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