incanto 0.69.0 → 0.70.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (146) hide show
  1. package/bin/_behaviors-loader.mjs +22 -0
  2. package/bin/_read-json.mjs +28 -0
  3. package/bin/incanto-assets.mjs +5 -4
  4. package/bin/incanto-check.mjs +58 -31
  5. package/bin/incanto-editor.mjs +128 -5
  6. package/bin/incanto-env.mjs +3 -2
  7. package/bin/incanto-feel.mjs +24 -13
  8. package/bin/incanto-frame.mjs +8 -1
  9. package/bin/incanto-multiplay.mjs +11 -9
  10. package/bin/incanto-new.mjs +105 -10
  11. package/bin/incanto-play.mjs +158 -16
  12. package/bin/incanto-playtest.mjs +66 -23
  13. package/bin/incanto-skills.mjs +14 -2
  14. package/bin/incanto-verify.mjs +125 -44
  15. package/bin/incanto.mjs +3 -2
  16. package/dist/2d.d.ts +281 -34
  17. package/dist/2d.js +4 -4
  18. package/dist/3d.d.ts +157 -9
  19. package/dist/3d.js +7 -7
  20. package/dist/{agent8-CvsfVskX.js → agent8-CmNF01gA.js} +61 -8
  21. package/dist/{audio-player-C0j2k-yB.d.ts → audio-player-DaMxqfNE.d.ts} +2 -2
  22. package/dist/{behavior-rm8vVzu_.d.ts → behavior-DZExDn9o.d.ts} +744 -46
  23. package/dist/{create-game-CwxEDlCm.js → create-game-Bwvh6q8A.js} +142 -59
  24. package/dist/{create-game-CvJ1wSRP.js → create-game-C7ffQWW7.js} +97 -47
  25. package/dist/debug.d.ts +1 -1
  26. package/dist/debug.js +2 -3
  27. package/dist/diagnostics-Cu85N3tL.d.ts +12 -0
  28. package/dist/{editor-switch-CnIOiyNJ.d.ts → editor-switch-CFU9mCec.d.ts} +22 -13
  29. package/dist/editor.js +1065 -863
  30. package/dist/env.d.ts +1 -1
  31. package/dist/env.js +5 -3
  32. package/dist/{environment-presets-BO-7XoFV.js → environment-presets-D6Q5BxeE.js} +298 -45
  33. package/dist/{gameplay-D1KixWK8.js → gameplay-BfHkuzVb.js} +809 -211
  34. package/dist/gameplay.d.ts +187 -7
  35. package/dist/gameplay.js +1 -1
  36. package/dist/{heightmap-CRK0M4jT.js → heightmap-BYgD5Edk.js} +1 -1
  37. package/dist/index.d.ts +156 -13
  38. package/dist/index.js +10 -12
  39. package/dist/json-CfTjpvW8.js +67 -0
  40. package/dist/{loader-DadV2QCT.d.ts → loader-Cff09LMm.d.ts} +2 -2
  41. package/dist/net.d.ts +27 -3
  42. package/dist/net.js +2 -2
  43. package/dist/{noise-CGUMx44x.js → noise-D3nPpmFg.js} +1 -1
  44. package/dist/{physics-2d-CF5yyjbj.js → physics-2d-CE0Qvy3V.js} +136 -11
  45. package/dist/{physics-3d-DbYaEcZy.js → physics-3d-CpH-2gn5.js} +104 -23
  46. package/dist/{teardown-CMqFVxO9.js → picking-CQJ_PJKh.js} +103 -12
  47. package/dist/react.d.ts +2 -2
  48. package/dist/react.js +2 -2
  49. package/dist/{register-mmfugpaQ.js → register-6DYnKZcy.js} +546 -817
  50. package/dist/{register-DbVArsns.js → register-Bkk0wSDB.js} +332 -23
  51. package/dist/{replay-BEHLDcQV.js → replay-DjAkAzMq.js} +224 -14
  52. package/dist/{replay-BQfkX4x7.d.ts → replay-Dmw-PKQu.d.ts} +20 -3
  53. package/dist/{schema-B6ugCV1Q.d.ts → rng-Bb-IutXB.d.ts} +38 -21
  54. package/dist/{rng-DP-SR7eg.js → rng-CDOMybym.js} +22 -0
  55. package/dist/{loader-DZE7B07H.js → save-slots-BXVg148r.js} +4570 -2322
  56. package/dist/{split-screen-Cg76MCV5.d.ts → split-screen--k-XpBjr.d.ts} +36 -4
  57. package/dist/{split-screen-CauMwu6y.js → split-screen-PL78oVXP.js} +159 -26
  58. package/dist/{sprite-animation-CY-mrr1L.js → sprite-animation-CqR2o3SA.js} +39 -8
  59. package/dist/{src-CYEu-_S9.js → src-Cxfiv1Hg.js} +2 -17
  60. package/dist/test-iHYVUcDK.js +4036 -0
  61. package/dist/test.d.ts +531 -30
  62. package/dist/test.js +3 -3
  63. package/dist/touch-BnCyPA0G.js +519 -0
  64. package/dist/vite.d.ts +20 -37
  65. package/dist/vite.js +176 -6
  66. package/dist/{webgl-unavailable-Z5_g8x9H.js → webgl-unavailable-C8aDbGmR.js} +44 -0
  67. package/editor/assets/agent8-D0MS174y.js +1 -0
  68. package/editor/assets/{debug-CMULinBW.js → debug-BnXkKuYu.js} +2 -2
  69. package/editor/assets/index-CIu3uc3l.js +11046 -0
  70. package/editor/index.html +1 -1
  71. package/package.json +4 -14
  72. package/schemas/scene.schema.json +30 -3
  73. package/skills/incanto-3d-character.md +14 -1
  74. package/skills/incanto-3d-models.md +12 -0
  75. package/skills/incanto-assets.md +9 -1
  76. package/skills/incanto-audio.md +8 -2
  77. package/skills/incanto-behaviors-and-scripts.md +83 -6
  78. package/skills/incanto-building-2d-games.md +77 -8
  79. package/skills/incanto-building-3d-games.md +58 -4
  80. package/skills/incanto-editor.md +46 -7
  81. package/skills/incanto-environment.md +19 -1
  82. package/skills/incanto-game-feel.md +70 -0
  83. package/skills/incanto-gameplay-behaviors.md +109 -19
  84. package/skills/incanto-hud.md +128 -7
  85. package/skills/incanto-localization.md +13 -5
  86. package/skills/incanto-multiplayer.md +83 -3
  87. package/skills/incanto-node-reference.md +222 -58
  88. package/skills/incanto-performance.md +52 -0
  89. package/skills/incanto-physics-and-input.md +123 -24
  90. package/skills/incanto-playtesting.md +78 -2
  91. package/skills/incanto-save-slots.md +161 -6
  92. package/skills/incanto-scene-json-authoring.md +69 -12
  93. package/skills/incanto-verifying-your-game.md +196 -10
  94. package/skills/incanto-web-integration.md +28 -0
  95. package/skills/incanto-your-first-game.md +3 -1
  96. package/templates-app/beacon-isle-3d/generate-world.ts +77 -9
  97. package/templates-app/beacon-isle-3d/package.json +2 -2
  98. package/templates-app/beacon-isle-3d/src/behaviors.ts +22 -0
  99. package/templates-app/beacon-isle-3d/src/game.scene.json +103 -378
  100. package/templates-app/beacon-isle-3d/src/main.ts +11 -1
  101. package/templates-app/beacon-isle-3d/tsconfig.json +1 -1
  102. package/templates-app/beacon-isle-3d/verify.ts +3 -1
  103. package/templates-app/molehill-2d/.incanto/playtest/lost-seed1.json +4277 -0
  104. package/templates-app/molehill-2d/PROJECT/Context.md +58 -0
  105. package/templates-app/molehill-2d/PROJECT/Requirements.md +39 -0
  106. package/templates-app/molehill-2d/PROJECT/Status.md +27 -0
  107. package/templates-app/molehill-2d/PROJECT/Structure.md +48 -0
  108. package/templates-app/molehill-2d/docs/project-2d-rules.md +44 -0
  109. package/templates-app/molehill-2d/index.html +73 -0
  110. package/templates-app/molehill-2d/package.json +23 -0
  111. package/templates-app/molehill-2d/src/behaviors.ts +198 -0
  112. package/templates-app/molehill-2d/src/game.scene.json +1255 -0
  113. package/templates-app/molehill-2d/src/main.ts +41 -0
  114. package/templates-app/molehill-2d/tsconfig.json +13 -0
  115. package/templates-app/molehill-2d/verify.ts +247 -0
  116. package/templates-app/molehill-2d/vite.config.ts +12 -0
  117. package/templates-app/platformer-2d/package.json +2 -2
  118. package/templates-app/platformer-2d/src/game.scene.json +128 -600
  119. package/templates-app/platformer-2d/src/main.ts +11 -1
  120. package/templates-app/platformer-2d/tsconfig.json +1 -1
  121. package/templates-app/star-survivor/package.json +2 -2
  122. package/templates-app/star-survivor/src/game.scene.json +41 -195
  123. package/templates-app/star-survivor/src/main.ts +11 -1
  124. package/templates-app/star-survivor/tsconfig.json +1 -1
  125. package/templates-app/tps-3d/PROJECT/Context.md +1 -1
  126. package/templates-app/tps-3d/package.json +2 -2
  127. package/templates-app/tps-3d/src/behaviors.ts +19 -1
  128. package/templates-app/tps-3d/src/game.scene.json +78 -217
  129. package/templates-app/tps-3d/src/main.ts +13 -2
  130. package/templates-app/tps-3d/tsconfig.json +1 -1
  131. package/templates-app/village-quest-3d/.incanto/playtest/swapped-seed1.json +1735 -0
  132. package/templates-app/village-quest-3d/package.json +2 -2
  133. package/templates-app/village-quest-3d/src/behaviors.ts +21 -0
  134. package/templates-app/village-quest-3d/src/grove.scene.json +54 -221
  135. package/templates-app/village-quest-3d/src/main.ts +11 -1
  136. package/templates-app/village-quest-3d/src/village.scene.json +199 -838
  137. package/templates-app/village-quest-3d/tsconfig.json +1 -1
  138. package/templates-app/village-quest-3d/verify.ts +14 -1
  139. package/dist/duplicate-Dj4L-5AA.js +0 -22
  140. package/dist/json-CwwhxQgb.js +0 -36
  141. package/dist/registry-CF70EArN.js +0 -212
  142. package/dist/rolldown-runtime-D7D4PA-g.js +0 -13
  143. package/dist/test-D6ISmuFE.js +0 -2383
  144. package/dist/touch-DEAmqGdf.js +0 -225
  145. package/editor/assets/agent8-BDvaZMQJ.js +0 -1
  146. package/editor/assets/index-CZIRr5EL.js +0 -10958
@@ -18,8 +18,20 @@ bunx incanto-editor level.scene.json --output build/level.scene.json --port 5179
18
18
 
19
19
  **Project mode** (no file argument — the usual way) scans the current directory for
20
20
  `*.scene.json` (skipping node_modules/dist/hidden dirs): one scene auto-opens; several
21
- open the scene browser. The page can only ever address `*.scene.json` files under the
22
- launch directory.
21
+ open the scene browser.
22
+
23
+ **What the server will and will not touch**, since the browser lists every
24
+ `.json` and the answer comes from the server:
25
+
26
+ | | |
27
+ | --- | --- |
28
+ | reads | any `.json` **under the launch directory** — but only sends it if it IS a scene; anything else comes back with the reason and its contents never leave |
29
+ | writes | a scene, over a file that is already a scene, or to a file that does not exist yet |
30
+ | refuses | a path outside the project, a non-scene body, and **overwriting a file that is not a scene** — `?file=package.json` gets a 409 naming what it found |
31
+
32
+ That last row used to be missing: the write path checked the body and never what
33
+ it was about to land on, so one query parameter could replace a manifest with a
34
+ scene. The GET on the same endpoint already refused it.
23
35
 
24
36
  ### The scene browser (`scenes`)
25
37
 
@@ -108,7 +120,13 @@ Opens a local page (default `http://127.0.0.1:5179/`) with three panes:
108
120
  changed. A prop is rewritten only if its type declares `nodePath: true`, so a
109
121
  text prop that merely reads "Player" is never touched. `+` adds a child of any registered
110
122
  type, `✕` deletes the selection. Selecting the ⚙ scene row edits the header
111
- (dimension, gravity with real inputs, environment/input/assets/multiplayer/strings).
123
+ (dimension, gravity with real inputs, environment/input/assets/multiplayer),
124
+ including a **STRINGS table** — one row per `@t:` key, one column per
125
+ language. It shows the two things raw JSON cannot: an untranslated cell shows
126
+ the English it will silently fall back to (greyed, because that fallback is
127
+ the design), and a key the BASE locale is missing is marked in red, because
128
+ that one has nothing to fall back to and paints the raw key on screen.
129
+ `+ key`, `+ language`, and deleting a key that a prop still says asks first.
112
130
  - **CONNECTIONS on the selected node** — the inspector's last section shows what
113
131
  the node **emits** and what it **receives**, each row being signal → target →
114
132
  handler with a ✕ to remove and `+ connect` to add. Signals come from the node
@@ -116,8 +134,12 @@ Opens a local page (default `http://127.0.0.1:5179/`) with three panes:
116
134
  node in the scene; the handler is a dropdown of real methods when the target
117
135
  has no script, and free text when it does (those handlers live in your
118
136
  TypeScript, which the editor never loads). An end that no longer resolves is
119
- marked red with the reason. For what a row cannot express — `filter`, `once`,
120
- bound args — the scene header still has `connections` as raw JSON.
137
+ marked red with the reason. For what a row cannot express — `filter` and `once`
138
+ — the scene header still has `connections` as raw JSON. (It used to say "bound
139
+ args" as well: a connection has never had them. Its keys are exactly
140
+ `[signal, from, to, handler, once, filter]`, and since they became a closed
141
+ set an invented one is a load error rather than a key that quietly does
142
+ nothing.)
121
143
  **Validation now runs WITH connections**: the editor used to strip them before
122
144
  loading, so it reported green for a scene the game hard-fails to open.
123
145
  - **Viewport with DIRECT MANIPULATION** — a mode toolbar (top left) + the
@@ -167,8 +189,11 @@ Opens a local page (default `http://127.0.0.1:5179/`) with three panes:
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189
  `invulnerableFor`/`freeOnDeath` with their defaults; a `Patrol`'s `mode` is a
168
190
  `loop`/`pingpong` menu), delta-only like every other field. A name that is NOT
169
191
  built in is your game's TypeScript: it keeps the raw-JSON props box and says
170
- so, with copy-paste Behavior boilerplate in its help — and `groups` (tag
171
- chips). Every one has a `?` help popover with examples. Values equal to the
192
+ so, with copy-paste Behavior boilerplate in its help — `groups` (name chips)
193
+ and `tags` (the node's free-form identity JSON: what
194
+ `connections[].filter.tag` matches on, and where a chart, a card or a loot
195
+ entry lives; a value the loader would reject is marked invalid rather than
196
+ written). Every one has a `?` help popover with examples. Values equal to the
172
197
  default are removed (delta-only, like the serializer).
173
198
  **A prop that holds a NODE PATH** (`Chase.target`, `Camera2D.follow`,
174
199
  `Spawner.prefab`, `Joint3D.target`, `skinPath`, `terrain`…) offers every node
@@ -358,6 +383,20 @@ editing wherever the simulation happened to be. Games hosting the editor
358
383
  themselves (`createGame3D({ editor: … })`) get a **save** button only when they
359
384
  pass `editor.save` — otherwise edits live as long as the session does.
360
385
 
386
+ **The handle you booted with does not survive the round trip.** ▶ builds a NEW
387
+ game, so after one ✎→▶ the `game` your app is holding refers to something that
388
+ no longer exists. It is inert rather than destructive — a stale `dispose()` and
389
+ a stale `openEditor()` both do nothing — but if your app keeps using the handle,
390
+ take the live one:
391
+
392
+ ```ts
393
+ let game = await createGame3D({
394
+ scene, canvas,
395
+ debug: DEBUG,
396
+ editor: DEBUG && { library: true, onReboot: (next) => { game = next; } },
397
+ });
398
+ ```
399
+
361
400
  ## Animating a model from the inspector
362
401
 
363
402
  Select a `ModelInstance3D` and everything about what it is DOING sits in one
@@ -201,6 +201,24 @@ template). Options: `seed`, `size` (32 blocks), `height` (8), `water`. The
201
201
  voxel `generateIsland` (radial dome falloff, sandy shore) also remains for
202
202
  the same use case.
203
203
 
204
+ **Digging and building** is the node's own API, and for a long time none of it
205
+ was written down here — the whole point of a voxel world is that it changes:
206
+
207
+ ```ts
208
+ const world = this.node.getNode('World') as VoxelGrid3D;
209
+ world.tileAt(x, y, z); // the tile there, or undefined
210
+ world.removeBlockAt(x, y, z); // dig — true if there was one
211
+ world.addBlock({ x, y, z, tile: 3 });
212
+ world.setBlocks(blocks); // replace the lot (emits `blocksChanged`)
213
+ world.blockCount(); // how many are standing
214
+ world.blocks(); // every one of them, to save or inspect
215
+ ```
216
+
217
+ Grid coordinates, not world ones — multiply by the node's `blockSize` to place
218
+ something on a block. `TileMap2D` answers the same questions in two dimensions
219
+ (`cellAt`/`tileAt`/`worldAt`/`setTile`), and that one takes WORLD coordinates
220
+ because a flat world has a cursor in it.
221
+
204
222
  ## Library
205
223
 
206
224
  ```ts
@@ -609,7 +627,7 @@ is radians of `atan(|∇h|)`. Default textures stream from the live agent8 CDN
609
627
  | `theme` | `"island"` | see table — `custom` requires `layers` |
610
628
  | `roughness` | `0.5` | detail-octave persistence (higher = more rugged) |
611
629
  | `detail` | `4` | detail octave count |
612
- | `flatThreshold` | `0.95` | snap-flatten heights within ±0.6 m of `maxHeight·flatThreshold` |
630
+ | `flatThreshold` | `0.95` | snap-flatten heights within ±0.6 m of `maxHeight·flatThreshold` — a fraction of the SCALE, not of the peak, so the default plateau lands around 18% of the realized height (measured: maxHeight 28 → band at 26.6, peak 150). Read `heightAt` before choosing one |
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631
  | `islandEdge` | `null` | `null` = theme decides; force the rim wrap on/off with a boolean |
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  | `layers` | `[]` | custom splat layers (theme `custom` only) |
615
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  | `textureBase` | agent8 CDN | base URL: `<base>/<name>.png` + `<base>/<name>_normal.png` |
@@ -14,6 +14,7 @@ bunx incanto-feel src/game.scene.json
14
14
  ```
15
15
  feel of /Game/Player
16
16
 
17
+ pushed 'move' [1, 0]
17
18
  top speed 5.62 u/s
18
19
  to full speed 383 ms
19
20
  to a stop 133 ms
@@ -28,12 +29,58 @@ feel of /Game/Player
28
29
  jump buffer 150 ms
29
30
  ```
30
31
 
32
+ A `✗` or `!` line above the numbers is what the ENGINE said while they were
33
+ being taken — a script that threw and was quarantined, a camera following a node
34
+ with no position. The measurements below it are still real (a behaviour is
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+ quarantined, the node is not), but a page of confident numbers taken while a
36
+ script was dying reads as a healthy character, so read those lines first.
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+
31
38
  ## Why this exists
32
39
 
40
+ **`top speed` is what the character SUSTAINS, not its fastest frame.** The probe
41
+ holds `move` for five seconds and takes the 90th percentile of the run, because
42
+ the maximum belongs to whatever hit the character last. Measured on the shipped
43
+ `platformer-2d`, whose `RUN_SPEED` is 250: it reported `top speed 300 u/s` —
44
+ that is `KNOCK_X`, from an enemy the probe walked into — and `to full speed
45
+ 2367 ms`, which was the walk to the enemy, on a character that reaches its speed
46
+ in ONE frame. Four numbers, all about a character being attacked. When the peak
47
+ and the sustained speed disagree the report says so:
48
+
49
+ ```
50
+ top speed 250 u/s
51
+ to full speed 17 ms
52
+ peak 300 u/s ← SOMETHING ELSE moved it
53
+ ```
54
+
55
+ Measure feel somewhere nothing can hit you.
56
+
57
+ **A character that jumps in MID-AIR has no coyote window to measure.** The probe
58
+ lifts the body, waits, presses, and reads "vertical velocity went up" as a jump —
59
+ so a double jump answers yes at any delay, and so does any behaviour that pushes
60
+ the body up while `jump` is held (a glide, a jetpack, an updraft). It used to
61
+ print `coyote window always (no window)`, which reads as the opposite of the
62
+ truth, on two of the six shipped starters — one of which declares
63
+ `coyoteSeconds: 0.12` five lines from its glide. It says
64
+
65
+ ```
66
+ coyote window not measurable — this character jumps in MID-AIR
67
+ jump buffer 33 ms (suspect — see above)
68
+ ```
69
+
70
+ and names the declared value it cannot confirm. To measure the window, probe a
71
+ build with the air jump off.
72
+
33
73
  **`jumpVelocity: 4` is not a height.** It is an impulse, and what it produces
34
74
  depends on gravity, mass, drag and `fallGravity`. The apex in world units and the
35
75
  hang time in milliseconds are what you are actually choosing.
36
76
 
77
+ **It says what it pushed.** The `pushed` line names the action AND the direction
78
+ that produced every number under it. The probe used to hold `(1, 0)` and only
79
+ `(1, 0)`, so a game whose movement reads the OTHER axis of the same action —
80
+ `-v.y`, which is this engine's own documented forward, `getVector` being y-down —
81
+ measured nothing and printed the nothing as `top speed 0 u/s` with four blank
82
+ rows and exit 0. A racer that its own harness clocked at 41 m/s reported 0.
83
+
37
84
  **The windows are MEASURED, not read.** `coyoteMs` comes from probing — lift the
38
85
  character clear of its support, wait, press, see whether it launched, binary
39
86
  search the boundary. A `coyoteSeconds: 0.12` that the controller never consults
@@ -52,6 +99,29 @@ reports **0 ms**. That was a real bug in this engine's own 3D controller until
52
99
  | `coyote window` | **0 reads to players as "the controls are broken"**, not as a missing feature. |
53
100
  | `jump buffer` | 0 throws away a press made a few frames before landing. |
54
101
 
102
+ ## When it cannot move your player
103
+
104
+ If the default push finds no motion, the tool SEARCHES: every declared `vector2`
105
+ action, each pushed ±x and ±y, and it keeps whichever moved the body furthest.
106
+ That is a fallback, never a replacement — a scene that already answered cannot
107
+ have its numbers changed by it. Two real games it rescues: a throttle on `-v.y`,
108
+ and a game where an unrelated `aim` happened to be declared FIRST in the input
109
+ map (the default move action is "the first `vector2`").
110
+
111
+ When nothing moves it says so instead of printing a zero:
112
+
113
+ ```
114
+ pushed 'move', 'aim' every way (±x, ±y) — the player did not move
115
+
116
+ could not move /Game/Turret: no motion in 300 frames with 'move', 'aim' pushed
117
+ ±x and ±y. Either the movement is not wired to a vector action, or it is
118
+ driven by buttons. Nothing below was measured.
119
+ ```
120
+
121
+ `--move <action>` pins the action explicitly, and pinning it turns the search
122
+ OFF — you asked about that action, so a silent answer about a different one
123
+ would be worse than no answer.
124
+
55
125
  ## It reports, it does not grade
56
126
 
57
127
  There are no PASS/FAIL bands here on purpose. A twitch platformer and a survival
@@ -71,12 +71,13 @@ warn: World/Enemy: Chase.target — '%Playerr' matches no node in this scene.
71
71
 
72
72
  — which is the one failure that used to be completely silent (a prop path
73
73
  resolves with `getNodeOrNull`, so the scene opens and the enemy just never
74
- chases). That is for a behaviour the ENGINE ships: `incanto-check` reads scene
75
- files and cannot load your TypeScript, so a `nodePath: true` prop on a
76
- behaviour of YOUR OWN is invisible to it. `auditScene` from `incanto/test`
77
- gives the identical sentence once your behaviours are registered — which is why
78
- every scaffolded `verify.ts` calls it before `runScript`, and why a
79
- hand-written harness that skips it loses this check.
74
+ chases). It works for a behaviour of YOUR OWN too, given the file that registers it:
75
+ `incanto-check src --behaviors src/behaviors.ts` prints the identical sentence
76
+ for `Archer.arrowTemplate`. Without the flag the checker has no schema for your
77
+ behaviours and their node-path props are invisible to it — which is why every
78
+ scaffolded project's `check` script passes it, and why a hand-written one that
79
+ does not loses the check silently. `auditScene` from `incanto/test` is the same
80
+ audit from inside your harness, once your behaviours are registered.
80
81
 
81
82
  `Chase.target` and `FollowCamera.target` are `required`: an EMPTY one
82
83
  is a load error naming the node, not a surprise in the browser.
@@ -106,6 +107,7 @@ Hit points with regen and post-hit invulnerability (i-frames). The universal
106
107
  | `regenPerSec` | `0` | HP regained per second (0 = off) |
107
108
  | `invulnerableFor` | `0` | seconds of immunity after a hit (i-frames; 0 = off) |
108
109
  | `freeOnDeath` | `false` | `queueFree()` this node when it dies (clone-safe) |
110
+ | `freeParent` | `false` | with `freeOnDeath`, free the PARENT — the enemy, when `Health` rides a child node |
109
111
 
110
112
  Signals: `damaged(amount, current)` · `healed(amount, current)` ·
111
113
  `healthChanged(current, max)` · `died` · `revived(current)`
@@ -150,6 +152,13 @@ still while the character heals. Use `damaged`/`healed` for reacting to the HIT
150
152
  > node-local, so it clones perfectly and frees the whole enemy with no wiring.
151
153
  > (Connections are still the right tool for NON-cloned nodes, e.g. the player's
152
154
  > `died → ScoreKeeper.loseLife`.)
155
+ >
156
+ > A node carries ONE script, so if the root is already taken — a `Patrol` you
157
+ > did not give `moveParent`, an `Area2D` with a `Clickable` — put `Health` on a
158
+ > child and add **`freeParent: true`**. Without it the child frees ITSELF and
159
+ > the body walks on with no health at all: an immortal enemy that takes damage
160
+ > from nothing and reports nothing. Same prop, same reason, as `Lifetime` and
161
+ > `DamageOnContact`.
153
162
 
154
163
  ## Lifetime
155
164
 
@@ -182,7 +191,10 @@ once; reaching 0 lives emits `lost` once.
182
191
  | `lives` | `0` | starting lives (0 = lives disabled) |
183
192
  | `scoreToWin` | `0` | score that triggers `won` (0 = disabled) |
184
193
 
185
- Signals: `scoreChanged(score)` · `won` · `lost` · `lifeLost(lives)`
194
+ Signals: `scoreChanged(score)` · `won` · `lost` · `lifeLost(lives)` ·
195
+ `livesChanged(lives)` — the EVENT and the COUNT: `lifeLost` fires when a life is
196
+ spent (flash, respawn), `livesChanged` also fires when a save is restored, so a
197
+ lives counter belongs on that one.
186
198
  Methods: `addScore(n)` · `setScore(n)` · `loseLife()`
187
199
 
188
200
  ```json
@@ -384,7 +396,7 @@ author markers). Emits `reachedPoint(index)` on arrival.
384
396
 
385
397
  | Prop | Default | Meaning |
386
398
  |---|---|---|
387
- | `points` | `[]` | waypoints: position arrays or node-path strings (required) |
399
+ | `points` | `[]` | waypoints: position arrays (LOCAL to the moved node) or node-path strings (that marker's WORLD position) — required |
388
400
  | `speed` | `60` | units per second along the path |
389
401
  | `loop` | `true` | wrap to the first point after the last (loop mode) |
390
402
  | `mode` | `"loop"` | `'loop'` wraps · `'pingpong'` reverses at the ends |
@@ -395,6 +407,18 @@ author markers). Emits `reachedPoint(index)` on arrival.
395
407
 
396
408
  Signals: `reachedPoint(index)`
397
409
 
410
+ **The two waypoint forms are in different frames, on purpose.** An array is a
411
+ LOCAL offset — the only thing numbers typed into a prop can mean. A node path
412
+ means *where that marker actually is*, so markers under `/root/Path` and
413
+ walkers under a spawn container work, which is how a lane is organised. Before
414
+ 0.71 a node path was read as a local offset too, so a walker whose parent was
415
+ not at the markers' origin walked a shifted copy of the path in silence.
416
+
417
+ Need to CHANGE the route at runtime rather than author it? That is
418
+ `PathFollow` and its `setPath()` (see *Pathfinding*, below) — `Patrol.points` is read live
419
+ but the index and direction are not re-derived, so writing points mid-route
420
+ moves the corners under a walker that is still heading for the old one.
421
+
398
422
  ```json
399
423
  { "name": "Guard", "type": "Node2D",
400
424
  "script": { "name": "Patrol", "props": { "points": [[100, 0], [300, 0]], "speed": 80, "mode": "pingpong" } } }
@@ -576,6 +600,13 @@ placeTower(pad);
576
600
  "you cannot afford that" is one wire to a banner. It saves through `serialize()`
577
601
  like `Health` and `ScoreKeeper`.
578
602
 
603
+ A NON-POSITIVE amount is ignored, the way `Health.damage`/`heal` have always
604
+ ignored one — and a negative is reported, because it is a sign flip in the
605
+ caller rather than an offer. `spend(-5)` used to PAY you five (any negative
606
+ passes the affordability test, and the subtraction then added) and `earn(-5)`
607
+ to take five, going round `canAfford` and `refused` entirely. `spend(0)` returns
608
+ `true`: you can always afford nothing.
609
+
579
610
  ## Wander
580
611
 
581
612
  Seeded random roaming inside a circle around the spawn point — idle critters,
@@ -665,6 +696,15 @@ are NOT cloned):
665
696
  - **(B) scene `connection`** (fine for a single authored entity, NOT for clones):
666
697
  `{ "signal": "movementStateChanged", "from": "Enemy/AI", "to": "Enemy/Skin", "handler": "setClip" }`.
667
698
 
699
+ **Subscribing in `onReady` is safe to do to anything, including a node that
700
+ outlives you.** A connection made there is owned by the node making it, so
701
+ `free()` takes it with the node — you do not have to keep the returned
702
+ disconnect and call it yourself. That matters most for the shape this pattern
703
+ invites: every enemy subscribing to the score keeper or the player, where the
704
+ emitter outlives thousands of listeners. (Wiring a signal from a `update()` or
705
+ from outside a lifecycle method still hands ownership to you — keep the
706
+ disconnect, or pass `{ owner: someNode }`.)
707
+
668
708
  Same `ZombieSkin` is the place to also FACE the heading and GROUND the body each frame
669
709
  (see incanto-3d-character.md "+Z-FORWARD rule" and incanto-3d-models.md "Grounding").
670
710
 
@@ -722,7 +762,7 @@ all a raft, a buoy, a crate or a body needs to bob, settle and ride the swell.
722
762
 
723
763
  | Prop | Default | Meaning |
724
764
  |---|---|---|
725
- | `water` | `""` | Water3D node path; empty = the first Water3D in the tree (a wrong path fails hard) |
765
+ | `water` | `""` | Water3D node path; empty = the first Water3D in the tree (a wrong path fails hard; NO water in the scene is an `incanto-check` warning) |
726
766
  | `draft` | `0.35` | where the resting WATERLINE sits below the body origin, in meters — the hull floats with its origin that far above the water |
727
767
  | `stiffness` | `3` | how stiffly it returns to that waterline (extra g of lift per draft of submersion): 1 wallows, 3 is a firm dinghy, 8 is a cork |
728
768
  | `damping` | `3.5` | vertical damping (1/s) — how fast the bobbing settles |
@@ -782,7 +822,7 @@ later clones get `EnemyTemplate2`, `EnemyTemplate3`, …)
782
822
  | Prop | Default | Meaning |
783
823
  |---|---|---|
784
824
  | `prefab` | `""` | node path of the template to clone (required) |
785
- | `interval` | `1` | seconds between spawns |
825
+ | `interval` | `1` | seconds between spawns — `0` is one clone per FRAME and is refused unless `max` or `total` caps it |
786
826
  | `max` | `0` | max LIVE instances (0 = unlimited) |
787
827
  | `at` | `[]` | where the clone appears, as an offset from the spawner ([x,y(,z)]) |
788
828
  | `autoStart` | `true` | begin ticking at ready |
@@ -862,19 +902,55 @@ union-typed prop so its default is `null` (= `'forward'`).
862
902
 
863
903
  In 3D, `'forward'` is the engine's ONE facing convention — **+Z**, the same
864
904
  `atan2(dx, dz)` basis `CharacterController3D` uses and `incanto-3d-character.md`
865
- spells out under "the +Z-FORWARD rule". So aim the bullet (or its shooter) with
866
- that formula and it flies at what you aimed at; do not add 180°. (Before 0.62
867
- this returned three.js's −Z instead, so every `'forward'` shot left the muzzle
868
- pointing at the shooter's back — at the right speed, with no error, which reads
869
- as a gun that simply never hits anything.) In 2D `rotation` is a scalar and
870
- `'forward'` is +x turned clockwise by it, unchanged.
905
+ spells out under "the +Z-FORWARD rule". So aim the BULLET with that formula and
906
+ it flies at what you aimed at; do not add 180°. (Before 0.62 this returned
907
+ three.js's −Z instead, so every `'forward'` shot left the muzzle pointing at the
908
+ shooter's back — at the right speed, with no error, which reads as a gun that
909
+ simply never hits anything.) In 2D `rotation` is a scalar and `'forward'` is +x
910
+ turned clockwise by it, unchanged.
911
+
912
+ **Aim the bullet, not the shooter.** Turning a turret does not turn a bullet
913
+ parented under it: world position is composed TRANSLATION-ONLY, so a bolt under
914
+ a turret at `rotation: 90` still lands at world `[100, 0]`, not `[0, 100]`. Set
915
+ the heading on the projectile itself.
871
916
 
872
917
  | Prop | Default | Meaning |
873
918
  |---|---|---|
874
- | `speed` | `300` | units per second along `direction` |
875
- | `direction` | `null` | a vector `[x,y(,z)]` OR `'forward'` (`null` = forward) |
919
+ | `speed` | `300` | units per second along `direction` — **live**, rescales in flight |
920
+ | `direction` | `null` | a vector `[x,y(,z)]` OR `'forward'` (`null` = forward) — **live** |
876
921
  | `gravity` | `0` | constant +y (downward, 2D y-down) pull for arcing shots |
877
922
 
923
+ ### Aiming a bullet you just spawned
924
+
925
+ Every prop above is LIVE, and the heading is resolved on the projectile's FIRST
926
+ STEP — which is after `spawned(node)` fires. That window is the whole point:
927
+ `SpawnSource.spawn` ends with `addChild(clone)` and `Spawner` emits `spawned`
928
+ afterwards, so a handler is by definition "too late" for anything baked at
929
+ `onReady`.
930
+
931
+ ```ts
932
+ spawner.on('spawned', (bolt) => {
933
+ // either spelling works — set the node's rotation…
934
+ (bolt as { rotation: number }).rotation = (Math.atan2(dy, dx) * 180) / Math.PI;
935
+ // …or hand the behavior a vector
936
+ (bolt.behavior as Projectile).direction = [dx / len, dy / len];
937
+ });
938
+ ```
939
+
940
+ Mid-flight, writing `direction` or `speed` re-bakes immediately (the fall
941
+ `gravity` has accumulated is kept — it is a fact about the world, not about the
942
+ shot). What is deliberately NOT live is `rotation` after that first step: a
943
+ projectile that spins for looks must not have its spin become its trajectory.
944
+ Call **`aim()`** to re-derive from the current rotation on purpose:
945
+
946
+ ```ts
947
+ bolt.rotation = newHeadingDeg;
948
+ (bolt.behavior as Projectile).aim(); // or aim([dx, dy]) to pass a vector
949
+ ```
950
+
951
+ Before 0.70 all of this was dead: `direction` accepted the write, READ BACK the
952
+ new value, and the bolt kept flying the old way.
953
+
878
954
  ```json
879
955
  { "name": "Bullet", "type": "Area2D", "props": { "rotation": 0 },
880
956
  "script": { "name": "Projectile", "props": { "speed": 600, "direction": "forward" } } }
@@ -1175,6 +1251,14 @@ The panel is hidden while playing and shown while paused — `GameFlow` owns its
1175
1251
  `visible`, so do not set it yourself. `pauseAction` and `pausePanelPath` rename
1176
1252
  either half; `pausePanelPath: ""` turns it off.
1177
1253
 
1254
+ While the panel is up its `HudLayer` gets `focusNavigation` — arrow keys, d-pad
1255
+ and A — and the ring starts on the first widget. The layer's own value is put
1256
+ back on resume, so a game that navigates by pad all the time keeps doing so —
1257
+ unless the game CHANGED it during the pause, in which case the game had the last
1258
+ word and keeps it.
1259
+ That is the one thing every pause menu needs and nobody remembers: a menu you
1260
+ can only click is not playable on a controller.
1261
+
1178
1262
  The pause key is polled in `update()`, which still runs at `timeScale 0` — a
1179
1263
  menu that cannot be closed by the key that opened it is worse than no menu.
1180
1264
 
@@ -1188,7 +1272,7 @@ physics, input. Listen to the `flowChanged(state)` signal for custom UI.
1188
1272
  `restartScene(engine)` is exported standalone.
1189
1273
 
1190
1274
  **Any scene swap thaws.** The freeze lives on the engine, not on the flow, so
1191
- leaving a game-over screen by your own route — `engine.setScene(loadScene(next))`
1275
+ leaving a game-over screen by your own route — `engine.setScene(loadScene(next, { engine }))`
1192
1276
  from a menu button — puts `timeScale` back to 1 as surely as `flow.restart()`
1193
1277
  does. You cannot restart into a frozen level.
1194
1278
 
@@ -1211,6 +1295,12 @@ scene with no bodies still pays for nothing.
1211
1295
  Drives the scene `environment` (needs an atmosphere sky): sun elevation/
1212
1296
  azimuth arc, ambient + exposure ramps with a moonlight floor.
1213
1297
 
1298
+ **No `sky` in the scene environment = nothing to drive.** The clock still runs
1299
+ and `dayPhaseChanged` still fires, so the signals look right and the screen
1300
+ never changes; the behaviour says so once, in the engine log. Add
1301
+ `"sky": { "type": "atmosphere" }` to the scene's `environment` — or set it at
1302
+ runtime, which it keeps looking for.
1303
+
1214
1304
  ```jsonc
1215
1305
  { "script": { "name": "DayNight", "props": { "daySeconds": 240, "startHour": 9 } } }
1216
1306
  ```
@@ -25,6 +25,11 @@ Declare your HUD in the scene JSON — no `index.html` markup, no CSS, no
25
25
  works identically over the 2D and 3D renderers and is a silent no-op in
26
26
  headless tests (core nodes, no three.js). Widgets pick one of 9 anchors:
27
27
  `topLeft top topRight left center right bottomLeft bottom bottomRight`.
28
+
29
+ **Camel case here, hyphens in `UILayer`.** The 2D world-space layer spells the
30
+ same nine `top-left`/`bottom-right`, and neither prop accepts the other's
31
+ spelling — both fail at load listing their own set, so you are one edit from
32
+ right. Worth knowing before you spend the edit.
28
33
  Widgets stacked on the same anchor form a column.
29
34
 
30
35
  ## Driving widgets from the scene JSON (no TypeScript)
@@ -36,10 +41,15 @@ are `connections[]` entries — not a behavior whose whole job is one assignment
36
41
  "connections": [
37
42
  { "signal": "scoreChanged", "from": ".", "to": "HUD/Score", "handler": "setText" },
38
43
  { "signal": "healthChanged", "from": "Player", "to": "HUD/Hp", "handler": "setValue" },
39
- { "signal": "lifeLost", "from": ".", "to": "HUD/Lives", "handler": "setText" }
44
+ { "signal": "livesChanged", "from": ".", "to": "HUD/Lives", "handler": "setText" }
40
45
  ]
41
46
  ```
42
47
 
48
+ **`livesChanged`, not `lifeLost`, for the counter.** `lifeLost` is the EVENT — a
49
+ life was just spent, flash the screen, respawn — and it does not fire when a
50
+ SAVE is loaded, so a counter wired to it still read `3` after a Continue at one
51
+ life left. `livesChanged` is the COUNT, and fires on both.
52
+
43
53
  ```json
44
54
  { "name": "Score", "type": "UiText",
45
55
  "props": { "anchor": "topRight", "text": "Gems 0 / 8", "format": "Gems {} / 8" } }
@@ -93,9 +103,58 @@ banner.show('YOU DIED', { color: '#ef4444', seconds: 0 }); // sticky until next
93
103
  the queue; signal `bannerShown(text)`. Props: `size` (font px), `seconds`
94
104
  (default duration).
95
105
 
106
+ **Showing and hiding a widget is `visible`, not a method.** There is no
107
+ `hide()`/`show()` pair on a widget: `UiBanner.show(text)` announces a LINE, and
108
+ every widget's own visibility is the ordinary `visible` prop it inherits from
109
+ every other node —
110
+
111
+ ```ts
112
+ (this.node.getNode('%Pause') as UiPanel).visible = false; // a whole menu, and
113
+ // everything under it
114
+ ```
115
+
116
+ A panel hides its children with it, so one write takes a whole screen away.
117
+ (HUD widgets are screen-space, so `framing()` leaves them out entirely — asking
118
+ whether the camera can see one is a category error.)
119
+
96
120
  Pair with the `Health` / `ScoreKeeper` gameplay behaviors: listen to their
97
121
  signals and write the widget props — that is the whole HUD wiring.
98
122
 
123
+ ## On a phone
124
+
125
+ The nine anchors keep out of the device's own furniture: each is 16 px from its
126
+ edge **plus** that edge's `env(safe-area-inset-*)`. Every scaffolded
127
+ `index.html` carries `viewport-fit=cover` — which is what makes a game fill a
128
+ phone edge to edge, and what would otherwise put `anchor: "bottom"` under the
129
+ home indicator, where iOS takes the gesture and your button never hears the tap.
130
+ `topRight` behind the notch and `left`/`right` under the rounded corners are the
131
+ same story in landscape, which is how a phone is held for a game.
132
+
133
+ The insets are ADDED, and every desktop browser reports 0 for all four, so
134
+ nothing moves where there is nothing to avoid. (The touch-control overlay has
135
+ done this since 0.42; the HUD, which is the overlay with the buttons you
136
+ actually tap, joined it much later.)
137
+
138
+ **A widget authored in pixels still fits the screen.** `UiPanel`, `UiBar`,
139
+ `UiImage`, `UiSlider` and `UiDialogue` all cap at `calc(100vw - 32px)` — a pause
140
+ panel at `width: 520` on a 390 px phone would otherwise hang 130 px off the
141
+ edge, taking its buttons with it, and a panel too TALL scrolls rather than
142
+ hiding the row that says Resume.
143
+
144
+ **Every tappable widget is at least 44x44.** Measured in Chrome, a `UiButton`
145
+ used to come out 131x37 and a dialogue choice ~50x29, while the engine's own
146
+ touch buttons have been 64x64 and its stick 120x120 for years — the surface a
147
+ finger actually lands on was the one nobody had sized for a finger. Apple asks
148
+ 44, Material 48, WCAG 2.5.5 44. It is a MINIMUM: a button with more text stays
149
+ as wide as its text, and an authored `width` still wins.
150
+
151
+ The layer also takes the GESTURES over itself: every widget that receives taps
152
+ sets `touch-action: none`, and the layer turns off text selection, the iOS
153
+ long-press callout and the tap flash. `claimCanvasGestures` has done that for
154
+ the canvas for a while — but the HUD is a separate overlay ABOVE it, and a
155
+ swipe that starts on the score at the top of the screen never reaches the
156
+ canvas at all. It used to scroll the page or pull-to-refresh.
157
+
99
158
  ## Interactive widgets: UiButton & UiDialogue
100
159
 
101
160
  ```json
@@ -120,6 +179,18 @@ reveals the line then advances; choice lines render buttons and wait for
120
179
  `choose(i)`. Buttons opt into pointer events — the rest of the HUD stays
121
180
  click-through.
122
181
 
182
+ **Driving them with no screen** — a HUD widget is DOM, so a headless harness
183
+ cannot click one. Both take the gesture directly:
184
+
185
+ ```ts
186
+ (hud.getNode('Start') as UiButton).press(); // emits `pressed`, as a click would
187
+ (hud.getNode('Talk') as UiDialogue).advance(); // reveal the rest, then next line
188
+ ```
189
+
190
+ That is how a title screen, a pause menu or a conversation gets tested in
191
+ `runScript` — `click` reaches world nodes through the picker, and a widget is
192
+ not one of those.
193
+
123
194
  ## Menus, options and inventories (UiPanel + the value widgets)
124
195
 
125
196
  The HUD widgets can SAY things. These arrange them and take a value back — which
@@ -151,13 +222,34 @@ so structure in the tree becomes structure on screen. Panels nest.
151
222
  | `UiSlider` | `label`, `value`, `min`, `max`, `step`, `width`, `color` | `changed(value)` |
152
223
  | `UiToggle` | `label`, `value` | `changed(bool)` |
153
224
  | `UiSelect` | `label`, `options` (`"low,medium,high"`), `value` | `changed(value)` |
154
- | `UiVolumeSlider` | `bus` (`master`/`sfx`/`music`), plus every `UiSlider` prop | `changed(value)` |
155
- | `UiMuteToggle` | `label` | `changed(bool)` |
156
225
 
157
- The last two are **already wired**: they read and write `engine.audio`, which
158
- persists itself. An audio menu is three nodes and no TypeScript — see
159
- `incanto-audio.md`. The graphics ones (`UiQualitySelect`, `UiFrameCapSelect`,
160
- `UiRenderScaleSelect`) and `UiLanguageSelect` work the same way.
226
+ `UiSelect.value` must be one of its `options` — a value the list cannot show is
227
+ a hard load error naming them, because the browser would show the FIRST option
228
+ while the node went on answering with the value it was given, and `changed`
229
+ only fires when a person moves it. (Writing one at runtime is reported rather
230
+ than refused: a behaviour may widen `options` a frame later, and it goes quiet
231
+ when it does.) `""` is "nothing chosen yet", which is a choice.
232
+ ### The ones that need no TypeScript at all
233
+
234
+ | node | props | follows |
235
+ | --- | --- | --- |
236
+ | `UiVolumeSlider` | `bus` (`master`/`sfx`/`music`), plus every `UiSlider` prop | `engine.audio[bus]` |
237
+ | `UiMuteToggle` | `label` | `engine.audio.muted` |
238
+ | `UiQualitySelect` | — | `engine.settings` `quality` |
239
+ | `UiFrameCapSelect` | — | `engine.settings` `maxFps` |
240
+ | `UiRenderScaleSelect` | — | `engine.settings` `renderScale` |
241
+ | `UiLanguageSelect` | — | `engine.locale` (options are the scene's own locales) |
242
+
243
+ These are **already wired** in both directions: they show what the game is set
244
+ to, and setting one changes the game. A whole settings screen is those six nodes
245
+ and no TypeScript.
246
+
247
+ **They follow the engine HEADLESS too**, so a harness can drive one: set
248
+ `slider.value`, step, and assert `engine.audio.master` moved. These used to live
249
+ on the painting side of the widget, below `update`'s early
250
+ return for "no DOM element" — so every one of them was inert in `runScript`,
251
+ `incanto-playtest` and `incanto-verify`, showing a `UiSlider`'s 0.5 default next
252
+ to a master volume of 1.
161
253
 
162
254
  **An inventory is a grid panel**: `"layout": "grid", "columns": 5`, one child per
163
255
  slot, each a small `UiPanel` holding a `UiImage` (`tint` greys out what you
@@ -204,12 +296,25 @@ What activation MEANS is per widget: a button presses, a toggle flips (left/righ
204
296
  sets it explicitly, which reads better on a pad), a select walks its list, a
205
297
  slider nudges by one `step`.
206
298
 
299
+ **A `GameFlow` pause panel arms it for you** — that screen IS a menu, it knows
300
+ exactly when it opens and closes, and it puts the layer's own value back on
301
+ resume. Every game with a pause menu was otherwise writing the same two lines,
302
+ or shipping a menu that answered only to a mouse.
303
+
207
304
  **It is OFF by default**, deliberately: a game whose HUD happens to contain a
208
305
  button must not lose its arrow keys the moment one exists. Turn it on for the
209
306
  screens that ARE menus and off again when play resumes —
210
307
  `hud.focusNavigation = false`. `hud.focus(widget)` sets the starting item, since
211
308
  opening a menu should land somewhere rather than nowhere.
212
309
 
310
+ **With two layers, the TOPMOST armed one takes the key** — last in the tree,
311
+ which is the one drawn on top, and the one a modal is. Keyboard focus is
312
+ singular by nature (a browser has one focused element); when both a HUD and a
313
+ modal were armed, a single Enter activated the focused widget in EACH, so the
314
+ pause menu's RESUME and whatever the screen underneath had focused both fired.
315
+ A HIDDEN layer is not armed at all, so a closed menu never eats the key from the
316
+ HUD it covers.
317
+
213
318
  The gamepad codes are the ones the engine already produces from a pad
214
319
  (`Pad12`–`Pad15` d-pad, `Pad0` = A), so nothing extra is declared.
215
320
 
@@ -244,6 +349,22 @@ A drop on nothing cancels, and so does putting a thing back into the slot it
244
349
  came from: that is not a move, and firing `dropped` for it would make every
245
350
  mis-grab look like a transfer.
246
351
 
352
+ **A harness can make the gesture.** This is the one screen the paragraph above
353
+ says a click cannot express, and for a long time it was also the one screen no
354
+ headless check could reach at all — every one of the four signals lived on a
355
+ DOM listener, so `runScript`, `incanto-playtest` and every rung of the ladder
356
+ were blind to an inventory.
357
+
358
+ ```ts
359
+ { atMs: 200, do: (ctx) => (ctx.getNode('%Potion') as UiImage)
360
+ .dropOnto(ctx.getNode('%SlotB') as UiPanel) }
361
+ ```
362
+
363
+ `dropOnto(target)` is to a drag what `press()` is to a click: the same rules as
364
+ the pointer path — a non-`draggable` source does nothing, a target that is not a
365
+ `dropTarget` cancels, and putting a thing back where it came from is not a move
366
+ — and it returns whether the drop was taken.
367
+
247
368
 
248
369
 
249
370
  ## More than one language