Compare commits

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Author SHA1 Message Date
Chris Tate cd66fee2da fixes 2026-03-20 21:42:49 -05:00
Chris Tate c9b688f16b fixes 2026-03-20 21:34:39 -05:00
Chris Tate 26ce894d97 og 2026-03-20 21:17:30 -05:00
Chris Tate e38aea8d33 fix controls 2026-03-20 21:13:23 -05:00
Chris Tate 080de0c443 fixes 2026-03-20 21:06:42 -05:00
Chris Tate 115dcc3b95 fixes 2026-03-20 20:41:04 -05:00
Chris Tate 2e4c89ca12 game engine 2026-03-20 20:35:46 -05:00
66 changed files with 8835 additions and 138 deletions
+17
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# Vercel AI Gateway
# Automatically authenticated when deployed on Vercel
# For local development, get your key from https://vercel.com/ai-gateway
AI_GATEWAY_API_KEY=
# AI Model Configuration
# Default: anthropic/claude-sonnet-4-6
AI_GATEWAY_MODEL=anthropic/claude-sonnet-4-6
# ElevenLabs Text-to-Speech (optional, for NPC dialogue)
ELEVENLABS_API_KEY=
# Upstash Redis for rate limiting (optional, no-op if not set)
KV_REST_API_URL=
KV_REST_API_TOKEN=
RATE_LIMIT_PER_MINUTE=10
RATE_LIMIT_PER_DAY=100
@@ -0,0 +1,48 @@
import { streamText } from "ai";
import { gateway } from "@ai-sdk/gateway";
import { headers } from "next/headers";
import { generateGameAIPrompt } from "@/lib/ai-game-prompt";
import { minuteRateLimit, dailyRateLimit } from "@/lib/rate-limit";
export async function POST(req: Request) {
const headersList = await headers();
const ip = headersList.get("x-forwarded-for")?.split(",")[0] ?? "anonymous";
const [minuteResult, dailyResult] = await Promise.all([
minuteRateLimit.limit(ip),
dailyRateLimit.limit(ip),
]);
if (!minuteResult.success || !dailyResult.success) {
const isMinuteLimit = !minuteResult.success;
return new Response(
JSON.stringify({
error: "Rate limit exceeded",
message: isMinuteLimit
? "Too many requests. Please wait a moment before trying again."
: "Daily limit reached. Please try again tomorrow.",
}),
{
status: 429,
headers: { "Content-Type": "application/json" },
},
);
}
const { prompt, objects, previousPrompts } = await req.json();
if (!prompt) {
return Response.json({ error: "Prompt is required" }, { status: 400 });
}
const sceneObjects = Array.isArray(objects) ? objects : [];
const result = streamText({
model: gateway(
process.env.AI_GATEWAY_MODEL || "anthropic/claude-sonnet-4-6",
),
prompt: generateGameAIPrompt(prompt, sceneObjects, previousPrompts || []),
});
return result.toTextStreamResponse();
}
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import { streamText } from "ai";
import { gateway } from "@ai-sdk/gateway";
import { headers } from "next/headers";
import { generateSystemPrompt, generateUserPrompt } from "@/lib/ai-prompt";
import { minuteRateLimit, dailyRateLimit } from "@/lib/rate-limit";
export async function POST(req: Request) {
const headersList = await headers();
const ip = headersList.get("x-forwarded-for")?.split(",")[0] ?? "anonymous";
const [minuteResult, dailyResult] = await Promise.all([
minuteRateLimit.limit(ip),
dailyRateLimit.limit(ip),
]);
if (!minuteResult.success || !dailyResult.success) {
const isMinuteLimit = !minuteResult.success;
return new Response(
JSON.stringify({
error: "Rate limit exceeded",
message: isMinuteLimit
? "Too many requests. Please wait a moment before trying again."
: "Daily limit reached. Please try again tomorrow.",
}),
{
status: 429,
headers: { "Content-Type": "application/json" },
},
);
}
const { prompt, spec, previousPrompts } = await req.json();
const result = streamText({
model: gateway(
process.env.AI_GATEWAY_MODEL || "anthropic/claude-sonnet-4-6",
),
system: generateSystemPrompt(),
prompt: generateUserPrompt(prompt, spec, previousPrompts),
});
return result.toTextStreamResponse();
}
@@ -0,0 +1,125 @@
import { streamText } from "ai";
import { gateway } from "@ai-sdk/gateway";
import { headers } from "next/headers";
import speechQueue from "@/lib/speech-queue";
import { minuteRateLimit, dailyRateLimit } from "@/lib/rate-limit";
interface DialogMessage {
text: string;
audioUrl?: string;
}
const VOICE_MAP: Record<string, string> = {
elder: "pNInz6obpgDQGcFmaJgB",
old: "pNInz6obpgDQGcFmaJgB",
wise: "pNInz6obpgDQGcFmaJgB",
warrior: "AZnzlk1XvdvUeBnXmlld",
soldier: "AZnzlk1XvdvUeBnXmlld",
guard: "AZnzlk1XvdvUeBnXmlld",
child: "MF3mGyEYCl7XYWbV9V6O",
young: "MF3mGyEYCl7XYWbV9V6O",
merchant: "jBpfuIE2acCO8z3wKNLl",
trader: "jBpfuIE2acCO8z3wKNLl",
wizard: "IKne3meq5aSn9XLyUdCD",
mage: "IKne3meq5aSn9XLyUdCD",
magic: "IKne3meq5aSn9XLyUdCD",
};
function getVoiceIdForRole(role: string): string {
const lower = role.toLowerCase();
for (const [keyword, voiceId] of Object.entries(VOICE_MAP)) {
if (lower.includes(keyword)) return voiceId;
}
return "ThT5KcBeYPX3keUQqHPh";
}
export async function POST(req: Request) {
const headersList = await headers();
const ip = headersList.get("x-forwarded-for")?.split(",")[0] ?? "anonymous";
const [minuteResult, dailyResult] = await Promise.all([
minuteRateLimit.limit(ip),
dailyRateLimit.limit(ip),
]);
if (!minuteResult.success || !dailyResult.success) {
const isMinuteLimit = !minuteResult.success;
return new Response(
JSON.stringify({
error: "Rate limit exceeded",
message: isMinuteLimit
? "Too many requests. Please wait a moment before trying again."
: "Daily limit reached. Please try again tomorrow.",
}),
{
status: 429,
headers: { "Content-Type": "application/json" },
},
);
}
const { role } = await req.json();
const prompt = `You are a character with the following role: "${role || "villager"}".
Generate 2-3 short messages that this character would say when interacted with.
Keep each message under 100 characters.
Return ONLY a JSON array of objects with a "text" field for each message.
Example: [{"text":"Hello traveler! Welcome to our village."}, {"text":"Can I help you with something?"}]`;
try {
const result = await streamText({
model: gateway(
process.env.AI_GATEWAY_MODEL || "anthropic/claude-sonnet-4-6",
),
prompt,
});
let text = "";
for await (const chunk of result.textStream) {
text += chunk;
}
let messages: DialogMessage[] = [];
try {
const jsonMatch = text.match(/\[.*\]/s);
const jsonString = jsonMatch ? jsonMatch[0] : "[]";
messages = JSON.parse(jsonString);
} catch {
messages = [
{ text: "Hello there! How can I help you?" },
{ text: "It's a beautiful day, isn't it?" },
];
}
if (messages.length === 0) {
messages = [
{ text: "Hello there! How can I help you?" },
{ text: "It's a beautiful day, isn't it?" },
];
}
const hasTTS = !!process.env.ELEVENLABS_API_KEY;
if (hasTTS) {
const voiceId = getVoiceIdForRole(role || "");
const withAudio: DialogMessage[] = [];
for (const msg of messages) {
try {
const audioUrl = await speechQueue.add(msg.text, voiceId);
withAudio.push({ ...msg, audioUrl });
} catch {
withAudio.push(msg);
}
}
return Response.json({ messages: withAudio });
}
return Response.json({ messages });
} catch {
return Response.json({
messages: [
{ text: "Hello there! How can I help you?" },
{ text: "It's a beautiful day, isn't it?" },
],
});
}
}
@@ -0,0 +1,21 @@
import { NextResponse } from "next/server";
import { list } from "@vercel/blob";
export async function GET() {
try {
const { blobs } = await list({ prefix: "game-engine/environments/" });
const environments = blobs.map((blob) => ({
name: blob.pathname.split("/").pop() || "Unknown",
url: blob.url,
size: blob.size,
uploadedAt: blob.uploadedAt,
}));
return NextResponse.json({ environments });
} catch (error) {
console.error("Failed to list environments:", error);
return NextResponse.json(
{ error: "Failed to list environments" },
{ status: 500 },
);
}
}
@@ -0,0 +1,21 @@
import { NextResponse } from "next/server";
import { list } from "@vercel/blob";
export async function GET() {
try {
const { blobs } = await list({ prefix: "game-engine/models/" });
const models = blobs.map((blob) => ({
name: blob.pathname.split("/").pop() || "Unknown",
url: blob.url,
size: blob.size,
uploadedAt: blob.uploadedAt,
}));
return NextResponse.json({ models });
} catch (error) {
console.error("Failed to list models:", error);
return NextResponse.json(
{ error: "Failed to list models" },
{ status: 500 },
);
}
}
@@ -0,0 +1,50 @@
export async function POST(req: Request) {
const { text, voiceId } = await req.json();
const apiKey = process.env.ELEVENLABS_API_KEY;
if (!apiKey) {
return new Response(
JSON.stringify({ error: "ELEVENLABS_API_KEY not set" }),
{
status: 500,
headers: { "Content-Type": "application/json" },
},
);
}
const voice = voiceId || "21m00Tcm4TlvDq8ikWAM";
const response = await fetch(
`https://api.elevenlabs.io/v1/text-to-speech/${voice}`,
{
method: "POST",
headers: {
"xi-api-key": apiKey,
"Content-Type": "application/json",
},
body: JSON.stringify({
text,
model_id: "eleven_monolingual_v1",
voice_settings: {
stability: 0.5,
similarity_boost: 0.75,
},
}),
},
);
if (!response.ok) {
return new Response(JSON.stringify({ error: "TTS generation failed" }), {
status: 500,
headers: { "Content-Type": "application/json" },
});
}
const audioBuffer = await response.arrayBuffer();
return new Response(audioBuffer, {
headers: {
"Content-Type": "audio/mpeg",
"Cache-Control": "public, max-age=3600",
},
});
}
@@ -0,0 +1,29 @@
import { NextResponse } from "next/server";
import { put } from "@vercel/blob";
export async function POST(request: Request) {
try {
const formData = await request.formData();
const file = formData.get("file") as File;
if (!file) {
return NextResponse.json({ error: "No file provided" }, { status: 400 });
}
const filenameFromForm = formData.get("filename");
const filename = filenameFromForm ? String(filenameFromForm) : file.name;
const cleanFilename = filename.toLowerCase().replace(/[^a-z0-9.]/g, "-");
const blob = await put(`game-engine/environments/${cleanFilename}`, file, {
access: "public",
});
return NextResponse.json({ url: blob.url, name: cleanFilename });
} catch (error) {
console.error("Failed to upload environment:", error);
return NextResponse.json(
{ error: "Failed to upload file" },
{ status: 500 },
);
}
}
@@ -0,0 +1,29 @@
import { NextResponse } from "next/server";
import { put } from "@vercel/blob";
export async function POST(request: Request) {
try {
const formData = await request.formData();
const file = formData.get("file") as File;
if (!file) {
return NextResponse.json({ error: "No file provided" }, { status: 400 });
}
const filenameFromForm = formData.get("filename");
const filename = filenameFromForm ? String(filenameFromForm) : file.name;
const cleanFilename = filename.toLowerCase().replace(/[^a-z0-9.]/g, "-");
const blob = await put(`game-engine/models/${cleanFilename}`, file, {
access: "public",
});
return NextResponse.json({ url: blob.url, name: cleanFilename });
} catch (error) {
console.error("Failed to upload model:", error);
return NextResponse.json(
{ error: "Failed to upload file" },
{ status: 500 },
);
}
}
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@import "tailwindcss";
@theme inline {
--color-background: #0a0a0a;
--color-foreground: #ededed;
--color-muted: #1e1e1e;
--color-muted-foreground: #888;
--color-border: #2a2a2a;
--color-input: #1a1a1a;
--color-primary: #fff;
--color-primary-foreground: #0a0a0a;
--color-accent: #333;
--color-accent-foreground: #ededed;
--color-destructive: #e53935;
}
html, body {
margin: 0;
background: var(--color-background);
color: var(--color-foreground);
font-family: system-ui, -apple-system, sans-serif;
overflow: hidden;
overscroll-behavior: none;
touch-action: none;
position: fixed;
width: 100%;
height: 100dvh;
-webkit-user-select: none;
user-select: none;
-webkit-touch-callout: none;
-webkit-tap-highlight-color: transparent;
}
input, textarea, [contenteditable] {
-webkit-user-select: text;
user-select: text;
-webkit-touch-callout: default;
font-size: 16px;
}
* {
box-sizing: border-box;
-webkit-tap-highlight-color: transparent;
}
@media (hover: none) {
button, a, [role="button"] {
-webkit-tap-highlight-color: transparent;
}
.hover\:bg-white\/5:hover { background-color: transparent !important; }
.hover\:bg-white\/10:hover { background-color: transparent !important; }
.hover\:bg-white\/20:hover { background-color: transparent !important; }
}
canvas {
-webkit-user-select: none;
user-select: none;
-webkit-touch-callout: none;
touch-action: none;
}
:root {
--sai-bottom: env(safe-area-inset-bottom, 0px);
--sai-top: env(safe-area-inset-top, 0px);
}
.safe-bottom {
padding-bottom: env(safe-area-inset-bottom, 0px);
}
@keyframes pulse-low {
0%, 100% { opacity: 1; }
50% { opacity: 0.6; }
}
.animate-pulse-low {
animation: pulse-low 1s ease-in-out infinite;
}
@keyframes fade-in {
from { opacity: 0; }
to { opacity: 1; }
}
.animate-fade-in {
animation: fade-in 0.5s ease-out forwards;
}
@keyframes screen-flash {
0% { opacity: 0.7; }
100% { opacity: 0; }
}
.animate-screen-flash {
animation: screen-flash 0.4s ease-out forwards;
}
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import type { Metadata } from "next";
import "./globals.css";
export const metadata: Metadata = {
title: "Game Engine | json-render",
description:
"Build 3D worlds with AI. A scene editor and game runtime powered by json-render specs and React Three Fiber.",
icons: { icon: "/icon.svg" },
};
export default function RootLayout({
children,
}: {
children: React.ReactNode;
}) {
return (
<html lang="en">
<head>
<meta
name="viewport"
content="width=device-width, initial-scale=1, viewport-fit=cover"
/>
</head>
<body>{children}</body>
</html>
);
}
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"use client";
import { GameEngine } from "@/components/game-engine";
export default function Page() {
return <GameEngine />;
}
@@ -0,0 +1,150 @@
"use client";
import { useState, useRef, useEffect } from "react";
import {
Plus,
Box,
Circle,
Cylinder,
Triangle,
Sun,
User,
Volume2,
Image,
Video,
Package,
Users,
Hexagon,
Spline,
Pentagon,
Shapes,
} from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
import type { ObjectType } from "@/lib/types";
const sections = [
{
label: "Basic Shapes",
items: [
{ type: "box" as ObjectType, label: "Box", icon: Box },
{ type: "sphere" as ObjectType, label: "Sphere", icon: Circle },
{ type: "cylinder" as ObjectType, label: "Cylinder", icon: Cylinder },
{ type: "cone" as ObjectType, label: "Cone", icon: Triangle },
{ type: "torus" as ObjectType, label: "Torus", icon: Circle },
{ type: "plane" as ObjectType, label: "Plane", icon: Box },
],
},
{
label: "Advanced Shapes",
items: [
{ type: "capsule" as ObjectType, label: "Capsule", icon: Cylinder },
{
type: "tetrahedron" as ObjectType,
label: "Tetrahedron",
icon: Triangle,
},
{ type: "octahedron" as ObjectType, label: "Octahedron", icon: Circle },
{
type: "dodecahedron" as ObjectType,
label: "Dodecahedron",
icon: Circle,
},
{ type: "icosahedron" as ObjectType, label: "Icosahedron", icon: Circle },
{ type: "knot" as ObjectType, label: "Knot", icon: Circle },
],
},
{
label: "Custom Geometry",
items: [
{ type: "extrude" as ObjectType, label: "Extrude", icon: Hexagon },
{ type: "tube" as ObjectType, label: "Tube", icon: Spline },
{ type: "shape" as ObjectType, label: "Shape", icon: Pentagon },
{ type: "mesh" as ObjectType, label: "Mesh", icon: Shapes },
],
},
{
label: "Environment",
items: [
{ type: "light" as ObjectType, label: "Light", icon: Sun },
{ type: "sound" as ObjectType, label: "Sound", icon: Volume2 },
],
},
{
label: "Media",
items: [
{ type: "image" as ObjectType, label: "Image", icon: Image },
{ type: "video" as ObjectType, label: "Video", icon: Video },
],
},
{
label: "Entities",
items: [
{ type: "player" as ObjectType, label: "Player", icon: User },
{ type: "character" as ObjectType, label: "Character", icon: Users },
{ type: "model" as ObjectType, label: "Model", icon: Package },
],
},
];
export function AddObjectButton() {
const [open, setOpen] = useState(false);
const addObject = useEditorStore((s) => s.addObject);
const popoverRef = useRef<HTMLDivElement>(null);
const isMobile = useIsMobile();
useEffect(() => {
if (!open) return;
const handleClickOutside = (e: PointerEvent) => {
if (
popoverRef.current &&
!popoverRef.current.contains(e.target as Node)
) {
setOpen(false);
}
};
document.addEventListener("pointerdown", handleClickOutside);
return () =>
document.removeEventListener("pointerdown", handleClickOutside);
}, [open]);
return (
<div className="absolute bottom-4 left-4 z-10" ref={popoverRef}>
{open && (
<div
className={`absolute bottom-14 left-0 ${isMobile ? "w-64" : "w-56"} bg-[#141414] border border-[#2a2a2a] rounded-lg shadow-xl overflow-hidden`}
>
<div className="max-h-80 overflow-y-auto py-1">
{sections.map((section) => (
<div key={section.label}>
<div className="px-3 py-1.5 text-[9px] font-semibold text-[#555] uppercase tracking-wider">
{section.label}
</div>
{section.items.map((item) => (
<button
key={item.type}
onClick={() => {
addObject(item.type);
setOpen(false);
}}
className={`w-full flex items-center gap-2.5 px-3 ${isMobile ? "py-2.5" : "py-1.5"} text-xs text-[#aaa] hover:text-white active:text-white hover:bg-white/5 active:bg-white/10 transition-colors`}
>
<item.icon size={isMobile ? 16 : 12} />
{item.label}
</button>
))}
</div>
))}
</div>
</div>
)}
<button
onClick={() => setOpen(!open)}
className={`${isMobile ? "w-11 h-11" : "w-9 h-9"} flex items-center justify-center rounded-full bg-white/10 hover:bg-white/20 active:bg-white/30 text-white transition-colors backdrop-blur-sm`}
title="Add object"
>
<Plus size={isMobile ? 20 : 18} />
</button>
</div>
);
}
@@ -0,0 +1,213 @@
"use client";
import { useState, useRef, useMemo } from "react";
import { MessageSquare, X, ArrowUp, Loader2 } from "lucide-react";
import { deepMergeSpec } from "@json-render/core";
import type { Spec } from "@json-render/core";
import { parse } from "yaml";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
import { sceneToSpec } from "@/lib/scene-to-spec";
import { specToSceneObjects } from "@/lib/spec-to-scene";
function stripFences(text: string): string {
return text
.replace(/```yaml-edit\s*\n?/g, "")
.replace(/```yaml-spec\s*\n?/g, "")
.replace(/```\s*$/gm, "")
.trim();
}
export function AIPrompt() {
const [open, setOpen] = useState(false);
const [prompt, setPrompt] = useState("");
const [isProcessing, setIsProcessing] = useState(false);
const [message, setMessage] = useState("");
const [previousPrompts, setPreviousPrompts] = useState<string[]>([]);
const inputRef = useRef<HTMLInputElement>(null);
const isMobile = useIsMobile();
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const replaceSceneObjects = useEditorStore((s) => s.replaceSceneObjects);
const setIsPromptOpen = useEditorStore((s) => s.setIsPromptOpen);
const activeScene = useMemo(
() => scenes.find((s) => s.id === activeSceneId),
[scenes, activeSceneId],
);
const handleSubmit = async () => {
if (!prompt.trim() || isProcessing || !activeScene) return;
setIsProcessing(true);
setMessage("Thinking...");
setIsPromptOpen(true);
try {
const currentSpec = sceneToSpec(activeScene);
const res = await fetch("/api/ai", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({
prompt,
spec: currentSpec,
previousPrompts,
}),
});
if (!res.ok) {
setMessage("Error: " + res.statusText);
return;
}
const reader = res.body?.getReader();
if (!reader) return;
const decoder = new TextDecoder();
let accumulated = "";
let lastAppliedJson = "";
const baseSpec = JSON.parse(JSON.stringify(currentSpec));
while (true) {
const { done, value } = await reader.read();
if (done) break;
const chunk = decoder.decode(value, { stream: true });
accumulated += chunk;
if (!chunk.includes("\n")) continue;
const stripped = stripFences(accumulated);
if (!stripped) continue;
try {
const editObj = parse(stripped);
if (
editObj &&
typeof editObj === "object" &&
!Array.isArray(editObj)
) {
const editJson = JSON.stringify(editObj);
if (editJson === lastAppliedJson) continue;
lastAppliedJson = editJson;
const merged = deepMergeSpec(
JSON.parse(JSON.stringify(baseSpec)),
editObj as Record<string, unknown>,
);
const patchedSpec = merged as unknown as Spec;
const newObjects = specToSceneObjects(patchedSpec);
if (newObjects.length > 0) {
replaceSceneObjects(newObjects);
}
}
} catch {
// Incomplete YAML — wait for more data
}
}
// Final parse to catch any remaining content
const stripped = stripFences(accumulated);
if (stripped) {
try {
const editObj = parse(stripped);
if (
editObj &&
typeof editObj === "object" &&
!Array.isArray(editObj)
) {
const merged = deepMergeSpec(
JSON.parse(JSON.stringify(baseSpec)),
editObj as Record<string, unknown>,
);
const patchedSpec = merged as unknown as Spec;
const newObjects = specToSceneObjects(patchedSpec);
if (newObjects.length > 0) {
replaceSceneObjects(newObjects);
}
}
} catch {
// Parse failed
}
}
setPreviousPrompts((prev) => [...prev, prompt]);
setMessage("Done");
setPrompt("");
} catch {
setMessage("Error occurred");
} finally {
setIsProcessing(false);
setIsPromptOpen(false);
setTimeout(() => setMessage(""), 3000);
}
};
if (!open) {
return (
<button
onClick={() => {
setOpen(true);
setTimeout(() => inputRef.current?.focus(), 100);
}}
className={`absolute bottom-4 right-4 z-10 ${isMobile ? "w-11 h-11" : "w-9 h-9"} flex items-center justify-center rounded-full bg-white/10 hover:bg-white/20 active:bg-white/30 text-white transition-colors backdrop-blur-sm`}
title="AI Scene Editor"
>
<MessageSquare size={isMobile ? 18 : 16} />
</button>
);
}
return (
<div
className={`absolute bottom-4 right-4 z-10 ${isMobile ? "left-4 right-4 w-auto" : "w-80"}`}
>
<div className="bg-[#141414] border border-[#2a2a2a] rounded-lg shadow-xl overflow-hidden">
<div className="flex items-center justify-between px-3 py-2 border-b border-[#1e1e1e]">
<span className="text-[10px] font-semibold text-[#666] uppercase tracking-wider">
AI Scene Editor
</span>
<button
onClick={() => setOpen(false)}
className="p-1.5 text-[#666] hover:text-white active:text-white"
>
<X size={14} />
</button>
</div>
<div className="p-3">
<div className="flex gap-2">
<input
ref={inputRef}
type="text"
value={prompt}
onChange={(e) => setPrompt(e.target.value)}
onKeyDown={(e) => e.key === "Enter" && handleSubmit()}
placeholder="Describe scene changes..."
disabled={isProcessing}
className={`flex-1 bg-[#1a1a1a] border border-[#2a2a2a] rounded px-2.5 ${isMobile ? "py-2.5 text-base" : "py-1.5 text-xs"} text-[#ccc] outline-none focus:border-[#555] placeholder:text-[#444] disabled:opacity-50`}
/>
<button
onClick={handleSubmit}
disabled={isProcessing || !prompt.trim()}
className={`${isMobile ? "p-2.5" : "p-1.5"} rounded bg-white/10 hover:bg-white/20 active:bg-white/30 text-white disabled:opacity-30 disabled:cursor-not-allowed transition-colors`}
>
{isProcessing ? (
<Loader2 size={14} className="animate-spin" />
) : (
<ArrowUp size={14} />
)}
</button>
</div>
{message && (
<div className="mt-2 text-[10px] text-[#666] flex items-center gap-1.5">
{isProcessing && <Loader2 size={10} className="animate-spin" />}
{message}
</div>
)}
</div>
</div>
</div>
);
}
@@ -0,0 +1,183 @@
"use client";
import { useState, useCallback, useEffect, useRef } from "react";
import { Upload } from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
export function DropZone() {
const [isDragging, setIsDragging] = useState(false);
const [isUploading, setIsUploading] = useState(false);
const dragCounter = useRef(0);
const fileInputRef = useRef<HTMLInputElement>(null);
const createCustomObject = useEditorStore((s) => s.createCustomObject);
const isPlaying = useEditorStore((s) => s.isPlaying);
const isMobile = useIsMobile();
const hasGlbFiles = useCallback((e: DragEvent) => {
if (e.dataTransfer?.types.includes("Files")) return true;
return false;
}, []);
const processFiles = useCallback(
async (files: File[]) => {
const glbFiles = files.filter(
(f) =>
f.name.endsWith(".glb") ||
f.name.endsWith(".gltf") ||
f.type === "model/gltf-binary" ||
f.type === "model/gltf+json",
);
if (glbFiles.length === 0) return;
setIsUploading(true);
for (const file of glbFiles) {
try {
let modelUrl: string;
try {
const formData = new FormData();
formData.append("file", file);
formData.append("filename", file.name);
const res = await fetch("/api/upload-model", {
method: "POST",
body: formData,
});
if (res.ok) {
const data = await res.json();
modelUrl = data.url;
} else {
modelUrl = URL.createObjectURL(file);
}
} catch {
modelUrl = URL.createObjectURL(file);
}
const name = file.name.replace(/\.(glb|gltf)$/i, "");
createCustomObject("model", {
name: name.charAt(0).toUpperCase() + name.slice(1),
modelUrl,
position: [0, 0, 0],
scale: [1, 1, 1],
});
} catch (err) {
console.error("Failed to add model:", err);
}
}
setIsUploading(false);
},
[createCustomObject],
);
useEffect(() => {
if (isPlaying) return;
const handleDragEnter = (e: DragEvent) => {
e.preventDefault();
e.stopPropagation();
dragCounter.current++;
if (hasGlbFiles(e)) {
setIsDragging(true);
}
};
const handleDragOver = (e: DragEvent) => {
e.preventDefault();
e.stopPropagation();
if (e.dataTransfer) {
e.dataTransfer.dropEffect = "copy";
}
};
const handleDragLeave = (e: DragEvent) => {
e.preventDefault();
e.stopPropagation();
dragCounter.current--;
if (dragCounter.current <= 0) {
dragCounter.current = 0;
setIsDragging(false);
}
};
const handleDrop = async (e: DragEvent) => {
e.preventDefault();
e.stopPropagation();
dragCounter.current = 0;
setIsDragging(false);
if (!e.dataTransfer) return;
await processFiles(Array.from(e.dataTransfer.files));
};
window.addEventListener("dragenter", handleDragEnter);
window.addEventListener("dragover", handleDragOver);
window.addEventListener("dragleave", handleDragLeave);
window.addEventListener("drop", handleDrop);
return () => {
window.removeEventListener("dragenter", handleDragEnter);
window.removeEventListener("dragover", handleDragOver);
window.removeEventListener("dragleave", handleDragLeave);
window.removeEventListener("drop", handleDrop);
};
}, [isPlaying, hasGlbFiles, processFiles]);
const handleFileInputChange = async (
e: React.ChangeEvent<HTMLInputElement>,
) => {
if (e.target.files) {
await processFiles(Array.from(e.target.files));
}
if (fileInputRef.current) {
fileInputRef.current.value = "";
}
};
if (isPlaying) return null;
return (
<>
{isDragging && (
<div className="absolute inset-0 bg-blue-500/10 border-2 border-dashed border-blue-500/50 rounded-lg flex items-center justify-center z-[6] pointer-events-none">
<div className="bg-black/70 backdrop-blur-sm rounded-lg px-6 py-4 flex flex-col items-center gap-2">
<Upload className="w-8 h-8 text-blue-400" />
<span className="text-sm text-blue-300 font-medium">
Drop .glb file to add model
</span>
</div>
</div>
)}
{isUploading && (
<div className="absolute inset-0 flex items-center justify-center pointer-events-none z-[6]">
<div className="bg-black/70 backdrop-blur-sm rounded-lg px-6 py-4">
<span className="text-sm text-white">Adding model...</span>
</div>
</div>
)}
{isMobile && (
<>
<input
ref={fileInputRef}
type="file"
accept=".glb,.gltf"
multiple
onChange={handleFileInputChange}
className="hidden"
/>
<button
onClick={() => fileInputRef.current?.click()}
className="absolute bottom-4 left-[4.5rem] z-10 w-11 h-11 flex items-center justify-center rounded-full bg-white/10 active:bg-white/30 text-white transition-colors backdrop-blur-sm"
title="Import .glb model"
>
<Upload size={18} />
</button>
</>
)}
</>
);
}
@@ -0,0 +1,86 @@
"use client";
import { useMemo, useState, useEffect, type ReactNode } from "react";
import { stringify } from "yaml";
import { useEditorStore } from "@/lib/store";
import { sceneToSpec } from "@/lib/scene-to-spec";
const YAML_TOKEN_RE =
/(^[ \t]*[\w][\w.-]*:(?=\s|$))|("(?:\\.|[^"\\])*"|'(?:\\'|[^'\\])*')|(true|false)|(null|~)|(-?\d+(?:\.\d+)?(?:[eE][+-]?\d+)?(?=\s|$))/gm;
function highlightYaml(yaml: string): ReactNode[] {
const parts: ReactNode[] = [];
let lastIndex = 0;
let match: RegExpExecArray | null;
while ((match = YAML_TOKEN_RE.exec(yaml)) !== null) {
if (match.index > lastIndex) {
parts.push(yaml.slice(lastIndex, match.index));
}
const [full, key, str, bool, nil, num] = match;
let color: string;
if (key) color = "#c4a7e7";
else if (str) color = "#a8d4a2";
else if (bool) color = "#f6c177";
else if (nil) color = "#6e6a86";
else if (num) color = "#ebbcba";
else color = "#8a8a8a";
parts.push(
<span key={match.index} style={{ color }}>
{full}
</span>,
);
lastIndex = match.index + full.length;
}
if (lastIndex < yaml.length) {
parts.push(yaml.slice(lastIndex));
}
return parts;
}
export function JsonPane() {
const [mounted, setMounted] = useState(false);
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
useEffect(() => setMounted(true), []);
const activeScene = useMemo(
() => scenes.find((s) => s.id === activeSceneId) || scenes[0],
[scenes, activeSceneId],
);
const spec = useMemo(() => {
if (!activeScene) return null;
return sceneToSpec(activeScene);
}, [activeScene]);
const yaml = useMemo(() => {
if (!spec) return "";
return stringify(spec, { indent: 2, lineWidth: 0 });
}, [spec]);
const highlighted = useMemo(() => {
if (!yaml) return null;
return highlightYaml(yaml);
}, [yaml]);
return (
<div className="flex flex-col h-full">
<div className="h-9 flex items-center px-3 border-b border-[#1e1e1e] flex-shrink-0">
<span className="text-[10px] font-semibold text-[#555] uppercase tracking-wider font-mono">
Spec
</span>
</div>
<div className="flex-1 overflow-auto">
<pre className="p-3 text-[11px] leading-[1.5] text-[#555] font-mono whitespace-pre select-all">
{mounted ? highlighted : ""}
</pre>
</div>
</div>
);
}
@@ -0,0 +1,111 @@
"use client";
import { useState, useRef, useEffect } from "react";
import { ChevronDown, Plus, Copy, Trash2 } from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
export function SceneDropdown() {
const [open, setOpen] = useState(false);
const ref = useRef<HTMLDivElement>(null);
const {
scenes,
activeSceneId,
setActiveScene,
createScene,
duplicateScene,
deleteScene,
} = useEditorStore();
const activeScene = scenes.find((s) => s.id === activeSceneId) || scenes[0];
const isMobile = useIsMobile();
useEffect(() => {
function handleClickOutside(e: PointerEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
setOpen(false);
}
}
document.addEventListener("pointerdown", handleClickOutside);
return () =>
document.removeEventListener("pointerdown", handleClickOutside);
}, []);
return (
<div ref={ref} className="relative">
<button
onClick={() => setOpen(!open)}
className="flex items-center gap-1.5 px-2 py-1 rounded text-xs text-[#ccc] hover:text-white hover:bg-white/5 transition-colors"
>
<span className="truncate max-w-[120px]">{activeScene?.name}</span>
<ChevronDown
size={12}
className={`transition-transform ${open ? "rotate-180" : ""}`}
/>
</button>
{open && (
<div className="absolute top-full left-0 mt-1 w-56 bg-[#1a1a1a] border border-[#2a2a2a] rounded-md shadow-xl z-50 overflow-hidden">
<button
onClick={() => {
createScene(`Scene ${scenes.length + 1}`);
setOpen(false);
}}
className={`w-full flex items-center gap-2 px-3 ${isMobile ? "py-2.5" : "py-2"} text-xs text-[#ccc] hover:bg-white/5 hover:text-white active:bg-white/10 transition-colors`}
>
<Plus size={12} />
New Scene
</button>
<div className="h-px bg-[#2a2a2a]" />
<div className="max-h-60 overflow-y-auto py-1">
{scenes.map((scene) => (
<div
key={scene.id}
className={`group flex items-center justify-between px-3 ${isMobile ? "py-2.5" : "py-1.5"} cursor-pointer text-xs transition-colors ${
scene.id === activeSceneId
? "bg-white/8 text-white"
: "text-[#888] hover:text-[#ccc] hover:bg-white/3"
}`}
onClick={() => {
setActiveScene(scene.id);
setOpen(false);
}}
>
<span className="truncate">{scene.name}</span>
<div
className={`${isMobile ? "flex" : "hidden group-hover:flex"} items-center gap-0.5`}
>
<button
onClick={(e) => {
e.stopPropagation();
duplicateScene(scene.id);
}}
className={`${isMobile ? "p-1.5" : "p-0.5"} text-[#666] hover:text-white active:text-white`}
title="Duplicate"
>
<Copy size={isMobile ? 14 : 10} />
</button>
{scenes.length > 1 && (
<button
onClick={(e) => {
e.stopPropagation();
deleteScene(scene.id);
}}
className={`${isMobile ? "p-1.5" : "p-0.5"} text-[#666] hover:text-red-400 active:text-red-400`}
title="Delete"
>
<Trash2 size={isMobile ? 14 : 10} />
</button>
)}
</div>
</div>
))}
</div>
</div>
)}
</div>
);
}
@@ -0,0 +1,706 @@
"use client";
import { useState } from "react";
import { ChevronDown, ChevronRight, Eye, EyeOff, Trash2 } from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
import type { SceneObject, Physics, LightType } from "@/lib/types";
function Section({
label,
defaultOpen = true,
children,
}: {
label: string;
defaultOpen?: boolean;
children: React.ReactNode;
}) {
const [open, setOpen] = useState(defaultOpen);
return (
<div className="border-b border-[#1e1e1e]">
<button
onClick={() => setOpen(!open)}
className="w-full flex items-center gap-1.5 px-3 py-2.5 sm:py-2 text-[10px] font-semibold text-[#666] uppercase tracking-wider hover:text-[#999] active:text-[#999] min-h-[44px] sm:min-h-0"
>
{open ? <ChevronDown size={10} /> : <ChevronRight size={10} />}
{label}
</button>
{open && (
<div className="px-3 pb-3 space-y-2.5 sm:space-y-2">{children}</div>
)}
</div>
);
}
function Field({
label,
children,
}: {
label: string;
children: React.ReactNode;
}) {
return (
<div className="flex items-center gap-2">
<label className="text-[10px] text-[#666] w-16 flex-shrink-0">
{label}
</label>
<div className="flex-1">{children}</div>
</div>
);
}
function NumberInput({
value,
onChange,
step = 0.1,
}: {
value: number;
onChange: (v: number) => void;
step?: number;
}) {
return (
<input
type="number"
value={value != null ? Number(value.toFixed(3)) : 0}
onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
step={step}
className="w-full bg-[#1a1a1a] border border-[#2a2a2a] rounded px-1.5 py-1 sm:py-0.5 text-xs sm:text-[11px] text-[#ccc] outline-none focus:border-[#555]"
/>
);
}
function Vec3Input({
value,
onChange,
labels = ["X", "Y", "Z"],
}: {
value: [number, number, number];
onChange: (v: [number, number, number]) => void;
labels?: [string, string, string];
}) {
return (
<div className="flex gap-1">
{[0, 1, 2].map((i) => (
<div key={i} className="flex-1">
<div className="text-[8px] text-[#555] mb-0.5">{labels[i]}</div>
<NumberInput
value={value[i] ?? 0}
onChange={(v) => {
const next = [...value] as [number, number, number];
next[i] = v;
onChange(next);
}}
/>
</div>
))}
</div>
);
}
function ColorInput({
value,
onChange,
}: {
value: string;
onChange: (v: string) => void;
}) {
return (
<div className="flex items-center gap-1.5">
<input
type="color"
value={value}
onChange={(e) => onChange(e.target.value)}
className="w-8 h-8 sm:w-6 sm:h-6 rounded border border-[#2a2a2a] cursor-pointer bg-transparent"
/>
<input
type="text"
value={value}
onChange={(e) => onChange(e.target.value)}
className="flex-1 bg-[#1a1a1a] border border-[#2a2a2a] rounded px-1.5 py-1 sm:py-0.5 text-xs sm:text-[11px] text-[#ccc] outline-none focus:border-[#555]"
/>
</div>
);
}
function SelectInput({
value,
onChange,
options,
}: {
value: string;
onChange: (v: string) => void;
options: { value: string; label: string }[];
}) {
return (
<select
value={value}
onChange={(e) => onChange(e.target.value)}
className="w-full bg-[#1a1a1a] border border-[#2a2a2a] rounded px-1.5 py-1 sm:py-0.5 text-xs sm:text-[11px] text-[#ccc] outline-none focus:border-[#555]"
>
{options.map((opt) => (
<option key={opt.value} value={opt.value}>
{opt.label}
</option>
))}
</select>
);
}
function CheckboxInput({
value,
onChange,
label,
}: {
value: boolean;
onChange: (v: boolean) => void;
label: string;
}) {
return (
<label className="flex items-center gap-2 text-xs sm:text-[11px] text-[#ccc] cursor-pointer py-0.5">
<input
type="checkbox"
checked={value}
onChange={(e) => onChange(e.target.checked)}
className="rounded border-[#2a2a2a] w-4 h-4 sm:w-3.5 sm:h-3.5"
/>
{label}
</label>
);
}
function ObjectListItem({ obj }: { obj: SceneObject }) {
const {
selectedObjectId,
selectObject,
removeObject,
toggleObjectVisibility,
} = useEditorStore();
const isSelected = selectedObjectId === obj.id;
const isMobile = useIsMobile();
return (
<div
className={`group flex items-center justify-between px-2 ${isMobile ? "py-2" : "py-1"} rounded cursor-pointer text-[11px] ${
isSelected
? "bg-white/10 text-white"
: "text-[#888] hover:text-[#ccc] hover:bg-white/5"
}`}
onClick={() => selectObject(obj.id)}
>
<span className="truncate">{obj.name}</span>
<div
className={`${isMobile || isSelected ? "flex" : "hidden group-hover:flex"} items-center gap-1`}
>
<button
onClick={(e) => {
e.stopPropagation();
toggleObjectVisibility(obj.id);
}}
className={`${isMobile ? "p-1.5" : "p-0.5"} text-[#666] hover:text-white active:text-white`}
>
{obj.visible ? (
<Eye size={isMobile ? 14 : 10} />
) : (
<EyeOff size={isMobile ? 14 : 10} />
)}
</button>
<button
onClick={(e) => {
e.stopPropagation();
removeObject(obj.id);
}}
className={`${isMobile ? "p-1.5" : "p-0.5"} text-[#666] hover:text-red-400 active:text-red-400`}
>
<Trash2 size={isMobile ? 14 : 10} />
</button>
</div>
</div>
);
}
function TransformEditor({ obj }: { obj: SceneObject }) {
const updateObjectTransform = useEditorStore((s) => s.updateObjectTransform);
const saveToHistory = useEditorStore((s) => s.saveToHistory);
return (
<Section label="Transform">
<Field label="Position">
<Vec3Input
value={obj.position}
onChange={(v) => {
updateObjectTransform(obj.id, { position: v });
saveToHistory();
}}
/>
</Field>
<Field label="Rotation">
<Vec3Input
value={obj.rotation}
onChange={(v) => {
updateObjectTransform(obj.id, { rotation: v });
saveToHistory();
}}
/>
</Field>
<Field label="Scale">
<Vec3Input
value={obj.scale}
onChange={(v) => {
updateObjectTransform(obj.id, { scale: v });
saveToHistory();
}}
/>
</Field>
</Section>
);
}
function MaterialEditor({ obj }: { obj: SceneObject }) {
const updateObjectMaterial = useEditorStore((s) => s.updateObjectMaterial);
return (
<Section label="Material">
<Field label="Color">
<ColorInput
value={obj.material.color}
onChange={(v) => updateObjectMaterial(obj.id, { color: v })}
/>
</Field>
<Field label="Metalness">
<NumberInput
value={obj.material.metalness}
onChange={(v) => updateObjectMaterial(obj.id, { metalness: v })}
step={0.05}
/>
</Field>
<Field label="Roughness">
<NumberInput
value={obj.material.roughness}
onChange={(v) => updateObjectMaterial(obj.id, { roughness: v })}
step={0.05}
/>
</Field>
<Field label="Emissive">
<ColorInput
value={obj.material.emissive}
onChange={(v) => updateObjectMaterial(obj.id, { emissive: v })}
/>
</Field>
<Field label="Emit Int.">
<NumberInput
value={obj.material.emissiveIntensity}
onChange={(v) =>
updateObjectMaterial(obj.id, { emissiveIntensity: v })
}
step={0.1}
/>
</Field>
</Section>
);
}
function PhysicsEditor({ obj }: { obj: SceneObject }) {
const updateObjectPhysics = useEditorStore((s) => s.updateObjectPhysics);
return (
<Section label="Physics" defaultOpen={false}>
<Field label="Collider">
<SelectInput
value={obj.physics.colliderType}
onChange={(v) =>
updateObjectPhysics(obj.id, {
colliderType: v as Physics["colliderType"],
})
}
options={[
{ value: "none", label: "None" },
{ value: "cuboid", label: "Cuboid" },
{ value: "ball", label: "Ball" },
{ value: "capsule", label: "Capsule" },
]}
/>
</Field>
{obj.physics.colliderType !== "none" && (
<>
<Field label="Mass">
<NumberInput
value={obj.physics.mass}
onChange={(v) => updateObjectPhysics(obj.id, { mass: v })}
/>
</Field>
<CheckboxInput
value={obj.physics.isStatic}
onChange={(v) => updateObjectPhysics(obj.id, { isStatic: v })}
label="Static"
/>
<Field label="Bounce">
<NumberInput
value={obj.physics.restitution}
onChange={(v) => updateObjectPhysics(obj.id, { restitution: v })}
step={0.05}
/>
</Field>
<Field label="Friction">
<NumberInput
value={obj.physics.friction}
onChange={(v) => updateObjectPhysics(obj.id, { friction: v })}
step={0.05}
/>
</Field>
</>
)}
</Section>
);
}
function DamageEditor({ obj }: { obj: SceneObject }) {
const updateDamage = useEditorStore((s) => s.updateDamage);
const dmg = obj.damage || { amount: 0, enabled: false };
return (
<Section label="Damage" defaultOpen={false}>
<CheckboxInput
value={dmg.enabled}
onChange={(v) => updateDamage(obj.id, { enabled: v })}
label="Enabled"
/>
{dmg.enabled && (
<Field label="Amount">
<NumberInput
value={dmg.amount}
onChange={(v) => updateDamage(obj.id, { amount: v })}
step={1}
/>
</Field>
)}
</Section>
);
}
function LightEditor({ obj }: { obj: SceneObject }) {
const updateObjectGeneral = useEditorStore((s) => s.updateObjectGeneral);
return (
<Section label="Light">
<Field label="Type">
<SelectInput
value={obj.lightType || "point"}
onChange={(v) =>
updateObjectGeneral(obj.id, { lightType: v as LightType })
}
options={[
{ value: "ambient", label: "Ambient" },
{ value: "directional", label: "Directional" },
{ value: "point", label: "Point" },
{ value: "spot", label: "Spot" },
]}
/>
</Field>
<Field label="Intensity">
<NumberInput
value={obj.intensity ?? 1}
onChange={(v) => updateObjectGeneral(obj.id, { intensity: v })}
step={0.1}
/>
</Field>
{(obj.lightType === "point" || obj.lightType === "spot") && (
<Field label="Distance">
<NumberInput
value={obj.distance ?? 0}
onChange={(v) => updateObjectGeneral(obj.id, { distance: v })}
/>
</Field>
)}
{obj.lightType === "spot" && (
<>
<Field label="Angle">
<NumberInput
value={obj.angle ?? Math.PI / 3}
onChange={(v) => updateObjectGeneral(obj.id, { angle: v })}
step={0.05}
/>
</Field>
<Field label="Penumbra">
<NumberInput
value={obj.penumbra ?? 0}
onChange={(v) => updateObjectGeneral(obj.id, { penumbra: v })}
step={0.05}
/>
</Field>
</>
)}
</Section>
);
}
function TextInput({
value,
onChange,
placeholder,
}: {
value: string;
onChange: (v: string) => void;
placeholder?: string;
}) {
return (
<input
type="text"
value={value}
onChange={(e) => onChange(e.target.value)}
placeholder={placeholder}
className="w-full bg-[#1a1a1a] border border-[#2a2a2a] rounded px-1.5 py-1 sm:py-0.5 text-xs sm:text-[11px] text-[#ccc] outline-none focus:border-[#555] placeholder:text-[#444]"
/>
);
}
function ModelUrlEditor({ obj }: { obj: SceneObject }) {
const updateObjectGeneral = useEditorStore((s) => s.updateObjectGeneral);
return (
<Section label="Model">
<Field label="URL">
<TextInput
value={obj.modelUrl || ""}
onChange={(v) => updateObjectGeneral(obj.id, { modelUrl: v })}
placeholder="/models/example.glb"
/>
</Field>
<p className="text-[9px] text-[#555] leading-relaxed">
Enter a URL to a .glb or .gltf file. Place files in public/models/ to
use local paths like /models/file.glb
</p>
</Section>
);
}
function CharacterEditor({ obj }: { obj: SceneObject }) {
const updateCharacter = useEditorStore((s) => s.updateCharacter);
const role = obj.character?.role || "";
return (
<Section label="Character" defaultOpen={false}>
<Field label="Role">
<TextInput
value={role}
onChange={(v) => updateCharacter(obj.id, { role: v })}
placeholder="e.g. village guard, merchant"
/>
</Field>
</Section>
);
}
function EnvironmentEditor() {
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const updateEnvironmentSettings = useEditorStore(
(s) => s.updateEnvironmentSettings,
);
const activeScene = scenes.find((s) => s.id === activeSceneId);
if (!activeScene) return null;
const env = activeScene.environmentSettings;
return (
<Section label="Environment" defaultOpen={false}>
<Field label="Preset">
<SelectInput
value={env.preset}
onChange={(v) => updateEnvironmentSettings({ preset: v })}
options={[
{ value: "apartment", label: "Apartment" },
{ value: "city", label: "City" },
{ value: "dawn", label: "Dawn" },
{ value: "forest", label: "Forest" },
{ value: "lobby", label: "Lobby" },
{ value: "night", label: "Night" },
{ value: "park", label: "Park" },
{ value: "studio", label: "Studio" },
{ value: "sunset", label: "Sunset" },
{ value: "warehouse", label: "Warehouse" },
]}
/>
</Field>
<Field label="Intensity">
<NumberInput
value={env.intensity}
onChange={(v) => updateEnvironmentSettings({ intensity: v })}
step={0.1}
/>
</Field>
<Field label="Blur">
<NumberInput
value={env.blur}
onChange={(v) => updateEnvironmentSettings({ blur: v })}
step={0.1}
/>
</Field>
</Section>
);
}
function FogEditor() {
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const updateSceneSettings = useEditorStore((s) => s.updateSceneSettings);
const activeScene = scenes.find((s) => s.id === activeSceneId);
if (!activeScene) return null;
const fog = activeScene.sceneSettings.fog;
return (
<Section label="Fog" defaultOpen={false}>
<CheckboxInput
value={fog.enabled}
onChange={(v) => updateSceneSettings({ fog: { ...fog, enabled: v } })}
label="Enabled"
/>
{fog.enabled && (
<>
<Field label="Color">
<ColorInput
value={fog.color}
onChange={(v) =>
updateSceneSettings({ fog: { ...fog, color: v } })
}
/>
</Field>
<Field label="Near">
<NumberInput
value={fog.near}
onChange={(v) =>
updateSceneSettings({ fog: { ...fog, near: v } })
}
/>
</Field>
<Field label="Far">
<NumberInput
value={fog.far}
onChange={(v) => updateSceneSettings({ fog: { ...fog, far: v } })}
/>
</Field>
</>
)}
</Section>
);
}
function GridEditor() {
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const updateSceneSettings = useEditorStore((s) => s.updateSceneSettings);
const activeScene = scenes.find((s) => s.id === activeSceneId);
if (!activeScene) return null;
const grid = activeScene.sceneSettings.grid;
return (
<Section label="Grid" defaultOpen={false}>
<CheckboxInput
value={grid.visible}
onChange={(v) => updateSceneSettings({ grid: { ...grid, visible: v } })}
label="Visible"
/>
{grid.visible && (
<>
<Field label="Size">
<NumberInput
value={grid.size}
onChange={(v) =>
updateSceneSettings({ grid: { ...grid, size: v } })
}
step={0.5}
/>
</Field>
<Field label="Divisions">
<NumberInput
value={grid.divisions}
onChange={(v) =>
updateSceneSettings({
grid: { ...grid, divisions: Math.max(1, Math.round(v)) },
})
}
step={1}
/>
</Field>
<Field label="Fade Dist">
<NumberInput
value={grid.fadeDistance}
onChange={(v) =>
updateSceneSettings({ grid: { ...grid, fadeDistance: v } })
}
step={10}
/>
</Field>
<Field label="Fade Str">
<NumberInput
value={grid.fadeStrength}
onChange={(v) =>
updateSceneSettings({ grid: { ...grid, fadeStrength: v } })
}
step={0.1}
/>
</Field>
</>
)}
</Section>
);
}
export function SceneInspector() {
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const selectedObjectId = useEditorStore((s) => s.selectedObjectId);
const activeScene = scenes.find((s) => s.id === activeSceneId);
const objects = activeScene?.objects ?? [];
const selectedObj = selectedObjectId
? objects.find((o) => o.id === selectedObjectId)
: null;
return (
<div className="flex flex-col h-full">
{/* Object list */}
<Section label="Scene Objects">
<div className="space-y-0.5 max-h-40 overflow-y-auto">
{objects.map((obj) => (
<ObjectListItem key={obj.id} obj={obj} />
))}
</div>
</Section>
{/* Selected object editors */}
{selectedObj && (
<>
<div className="px-3 py-1.5 border-b border-[#1e1e1e]">
<div className="text-[10px] text-[#555] uppercase tracking-wider">
{selectedObj.name}
</div>
</div>
<TransformEditor obj={selectedObj} />
{selectedObj.type !== "light" &&
selectedObj.type !== "player" &&
selectedObj.type !== "sound" && (
<MaterialEditor obj={selectedObj} />
)}
{selectedObj.type !== "light" && selectedObj.type !== "player" && (
<PhysicsEditor obj={selectedObj} />
)}
{selectedObj.type !== "light" &&
selectedObj.type !== "player" &&
selectedObj.type !== "sound" && <DamageEditor obj={selectedObj} />}
{selectedObj.type === "light" && <LightEditor obj={selectedObj} />}
{(selectedObj.type === "model" ||
selectedObj.type === "character") && (
<ModelUrlEditor obj={selectedObj} />
)}
{selectedObj.type === "character" && (
<CharacterEditor obj={selectedObj} />
)}
</>
)}
{/* Scene-level editors */}
<EnvironmentEditor />
<FogEditor />
<GridEditor />
</div>
);
}
@@ -0,0 +1,71 @@
"use client";
import { Copy, Trash2, Plus } from "lucide-react";
import { useEditorStore } from "@/lib/store";
export function SceneSelector() {
const {
scenes,
activeSceneId,
setActiveScene,
createScene,
duplicateScene,
deleteScene,
} = useEditorStore();
return (
<div className="flex flex-col h-full">
<div className="h-9 flex items-center justify-between px-3 border-b border-[#1e1e1e] flex-shrink-0">
<span className="text-[10px] font-semibold text-[#555] uppercase tracking-wider font-mono">
Scenes
</span>
<button
onClick={() => createScene(`Scene ${scenes.length + 1}`)}
className="p-1 text-[#666] hover:text-white transition-colors"
title="New scene"
>
<Plus size={12} />
</button>
</div>
<div className="flex-1 overflow-y-auto py-1">
{scenes.map((scene) => (
<div
key={scene.id}
className={`group flex items-center justify-between px-3 py-1.5 cursor-pointer text-xs ${
scene.id === activeSceneId
? "bg-white/8 text-white border-l-2 border-white"
: "text-[#888] hover:text-[#ccc] border-l-2 border-transparent"
}`}
onClick={() => setActiveScene(scene.id)}
>
<span className="truncate">{scene.name}</span>
<div className="hidden group-hover:flex items-center gap-0.5">
<button
onClick={(e) => {
e.stopPropagation();
duplicateScene(scene.id);
}}
className="p-0.5 text-[#666] hover:text-white"
title="Duplicate"
>
<Copy size={10} />
</button>
{scenes.length > 1 && (
<button
onClick={(e) => {
e.stopPropagation();
deleteScene(scene.id);
}}
className="p-0.5 text-[#666] hover:text-red-400"
title="Delete"
>
<Trash2 size={10} />
</button>
)}
</div>
</div>
))}
</div>
</div>
);
}
@@ -0,0 +1,268 @@
"use client";
import { useState } from "react";
import {
Play,
Square,
Move,
RotateCcw,
Maximize,
MousePointer,
Undo2,
Redo2,
Eye,
User,
} from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { SceneDropdown } from "./scene-dropdown";
export function Toolbar() {
const {
transformMode,
setTransformMode,
isPlaying,
setIsPlaying,
canUndo,
canRedo,
undo,
redo,
viewMode,
setViewMode,
} = useEditorStore();
const [moreOpen, setMoreOpen] = useState(false);
return (
<div
className="relative z-20 flex items-center justify-between px-2 sm:px-3 border-b border-[#1e1e1e] bg-[#0f0f0f] shrink-0"
style={{ minHeight: 44, paddingTop: "env(safe-area-inset-top, 0px)" }}
>
{/* Left: Transform modes */}
<div className="flex items-center z-10">
{!isPlaying && (
<>
{/* Mobile: collapsed transform dropdown */}
<div className="relative flex items-center sm:hidden">
<ToolButton
icon={
transformMode === "select" ? (
<MousePointer size={16} />
) : transformMode === "translate" ? (
<Move size={16} />
) : transformMode === "rotate" ? (
<RotateCcw size={16} />
) : (
<Maximize size={16} />
)
}
active
onClick={() => setMoreOpen(!moreOpen)}
title="Transform mode"
size="mobile"
/>
{moreOpen && (
<>
<div
className="fixed inset-0 z-40"
onClick={() => setMoreOpen(false)}
/>
<div className="absolute top-full left-0 mt-1 bg-[#1a1a1a] border border-[#2a2a2a] rounded-lg shadow-xl z-50 p-1 flex flex-col gap-0.5 min-w-[140px]">
{(
[
{
mode: "select" as const,
icon: MousePointer,
label: "Select",
},
{
mode: "translate" as const,
icon: Move,
label: "Move",
},
{
mode: "rotate" as const,
icon: RotateCcw,
label: "Rotate",
},
{
mode: "scale" as const,
icon: Maximize,
label: "Scale",
},
] as const
).map(({ mode, icon: Icon, label }) => (
<button
key={mode}
onClick={() => {
setTransformMode(mode);
setMoreOpen(false);
}}
className={`flex items-center gap-2.5 px-3 py-2.5 rounded text-xs transition-colors ${
transformMode === mode
? "bg-white/10 text-white"
: "text-[#888] active:bg-white/5"
}`}
>
<Icon size={14} />
{label}
</button>
))}
</div>
</>
)}
<ToolButton
icon={<Undo2 size={16} />}
onClick={undo}
disabled={!canUndo}
title="Undo"
size="mobile"
/>
<ToolButton
icon={<Redo2 size={16} />}
onClick={redo}
disabled={!canRedo}
title="Redo"
size="mobile"
/>
</div>
{/* Desktop: individual transform buttons */}
<div className="hidden sm:flex items-center gap-1">
<ToolButton
icon={<MousePointer size={14} />}
active={transformMode === "select"}
onClick={() => setTransformMode("select")}
title="Select (Q)"
/>
<ToolButton
icon={<Move size={14} />}
active={transformMode === "translate"}
onClick={() => setTransformMode("translate")}
title="Translate (W)"
/>
<ToolButton
icon={<RotateCcw size={14} />}
active={transformMode === "rotate"}
onClick={() => setTransformMode("rotate")}
title="Rotate (E)"
/>
<ToolButton
icon={<Maximize size={14} />}
active={transformMode === "scale"}
onClick={() => setTransformMode("scale")}
title="Scale (R)"
/>
<div className="w-px h-5 bg-[#2a2a2a] mx-1" />
<ToolButton
icon={<Undo2 size={14} />}
onClick={undo}
disabled={!canUndo}
title="Undo (Ctrl+Z)"
/>
<ToolButton
icon={<Redo2 size={14} />}
onClick={redo}
disabled={!canRedo}
title="Redo (Ctrl+Shift+Z)"
/>
</div>
</>
)}
</div>
{/* Center: Scene selector (absolutely centered) */}
<div
className="absolute inset-0 flex items-center justify-center pointer-events-none"
style={{ paddingTop: "env(safe-area-inset-top, 0px)" }}
>
<div className="pointer-events-auto">
{!isPlaying && <SceneDropdown />}
</div>
</div>
{/* Right: Play/View controls */}
<div className="flex items-center z-10">
{isPlaying && (
<>
{/* Mobile view mode buttons */}
<div className="flex items-center sm:hidden">
<ToolButton
icon={<Eye size={16} />}
active={viewMode === "first-person"}
onClick={() => setViewMode("first-person")}
title="First Person"
size="mobile"
/>
<ToolButton
icon={<User size={16} />}
active={viewMode === "third-person"}
onClick={() => setViewMode("third-person")}
title="Third Person"
size="mobile"
/>
</div>
{/* Desktop view mode buttons */}
<div className="hidden sm:flex items-center">
<ToolButton
icon={<Eye size={14} />}
active={viewMode === "first-person"}
onClick={() => setViewMode("first-person")}
title="First Person"
/>
<ToolButton
icon={<User size={14} />}
active={viewMode === "third-person"}
onClick={() => setViewMode("third-person")}
title="Third Person"
/>
<div className="w-px h-5 bg-[#2a2a2a] mx-1" />
</div>
</>
)}
<button
onClick={() => setIsPlaying(!isPlaying)}
className="flex items-center gap-1 sm:gap-1.5 px-2.5 sm:px-3 py-1.5 sm:py-1 rounded text-xs font-medium transition-colors bg-white/10 hover:bg-white/20 active:bg-white/20 text-white"
>
{isPlaying ? <Square size={12} /> : <Play size={12} />}
{isPlaying ? "Stop" : "Play"}
</button>
</div>
</div>
);
}
function ToolButton({
icon,
active,
onClick,
disabled,
title,
size,
}: {
icon: React.ReactNode;
active?: boolean;
onClick: () => void;
disabled?: boolean;
title?: string;
size?: "mobile" | "desktop";
}) {
const isMobileSize = size === "mobile";
return (
<button
onClick={onClick}
disabled={disabled}
title={title}
className={`${isMobileSize ? "p-2.5 min-w-[44px] min-h-[44px]" : "p-1.5"} rounded transition-colors flex items-center justify-center ${
active
? isMobileSize
? "text-white"
: "bg-white/10 text-white"
: disabled
? "text-[#444] cursor-not-allowed"
: "text-[#888] hover:text-white hover:bg-white/5 active:bg-white/10"
}`}
>
{icon}
</button>
);
}
@@ -0,0 +1,164 @@
"use client";
import { useRef, useEffect, useCallback } from "react";
import { useThree } from "@react-three/fiber";
import { TransformControls, OrbitControls } from "@react-three/drei";
import * as THREE from "three";
import { useEditorStore } from "@/lib/store";
export function EditorControls() {
const isPlaying = useEditorStore((s) => s.isPlaying);
if (isPlaying) return null;
return (
<>
<EditorOrbitControls />
<TransformGizmo />
</>
);
}
function EditorOrbitControls() {
// eslint-disable-next-line @typescript-eslint/no-explicit-any
const orbitRef = useRef<any>(null);
useEffect(() => {
const enable = () => {
if (orbitRef.current) orbitRef.current.enabled = false;
};
const disable = () => {
if (orbitRef.current) orbitRef.current.enabled = true;
};
window.addEventListener("transform-start", enable);
window.addEventListener("transform-end", disable);
return () => {
window.removeEventListener("transform-start", enable);
window.removeEventListener("transform-end", disable);
};
}, []);
return (
<OrbitControls
ref={orbitRef}
makeDefault
enableDamping
dampingFactor={0.1}
minDistance={1}
maxDistance={200}
/>
);
}
function TransformGizmo() {
const {
selectedObjectId,
transformMode,
isPlaying,
updateObjectTransform,
saveToHistory,
} = useEditorStore();
const { scene } = useThree();
// eslint-disable-next-line @typescript-eslint/no-explicit-any
const controlsRef = useRef<any>(null);
const findObjectById = useCallback(
(id: string): THREE.Object3D | null => {
// eslint-disable-next-line @typescript-eslint/no-explicit-any
let found: any = null;
scene.traverse((child) => {
if (child.userData?.id === id || child.userData?.objectId === id) {
found = child;
}
});
return found;
},
[scene],
);
useEffect(() => {
if (
!controlsRef.current ||
!selectedObjectId ||
isPlaying ||
transformMode === "select"
) {
if (controlsRef.current) {
try {
controlsRef.current.detach();
} catch {
/* may not be attached */
}
}
return;
}
const timer = setTimeout(() => {
const obj = findObjectById(selectedObjectId);
if (obj && controlsRef.current) {
try {
controlsRef.current.attach(obj);
} catch {
/* object may not be ready */
}
}
}, 50);
return () => clearTimeout(timer);
}, [selectedObjectId, transformMode, isPlaying, findObjectById]);
useEffect(() => {
const controls = controlsRef.current;
if (!controls) return;
const onDragStart = () =>
window.dispatchEvent(new CustomEvent("transform-start"));
const onDragEnd = () =>
window.dispatchEvent(new CustomEvent("transform-end"));
// eslint-disable-next-line @typescript-eslint/no-explicit-any
controls.addEventListener("dragging-changed", (e: any) => {
if (e.value) onDragStart();
else onDragEnd();
});
return () => {
controls.removeEventListener("dragging-changed", onDragStart);
};
}, []);
const handleChange = useCallback(() => {
if (!controlsRef.current || !selectedObjectId) return;
const obj = controlsRef.current.object;
if (!obj) return;
updateObjectTransform(selectedObjectId, {
position: [obj.position.x, obj.position.y, obj.position.z],
rotation: [obj.rotation.x, obj.rotation.y, obj.rotation.z],
scale: [obj.scale.x, obj.scale.y, obj.scale.z],
});
}, [selectedObjectId, updateObjectTransform]);
const handleMouseUp = useCallback(() => {
saveToHistory();
}, [saveToHistory]);
if (!selectedObjectId || isPlaying || transformMode === "select") return null;
const mode =
transformMode === "translate"
? "translate"
: transformMode === "rotate"
? "rotate"
: "scale";
return (
<TransformControls
ref={controlsRef}
mode={mode}
onObjectChange={handleChange}
onMouseUp={handleMouseUp}
/>
);
}
@@ -0,0 +1,233 @@
"use client";
import { useMemo, useEffect, Suspense, useState } from "react";
import { Canvas } from "@react-three/fiber";
import { Physics } from "@react-three/rapier";
import { ThreeRenderer } from "@json-render/react-three-fiber";
import { Braces, SlidersHorizontal, X } from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
import { registry } from "@/lib/registry";
import { sceneToSpec } from "@/lib/scene-to-spec";
import { Toolbar } from "@/components/editor/toolbar";
import { SceneInspector } from "@/components/editor/scene-inspector";
import { AddObjectButton } from "@/components/editor/add-object-button";
import { EditorControls } from "@/components/editor/transform-controls";
import { JsonPane } from "@/components/editor/json-pane";
import { AIPrompt } from "@/components/editor/ai-prompt";
import { HealthBar } from "@/components/hud/health-bar";
import { DamageEffect } from "@/components/hud/damage-effect";
import { GameOverScreen } from "@/components/hud/game-over";
import { CharacterDialog } from "@/components/hud/character-dialog";
import { InteractionPrompt } from "@/components/hud/interaction-prompt";
import { InGamePrompt } from "@/components/hud/in-game-prompt";
import { DamageSound } from "@/components/hud/damage-sound";
import { DeathSound } from "@/components/hud/death-sound";
import { LoadingSpinner } from "@/components/hud/loading-spinner";
import { TouchControls } from "@/components/hud/touch-controls";
import { CharacterInteraction } from "@/components/game/character-interaction";
import { DropZone } from "@/components/editor/drop-zone";
export function GameEngine() {
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const isPlaying = useEditorStore((s) => s.isPlaying);
const setIsPlaying = useEditorStore((s) => s.setIsPlaying);
const selectedObjectId = useEditorStore((s) => s.selectedObjectId);
const health = useEditorStore((s) => s.health);
const lastDamageTime = useEditorStore((s) => s.lastDamageTime);
const undo = useEditorStore((s) => s.undo);
const redo = useEditorStore((s) => s.redo);
const removeObject = useEditorStore((s) => s.removeObject);
const isMobile = useIsMobile();
const [leftDrawer, setLeftDrawer] = useState(false);
const [rightDrawer, setRightDrawer] = useState(false);
const activeScene = useMemo(
() => scenes.find((s) => s.id === activeSceneId) || scenes[0],
[scenes, activeSceneId],
);
const spec = useMemo(() => {
if (!activeScene) return null;
return sceneToSpec(activeScene);
}, [activeScene]);
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
const isMod = e.metaKey || e.ctrlKey;
if (isMod && e.key === "Enter") {
e.preventDefault();
setIsPlaying(!isPlaying);
return;
}
if (isMod && (e.key === "Backspace" || e.key === "Delete")) {
e.preventDefault();
if (selectedObjectId && !isPlaying) {
removeObject(selectedObjectId);
}
return;
}
if (isMod && e.key === "z" && !e.shiftKey) {
e.preventDefault();
undo();
return;
}
if (isMod && (e.key === "y" || (e.key === "z" && e.shiftKey))) {
e.preventDefault();
redo();
return;
}
};
window.addEventListener("keydown", handleKeyDown);
return () => window.removeEventListener("keydown", handleKeyDown);
}, [isPlaying, setIsPlaying, selectedObjectId, removeObject, undo, redo]);
useEffect(() => {
if (isPlaying) {
setLeftDrawer(false);
setRightDrawer(false);
}
}, [isPlaying]);
const showSidebars = !isPlaying;
return (
<div className="h-dvh w-screen flex flex-col bg-[#0a0a0a] overflow-hidden">
<Toolbar />
<div className="flex flex-1 min-h-0 relative">
{/* Left sidebar - JSON Pane (desktop only) */}
{showSidebars && (
<div className="hidden sm:block w-72 shrink-0 border-r border-[#1e1e1e] bg-[#0f0f0f] overflow-hidden">
<JsonPane />
</div>
)}
{/* Mobile left drawer */}
{showSidebars && (
<>
<div
className={`fixed inset-0 bg-black/50 z-30 transition-opacity duration-200 ${leftDrawer ? "opacity-100" : "opacity-0 pointer-events-none"}`}
onClick={() => setLeftDrawer(false)}
/>
<div
className={`fixed left-0 top-0 bottom-0 w-72 max-w-[85vw] bg-[#0f0f0f] border-r border-[#1e1e1e] z-40 overflow-hidden transition-transform duration-200 ease-out ${leftDrawer ? "translate-x-0" : "-translate-x-full"}`}
style={{ paddingTop: "env(safe-area-inset-top, 0px)" }}
>
<div className="flex items-center justify-between px-3 py-2 border-b border-[#1e1e1e]">
<span className="text-[10px] font-semibold text-[#666] uppercase tracking-wider">
JSON Spec
</span>
<button
onClick={() => setLeftDrawer(false)}
className="p-1.5 text-[#666] hover:text-white active:text-white"
>
<X size={14} />
</button>
</div>
<JsonPane />
</div>
</>
)}
{/* Canvas area */}
<div className="flex-1 relative min-w-0 safe-bottom">
<DropZone />
<Canvas
shadows
camera={{ position: [5, 5, 5], fov: 50 }}
style={{ width: "100%", height: "100%", touchAction: "none" }}
>
<Suspense fallback={null}>
{isPlaying ? (
<Physics gravity={[0, -9.81, 0]}>
<ThreeRenderer spec={spec} registry={registry} />
<CharacterInteraction />
</Physics>
) : (
<>
<ThreeRenderer spec={spec} registry={registry} />
<EditorControls />
</>
)}
</Suspense>
</Canvas>
{/* Mobile drawer toggle buttons */}
{showSidebars && (
<>
<button
onClick={() => setLeftDrawer(true)}
className="sm:hidden absolute top-2 left-2 z-10 w-11 h-11 flex items-center justify-center rounded-full bg-white/10 active:bg-white/30 text-white transition-colors backdrop-blur-sm"
>
<Braces size={18} />
</button>
<button
onClick={() => setRightDrawer(true)}
className="sm:hidden absolute top-2 right-2 z-10 w-11 h-11 flex items-center justify-center rounded-full bg-white/10 active:bg-white/30 text-white transition-colors backdrop-blur-sm"
>
<SlidersHorizontal size={18} />
</button>
</>
)}
{!isPlaying && <AddObjectButton />}
{!isPlaying && <AIPrompt />}
<LoadingSpinner />
{isPlaying && <HealthBar />}
{isPlaying && <DamageEffect lastDamageTime={lastDamageTime} />}
{isPlaying && health <= 0 && <GameOverScreen />}
{isPlaying && <CharacterDialog />}
{isPlaying && <InteractionPrompt />}
{isPlaying && <InGamePrompt />}
{isPlaying && isMobile && <TouchControls />}
<DamageSound />
<DeathSound />
</div>
{/* Right sidebar - Inspector (desktop only) */}
{showSidebars && (
<div className="hidden sm:block w-72 shrink-0 border-l border-[#1e1e1e] bg-[#0f0f0f] overflow-y-auto">
<SceneInspector />
</div>
)}
{/* Mobile right drawer */}
{showSidebars && (
<>
<div
className={`fixed inset-0 bg-black/50 z-30 transition-opacity duration-200 ${rightDrawer ? "opacity-100" : "opacity-0 pointer-events-none"}`}
onClick={() => setRightDrawer(false)}
/>
<div
className={`fixed right-0 top-0 bottom-0 w-72 max-w-[85vw] bg-[#0f0f0f] border-l border-[#1e1e1e] z-40 overflow-y-auto transition-transform duration-200 ease-out ${rightDrawer ? "translate-x-0" : "translate-x-full"}`}
style={{ paddingTop: "env(safe-area-inset-top, 0px)" }}
>
<div className="flex items-center justify-between px-3 py-2 border-b border-[#1e1e1e]">
<span className="text-[10px] font-semibold text-[#666] uppercase tracking-wider">
Inspector
</span>
<button
onClick={() => setRightDrawer(false)}
className="p-1.5 text-[#666] hover:text-white active:text-white"
>
<X size={14} />
</button>
</div>
<SceneInspector />
</div>
</>
)}
</div>
</div>
);
}
@@ -0,0 +1,113 @@
"use client";
import { useEffect, useMemo, useState } from "react";
import { useThree } from "@react-three/fiber";
import * as THREE from "three";
import { useEditorStore } from "@/lib/store";
export function CharacterInteraction() {
const [nearbyCharacter, setNearbyCharacter] = useState<{
id: string;
role: string;
} | null>(null);
const { camera } = useThree();
const scenes = useEditorStore((s) => s.scenes);
const activeSceneId = useEditorStore((s) => s.activeSceneId);
const isPlaying = useEditorStore((s) => s.isPlaying);
const activeScene = scenes.find((s) => s.id === activeSceneId) || scenes[0];
const objects = useMemo(
() => (activeScene ? activeScene.objects : []),
[activeScene],
);
useEffect(() => {
if (!isPlaying) {
setNearbyCharacter(null);
return;
}
const checkProximity = () => {
if (!camera) return;
const cameraPos = new THREE.Vector3();
camera.getWorldPosition(cameraPos);
const characters = objects.filter(
(obj) => obj.type === "character" && obj.visible,
);
let closest: { id: string; role: string } | null = null;
let closestDist = Infinity;
for (const character of characters) {
const charPos = new THREE.Vector3(...character.position);
const dist = cameraPos.distanceTo(charPos);
if (dist < 3 && dist < closestDist) {
closestDist = dist;
closest = {
id: character.id,
role: character.character?.role || "villager",
};
}
}
if (closest) {
if (!nearbyCharacter || nearbyCharacter.id !== closest.id) {
setNearbyCharacter(closest);
window.dispatchEvent(
new CustomEvent("character-nearby", {
detail: { id: closest.id, role: closest.role },
}),
);
}
} else if (nearbyCharacter) {
setNearbyCharacter(null);
window.dispatchEvent(new CustomEvent("character-far"));
}
};
const intervalId = setInterval(checkProximity, 200);
const triggerInteract = () => {
if (nearbyCharacter) {
window.dispatchEvent(
new CustomEvent("character-interact", {
detail: {
id: nearbyCharacter.id,
role: nearbyCharacter.role,
},
}),
);
}
};
const handleKeyDown = (e: KeyboardEvent) => {
if (e.key === "e" || e.key === "E") {
triggerInteract();
}
};
const handleRequestInteract = () => {
triggerInteract();
};
window.addEventListener("keydown", handleKeyDown);
window.addEventListener(
"request-character-interact",
handleRequestInteract,
);
return () => {
clearInterval(intervalId);
window.removeEventListener("keydown", handleKeyDown);
window.removeEventListener(
"request-character-interact",
handleRequestInteract,
);
};
}, [camera, isPlaying, nearbyCharacter, objects]);
return null;
}
@@ -0,0 +1,73 @@
"use client";
import { useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
import * as THREE from "three";
import { useEditorStore } from "@/lib/store";
interface GameCharacterProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
castShadow?: boolean | null;
receiveShadow?: boolean | null;
modelUrl: string;
role?: string | null;
physics?: {
mass?: number | null;
isStatic?: boolean | null;
restitution?: number | null;
friction?: number | null;
colliderType?: string | null;
} | null;
objectId?: string | null;
}
export function GameCharacter({
position,
rotation,
scale,
modelUrl,
}: GameCharacterProps) {
const isPlaying = useEditorStore((s) => s.isPlaying);
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const groupRef = useRef<THREE.Group>(null);
const { camera } = useThree();
const [isNear, setIsNear] = useState(false);
useFrame(() => {
if (!isPlaying || !groupRef.current) return;
const dist = groupRef.current.position.distanceTo(camera.position);
setIsNear(dist < 3);
});
if (!modelUrl) {
return (
<group position={pos} rotation={rot} scale={scl} ref={groupRef}>
<mesh castShadow>
<capsuleGeometry args={[0.3, 0.8, 8, 16]} />
<meshStandardMaterial color="#e74c3c" />
</mesh>
</group>
);
}
return (
<group ref={groupRef} position={pos} rotation={rot} scale={scl}>
<CharacterModel url={modelUrl} />
{isPlaying && isNear && (
<sprite position={[0, 2.2, 0]} scale={[0.5, 0.5, 0.5]}>
<spriteMaterial color="#ffffff" opacity={0.8} transparent />
</sprite>
)}
</group>
);
}
function CharacterModel({ url }: { url: string }) {
const { scene } = useGLTF(url);
return <primitive object={scene.clone()} />;
}
@@ -0,0 +1,77 @@
"use client";
interface GameLightProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
lightType: "ambient" | "directional" | "point" | "spot";
color?: string | null;
intensity?: number | null;
distance?: number | null;
decay?: number | null;
angle?: number | null;
penumbra?: number | null;
castShadow?: boolean | null;
objectId?: string | null;
}
export function GameLight({
position,
lightType,
color,
intensity,
distance,
decay,
angle,
penumbra,
castShadow,
}: GameLightProps) {
const c = color ?? "#ffffff";
const i = intensity ?? 1;
switch (lightType) {
case "ambient":
return <ambientLight color={c} intensity={i} />;
case "directional":
return (
<directionalLight
position={position ?? [5, 10, 5]}
color={c}
intensity={i}
castShadow={castShadow ?? true}
shadow-mapSize-width={2048}
shadow-mapSize-height={2048}
shadow-camera-far={50}
shadow-camera-left={-20}
shadow-camera-right={20}
shadow-camera-top={20}
shadow-camera-bottom={-20}
/>
);
case "spot":
return (
<spotLight
position={position ?? [0, 5, 0]}
color={c}
intensity={i}
distance={distance ?? 0}
decay={decay ?? 2}
angle={angle ?? Math.PI / 3}
penumbra={penumbra ?? 0}
castShadow={castShadow ?? true}
/>
);
case "point":
default:
return (
<pointLight
position={position ?? [0, 3, 0]}
color={c}
intensity={i}
distance={distance ?? 0}
decay={decay ?? 2}
castShadow={castShadow ?? false}
/>
);
}
}
@@ -0,0 +1,796 @@
"use client";
import { useRef, useEffect } from "react";
import * as THREE from "three";
import { RigidBody } from "@react-three/rapier";
import type { RapierRigidBody } from "@react-three/rapier";
import { useEditorStore } from "@/lib/store";
interface PhysicsProps {
mass?: number | null;
isStatic?: boolean | null;
restitution?: number | null;
friction?: number | null;
colliderType?: string | null;
}
interface DamageProps {
amount?: number | null;
enabled?: boolean | null;
}
interface MaterialProps {
color?: string | null;
metalness?: number | null;
roughness?: number | null;
emissive?: string | null;
emissiveIntensity?: number | null;
opacity?: number | null;
transparent?: boolean | null;
wireframe?: boolean | null;
}
interface GamePrimitiveProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
castShadow?: boolean | null;
receiveShadow?: boolean | null;
material?: MaterialProps | null;
physics?: PhysicsProps | null;
damage?: DamageProps | null;
objectId?: string | null;
children?: React.ReactNode;
}
function buildMaterialProps(mat?: MaterialProps | null) {
if (!mat) return { color: "#888888" };
return {
color: mat.color ?? "#888888",
metalness: mat.metalness ?? 0,
roughness: mat.roughness ?? 0.5,
...(mat.emissive ? { emissive: mat.emissive } : {}),
...(mat.emissiveIntensity
? { emissiveIntensity: mat.emissiveIntensity }
: {}),
...(mat.opacity != null ? { opacity: mat.opacity, transparent: true } : {}),
...(mat.wireframe ? { wireframe: true } : {}),
};
}
function PhysicsWrapper({
physics,
damage,
position,
rotation,
scale,
children,
}: {
physics?: PhysicsProps | null;
damage?: DamageProps | null;
position: [number, number, number];
rotation: [number, number, number];
scale: [number, number, number];
children: React.ReactNode;
}) {
const bodyRef = useRef<RapierRigidBody>(null);
const takeDamage = useEditorStore((s) => s.takeDamage);
const isPlaying = useEditorStore((s) => s.isPlaying);
const hasPhysics =
physics && physics.colliderType && physics.colliderType !== "none";
const hasDamage = damage?.enabled && (damage.amount ?? 0) > 0;
if (!hasPhysics || !isPlaying) {
return (
<group position={position} rotation={rotation} scale={scale}>
{children}
</group>
);
}
return (
<RigidBody
ref={bodyRef}
type={physics.isStatic ? "fixed" : "dynamic"}
position={position}
rotation={rotation}
mass={physics.mass ?? 1}
restitution={physics.restitution ?? 0.2}
friction={physics.friction ?? 0.5}
onCollisionEnter={
hasDamage
? () => {
takeDamage(damage!.amount!);
}
: undefined
}
>
<group scale={scale}>{children}</group>
</RigidBody>
);
}
export function GameBox({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
width,
height,
depth,
}: GamePrimitiveProps & {
width?: number | null;
height?: number | null;
depth?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<boxGeometry args={[width ?? 1, height ?? 1, depth ?? 1]} />
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameSphere({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radius,
widthSegments,
heightSegments,
}: GamePrimitiveProps & {
radius?: number | null;
widthSegments?: number | null;
heightSegments?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<sphereGeometry
args={[radius ?? 1, widthSegments ?? 32, heightSegments ?? 16]}
/>
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameCylinder({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radiusTop,
radiusBottom,
height,
radialSegments,
}: GamePrimitiveProps & {
radiusTop?: number | null;
radiusBottom?: number | null;
height?: number | null;
radialSegments?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<cylinderGeometry
args={[
radiusTop ?? 1,
radiusBottom ?? 1,
height ?? 1,
radialSegments ?? 32,
]}
/>
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameCone({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radius,
height,
radialSegments,
}: GamePrimitiveProps & {
radius?: number | null;
height?: number | null;
radialSegments?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<coneGeometry args={[radius ?? 1, height ?? 1, radialSegments ?? 32]} />
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameTorus({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radius,
tube,
radialSegments,
tubularSegments,
}: GamePrimitiveProps & {
radius?: number | null;
tube?: number | null;
radialSegments?: number | null;
tubularSegments?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<torusGeometry
args={[
radius ?? 1,
tube ?? 0.4,
radialSegments ?? 16,
tubularSegments ?? 48,
]}
/>
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GamePlane({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
width,
height,
}: GamePrimitiveProps & { width?: number | null; height?: number | null }) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? true}
>
<planeGeometry args={[width ?? 1, height ?? 1]} />
<meshStandardMaterial
{...buildMaterialProps(material)}
side={THREE.DoubleSide}
/>
</mesh>
</PhysicsWrapper>
);
}
export function GameCapsule({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radius,
length,
}: GamePrimitiveProps & {
radius?: number | null;
length?: number | null;
capSegments?: number | null;
radialSegments?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<capsuleGeometry args={[radius ?? 0.5, length ?? 1, 16, 32]} />
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameKnot({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radius,
tube,
tubularSegments,
radialSegments,
p,
q,
}: GamePrimitiveProps & {
radius?: number | null;
tube?: number | null;
tubularSegments?: number | null;
radialSegments?: number | null;
p?: number | null;
q?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<torusKnotGeometry
args={[
radius ?? 1,
tube ?? 0.3,
tubularSegments ?? 64,
radialSegments ?? 8,
p ?? 2,
q ?? 3,
]}
/>
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
function PolyhedronPrimitive({
Geometry,
...props
}: GamePrimitiveProps & {
Geometry: "tetrahedron" | "octahedron" | "dodecahedron" | "icosahedron";
radius?: number | null;
}) {
const pos: [number, number, number] = props.position ?? [0, 0, 0];
const rot: [number, number, number] = props.rotation ?? [0, 0, 0];
const scl: [number, number, number] = props.scale ?? [1, 1, 1];
const r = props.radius ?? 1;
const geoElement = {
tetrahedron: <tetrahedronGeometry args={[r]} />,
octahedron: <octahedronGeometry args={[r]} />,
dodecahedron: <dodecahedronGeometry args={[r]} />,
icosahedron: <icosahedronGeometry args={[r]} />,
}[Geometry];
return (
<PhysicsWrapper
physics={props.physics}
damage={props.damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={props.castShadow ?? false}
receiveShadow={props.receiveShadow ?? false}
>
{geoElement}
<meshStandardMaterial {...buildMaterialProps(props.material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameTetrahedron(
props: GamePrimitiveProps & { radius?: number | null },
) {
return <PolyhedronPrimitive {...props} Geometry="tetrahedron" />;
}
export function GameOctahedron(
props: GamePrimitiveProps & { radius?: number | null },
) {
return <PolyhedronPrimitive {...props} Geometry="octahedron" />;
}
export function GameDodecahedron(
props: GamePrimitiveProps & { radius?: number | null },
) {
return <PolyhedronPrimitive {...props} Geometry="dodecahedron" />;
}
export function GameIcosahedron(
props: GamePrimitiveProps & { radius?: number | null },
) {
return <PolyhedronPrimitive {...props} Geometry="icosahedron" />;
}
export function GameExtrude({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
shapeData,
depth,
}: GamePrimitiveProps & {
shapeData?: {
points: [number, number][];
holes?: [number, number][][];
} | null;
depth?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const shape = new THREE.Shape();
const pts = shapeData?.points ?? [
[-0.5, -0.5],
[0.5, -0.5],
[0.5, 0.5],
[-0.5, 0.5],
];
if (pts.length > 0) {
shape.moveTo(pts[0]![0], pts[0]![1]);
for (let i = 1; i < pts.length; i++) {
shape.lineTo(pts[i]![0], pts[i]![1]);
}
shape.closePath();
}
if (shapeData?.holes) {
for (const hole of shapeData.holes) {
const holePath = new THREE.Path();
if (hole.length > 0) {
holePath.moveTo(hole[0]![0], hole[0]![1]);
for (let i = 1; i < hole.length; i++) {
holePath.lineTo(hole[i]![0], hole[i]![1]);
}
holePath.closePath();
shape.holes.push(holePath);
}
}
}
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<extrudeGeometry
args={[
shape as THREE.Shape,
{ depth: depth ?? 1, bevelEnabled: false },
]}
/>
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameTube({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
radius,
tubularSegments,
radialSegments,
}: GamePrimitiveProps & {
radius?: number | null;
tubularSegments?: number | null;
radialSegments?: number | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-1, 0, 0),
new THREE.Vector3(-0.5, 0.5, 0),
new THREE.Vector3(0.5, -0.5, 0),
new THREE.Vector3(1, 0, 0),
]);
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<tubeGeometry
args={[
curve as THREE.Curve<THREE.Vector3>,
tubularSegments ?? 64,
radius ?? 0.1,
radialSegments ?? 8,
false,
]}
/>
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
export function GameShape({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
shapeData,
}: GamePrimitiveProps & {
shapeData?: {
points: [number, number][];
holes?: [number, number][][];
} | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const shape = new THREE.Shape();
const pts = shapeData?.points ?? [
[-0.5, -0.5],
[0.5, -0.5],
[0, 0.5],
];
if (pts.length > 0) {
shape.moveTo(pts[0]![0], pts[0]![1]);
for (let i = 1; i < pts.length; i++) {
shape.lineTo(pts[i]![0], pts[i]![1]);
}
shape.closePath();
}
if (shapeData?.holes) {
for (const hole of shapeData.holes) {
const holePath = new THREE.Path();
if (hole.length > 0) {
holePath.moveTo(hole[0]![0], hole[0]![1]);
for (let i = 1; i < hole.length; i++) {
holePath.lineTo(hole[i]![0], hole[i]![1]);
}
holePath.closePath();
shape.holes.push(holePath);
}
}
}
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<shapeGeometry args={[shape as THREE.Shape]} />
<meshStandardMaterial
{...buildMaterialProps(material)}
side={THREE.DoubleSide}
/>
</mesh>
</PhysicsWrapper>
);
}
export function GameMesh({
position,
rotation,
scale,
castShadow,
receiveShadow,
material,
physics,
damage,
meshData,
}: GamePrimitiveProps & {
meshData?: {
vertices: number[];
indices: number[];
normals?: number[];
uvs?: number[];
} | null;
}) {
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const meshRef = useRef<THREE.Mesh>(null);
useEffect(() => {
if (!meshRef.current || !meshData) return;
const geometry = new THREE.BufferGeometry();
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(meshData.vertices, 3),
);
if (meshData.indices.length > 0) {
geometry.setIndex(meshData.indices);
}
if (meshData.normals) {
geometry.setAttribute(
"normal",
new THREE.Float32BufferAttribute(meshData.normals, 3),
);
} else {
geometry.computeVertexNormals();
}
if (meshData.uvs) {
geometry.setAttribute(
"uv",
new THREE.Float32BufferAttribute(meshData.uvs, 2),
);
}
meshRef.current.geometry = geometry;
}, [meshData]);
return (
<PhysicsWrapper
physics={physics}
damage={damage}
position={pos}
rotation={rot}
scale={scl}
>
<mesh
ref={meshRef}
castShadow={castShadow ?? false}
receiveShadow={receiveShadow ?? false}
>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial {...buildMaterialProps(material)} />
</mesh>
</PhysicsWrapper>
);
}
@@ -0,0 +1,52 @@
"use client";
import * as THREE from "three";
import { RigidBody, CuboidCollider } from "@react-three/rapier";
import { useEditorStore } from "@/lib/store";
interface GroundPlaneProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
material?: {
color?: string | null;
metalness?: number | null;
roughness?: number | null;
} | null;
size?: number | null;
}
export function GroundPlane({ position, material, size }: GroundPlaneProps) {
const isPlaying = useEditorStore((s) => s.isPlaying);
const s = size ?? 5000;
const pos: [number, number, number] = position ?? [0, -0.1, 0];
const plane = (
<mesh rotation={[-Math.PI / 2, 0, 0]} position={pos} receiveShadow>
<planeGeometry args={[s, s]} />
<meshStandardMaterial
color={material?.color ?? "#4CAF50"}
metalness={material?.metalness ?? 0}
roughness={material?.roughness ?? 0.9}
side={THREE.DoubleSide}
/>
</mesh>
);
if (!isPlaying) return plane;
return (
<RigidBody type="fixed" position={pos} colliders={false}>
<mesh rotation={[-Math.PI / 2, 0, 0]} receiveShadow>
<planeGeometry args={[s, s]} />
<meshStandardMaterial
color={material?.color ?? "#4CAF50"}
metalness={material?.metalness ?? 0}
roughness={material?.roughness ?? 0.9}
side={THREE.DoubleSide}
/>
</mesh>
<CuboidCollider args={[s / 2, 0.01, s / 2]} position={[0, 0, 0]} />
</RigidBody>
);
}
@@ -0,0 +1,92 @@
"use client";
import { useRef, useEffect, useState } from "react";
import * as THREE from "three";
interface MediaPlaneProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
castShadow?: boolean | null;
receiveShadow?: boolean | null;
url: string;
mediaType: "image" | "video";
loop?: boolean | null;
autoplay?: boolean | null;
muted?: boolean | null;
width?: number | null;
height?: number | null;
objectId?: string | null;
}
export function MediaPlane({
position,
rotation,
scale,
url,
mediaType,
loop,
autoplay,
muted,
width,
height,
}: MediaPlaneProps) {
const meshRef = useRef<THREE.Mesh>(null);
const [texture, setTexture] = useState<THREE.Texture | null>(null);
useEffect(() => {
if (!url) return;
if (mediaType === "video") {
const video = document.createElement("video");
video.src = url;
video.crossOrigin = "anonymous";
video.loop = loop ?? false;
video.muted = muted ?? true;
if (autoplay !== false) video.play();
const tex = new THREE.VideoTexture(video);
tex.colorSpace = THREE.SRGBColorSpace;
setTexture(tex);
return () => {
video.pause();
video.src = "";
tex.dispose();
};
} else {
const loader = new THREE.TextureLoader();
loader.load(url, (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
setTexture(tex);
});
}
}, [url, mediaType, loop, autoplay, muted]);
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const w = width ?? 2;
const h = height ?? w * 0.75;
return (
<mesh
ref={meshRef}
position={pos}
rotation={rot}
scale={scl}
castShadow
receiveShadow
>
<planeGeometry args={[w, h]} />
{texture ? (
<meshBasicMaterial
map={texture as THREE.Texture}
side={THREE.DoubleSide}
/>
) : (
<meshStandardMaterial color="#333" side={THREE.DoubleSide} />
)}
</mesh>
);
}
@@ -0,0 +1,158 @@
"use client";
import { useRef, useEffect, Suspense } from "react";
import { useGLTF } from "@react-three/drei";
import {
RigidBody,
CuboidCollider,
BallCollider,
CapsuleCollider,
} from "@react-three/rapier";
import type * as THREE from "three";
import { useEditorStore } from "@/lib/store";
interface PhysicsProps {
mass?: number | null;
isStatic?: boolean | null;
restitution?: number | null;
friction?: number | null;
colliderType?: string | null;
}
interface DamageProps {
amount?: number | null;
enabled?: boolean | null;
}
interface GameModelProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
castShadow?: boolean | null;
receiveShadow?: boolean | null;
url: string;
physics?: PhysicsProps | null;
damage?: DamageProps | null;
objectId?: string | null;
}
function ModelInner({
url,
userData,
}: {
url: string;
userData: Record<string, unknown>;
}) {
const groupRef = useRef<THREE.Group>(null);
const { scene } = useGLTF(url);
const setIsLoading = useEditorStore((s) => s.setIsLoading);
const model = scene.clone();
useEffect(() => {
model.traverse((node) => {
if ((node as THREE.Mesh).isMesh) {
node.castShadow = true;
node.receiveShadow = true;
}
});
}, [model]);
useEffect(() => {
if (groupRef.current) {
Object.assign(groupRef.current.userData, userData);
}
}, [userData]);
useEffect(() => {
const timer = setTimeout(() => setIsLoading(false), 100);
return () => clearTimeout(timer);
}, [setIsLoading]);
return (
<group ref={groupRef}>
<primitive object={model} />
</group>
);
}
export function GameModel({
position,
rotation,
scale,
url,
physics,
damage,
objectId,
}: GameModelProps) {
const isPlaying = useEditorStore((s) => s.isPlaying);
const takeDamage = useEditorStore((s) => s.takeDamage);
const setIsLoading = useEditorStore((s) => s.setIsLoading);
const pos: [number, number, number] = position ?? [0, 0, 0];
const rot: [number, number, number] = rotation ?? [0, 0, 0];
const scl: [number, number, number] = scale ?? [1, 1, 1];
const hasPhysics =
isPlaying &&
physics &&
physics.colliderType &&
physics.colliderType !== "none";
const hasDamage = damage?.enabled && (damage.amount ?? 0) > 0;
useEffect(() => {
if (url) setIsLoading(true);
}, [url, setIsLoading]);
if (!url) {
return (
<group position={pos} rotation={rot} scale={scl}>
<mesh castShadow receiveShadow>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="#888888" wireframe />
</mesh>
</group>
);
}
const inner = (
<Suspense fallback={null}>
<ModelInner url={url} userData={{ id: objectId, objectId }} />
</Suspense>
);
if (!hasPhysics) {
return (
<group position={pos} rotation={rot} scale={scl}>
{inner}
</group>
);
}
const collider =
physics!.colliderType === "ball" ? (
<BallCollider args={[Math.max(scl[0], scl[1], scl[2]) * 0.5]} />
) : physics!.colliderType === "capsule" ? (
<CapsuleCollider args={[scl[1] * 0.25, Math.max(scl[0], scl[2]) * 0.5]} />
) : (
<CuboidCollider args={[scl[0] * 0.5, scl[1] * 0.5, scl[2] * 0.5]} />
);
return (
<RigidBody
type={physics!.isStatic ? "fixed" : "dynamic"}
position={pos}
rotation={rot}
mass={physics!.mass ?? 1}
restitution={physics!.restitution ?? 0.2}
friction={physics!.friction ?? 0.5}
colliders={false}
onCollisionEnter={
hasDamage ? () => takeDamage(damage!.amount!) : undefined
}
>
<group scale={scl}>{inner}</group>
{collider}
</RigidBody>
);
}
@@ -0,0 +1,529 @@
"use client";
import { useEffect, useRef, useState, Suspense } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { PointerLockControls, useGLTF } from "@react-three/drei";
import { RigidBody, CapsuleCollider, useRapier } from "@react-three/rapier";
import type { RapierRigidBody } from "@react-three/rapier";
import * as THREE from "three";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
import { touchMoveState } from "@/lib/touch-state";
import { resetBoneScales } from "@/lib/bone-utils";
interface PlayerProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
objectId?: string | null;
isPlayer?: boolean | null;
}
export function Player({ position }: PlayerProps) {
const isPlaying = useEditorStore((s) => s.isPlaying);
const viewMode = useEditorStore((s) => s.viewMode);
const health = useEditorStore((s) => s.health);
const isPromptOpen = useEditorStore((s) => s.isPromptOpen);
if (!isPlaying) {
const pos = position ?? [0, 0, 0];
return (
<mesh position={pos as [number, number, number]}>
<capsuleGeometry args={[0.3, 0.8, 8, 16]} />
<meshStandardMaterial color="#3498db" transparent opacity={0.5} />
</mesh>
);
}
if (viewMode === "first-person") {
return (
<FirstPersonController
initialPosition={position ?? [0, 0, 0]}
health={health}
isPromptOpen={isPromptOpen}
/>
);
}
return (
<ThirdPersonController
initialPosition={position ?? [0, 0, 0]}
health={health}
isPromptOpen={isPromptOpen}
/>
);
}
function FirstPersonController({
initialPosition,
health,
isPromptOpen,
}: {
initialPosition: [number, number, number];
health: number;
isPromptOpen: boolean;
}) {
const { camera } = useThree();
// eslint-disable-next-line @typescript-eslint/no-explicit-any
const controlsRef = useRef<any>(null);
const playerRef = useRef<RapierRigidBody>(null);
const isMobile = useIsMobile();
const moveState = useRef({
forward: false,
backward: false,
left: false,
right: false,
jump: false,
sprint: false,
});
const { rapier, world } = useRapier();
const playerDirection = useRef(new THREE.Vector3());
const isOnGround = useRef(true);
const jumpCooldown = useRef(0);
const touchYaw = useRef(0);
const touchPitch = useRef(0);
const speed = 5;
const jumpForce = 5;
const groundCastDist = 0.85;
const isGameOver = health <= 0;
useEffect(() => {
if (isMobile) {
camera.rotation.order = "YXZ";
camera.rotation.set(0, 0, 0);
touchYaw.current = 0;
touchPitch.current = 0;
}
}, [isMobile, camera]);
useEffect(() => {
if (isMobile) return;
const handleKeyDown = (e: KeyboardEvent) => {
if (isPromptOpen || isGameOver) return;
switch (e.code) {
case "KeyW":
case "ArrowUp":
moveState.current.forward = true;
break;
case "KeyS":
case "ArrowDown":
moveState.current.backward = true;
break;
case "KeyA":
case "ArrowLeft":
moveState.current.left = true;
break;
case "KeyD":
case "ArrowRight":
moveState.current.right = true;
break;
case "Space":
moveState.current.jump = true;
break;
case "ShiftLeft":
case "ShiftRight":
moveState.current.sprint = true;
break;
}
};
const handleKeyUp = (e: KeyboardEvent) => {
switch (e.code) {
case "KeyW":
case "ArrowUp":
moveState.current.forward = false;
break;
case "KeyS":
case "ArrowDown":
moveState.current.backward = false;
break;
case "KeyA":
case "ArrowLeft":
moveState.current.left = false;
break;
case "KeyD":
case "ArrowRight":
moveState.current.right = false;
break;
case "Space":
moveState.current.jump = false;
break;
case "ShiftLeft":
case "ShiftRight":
moveState.current.sprint = false;
break;
}
};
window.addEventListener("keydown", handleKeyDown);
window.addEventListener("keyup", handleKeyUp);
return () => {
window.removeEventListener("keydown", handleKeyDown);
window.removeEventListener("keyup", handleKeyUp);
};
}, [isPromptOpen, isGameOver, isMobile]);
useFrame((_, delta) => {
if (!playerRef.current || isGameOver) return;
const body = playerRef.current;
const vel = body.linvel();
let forward: boolean;
let backward: boolean;
let left: boolean;
let right: boolean;
let jump: boolean;
let sprint: boolean;
if (isMobile) {
forward = touchMoveState.forward > 0.15;
backward = touchMoveState.forward < -0.15;
left = touchMoveState.right < -0.15;
right = touchMoveState.right > 0.15;
jump = touchMoveState.jump;
sprint = touchMoveState.sprint;
if (touchMoveState.lookDeltaX !== 0 || touchMoveState.lookDeltaY !== 0) {
touchYaw.current -= touchMoveState.lookDeltaX;
touchPitch.current -= touchMoveState.lookDeltaY;
touchPitch.current = Math.max(
-Math.PI / 2 + 0.01,
Math.min(Math.PI / 2 - 0.01, touchPitch.current),
);
camera.rotation.order = "YXZ";
camera.rotation.y = touchYaw.current;
camera.rotation.x = touchPitch.current;
touchMoveState.lookDeltaX = 0;
touchMoveState.lookDeltaY = 0;
}
} else {
({ forward, backward, left, right, jump, sprint } = moveState.current);
}
playerDirection.current.set(0, 0, 0);
const frontVector = new THREE.Vector3(
0,
0,
(backward ? 1 : 0) - (forward ? 1 : 0),
);
const sideVector = new THREE.Vector3(
(right ? 1 : 0) - (left ? 1 : 0),
0,
0,
);
playerDirection.current
.addVectors(frontVector, sideVector)
.normalize()
.multiplyScalar(speed * (sprint ? 1.8 : 1))
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
.applyEuler(camera.rotation as any);
body.setLinvel(
{ x: playerDirection.current.x, y: vel.y, z: playerDirection.current.z },
true,
);
if (jump && isOnGround.current && jumpCooldown.current <= 0) {
body.setLinvel({ x: vel.x, y: jumpForce, z: vel.z }, true);
isOnGround.current = false;
jumpCooldown.current = 0.3;
}
if (jumpCooldown.current > 0) jumpCooldown.current -= delta;
const pos = body.translation();
const ray = new rapier.Ray(
{ x: pos.x, y: pos.y, z: pos.z },
{ x: 0, y: -1, z: 0 },
);
const hit = world.castRay(ray, groundCastDist, false);
isOnGround.current = hit !== null;
camera.position.set(pos.x, pos.y + 0.85, pos.z);
});
return (
<>
{!isMobile && <PointerLockControls ref={controlsRef} />}
<RigidBody
ref={playerRef}
position={[
initialPosition[0],
initialPosition[1] + 2,
initialPosition[2],
]}
enabledRotations={[false, false, false]}
mass={1}
linearDamping={0.5}
type="dynamic"
colliders={false}
lockRotations
>
<CapsuleCollider args={[0.35, 0.3]} />
</RigidBody>
</>
);
}
function AnimatedCharacterModelInner({
characterRef,
isMoving,
}: {
characterRef: React.RefObject<THREE.Group | null>;
isMoving: boolean;
}) {
const characterGltf = useGLTF("/models/bot.glb");
const walkGltf = useGLTF("/models/walking.glb");
const idleGltf = useGLTF("/models/idle.glb");
const mixerRef = useRef<THREE.AnimationMixer | null>(null);
const actionsRef = useRef<Record<string, THREE.AnimationAction>>({});
const [ready, setReady] = useState(false);
useEffect(() => {
if (!characterRef.current || !characterGltf || !walkGltf || !idleGltf)
return;
try {
characterGltf.scene.scale.set(1, 1, 1);
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
resetBoneScales(characterGltf.scene as any);
characterRef.current.clear();
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch between drei and three
characterRef.current.add(characterGltf.scene.clone() as any);
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
const mixer = new THREE.AnimationMixer(characterRef.current as any);
mixerRef.current = mixer;
if (idleGltf.animations[0] && walkGltf.animations[0]) {
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
const idleAction = mixer.clipAction(idleGltf.animations[0] as any);
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
const walkAction = mixer.clipAction(walkGltf.animations[0] as any);
actionsRef.current = { idle: idleAction, walk: walkAction };
idleAction.play();
setReady(true);
}
} catch {
// Model loading failed
}
}, [characterRef, characterGltf, walkGltf, idleGltf]);
useEffect(() => {
if (!ready) return;
const { idle, walk } = actionsRef.current;
if (!idle || !walk) return;
if (isMoving) {
idle.fadeOut(0.2);
walk.reset().fadeIn(0.2).play();
} else {
walk.fadeOut(0.2);
idle.reset().fadeIn(0.2).play();
}
}, [isMoving, ready]);
useFrame((_, delta) => {
mixerRef.current?.update(delta);
});
return null;
}
function ThirdPersonController({
initialPosition,
health,
isPromptOpen,
}: {
initialPosition: [number, number, number];
health: number;
isPromptOpen: boolean;
}) {
const { camera } = useThree();
const playerRef = useRef<RapierRigidBody>(null);
const characterRef = useRef<THREE.Group>(null);
const cameraAngle = useRef(0);
const [isMoving, setIsMoving] = useState(false);
const isMobile = useIsMobile();
const moveState = useRef({
forward: false,
backward: false,
left: false,
right: false,
sprint: false,
});
const speed = 5;
const isGameOver = health <= 0;
useEffect(() => {
if (isMobile) {
cameraAngle.current = 0;
}
}, [isMobile]);
useEffect(() => {
if (isMobile) return;
const handleKeyDown = (e: KeyboardEvent) => {
if (isPromptOpen || isGameOver) return;
switch (e.code) {
case "KeyW":
case "ArrowUp":
moveState.current.forward = true;
break;
case "KeyS":
case "ArrowDown":
moveState.current.backward = true;
break;
case "KeyA":
case "ArrowLeft":
moveState.current.left = true;
break;
case "KeyD":
case "ArrowRight":
moveState.current.right = true;
break;
case "ShiftLeft":
case "ShiftRight":
moveState.current.sprint = true;
break;
}
};
const handleKeyUp = (e: KeyboardEvent) => {
switch (e.code) {
case "KeyW":
case "ArrowUp":
moveState.current.forward = false;
break;
case "KeyS":
case "ArrowDown":
moveState.current.backward = false;
break;
case "KeyA":
case "ArrowLeft":
moveState.current.left = false;
break;
case "KeyD":
case "ArrowRight":
moveState.current.right = false;
break;
case "ShiftLeft":
case "ShiftRight":
moveState.current.sprint = false;
break;
}
};
const handleMouseMove = (e: MouseEvent) => {
cameraAngle.current -= e.movementX * 0.003;
};
window.addEventListener("keydown", handleKeyDown);
window.addEventListener("keyup", handleKeyUp);
window.addEventListener("mousemove", handleMouseMove);
return () => {
window.removeEventListener("keydown", handleKeyDown);
window.removeEventListener("keyup", handleKeyUp);
window.removeEventListener("mousemove", handleMouseMove);
};
}, [isPromptOpen, isGameOver, isMobile]);
useFrame(() => {
if (!playerRef.current || isGameOver) return;
const body = playerRef.current;
const vel = body.linvel();
let forward: boolean;
let backward: boolean;
let left: boolean;
let right: boolean;
let sprint: boolean;
if (isMobile) {
forward = touchMoveState.forward > 0.15;
backward = touchMoveState.forward < -0.15;
left = touchMoveState.right < -0.15;
right = touchMoveState.right > 0.15;
sprint = touchMoveState.sprint;
if (touchMoveState.lookDeltaX !== 0) {
cameraAngle.current -= touchMoveState.lookDeltaX;
touchMoveState.lookDeltaX = 0;
touchMoveState.lookDeltaY = 0;
}
} else {
({ forward, backward, left, right, sprint } = moveState.current);
}
const dir = new THREE.Vector3(0, 0, 0);
if (forward) dir.z -= 1;
if (backward) dir.z += 1;
if (left) dir.x -= 1;
if (right) dir.x += 1;
dir.normalize().multiplyScalar(speed * (sprint ? 1.8 : 1));
dir.applyAxisAngle(new THREE.Vector3(0, 1, 0), cameraAngle.current);
body.setLinvel({ x: dir.x, y: vel.y, z: dir.z }, true);
const moving = dir.length() > 0.1;
setIsMoving(moving);
const pos = body.translation();
if (characterRef.current) {
characterRef.current.position.set(pos.x, pos.y, pos.z);
if (moving) {
const targetAngle = Math.atan2(dir.x, dir.z);
characterRef.current.rotation.y = targetAngle;
}
}
const camDist = 6;
const camHeight = 3;
camera.position.set(
pos.x + Math.sin(cameraAngle.current) * camDist,
pos.y + camHeight,
pos.z + Math.cos(cameraAngle.current) * camDist,
);
camera.lookAt(pos.x, pos.y + 1, pos.z);
});
return (
<>
<RigidBody
ref={playerRef}
position={[
initialPosition[0],
initialPosition[1] + 2,
initialPosition[2],
]}
enabledRotations={[false, false, false]}
mass={1}
linearDamping={0.5}
type="dynamic"
colliders={false}
lockRotations
>
<CapsuleCollider args={[0.35, 0.3]} />
</RigidBody>
<group ref={characterRef} position={initialPosition}>
<Suspense fallback={null}>
<AnimatedCharacterModelInner
characterRef={characterRef}
isMoving={isMoving}
/>
</Suspense>
{/* Fallback capsule mesh visible until models load */}
<mesh castShadow>
<capsuleGeometry args={[0.3, 0.8, 8, 16]} />
<meshStandardMaterial color="#3498db" />
</mesh>
</group>
</>
);
}
@@ -0,0 +1,80 @@
"use client";
import { useRef, useEffect } from "react";
import { useThree } from "@react-three/fiber";
import * as THREE from "three";
import { useEditorStore } from "@/lib/store";
interface SoundEmitterProps {
position?: [number, number, number] | null;
rotation?: [number, number, number] | null;
scale?: [number, number, number] | null;
url: string;
loop?: boolean | null;
volume?: number | null;
positional?: boolean | null;
distance?: number | null;
objectId?: string | null;
}
export function SoundEmitter({
position,
url,
loop,
volume,
positional,
distance,
}: SoundEmitterProps) {
const isPlaying = useEditorStore((s) => s.isPlaying);
const { camera } = useThree();
const listenerRef = useRef<THREE.AudioListener | null>(null);
const soundRef = useRef<THREE.PositionalAudio | THREE.Audio | null>(null);
const pos: [number, number, number] = position ?? [0, 0, 0];
useEffect(() => {
if (!isPlaying || !url) return;
const listener = new THREE.AudioListener();
// eslint-disable-next-line @typescript-eslint/no-explicit-any
camera.add(listener as any);
listenerRef.current = listener;
const loader = new THREE.AudioLoader();
// eslint-disable-next-line @typescript-eslint/no-explicit-any
let audio: any;
if (positional !== false) {
audio = new THREE.PositionalAudio(listener);
audio.setRefDistance(distance ?? 10);
} else {
audio = new THREE.Audio(listener);
}
loader.load(url, (buffer) => {
audio.setBuffer(buffer);
audio.setLoop(loop ?? false);
audio.setVolume(volume ?? 1);
audio.play();
});
soundRef.current = audio;
return () => {
if (soundRef.current?.isPlaying) soundRef.current.stop();
// eslint-disable-next-line @typescript-eslint/no-explicit-any
camera.remove(listener as any);
};
}, [isPlaying, url, loop, volume, positional, distance, camera]);
// Edit mode indicator
if (!isPlaying) {
return (
<mesh position={pos}>
<sphereGeometry args={[0.2, 8, 8]} />
<meshStandardMaterial color="#9b59b6" wireframe />
</mesh>
);
}
return <group position={pos} />;
}
@@ -0,0 +1,228 @@
"use client";
import { useState, useEffect, useCallback, useRef } from "react";
import { X, Volume2, VolumeX } from "lucide-react";
import { useIsMobile } from "@/lib/use-mobile";
interface DialogMessage {
text: string;
audioUrl?: string;
}
export function CharacterDialog() {
const [isOpen, setIsOpen] = useState(false);
const [messages, setMessages] = useState<DialogMessage[]>([]);
const [currentIndex, setCurrentIndex] = useState(0);
const [characterRole, setCharacterRole] = useState("");
const [isLoading, setIsLoading] = useState(false);
const [isMuted, setIsMuted] = useState(false);
const audioRef = useRef<HTMLAudioElement | null>(null);
const isMobile = useIsMobile();
useEffect(() => {
const audio = new Audio();
audioRef.current = audio;
return () => {
audio.pause();
audio.src = "";
};
}, []);
useEffect(() => {
const handleInteract = (e: Event) => {
const detail = (e as CustomEvent).detail as {
id?: string;
role?: string;
messages?: DialogMessage[];
};
setCharacterRole(detail?.role || "NPC");
setCurrentIndex(0);
setIsOpen(true);
window.dispatchEvent(new CustomEvent("dialog-open"));
if (detail?.messages && detail.messages.length > 0) {
setMessages(detail.messages);
setIsLoading(false);
} else {
setIsLoading(true);
fetchCharacterResponses(detail?.role || "villager").then(
(responses) => {
setMessages(responses);
setIsLoading(false);
},
);
}
};
window.addEventListener("character-interact", handleInteract);
return () =>
window.removeEventListener("character-interact", handleInteract);
}, []);
useEffect(() => {
if (!isLoading && messages.length > 0 && !isMuted && audioRef.current) {
const current = messages[currentIndex];
if (current?.audioUrl) {
audioRef.current.src = current.audioUrl;
audioRef.current.volume = 1.0;
audioRef.current.play().catch(() => {});
}
}
}, [currentIndex, messages, isLoading, isMuted]);
const handleClose = useCallback(() => {
setIsOpen(false);
setMessages([]);
setCurrentIndex(0);
if (audioRef.current) audioRef.current.pause();
window.dispatchEvent(new CustomEvent("dialog-close"));
}, []);
const handleNext = useCallback(() => {
if (audioRef.current) audioRef.current.pause();
if (currentIndex < messages.length - 1) {
setCurrentIndex((i) => i + 1);
} else {
handleClose();
}
}, [currentIndex, messages.length, handleClose]);
useEffect(() => {
if (!isOpen) return;
const handleKey = (e: KeyboardEvent) => {
if (e.key === "Enter") {
handleNext();
} else if (e.key === "Escape") {
handleClose();
}
};
window.addEventListener("keydown", handleKey);
return () => window.removeEventListener("keydown", handleKey);
}, [isOpen, handleNext, handleClose]);
const toggleMute = () => {
setIsMuted(!isMuted);
if (audioRef.current) {
if (!isMuted) {
audioRef.current.pause();
} else if (messages[currentIndex]?.audioUrl) {
audioRef.current.src = messages[currentIndex].audioUrl!;
audioRef.current.volume = 1.0;
audioRef.current.play().catch(() => {});
}
}
};
if (!isOpen) return null;
if (isLoading) {
return (
<div className="absolute bottom-20 left-1/2 -translate-x-1/2 z-20 w-[480px] max-w-[90vw]">
<div className="bg-[#111]/95 border border-[#333] rounded-lg p-4 backdrop-blur-sm">
<div className="flex items-start justify-between mb-2">
<span className="text-[10px] text-[#666] uppercase tracking-wider">
{characterRole}
</span>
<button
onClick={handleClose}
className="p-1.5 text-[#666] hover:text-white active:text-white"
>
<X size={14} />
</button>
</div>
<div className="animate-pulse h-4 bg-[#222] rounded w-3/4 mb-2" />
<div className="animate-pulse h-4 bg-[#222] rounded w-1/2" />
<p className="text-[9px] text-[#555] mt-3">Loading...</p>
</div>
</div>
);
}
if (messages.length === 0) return null;
const current = messages[currentIndex];
const isLast = currentIndex >= messages.length - 1;
return (
<div className="absolute bottom-20 left-1/2 -translate-x-1/2 z-20 w-[480px] max-w-[90vw]">
<div className="bg-[#111]/95 border border-[#333] rounded-lg p-4 backdrop-blur-sm">
<div className="flex items-start justify-between mb-2">
<span className="text-[10px] text-[#666] uppercase tracking-wider">
{characterRole || "NPC"}
</span>
<div className="flex items-center gap-2">
<button
onClick={toggleMute}
className="p-1.5 text-[#666] hover:text-white active:text-white"
title={isMuted ? "Unmute" : "Mute"}
>
{isMuted ? <VolumeX size={14} /> : <Volume2 size={14} />}
</button>
<button
onClick={handleClose}
className="p-1.5 text-[#666] hover:text-white active:text-white"
>
<X size={14} />
</button>
</div>
</div>
<p className="text-sm text-[#ddd] leading-relaxed">{current?.text}</p>
<div className="mt-3 flex items-center justify-between">
<span className="text-[9px] text-[#555]">
{currentIndex + 1} / {messages.length}
</span>
{isMobile ? (
<div className="flex items-center gap-2">
<button
onClick={handleClose}
className="px-3 py-1.5 text-xs text-[#888] bg-white/5 rounded active:bg-white/15"
>
Close
</button>
{!isLast && (
<button
onClick={handleNext}
className="px-3 py-1.5 text-xs text-white bg-white/10 rounded active:bg-white/25"
>
Next
</button>
)}
</div>
) : (
<span className="text-[9px] text-[#555]">
{isLast
? "Press Enter or Esc to close"
: "Press Enter to continue"}
</span>
)}
</div>
</div>
</div>
);
}
async function fetchCharacterResponses(
role: string,
): Promise<{ text: string; audioUrl?: string }[]> {
try {
const res = await fetch("/api/character-responses", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ role }),
});
if (!res.ok) throw new Error("Failed to fetch responses");
const data = await res.json();
return (
data.messages || [
{ text: "Hello there! How can I help you?" },
{ text: "It's a beautiful day, isn't it?" },
]
);
} catch {
return [
{ text: "Hello there! How can I help you?" },
{ text: "It's a beautiful day, isn't it?" },
];
}
}
@@ -0,0 +1,24 @@
"use client";
import { useState, useEffect } from "react";
interface DamageEffectProps {
lastDamageTime: number | null;
}
export function DamageEffect({ lastDamageTime }: DamageEffectProps) {
const [show, setShow] = useState(false);
useEffect(() => {
if (!lastDamageTime) return;
setShow(true);
const timer = setTimeout(() => setShow(false), 400);
return () => clearTimeout(timer);
}, [lastDamageTime]);
if (!show) return null;
return (
<div className="absolute inset-0 pointer-events-none z-20 animate-screen-flash bg-red-600/30 rounded-none" />
);
}
@@ -0,0 +1,46 @@
"use client";
import { useEffect, useRef, useState } from "react";
import { useEditorStore } from "@/lib/store";
const DAMAGE_SOUND_URL =
"https://hebbkx1anhila5yf.public.blob.vercel-storage.com/hit-OaUo19QcLdyFfqy5SMfEWyAF3ZgyxR.mp3";
export function DamageSound() {
const isPlaying = useEditorStore((s) => s.isPlaying);
const lastDamageTime = useEditorStore((s) => s.lastDamageTime);
const health = useEditorStore((s) => s.health);
const audioRef = useRef<HTMLAudioElement | null>(null);
const lastPlayedRef = useRef<number>(0);
const [loaded, setLoaded] = useState(false);
useEffect(() => {
const audio = new Audio();
audio.src = DAMAGE_SOUND_URL;
audio.preload = "auto";
audio.addEventListener("canplaythrough", () => setLoaded(true));
audio.addEventListener("error", () => setLoaded(false));
audioRef.current = audio;
return () => {
audio.pause();
audio.src = "";
};
}, []);
useEffect(() => {
if (!isPlaying || !lastDamageTime || health <= 0 || !loaded) return;
const now = Date.now();
if (now - lastPlayedRef.current < 300) return;
lastPlayedRef.current = now;
if (audioRef.current) {
audioRef.current.currentTime = 0;
audioRef.current.volume = 0.5;
audioRef.current.play().catch(() => {});
}
}, [isPlaying, lastDamageTime, health, loaded]);
return null;
}
@@ -0,0 +1,46 @@
"use client";
import { useEffect, useRef, useState } from "react";
import { useEditorStore } from "@/lib/store";
const DEATH_SOUND_URL =
"https://hebbkx1anhila5yf.public.blob.vercel-storage.com/death-y5RAJQHhGgzagKglqKEYKzMFc84QcR.mp3";
export function DeathSound() {
const health = useEditorStore((s) => s.health);
const isPlaying = useEditorStore((s) => s.isPlaying);
const audioRef = useRef<HTMLAudioElement | null>(null);
const [prevHealth, setPrevHealth] = useState(100);
const [loaded, setLoaded] = useState(false);
useEffect(() => {
const audio = new Audio();
audio.src = DEATH_SOUND_URL;
audio.preload = "auto";
audio.addEventListener("canplaythrough", () => setLoaded(true));
audio.addEventListener("error", () => setLoaded(false));
audioRef.current = audio;
return () => {
audio.pause();
audio.src = "";
};
}, []);
useEffect(() => {
if (
isPlaying &&
prevHealth > 0 &&
health <= 0 &&
audioRef.current &&
loaded
) {
audioRef.current.currentTime = 0;
audioRef.current.volume = 0.7;
audioRef.current.play().catch(() => {});
}
setPrevHealth(health);
}, [health, isPlaying, prevHealth, loaded]);
return null;
}
@@ -0,0 +1,51 @@
"use client";
import { useEditorStore } from "@/lib/store";
export function GameOverScreen() {
const setIsPlaying = useEditorStore((s) => s.setIsPlaying);
const setHealth = useEditorStore((s) => s.setHealth);
const setShield = useEditorStore((s) => s.setShield);
const maxHealth = useEditorStore((s) => s.maxHealth);
const maxShield = useEditorStore((s) => s.maxShield);
const handleRestart = () => {
setHealth(maxHealth);
setShield(maxShield);
setIsPlaying(false);
setTimeout(() => setIsPlaying(true), 100);
};
const handleExit = () => {
setHealth(maxHealth);
setShield(maxShield);
setIsPlaying(false);
};
return (
<div className="absolute inset-0 z-30 flex items-center justify-center bg-black/80 animate-fade-in">
<div className="text-center px-4">
<h1 className="text-3xl sm:text-5xl font-bold text-red-500 mb-2">
GAME OVER
</h1>
<p className="text-[#888] mb-8 text-sm sm:text-base">
You have been defeated
</p>
<div className="flex gap-3 justify-center">
<button
onClick={handleRestart}
className="px-6 py-2.5 sm:py-2 bg-white/10 hover:bg-white/20 active:bg-white/30 text-white rounded-lg text-sm transition-colors min-w-[100px]"
>
Restart
</button>
<button
onClick={handleExit}
className="px-6 py-2.5 sm:py-2 bg-white/5 hover:bg-white/10 active:bg-white/20 text-[#888] rounded-lg text-sm transition-colors min-w-[100px]"
>
Exit
</button>
</div>
</div>
</div>
);
}
@@ -0,0 +1,58 @@
"use client";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
export function HealthBar() {
const health = useEditorStore((s) => s.health);
const shield = useEditorStore((s) => s.shield);
const maxHealth = useEditorStore((s) => s.maxHealth);
const maxShield = useEditorStore((s) => s.maxShield);
const isMobile = useIsMobile();
const healthPct = (health / maxHealth) * 100;
const shieldPct = (shield / maxShield) * 100;
return (
<div
className={`absolute ${isMobile ? "top-14 left-3" : "bottom-4 left-4"} z-10 flex flex-col gap-1.5 pointer-events-none`}
>
{/* Shield bar */}
<div className="flex items-center gap-2">
<div className="text-[10px] text-blue-400 w-5 text-right font-mono">
{Math.round(shield)}
</div>
<div
className={`${isMobile ? "w-28" : "w-40"} h-2 bg-[#1a1a1a] rounded-full overflow-hidden`}
>
<div
className="h-full bg-gradient-to-r from-blue-600 to-blue-400 transition-all duration-300"
style={{ width: `${shieldPct}%` }}
/>
</div>
</div>
{/* Health bar */}
<div className="flex items-center gap-2">
<div
className={`text-[10px] w-5 text-right font-mono ${
health < 30 ? "text-red-400 animate-pulse-low" : "text-green-400"
}`}
>
{Math.round(health)}
</div>
<div
className={`${isMobile ? "w-28" : "w-40"} h-2 bg-[#1a1a1a] rounded-full overflow-hidden`}
>
<div
className={`h-full transition-all duration-300 ${
health < 30
? "bg-gradient-to-r from-red-600 to-red-400 animate-pulse-low"
: "bg-gradient-to-r from-green-600 to-green-400"
}`}
style={{ width: `${healthPct}%` }}
/>
</div>
</div>
</div>
);
}
@@ -0,0 +1,284 @@
"use client";
import type React from "react";
import { useState, useEffect, useRef } from "react";
import { ArrowUp, Loader2, MessageSquare } from "lucide-react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
import type {
ObjectType,
TransformMode,
SceneObject,
Material,
Physics,
Damage,
} from "@/lib/types";
export function InGamePrompt() {
const [isOpen, setIsOpen] = useState(false);
const [prompt, setPrompt] = useState("");
const [isProcessing, setIsProcessing] = useState(false);
const [previousPrompts, setPreviousPrompts] = useState<string[]>([]);
const textareaRef = useRef<HTMLTextAreaElement>(null);
const isMobile = useIsMobile();
const {
addObject,
scenes,
activeSceneId,
updateObjectTransform,
updateObjectMaterial,
updateObjectPhysics,
updateDamage,
selectObject,
setTransformMode,
createCustomObject,
isPlaying,
setIsPromptOpen,
} = useEditorStore();
const activeScene =
scenes.find((scene) => scene.id === activeSceneId) || scenes[0];
const objects = activeScene ? activeScene.objects : [];
const processAction = (action: { function: string; args: unknown[] }) => {
try {
switch (action.function) {
case "addObject":
addObject(action.args[0] as ObjectType);
break;
case "createCustomObject":
createCustomObject(
action.args[0] as ObjectType,
action.args[1] as Partial<SceneObject>,
);
break;
case "updateObjectTransform":
updateObjectTransform(
action.args[0] as string,
action.args[1] as Partial<
Pick<SceneObject, "position" | "rotation" | "scale">
>,
);
break;
case "updateObjectMaterial":
updateObjectMaterial(
action.args[0] as string,
action.args[1] as Partial<Material>,
);
break;
case "updateObjectPhysics":
updateObjectPhysics(
action.args[0] as string,
action.args[1] as Partial<Physics>,
);
break;
case "updateDamage":
updateDamage(
action.args[0] as string,
action.args[1] as Partial<Damage>,
);
break;
case "selectObject":
selectObject(action.args[0] as string);
break;
case "setTransformMode":
setTransformMode(action.args[0] as TransformMode);
break;
}
} catch (error) {
console.error("Error processing action:", error, action);
}
};
const handleSubmit = async (e?: React.FormEvent) => {
if (e) e.preventDefault();
if (!prompt.trim() || isProcessing) return;
setIsProcessing(true);
const currentPrompt = prompt;
setPreviousPrompts((prev) => [...prev.slice(-4), currentPrompt]);
setIsOpen(false);
setIsPromptOpen(false);
try {
const response = await fetch("/api/ai-game", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({
prompt: currentPrompt,
objects,
previousPrompts,
}),
});
if (!response.ok || !response.body) {
throw new Error("Failed to get AI response");
}
const reader = response.body.getReader();
const decoder = new TextDecoder();
let buffer = "";
while (true) {
const { done, value } = await reader.read();
if (done) break;
const chunk = decoder.decode(value, { stream: true });
buffer += chunk;
let startIndex = 0;
while (true) {
const openBrace = buffer.indexOf("{", startIndex);
if (openBrace === -1) break;
let depth = 0;
let closeBrace = -1;
for (let i = openBrace; i < buffer.length; i++) {
if (buffer[i] === "{") depth++;
else if (buffer[i] === "}") {
depth--;
if (depth === 0) {
closeBrace = i;
break;
}
}
}
if (closeBrace === -1) {
startIndex = openBrace + 1;
break;
}
const jsonStr = buffer.substring(openBrace, closeBrace + 1);
try {
const jsonObj = JSON.parse(jsonStr);
if (
jsonObj &&
typeof jsonObj.function === "string" &&
Array.isArray(jsonObj.args)
) {
processAction(jsonObj);
}
buffer =
buffer.substring(0, openBrace) + buffer.substring(closeBrace + 1);
startIndex = 0;
} catch {
startIndex = openBrace + 1;
}
}
}
} catch (error) {
console.error("Error processing AI prompt:", error);
} finally {
setIsProcessing(false);
setPrompt("");
}
};
useEffect(() => {
if (!isPlaying) {
setIsOpen(false);
setIsPromptOpen(false);
return;
}
if (isMobile) return;
const handleKeyDown = (e: KeyboardEvent) => {
if ((e.metaKey || e.ctrlKey) && e.key === "/") {
e.preventDefault();
const newIsOpen = !isOpen;
setIsOpen(newIsOpen);
setIsPromptOpen(newIsOpen);
}
};
window.addEventListener("keydown", handleKeyDown);
return () => window.removeEventListener("keydown", handleKeyDown);
}, [isPlaying, isOpen, setIsPromptOpen, isMobile]);
useEffect(() => {
if (isOpen && textareaRef.current) {
setTimeout(() => textareaRef.current?.focus(), 100);
}
}, [isOpen]);
const handleKeyDown = (e: React.KeyboardEvent<HTMLTextAreaElement>) => {
if (e.key === "Enter" && !e.shiftKey) {
e.preventDefault();
handleSubmit();
}
};
const handleTextareaChange = (e: React.ChangeEvent<HTMLTextAreaElement>) => {
setPrompt(e.target.value);
e.target.style.height = "auto";
e.target.style.height = `${e.target.scrollHeight}px`;
};
if (!isPlaying) return null;
if (!isOpen) {
if (isMobile) {
return (
<button
onClick={() => {
setIsOpen(true);
setIsPromptOpen(true);
}}
className="absolute top-14 right-3 z-30 w-11 h-11 flex items-center justify-center rounded-full bg-black/40 backdrop-blur-sm text-white/70 active:bg-white/20 border border-white/10"
>
<MessageSquare size={18} />
</button>
);
}
return null;
}
return (
<div
className={`absolute ${isMobile ? "top-14 left-2 right-2 bottom-auto" : "top-[50px] left-0 right-0 bottom-0 flex items-center justify-center"} z-40 animate-fade-in`}
>
<div className="flex items-center justify-center">
<div
className={`flex items-center gap-2 bg-black/70 backdrop-blur-md border border-white/20 ${isMobile ? "rounded-xl w-full" : "rounded-full"} shadow-lg overflow-hidden ${isMobile ? "" : "max-w-[600px]"}`}
>
<div className={isMobile ? "pl-3" : "pl-5"}>
<MessageSquare className="h-5 w-5 text-white/70" />
</div>
<form
onSubmit={handleSubmit}
className="flex items-center flex-1 min-w-0"
>
<textarea
ref={textareaRef}
value={prompt}
onChange={handleTextareaChange}
onKeyDown={handleKeyDown}
placeholder="Describe what to add or change..."
className={`bg-transparent border-none px-3 py-4 ${isMobile ? "flex-1 min-w-0 text-base" : "w-[400px] text-sm"} text-white placeholder-gray-400 focus:outline-none resize-none overflow-hidden min-h-[44px] max-h-[200px]`}
rows={1}
style={{ height: "auto" }}
/>
<div className="flex items-center gap-1 mr-3">
<button
type="submit"
className="bg-white/15 text-white p-2 rounded-full hover:bg-white/25 active:bg-white/35 transition-colors disabled:opacity-30"
disabled={!prompt.trim() || isProcessing}
>
{isProcessing ? (
<Loader2 className="h-5 w-5 animate-spin" />
) : (
<ArrowUp className="h-5 w-5" />
)}
</button>
</div>
</form>
</div>
</div>
</div>
);
}
@@ -0,0 +1,53 @@
"use client";
import { useEffect, useState } from "react";
import { useEditorStore } from "@/lib/store";
import { useIsMobile } from "@/lib/use-mobile";
export function InteractionPrompt() {
const [showPrompt, setShowPrompt] = useState(false);
const isPlaying = useEditorStore((s) => s.isPlaying);
const isMobile = useIsMobile();
useEffect(() => {
if (!isPlaying) {
setShowPrompt(false);
return;
}
const handleNearby = () => setShowPrompt(true);
const handleFar = () => setShowPrompt(false);
const handleDialogOpen = () => setShowPrompt(false);
window.addEventListener("character-nearby", handleNearby);
window.addEventListener("character-far", handleFar);
window.addEventListener("dialog-open", handleDialogOpen);
return () => {
window.removeEventListener("character-nearby", handleNearby);
window.removeEventListener("character-far", handleFar);
window.removeEventListener("dialog-open", handleDialogOpen);
};
}, [isPlaying]);
if (!isPlaying || !showPrompt) return null;
if (isMobile) {
return (
<button
onClick={() => {
window.dispatchEvent(new CustomEvent("request-character-interact"));
}}
className="absolute bottom-28 left-1/2 -translate-x-1/2 z-20 bg-white/20 backdrop-blur-sm text-white px-6 py-3 rounded-full text-sm font-medium active:bg-white/40 border border-white/30"
>
Tap to interact
</button>
);
}
return (
<div className="absolute bottom-10 left-1/2 -translate-x-1/2 z-10 bg-black/70 text-white px-4 py-2 rounded-md text-sm">
Press &quot;E&quot; to interact
</div>
);
}
@@ -0,0 +1,16 @@
"use client";
import { Loader2 } from "lucide-react";
import { useEditorStore } from "@/lib/store";
export function LoadingSpinner() {
const isLoading = useEditorStore((s) => s.isLoading);
if (!isLoading) return null;
return (
<div className="absolute top-4 right-4 bg-black/60 rounded-full p-2 shadow-md z-10 backdrop-blur-sm">
<Loader2 className="h-5 w-5 animate-spin text-white" />
</div>
);
}
@@ -0,0 +1,191 @@
"use client";
import { useEffect, useRef, useCallback } from "react";
import { ArrowUp } from "lucide-react";
import { touchMoveState } from "@/lib/touch-state";
import { useEditorStore } from "@/lib/store";
const JOYSTICK_SIZE = 120;
const KNOB_SIZE = 48;
const MAX_DIST = (JOYSTICK_SIZE - KNOB_SIZE) / 2;
export function TouchControls() {
const isPlaying = useEditorStore((s) => s.isPlaying);
const health = useEditorStore((s) => s.health);
const joystickRef = useRef<HTMLDivElement>(null);
const knobRef = useRef<HTMLDivElement>(null);
const joystickTouchId = useRef<number | null>(null);
const joystickCenter = useRef<{ x: number; y: number } | null>(null);
const lookTouchRef = useRef<{ x: number; y: number } | null>(null);
const isGameOver = health <= 0;
const resetJoystick = useCallback(() => {
joystickTouchId.current = null;
joystickCenter.current = null;
touchMoveState.forward = 0;
touchMoveState.right = 0;
touchMoveState.sprint = false;
if (knobRef.current) {
knobRef.current.style.transform = "translate(-50%, -50%)";
}
}, []);
useEffect(() => {
if (!isPlaying || isGameOver) {
resetJoystick();
return;
}
const zone = joystickRef.current;
if (!zone) return;
const handleStart = (e: TouchEvent) => {
if (joystickTouchId.current !== null) return;
for (let i = 0; i < e.changedTouches.length; i++) {
const t = e.changedTouches[i]!;
const rect = zone.getBoundingClientRect();
if (
t.clientX >= rect.left &&
t.clientX <= rect.right &&
t.clientY >= rect.top &&
t.clientY <= rect.bottom
) {
joystickTouchId.current = t.identifier;
joystickCenter.current = { x: t.clientX, y: t.clientY };
break;
}
}
};
const handleMove = (e: TouchEvent) => {
if (joystickTouchId.current === null || !joystickCenter.current) return;
for (let i = 0; i < e.changedTouches.length; i++) {
const t = e.changedTouches[i]!;
if (t.identifier !== joystickTouchId.current) continue;
let dx = t.clientX - joystickCenter.current.x;
let dy = t.clientY - joystickCenter.current.y;
const dist = Math.sqrt(dx * dx + dy * dy);
const clamped = Math.min(dist, MAX_DIST);
if (dist > 0) {
dx = (dx / dist) * clamped;
dy = (dy / dist) * clamped;
}
const normalized = dist > 0 ? Math.min(dist / MAX_DIST, 1) : 0;
touchMoveState.right = (dx / MAX_DIST) * normalized;
touchMoveState.forward = -(dy / MAX_DIST) * normalized;
if (knobRef.current) {
knobRef.current.style.transform = `translate(calc(-50% + ${dx}px), calc(-50% + ${dy}px))`;
}
break;
}
};
const handleEnd = (e: TouchEvent) => {
if (joystickTouchId.current === null) return;
for (let i = 0; i < e.changedTouches.length; i++) {
if (e.changedTouches[i]!.identifier === joystickTouchId.current) {
resetJoystick();
break;
}
}
};
zone.addEventListener("touchstart", handleStart, { passive: true });
window.addEventListener("touchmove", handleMove, { passive: true });
window.addEventListener("touchend", handleEnd, { passive: true });
window.addEventListener("touchcancel", handleEnd, { passive: true });
return () => {
zone.removeEventListener("touchstart", handleStart);
window.removeEventListener("touchmove", handleMove);
window.removeEventListener("touchend", handleEnd);
window.removeEventListener("touchcancel", handleEnd);
resetJoystick();
};
}, [isPlaying, isGameOver, resetJoystick]);
const handleLookStart = useCallback((e: React.TouchEvent) => {
const touch = e.touches[0];
if (touch) {
lookTouchRef.current = { x: touch.clientX, y: touch.clientY };
}
}, []);
const handleLookMove = useCallback((e: React.TouchEvent) => {
const touch = e.touches[0];
if (!touch || !lookTouchRef.current) return;
touchMoveState.lookDeltaX +=
(touch.clientX - lookTouchRef.current.x) * 0.004;
touchMoveState.lookDeltaY +=
(touch.clientY - lookTouchRef.current.y) * 0.004;
lookTouchRef.current = { x: touch.clientX, y: touch.clientY };
}, []);
const handleLookEnd = useCallback(() => {
lookTouchRef.current = null;
}, []);
const handleJump = useCallback(() => {
touchMoveState.jump = true;
setTimeout(() => {
touchMoveState.jump = false;
}, 150);
}, []);
if (!isPlaying || isGameOver) return null;
return (
<>
{/* Joystick zone (left half, bottom) */}
<div
ref={joystickRef}
className="fixed left-0 bottom-0 z-20 pointer-events-auto"
style={{ width: "45vw", height: "40vh" }}
>
{/* Joystick base */}
<div
className="absolute rounded-full border border-white/20 bg-white/5"
style={{
width: JOYSTICK_SIZE,
height: JOYSTICK_SIZE,
left: 60 - JOYSTICK_SIZE / 2,
bottom: 60 - JOYSTICK_SIZE / 2,
}}
>
{/* Knob */}
<div
ref={knobRef}
className="absolute left-1/2 top-1/2 rounded-full bg-white/25 border border-white/30"
style={{
width: KNOB_SIZE,
height: KNOB_SIZE,
transform: "translate(-50%, -50%)",
}}
/>
</div>
</div>
{/* Look zone (right half) */}
<div
className="fixed right-0 top-10 bottom-0 z-20 pointer-events-auto"
style={{ width: "55vw" }}
onTouchStart={handleLookStart}
onTouchMove={handleLookMove}
onTouchEnd={handleLookEnd}
onTouchCancel={handleLookEnd}
/>
{/* Jump button */}
<button
onTouchStart={handleJump}
className="fixed bottom-6 right-6 z-30 w-14 h-14 rounded-full bg-white/15 backdrop-blur-sm border border-white/20 flex items-center justify-center active:bg-white/30 pointer-events-auto"
>
<ArrowUp size={24} className="text-white/70" />
</button>
</>
);
}
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import { nextJsConfig } from "@internal/eslint-config/next-js";
/** @type {import("eslint").Linter.Config[]} */
export default [
...nextJsConfig,
{
rules: {
"react/prop-types": "off",
"react/no-unknown-property": "off",
},
},
];
@@ -0,0 +1,71 @@
import type { SceneObject } from "./types";
export function generateGameAIPrompt(
userPrompt: string,
objects: SceneObject[] = [],
previousPrompts: string[] = [],
): string {
const simplifiedObjects = objects.map((obj) => ({
id: obj.id,
name: obj.name,
type: obj.type,
position: obj.position,
rotation: obj.rotation,
scale: obj.scale,
material: obj.material,
physics: obj.physics,
lightType: obj.lightType,
intensity: obj.intensity,
damage: obj.damage,
shapeData: obj.shapeData,
meshData: obj.meshData,
}));
return `You are an AI assistant that helps users create and modify 3D scenes.
The user has given you this instruction: "${userPrompt}".
You have access to these functions:
- addObject(type): Creates a new object of type "box", "sphere", "cylinder", "cone", "torus", "plane", "light", "capsule", "extrude", "tetrahedron", "octahedron", "dodecahedron", "icosahedron", "knot", "tube", "shape", "mesh"
- createCustomObject(type, properties): Creates a new object with custom properties. Properties can include:
* name: string
* position: [x, y, z]
* rotation: [x, y, z] (For plane objects, default rotation is [-1.5708, 0, 0])
* scale: [x, y, z] (For plane objects, Z scale is always 1)
* material: { color, metalness, roughness, emissive, emissiveIntensity }
* physics: { mass, isStatic, restitution, friction, colliderType }
* damage: { amount, enabled }
* lightType: "ambient", "directional", "point", or "spot"
* intensity: number
* distance: number
* decay: number
* angle: number
* penumbra: number
* shapeData: { points: [x,y][], holes?: [x,y][][] }
* meshData: { vertices: number[], indices: number[], normals?: number[], uvs?: number[] }
- updateObjectTransform(id, {position, rotation, scale}): Updates an object's transform
- updateObjectMaterial(id, {color, metalness, roughness, emissive, emissiveIntensity}): Updates material
- updateObjectPhysics(id, {mass, isStatic, restitution, friction, colliderType}): Updates physics
- updateDamage(id, {amount, enabled}): Updates damage properties
- selectObject(id): Selects an object
- setTransformMode(mode): Sets transform mode to "select", "translate", "rotate", or "scale"
Current objects in the scene:
${JSON.stringify(simplifiedObjects, null, 2)}
Previous user instructions:
${previousPrompts.map((p) => `- "${p}"`).join("\n")}
Respond with a series of JSON objects, one per line (JSONL format). Each JSON object should have a "function" property and "args" property.
Example:
{"function": "createCustomObject", "args": ["box", {"name": "Large Red Box", "position": [0, 1, 0], "scale": [2, 2, 2], "material": {"color": "#ff0000"}, "physics": {"mass": 5, "isStatic": false, "restitution": 0.5}}]}
{"function": "updateObjectTransform", "args": ["object-id", {"position": [0, -1, 0], "scale": [10, 1, 10]}]}
IMPORTANT CONSTRAINTS:
1. For plane objects, the Z scale must always be 1.
2. For plane objects, the default rotation is [-1.5708, 0, 0] to make them horizontal.
3. Only use the functions listed above.
4. Your response must be valid JSONL format with one JSON object per line. Do not include any explanations.
5. Do not wrap your response in an array. Each line should be a separate, complete JSON object.
6. Each JSON object MUST have exactly this format: {"function": "functionName", "args": [arg1, arg2, ...]}
7. Do not use JavaScript expressions like Math.PI in your JSON. Use the actual numeric values instead.`;
}
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import { yamlPrompt } from "@json-render/yaml";
import { buildEditUserPrompt } from "@json-render/core";
import type { Spec } from "@json-render/core";
import { stringify } from "yaml";
import { catalog } from "./catalog";
const GAME_RULES = [
"Use numeric values only (no Math.PI, use 3.14159)",
"For GamePlane as ground: rotation [-1.5708, 0, 0], scale [size, size, 1]",
"Use descriptive keys for new objects (e.g. 'obj-tree-1-trunk', 'obj-tree-1-canopy')",
"Object element keys start with 'obj-'",
"The root element 'scene' is a Group whose children lists all top-level element keys",
"When adding an object: add the element AND append the key to the scene children",
"COMPOSE objects into recognizable structures. TREE RECIPE: trunk = GameCylinder with radiusTop 0.12-0.2, radiusBottom 0.15-0.25, height 3-6, color '#8B4513' or '#5C3317', position Y = height/2. Canopy = GameSphere with radius 1.5-3, color '#228B22' or '#2E8B57', position Y = trunk height + canopy radius * 0.7. The trunk must be TALL and THIN (radius << height). HOUSE: GameBox walls (width 3, height 2.5, depth 3) + GameCone roof on top. LAMP: GameCylinder radiusTop 0.05, radiusBottom 0.05, height 3 + GameSphere radius 0.2 with emissive material at top. NEVER scatter disconnected primitives randomly.",
"SPATIAL COHERENCE: related parts share the same X/Z base. Stack vertically with exact Y math: if trunk height=4, trunk Y=2 (half height). Canopy radius=2, canopy Y = 4 + 2*0.7 = 5.4. Objects that belong together must visually touch or overlap.",
"Be AMBITIOUS and THOROUGH: when the user asks for something, go all-in — build 10-20+ composed structures with varied sizes, not just a handful of loose shapes",
"REPEATING DETAILS: when placing repeating elements (road dashes, fence posts, windows, floor tiles, pillars, streetlights along a road), space them evenly and use ENOUGH to cover the full length/area. A 100-unit road needs 20+ dashes, not 5. A building face 10 units wide needs 4-5 windows per floor, not 1. Do NOT be lazy with repetition — density sells the scene.",
"Always set castShadow on lights and objects, receiveShadow on ground/floors, and use materials with varied colors, metalness, roughness for visual richness",
"When building environments, include atmosphere (Sky, Fog, ambient light), ground plane with receiveShadow, and decorative elements — make it feel like a complete, coherent scene",
];
function serializeSpec(spec: Spec): string {
return stringify(spec, { indent: 2, lineWidth: 0 });
}
export function generateSystemPrompt(): string {
return yamlPrompt(catalog, {
system:
"You are an expert 3D level designer AI for a json-render game engine. You build rich, detailed, immersive scenes using YAML patch operations. When the user describes a scene or asks for changes, go big — create dense, visually interesting environments with many objects, proper lighting, shadows, physics, varied materials, and atmospheric effects. Think like a AAA game level designer, not a minimal prototype builder.",
mode: "standalone",
editModes: ["merge"],
customRules: GAME_RULES,
});
}
export function generateUserPrompt(
userPrompt: string,
currentSpec: Spec,
previousPrompts: string[] = [],
): string {
const prevContext =
previousPrompts.length > 0
? `Previous instructions:\n${previousPrompts.join("\n")}\n\n`
: "";
return (
prevContext +
buildEditUserPrompt({
prompt: userPrompt,
currentSpec,
config: { modes: ["merge"] },
format: "yaml",
serializer: serializeSpec,
})
);
}
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import type * as THREE from "three";
export function resetBoneScales(object: THREE.Object3D) {
object.traverse((node) => {
if ((node as THREE.Bone).isBone) {
node.scale.set(1, 1, 1);
}
});
}
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import { z } from "zod";
import { defineCatalog } from "@json-render/core";
import { schema } from "@json-render/react/schema";
import { threeComponentDefinitions } from "@json-render/react-three-fiber/catalog";
const vector3Schema = z.tuple([z.number(), z.number(), z.number()]);
const materialSchema = z.object({
color: z.string().nullable(),
metalness: z.number().nullable(),
roughness: z.number().nullable(),
emissive: z.string().nullable(),
emissiveIntensity: z.number().nullable(),
opacity: z.number().nullable(),
transparent: z.boolean().nullable(),
wireframe: z.boolean().nullable(),
});
const transformProps = {
position: vector3Schema.nullable(),
rotation: vector3Schema.nullable(),
scale: vector3Schema.nullable(),
} as const;
const shadowProps = {
castShadow: z.boolean().nullable(),
receiveShadow: z.boolean().nullable(),
} as const;
const physicsSchema = z.object({
mass: z.number().nullable(),
isStatic: z.boolean().nullable(),
restitution: z.number().nullable(),
friction: z.number().nullable(),
colliderType: z.enum(["cuboid", "ball", "capsule", "none"]).nullable(),
});
const damageSchema = z.object({
amount: z.number().nullable(),
enabled: z.boolean().nullable(),
});
const gameTransformShadowPhysicsDamage = {
...transformProps,
...shadowProps,
material: materialSchema.nullable(),
physics: physicsSchema.nullable(),
damage: damageSchema.nullable(),
objectId: z.string().nullable(),
};
export const gameComponentDefinitions = {
// Keep all non-primitive R3F components as-is
AmbientLight: threeComponentDefinitions.AmbientLight,
DirectionalLight: threeComponentDefinitions.DirectionalLight,
PointLight: threeComponentDefinitions.PointLight,
SpotLight: threeComponentDefinitions.SpotLight,
Group: threeComponentDefinitions.Group,
Model: threeComponentDefinitions.Model,
Environment: threeComponentDefinitions.Environment,
Fog: threeComponentDefinitions.Fog,
GridHelper: threeComponentDefinitions.GridHelper,
Text3D: threeComponentDefinitions.Text3D,
Sparkles: threeComponentDefinitions.Sparkles,
Stars: threeComponentDefinitions.Stars,
Sky: threeComponentDefinitions.Sky,
Cloud: threeComponentDefinitions.Cloud,
ContactShadows: threeComponentDefinitions.ContactShadows,
Float: threeComponentDefinitions.Float,
EffectComposer: threeComponentDefinitions.EffectComposer,
Bloom: threeComponentDefinitions.Bloom,
Vignette: threeComponentDefinitions.Vignette,
PerspectiveCamera: threeComponentDefinitions.PerspectiveCamera,
OrbitControls: threeComponentDefinitions.OrbitControls,
// Game-specific primitives with physics & damage
GameBox: {
props: z.object({
...gameTransformShadowPhysicsDamage,
width: z.number().nullable(),
height: z.number().nullable(),
depth: z.number().nullable(),
}),
description:
"Box with optional physics and damage. ALWAYS set width, height, depth to create varied shapes — wide flat platforms (4, 0.2, 4), tall walls (0.3, 3, 5), long beams (6, 0.3, 0.3). Avoid 1x1x1 cubes.",
example: {
position: [0, 1.5, 0],
width: 2,
height: 3,
depth: 0.3,
material: { color: "#4488ff" },
physics: { mass: 1, isStatic: true, colliderType: "cuboid" },
},
},
GameSphere: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
widthSegments: z.number().nullable(),
heightSegments: z.number().nullable(),
}),
description:
"Sphere with optional physics and damage. Set radius explicitly (0.2 for small details, 1-3 for tree canopies, 0.5 for default).",
example: {
position: [0, 1.5, 0],
radius: 1.5,
material: { color: "#228B22" },
castShadow: true,
},
},
GameCylinder: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radiusTop: z.number().nullable(),
radiusBottom: z.number().nullable(),
height: z.number().nullable(),
radialSegments: z.number().nullable(),
}),
description:
"Cylinder with optional physics and damage. Set radiusTop/radiusBottom to control thickness and height for tall/thin shapes (e.g. tree trunk: radiusTop 0.15, radiusBottom 0.2, height 4).",
example: {
position: [0, 2, 0],
radiusTop: 0.15,
radiusBottom: 0.2,
height: 4,
material: { color: "#8B4513" },
castShadow: true,
},
},
GameCone: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
height: z.number().nullable(),
radialSegments: z.number().nullable(),
}),
description:
"Cone with optional physics and damage. Set radius and height for varied shapes (e.g. roof: radius 2.5, height 1.5).",
example: {
position: [0, 3.5, 0],
radius: 2.5,
height: 1.5,
material: { color: "#8B0000" },
castShadow: true,
},
},
GameTorus: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
tube: z.number().nullable(),
radialSegments: z.number().nullable(),
tubularSegments: z.number().nullable(),
}),
description:
"Torus (ring) with optional physics and damage. Set radius and tube to control ring size and thickness.",
example: {
position: [0, 1, 0],
radius: 1,
tube: 0.15,
material: { color: "#ff44ff" },
},
},
GamePlane: {
props: z.object({
...gameTransformShadowPhysicsDamage,
width: z.number().nullable(),
height: z.number().nullable(),
}),
description:
"Plane with optional physics. Use for floors and walls. Rotate [-PI/2, 0, 0] for ground.",
example: {
position: [0, 0, 0],
rotation: [-1.5708, 0, 0],
scale: [10, 10, 1],
material: { color: "#888888" },
physics: { isStatic: true, colliderType: "cuboid" },
},
},
GameCapsule: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
length: z.number().nullable(),
capSegments: z.number().nullable(),
radialSegments: z.number().nullable(),
}),
description: "Capsule with optional physics and damage.",
example: {
position: [0, 1, 0],
material: { color: "#00cccc" },
physics: { mass: 1, colliderType: "capsule" },
},
},
GameKnot: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
tube: z.number().nullable(),
tubularSegments: z.number().nullable(),
radialSegments: z.number().nullable(),
p: z.number().nullable(),
q: z.number().nullable(),
}),
description: "Torus knot with optional physics and damage.",
example: {
position: [0, 1, 0],
radius: 1,
tube: 0.3,
material: { color: "#ff44ff" },
},
},
GameTetrahedron: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
}),
description: "Tetrahedron with optional physics and damage.",
},
GameOctahedron: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
}),
description: "Octahedron with optional physics and damage.",
},
GameDodecahedron: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
}),
description: "Dodecahedron with optional physics and damage.",
},
GameIcosahedron: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
}),
description: "Icosahedron with optional physics and damage.",
},
GameExtrude: {
props: z.object({
...gameTransformShadowPhysicsDamage,
shapeData: z
.object({
points: z.array(z.tuple([z.number(), z.number()])),
holes: z.array(z.array(z.tuple([z.number(), z.number()]))).nullable(),
})
.nullable(),
depth: z.number().nullable(),
}),
description: "Extruded 2D shape into 3D with optional physics and damage.",
example: {
position: [0, 0.5, 0],
shapeData: {
points: [
[-0.5, -0.5],
[0.5, -0.5],
[0.5, 0.5],
[-0.5, 0.5],
],
},
depth: 1,
material: { color: "#ff8800" },
},
},
GameTube: {
props: z.object({
...gameTransformShadowPhysicsDamage,
radius: z.number().nullable(),
tubularSegments: z.number().nullable(),
radialSegments: z.number().nullable(),
}),
description: "Tube geometry following a curve with optional physics.",
example: {
position: [0, 0.5, 0],
radius: 0.1,
material: { color: "#00ccff" },
},
},
GameShape: {
props: z.object({
...gameTransformShadowPhysicsDamage,
shapeData: z
.object({
points: z.array(z.tuple([z.number(), z.number()])),
holes: z.array(z.array(z.tuple([z.number(), z.number()]))).nullable(),
})
.nullable(),
}),
description:
"2D shape geometry (flat polygon) with optional physics and damage.",
example: {
position: [0, 0.5, 0],
shapeData: {
points: [
[-0.5, -0.5],
[0.5, -0.5],
[0, 0.5],
],
},
material: { color: "#ff00ff" },
},
},
GameMesh: {
props: z.object({
...gameTransformShadowPhysicsDamage,
meshData: z
.object({
vertices: z.array(z.number()),
indices: z.array(z.number()),
normals: z.array(z.number()).nullable(),
uvs: z.array(z.number()).nullable(),
})
.nullable(),
}),
description:
"Custom mesh with raw vertex data. Specify vertices, indices, normals, and UVs.",
example: {
position: [0, 0.5, 0],
meshData: {
vertices: [-0.5, -0.5, 0, 0.5, -0.5, 0, 0, 0.5, 0],
indices: [0, 1, 2],
},
material: { color: "#88ff00" },
},
},
// Unified light component
GameLight: {
props: z.object({
...transformProps,
lightType: z.enum(["ambient", "directional", "point", "spot"]),
color: z.string().nullable(),
intensity: z.number().nullable(),
distance: z.number().nullable(),
decay: z.number().nullable(),
angle: z.number().nullable(),
penumbra: z.number().nullable(),
castShadow: z.boolean().nullable(),
objectId: z.string().nullable(),
}),
description:
"Unified light component. Set lightType to ambient, directional, point, or spot.",
example: {
lightType: "directional",
position: [5, 10, 5],
intensity: 1,
castShadow: true,
},
},
// Player controller
Player: {
props: z.object({
...transformProps,
objectId: z.string().nullable(),
isPlayer: z.boolean().nullable(),
}),
description:
"Player spawn point. Enables first/third-person controls when playing.",
example: {
position: [0, 0, 0],
},
},
// Character NPC
GameCharacter: {
props: z.object({
...transformProps,
...shadowProps,
modelUrl: z.string(),
role: z.string().nullable(),
physics: physicsSchema.nullable(),
objectId: z.string().nullable(),
}),
description:
"NPC character with GLTF model, proximity interaction, and AI dialogue.",
example: {
position: [3, 0, 0],
modelUrl: "/models/character.glb",
role: "village guard",
},
},
// Game model with physics
GameModel: {
props: z.object({
...transformProps,
...shadowProps,
url: z.string(),
physics: physicsSchema.nullable(),
damage: damageSchema.nullable(),
objectId: z.string().nullable(),
}),
description: "GLTF/GLB 3D model with optional physics and damage.",
example: {
url: "/models/crate.glb",
position: [0, 0, 0],
physics: { isStatic: true, colliderType: "cuboid" },
},
},
// Sound emitter
SoundEmitter: {
props: z.object({
...transformProps,
url: z.string(),
loop: z.boolean().nullable(),
volume: z.number().nullable(),
positional: z.boolean().nullable(),
distance: z.number().nullable(),
objectId: z.string().nullable(),
}),
description: "Positional or global audio emitter.",
example: {
position: [0, 1, 0],
url: "/sounds/ambient.mp3",
loop: true,
positional: true,
},
},
// Media plane
MediaPlane: {
props: z.object({
...transformProps,
...shadowProps,
url: z.string(),
mediaType: z.enum(["image", "video"]),
loop: z.boolean().nullable(),
autoplay: z.boolean().nullable(),
muted: z.boolean().nullable(),
width: z.number().nullable(),
height: z.number().nullable(),
objectId: z.string().nullable(),
}),
description: "Image or video displayed on a 3D plane.",
example: {
position: [0, 2, -3],
url: "/images/poster.jpg",
mediaType: "image",
width: 3,
height: 2,
},
},
// Ground plane (physics-enabled floor)
GroundPlane: {
props: z.object({
...transformProps,
material: materialSchema.nullable(),
size: z.number().nullable(),
}),
description: "Physics-enabled ground plane.",
example: {
position: [0, -0.1, 0],
size: 5000,
material: { color: "#4CAF50" },
},
},
};
export type GameComponentDefinitions = typeof gameComponentDefinitions;
export const catalog = defineCatalog(schema, {
components: gameComponentDefinitions,
actions: {},
});
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import { v4 as uuidv4 } from "uuid";
import type {
SceneObject,
Scene,
SceneSettings,
EnvironmentSettings,
ObjectType,
} from "./types";
export function createDefaultGrass(): SceneObject {
return {
id: uuidv4(),
name: "Grass",
description: "Large grass plane",
type: "plane",
position: [0, -0.1, 0],
rotation: [-Math.PI / 2, 0, 0],
scale: [5000, 5000, 1],
material: {
color: "#4CAF50",
metalness: 0.0,
roughness: 0.9,
emissive: "#000000",
emissiveIntensity: 0,
},
physics: {
mass: 0,
isStatic: true,
restitution: 0.2,
friction: 0.8,
colliderType: "cuboid",
},
visible: true,
};
}
export function createDefaultAmbientLight(): SceneObject {
return {
id: uuidv4(),
name: "Ambient Light",
description: "Default ambient light",
type: "light",
position: [0, 3, 0],
rotation: [0, 0, 0],
scale: [1, 1, 1],
material: {
color: "#ffffff",
metalness: 0,
roughness: 1,
emissive: "#000000",
emissiveIntensity: 0,
},
physics: {
mass: 1,
isStatic: false,
restitution: 0.2,
friction: 0.5,
colliderType: "none",
},
visible: true,
intensity: 0.5,
lightType: "ambient",
};
}
export function createDefaultDirectionalLight(): SceneObject {
return {
id: uuidv4(),
name: "Directional Light",
description: "Default directional light",
type: "light",
position: [10, 10, 10],
rotation: [0, 0, 0],
scale: [1, 1, 1],
material: {
color: "#ffffff",
metalness: 0,
roughness: 1,
emissive: "#000000",
emissiveIntensity: 0,
},
physics: {
mass: 1,
isStatic: false,
restitution: 0.2,
friction: 0.5,
colliderType: "none",
},
visible: true,
intensity: 1,
lightType: "directional",
};
}
export function createDefaultPlayer(): SceneObject {
return {
id: "player-" + uuidv4(),
name: "Player",
description: "Default player",
type: "player",
position: [0, 0, 0],
rotation: [0, 0, 0],
scale: [1, 1, 1],
material: {
color: "#3498db",
metalness: 0.1,
roughness: 0.5,
emissive: "#000000",
emissiveIntensity: 0,
},
physics: {
mass: 1,
isStatic: false,
restitution: 0.2,
friction: 0.5,
colliderType: "none",
},
visible: true,
isPlayer: true,
};
}
export function createDefaultSceneSettings(): SceneSettings {
return {
grid: {
visible: true,
size: 1,
divisions: 100,
color: "#444444",
secondaryColor: "#888888",
fadeDistance: 100,
fadeStrength: 1,
},
fog: {
enabled: false,
color: "#cccccc",
near: 1,
far: 50,
},
};
}
export function createDefaultEnvironmentSettings(): EnvironmentSettings {
return {
preset: "city",
customHdri: null,
intensity: 1,
blur: 0.5,
};
}
export function createDefaultScene(name = "Scene 1"): Scene {
return {
id: uuidv4(),
name,
description: "",
isDefault: true,
objects: [
createDefaultGrass(),
createDefaultAmbientLight(),
createDefaultDirectionalLight(),
createDefaultPlayer(),
],
sceneSettings: createDefaultSceneSettings(),
environmentSettings: createDefaultEnvironmentSettings(),
};
}
export function createDefaultObject(
type: ObjectType,
id: string,
objectCount: number,
): SceneObject {
const obj: SceneObject = {
id,
name: `${type.charAt(0).toUpperCase() + type.slice(1)} ${objectCount + 1}`,
description: "",
type,
position: [
0,
type === "box" ||
type === "cylinder" ||
type === "cone" ||
type === "torus"
? 0.5
: 0,
0,
],
rotation: [0, 0, 0],
scale: [1, 1, 1],
material: {
color:
type === "light"
? "#ffffff"
: type === "player"
? "#3498db"
: `#${Math.floor(Math.random() * 16777215)
.toString(16)
.padStart(6, "0")}`,
metalness: 0.1,
roughness: 0.5,
emissive: "#000000",
emissiveIntensity: 0,
},
physics: {
mass: 1,
isStatic: false,
restitution: 0.2,
friction: 0.5,
colliderType:
type === "sphere" ? "ball" : type === "capsule" ? "capsule" : "cuboid",
},
damage: {
amount: 0,
enabled: false,
},
visible: true,
};
if (
type === "capsule" ||
type === "extrude" ||
type === "tetrahedron" ||
type === "octahedron" ||
type === "dodecahedron" ||
type === "icosahedron" ||
type === "knot" ||
type === "tube" ||
type === "shape" ||
type === "mesh"
) {
obj.position = [0, 0.5, 0];
}
if (type === "light") {
obj.intensity = 1;
obj.distance = 0;
obj.decay = 2;
obj.lightType = "point";
obj.physics.colliderType = "none";
}
if (type === "plane") {
obj.rotation = [-Math.PI / 2, 0, 0];
}
if (type === "player") {
obj.name = "Player";
obj.position = [0, 0, 0];
obj.physics.colliderType = "none";
obj.isPlayer = true;
}
if (type === "image" || type === "video") {
obj.physics.colliderType = "none";
obj.physics.isStatic = true;
}
if (type === "shape") {
obj.shapeData = {
points: [
[-0.5, -0.5],
[0.5, -0.5],
[0.5, 0.5],
[-0.5, 0.5],
],
holes: [],
};
}
if (type === "mesh") {
obj.meshData = {
vertices: [
-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5,
-0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5,
-0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5,
0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5,
0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5,
0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
],
indices: [
0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12,
14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23,
],
};
}
return obj;
}
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import { Ratelimit } from "@upstash/ratelimit";
import { Redis } from "@upstash/redis";
let _minuteRateLimit: Ratelimit | null = null;
let _dailyRateLimit: Ratelimit | null = null;
function getRedis(): Redis | null {
const url = process.env.KV_REST_API_URL;
const token = process.env.KV_REST_API_TOKEN;
if (!url || !token) {
return null;
}
return new Redis({ url, token });
}
const noopRateLimiter = {
limit: async () => ({ success: true, limit: 0, remaining: 0, reset: 0 }),
};
const MINUTE_LIMIT = Number(process.env.RATE_LIMIT_PER_MINUTE) || 10;
const DAILY_LIMIT = Number(process.env.RATE_LIMIT_PER_DAY) || 100;
export const minuteRateLimit = {
limit: async (identifier: string) => {
if (!_minuteRateLimit) {
const redis = getRedis();
if (!redis) return noopRateLimiter.limit();
_minuteRateLimit = new Ratelimit({
redis,
limiter: Ratelimit.slidingWindow(MINUTE_LIMIT, "1 m"),
prefix: "ratelimit:game-engine:minute",
});
}
return _minuteRateLimit.limit(identifier);
},
};
export const dailyRateLimit = {
limit: async (identifier: string) => {
if (!_dailyRateLimit) {
const redis = getRedis();
if (!redis) return noopRateLimiter.limit();
_dailyRateLimit = new Ratelimit({
redis,
limiter: Ratelimit.fixedWindow(DAILY_LIMIT, "1 d"),
prefix: "ratelimit:game-engine:daily",
});
}
return _dailyRateLimit.limit(identifier);
},
};
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/* eslint-disable @typescript-eslint/ban-ts-comment */
// @ts-nocheck
import { defineRegistry } from "@json-render/react";
import { threeComponents } from "@json-render/react-three-fiber";
import { catalog } from "./catalog";
import {
GameBox,
GameSphere,
GameCylinder,
GameCone,
GameTorus,
GamePlane,
GameCapsule,
GameKnot,
GameTetrahedron,
GameOctahedron,
GameDodecahedron,
GameIcosahedron,
GameExtrude,
GameTube,
GameShape,
GameMesh,
} from "@/components/game/game-primitives";
import { GameLight } from "@/components/game/game-light";
import { Player } from "@/components/game/player";
import { GameCharacter } from "@/components/game/character";
import { SoundEmitter } from "@/components/game/sound-emitter";
import { MediaPlane } from "@/components/game/media-plane";
import { GroundPlane } from "@/components/game/ground-plane";
import { GameModel as GameModelComponent } from "@/components/game/model-wrapper";
const gameComponents = {
GameBox: ({ props, children }) => <GameBox {...props}>{children}</GameBox>,
GameSphere: ({ props, children }) => (
<GameSphere {...props}>{children}</GameSphere>
),
GameCylinder: ({ props, children }) => (
<GameCylinder {...props}>{children}</GameCylinder>
),
GameCone: ({ props, children }) => <GameCone {...props}>{children}</GameCone>,
GameTorus: ({ props, children }) => (
<GameTorus {...props}>{children}</GameTorus>
),
GamePlane: ({ props, children }) => (
<GamePlane {...props}>{children}</GamePlane>
),
GameCapsule: ({ props, children }) => (
<GameCapsule {...props}>{children}</GameCapsule>
),
GameKnot: ({ props, children }) => <GameKnot {...props}>{children}</GameKnot>,
GameTetrahedron: ({ props, children }) => (
<GameTetrahedron {...props}>{children}</GameTetrahedron>
),
GameOctahedron: ({ props, children }) => (
<GameOctahedron {...props}>{children}</GameOctahedron>
),
GameDodecahedron: ({ props, children }) => (
<GameDodecahedron {...props}>{children}</GameDodecahedron>
),
GameIcosahedron: ({ props, children }) => (
<GameIcosahedron {...props}>{children}</GameIcosahedron>
),
GameExtrude: ({ props, children }) => (
<GameExtrude {...props}>{children}</GameExtrude>
),
GameTube: ({ props, children }) => <GameTube {...props}>{children}</GameTube>,
GameShape: ({ props, children }) => (
<GameShape {...props}>{children}</GameShape>
),
GameMesh: ({ props, children }) => <GameMesh {...props}>{children}</GameMesh>,
GameLight: ({ props }) => <GameLight {...props} />,
Player: ({ props }) => <Player {...props} />,
GameCharacter: ({ props }) => <GameCharacter {...props} />,
GameModel: ({ props }) => <GameModelComponent {...props} />,
SoundEmitter: ({ props }) => <SoundEmitter {...props} />,
MediaPlane: ({ props }) => <MediaPlane {...props} />,
GroundPlane: ({ props }) => <GroundPlane {...props} />,
};
const allComponents = {
...threeComponents,
...gameComponents,
};
export const { registry } = defineRegistry(catalog, {
components: allComponents,
});
export { catalog };
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import type { Scene, SceneObject } from "./types";
interface SpecElement {
type: string;
props: Record<string, unknown>;
children: string[];
}
interface Spec {
root: string;
elements: Record<string, SpecElement>;
}
const primitiveTypeMap: Record<string, string> = {
box: "GameBox",
sphere: "GameSphere",
cylinder: "GameCylinder",
cone: "GameCone",
torus: "GameTorus",
plane: "GamePlane",
capsule: "GameCapsule",
knot: "GameKnot",
tetrahedron: "GameTetrahedron",
octahedron: "GameOctahedron",
dodecahedron: "GameDodecahedron",
icosahedron: "GameIcosahedron",
extrude: "GameExtrude",
tube: "GameTube",
shape: "GameShape",
mesh: "GameMesh",
};
function objectToSpecType(obj: SceneObject): string {
if (obj.type === "light") return "GameLight";
if (obj.type === "player") return "Player";
if (obj.type === "character") return "GameCharacter";
if (obj.type === "model") return "GameModel";
if (obj.type === "sound") return "SoundEmitter";
if (obj.type === "image" || obj.type === "video") return "MediaPlane";
return primitiveTypeMap[obj.type] || "GameBox";
}
function objectToProps(obj: SceneObject): Record<string, unknown> {
const props: Record<string, unknown> = {
position: obj.position,
rotation: obj.rotation,
scale: obj.scale,
objectId: obj.id,
};
const specType = objectToSpecType(obj);
if (specType === "GameLight") {
props.lightType = obj.lightType || "point";
props.color = obj.material.color;
props.intensity = obj.intensity ?? 1;
if (obj.distance) props.distance = obj.distance;
if (obj.decay) props.decay = obj.decay;
if (obj.angle) props.angle = obj.angle;
if (obj.penumbra) props.penumbra = obj.penumbra;
props.castShadow =
obj.lightType === "directional" || obj.lightType === "spot";
return props;
}
if (specType === "Player") {
props.isPlayer = true;
return props;
}
if (specType === "GameCharacter") {
props.modelUrl = obj.modelUrl || "";
props.role = obj.character?.role || "villager";
if (obj.physics.colliderType !== "none") {
props.physics = obj.physics;
}
props.castShadow = true;
props.receiveShadow = true;
return props;
}
if (specType === "GameModel") {
props.url = obj.modelUrl || "";
if (obj.physics.colliderType !== "none") {
props.physics = obj.physics;
}
if (obj.damage?.enabled) {
props.damage = obj.damage;
}
props.castShadow = true;
props.receiveShadow = true;
return props;
}
if (specType === "SoundEmitter") {
props.url = obj.sound?.url || "";
props.loop = obj.sound?.loop ?? false;
props.volume = obj.sound?.volume ?? 1;
props.positional = obj.sound?.positional ?? true;
props.distance = obj.sound?.distance ?? 10;
return props;
}
if (specType === "MediaPlane") {
props.url = obj.media?.url || "";
props.mediaType = obj.type === "video" ? "video" : "image";
props.loop = obj.media?.loop;
props.autoplay = obj.media?.autoplay;
props.muted = obj.media?.muted;
return props;
}
// Game primitives
props.material = obj.material;
if (obj.physics.colliderType !== "none") {
props.physics = obj.physics;
}
if (obj.damage?.enabled) {
props.damage = obj.damage;
}
if (obj.shapeData) {
props.shapeData = obj.shapeData;
}
if (obj.meshData) {
props.meshData = obj.meshData;
}
// Geometry props
if (obj.width != null) props.width = obj.width;
if (obj.height != null) props.height = obj.height;
if (obj.depth != null) props.depth = obj.depth;
if (obj.radius != null) props.radius = obj.radius;
if (obj.radiusTop != null) props.radiusTop = obj.radiusTop;
if (obj.radiusBottom != null) props.radiusBottom = obj.radiusBottom;
if (obj.radialSegments != null) props.radialSegments = obj.radialSegments;
if (obj.tube != null) props.tube = obj.tube;
if (obj.tubularSegments != null) props.tubularSegments = obj.tubularSegments;
if (obj.widthSegments != null) props.widthSegments = obj.widthSegments;
if (obj.heightSegments != null) props.heightSegments = obj.heightSegments;
if (obj.length != null) props.length = obj.length;
if (obj.p != null) props.p = obj.p;
if (obj.q != null) props.q = obj.q;
props.castShadow = true;
props.receiveShadow = true;
return props;
}
export function sceneToSpec(scene: Scene): Spec {
const elements: Record<string, SpecElement> = {};
const childIds: string[] = [];
// Add environment
elements["env"] = {
type: "Environment",
props: {
preset: scene.environmentSettings.preset,
background: true,
blur: scene.environmentSettings.blur,
intensity: scene.environmentSettings.intensity,
},
children: [],
};
childIds.push("env");
// Add fog if enabled
if (scene.sceneSettings.fog.enabled) {
elements["fog"] = {
type: "Fog",
props: {
color: scene.sceneSettings.fog.color,
near: scene.sceneSettings.fog.near,
far: scene.sceneSettings.fog.far,
},
children: [],
};
childIds.push("fog");
}
// Add grid if visible
if (scene.sceneSettings.grid.visible) {
elements["grid"] = {
type: "GridHelper",
props: {
position: [0, 0.01, 0],
size:
scene.sceneSettings.grid.size * scene.sceneSettings.grid.divisions,
divisions: scene.sceneSettings.grid.divisions,
color: scene.sceneSettings.grid.color,
secondaryColor: scene.sceneSettings.grid.secondaryColor,
fadeDistance: scene.sceneSettings.grid.fadeDistance,
fadeStrength: scene.sceneSettings.grid.fadeStrength,
},
children: [],
};
childIds.push("grid");
}
// Add scene objects
for (const obj of scene.objects) {
if (!obj.visible) continue;
const key = `obj-${obj.id}`;
elements[key] = {
type: objectToSpecType(obj),
props: objectToProps(obj),
children: [],
};
childIds.push(key);
}
// Root scene group
elements["scene"] = {
type: "Group",
props: { position: null, rotation: null, scale: null },
children: childIds,
};
return {
root: "scene",
elements,
};
}
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import { v4 as uuidv4 } from "uuid";
import type { Spec } from "@json-render/core";
import type {
SceneObject,
ObjectType,
LightType,
Material,
Physics,
ColliderType,
} from "./types";
const specTypeToObjectType: Record<string, ObjectType> = {
GameBox: "box",
GameSphere: "sphere",
GameCylinder: "cylinder",
GameCone: "cone",
GameTorus: "torus",
GamePlane: "plane",
GameCapsule: "capsule",
GameKnot: "knot",
GameTetrahedron: "tetrahedron",
GameOctahedron: "octahedron",
GameDodecahedron: "dodecahedron",
GameIcosahedron: "icosahedron",
GameExtrude: "extrude",
GameTube: "tube",
GameShape: "shape",
GameMesh: "mesh",
GameLight: "light",
Player: "player",
GameCharacter: "character",
GameModel: "model",
SoundEmitter: "sound",
MediaPlane: "image",
GroundPlane: "plane",
};
const DEFAULT_MATERIAL: Material = {
color: "#888888",
metalness: 0,
roughness: 0.5,
emissive: "#000000",
emissiveIntensity: 0,
};
const DEFAULT_PHYSICS: Physics = {
mass: 1,
isStatic: false,
restitution: 0.3,
friction: 0.5,
colliderType: "none",
};
function parseMaterial(raw: unknown): Material {
if (!raw || typeof raw !== "object") return { ...DEFAULT_MATERIAL };
const m = raw as Record<string, unknown>;
return {
color: (m.color as string) || DEFAULT_MATERIAL.color,
metalness: (m.metalness as number) ?? DEFAULT_MATERIAL.metalness,
roughness: (m.roughness as number) ?? DEFAULT_MATERIAL.roughness,
emissive: (m.emissive as string) || DEFAULT_MATERIAL.emissive,
emissiveIntensity:
(m.emissiveIntensity as number) ?? DEFAULT_MATERIAL.emissiveIntensity,
};
}
function parsePhysics(raw: unknown): Physics {
if (!raw || typeof raw !== "object") return { ...DEFAULT_PHYSICS };
const p = raw as Record<string, unknown>;
return {
mass: (p.mass as number) ?? DEFAULT_PHYSICS.mass,
isStatic: (p.isStatic as boolean) ?? DEFAULT_PHYSICS.isStatic,
restitution: (p.restitution as number) ?? DEFAULT_PHYSICS.restitution,
friction: (p.friction as number) ?? DEFAULT_PHYSICS.friction,
colliderType:
(p.colliderType as ColliderType) || DEFAULT_PHYSICS.colliderType,
};
}
function specElementToSceneObject(
key: string,
element: {
type: string;
props: Record<string, unknown>;
children?: string[];
},
): SceneObject | null {
const objectType = specTypeToObjectType[element.type];
if (!objectType) return null;
const props = element.props;
const id = (props.objectId as string) || key.replace(/^obj-/, "") || uuidv4();
const obj: SceneObject = {
id,
name: (props.name as string) || element.type.replace(/^Game/, ""),
type: objectType,
position: (props.position as [number, number, number]) || [0, 0, 0],
rotation: (props.rotation as [number, number, number]) || [0, 0, 0],
scale: (props.scale as [number, number, number]) || [1, 1, 1],
material: parseMaterial(props.material),
physics: parsePhysics(props.physics),
visible: true,
};
if (props.damage && typeof props.damage === "object") {
const d = props.damage as Record<string, unknown>;
obj.damage = {
amount: (d.amount as number) ?? 0,
enabled: (d.enabled as boolean) ?? false,
};
}
if (element.type === "GameLight") {
obj.lightType = (props.lightType as LightType) || "point";
obj.intensity = (props.intensity as number) ?? 1;
if (props.color) obj.material.color = props.color as string;
if (props.distance != null) obj.distance = props.distance as number;
if (props.decay != null) obj.decay = props.decay as number;
if (props.angle != null) obj.angle = props.angle as number;
if (props.penumbra != null) obj.penumbra = props.penumbra as number;
obj.physics.colliderType = "none";
}
if (element.type === "Player") {
obj.isPlayer = true;
obj.physics.colliderType = "none";
}
if (element.type === "GameCharacter") {
obj.modelUrl = (props.modelUrl as string) || "";
obj.character = { role: (props.role as string) || "villager" };
}
if (element.type === "GameModel") {
obj.modelUrl = (props.url as string) || "";
}
if (element.type === "SoundEmitter") {
obj.sound = {
url: (props.url as string) || "",
loop: (props.loop as boolean) ?? false,
volume: (props.volume as number) ?? 1,
positional: (props.positional as boolean) ?? true,
distance: (props.distance as number) ?? 10,
};
obj.physics.colliderType = "none";
}
if (element.type === "MediaPlane") {
const mediaType = (props.mediaType as string) || "image";
obj.type = mediaType === "video" ? "video" : "image";
obj.media = {
url: (props.url as string) || "",
type: mediaType,
loop: props.loop as boolean | undefined,
autoplay: props.autoplay as boolean | undefined,
muted: props.muted as boolean | undefined,
};
obj.physics.colliderType = "none";
}
// Geometry props
if (props.width != null) obj.width = props.width as number;
if (props.height != null) obj.height = props.height as number;
if (props.depth != null) obj.depth = props.depth as number;
if (props.radius != null) obj.radius = props.radius as number;
if (props.radiusTop != null) obj.radiusTop = props.radiusTop as number;
if (props.radiusBottom != null)
obj.radiusBottom = props.radiusBottom as number;
if (props.radialSegments != null)
obj.radialSegments = props.radialSegments as number;
if (props.tube != null) obj.tube = props.tube as number;
if (props.tubularSegments != null)
obj.tubularSegments = props.tubularSegments as number;
if (props.widthSegments != null)
obj.widthSegments = props.widthSegments as number;
if (props.heightSegments != null)
obj.heightSegments = props.heightSegments as number;
if (props.length != null) obj.length = props.length as number;
if (props.p != null) obj.p = props.p as number;
if (props.q != null) obj.q = props.q as number;
if (props.shapeData && typeof props.shapeData === "object") {
obj.shapeData = props.shapeData as SceneObject["shapeData"];
}
if (props.meshData && typeof props.meshData === "object") {
obj.meshData = props.meshData as SceneObject["meshData"];
}
if (element.type === "GroundPlane") {
obj.material = parseMaterial(props.material);
obj.rotation = [-Math.PI / 2, 0, 0];
const size = (props.size as number) ?? 5000;
obj.scale = [size, size, 1];
obj.physics = {
mass: 0,
isStatic: true,
restitution: 0.2,
friction: 0.8,
colliderType: "cuboid",
};
}
return obj;
}
/**
* Convert a json-render spec back into SceneObject[].
* Extracts all elements whose keys start with "obj-".
* Uses the scene root's children for ordering, then appends any
* obj-* elements not yet in children (handles streaming where
* elements arrive before the scene children array is updated).
*/
export function specToSceneObjects(spec: Spec): SceneObject[] {
const sceneElement = spec.elements["scene"] || spec.elements[spec.root];
const objects: SceneObject[] = [];
const seen = new Set<string>();
const childKeys = sceneElement?.children || [];
for (const key of childKeys) {
if (!key.startsWith("obj-")) continue;
const element = spec.elements[key];
if (!element) continue;
seen.add(key);
const obj = specElementToSceneObject(key, element);
if (obj) objects.push(obj);
}
for (const key of Object.keys(spec.elements)) {
if (!key.startsWith("obj-") || seen.has(key)) continue;
const element = spec.elements[key];
if (!element) continue;
const obj = specElementToSceneObject(key, element);
if (obj) objects.push(obj);
}
return objects;
}
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interface SpeechRequest {
text: string;
voiceId: string;
resolve: (url: string) => void;
reject: (error: unknown) => void;
}
class SpeechQueue {
private queue: SpeechRequest[] = [];
private processing = 0;
private maxConcurrent = 1;
constructor() {
this.processQueue = this.processQueue.bind(this);
}
async add(text: string, voiceId: string): Promise<string> {
return new Promise((resolve, reject) => {
this.queue.push({ text, voiceId, resolve, reject });
this.processQueue();
});
}
private async processQueue() {
if (this.processing >= this.maxConcurrent || this.queue.length === 0) {
return;
}
const request = this.queue.shift();
if (!request) return;
this.processing++;
try {
const response = await fetch("/api/text-to-speech", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({
text: request.text,
voiceId: request.voiceId,
}),
});
if (!response.ok) {
const errorData = await response.json();
throw new Error(errorData.error || "Failed to generate speech");
}
const data = await response.json();
request.resolve(data.audioUrl);
} catch (error) {
request.reject(error);
} finally {
this.processing--;
this.processQueue();
}
}
}
const speechQueue = new SpeechQueue();
export default speechQueue;
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import { create } from "zustand";
import { v4 as uuidv4 } from "uuid";
import type {
EditorState,
Scene,
SceneObject,
ObjectType,
TransformMode,
ViewMode,
} from "./types";
import {
createDefaultScene,
createDefaultObject,
createDefaultGrass,
createDefaultAmbientLight,
createDefaultPlayer,
createDefaultSceneSettings,
createDefaultEnvironmentSettings,
} from "./defaults";
function saveHistory(state: EditorState): Partial<EditorState> {
return {
history: {
past: [...state.history.past.slice(-49), state.scenes],
future: [],
},
canUndo: true,
canRedo: false,
};
}
const initialScene = createDefaultScene();
export const useEditorStore = create<EditorState>((set, get) => ({
scenes: [initialScene],
activeSceneId: initialScene.id,
selectedObjectId: null,
transformMode: "translate" as TransformMode,
isPlaying: false,
isLoading: false,
viewMode: "first-person" as ViewMode,
isPromptOpen: false,
health: 100,
shield: 50,
maxHealth: 100,
maxShield: 100,
lastDamageTime: null,
damageCooldown: 0.5,
history: { past: [], future: [] },
canUndo: false,
canRedo: false,
get activeScene() {
const state = get();
return (
state.scenes.find((s) => s.id === state.activeSceneId) || state.scenes[0]
);
},
get activeSceneObjects() {
const state = get();
const scene =
state.scenes.find((s) => s.id === state.activeSceneId) || state.scenes[0];
return scene ? scene.objects : [];
},
// Scene actions
createScene: (name = "New Scene") =>
set((state) => {
const newSceneId = uuidv4();
const newScene: Scene = {
id: newSceneId,
name,
description: "",
isDefault: state.scenes.length === 0,
objects: [
createDefaultGrass(),
createDefaultAmbientLight(),
createDefaultPlayer(),
],
sceneSettings: createDefaultSceneSettings(),
environmentSettings: createDefaultEnvironmentSettings(),
};
return {
scenes: [...state.scenes, newScene],
activeSceneId: newSceneId,
selectedObjectId: null,
};
}),
deleteScene: (id) =>
set((state) => {
if (state.scenes.length <= 1) return state;
const updated = state.scenes.filter((s) => s.id !== id);
const deletedWasDefault = state.scenes.find(
(s) => s.id === id,
)?.isDefault;
if (deletedWasDefault && updated[0]) updated[0].isDefault = true;
return {
scenes: updated,
activeSceneId:
state.activeSceneId === id ? updated[0]!.id : state.activeSceneId,
selectedObjectId: null,
};
}),
duplicateScene: (id) =>
set((state) => {
const src = state.scenes.find((s) => s.id === id);
if (!src) return state;
const newId = uuidv4();
const clone: Scene = {
...JSON.parse(JSON.stringify(src)),
id: newId,
name: `${src.name} (Copy)`,
isDefault: false,
};
return {
scenes: [...state.scenes, clone],
activeSceneId: newId,
selectedObjectId: null,
};
}),
setActiveScene: (id) =>
set((state) => {
if (!state.scenes.some((s) => s.id === id)) return state;
return { activeSceneId: id, selectedObjectId: null };
}),
updateSceneName: (id, name) =>
set((state) => ({
scenes: state.scenes.map((s) => (s.id === id ? { ...s, name } : s)),
})),
updateSceneDescription: (id, description) =>
set((state) => ({
scenes: state.scenes.map((s) =>
s.id === id ? { ...s, description } : s,
),
})),
// Object actions
addObject: (type: ObjectType) =>
set((state) => {
const scene = state.scenes.find((s) => s.id === state.activeSceneId);
if (!scene) return state;
if (type === "player" && scene.objects.some((o) => o.type === "player"))
return state;
const id = uuidv4();
const newObj = createDefaultObject(type, id, scene.objects.length);
if (type === "light") {
const lightCount = scene.objects.filter(
(o) => o.type === "light",
).length;
if (lightCount === 0) {
newObj.name = "Ambient Light";
newObj.intensity = 0.5;
newObj.position = [0, 3, 0];
newObj.lightType = "ambient";
} else if (lightCount === 1) {
newObj.name = "Directional Light";
newObj.intensity = 1;
newObj.position = [10, 10, 10];
newObj.lightType = "directional";
} else {
newObj.name = "Point Light";
newObj.intensity = 1;
newObj.distance = 10;
newObj.lightType = "point";
}
}
const updatedScenes = state.scenes.map((s) =>
s.id === state.activeSceneId
? { ...s, objects: [...s.objects, newObj] }
: s,
);
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
selectedObjectId: id,
};
}),
createCustomObject: (type: ObjectType, properties: Partial<SceneObject>) =>
set((state) => {
const scene = state.scenes.find((s) => s.id === state.activeSceneId);
if (!scene) return state;
if (type === "player" && scene.objects.some((o) => o.type === "player"))
return state;
const id = uuidv4();
const base = createDefaultObject(type, id, scene.objects.length);
const newObj: SceneObject = {
...base,
...properties,
id,
type,
material: { ...base.material, ...(properties.material || {}) },
physics: { ...base.physics, ...(properties.physics || {}) },
};
if (type === "light" && properties.lightType) {
newObj.lightType = properties.lightType;
if (
properties.lightType === "ambient" &&
properties.intensity === undefined
)
newObj.intensity = 0.5;
if (properties.lightType === "spot" && properties.angle === undefined)
newObj.angle = Math.PI / 3;
if (
properties.lightType === "spot" &&
properties.penumbra === undefined
)
newObj.penumbra = 0;
}
if (type === "plane") {
newObj.scale[2] = 1;
if (!properties.rotation) newObj.rotation = [-Math.PI / 2, 0, 0];
}
const updatedScenes = state.scenes.map((s) =>
s.id === state.activeSceneId
? { ...s, objects: [...s.objects, newObj] }
: s,
);
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
selectedObjectId: id,
};
}),
removeObject: (id) =>
set((state) => {
const updatedScenes = state.scenes.map((s) =>
s.id === state.activeSceneId
? { ...s, objects: s.objects.filter((o) => o.id !== id) }
: s,
);
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
selectedObjectId:
state.selectedObjectId === id ? null : state.selectedObjectId,
};
}),
replaceSceneObjects: (objects: SceneObject[]) =>
set((state) => {
const updatedScenes = state.scenes.map((s) =>
s.id === state.activeSceneId ? { ...s, objects } : s,
);
const selectionStillExists =
state.selectedObjectId != null &&
objects.some((o) => o.id === state.selectedObjectId);
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
selectedObjectId: selectionStillExists ? state.selectedObjectId : null,
};
}),
initializePlayer: () =>
set((state) => {
const scene = state.scenes.find((s) => s.id === state.activeSceneId);
if (!scene || scene.objects.some((o) => o.type === "player"))
return state;
const player = createDefaultPlayer();
const updatedScenes = state.scenes.map((s) =>
s.id === state.activeSceneId
? { ...s, objects: [...s.objects, player] }
: s,
);
return { scenes: updatedScenes };
}),
// Updates
selectObject: (id) => set({ selectedObjectId: id }),
updateObjectTransform: (id, transform) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) => {
if (o.id !== id) return o;
const t = { ...transform };
if (o.type === "plane" && t.scale)
(t.scale as [number, number, number])[2] = 1;
return { ...o, ...t };
}),
};
});
return { scenes: updatedScenes };
}),
updateObjectMaterial: (id, material) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) =>
o.id === id
? { ...o, material: { ...o.material, ...material } }
: o,
),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateObjectPhysics: (id, physics) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) =>
o.id === id ? { ...o, physics: { ...o.physics, ...physics } } : o,
),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateCharacter: (id, character) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) =>
o.id === id
? {
...o,
character: { ...(o.character || { role: "" }), ...character },
}
: o,
),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateSound: (id, soundUpdates) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) => {
if (o.id !== id) return o;
const current = o.sound || {
url: "",
loop: false,
volume: 1,
positional: true,
distance: 10,
};
return { ...o, sound: { ...current, ...soundUpdates } };
}),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateMedia: (id, mediaUpdates) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) => {
if (o.id !== id) return o;
const current = o.media || {
url: "",
type: "image",
loop: false,
autoplay: false,
muted: true,
};
return { ...o, media: { ...current, ...mediaUpdates } };
}),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateDamage: (id, damageUpdates) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) => {
if (o.id !== id) return o;
const current = o.damage || { amount: 0, enabled: false };
return { ...o, damage: { ...current, ...damageUpdates } };
}),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateSceneSettings: (settings) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
sceneSettings: {
...s.sceneSettings,
...settings,
grid: { ...s.sceneSettings.grid, ...(settings.grid || {}) },
fog: { ...s.sceneSettings.fog, ...(settings.fog || {}) },
},
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateEnvironmentSettings: (settings) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
environmentSettings: { ...s.environmentSettings, ...settings },
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
updateObjectGeneral: (id, updates) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) => {
if (o.id !== id) return o;
if (o.type === "plane" && updates.scale) updates.scale[2] = 1;
return { ...o, ...updates };
}),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
toggleObjectVisibility: (id) =>
set((state) => {
const updatedScenes = state.scenes.map((s) => {
if (s.id !== state.activeSceneId) return s;
return {
...s,
objects: s.objects.map((o) =>
o.id === id ? { ...o, visible: !o.visible } : o,
),
};
});
return {
...saveHistory({ ...state, scenes: updatedScenes }),
scenes: updatedScenes,
};
}),
// UI state
setTransformMode: (mode) => set({ transformMode: mode }),
setIsPlaying: (playing) =>
set((state) => ({
isPlaying: playing,
selectedObjectId: playing ? null : state.selectedObjectId,
health: playing ? state.maxHealth : state.health,
shield: playing ? state.maxShield : state.shield,
isPromptOpen: playing ? false : state.isPromptOpen,
})),
setIsLoading: (loading) => set({ isLoading: loading }),
setViewMode: (mode) => set({ viewMode: mode }),
setIsPromptOpen: (open) => set({ isPromptOpen: open }),
// History
saveToHistory: () => set((state) => saveHistory(state)),
undo: () =>
set((state) => {
if (state.history.past.length === 0) return state;
const prev = state.history.past[state.history.past.length - 1]!;
return {
scenes: prev,
history: {
past: state.history.past.slice(0, -1),
future: [state.scenes, ...state.history.future],
},
canUndo: state.history.past.length > 1,
canRedo: true,
};
}),
redo: () =>
set((state) => {
if (state.history.future.length === 0) return state;
const next = state.history.future[0]!;
return {
scenes: next,
history: {
past: [...state.history.past, state.scenes],
future: state.history.future.slice(1),
},
canUndo: true,
canRedo: state.history.future.length > 1,
};
}),
// Health
setHealth: (health) =>
set((state) => ({
health: Math.max(0, Math.min(health, state.maxHealth)),
})),
setShield: (shield) =>
set((state) => ({
shield: Math.max(0, Math.min(shield, state.maxShield)),
})),
takeDamage: (amount) =>
set((state) => {
const now = Date.now();
if (
state.lastDamageTime &&
now - state.lastDamageTime < state.damageCooldown * 1000
)
return state;
let remainingShield = state.shield;
let remainingHealth = state.health;
let remaining = amount;
if (remainingShield > 0) {
if (remainingShield >= remaining) {
remainingShield -= remaining;
remaining = 0;
} else {
remaining -= remainingShield;
remainingShield = 0;
}
}
if (remaining > 0)
remainingHealth = Math.max(0, remainingHealth - remaining);
return {
shield: remainingShield,
health: remainingHealth,
lastDamageTime: now,
};
}),
}));
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export const touchMoveState = {
forward: 0,
right: 0,
jump: false,
sprint: false,
lookDeltaX: 0,
lookDeltaY: 0,
};
+246
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export type ObjectType =
| "box"
| "sphere"
| "cylinder"
| "cone"
| "torus"
| "plane"
| "capsule"
| "tetrahedron"
| "octahedron"
| "dodecahedron"
| "icosahedron"
| "knot"
| "tube"
| "extrude"
| "shape"
| "mesh"
| "light"
| "model"
| "character"
| "sound"
| "player"
| "image"
| "video";
export type TransformMode = "select" | "translate" | "rotate" | "scale";
export type ColliderType = "cuboid" | "ball" | "capsule" | "none";
export type LightType = "ambient" | "directional" | "point" | "spot";
export type ViewMode = "first-person" | "third-person";
export interface Material {
color: string;
metalness: number;
roughness: number;
emissive: string;
emissiveIntensity: number;
}
export interface Physics {
mass: number;
isStatic: boolean;
restitution: number;
friction: number;
colliderType: ColliderType | "none";
}
export interface Character {
role: string;
}
export interface Sound {
url: string;
loop: boolean;
volume: number;
positional: boolean;
distance: number;
}
export interface Media {
url: string;
type: string;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
}
export interface Damage {
amount: number;
enabled: boolean;
}
export interface ShapeData {
points: [number, number][];
holes: [number, number][][];
}
export interface MeshData {
vertices: number[];
indices: number[];
normals?: number[];
uvs?: number[];
}
export interface SceneSettings {
grid: {
visible: boolean;
size: number;
divisions: number;
color: string;
secondaryColor: string;
fadeDistance: number;
fadeStrength: number;
};
fog: {
enabled: boolean;
color: string;
near: number;
far: number;
};
}
export interface EnvironmentSettings {
preset: string;
customHdri: string | null;
intensity: number;
blur: number;
}
export interface SceneObject {
id: string;
name: string;
description?: string;
type: ObjectType;
position: [number, number, number];
rotation: [number, number, number];
scale: [number, number, number];
material: Material;
physics: Physics;
visible: boolean;
intensity?: number;
distance?: number;
decay?: number;
angle?: number;
penumbra?: number;
modelUrl?: string;
character?: Character;
sound?: Sound;
media?: Media;
damage?: Damage;
lightType?: LightType;
isPlayer?: boolean;
shapeData?: ShapeData;
meshData?: MeshData;
// Geometry props (preserved through spec round-trip)
width?: number;
height?: number;
depth?: number;
radius?: number;
radiusTop?: number;
radiusBottom?: number;
radialSegments?: number;
tube?: number;
tubularSegments?: number;
widthSegments?: number;
heightSegments?: number;
length?: number;
p?: number;
q?: number;
}
export interface Scene {
id: string;
name: string;
description?: string;
isDefault?: boolean;
objects: SceneObject[];
sceneSettings: SceneSettings;
environmentSettings: EnvironmentSettings;
}
export interface HistoryState {
past: Scene[][];
future: Scene[][];
}
export interface EditorState {
scenes: Scene[];
activeSceneId: string;
selectedObjectId: string | null;
transformMode: TransformMode;
isPlaying: boolean;
isLoading: boolean;
viewMode: ViewMode;
isPromptOpen: boolean;
health: number;
shield: number;
maxHealth: number;
maxShield: number;
lastDamageTime: number | null;
damageCooldown: number;
history: HistoryState;
canUndo: boolean;
canRedo: boolean;
// Computed
activeScene: Scene | undefined;
activeSceneObjects: SceneObject[];
// Scene actions
createScene: (name?: string) => void;
deleteScene: (id: string) => void;
duplicateScene: (id: string) => void;
setActiveScene: (id: string) => void;
updateSceneName: (id: string, name: string) => void;
updateSceneDescription: (id: string, description: string) => void;
// Object actions
addObject: (type: ObjectType) => void;
createCustomObject: (
type: ObjectType,
properties: Partial<SceneObject>,
) => void;
removeObject: (id: string) => void;
replaceSceneObjects: (objects: SceneObject[]) => void;
initializePlayer: () => void;
// Updates
selectObject: (id: string | null) => void;
updateObjectTransform: (
id: string,
transform: Partial<Pick<SceneObject, "position" | "rotation" | "scale">>,
) => void;
updateObjectMaterial: (id: string, material: Partial<Material>) => void;
updateObjectPhysics: (id: string, physics: Partial<Physics>) => void;
updateCharacter: (id: string, character: Partial<Character>) => void;
updateSound: (id: string, sound: Partial<Sound>) => void;
updateMedia: (id: string, media: Partial<Media>) => void;
updateDamage: (id: string, damage: Partial<Damage>) => void;
updateSceneSettings: (settings: Partial<SceneSettings>) => void;
updateEnvironmentSettings: (settings: Partial<EnvironmentSettings>) => void;
updateObjectGeneral: (id: string, updates: Partial<SceneObject>) => void;
toggleObjectVisibility: (id: string) => void;
// UI state
setTransformMode: (mode: TransformMode) => void;
setIsPlaying: (playing: boolean) => void;
setIsLoading: (loading: boolean) => void;
setViewMode: (mode: ViewMode) => void;
setIsPromptOpen: (open: boolean) => void;
// History
saveToHistory: () => void;
undo: () => void;
redo: () => void;
// Health
setHealth: (health: number) => void;
setShield: (shield: number) => void;
takeDamage: (amount: number) => void;
}
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"use client";
import { useSyncExternalStore } from "react";
const MOBILE_BREAKPOINT = 768;
function getIsMobile() {
return typeof window !== "undefined"
? window.innerWidth < MOBILE_BREAKPOINT
: false;
}
function subscribe(callback: () => void) {
const mql = window.matchMedia(`(max-width: ${MOBILE_BREAKPOINT - 1}px)`);
mql.addEventListener("change", callback);
window.addEventListener("resize", callback);
return () => {
mql.removeEventListener("change", callback);
window.removeEventListener("resize", callback);
};
}
export function useIsMobile() {
return useSyncExternalStore(subscribe, getIsMobile, () => false);
}
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/// <reference types="next" />
/// <reference types="next/image-types/global" />
import "./.next/dev/types/routes.d.ts";
// NOTE: This file should not be edited
// see https://nextjs.org/docs/app/api-reference/config/typescript for more information.
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import type { NextConfig } from "next";
const nextConfig: NextConfig = {
transpilePackages: [
"@json-render/core",
"@json-render/react",
"@json-render/react-three-fiber",
"three",
],
};
export default nextConfig;
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{
"name": "example-game-engine",
"version": "0.1.0",
"type": "module",
"private": true,
"scripts": {
"predev": "command -v portless >/dev/null 2>&1 || (echo '\\nportless is required but not installed. Run: npm i -g portless\\nSee: https://github.com/vercel-labs/portless\\n' && exit 1)",
"dev": "portless game-engine-demo.json-render next dev --turbopack",
"build": "next build",
"start": "next start",
"lint": "eslint --max-warnings 0",
"check-types": "tsc --noEmit"
},
"dependencies": {
"@ai-sdk/gateway": "^3.0.66",
"@json-render/core": "workspace:*",
"@json-render/react": "workspace:*",
"@json-render/react-three-fiber": "workspace:*",
"@json-render/yaml": "workspace:*",
"@react-three/drei": "^10.7.7",
"@react-three/fiber": "^9.5.0",
"@react-three/postprocessing": "^3.0.4",
"@react-three/rapier": "^2.2.0",
"@upstash/ratelimit": "^2.0.8",
"@upstash/redis": "^1.37.0",
"@vercel/blob": "^2.3.1",
"ai": "^6.0.116",
"lucide-react": "^0.577.0",
"next": "16.1.6",
"react": "19.2.4",
"react-dom": "19.2.4",
"three": "^0.183.2",
"uuid": "^13.0.0",
"yaml": "^2.8.2",
"zod": "4.3.6",
"zustand": "^5.0.12"
},
"devDependencies": {
"@internal/eslint-config": "workspace:*",
"@tailwindcss/postcss": "^4.2.2",
"@types/node": "^22.10.0",
"@types/react": "19.2.3",
"@types/react-dom": "19.2.3",
"@types/three": "^0.183.1",
"@types/uuid": "^10.0.0",
"eslint": "^9.39.1",
"tailwindcss": "^4.2.2",
"typescript": "^5.7.2"
}
}
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export default {
plugins: {
"@tailwindcss/postcss": {},
},
};
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{
"extends": "../../packages/typescript-config/nextjs.json",
"compilerOptions": {
"plugins": [{ "name": "next" }],
"declaration": false,
"declarationMap": false,
"paths": {
"@/*": ["./*"]
}
},
"include": ["next-env.d.ts", "**/*.ts", "**/*.tsx", ".next/types/**/*.ts"],
"exclude": ["node_modules"]
}
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@@ -22,6 +22,7 @@ interface Example {
const EXAMPLES: Example[] = [
{ dir: "chat", title: "Chat Example", framework: "nextjs" },
{ dir: "dashboard", title: "Dashboard Example", framework: "nextjs" },
{ dir: "game-engine", title: "Game Engine Demo", framework: "nextjs" },
{ dir: "image", title: "Image Example", framework: "nextjs" },
{ dir: "no-ai", title: "No AI Example", framework: "nextjs" },
{ dir: "react-email", title: "React Email Example", framework: "nextjs" },
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@@ -1,7 +1,7 @@
{
"$schema": "https://turborepo.dev/schema.json",
"ui": "tui",
"globalEnv": ["AI_GATEWAY_MODEL", "KV_REST_API_URL", "KV_REST_API_TOKEN", "RATE_LIMIT_PER_MINUTE", "RATE_LIMIT_PER_DAY"],
"globalEnv": ["AI_GATEWAY_MODEL", "ELEVENLABS_API_KEY", "KV_REST_API_URL", "KV_REST_API_TOKEN", "RATE_LIMIT_PER_MINUTE", "RATE_LIMIT_PER_DAY"],
"tasks": {
"build": {
"dependsOn": ["^build"],