incanto 0.78.1 → 0.78.2
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 +1 -1
- package/dist/index.js +1 -1
- package/dist/{src-SWXe-bub.js → src-rS7AyeKD.js} +1 -1
- package/dist/vite.js +1 -1
- package/package.json +5 -5
- package/schemas/scene.schema.json +1 -1
- package/skills/incanto-behaviors-and-scripts.md +1 -1
- package/skills/incanto-building-2d-games.md +1 -1
- package/skills/incanto-physics-and-input.md +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/templates-app/molehill-2d/.incanto/playtest/lost-seed1.json +0 -4277
- package/templates-app/village-quest-3d/.incanto/playtest/swapped-seed1.json +0 -1735
package/README.md
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@@ -104,6 +104,6 @@ It follows `debug`, so an overlay build already has it. `editor: false` opts out
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the same switch as a function. The editor loads lazily (`incanto/editor`) the first time it is
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asked for — a game that never opens it never downloads it.
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Docs, agent skills, examples, and architecture: **https://github.com/
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Docs, agent skills, examples, and architecture: **https://github.com/planetarium/Incanto**
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© 2026 Verse8. All rights reserved. Proprietary — see [LICENSE](./LICENSE). Bundled third-party OSS notices: [THIRD-PARTY-NOTICES.md](./THIRD-PARTY-NOTICES.md).
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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-rS7AyeKD.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 = "0.78.2";
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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-rS7AyeKD.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
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@@ -1,6 +1,6 @@
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{
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"name": "incanto",
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"version": "0.78.
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"version": "0.78.2",
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"description": "Vibe-coding-first web game engine SDK — JSON-driven scenes on three.js",
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"keywords": [
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"game-engine",
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"license": "UNLICENSED",
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"repository": {
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"type": "git",
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"url": "git+https://github.com/
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"url": "git+https://github.com/planetarium/Incanto.git",
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"directory": "packages/engine"
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},
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"type": "module",
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"incanto-feel": "bin/incanto-feel.mjs",
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"incanto-new": "bin/incanto-new.mjs",
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"incanto-frame": "bin/incanto-frame.mjs",
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"incanto-verify": "
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"incanto-logs": "
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"incanto-serve": "
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"incanto-verify": "bin/incanto-verify.mjs",
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"incanto-logs": "bin/incanto-logs.mjs",
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"incanto-serve": "bin/incanto-serve.mjs"
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}
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}
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{
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"$schema": "https://json-schema.org/draft/2020-12/schema",
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"$id": "https://github.com/
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"$id": "https://github.com/planetarium/Incanto/schemas/scene.schema.json",
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"title": "Incanto scene (format 1)",
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"type": "object",
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"properties": {
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@@ -352,7 +352,7 @@ Child of a `CharacterBody2D` (hard error otherwise):
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now, not a silent wrong call; `incanto check` warns on the same pair from the
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file alone. Prefix handlers with `on`.
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Reference: [examples/2d-phaser-sprite-character-gravity](https://github.com/
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Reference: [examples/2d-phaser-sprite-character-gravity](https://github.com/planetarium/Incanto/tree/main/examples/2d-phaser-sprite-character-gravity) — engine nodes + one small PlayerControl behavior
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(`CoinCounter`, `Pickup`) wired entirely through JSON connections. Verified in Chromium.
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## Spawning nodes at runtime
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@@ -312,7 +312,7 @@ between a readable and an unusable phone build.
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(master/sfx/music + mute). Browsers gate audio behind a gesture; `createGame2D`
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retries blocked plays on the first pointerdown. Headless-safe no-op. Full guide:
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**incanto-audio.md**.
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- Reference example: [examples/2d-phaser-sprite-character-gravity](https://github.com/
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- Reference example: [examples/2d-phaser-sprite-character-gravity](https://github.com/planetarium/Incanto/tree/main/examples/2d-phaser-sprite-character-gravity) —
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spritesheet character with a walk/jump/attack behavior state machine.
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- **Tap / drag / click**: `createGame2D({ pointer: true })` attaches pointer
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input — MOUSE, FINGER and pen alike — and then
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@@ -360,7 +360,7 @@ Injected state combines with key state (vectors clamped to unit length).
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angle was applied once at creation, the mesh turned and the collider stayed put.)
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A free dynamic body's rotation belongs to the solver and is left alone.
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Launch: write `linearVelocity`.
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- Reference: [examples/2d-phaser-sprite-character-gravity](https://github.com/
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- Reference: [examples/2d-phaser-sprite-character-gravity](https://github.com/planetarium/Incanto/tree/main/examples/2d-phaser-sprite-character-gravity) — gravity, jump, attack lockout, custom
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`Player` node type. Verified in Chromium end-to-end.
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## Platformer staples (2D)
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