incanto 0.78.0 → 0.78.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -4
- package/dist/index.js +1 -1
- package/dist/{src-DzPtpk1t.js → src-SWXe-bub.js} +1 -1
- package/dist/vite.js +1 -1
- package/package.json +1 -1
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/molehill-2d/package.json +1 -1
- package/templates-app/platformer-2d/package.json +1 -1
- package/templates-app/star-survivor/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
package/README.md
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@@ -21,9 +21,14 @@ rest declared in JSON. `bun run verify` plays the entire quest **headlessly**
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and replays recorded input bit-identically: the agent loop is author → verify →
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fix, no browser needed.
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`bunx incanto new --list` shows all
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3D (island adventure, third-person shooter, quest vignette) and
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(platformer, survivors-like).
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`bunx incanto new --list` shows all six starters, grouped by dimension: three
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3D (island adventure, third-person shooter, quest vignette) and three 2D
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(platformer, survivors-like, and a whack-a-mole played with the mouse alone).
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Every starter is **TypeScript + Vite + React**: `src/main.tsx` mounts `<App />`
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and `src/App.tsx` owns the canvas the engine draws into. React is the shell, not
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the game — `incanto/react`'s `<IncantoCanvas>` is the other shape, for putting a
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game inside an app you already have.
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## Or wire the engine yourself
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@@ -53,7 +58,7 @@ engine.start();
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| `incanto/net` | multiplayer over a pluggable `NetworkTransport` — built-in offline Loopback + [@agent8/gameserver](https://www.npmjs.com/package/@agent8/gameserver) adapter (optional peer); custom backends implement one interface |
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- `schemas/scene.schema.json` — generated JSON Schema for scene files (the agent contract)
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- `templates/agent8-server.
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- `templates/agent8-server.ts` — the multiplayer server kernel for the agent8 platform (`.js` beside it for the legacy single-file server)
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## Debug mode
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package/dist/index.js
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@@ -9,5 +9,5 @@ import { t as showBootFailure } from "./boot-failure-CKYrEcGF.js";
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import { a as logText, i as logReport, o as parseDrive, r as resolveRendering, t as isWebGLAvailable } from "./webgl-unavailable-C8aDbGmR.js";
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import { t as createNoise2D } from "./noise-D3nPpmFg.js";
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import { a as PARTICLE_PRESETS, i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-SQa5gIu2.js";
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import { a as findPath, i as preloadUrls, n as assetUrls, o as gridFromRows, r as preloadSceneAssets, t as VERSION } from "./src-
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import { a as findPath, i as preloadUrls, n as assetUrls, o as gridFromRows, r as preloadSceneAssets, t as VERSION } from "./src-SWXe-bub.js";
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export { AudioBuses, AudioPlayer, BASE_LOCALE, Behavior, CONST_REF_KEY, EffectLog, Engine, HudLayer, IncantoError, InputMap, Localization, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Respawn, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, SaveSlots, Scene, SceneTree, Settings, SfxEngine, Signal, T_PREFIX, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiFrameCapSelect, UiImage, UiLanguageSelect, UiMinimap, UiMuteToggle, UiPanel, UiQualitySelect, UiRenderScaleSelect, UiSelect, UiSlider, UiText, UiToggle, UiVolumeSlider, UiWaypoint, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, behaviorSchema, behaviorSignals, behaviorsWithoutSave, captureBehaviors, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, describeRefProblem, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, isWebGLAvailable, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, logReport, logText, mergeStaticSignals, newUid, nodeRefWarnings, parseDrive, parseNodePath, preloadSceneAssets, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveAnimation, resolveConstants, resolveFrames, resolveOrderGroups, resolveRefInJson, resolveRendering, resolveViewport, restoreBehaviors, savesWithoutUid, serializeNode, sfxDuration, showBootFailure, spatialGain, spatialPan, startRecording, suggestLocale, suggestQuality, synthSfx, translationKey };
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@@ -199,6 +199,6 @@ async function preloadSceneAssets(assets, title) {
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//#endregion
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//#region src/index.ts
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/** Engine version. Kept in sync with package.json by the release pipeline. */
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const VERSION = "0.78.
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const VERSION = "0.78.1";
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//#endregion
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export { findPath as a, preloadUrls as i, assetUrls as n, gridFromRows as o, preloadSceneAssets as r, VERSION as t };
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package/dist/vite.js
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@@ -1,7 +1,7 @@
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import { a as parseJsonText } from "./json-CfTjpvW8.js";
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import { P as newUid } from "./pose-ByFB_J3O.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { t as VERSION } from "./src-
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import { t as VERSION } from "./src-SWXe-bub.js";
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import { n as diffSignatures } from "./frame-report-D-_7YF2G.js";
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import { s as validateScene } from "./test-CVbxnXlv.js";
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import { existsSync, mkdirSync, readFileSync, readdirSync, statSync, writeFileSync } from "node:fs";
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package/package.json
CHANGED