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tsgames/AGENTS.md

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# AI Agent Instructions for TS-Games
This document provides guidelines for AI agents working with the TS-Games project.
## Project Overview
TS-Games is a custom framework/build system for creating simple single-file TypeScript games. All games compile into one standalone HTML file with no external dependencies—all assets are inlined as data URLs.
## Key Concepts
### Two Types of Applications
1. **Games** - Interactive applications with game loops
- Located in `src/games/<name>/`
- Entry point: `index.ts` or `index.tsx`
- Default export: `runGame()` function
- Use `gameLoop()` from `@common/game` for structured game development
2. **Apps** - More complex applications (like AI-Story)
- Also located in `src/games/<name>/`
- Entry point: `index.tsx`
- Default export: `main()` function
- May use Preact components and complex state management
### Single HTML File Architecture
- All games build into a single `.html` file in `dist/`
- No external dependencies at runtime
- All assets (images, audio, fonts, WASM) are inlined as base64 data URLs
- Build process uses Bun's plugin system to transform assets
## Creating a New Game
### Step 1: Create Directory Structure
```bash
mkdir -p src/games/<yourgame>/assets
```
### Step 2: Create Entry Point
Create `src/games/<yourgame>/index.ts` or `index.tsx`:
```typescript
// Simple game example (index.ts)
import { gameLoop } from "@common/game";
import Input from "@common/input";
const setup = () => {
// Initialize game state
return { x: 0, y: 0 };
};
const frame = (dt: number, state: ReturnType<typeof setup>) => {
// Update game state
state.x += Input.getHorizontal() * dt;
state.y += Input.getVertical() * dt;
};
export default gameLoop(setup, frame);
```
```tsx
// Preact component example (index.tsx)
import { render } from "preact";
import App from "./components/app";
export default function main() {
render(<App />, document.body);
}
```
### Step 3: Add Assets (Optional)
Place assets in `src/games/<yourgame>/assets/`:
- **Images**: `.png`, `.jpg`, `.jpeg` → Import as `HTMLImageElement`
- **Audio**: `.wav`, `.mp3`, `.ogg` → Import as `HTMLAudioElement`
- **CSS**: `.css`, `.module.css` → Import as styles
- **Fonts**: `.font.css` → Import font faces
- **WASM**: `.c`, `.cpp`, `.wasm` → Import as WASM module
- **Icons**: `favicon.ico` → Auto-used as page icon
- **PWA**: `pwa_icon.png` → Used for PWA manifest
### Step 4: Import Assets
```typescript
// Import image
import spritesheet from './assets/spritesheet.png';
console.log(spritesheet); // <img src="data:image/png;base64,..." />
// Import audio
import heal from './assets/heal.ogg';
heal.play();
// Import CSS
import './assets/styles.css';
// Import CSS modules
import styles from './assets/styles.module.css';
<div className={styles.root} />
// Import WASM (C/C++)
import wasmModule from './assets/game.c';
// Access exports: wasmModule.memory, wasmModule.functionName()
// Import GLSL shader
import shader from './assets/shader.glsl';
```
## Development Workflow
### Running Development Server
```bash
bun start
```
Navigate to `http://localhost:3000` to see the game list. Games rebuild on each page reload.
To run a specific game:
```bash
bun start --game=<yourgame>
```
### Building for Production
Build a specific game:
```bash
bun run build <yourgame>
```
Or select from interactive list:
```bash
bun run build
```
Output: `dist/<yourgame>.html`
### Building with Options
- `--local`: Build for local testing (no PWA, different index)
- `--production`: Minify JS/CSS/HTML (default for build)
## Project Structure
```
tsgames/
├── src/
│ ├── games/ # All games/apps live here
│ │ ├── <game1>/ # Individual game directory
│ │ │ ├── index.ts # Entry point (required)
│ │ │ └── assets/ # Game assets
│ │ └── index/ # Special: game list page
│ ├── common/ # Shared utilities
│ │ ├── game.ts # Game loop helper
│ │ ├── input.ts # Input handling
│ │ ├── dom.ts # DOM utilities
│ │ ├── utils.ts # General utilities
│ │ ├── errors.ts # Error formatting
│ │ ├── components/ # Shared Preact components
│ │ ├── hooks/ # React-like hooks
│ │ ├── display/ # Canvas/graphics utilities
│ │ └── physics/ # Physics utilities
│ └── types.d.ts # Global type definitions
├── build/
│ ├── build.ts # Build script
│ ├── server.ts # Dev server
│ ├── html.ts # HTML generation
│ ├── isGame.ts # Game detection
│ ├── imagePlugin.ts # Image bundler plugin
│ ├── audioPlugin.ts # Audio bundler plugin
│ ├── fontPlugin.ts # Font bundler plugin
│ ├── wasmPlugin.ts # WASM bundler plugin
│ └── filePlugin.ts # Generic file plugin
├── dist/ # Built HTML files
└── test/ # Tests
```
## Technical Details
### Bun Configuration
- Use `bun` for all package management and script running
- `.env` files are automatically loaded (no dotenv needed)
- Use `Bun.serve()` for servers (not express)
- Use `Bun.file()` for file operations (not fs)
- Use `Bun.$` for shell commands (not execa)
### TypeScript Configuration
- JSX: `react-jsx` with Preact
- Module resolution: `bundler`
- Path aliases: `@common/*``./src/common/*`
- Strict mode enabled
### Asset Processing
All asset processing happens at build time via Bun plugins:
1. **Images** (`.png`, `.jpg`, `.jpeg`):
- Converted to base64 data URLs
- Return `HTMLImageElement` that's ready to use
2. **Audio** (`.wav`, `.mp3`, `.ogg`):
- Converted to base64 data URLs
- Return `HTMLAudioElement` with loaded source
3. **CSS**:
- Bundled and inlined in `<style>` tag
- CSS modules supported (`.module.css`)
- Modern CSS features transpiled (nesting, vendor prefixes)
4. **Fonts**:
- Import via `.font.css` files
- Base64 inlined
5. **WASM**:
- `.c`/`.cpp`: Compiled to WASM at build time (requires clang)
- `.wasm`: Direct inclusion
- All inlined as base64 data URLs
### WASM Development
For C/C++ files:
```c
// Example: src/games/life/life.c
EXPORT(init) void init();
EXPORT(step) void step();
EXPORT(getCell) int getCell(int x, int y);
// Must export memory
```
Requirements:
- Install: `sudo apt install clang lld wabt`
- Only function exports and `memory` supported
### PWA Support
Production builds include PWA manifest with:
- App name from game directory name (capitalized)
- Icon from `favicon.ico` or `pwa_icon.png`
- Fullscreen display mode
### Publishing
Configure `.env`:
```bash
PUBLISH_LOCATION=ssh.example.com:/var/www/games/
PUBLISH_URL=https://example.com/
```
Build and publish:
```bash
bun run build <yourgame>
```
## Common Patterns
### Game Loop Pattern
```typescript
import { gameLoop } from "@common/game";
import Input from "@common/input";
interface State {
playerX: number;
playerY: number;
score: number;
}
const setup = (): State => {
return {
playerX: 100,
playerY: 100,
score: 0,
};
};
const frame = (dt: number, state: State): State => {
// Update based on input
state.playerX += Input.getHorizontal() * 200 * dt;
state.playerY += Input.getVertical() * 200 * dt;
// Update score
state.score += dt;
// Return new state (optional)
return state;
};
export default gameLoop(setup, frame);
```
### Preact Component Pattern
```jsx
import { useState, useEffect } from "preact/hooks";
import styles from './app.module.css';
export function App() {
const [count, setCount] = useState(0);
return (
<div className={styles.container}>
<h1>Count: {count}</h1>
<button onClick={() => setCount(c => c + 1)}>
Increment
</button>
</div>
);
}
```
## Testing
Run tests:
```bash
bun test
```
Tests use Bun's built-in test framework:
```typescript
import { test, expect } from "bun:test";
test("example", () => {
expect(1 + 1).toBe(2);
});
```
## Important Notes
1. **No external runtime dependencies** - Everything must be bundled
2. **Single entry point** - Each game has one default export
3. **Game name from directory** - Directory name becomes game name and URL path
4. **Hot reload** - Dev server rebuilds on each page reload
5. **Mobile support** - Use `?mobile=true` to enable Eruda debugger
6. **Production debugging** - Use `?production=true` to test production builds in dev
## Examples
Study existing games for patterns:
- **Simple**: `playground/` - Basic game loop example
- **Canvas**: `binario/` - Canvas-based puzzle game
- **Preact**: `ai-story/` - Complex app with components and state
- **WASM**: `life/` - C code compiled to WASM
- **Text-based**: `text-dungeon/` - Text adventure game
## Troubleshooting
### Build fails with "No entry point found"
- Ensure your game has `index.ts` or `index.tsx` with default export
### Assets not loading
- Check file extensions are supported
- Verify assets are in `src/games/<name>/assets/`
### WASM compilation fails
- Install clang and WASM toolchain
- Check C/C++ code compiles with `-Werror`
### TypeScript errors
- Run `bunx tsc --noEmit --skipLibCheck` to check types
- Use `@common/*` path alias for common imports