diff --git a/agents.md b/agents.md new file mode 100644 index 0000000000000000000000000000000000000000..d2dc00a65bdb61d47b9588c5104ac8a37a2e52db --- /dev/null +++ b/agents.md @@ -0,0 +1,155 @@ +VibeGame is a 3D game engine with declarative XML syntax and ECS architecture. This file provides essential context for AI agents working with the engine. + +## Core Concepts + +**ECS Architecture**: Entity-Component-System pattern where entities are IDs, components are data containers, and systems contain logic. + +**Declarative XML**: Game entities defined in HTML-like syntax within `` tags. + +**Auto-Creation**: Engine automatically creates player, camera, and lighting if not explicitly defined. + +## Essential Syntax + +```xml + + + + + + + + + + +``` + +## Key Recipes + +- `` - Immovable objects (grounds, walls, platforms) +- `` - Gravity-affected objects (balls, crates, debris) +- `` - Script-controlled physics (moving platforms, doors) +- `` - Player character (auto-created if missing) +- `` - Orbital camera (auto-created if missing) +- `` - Base entity with any components via attributes + +## Critical Physics Rule + +⚠️ **Physics bodies override transform positions!** Always set position on the body, not the transform, for physics entities. + +```xml + + + + + +``` + +## Component System + +Components declared as bare attributes (defaults) or with values: + +```xml + + + + + +``` + +Shorthands automatically expand to matching component properties: + +- `pos="x y z"` → applies to transform.pos* AND body.pos* +- `color="#ff0000"` → applies to renderer.color +- `size="2"` → broadcasts to sizeX, sizeY, sizeZ + +## TypeScript API + +```typescript +import * as GAME from "vibegame"; + +// Component definition +const Health = GAME.defineComponent({ + current: GAME.Types.f32, + max: GAME.Types.f32, +}); + +// System with query +const healthQuery = GAME.defineQuery([Health]); +const HealthSystem: GAME.System = { + update: (state) => { + const entities = healthQuery(state.world); + for (const entity of entities) { + Health.current[entity] -= 1 * state.time.deltaTime; + } + }, +}; + +// Plugin registration +GAME.withComponent("health", Health).withSystem(HealthSystem).run(); +``` + +## Available Features + +✅ **Core Systems**: Physics (Rapier 3D), rendering (Three.js), input (keyboard/mouse/gamepad), tweening, transforms + +✅ **Game Elements**: Player controller, orbital camera, collision detection, respawn system, post-processing effects + +❌ **Not Built-In**: Audio, multiplayer, save/load, inventory, AI/pathfinding, particles, custom shaders + +## Development Commands + +```bash +# Project creation +npm create vibegame@latest my-game +cd my-game + +# Development +bun dev # Start dev server +bun run build # Production build +bun run check # TypeScript validation +bun run lint --fix # ESLint analysis +bun test # Run tests +``` + +## Getting More Information + +**Comprehensive Documentation**: Use Context7 to fetch detailed documentation with examples: + +```typescript +// For AI agents with Context7 access: +// Use mcp__context7__resolve-library-id to find "vibegame" +// Then use mcp__context7__get-library-docs with the resolved ID +// This provides the full 2000+ line documentation with detailed examples +``` + +**Quick References**: + +- Shapes: `box`, `sphere`, `cylinder`, `capsule` +- Physics Types: `static` (fixed), `dynamic` (gravity), `kinematic` (scripted) +- Easing: `linear`, `sine-in-out`, `quad-out`, `bounce-in`, etc. +- Loop Modes: `once`, `loop`, `ping-pong` + +## Common Patterns + +**Basic Platformer**: Ground + static platforms + player (auto-created) +**Physics Playground**: Ground + walls + dynamic objects with collision +**Moving Platforms**: Kinematic bodies + position tweening +**Collectibles**: Kinematic objects + rotation tweening + collision detection + +## Best Practices for AI Development + +1. **Always include ground** - Player falls without platforms +2. **Use recipes over raw entities** - Cleaner and more reliable +3. **Leverage auto-creation** - Engine handles player/camera/lighting defaults +4. **Physics position priority** - Set positions on bodies, not transforms +5. **Query Context7 for details** - This file is overview only, get specifics via Context7 +6. **Test incrementally** - Start simple, add complexity progressively + +## Architecture Notes + +- **Plugin System**: Bevy-inspired modular architecture +- **Update Phases**: SetupBatch → FixedBatch → DrawBatch +- **Context Management**: Use /clear frequently in Claude Code sessions +- **Parallel Operations**: Invoke multiple tools simultaneously for efficiency + +This context enables basic VibeGame development. 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["emoji-regex@9.2.2", "", {}, "sha512-L18DaJsXSUk2+42pv8mLs5jJT2hqFkFE4j21wOmgbUqsZ2hL72NsUU785g9RXgo3s0ZNgVl42TiHp3ZtOv/Vyg=="], + + "wrap-ansi/strip-ansi/ansi-regex": ["ansi-regex@6.2.2", "", {}, "sha512-Bq3SmSpyFHaWjPk8If9yc6svM8c56dB5BAtW4Qbw5jHTwwXXcTLoRMkpDJp6VL0XzlWaCHTXrkFURMYmD0sLqg=="], } } diff --git a/eslint.config.js b/eslint.config.js index 642456077249b00ac8bfaf5dc264ff906d746582..a659de3b764346a516b7a0ca7a7708495bb2aac5 100644 --- a/eslint.config.js +++ b/eslint.config.js @@ -37,6 +37,10 @@ export default [ localStorage: "readonly", AbortController: "readonly", AbortSignal: "readonly", + DOMParser: "readonly", + Document: "readonly", + Element: "readonly", + HTMLCollectionOf: "readonly", }, }, plugins: { diff --git a/layers/structure.md b/layers/structure.md index c34638fae069690c3cb4a49592fb26988c199d44..5765cadc08d8a1a2278b726741b9b639e86ab10d 100644 --- a/layers/structure.md +++ b/layers/structure.md @@ -25,7 +25,6 @@ AI-assisted iterative game development environment with real-time feedback - `bun run lint` - ESLint code quality check - `bun run format` - Auto-format with Prettier - `bun run validate` - Complete validation (format, lint, type check) -- `bun run update` - Update llms.txt from VibeGame ## Layout @@ -55,7 +54,7 @@ vibegame/ ├── tsconfig.json # TypeScript configuration ├── vite.config.ts # Vite + Svelte + VibeGame config ├── bun.lock # Dependency lock file -├── llms.txt # VibeGame documentation +├── agents.md # VibeGame documentation └── README.md ``` diff --git a/llms.txt b/llms.txt deleted file mode 100644 index 56486c4c88ef3739047a9498da7da4d7d2e9a874..0000000000000000000000000000000000000000 --- a/llms.txt +++ /dev/null @@ -1,1140 +0,0 @@ -# VibeGame - -A 3D game engine with declarative XML syntax and ECS architecture. Start playing immediately with automatic player, camera, and lighting - just add a ground to prevent falling. - -## Instant Playable Game - -```html - - - - - - - - - -``` - -This creates a complete game with: -- ✅ Player character (auto-created) -- ✅ Orbital camera (auto-created) -- ✅ Directional + ambient lighting (auto-created) -- ✅ Ground platform (you provide this) -- ✅ WASD movement, mouse camera, space to jump - -## Development Setup - -After installation with `npm create vibegame@latest my-game`: - -```bash -cd my-game -bun dev # Start dev server with hot reload -``` - -### Project Structure -- **TypeScript** - Full TypeScript support with strict type checking -- **src/main.ts** - Entry point for your game -- **index.html** - HTML template with canvas element -- **vite.config.ts** - Build configuration - -### Commands -- `bun dev` - Development server with hot reload -- `bun run build` - Production build -- `bun run preview` - Preview production build -- `bun run check` - TypeScript type checking -- `bun run lint` - Lint code with ESLint -- `bun run format` - Format code with Prettier -- `bun run update` - Update llms.txt after upgrading vibegame - -## Physics Objects - -```xml - - - - - - - - - - - - - -``` - -## CRITICAL: Physics Position vs Transform Position - - -⚠️ **Physics bodies override transform positions!** -Always set position on the body, not the transform, for physics entities. - - -```xml - - - - - - - - -``` - -## ECS Architecture Explained - -Unlike traditional game engines with GameObjects, VibeGame uses Entity-Component-System: - -- **Entities**: Just numbers (IDs), no data or behavior -- **Components**: Pure data containers (position, health, color) -- **Systems**: Functions that process entities with specific components - -```typescript -// Component = Data only -const Health = GAME.defineComponent({ - current: GAME.Types.f32, - max: GAME.Types.f32 -}); - -// System = Logic only -const healthQuery = GAME.defineQuery([Health]); -const DamageSystem: GAME.System = { - update: (state) => { - const entities = healthQuery(state.world); - for (const entity of entities) { - Health.current[entity] -= 1 * state.time.deltaTime; - if (Health.current[entity] <= 0) { - state.destroyEntity(entity); - } - } - } -}; -``` - -## What's Auto-Created (Game Engine Defaults) - -The engine automatically creates these if missing: -1. **Player** - Character with physics, controls, and respawn (at 0, 1, 0) -2. **Camera** - Orbital camera following the player -3. **Lighting** - Ambient + directional light with shadows - -You only need to provide: -- **Ground/platforms** - Or the player falls forever -- **Game objects** - Whatever makes your game unique - -### Override Auto-Creation (When Needed) - -While auto-creation is recommended, you can manually create these for customization: - -```xml - - - - - - - - - - - - - -``` - -**Best Practice**: Use auto-creation unless you specifically need custom positions, properties, or multiple instances. The defaults are well-tuned for most games. - -## Post-Processing Effects - -```xml - - - - - - - - - - - -``` - -## Common Game Patterns - -### Basic Platformer -```xml - - - - - - - - - - - - - - - - - -``` - -### Collectible Coins (Collision-based) -```xml - - - - - - - - - - - - -``` - -### Physics Playground -```xml - - - - - - - - - - - - - - - - - - -``` - -## Recipe Reference - -| Recipe | Purpose | Key Attributes | Common Use | -|--------|---------|---------------|------------| -| `` | Immovable objects | `pos`, `shape`, `size`, `color` | Grounds, walls, platforms | -| `` | Gravity-affected objects | `pos`, `shape`, `size`, `color`, `mass` | Balls, crates, falling objects | -| `` | Script-controlled physics | `pos`, `shape`, `size`, `color` | Moving platforms, doors | -| `` | Player character | `pos`, `speed`, `jump-height` | Main character (auto-created) | -| `` | Base entity | Any components via attributes | Custom entities | - -### Shape Options -- `box` - Rectangular solid (default) -- `sphere` - Ball shape -- `cylinder` - Cylindrical shape -- `capsule` - Pill shape (good for characters) - -### Size Attribute -- Box: `size="width height depth"` or `size="2 1 2"` -- Sphere: `size="diameter"` or `size="1"` -- Cylinder: `size="diameter height"` or `size="1 2"` -- Broadcast: `size="2"` becomes `size="2 2 2"` - -## How Recipes and Shorthands Work - -### Everything is an Entity -Every XML tag creates an entity. Recipes like `` are just shortcuts for `` with preset components. - -```xml - - - - -``` - -### Component Attributes -Components are declared using bare attributes (no value means "use defaults"): - -```xml - - - - - - - - - - - -``` - -**Important**: Bare attributes like `transform` mean "include this component with default values", NOT "empty" or "disabled". - -### Automatic Shorthand Expansion -Shorthands expand to ANY component with matching properties: - -```xml - - - - - - - - - - - - - -``` - -### Recipe Internals -Recipes are registered component bundles with defaults: - -```xml - - - collider - renderer - respawn -> - - - - - - - collider - renderer="color: 0xff0000" - respawn -> -``` - -### Common Pitfall: Component Requirements -```xml - - - - - - - - -``` - -### Best Practices Summary -1. **Use recipes** (``, ``, etc.) instead of raw `` tags -2. **Use shorthands** (`pos`, `size`, `color`) for cleaner code -3. **Override only what you need** - recipes have good defaults -4. **Mix recipes with custom components** - e.g., `` - -## Currently Supported Features - -### ✅ What Works Well -- **Basic platforming** - Jump puzzles, obstacle courses -- **Physics interactions** - Balls, dominoes, stacking -- **Moving platforms** - Via kinematic bodies + tweening -- **Collectibles** - Using collision detection in systems -- **Third-person character control** - WASD + mouse camera -- **Gamepad support** - Xbox/PlayStation controllers -- **Visual effects** - Tweening colors, positions, rotations -- **Post-processing** - Bloom, dithering, and tonemapping effects for visual styling - -### Example Prompts That Work -- "Create a platformer with moving platforms and collectible coins" -- "Make bouncing balls that collide with walls" -- "Build an obstacle course with rotating platforms" -- "Add falling crates that stack up" -- "Create a simple parkour level" - -## Features Not Yet Built-In - -### ❌ Engine Features Not Available -- **Multiplayer/Networking** - No server sync -- **Sound/Audio** - No audio system yet -- **Save/Load** - No persistence system -- **Inventory** - No item management -- **Dialog/NPCs** - No conversation system -- **AI/Pathfinding** - No enemy AI -- **Particles** - No particle effects -- **Custom shaders** - Fixed rendering pipeline -- **Terrain** - Use box platforms instead - -### ✅ Available Through Web Platform -- **UI/HUD** - Use standard HTML/CSS overlays on the canvas -- **Animations** - GSAP is included for advanced UI animations -- **Score display** → HTML elements positioned over canvas -- **Menus** → Standard web UI (divs, buttons, etc.) - -### Recommended Approaches -- **UI** → Position HTML elements over the canvas with CSS -- **Animations** → Use GSAP for smooth UI transitions -- **Level progression** → Reload with different XML or hide/show worlds -- **Enemy behavior** → Tweened movement patterns -- **Interactions** → Collision detection in custom systems - -## Common Mistakes to Avoid - -### ❌ Forgetting the Ground -```xml - - - - -``` - -### ❌ Setting Transform Position on Physics Objects -```xml - - - - - - - - -``` - -### ❌ Missing World Tag -```xml - - - - - - - -``` - -### ❌ Wrong Physics Type -```xml - - - - - - - - - -``` - -## Custom Components and Systems - -### Creating a Health System -```typescript -import * as GAME from 'vibegame'; - -// Define the component -const Health = GAME.defineComponent({ - current: GAME.Types.f32, - max: GAME.Types.f32 -}); - -// Create the system -const HealthSystem: GAME.System = { - update: (state) => { - const entities = GAME.defineQuery([Health])(state.world); - for (const entity of entities) { - // Regenerate health over time - if (Health.current[entity] < Health.max[entity]) { - Health.current[entity] += 5 * state.time.deltaTime; - } - } - } -}; - -// Bundle as plugin -const HealthPlugin: GAME.Plugin = { - components: { Health }, - systems: [HealthSystem], - config: { - defaults: { - "health": { current: 100, max: 100 } - } - } -}; - -// Use in game -GAME.withPlugin(HealthPlugin).run(); -``` - -### Using in XML -```xml - - - - -``` - -## State API Reference - -Available in all systems via the `state` parameter: - -### Entity Management -- `createEntity(): number` - Create new entity -- `destroyEntity(entity: number)` - Remove entity -- `query(...Components): number[]` - Find entities with components - -### Component Operations -- `addComponent(entity, Component, data?)` - Add component -- `removeComponent(entity, Component)` - Remove component -- `hasComponent(entity, Component): boolean` - Check component -- `getComponent(name: string): Component | null` - Get by name - -### Time -- `time.delta: number` - Frame time in seconds -- `time.elapsed: number` - Total time in seconds -- `time.fixed: number` - Fixed timestep (1/50) - -### Physics Helpers -- `addComponent(entity, ApplyImpulse, {x, y, z})` - One-time push -- `addComponent(entity, ApplyForce, {x, y, z})` - Continuous force -- `addComponent(entity, KinematicMove, {x, y, z})` - Move kinematic - -## Plugin System - -### Using Specific Plugins -```typescript -import * as GAME from 'vibegame'; - -// Start with no plugins -GAME - .withoutDefaultPlugins() - .withPlugin(TransformsPlugin) // Just transforms - .withPlugin(RenderingPlugin) // Add rendering - .withPlugin(PhysicsPlugin) // Add physics - .run(); -``` - -### Default Plugin Bundle -- **RecipesPlugin** - XML parsing and entity creation -- **TransformsPlugin** - Position, rotation, scale, hierarchy -- **RenderingPlugin** - Three.js meshes, lights, camera -- **PhysicsPlugin** - Rapier physics simulation -- **InputPlugin** - Keyboard, mouse, gamepad input -- **OrbitCameraPlugin** - Third-person camera -- **PlayerPlugin** - Character controller -- **TweenPlugin** - Animation system -- **RespawnPlugin** - Fall detection and reset -- **StartupPlugin** - Auto-create player/camera/lights - -## Module Documentation - -### Core -Math utilities for interpolation and 3D transformations. - -### Animation -Procedural character animation with body parts that respond to movement states. - -### Input -Focus-aware input handling for mouse, keyboard, and gamepad with buffered actions. Keyboard input only responds when canvas has focus. - -### Orbit Camera -Orbital camera controller for third-person views and smooth target following. - -### Physics -3D physics simulation with Rapier including rigid bodies, collisions, and character controllers. - -### Player -Complete player character controller with physics movement and jumping. - -### Recipes -Foundation for declarative XML entity creation with parent-child hierarchies and attribute shorthands. - -### Rendering -Three.js rendering pipeline with meshes, lights, cameras, and post-processing effects. - -### Respawn -Automatic respawn system that resets entities when falling below Y=-100. - -### Startup -Auto-creates player, camera, and lighting entities at startup if missing. - -### Transforms -3D transforms with position, rotation, scale, and parent-child hierarchies. - -### Tweening -Animates component properties with easing functions and loop modes. - -## Plugin Reference - -### Core - -### Functions - -#### lerp(a, b, t): number -Linear interpolation - -#### slerp(fromX, fromY, fromZ, fromW, toX, toY, toZ, toW, t): Quaternion -Quaternion spherical interpolation - -### Animation - -### Components - -#### AnimatedCharacter -- headEntity: eid -- torsoEntity: eid -- leftArmEntity: eid -- rightArmEntity: eid -- leftLegEntity: eid -- rightLegEntity: eid -- phase: f32 - Walk cycle phase (0-1) -- jumpTime: f32 -- fallTime: f32 -- animationState: ui8 - 0=IDLE, 1=WALKING, 2=JUMPING, 3=FALLING, 4=LANDING -- stateTransition: f32 - -#### HasAnimator -Tag component (no properties) - -### Systems - -#### AnimatedCharacterInitializationSystem -- Group: setup -- Creates body part entities for AnimatedCharacter components - -#### AnimatedCharacterUpdateSystem -- Group: simulation -- Updates character animation based on movement and physics state - -### Input - -### Components - -#### InputState -- moveX: f32 - Horizontal axis (-1 left, 1 right) -- moveY: f32 - Forward/backward (-1 back, 1 forward) -- moveZ: f32 - Vertical axis (-1 down, 1 up) -- lookX: f32 - Mouse delta X -- lookY: f32 - Mouse delta Y -- scrollDelta: f32 - Mouse wheel delta -- jump: ui8 - Jump available (0/1) -- primaryAction: ui8 - Primary action (0/1) -- secondaryAction: ui8 - Secondary action (0/1) -- leftMouse: ui8 - Left button (0/1) -- rightMouse: ui8 - Right button (0/1) -- middleMouse: ui8 - Middle button (0/1) -- jumpBufferTime: f32 -- primaryBufferTime: f32 -- secondaryBufferTime: f32 - -### Systems - -#### InputSystem -- Group: simulation -- Updates InputState components with current input data - -### Functions - -#### setTargetCanvas(canvas: HTMLCanvasElement | null): void -Registers canvas for focus-based keyboard input - -#### consumeJump(): boolean -Consumes buffered jump input - -#### consumePrimary(): boolean -Consumes buffered primary action - -#### consumeSecondary(): boolean -Consumes buffered secondary action - -#### handleMouseMove(event: MouseEvent): void -Processes mouse movement - -#### handleMouseDown(event: MouseEvent): void -Processes mouse button press - -#### handleMouseUp(event: MouseEvent): void -Processes mouse button release - -#### handleWheel(event: WheelEvent): void -Processes mouse wheel - -### Constants - -#### INPUT_CONFIG -Default input mappings and sensitivity settings - -### Orbit Camera - -### Components - -#### OrbitCamera -- target: eid (0) - Target entity ID -- current-yaw: f32 (π) - Current horizontal angle -- current-pitch: f32 (π/6) - Current vertical angle -- current-distance: f32 (4) - Current distance -- target-yaw: f32 (π) - Target horizontal angle -- target-pitch: f32 (π/6) - Target vertical angle -- target-distance: f32 (4) - Target distance -- min-distance: f32 (1) -- max-distance: f32 (25) -- min-pitch: f32 (0) -- max-pitch: f32 (π/2) -- smoothness: f32 (0.5) - Interpolation speed -- offset-x: f32 (0) -- offset-y: f32 (1.25) -- offset-z: f32 (0) - -### Systems - -#### OrbitCameraSystem -- Group: draw -- Updates camera position and rotation around target - -### Recipes - -#### camera -- Creates orbital camera with default settings -- Components: orbit-camera, transform, world-transform, main-camera - -### Physics - -### Constants - -- DEFAULT_GRAVITY: -60 - -### Enums - -#### BodyType -- Dynamic = 0 - Affected by forces -- Fixed = 1 - Immovable static -- KinematicPositionBased = 2 - Script position -- KinematicVelocityBased = 3 - Script velocity - -#### ColliderShape -- Box = 0 -- Sphere = 1 -- Capsule = 2 - -### Components - -#### PhysicsWorld -- gravityX: f32 (0) -- gravityY: f32 (-60) -- gravityZ: f32 (0) - -#### Body -- type: ui8 - BodyType enum (Fixed) -- mass: f32 (1) -- linearDamping: f32 (0) -- angularDamping: f32 (0) -- gravityScale: f32 (1) -- ccd: ui8 (0) -- lockRotX: ui8 (0) -- lockRotY: ui8 (0) -- lockRotZ: ui8 (0) -- posX, posY, posZ: f32 -- rotX, rotY, rotZ, rotW: f32 (rotW=1) -- eulerX, eulerY, eulerZ: f32 -- velX, velY, velZ: f32 -- rotVelX, rotVelY, rotVelZ: f32 - -#### Collider -- shape: ui8 - ColliderShape enum (Box) -- sizeX, sizeY, sizeZ: f32 (1) -- radius: f32 (0.5) -- height: f32 (1) -- friction: f32 (0.5) -- restitution: f32 (0) -- density: f32 (1) -- isSensor: ui8 (0) -- membershipGroups: ui16 (0xffff) -- filterGroups: ui16 (0xffff) -- posOffsetX, posOffsetY, posOffsetZ: f32 -- rotOffsetX, rotOffsetY, rotOffsetZ, rotOffsetW: f32 (rotOffsetW=1) - -#### CharacterController -- offset: f32 (0.08) -- maxSlope: f32 (45°) -- maxSlide: f32 (30°) -- snapDist: f32 (0.5) -- autoStep: ui8 (1) -- maxStepHeight: f32 (0.3) -- minStepWidth: f32 (0.05) -- upX, upY, upZ: f32 (upY=1) -- moveX, moveY, moveZ: f32 -- grounded: ui8 - -#### CharacterMovement -- desiredVelX, desiredVelY, desiredVelZ: f32 -- velocityY: f32 -- actualMoveX, actualMoveY, actualMoveZ: f32 - -#### InterpolatedTransform -- prevPosX, prevPosY, prevPosZ: f32 -- prevRotX, prevRotY, prevRotZ, prevRotW: f32 -- posX, posY, posZ: f32 -- rotX, rotY, rotZ, rotW: f32 - -#### Force/Impulse Components -- ApplyForce: x, y, z (f32) -- ApplyTorque: x, y, z (f32) -- ApplyImpulse: x, y, z (f32) -- ApplyAngularImpulse: x, y, z (f32) -- SetLinearVelocity: x, y, z (f32) -- SetAngularVelocity: x, y, z (f32) -- KinematicMove: x, y, z (f32) -- KinematicRotate: x, y, z, w (f32) - -#### Collision Events -- CollisionEvents: activeEvents (ui8) -- TouchedEvent: other, handle1, handle2 (ui32) -- TouchEndedEvent: other, handle1, handle2 (ui32) - -### Systems - -- PhysicsWorldSystem - Initializes physics world -- PhysicsInitializationSystem - Creates bodies and colliders -- CharacterMovementSystem - Character controller movement -- PhysicsCleanupSystem - Removes physics on entity destroy -- CollisionEventCleanupSystem - Clears collision events -- ApplyForcesSystem - Applies forces -- ApplyTorquesSystem - Applies torques -- ApplyImpulsesSystem - Applies impulses -- ApplyAngularImpulsesSystem - Applies angular impulses -- SetVelocitySystem - Sets velocities -- TeleportationSystem - Instant position changes -- KinematicMovementSystem - Kinematic movement -- PhysicsStepSystem - Steps simulation -- PhysicsRapierSyncSystem - Syncs Rapier to ECS -- PhysicsInterpolationSystem - Interpolates for rendering - -### Functions - -#### initializePhysics(): Promise -Initializes Rapier WASM physics engine - -### Recipes - -- static-part - Immovable physics objects -- dynamic-part - Gravity-affected objects -- kinematic-part - Script-controlled objects - -### Player - -### Components - -#### Player -- speed: f32 (5.3) -- jumpHeight: f32 (2.3) -- rotationSpeed: f32 (10) -- canJump: ui8 (1) -- isJumping: ui8 (0) -- jumpCooldown: f32 (0) -- lastGroundedTime: f32 (0) -- jumpBufferTime: f32 (-10000) -- cameraSensitivity: f32 (0.007) -- cameraZoomSensitivity: f32 (1.5) -- cameraEntity: eid (0) - -### Systems - -#### PlayerMovementSystem -- Group: fixed -- Handles movement, rotation, and jumping from input - -#### PlayerGroundedSystem -- Group: fixed -- Tracks grounded state and jump availability - -#### PlayerCameraLinkingSystem -- Group: simulation -- Links player to orbit camera - -#### PlayerCameraControlSystem -- Group: simulation -- Camera control via mouse input - -### Recipes - -#### player -- Complete player setup with physics -- Components: player, character-movement, transform, world-transform, body, collider, character-controller, input-state, respawn - -### Functions - -#### processInput(moveForward, moveRight, cameraYaw): Vector3 -Converts input to world-space movement - -#### handleJump(entity, jumpPressed, currentTime): number -Processes jump with buffering - -#### updateRotation(entity, inputVector, deltaTime, rotationData): Quaternion -Smooth rotation towards movement - -### Recipes - -### Components - -#### Parent -- entity: i32 - Parent entity ID - -### Functions - -#### parseXMLToEntities(state, xmlContent): EntityCreationResult[] -Converts XML elements to ECS entities with hierarchy - -#### createEntityFromRecipe(state, recipeName, attributes?): number -Creates entity from recipe with attributes - -#### fromEuler(x, y, z): Quaternion -Converts Euler angles (radians) to quaternion - -### Types - -#### EntityCreationResult -- entity: number - Entity ID -- tagName: string - Recipe name -- children: EntityCreationResult[] - -### Recipes - -#### entity -- Base recipe with no default components - -### Property Formats - -- Single value: `transform="scale: 2"` -- Vector3: `transform="pos: 0 5 -3"` -- Broadcast: `transform="scale: 2"` → scale: 2 2 2 -- Euler angles: `transform="euler: 0 45 0"` (degrees) -- Multiple: `transform="pos: 0 5 0; euler: 0 45 0"` -- Shorthands: `pos="0 5 0"` → transform component - -### Rendering - -### Components - -#### Renderer -- shape: ui8 - 0=box, 1=sphere, 2=cylinder, 3=plane -- sizeX, sizeY, sizeZ: f32 (1) -- color: ui32 (0xffffff) -- visible: ui8 (1) - -#### RenderContext -- clearColor: ui32 (0x000000) -- hasCanvas: ui8 - -#### MainCamera -Tag component (no properties) - -#### Ambient -- skyColor: ui32 (0x87ceeb) -- groundColor: ui32 (0x4a4a4a) -- intensity: f32 (0.6) - -#### Directional -- color: ui32 (0xffffff) -- intensity: f32 (1) -- castShadow: ui8 (1) -- shadowMapSize: ui32 (4096) -- directionX: f32 (-1) -- directionY: f32 (2) -- directionZ: f32 (-1) -- distance: f32 (30) - -#### Bloom -- intensity: f32 (1.0) - Bloom intensity -- luminanceThreshold: f32 (1.0) - Luminance threshold for bloom -- luminanceSmoothing: f32 (0.03) - Smoothness of luminance threshold -- mipmapBlur: ui8 (1) - Enable mipmap blur -- radius: f32 (0.85) - Blur radius for mipmap blur -- levels: ui8 (8) - Number of MIP levels for mipmap blur - -#### Dithering -- colorBits: ui8 (4) - Bits per color channel (1-8) -- intensity: f32 (1.0) - Effect intensity (0-1) -- grayscale: ui8 (0) - Enable grayscale mode (0/1) -- scale: f32 (1.0) - Pattern scale (higher = coarser dithering) -- noise: f32 (1.0) - Noise threshold intensity - -### Systems - -#### MeshInstanceSystem -- Group: draw -- Synchronizes transforms with Three.js meshes - -#### LightSyncSystem -- Group: draw -- Updates Three.js lights - -#### CameraSyncSystem -- Group: draw -- Updates Three.js camera and manages post-processing effects - -#### WebGLRenderSystem -- Group: draw (last) -- Renders scene through EffectComposer - -### Functions - -#### setCanvasElement(entity, canvas): void -Associates canvas with RenderContext - -### Recipes - -- ambient-light - Ambient hemisphere lighting -- directional-light - Directional light with shadows -- light - Both ambient and directional - -### Respawn - -### Components - -#### Respawn -- posX, posY, posZ: f32 - Spawn position -- eulerX, eulerY, eulerZ: f32 - Spawn rotation (degrees) - -### Systems - -#### RespawnSystem -- Group: simulation -- Resets entities when Y < -100 - -### Startup - -### Systems - -#### LightingStartupSystem -- Group: setup -- Creates default lighting if none exists - -#### CameraStartupSystem -- Group: setup -- Creates main camera if none exists - -#### PlayerStartupSystem -- Group: setup -- Creates player entity if none exists - -#### PlayerCharacterSystem -- Group: setup -- Adds animated character to players - -### Transforms - -### Components - -#### Transform -- posX, posY, posZ: f32 (0) -- rotX, rotY, rotZ, rotW: f32 (rotW=1) - Quaternion -- eulerX, eulerY, eulerZ: f32 (0) - Degrees -- scaleX, scaleY, scaleZ: f32 (1) - -#### WorldTransform -- Same properties as Transform -- Auto-computed from hierarchy (read-only) - -### Systems - -#### TransformHierarchySystem -- Group: simulation (last) -- Syncs euler/quaternion and computes world transforms - -### Tweening - -### Components - -#### Tween -- duration: f32 (1) - Seconds -- elapsed: f32 -- easingIndex: ui8 -- loopMode: ui8 - 0=Once, 1=Loop, 2=PingPong - -#### TweenValue -- source: ui32 - Tween entity -- target: ui32 - Target entity -- componentId: ui32 -- fieldIndex: ui32 -- from: f32 -- to: f32 -- value: f32 - Current value - -### Systems - -#### TweenSystem -- Group: simulation -- Interpolates values with easing and auto-cleanup - -### Functions - -#### createTween(state, entity, target, options): number | null -Animates component property - -### Easing Functions - -- linear -- sine-in, sine-out, sine-in-out -- quad-in, quad-out, quad-in-out -- cubic-in, cubic-out, cubic-in-out -- quart-in, quart-out, quart-in-out -- expo-in, expo-out, expo-in-out -- circ-in, circ-out, circ-in-out -- back-in, back-out, back-in-out -- elastic-in, elastic-out, elastic-in-out -- bounce-in, bounce-out, bounce-in-out - -### Loop Modes - -- once - Play once and destroy -- loop - Repeat indefinitely -- ping-pong - Alternate directions - -### Shorthand Targets - -- rotation - body.eulerX/Y/Z -- at - body.posX/Y/Z -- scale - transform.scaleX/Y/Z - -## API Reference (External Links) - -- [Core](https://dylanebert.github.io/vibegame/reference/core) -- [Animation](https://dylanebert.github.io/vibegame/reference/animation) -- [Input](https://dylanebert.github.io/vibegame/reference/input) -- [Orbit Camera](https://dylanebert.github.io/vibegame/reference/orbit-camera) -- [Physics](https://dylanebert.github.io/vibegame/reference/physics) -- [Player](https://dylanebert.github.io/vibegame/reference/player) -- [Recipes](https://dylanebert.github.io/vibegame/reference/recipes) -- [Rendering](https://dylanebert.github.io/vibegame/reference/rendering) -- [Respawn](https://dylanebert.github.io/vibegame/reference/respawn) -- [Startup](https://dylanebert.github.io/vibegame/reference/startup) -- [Transforms](https://dylanebert.github.io/vibegame/reference/transforms) -- [Tweening](https://dylanebert.github.io/vibegame/reference/tweening) - -## Examples (External Links) - -- [Core](https://dylanebert.github.io/vibegame/examples/core) -- [Animation](https://dylanebert.github.io/vibegame/examples/animation) -- [Input](https://dylanebert.github.io/vibegame/examples/input) -- [Orbit Camera](https://dylanebert.github.io/vibegame/examples/orbit-camera) -- [Physics](https://dylanebert.github.io/vibegame/examples/physics) -- [Player](https://dylanebert.github.io/vibegame/examples/player) -- [Recipes](https://dylanebert.github.io/vibegame/examples/recipes) -- [Rendering](https://dylanebert.github.io/vibegame/examples/rendering) -- [Respawn](https://dylanebert.github.io/vibegame/examples/respawn) -- [Startup](https://dylanebert.github.io/vibegame/examples/startup) -- [Transforms](https://dylanebert.github.io/vibegame/examples/transforms) -- [Tweening](https://dylanebert.github.io/vibegame/examples/tweening) diff --git a/package.json b/package.json index 8d7065289c872f8174d22e71283e944809eec66f..bffbb402f5d7b66ef13253fdacc701e8fde42090 100644 --- a/package.json +++ b/package.json @@ -9,13 +9,13 @@ "check": "tsc --noEmit && svelte-check", "check:ts": "tsc --noEmit", "check:svelte": "svelte-check", - "update": "cp node_modules/vibegame/llms.txt ./llms.txt && echo '✓ Updated llms.txt from VibeGame'", - "postinstall": "test -f node_modules/vibegame/llms.txt && cp node_modules/vibegame/llms.txt ./llms.txt || true", + "test": "bun test", + "test:watch": "bun test --watch", "format": "prettier --write .", "format:check": "prettier --check .", "lint": "eslint .", "lint:fix": "eslint . --fix", - "validate": "bun run format:check && bun run lint && bun run check" + "validate": "bun run format:check && bun run lint --fix && bun run check" }, "devDependencies": { "@eslint/js": "^9.33.0", @@ -40,13 +40,16 @@ "@huggingface/inference": "^4.8.0", "@langchain/core": "^0.3.75", "@langchain/langgraph": "^0.4.9", + "@langchain/mcp-adapters": "^0.6.0", + "@modelcontextprotocol/sdk": "^0.6.0", + "@modelcontextprotocol/server-filesystem": "^0.6.2", "@types/marked": "^6.0.0", "@types/node": "^24.3.3", "gsap": "^3.13.0", "marked": "^16.2.1", "monaco-editor": "^0.50.0", "svelte-splitpanes": "^8.0.5", - "vibegame": "^0.1.6", + "vibegame": "^0.1.7", "zod": "^4.1.8" } } diff --git a/src/App.svelte b/src/App.svelte index 1c01a57bf2696b187667cb3a3e63b79f52d71475..d19a2c1475b18783eadf2b9fa61c5f5b5f786477 100644 --- a/src/App.svelte +++ b/src/App.svelte @@ -2,6 +2,7 @@ import { onMount, onDestroy } from 'svelte'; import { registerShortcuts, shortcuts } from './lib/config/shortcuts'; import { loadingStore } from './lib/stores/loading'; + import { contentManager } from './lib/services/content-manager'; import AppHeader from './lib/components/layout/AppHeader.svelte'; import SplitView from './lib/components/layout/SplitView.svelte'; import LoadingScreen from './lib/components/layout/LoadingScreen.svelte'; @@ -11,6 +12,9 @@ onMount(() => { loadingStore.startLoading(); + // Initialize ContentManager + contentManager.initialize(); + unregisterShortcuts = registerShortcuts(shortcuts); setTimeout(() => { diff --git a/src/lib/components/Editor.svelte b/src/lib/components/Editor.svelte index fe6e8bc9a74c53a4439000d58cda1257727f29b7..dd5d127cf2b60c6fbcb1e4fc6b3c4363bc010141 100644 --- a/src/lib/components/Editor.svelte +++ b/src/lib/components/Editor.svelte @@ -1,7 +1,8 @@
-
- Chat - {#if $agentStore.messages.length > 0 && $authStore.isAuthenticated && !$isProcessing} - - {/if} -
- - {#if isUserScrolling} - + {/if} +
+ + {#if !autoScroll} + + {/if} + +
+ {#if !$authStore.isAuthenticated && !$authStore.loading} +
+ +
+ {:else} + {/if} - -
- {#if !$authStore.isAuthenticated && !$authStore.loading} -
- -
- {:else} - {#if $agentStore.messages.length === 0 && $isConnected} - - {/if} - - {#each $agentStore.messages as message (message.id)} -
- {#if message.reasoning && message.role === "assistant"} - - {/if} - {#if message.segments && message.segments.length > 0} -
- {#each message.segments as segment (segment.id)} - - {/each} -
- {:else if message.content && message.content.trim()} -
- {#if message.role === "assistant"} - - {:else} - {message.content.trim()} - {/if} -
- {/if} -
- {/each} - - {#if $agentStore.streamingStatus !== "idle" && (!$agentStore.streamingContent || $agentStore.streamingStatus === "thinking")} - - {/if} - - {#if $agentStore.error} -
- Error: {$agentStore.error} -
- {/if} - {/if} -
- -
-