as Water3D, U as PhysicsBody3D, V as Area3D, W as RigidBody3D, X as colliderFootDrop, w as tolerateUnknownAction, z as WaterCutout3D } from "./gameplay-CGSv-9XR.js";
9
- import { t as checkSheetGrid } from "./sheet-grid-BT6N_Bjs.js";
8
+ import { B as rejectScale, G as StaticBody3D, H as CharacterBody3D, I as worldPosition, K as Node3D, L as Water3D, U as PhysicsBody3D, V as Area3D, W as RigidBody3D, X as colliderFootDrop, w as tolerateUnknownAction, z as WaterCutout3D } from "./gameplay-D1KixWK8.js";
9
+ import { t as checkSheetGrid } from "./sheet-grid-Cea343VO.js";
10
10
  import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
11
11
  import { AdditiveBlending, AnimationClip, AnimationMixer, Box3, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, CapsuleGeometry, ClampToEdgeWrapping, Color, ConeGeometry, CylinderGeometry, DataTexture, DirectionalLight, DoubleSide, DynamicDrawUsage, Euler, Group, IcosahedronGeometry, ImageBitmapLoader, InstancedBufferAttribute, InstancedMesh, LinearFilter, LinearMipmapLinearFilter, LoopOnce, LoopRepeat, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshPhysicalMaterial, MeshStandardMaterial, NearestFilter, NoBlending, NoColorSpace, NormalBlending, PerspectiveCamera, PlaneGeometry, PointLight, Points, PointsMaterial, Quaternion, QuaternionKeyframeTrack, RGBADepthPacking, RGBAFormat, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, SphereGeometry, Texture, TextureLoader, UniformsLib, UniformsUtils, Vector3, Vector4, VectorKeyframeTrack } from "three";
12
12
  import { clone } from "three/addons/utils/SkeletonUtils.js";
@@ -2714,6 +2714,7 @@ var CharacterController3D = class extends Node3D {
2714
2714
  pitchMin: { default: -1.3 },
2715
2715
  pitchMax: { default: 1.5 },
2716
2716
  cameraCollision: { default: true },
2717
+ platformCarry: { default: true },
2717
2718
  turnSpeed: { default: 100 },
2718
2719
  camLerp: { default: 25 },
2719
2720
  moveAction: { default: "move" },
@@ -2766,6 +2767,43 @@ var CharacterController3D = class extends Node3D {
2766
2767
  pitchMax = 1.5;
2767
2768
  /** Spring-arm: pull the orbit camera in front of walls/ground instead of clipping. */
2768
2769
  cameraCollision = true;
2770
+ /**
2771
+ * Ride whatever you are standing on.
2772
+ *
2773
+ * `false` restores the old behaviour: the controller steers toward a target
2774
+ * velocity in WORLD space, so standing still on a moving floor brakes you off
2775
+ * it. Turn it off for a conveyor you want to be scenery.
2776
+ */
2777
+ platformCarry = true;
2778
+ /** The node the ground probe hit last step, and where it was. */
2779
+ carriedBy = null;
2780
+ carriedFrom = [0, 0];
2781
+ /**
2782
+ * How fast the floor is moving, in world units per second.
2783
+ *
2784
+ * From the POSITION DELTA, not `linearVelocity`, because the documented way
2785
+ * to author a platform is to move its `position` — a behavior, a `PathFollow`,
2786
+ * an `Oscillate` — and that path calls `body.setTranslation`, which teleports
2787
+ * and carries no momentum at all. The delta sees both kinds.
2788
+ *
2789
+ * Only while grounded on the SAME node two steps running: the first step on a
2790
+ * new platform has nothing to compare against, and inventing a velocity there
2791
+ * would fling the player on every step onto one.
2792
+ */
2793
+ groundCarry(ground, dt) {
2794
+ if (!this.platformCarry || !this.grounded || !ground || dt <= 0) {
2795
+ this.carriedBy = ground;
2796
+ if (ground) this.carriedFrom = groundXZ(ground);
2797
+ return [0, 0];
2798
+ }
2799
+ const at = groundXZ(ground);
2800
+ const same = this.carriedBy === ground;
2801
+ const was = this.carriedFrom;
2802
+ this.carriedBy = ground;
2803
+ this.carriedFrom = at;
2804
+ if (!same) return [0, 0];
2805
+ return [(at[0] - was[0]) / dt, (at[1] - was[1]) / dt];
2806
+ }
2769
2807
  turnSpeed = 100;
2770
2808
  /** Camera smoothing rate (1-exp(-rate·dt)); side view uses 5. */
2771
2809
  camLerp = 25;
@@ -2830,6 +2868,8 @@ var CharacterController3D = class extends Node3D {
2830
2868
  const rayLen = radius + 2;
2831
2869
  const originY = pos[1] - halfHeight;
2832
2870
  let toi = null;
2871
+ /** What the probe landed on — the platform, when there is one. */
2872
+ let ground = null;
2833
2873
  for (const [ox, oz] of [
2834
2874
  [0, 0],
2835
2875
  [radius, 0],
@@ -2848,11 +2888,15 @@ var CharacterController3D = class extends Node3D {
2848
2888
  ], rayLen, body);
2849
2889
  if (hit) {
2850
2890
  const d = hit.distance;
2851
- toi = toi === null ? d : Math.min(toi, d);
2891
+ if (toi === null || d < toi) {
2892
+ toi = d;
2893
+ ground = hit.node;
2894
+ }
2852
2895
  if (ox === 0 && oz === 0) break;
2853
2896
  }
2854
2897
  }
2855
2898
  this.grounded = toi !== null && toi < floatingDis * 2;
2899
+ const carry = this.groundCarry(ground, dt);
2856
2900
  const footed = toi !== null && toi < floatingDis * 1.3 && (vel[1] ?? 0) <= .5;
2857
2901
  let mx = 0;
2858
2902
  let mz = 0;
@@ -2877,17 +2921,17 @@ var CharacterController3D = class extends Node3D {
2877
2921
  const speedMultiplier = 1 + (this.sprintMultiplier - 1) * intensity;
2878
2922
  const targetSpeed = moving ? this.maxSpeed * speedMultiplier : 0;
2879
2923
  const control = this.grounded ? 1 : this.airControl;
2880
- const ax = (mx * targetSpeed - vel[0]) / ACC_DELTA_TIME * control;
2881
- const az = (mz * targetSpeed - vel[2]) / ACC_DELTA_TIME * control;
2924
+ const ax = (mx * targetSpeed + carry[0] - vel[0]) / ACC_DELTA_TIME * control;
2925
+ const az = (mz * targetSpeed + carry[1] - vel[2]) / ACC_DELTA_TIME * control;
2882
2926
  body.applyImpulse([
2883
2927
  ax * mass,
2884
2928
  0,
2885
2929
  az * mass
2886
2930
  ]);
2887
2931
  if (!moving && this.grounded) body.applyImpulse([
2888
- -vel[0] * DRAG_DAMPING * mass,
2932
+ -(vel[0] - carry[0]) * DRAG_DAMPING * mass,
2889
2933
  0,
2890
- -vel[2] * DRAG_DAMPING * mass
2934
+ -(vel[2] - carry[1]) * DRAG_DAMPING * mass
2891
2935
  ]);
2892
2936
  let springToi = toi;
2893
2937
  if (this.stepHeight > 0 && moving && toi !== null && !this.jumping && (vel[1] ?? 0) <= .5) {
@@ -3137,6 +3181,11 @@ function worldOf(node) {
3137
3181
  * coyote time incoherent (a held button would re-fire through the whole
3138
3182
  * window). Undeclared actions are tolerated, and reported once.
3139
3183
  */
3184
+ /** A node's world x/z — the platform may itself be parented to something. */
3185
+ function groundXZ(node) {
3186
+ const world = worldPosition(node);
3187
+ return [world[0] ?? 0, world[2] ?? 0];
3188
+ }
3140
3189
  //#endregion
3141
3190
  //#region src/3d/vegetation/grass-placement.ts
3142
3191
  const NOISE_SCALE = .15;
@@ -30,6 +30,14 @@ interface FrameStats {
30
30
  grid: GridCell[][];
31
31
  /** What the frame is OF, or null when it is all background. */
32
32
  subject: Subject | null;
33
+ /**
34
+ * The page was HIDDEN when these pixels were read, so they are whatever it
35
+ * last drew.
36
+ *
37
+ * Added by the page, not computed from pixels — a stale buffer looks exactly
38
+ * like a live one. Undefined for a capture that never came from a browser.
39
+ */
40
+ hidden?: boolean;
33
41
  }
34
42
  /**
35
43
  * The thing in the shot: everything that is not the background.
@@ -177,6 +177,7 @@ const pct = (v) => `${(v * 100).toFixed(1)}%`;
177
177
  /** The report a person or an agent reads. Verdict first, numbers after. */
178
178
  function frameText(stats) {
179
179
  const lines = [];
180
+ if (stats.hidden) lines.push("THE PAGE IS HIDDEN — a browser stops animating a window covered by another, so these pixels are whatever it last drew. Bring it to the front and capture again.");
180
181
  if (stats.black) lines.push("BLACK SCREEN — nothing was drawn (no light, no camera, or nothing in view)");
181
182
  else if (stats.uniform) lines.push("one flat colour — the camera may be inside geometry, or only the sky is drawn");
182
183
  else if (!stats.subject) lines.push("nothing but background — the camera is pointed away from everything in the scene");