Compare commits

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Author SHA1 Message Date
github-actions[bot] 9adcc09204 chore: version packages (#248)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-03-27 18:17:20 -07:00
Chris Tate 519a538aae v0.16.0 (#247) 2026-03-27 16:19:38 -07:00
Chris Tate a99d68c481 next (#246)
* next

* next example

* component catalog

* fixes

* fixes
2026-03-27 16:10:13 -07:00
maxffarrellandClaude Opus 4.6 40892a6af0 feat: shadcn-svelte renderer (#227)
* init

* fix: resolve all type errors, runtime bugs, and test failures in @json-render/shadcn-svelte

- Add /index.js extensions to all ../ui/* imports (NodeNext moduleResolution)
- Type shadcnComponents as Record<string, Component<any>> to fix d.ts generation
- Call getBoundProp() once at top level instead of inside a binding() function
  called from event handlers (getContext() only works during initialization)
- Move getOptionalValidationContext() call to top level; update createValidation()
  to accept the context as first param instead of calling getContext() itself
- Wrap validation.register() in untrack() to break the fieldConfigs read-write
  cycle that caused effect_update_depth_exceeded in tests
- Fix implicit any on Input onkeydown handler (KeyboardEvent type)
- Use untrack() for $state() initializers that read reactive props values
- Call getStateValue() once at top level in Dialog/Drawer (not in a function
  called from event handlers)
- Fix test fixtures: use named imports { StateProvider, ValidationProvider }
- Add server.deps.inline for bits-ui and @lucide/svelte so vitest can process
  their .svelte source files; add root svelte.config.js with runes: true
- Add role/aria-modal/tabindex/onkeydown a11y attributes to Dialog and Drawer
- Fix self-closing non-void elements in Skeleton, Spinner, Textarea

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* update shadcn-svelte components

* fixes

* fixes

* fix: address PR review issues for shadcn-svelte renderer

- Fix missing comma in .changeset/config.json (invalid JSON)
- Fix Slider.svelte type errors (single-mode expects number, not array)
- Replace raw <button> with shadcn Button in Pagination.svelte
- Remove global font import and body/html overrides from app.css
- Remove root svelte.config.js (duplicates package-level config)
- Revert unrelated packageManager version bump

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 10:38:11 -05:00
github-actions[bot] 7628640984 chore: version packages (#243)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-03-23 13:30:11 -05:00
Chris Tate bf3a7ec61d prepare v0.15 release (#242) 2026-03-23 13:23:41 -05:00
Chris Tate 453484985a ink updates (#241)
* ink updates

* no emojis

* design

* fit content

* fixes

* fixes
2026-03-23 13:12:31 -05:00
Alexis Rico d69a59ea9d feat: add @json-render/ink terminal renderer (#240)
* feat: add @json-render/ink terminal renderer and ink-chat example

Adds a new `@json-render/ink` package that brings json-render specs to
terminal UIs via Ink (React for CLIs). Includes 24 standard components
(layout, text, inputs, markdown, etc.), context providers for state,
validation, visibility, actions, focus, and repeat scopes, plus a
streaming JSONL hook for progressive spec rendering.

Also adds an `ink-chat` example app demonstrating an AI chat interface
in the terminal with streaming responses, tool calls, and interactive
wizard flows.

Includes 76 tests (24 unit + 52 e2e), docs page, and web app integration.

* feat: show live spec preview during streaming

Render the spec progressively as JSONL patches arrive instead of only
showing a spinner. The preview disappears when streaming completes and
the finalized message replaces it in history.

* feat: clip streaming preview to 6 lines

* refactor: move spinner into input box, show full streaming preview

* fix: skip spacer during streaming to prevent clipping tall previews

* fix: strip invisible colors on dark terminal backgrounds

Drop foreground colors like "black" and "#000000" from AI-generated
specs so text remains readable on dark terminals. Removed hardcoded
color="black" from Badge and added safeColor() guard to all components
that accept user-specified color props.

* fix: always show spacer to keep input pinned to bottom

* fix: show dash placeholder for empty values in Table and KeyValue

Empty or null values in Table cells and KeyValue now render as "—"
instead of blank space. Also removed dimColor from ListItem subtitle
and trailing for better readability on dark terminals.

* fix: division by zero in Sparkline sampling when maxWidth is 1

* fix: Review feedback

Signed-off-by: Alexis Rico <sferadev@gmail.com>

* fix: Update readme

Signed-off-by: Alexis Rico <sferadev@gmail.com>

---------

Signed-off-by: Alexis Rico <sferadev@gmail.com>
2026-03-23 11:47:36 -05:00
Chris Tate c43b36e01c fixes (#238) 2026-03-20 21:53:51 -05:00
Chris Tate c538bb1604 fixes (#237) 2026-03-20 21:49:59 -05:00
Chris Tate e73146e622 fix ge build (#236) 2026-03-20 21:46:54 -05:00
Chris Tate f4d13b6612 game engine example (#235)
* game engine

* fixes

* fixes

* fix controls

* og

* fixes

* fixes
2026-03-20 21:43:06 -05:00
Zorn b7993ed4ae fix: deduplicate remotion to fix useVideoConfig in production (#232)
pnpm creates separate copies of remotion@4.0.418 when peer dependency
versions differ between workspace packages (e.g. react@19.2.3 vs
react@19.2.4). This causes two React contexts, so useVideoConfig()
in @json-render/remotion cannot see the Player's context.

Add turbopack.resolveAlias to force all remotion imports to resolve
from the app's node_modules, ensuring a single instance.
2026-03-20 09:12:28 -05:00
430 changed files with 28693 additions and 258 deletions
+4 -1
View File
@@ -22,7 +22,10 @@
"@json-render/svelte",
"@json-render/solid",
"@json-render/react-three-fiber",
"@json-render/yaml"
"@json-render/yaml",
"@json-render/shadcn-svelte",
"@json-render/ink",
"@json-render/next"
]
],
"linked": [],
+122
View File
@@ -23,6 +23,10 @@ npm install @json-render/core @json-render/vue
npm install @json-render/core @json-render/svelte
# or for SolidJS
npm install @json-render/core @json-render/solid
# or for terminal UIs
npm install @json-render/core @json-render/ink ink react
# or for full Next.js apps (routes, layouts, SSR, metadata)
npm install @json-render/core @json-render/react @json-render/next
# or for 3D scenes
npm install @json-render/core @json-render/react-three-fiber @react-three/fiber @react-three/drei three
```
@@ -123,11 +127,14 @@ function Dashboard({ spec }) {
| `@json-render/svelte` | Svelte 5 renderer with runes-based reactivity |
| `@json-render/solid` | SolidJS renderer with fine-grained reactive contexts |
| `@json-render/shadcn` | 36 pre-built shadcn/ui components (Radix UI + Tailwind CSS) |
| `@json-render/shadcn-svelte`| 36 pre-built shadcn-svelte components (Svelte 5 + Tailwind CSS) |
| `@json-render/react-three-fiber` | React Three Fiber renderer for 3D scenes (19 built-in components) |
| `@json-render/react-native` | React Native renderer with standard mobile components |
| `@json-render/next` | Next.js renderer — JSON becomes full apps with routes, layouts, SSR |
| `@json-render/remotion` | Remotion video renderer, timeline schema |
| `@json-render/react-pdf` | React PDF renderer for generating PDF documents from specs |
| `@json-render/react-email` | React Email renderer for HTML/plain-text emails from specs |
| `@json-render/ink` | Ink terminal renderer with built-in components for interactive TUIs. |
| `@json-render/image` | Image renderer for SVG/PNG output (OG images, social cards) via Satori |
| `@json-render/codegen` | Utilities for generating code from json-render UI trees |
| `@json-render/redux` | Redux / Redux Toolkit adapter for `StateStore` |
@@ -479,6 +486,121 @@ const { registry } = defineRegistry(catalog, {
/>;
```
### Next.js (Full Apps)
```typescript
import type { NextAppSpec } from "@json-render/next";
import { createNextApp } from "@json-render/next/server";
import { NextAppProvider } from "@json-render/next";
const spec: NextAppSpec = {
metadata: { title: { default: "My App", template: "%s | My App" } },
layouts: {
main: {
root: "shell",
elements: {
shell: { type: "Container", props: {}, children: ["nav", "slot"] },
nav: { type: "NavBar", props: {}, children: [] },
slot: { type: "Slot", props: {}, children: [] },
},
},
},
routes: {
"/": {
layout: "main",
metadata: { title: "Home" },
page: {
root: "hero",
elements: {
hero: { type: "Card", props: { title: "Welcome" }, children: [] },
},
},
},
},
};
// Server: creates Page, generateMetadata, generateStaticParams
const app = createNextApp({ spec });
// Client: wrap your layout with NextAppProvider
// <NextAppProvider registry={registry} handlers={handlers}>
// {children}
// </NextAppProvider>
```
### shadcn-svelte (Svelte)
```typescript
import { defineCatalog } from "@json-render/core";
import { schema } from "@json-render/svelte/schema";
import { defineRegistry, Renderer } from "@json-render/svelte";
import { shadcnComponentDefinitions } from "@json-render/shadcn-svelte/catalog";
import { shadcnComponents } from "@json-render/shadcn-svelte";
const catalog = defineCatalog(schema, {
components: {
Card: shadcnComponentDefinitions.Card,
Stack: shadcnComponentDefinitions.Stack,
Heading: shadcnComponentDefinitions.Heading,
Button: shadcnComponentDefinitions.Button,
},
actions: {},
});
const { registry } = defineRegistry(catalog, {
components: {
Card: shadcnComponents.Card,
Stack: shadcnComponents.Stack,
Heading: shadcnComponents.Heading,
Button: shadcnComponents.Button,
},
});
// In your Svelte component:
// <Renderer spec={spec} registry={registry} />
```
### Ink (Terminal)
```tsx
import { defineCatalog } from "@json-render/core";
import {
schema,
standardComponentDefinitions,
standardActionDefinitions,
defineRegistry,
Renderer,
JSONUIProvider,
} from "@json-render/ink";
const catalog = defineCatalog(schema, {
components: { ...standardComponentDefinitions },
actions: standardActionDefinitions,
});
const { registry } = defineRegistry(catalog, { components: {} });
const spec = {
root: "card-1",
elements: {
"card-1": {
type: "Card",
props: { title: "Status" },
children: ["status-1"],
},
"status-1": {
type: "StatusLine",
props: { label: "Build", status: "success" },
children: [],
},
},
};
<JSONUIProvider initialState={{}}>
<Renderer spec={spec} registry={registry} />
</JSONUIProvider>;
```
## Features
### Streaming (SpecStream)
+20
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@@ -1,5 +1,25 @@
# web
## 0.1.11
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/codegen@0.16.0
- @json-render/react@0.16.0
- @json-render/yaml@0.16.0
## 0.1.10
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/codegen@0.15.0
- @json-render/react@0.15.0
- @json-render/yaml@0.15.0
## 0.1.9
### Patch Changes
+293
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@@ -0,0 +1,293 @@
import { pageMetadata } from "@/lib/page-metadata"
export const metadata = pageMetadata("docs/api/ink")
# @json-render/ink
Terminal renderer for [Ink](https://github.com/vadimdemedes/ink) with multiple standard components, providers, hooks, and streaming support.
## Installation
<PackageInstall packages="@json-render/core @json-render/ink" />
Peer dependencies: `react ^18.0.0 || ^19.0.0`, `ink ^6.0.0`, and `zod ^4.0.0`.
<PackageInstall packages="react ink zod" />
## Standard Components
### Layout
<table>
<thead>
<tr><th>Component</th><th>Props</th><th>Description</th></tr>
</thead>
<tbody>
<tr><td><code>Box</code></td><td><code>flexDirection</code>, <code>alignItems</code>, <code>justifyContent</code>, <code>gap</code>, <code>padding</code>, <code>margin</code>, <code>borderStyle</code>, <code>borderColor</code>, <code>width</code>, <code>height</code>, <code>display</code>, <code>overflow</code></td><td>Flexbox layout container (like a terminal div)</td></tr>
<tr><td><code>Spacer</code></td><td>(none)</td><td>Flexible empty space that expands to fill available room</td></tr>
<tr><td><code>Newline</code></td><td><code>count</code></td><td>Insert blank lines</td></tr>
</tbody>
</table>
### Content
<table>
<thead>
<tr><th>Component</th><th>Props</th><th>Description</th></tr>
</thead>
<tbody>
<tr><td><code>Text</code></td><td><code>text</code>, <code>color</code>, <code>bold</code>, <code>italic</code>, <code>underline</code>, <code>strikethrough</code>, <code>dimColor</code>, <code>inverse</code>, <code>wrap</code></td><td>Text output with styling</td></tr>
<tr><td><code>Heading</code></td><td><code>text</code>, <code>level</code> (h1-h4), <code>color</code></td><td>Section heading</td></tr>
<tr><td><code>Divider</code></td><td><code>character</code>, <code>color</code>, <code>dimColor</code>, <code>title</code>, <code>width</code></td><td>Horizontal separator line with optional title</td></tr>
<tr><td><code>Badge</code></td><td><code>label</code>, <code>variant</code></td><td>Colored inline label (default, info, success, warning, error)</td></tr>
<tr><td><code>Spinner</code></td><td><code>label</code>, <code>color</code></td><td>Animated loading spinner</td></tr>
<tr><td><code>ProgressBar</code></td><td><code>progress</code> (0-1), <code>width</code>, <code>color</code>, <code>label</code></td><td>Horizontal progress bar</td></tr>
<tr><td><code>StatusLine</code></td><td><code>text</code>, <code>status</code>, <code>icon</code></td><td>Status message with colored icon</td></tr>
<tr><td><code>KeyValue</code></td><td><code>label</code>, <code>value</code>, <code>labelColor</code>, <code>separator</code></td><td>Key-value pair display</td></tr>
<tr><td><code>Link</code></td><td><code>url</code>, <code>label</code>, <code>color</code></td><td>Renders a URL as underlined text. Shows "label (url)" when label is provided.</td></tr>
<tr><td><code>Markdown</code></td><td><code>text</code></td><td>Renders markdown with terminal styling (headings, bold, italic, code, lists, blockquotes, horizontal rules)</td></tr>
</tbody>
</table>
### Data
<table>
<thead>
<tr><th>Component</th><th>Props</th><th>Description</th></tr>
</thead>
<tbody>
<tr><td><code>Table</code></td><td><code>columns</code>, <code>rows</code>, <code>borderStyle</code>, <code>headerColor</code></td><td>Tabular data with headers</td></tr>
<tr><td><code>List</code></td><td><code>items</code>, <code>ordered</code>, <code>bulletChar</code>, <code>spacing</code></td><td>Bulleted or numbered list</td></tr>
<tr><td><code>ListItem</code></td><td><code>title</code>, <code>subtitle</code>, <code>leading</code>, <code>trailing</code></td><td>Structured list row</td></tr>
<tr><td><code>Card</code></td><td><code>title</code>, <code>borderStyle</code>, <code>borderColor</code>, <code>padding</code></td><td>Bordered container with optional title</td></tr>
<tr><td><code>Sparkline</code></td><td><code>data</code>, <code>width</code>, <code>color</code>, <code>label</code>, <code>min</code>, <code>max</code></td><td>Inline sparkline chart using Unicode blocks (▁▂▃▄▅▆▇█)</td></tr>
<tr><td><code>BarChart</code></td><td><code>data</code> (label/value/color), <code>width</code>, <code>showValues</code>, <code>showPercentage</code></td><td>Horizontal bar chart for comparing values</td></tr>
</tbody>
</table>
### Interactive
<table>
<thead>
<tr><th>Component</th><th>Props</th><th>Description</th></tr>
</thead>
<tbody>
<tr><td><code>TextInput</code></td><td><code>placeholder</code>, <code>value</code> (use <code>$bindState</code>), <code>label</code>, <code>mask</code></td><td>Text input field. Press Enter to submit.</td></tr>
<tr><td><code>Select</code></td><td><code>options</code>, <code>value</code> (use <code>$bindState</code>), <code>label</code></td><td>Arrow-key selection menu</td></tr>
<tr><td><code>MultiSelect</code></td><td><code>options</code>, <code>value</code> (use <code>$bindState</code>), <code>label</code>, <code>min</code>, <code>max</code></td><td>Multi-selection menu. Space to toggle, Enter to confirm.</td></tr>
<tr><td><code>ConfirmInput</code></td><td><code>message</code>, <code>defaultValue</code>, <code>yesLabel</code>, <code>noLabel</code></td><td>Yes/No confirmation prompt. Press Y or N.</td></tr>
<tr><td><code>Tabs</code></td><td><code>tabs</code>, <code>value</code> (use <code>$bindState</code>), <code>color</code></td><td>Tab bar navigation with left/right arrow keys. Place child content inside with visible conditions.</td></tr>
</tbody>
</table>
## Providers
### JSONUIProvider
Convenience wrapper around all providers: `StateProvider` → `VisibilityProvider` → `ValidationProvider` → `ActionProvider` → `FocusProvider`.
```tsx
import { JSONUIProvider, Renderer } from "@json-render/ink";
<JSONUIProvider initialState={{}} handlers={handlers}>
<Renderer spec={spec} registry={registry} />
</JSONUIProvider>
```
### StateProvider
```tsx
<StateProvider initialState={object} onStateChange={fn}>
{children}
</StateProvider>
```
<table>
<thead>
<tr><th>Prop</th><th>Type</th><th>Description</th></tr>
</thead>
<tbody>
<tr><td><code>store</code></td><td><code>StateStore</code></td><td>External store (controlled mode). When provided, <code>initialState</code> and <code>onStateChange</code> are ignored.</td></tr>
<tr><td><code>initialState</code></td><td><code>Record&lt;string, unknown&gt;</code></td><td>Initial state model (uncontrolled mode).</td></tr>
<tr><td><code>onStateChange</code></td><td><code>{'(changes: Array<{ path: string; value: unknown }>) => void'}</code></td><td>Callback when state changes (uncontrolled mode).</td></tr>
</tbody>
</table>
#### External Store (Controlled Mode)
Pass a `StateStore` to bypass internal state and wire json-render to any state management:
```tsx
import { createStateStore } from "@json-render/ink";
const store = createStateStore({ count: 0 });
<StateProvider store={store}>
{children}
</StateProvider>
// Mutate from anywhere — components re-render automatically:
store.set("/count", 1);
```
The `store` prop is also available on `JSONUIProvider` and `createRenderer`.
### ActionProvider
```tsx
<ActionProvider handlers={Record<string, ActionHandler>} navigate={fn}>
{children}
</ActionProvider>
```
Built-in actions: `setState`, `pushState`, `removeState`, `log`, `exit`. Custom handlers override built-ins. Includes a terminal confirmation dialog (press Y/N) for actions with `confirm`.
### VisibilityProvider
```tsx
<VisibilityProvider>
{children}
</VisibilityProvider>
```
### ValidationProvider
```tsx
<ValidationProvider>
{children}
</ValidationProvider>
```
### FocusProvider
```tsx
<FocusProvider>
{children}
</FocusProvider>
```
Manages Tab-cycling focus between interactive components (TextInput, Select). Supports `useFocusDisable` to suppress cycling during modal dialogs.
## defineRegistry
Create a type-safe component registry. Standard components are built-in; only register custom components.
```tsx
import { defineRegistry, type Components } from "@json-render/ink";
const { registry, handlers, executeAction } = defineRegistry(catalog, {
components: {
MyWidget: ({ props }) => <Text>{props.label}</Text>,
} as Components<typeof catalog>,
actions: {
submit: async (params, setState, state) => {
// custom action logic
},
},
});
```
`handlers` is designed for `JSONUIProvider`/`ActionProvider`. `executeAction` is an imperative helper.
## createRenderer
Higher-level helper that wraps `Renderer` + all providers into a single component.
```tsx
import { createRenderer } from "@json-render/ink";
const UIRenderer = createRenderer(catalog, components);
<UIRenderer spec={spec} state={initialState} />;
```
## Hooks
### useUIStream
```typescript
const {
spec, // Spec | null - current UI state
isStreaming, // boolean - true while streaming
error, // Error | null
send, // (prompt: string, context?: Record<string, unknown>) => Promise<void>
stop, // () => void - abort the current stream
clear, // () => void - reset spec and error
} = useUIStream({
api: string,
onComplete?: (spec: Spec) => void,
onError?: (error: Error) => void,
fetch?: (url: string, init?: RequestInit) => Promise<Response>,
validate?: boolean,
maxRetries?: number,
});
```
### useStateStore
```typescript
const { state, get, set, update } = useStateStore();
```
### useStateValue
```typescript
const value = useStateValue(path: string);
```
### useBoundProp
```typescript
const [value, setValue] = useBoundProp(resolvedValue, bindingPath);
```
### useActions
```typescript
const { execute } = useActions();
```
### useIsVisible
```typescript
const isVisible = useIsVisible(condition?: VisibilityCondition);
```
### useFocus
```typescript
const { isActive, id } = useFocus();
```
### useFocusDisable
```typescript
useFocusDisable(disabled: boolean);
```
Suppresses Tab-cycling while `disabled` is true (e.g., during a modal dialog).
## Catalog Exports
```typescript
import { standardComponentDefinitions, standardActionDefinitions } from "@json-render/ink/catalog";
import { schema } from "@json-render/ink/schema";
```
<table>
<thead>
<tr><th>Export</th><th>Purpose</th></tr>
</thead>
<tbody>
<tr><td><code>standardComponentDefinitions</code></td><td>Catalog definitions for all 19 standard components</td></tr>
<tr><td><code>standardActionDefinitions</code></td><td>Catalog definitions for standard actions (setState, pushState, removeState, log, exit)</td></tr>
<tr><td><code>schema</code></td><td>Ink element tree schema</td></tr>
</tbody>
</table>
## Server Export
```typescript
import { schema, standardComponentDefinitions, standardActionDefinitions } from "@json-render/ink/server";
```
Re-exports the schema and catalog definitions for server-side usage (e.g., building system prompts).
+280
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@@ -0,0 +1,280 @@
import { pageMetadata } from "@/lib/page-metadata"
export const metadata = pageMetadata("docs/api/next")
# @json-render/next
Next.js renderer. JSON becomes full Next.js applications with routes, layouts, metadata, and SSR.
## Installation
```bash
npm install @json-render/core @json-render/react @json-render/next
```
## schema
The Next.js app schema for multi-page specs. Use with `defineCatalog` from core.
```typescript
import { defineCatalog } from '@json-render/core';
import { schema } from '@json-render/next/server';
import { z } from 'zod';
const catalog = defineCatalog(schema, {
components: {
Card: {
props: z.object({ title: z.string() }),
description: 'Card container',
},
NavBar: {
props: z.object({ links: z.array(z.object({ href: z.string(), label: z.string() })) }),
description: 'Navigation bar',
},
},
actions: {},
});
```
## createNextApp
Create all exports needed for a Next.js `[[...slug]]` catch-all route.
```typescript
import { createNextApp } from '@json-render/next/server';
const { Page, generateMetadata, generateStaticParams } = createNextApp({
spec: myAppSpec,
loaders: {
loadPost: async ({ slug }) => {
const post = await db.post.findUnique({ where: { slug } });
return { post };
},
},
});
```
### Options
<table>
<thead>
<tr>
<th>Option</th>
<th>Type</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>spec</code></td>
<td><code>{'NextAppSpec | (() => NextAppSpec | Promise<NextAppSpec>)'}</code></td>
<td>The application spec (static or dynamic)</td>
</tr>
<tr>
<td><code>loaders</code></td>
<td><code>{'Record<string, LoaderFn>'}</code></td>
<td>Server-side data loaders keyed by name</td>
</tr>
</tbody>
</table>
### Returns
<table>
<thead>
<tr>
<th>Export</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Page</code></td>
<td>Async Server Component for <code>page.tsx</code></td>
</tr>
<tr>
<td><code>generateMetadata</code></td>
<td>Metadata generator for Next.js SEO</td>
</tr>
<tr>
<td><code>generateStaticParams</code></td>
<td>Static params for pre-rendering at build time</td>
</tr>
</tbody>
</table>
## NextAppSpec
The top-level spec defining an entire Next.js application.
```typescript
interface NextAppSpec {
metadata?: NextMetadata;
routes: Record<string, NextRouteSpec>;
layouts?: Record<string, Spec>;
state?: Record<string, unknown>;
}
```
### Route Patterns
Routes use Next.js URL conventions:
<table>
<thead>
<tr>
<th>Pattern</th>
<th>Example Match</th>
<th>Params</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>/</code></td>
<td><code>/</code></td>
<td><code>{'{}'}</code></td>
</tr>
<tr>
<td><code>/about</code></td>
<td><code>/about</code></td>
<td><code>{'{}'}</code></td>
</tr>
<tr>
<td><code>/blog/[slug]</code></td>
<td><code>/blog/hello</code></td>
<td><code>{'{ slug: "hello" }'}</code></td>
</tr>
<tr>
<td><code>/docs/[...path]</code></td>
<td><code>/docs/a/b/c</code></td>
<td><code>{'{ path: ["a","b","c"] }'}</code></td>
</tr>
<tr>
<td><code>/app/[[...path]]</code></td>
<td><code>/app</code> or <code>/app/x/y</code></td>
<td><code>{'{ path: [] }'}</code> or <code>{'{ path: ["x","y"] }'}</code></td>
</tr>
</tbody>
</table>
## NextAppProvider
Client component that provides the component registry and action handlers to all pages.
```tsx
import { NextAppProvider } from '@json-render/next';
export default function Layout({ children }) {
return (
<NextAppProvider registry={registry} handlers={handlers}>
{children}
</NextAppProvider>
);
}
```
## Built-in Components
### Slot
Placeholder in layouts where page content is rendered. Every layout MUST include a Slot.
```json
{ "type": "Slot", "props": {}, "children": [] }
```
### Link
Client-side navigation wrapping `next/link`.
```json
{ "type": "Link", "props": { "href": "/about" }, "children": ["link-text"] }
```
## Built-in Actions
<table>
<thead>
<tr>
<th>Action</th>
<th>Params</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>setState</code></td>
<td><code>{'{ statePath, value }'}</code></td>
<td>Update a value in state</td>
</tr>
<tr>
<td><code>pushState</code></td>
<td><code>{'{ statePath, value, clearStatePath? }'}</code></td>
<td>Append to array in state</td>
</tr>
<tr>
<td><code>removeState</code></td>
<td><code>{'{ statePath, index }'}</code></td>
<td>Remove from array by index</td>
</tr>
<tr>
<td><code>navigate</code></td>
<td><code>{'{ href }'}</code></td>
<td>Client-side navigation</td>
</tr>
</tbody>
</table>
## Server Utilities
### matchRoute
Match a pathname against a spec's routes.
```typescript
import { matchRoute } from '@json-render/next/server';
const matched = matchRoute(spec, '/blog/hello-world');
// { route: NextRouteSpec, pattern: '/blog/[slug]', params: { slug: 'hello-world' } }
```
### resolveMetadata
Resolve merged metadata for a route.
```typescript
import { resolveMetadata } from '@json-render/next/server';
const metadata = resolveMetadata(spec, matchedRoute?.route);
```
### slugToPath
Convert catch-all slug array to pathname.
```typescript
import { slugToPath } from '@json-render/next/server';
slugToPath(undefined); // "/"
slugToPath(['blog', 'hello']); // "/blog/hello"
```
## Entry Points
<table>
<thead>
<tr>
<th>Import</th>
<th>Contents</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>@json-render/next</code></td>
<td>Client components (NextAppProvider, PageRenderer, Link)</td>
</tr>
<tr>
<td><code>@json-render/next/server</code></td>
<td>Server utilities (createNextApp, matchRoute, schema)</td>
</tr>
</tbody>
</table>
@@ -0,0 +1,320 @@
import { pageMetadata } from "@/lib/page-metadata"
export const metadata = pageMetadata("docs/api/shadcn-svelte")
# @json-render/shadcn-svelte
Pre-built [shadcn-svelte](https://www.shadcn-svelte.com/) components for json-render. 36 components built on Svelte 5 + Tailwind CSS, ready to use with `defineCatalog` and `defineRegistry`.
## Installation
```bash
npm install @json-render/shadcn-svelte @json-render/core @json-render/svelte zod
```
Your app must have Tailwind CSS configured.
## Entry Points
<table>
<thead>
<tr>
<th>Entry Point</th>
<th>Exports</th>
<th>Use For</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>@json-render/shadcn-svelte</code></td>
<td><code>shadcnComponents</code>, <code>shadcnComponentDefinitions</code></td>
<td>Svelte implementations + catalog schemas</td>
</tr>
<tr>
<td><code>@json-render/shadcn-svelte/catalog</code></td>
<td><code>shadcnComponentDefinitions</code></td>
<td>Catalog schemas only (no Svelte dependency, safe for server)</td>
</tr>
</tbody>
</table>
## Usage
Pick the components you need from the standard definitions:
```typescript
import { defineCatalog } from "@json-render/core";
import { schema } from "@json-render/svelte/schema";
import { shadcnComponentDefinitions } from "@json-render/shadcn-svelte/catalog";
import { defineRegistry } from "@json-render/svelte";
import { shadcnComponents } from "@json-render/shadcn-svelte";
// Catalog: pick definitions
const catalog = defineCatalog(schema, {
components: {
Card: shadcnComponentDefinitions.Card,
Stack: shadcnComponentDefinitions.Stack,
Heading: shadcnComponentDefinitions.Heading,
Button: shadcnComponentDefinitions.Button,
Input: shadcnComponentDefinitions.Input,
},
actions: {},
});
// Registry: pick matching implementations
const { registry } = defineRegistry(catalog, {
components: {
Card: shadcnComponents.Card,
Stack: shadcnComponents.Stack,
Heading: shadcnComponents.Heading,
Button: shadcnComponents.Button,
Input: shadcnComponents.Input,
},
});
```
Then render in your Svelte component:
```svelte
<script lang="ts">
import { Renderer, JsonUIProvider } from "@json-render/svelte";
export let spec;
export let registry;
</script>
<JsonUIProvider initialState={spec?.state ?? {}}>
<Renderer {spec} {registry} />
</JsonUIProvider>
```
## Available Components
### Layout
<table>
<thead>
<tr>
<th>Component</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Card</code></td>
<td>Container card with optional title, description, maxWidth, centered</td>
</tr>
<tr>
<td><code>Stack</code></td>
<td>Flex container with direction, gap, align, justify</td>
</tr>
<tr>
<td><code>Grid</code></td>
<td>Grid layout with columns (1-6) and gap</td>
</tr>
<tr>
<td><code>Separator</code></td>
<td>Visual separator line with orientation</td>
</tr>
</tbody>
</table>
### Navigation
<table>
<thead>
<tr>
<th>Component</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Tabs</code></td>
<td>Tabbed navigation with tabs array, defaultValue, value</td>
</tr>
<tr>
<td><code>Accordion</code></td>
<td>Collapsible sections with items array and type (single/multiple)</td>
</tr>
<tr>
<td><code>Collapsible</code></td>
<td>Single collapsible section with title and defaultOpen</td>
</tr>
<tr>
<td><code>Pagination</code></td>
<td>Page navigation with totalPages and page</td>
</tr>
</tbody>
</table>
### Overlay
<table>
<thead>
<tr>
<th>Component</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Dialog</code></td>
<td>Modal dialog with title, description, openPath</td>
</tr>
<tr>
<td><code>Drawer</code></td>
<td>Bottom drawer with title, description, openPath</td>
</tr>
<tr>
<td><code>Tooltip</code></td>
<td>Hover tooltip with content and text</td>
</tr>
<tr>
<td><code>Popover</code></td>
<td>Click-triggered popover with trigger and content</td>
</tr>
<tr>
<td><code>DropdownMenu</code></td>
<td>Dropdown menu with label and items array</td>
</tr>
</tbody>
</table>
### Content
<table>
<thead>
<tr>
<th>Component</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Heading</code></td>
<td>Heading text with level (h1-h4)</td>
</tr>
<tr>
<td><code>Text</code></td>
<td>Paragraph with variant (body, caption, muted, lead, code)</td>
</tr>
<tr>
<td><code>Image</code></td>
<td>Image with alt, width, height</td>
</tr>
<tr>
<td><code>Avatar</code></td>
<td>User avatar with src, name, size</td>
</tr>
<tr>
<td><code>Badge</code></td>
<td>Status badge with text and variant</td>
</tr>
<tr>
<td><code>Alert</code></td>
<td>Alert banner with title, message, type</td>
</tr>
<tr>
<td><code>Carousel</code></td>
<td>Horizontally scrollable carousel with items</td>
</tr>
<tr>
<td><code>Table</code></td>
<td>Data table with columns and rows</td>
</tr>
</tbody>
</table>
### Feedback
<table>
<thead>
<tr>
<th>Component</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Progress</code></td>
<td>Progress bar with value, max, label</td>
</tr>
<tr>
<td><code>Skeleton</code></td>
<td>Loading placeholder with width, height, rounded</td>
</tr>
<tr>
<td><code>Spinner</code></td>
<td>Loading spinner with size and label</td>
</tr>
</tbody>
</table>
### Input
<table>
<thead>
<tr>
<th>Component</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Button</code></td>
<td>Clickable button with label, variant, disabled</td>
</tr>
<tr>
<td><code>Link</code></td>
<td>Anchor link with label and href</td>
</tr>
<tr>
<td><code>Input</code></td>
<td>Text input with label, name, type, placeholder, value, checks</td>
</tr>
<tr>
<td><code>Textarea</code></td>
<td>Multi-line text input with label, name, placeholder, rows, value, checks</td>
</tr>
<tr>
<td><code>Select</code></td>
<td>Dropdown select with label, name, options, value, checks</td>
</tr>
<tr>
<td><code>Checkbox</code></td>
<td>Checkbox with label, name, checked</td>
</tr>
<tr>
<td><code>Radio</code></td>
<td>Radio button group with label, name, options, value</td>
</tr>
<tr>
<td><code>Switch</code></td>
<td>Toggle switch with label, name, checked</td>
</tr>
<tr>
<td><code>Slider</code></td>
<td>Range slider with label, min, max, step, value</td>
</tr>
<tr>
<td><code>Toggle</code></td>
<td>Toggle button with label, pressed, variant</td>
</tr>
<tr>
<td><code>ToggleGroup</code></td>
<td>Group of toggle buttons with items, type, value</td>
</tr>
<tr>
<td><code>ButtonGroup</code></td>
<td>Group of buttons with buttons array and selected</td>
</tr>
</tbody>
</table>
## Notes
- The `/catalog` entry point has no Svelte dependency -- use it for server-side prompt generation
- Components use Tailwind CSS classes -- your app must have Tailwind configured
- Component implementations use bundled shadcn-svelte primitives (not your app's `$lib/components/ui/`)
- Form inputs support `checks` for validation (type + message pairs) and `validateOn` for timing
- Events: inputs emit `change`/`submit`/`focus`/`blur`; buttons emit `press`; selects emit `change`/`select`
@@ -83,6 +83,13 @@ All renderers share the same workflow:
</td>
<td>Video compositions</td>
</tr>
<tr>
<td>Ink</td>
<td>
<code>@json-render/ink</code>
</td>
<td>Terminal UI (via Ink)</td>
</tr>
</tbody>
</table>
@@ -263,6 +270,30 @@ Uses a timeline spec format with compositions, tracks, and clips. Includes stand
See the [@json-render/remotion API reference](/docs/api/remotion) for details.
## Ink (Terminal)
Render specs as terminal UIs using [Ink](https://github.com/vadimdemedes/ink). Multiple standard components including tables, progress bars, spinners, tabs, multi-select, and interactive inputs with Tab-cycling focus.
```tsx
import { defineCatalog } from "@json-render/core";
import { schema } from "@json-render/ink/schema";
import {
standardComponentDefinitions,
standardActionDefinitions,
} from "@json-render/ink/catalog";
import { defineRegistry, Renderer } from "@json-render/ink";
const catalog = defineCatalog(schema, {
components: { ...standardComponentDefinitions },
actions: standardActionDefinitions,
});
const { registry } = defineRegistry(catalog, { components: {} });
<Renderer spec={spec} registry={registry} />;
```
See the [@json-render/ink API reference](/docs/api/ink) for details.
## Custom Renderers
You can build your own renderer for any output target. See the [Custom Schema & Renderer](/docs/custom-schema) guide for how to define a custom schema and wire it to your own rendering logic.
+2 -2
View File
@@ -16,8 +16,8 @@ const SYSTEM_PROMPT = `You are a helpful documentation assistant for json-render
GitHub repository: https://github.com/vercel-labs/json-render
Documentation: https://json-render.dev/docs
npm packages: @json-render/core, @json-render/react, @json-render/vue, @json-render/svelte, @json-render/solid, @json-render/shadcn, @json-render/react-three-fiber, @json-render/react-native, @json-render/react-email, @json-render/react-pdf, @json-render/image, @json-render/remotion, @json-render/codegen, @json-render/mcp, @json-render/redux, @json-render/zustand, @json-render/jotai, @json-render/xstate, @json-render/yaml
Skills: json-render ships AI agent skills that teach coding agents how to use each package. Install with "npx skills add vercel-labs/json-render --skill <name>". Available skills: core, react, react-pdf, react-email, react-native, shadcn, react-three-fiber, image, remotion, vue, svelte, solid, codegen, mcp, redux, zustand, jotai, xstate, yaml. See /docs/skills for details.
npm packages: @json-render/core, @json-render/react, @json-render/next, @json-render/ink, @json-render/vue, @json-render/svelte, @json-render/solid, @json-render/shadcn, @json-render/shadcn-svelte, @json-render/react-three-fiber, @json-render/react-native, @json-render/react-email, @json-render/react-pdf, @json-render/image, @json-render/remotion, @json-render/codegen, @json-render/mcp, @json-render/redux, @json-render/zustand, @json-render/jotai, @json-render/xstate, @json-render/yaml
Skills: json-render ships AI agent skills that teach coding agents how to use each package. Install with "npx skills add vercel-labs/json-render --skill <name>". Available skills: core, react, next, ink, react-pdf, react-email, react-native, shadcn, shadcn-svelte, react-three-fiber, image, remotion, vue, svelte, solid, codegen, mcp, redux, zustand, jotai, xstate, yaml. See /docs/skills for details.
You have access to the full json-render documentation via the bash and readFile tools. The docs are available as markdown files in the /workspace/docs/ directory.
+3
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@@ -69,12 +69,15 @@ export const docsNavigation: NavSection[] = [
items: [
{ title: "@json-render/core", href: "/docs/api/core" },
{ title: "@json-render/react", href: "/docs/api/react" },
{ title: "@json-render/next", href: "/docs/api/next" },
{ title: "@json-render/react-pdf", href: "/docs/api/react-pdf" },
{ title: "@json-render/react-email", href: "/docs/api/react-email" },
{ title: "@json-render/shadcn", href: "/docs/api/shadcn" },
{ title: "@json-render/shadcn-svelte", href: "/docs/api/shadcn-svelte" },
{ title: "@json-render/react-native", href: "/docs/api/react-native" },
{ title: "@json-render/image", href: "/docs/api/image" },
{ title: "@json-render/remotion", href: "/docs/api/remotion" },
{ title: "@json-render/ink", href: "/docs/api/ink" },
{ title: "@json-render/vue", href: "/docs/api/vue" },
{ title: "@json-render/svelte", href: "/docs/api/svelte" },
{ title: "@json-render/solid", href: "/docs/api/solid" },
+8
View File
@@ -133,6 +133,14 @@ export const examples: Example[] = [
githubPath: "examples/image",
demoUrl: "https://image-demo.json-render.dev",
},
{
slug: "ink-chat",
title: "Ink Chat",
description:
"Terminal chat agent that streams rich json-render UIs using Ink and the AI Gateway.",
tags: ["Ink", "Terminal", "AI"],
githubPath: "examples/ink-chat",
},
{
slug: "mcp",
title: "MCP App",
+3
View File
@@ -43,6 +43,7 @@ export const PAGE_TITLES: Record<string, string> = {
// API references
"docs/api/core": "@json-render/core API",
"docs/api/react": "@json-render/react API",
"docs/api/next": "@json-render/next API",
"docs/api/vue": "@json-render/vue API",
"docs/api/solid": "@json-render/solid API",
"docs/api/react-pdf": "@json-render/react-pdf API",
@@ -53,12 +54,14 @@ export const PAGE_TITLES: Record<string, string> = {
"docs/api/image": "@json-render/image API",
"docs/api/remotion": "@json-render/remotion API",
"docs/api/shadcn": "@json-render/shadcn API",
"docs/api/shadcn-svelte": "@json-render/shadcn-svelte API",
"docs/api/mcp": "@json-render/mcp API",
"docs/api/redux": "@json-render/redux API",
"docs/api/zustand": "@json-render/zustand API",
"docs/api/jotai": "@json-render/jotai API",
"docs/api/react-three-fiber": "@json-render/react-three-fiber API",
"docs/api/xstate": "@json-render/xstate API",
"docs/api/ink": "@json-render/ink API",
"docs/api/yaml": "@json-render/yaml API",
};
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "web",
"version": "0.1.9",
"version": "0.1.11",
"type": "module",
"private": true,
"license": "Apache-2.0",
+18
View File
@@ -1,5 +1,23 @@
# example-chat
## 0.1.11
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/react@0.16.0
- @json-render/shadcn@0.16.0
## 0.1.10
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/react@0.15.0
- @json-render/shadcn@0.15.0
## 0.1.9
### Patch Changes
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "example-chat",
"version": "0.1.9",
"version": "0.1.11",
"type": "module",
"private": true,
"scripts": {
+18
View File
@@ -1,5 +1,23 @@
# example-dashboard
## 0.1.11
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/codegen@0.16.0
- @json-render/react@0.16.0
## 0.1.10
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/codegen@0.15.0
- @json-render/react@0.15.0
## 0.1.9
### Patch Changes
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "example-dashboard",
"version": "0.1.9",
"version": "0.1.11",
"type": "module",
"private": true,
"scripts": {
+17
View File
@@ -0,0 +1,17 @@
# 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
+21
View File
@@ -0,0 +1,21 @@
# example-game-engine
## 0.1.2
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/react@0.16.0
- @json-render/react-three-fiber@0.16.0
- @json-render/yaml@0.16.0
## 0.1.1
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/react@0.15.0
- @json-render/react-three-fiber@0.15.0
- @json-render/yaml@0.15.0
@@ -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();
}
+43
View File
@@ -0,0 +1,43 @@
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 +1,114 @@
"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();
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
camera.getWorldPosition(cameraPos as any);
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 +1,799 @@
"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={[
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
shape as any,
{ 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={[
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
curve as any,
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}
>
{/* eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch */}
<shapeGeometry args={[shape as any]} />
<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 +1,93 @@
"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
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
map={texture as any}
side={THREE.DoubleSide}
/>
) : (
<meshStandardMaterial color="#333" side={THREE.DoubleSide} />
)}
</mesh>
);
}
@@ -0,0 +1,159 @@
"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(() => {
// eslint-disable-next-line @typescript-eslint/no-explicit-any -- @types/three version mismatch
model.traverse((node: any) => {
if (node.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",
},
},
];
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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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@@ -0,0 +1,246 @@
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.
+12
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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;
+50
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{
"name": "example-game-engine",
"version": "0.1.2",
"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": {},
},
};
+13
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@@ -0,0 +1,13 @@
{
"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"]
}
+16
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@@ -1,5 +1,21 @@
# example-image
## 0.1.8
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/image@0.16.0
## 0.1.7
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/image@0.15.0
## 0.1.6
### Patch Changes
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "example-image",
"version": "0.1.6",
"version": "0.1.8",
"type": "module",
"private": true,
"scripts": {
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# Required for local development — get from https://vercel.com/ai-gateway
AI_GATEWAY_API_KEY=
# Optional — override the default model (anthropic/claude-haiku-4.5)
# AI_GATEWAY_MODEL=anthropic/claude-sonnet-4-20250514
+17
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# example-ink-chat
## 0.1.2
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/ink@0.16.0
## 0.1.1
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/ink@0.15.0
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{
"name": "example-ink-chat",
"version": "0.1.2",
"type": "module",
"private": true,
"scripts": {
"dev": "tsx --env-file=.env src/index.tsx",
"build": "tsc",
"start": "node dist/index.js",
"check-types": "tsc --noEmit"
},
"dependencies": {
"@json-render/core": "workspace:*",
"@json-render/ink": "workspace:*",
"ai": "^6.0.33",
"@ai-sdk/gateway": "^3.0.52",
"ink": "^6.8.0",
"react": "19.2.4",
"zod": "4.3.6"
},
"devDependencies": {
"@types/react": "19.2.3",
"@types/node": "^22.10.0",
"tsx": "^4.19.0",
"typescript": "^5.7.2"
}
}
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import { useState, useCallback, useRef, useMemo, useEffect } from "react";
import { Box, Text, useInput, useApp, useStdout } from "ink";
import { streamText, stepCountIs } from "ai";
import { gateway } from "@ai-sdk/gateway";
import {
createMixedStreamParser,
createStateStore,
applySpecPatch,
type Spec,
} from "@json-render/core";
import { JSONUIProvider, Renderer, useFocusDisable } from "@json-render/ink";
import { catalog } from "./catalog.js";
import { tools } from "./tools.js";
const DEFAULT_MODEL = "anthropic/claude-haiku-4.5";
// Component types stepped through one-at-a-time in the wizard.
// Tabs are excluded — they're navigation, rendered inline with the full spec.
const WIZARD_TYPES = new Set([
"TextInput",
"Select",
"MultiSelect",
"ConfirmInput",
]);
// Interactive component types that need live keyboard input (wizard types + Tabs)
const INTERACTIVE_TYPES = new Set([...WIZARD_TYPES, "Tabs"]);
/** Check if a spec contains any interactive components */
function hasInteractiveElements(spec: Spec): boolean {
return Object.values(spec.elements).some((el) =>
INTERACTIVE_TYPES.has(el.type),
);
}
/** Collect an element and all its descendants from the spec tree */
function collectSubtree(spec: Spec, rootKey: string): Spec["elements"] {
const result: Spec["elements"] = {};
const queue = [rootKey];
while (queue.length > 0) {
const key = queue.shift()!;
const el = spec.elements[key];
if (!el) continue;
result[key] = el;
if (el.children) queue.push(...el.children);
}
return result;
}
/** Get event→action bindings that auto-advance the wizard for each component type */
function getAdvanceEvents(
type: string,
): Record<string, Array<{ action: string }>> | null {
switch (type) {
case "Select":
return { change: [{ action: "advance" }] };
case "TextInput":
case "MultiSelect":
return { submit: [{ action: "advance" }] };
case "ConfirmInput":
return {
confirm: [{ action: "advance" }],
deny: [{ action: "advance" }],
};
default:
return null;
}
}
/** Step-specific hint text */
function getStepHint(type: string, isLast: boolean): string {
const action = isLast ? "submit" : "continue";
switch (type) {
case "Select":
return `Use arrow keys, Enter to ${action}`;
case "MultiSelect":
return `Space to toggle, Enter to ${action}`;
case "TextInput":
return `Type your answer, Enter to ${action}`;
case "ConfirmInput":
return `Press Y or N to ${action}`;
default:
return `Make your selection to ${action}`;
}
}
// ---------------------------------------------------------------------------
// System prompt — handwritten design guidance + catalog documentation.
// Follows the same pattern as examples/chat/lib/agent.ts: a rich
// AGENT_INSTRUCTIONS string with catalog.prompt() appended at the end.
// ---------------------------------------------------------------------------
const AGENT_INSTRUCTIONS = `You are a terminal assistant that renders polished, information-dense UIs. You call tools for real-time data, then build clean terminal dashboards.
WORKFLOW:
1. Call the appropriate tools to gather real data. Use web_search for topics not covered by the specialized tools (get_weather, get_hacker_news, get_github_repo, get_crypto_price).
2. While tools run, output a single short status line (e.g. "Looking up weather data..."). This is the ONLY text allowed outside the spec fence.
3. After tools return, output ALL content inside a \`\`\`spec fence. Never write paragraphs of prose outside the fence.
4. For simple text replies (greetings, clarifications), still use a \`\`\`spec with a Markdown component.
DESIGN PRINCIPLES:
- HIERARCHY: Every response needs clear visual structure. Start with an h1 Heading for the topic. Use h2 Headings for subsections. Use Card to group related content into shaded areas — Cards render as subtle background fills, not bordered boxes.
- LEAD WITH THE STORY: Open with a brief Markdown paragraph (2-3 sentences) that tells the user the key insight or takeaway. Don't just dump data — frame it.
- SUMMARY METRICS: After the narrative, show 2-4 Metric components for the most important numbers. Metric displays a dim label, bold value, and optional colored trend (up=green, down=red). Group them in a horizontal Box (flexDirection: row, gap: 3) so they read like a dashboard header. Use KeyValue only for simple label:value pairs that don't need emphasis.
- DETAIL SECTIONS: Below the summary, use h2 Headings to introduce each section, followed by a single focused visualization (Table, BarChart, or set of KeyValues).
- ONE REPRESENTATION PER DATA POINT: Never show the same value as both a number and a percentage and a bar. Pick the most meaningful format. Use BarChart with showValues:true OR showPercentage:true, not both.
- TABLES: Always set explicit column widths so columns don't collapse. Use headerColor:"cyan". Keep column headers short (abbreviate if needed). Right-align numeric columns.
- CHARTS: Use distinct colors per bar in BarChart. Good palette: cyan, green, yellow, magenta, blue, red. Use Sparkline for compact inline trends alongside other content.
- COLOR STRATEGY: Use color with intention, not decoration. cyan for labels and headers. green for positive values, growth, success. red for negative values, decline, errors. yellow for warnings or neutral highlights. dimColor:true for secondary/supporting text. Avoid coloring everything — contrast comes from restraint.
- TABLES: Use borderStyle:"single" on Tables for a clean outline. Do NOT put Tables inside Cards — Tables have their own border and don't need additional wrapping.
- SPACING: Use gap:1 between sections. Don't over-pad. Keep the UI compact and scannable. NEVER add padding to the root element — the app already provides outer padding.
- WIDTH: Target 80 columns. Set explicit widths on Tables (total columns should sum to ~70-75). Use wrap:"truncate-end" on Text in tight spaces.
- CALLOUTS: Use Callout for key takeaways, important notes, tips, and warnings. Set type (info/tip/warning/important) for a colored left border accent. Keep content concise — one key point per Callout.
- TIMELINES: Use Timeline for historical events, step-by-step processes, and milestones. Set status per item (completed/current/upcoming) for colored dots. Include dates when available.
- NEVER use emojis anywhere — not in text, labels, titles, table cells, Heading text, or component props. Plain text only.
DASHBOARD PATTERN (use for data-heavy responses):
Root Box (column, gap:1) >
Heading (h1, topic title)
Markdown (2-3 sentence summary with key takeaway)
Box (row, gap:3) > [Metric, Metric, Metric] (top-line metrics, no Card)
Heading (h2, section title)
Table (borderStyle:"single")
Card (title:"Section Name") > BarChart (bar charts go in a titled Card — the Card title replaces h2)
Callout (type:"tip", key takeaway or closing note)
Card wrapping rules: Wrap BarCharts in a Card with a title. Do NOT wrap Metrics or Tables in Cards — Metrics stand alone, Tables have their own border.
COMPARISON PATTERN:
Use BarChart when you want the user to see relative magnitudes at a glance.
Use Table when there are 3+ columns of mixed data types.
Never use both for the same data.
TREND PATTERN:
Use Sparkline for compact inline trend next to a KeyValue.
Use BarChart with year/period labels for detailed time-series.
INTERACTIVITY:
- You can create interactive forms, surveys, and selection interfaces. The user navigates with arrow keys, selects with Space/Enter, and types into text fields.
- ALWAYS include a submit action on interactive UIs. Add a Text or StatusLine telling the user how to submit. Wire submit events to a "submit" action — the app collects form state automatically.
- ALWAYS populate the state field with sensible defaults for all bound values.
- Use $bindState on interactive components for two-way binding. Example: { "value": { "$state": "/choice" }, "$bindState": { "value": "/choice" } }.
- Use Tabs for multi-section surveys. Use ConfirmInput for yes/no prompts.
- After receiving form data, acknowledge the user's choices meaningfully — don't just echo them back.
${catalog.prompt({
mode: "inline",
customRules: [
"ALL text MUST go inside the spec using the Markdown component. The ONLY text outside the fence is a short tool-status line.",
"For text-only answers, still output a spec with a Markdown component.",
"Prefer Table for structured data and KeyValue for label-value pairs.",
"NEVER use emojis anywhere in your output. Plain text only.",
],
})}`;
// ---------------------------------------------------------------------------
// Types
// ---------------------------------------------------------------------------
interface Message {
id: number;
role: "user" | "assistant";
text: string;
spec: Spec | null;
}
// ---------------------------------------------------------------------------
// ChatInput — simple terminal text input
// ---------------------------------------------------------------------------
function ChatInput({
onSubmit,
disabled,
}: {
onSubmit: (text: string) => void;
disabled: boolean;
}) {
const [value, setValue] = useState("");
useInput(
(input, key) => {
if (key.return && value.trim()) {
onSubmit(value.trim());
setValue("");
return;
}
if (key.backspace || key.delete) {
setValue((prev) => prev.slice(0, -1));
return;
}
if (key.ctrl || key.meta || key.escape || key.tab) return;
if (key.upArrow || key.downArrow || key.leftArrow || key.rightArrow)
return;
if (input) {
setValue((prev) => prev + input);
}
},
{ isActive: !disabled },
);
return (
<Box>
<Text bold>{"› "}</Text>
{value ? (
<Text>{value}</Text>
) : (
<Text dimColor>{disabled ? "Thinking..." : "Type a message..."}</Text>
)}
</Box>
);
}
// ---------------------------------------------------------------------------
// Small UI helpers
// ---------------------------------------------------------------------------
const SPINNER_FRAMES = ["⠋", "⠙", "⠹", "⠸", "⠼", "⠴", "⠦", "⠧", "⠇", "⠏"];
function AnimatedSpinner({
label,
color = "cyan",
}: {
label: string;
color?: string;
}) {
const [frame, setFrame] = useState(0);
useEffect(() => {
const timer = setInterval(() => {
setFrame((prev) => (prev + 1) % SPINNER_FRAMES.length);
}, 80);
return () => clearInterval(timer);
}, []);
return (
<Box gap={1}>
<Text color={color}>{SPINNER_FRAMES[frame]}</Text>
<Text dimColor>{label}</Text>
</Box>
);
}
/** Suppress Tab-cycling inside read-only message providers so old interactive
* components (e.g. Tabs) can't steal focus/arrow-key input. */
function DisableFocus() {
useFocusDisable(true);
return null;
}
/** Render markdown text through the standard Renderer pipeline (uses the
* built-in Markdown component without exporting MarkdownText). */
function RenderedMarkdown({ text }: { text: string }) {
const spec: Spec = useMemo(
() => ({
root: "md",
elements: { md: { type: "Markdown", props: { text }, children: [] } },
}),
[text],
);
return (
<JSONUIProvider initialState={{}}>
<DisableFocus />
<Renderer spec={spec} />
</JSONUIProvider>
);
}
function MessageView({ message }: { message: Message }) {
if (message.role === "user") {
return (
<Box marginBottom={1}>
<Text bold>You: </Text>
<Text>{message.text}</Text>
</Box>
);
}
return (
<Box flexDirection="column" marginBottom={1}>
{message.spec ? (
<JSONUIProvider initialState={message.spec.state ?? {}}>
<DisableFocus />
<Renderer spec={message.spec} />
</JSONUIProvider>
) : message.text ? (
<RenderedMarkdown text={message.text} />
) : null}
</Box>
);
}
// ---------------------------------------------------------------------------
// LiveInteractiveSpec — wizard that shows one interactive element at a time
// ---------------------------------------------------------------------------
function LiveInteractiveSpec({
spec,
onSubmit,
}: {
spec: Spec;
onSubmit: (state: Record<string, unknown>) => void;
}) {
// Extract wizard-steppable element keys (Tabs are excluded)
const interactiveKeys = useMemo(
() =>
Object.entries(spec.elements)
.filter(([_, el]) => WIZARD_TYPES.has(el.type))
.map(([key]) => key),
[spec],
);
const [step, setStep] = useState(0);
const store = useMemo(() => createStateStore(spec.state ?? {}), [spec]);
// Guard against double-advance from key repeats (e.g. holding Y on ConfirmInput)
const advancingRef = useRef(false);
const currentKey = interactiveKeys[step];
const currentElement = currentKey ? spec.elements[currentKey] : null;
const isLast = step >= interactiveKeys.length - 1;
// Reset the guard when the step changes
useEffect(() => {
advancingRef.current = false;
}, [step]);
const advance = useCallback(() => {
if (advancingRef.current) return;
advancingRef.current = true;
if (isLast) {
onSubmit(store.getSnapshot());
} else {
setStep((s) => s + 1);
}
}, [isLast, onSubmit, store]);
// Build a minimal spec containing only the current interactive element
const stepSpec = useMemo<Spec | null>(() => {
if (!currentKey || !currentElement) return null;
const elements = collectSubtree(spec, currentKey);
// Wire auto-advance events
const advanceEvents = getAdvanceEvents(currentElement.type);
if (advanceEvents) {
elements[currentKey] = {
...elements[currentKey]!,
on: { ...(elements[currentKey] as any).on, ...advanceEvents },
};
}
return { root: currentKey, elements, state: spec.state };
}, [currentKey, currentElement, spec]);
const handlers = useMemo(() => ({ submit: advance, advance }), [advance]);
// No wizard-steppable elements (e.g. Tabs-only spec) → render the full spec
if (interactiveKeys.length === 0) {
return (
<Box flexDirection="column" marginBottom={1}>
<JSONUIProvider store={store} handlers={handlers}>
<Renderer spec={spec} />
</JSONUIProvider>
</Box>
);
}
if (!stepSpec || !currentElement) return null;
return (
<Box flexDirection="column" marginBottom={1}>
{interactiveKeys.length > 1 && (
<Text dimColor>
Step {step + 1} of {interactiveKeys.length}
</Text>
)}
<JSONUIProvider store={store} handlers={handlers}>
<Renderer spec={stepSpec} />
</JSONUIProvider>
<Box marginTop={1}>
<Text dimColor italic>
{getStepHint(currentElement.type, isLast)}
</Text>
</Box>
</Box>
);
}
// ---------------------------------------------------------------------------
// App — main chat loop
// ---------------------------------------------------------------------------
export function App() {
const { exit } = useApp();
const { stdout } = useStdout();
const [messages, setMessages] = useState<Message[]>([]);
const [isStreaming, setIsStreaming] = useState(false);
const [streamingStatus, setStreamingStatus] = useState("Thinking...");
const [streamingSpec, setStreamingSpec] = useState<Spec | null>(null);
const nextMessageIdRef = useRef(0);
const abortRef = useRef<AbortController | null>(null);
// Ref tracks latest messages so sendMessage doesn't need it as a dep
const messagesRef = useRef(messages);
messagesRef.current = messages;
// Track a live interactive spec awaiting user input
const [liveSpec, setLiveSpec] = useState<Spec | null>(null);
// Ctrl+C to exit (suppress Escape when interactive spec is live)
useInput((_input, key) => {
if (key.ctrl && _input === "c") {
abortRef.current?.abort();
exit();
}
if (key.escape && !liveSpec) {
abortRef.current?.abort();
exit();
}
});
const sendMessage = useCallback(async (text: string) => {
abortRef.current?.abort();
// Clear any live interactive spec
setLiveSpec(null);
// Add user message
const userMsg: Message = {
id: nextMessageIdRef.current++,
role: "user",
text,
spec: null,
};
setMessages((prev) => [...prev, userMsg]);
setIsStreaming(true);
setStreamingStatus("Thinking...");
// Build conversation history from ref (avoids stale closure).
// For assistant messages with specs, serialize the spec so the model
// remembers what it rendered in previous turns.
const history = [
...messagesRef.current.map((m) => ({
role: m.role as "user" | "assistant",
content: m.spec
? `${m.text}\n\`\`\`spec\n${JSON.stringify(m.spec)}\n\`\`\``
: m.text,
})),
{ role: "user" as const, content: text },
];
const controller = new AbortController();
abortRef.current = controller;
try {
const result = streamText({
model: gateway(process.env.AI_GATEWAY_MODEL || DEFAULT_MODEL),
system: AGENT_INSTRUCTIONS,
messages: history,
temperature: 0.7,
abortSignal: controller.signal,
tools,
stopWhen: stepCountIs(3),
});
let conversationText = "";
let spec: Spec = { root: "", elements: {} };
let hasSpec = false;
const parser = createMixedStreamParser({
onText: (chunk) => {
conversationText += chunk + "\n";
},
onPatch: (patch) => {
hasSpec = true;
spec = applySpecPatch(structuredClone(spec), patch);
setStreamingSpec(structuredClone(spec));
},
});
let hadTextInStep = false;
for await (const part of result.fullStream) {
if (part.type === "tool-call") {
const name = part.toolName.replace(/_/g, " ");
setStreamingStatus(`Using ${name}...`);
} else if (part.type === "tool-result") {
setStreamingStatus("Generating...");
} else if (part.type === "text-start") {
hadTextInStep = false;
} else if (part.type === "text-delta") {
hadTextInStep = true;
parser.push(part.text);
} else if (part.type === "text-end") {
// Insert a paragraph break between text segments so text from
// before/after tool calls doesn't merge into a wall.
// Injected directly into conversationText (not through the
// parser, which may drop empty lines in older builds).
if (hadTextInStep) {
parser.flush();
conversationText += "\n\n";
hadTextInStep = false;
}
}
}
parser.flush();
// Finalize: add assistant message
const finalSpec = hasSpec ? spec : null;
const isInteractive = finalSpec && hasInteractiveElements(finalSpec);
const assistantMsg: Message = {
id: nextMessageIdRef.current++,
role: "assistant",
text: conversationText.trim(),
// If interactive, don't store spec in message history (it'll be live)
spec: isInteractive ? null : finalSpec,
};
setMessages((prev) => [...prev, assistantMsg]);
// If the spec has interactive components, keep it live
if (isInteractive && finalSpec) {
setLiveSpec(finalSpec);
}
} catch (err) {
if ((err as Error).name === "AbortError") return;
const errorMsg: Message = {
id: nextMessageIdRef.current++,
role: "assistant",
text: `Error: ${(err as Error).message}`,
spec: null,
};
setMessages((prev) => [...prev, errorMsg]);
} finally {
setIsStreaming(false);
setStreamingSpec(null);
}
}, []);
// Handle interactive spec submission — collect state and send back to AI
const handleInteractiveSubmit = useCallback(
(state: Record<string, unknown>) => {
// Freeze the spec into message history as a non-interactive snapshot
if (liveSpec) {
// Update the last assistant message to include the spec with submitted state
const frozenSpec = { ...liveSpec, state };
setMessages((prev) => {
const updated = [...prev];
// Find the last assistant message (which has spec: null for interactive)
for (let i = updated.length - 1; i >= 0; i--) {
if (updated[i]!.role === "assistant" && !updated[i]!.spec) {
updated[i] = { ...updated[i]!, spec: frozenSpec };
break;
}
}
return updated;
});
setLiveSpec(null);
}
// Format the submitted state as a user message and send to AI
const formattedState = Object.entries(state)
.map(([key, value]) => {
if (Array.isArray(value)) return `${key}: ${value.join(", ")}`;
return `${key}: ${value}`;
})
.join("\n");
sendMessage(`[Form submitted]\n${formattedState}`);
},
[liveSpec, sendMessage],
);
return (
<Box flexDirection="column" padding={1} minHeight={stdout.rows}>
{/* Header */}
<Box marginBottom={1} gap={1}>
<Text bold color="cyan">
json-render
</Text>
<Text dimColor>Ctrl+C to exit</Text>
</Box>
{/* Empty state — show example prompts when no conversation yet */}
{messages.length === 0 && !isStreaming && (
<Box flexDirection="column" marginBottom={1}>
<Text dimColor>Try asking:</Text>
<Box flexDirection="column" paddingLeft={2} marginTop={1} gap={0}>
<Text dimColor>{" weather in tokyo"}</Text>
<Text dimColor>{" top hacker news stories"}</Text>
<Text dimColor>{" tell me about vercel/next.js"}</Text>
<Text dimColor>{" bitcoin price"}</Text>
</Box>
</Box>
)}
{/* Message history — collapsed when interactive wizard is active */}
{liveSpec && !isStreaming ? (
<>
{messages.length > 1 && (
<Text dimColor italic>
{messages.length - 1} earlier message
{messages.length > 2 ? "s" : ""} hidden
</Text>
)}
{messages.length > 0 && (
<MessageView message={messages[messages.length - 1]!} />
)}
<LiveInteractiveSpec
spec={liveSpec}
onSubmit={handleInteractiveSubmit}
/>
</>
) : (
<>
{messages.map((msg) => (
<MessageView key={msg.id} message={msg} />
))}
</>
)}
{/* Live spec preview while streaming */}
{isStreaming && streamingSpec && streamingSpec.root && (
<Box flexDirection="column" marginBottom={1}>
<JSONUIProvider initialState={streamingSpec.state ?? {}}>
<DisableFocus />
<Renderer spec={streamingSpec} loading />
</JSONUIProvider>
</Box>
)}
{/* Spacer pushes input to bottom when content is short */}
<Box flexGrow={1} />
{/* Input — spinner replaces input while streaming, hidden during wizard */}
{!liveSpec && (
<Box borderStyle="single" borderColor="gray" paddingX={1}>
{isStreaming ? (
<AnimatedSpinner label={streamingStatus} />
) : (
<ChatInput onSubmit={sendMessage} disabled={false} />
)}
</Box>
)}
</Box>
);
}
+11
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@@ -0,0 +1,11 @@
import { defineCatalog } from "@json-render/core";
import { schema } from "@json-render/ink/schema";
import {
standardComponentDefinitions,
standardActionDefinitions,
} from "@json-render/ink/catalog";
export const catalog = defineCatalog(schema, {
components: standardComponentDefinitions,
actions: standardActionDefinitions,
});
+8
View File
@@ -0,0 +1,8 @@
#!/usr/bin/env node
import { render } from "ink";
import { App } from "./app.js";
// Clear terminal and move cursor to top-left
process.stdout.write("\x1B[2J\x1B[3J\x1B[H");
render(<App />, { exitOnCtrlC: false });
+384
View File
@@ -0,0 +1,384 @@
/**
* Tools for the ink-chat example.
*
* All tools use free, public APIs — no API keys required beyond the
* AI Gateway key that is already configured.
*
* These match the tools in examples/chat for consistency across examples.
*/
import { tool, generateText } from "ai";
import { gateway } from "@ai-sdk/gateway";
import { z } from "zod";
// =============================================================================
// Web Search (Perplexity Sonar via AI Gateway)
// =============================================================================
export const webSearch = tool({
description:
"Search the web for current information on any topic. Returns a synthesized answer based on real-time web data.",
inputSchema: z.object({
query: z
.string()
.describe(
"The search query — be specific and include relevant context for better results",
),
}),
execute: async ({ query }) => {
try {
const { text } = await generateText({
model: gateway("perplexity/sonar"),
prompt: query,
});
return { content: text };
} catch (error) {
return {
error: `Search failed: ${error instanceof Error ? error.message : "Unknown error"}`,
};
}
},
});
// =============================================================================
// Weather (Open-Meteo — free, no API key)
// =============================================================================
function describeWeatherCode(code: number): string {
const descriptions: Record<number, string> = {
0: "Clear sky",
1: "Mainly clear",
2: "Partly cloudy",
3: "Overcast",
45: "Foggy",
48: "Depositing rime fog",
51: "Light drizzle",
53: "Moderate drizzle",
55: "Dense drizzle",
61: "Slight rain",
63: "Moderate rain",
65: "Heavy rain",
71: "Slight snow",
73: "Moderate snow",
75: "Heavy snow",
80: "Slight rain showers",
81: "Moderate rain showers",
82: "Violent rain showers",
95: "Thunderstorm",
};
return descriptions[code] ?? "Unknown";
}
export const getWeather = tool({
description:
"Get current weather conditions and a 7-day forecast for a given city. Returns temperature, humidity, wind speed, weather conditions, and daily forecasts.",
inputSchema: z.object({
city: z
.string()
.describe("City name (e.g., 'New York', 'London', 'Tokyo')"),
}),
execute: async ({ city }) => {
try {
const geocodeUrl = `https://geocoding-api.open-meteo.com/v1/search?name=${encodeURIComponent(city)}&count=1&language=en&format=json`;
const geocodeRes = await fetch(geocodeUrl);
if (!geocodeRes.ok) {
return { error: `Failed to geocode city: ${city}` };
}
const geocodeData = (await geocodeRes.json()) as {
results?: Array<{
name: string;
country: string;
latitude: number;
longitude: number;
timezone: string;
}>;
};
if (!geocodeData.results || geocodeData.results.length === 0) {
return { error: `City not found: ${city}` };
}
const location = geocodeData.results[0]!;
const weatherUrl = `https://api.open-meteo.com/v1/forecast?latitude=${location.latitude}&longitude=${location.longitude}&current=temperature_2m,relative_humidity_2m,apparent_temperature,weather_code,wind_speed_10m&daily=weather_code,temperature_2m_max,temperature_2m_min,precipitation_sum&temperature_unit=fahrenheit&wind_speed_unit=mph&precipitation_unit=inch&timezone=${encodeURIComponent(location.timezone)}&forecast_days=7`;
const weatherRes = await fetch(weatherUrl);
if (!weatherRes.ok) {
return { error: "Failed to fetch weather data" };
}
const weather = (await weatherRes.json()) as {
current: {
temperature_2m: number;
relative_humidity_2m: number;
apparent_temperature: number;
weather_code: number;
wind_speed_10m: number;
};
daily: {
time: string[];
weather_code: number[];
temperature_2m_max: number[];
temperature_2m_min: number[];
precipitation_sum: number[];
};
};
const forecast = weather.daily.time.map((date, i) => ({
date,
day: new Date(date + "T12:00:00").toLocaleDateString("en-US", {
weekday: "short",
}),
high: Math.round(weather.daily.temperature_2m_max[i]!),
low: Math.round(weather.daily.temperature_2m_min[i]!),
condition: describeWeatherCode(weather.daily.weather_code[i]!),
precipitation: weather.daily.precipitation_sum[i]!,
}));
return {
city: location.name,
country: location.country,
current: {
temperature: Math.round(weather.current.temperature_2m),
feelsLike: Math.round(weather.current.apparent_temperature),
humidity: weather.current.relative_humidity_2m,
windSpeed: Math.round(weather.current.wind_speed_10m),
condition: describeWeatherCode(weather.current.weather_code),
},
forecast,
};
} catch (error) {
return {
error: `Weather fetch failed: ${error instanceof Error ? error.message : "Unknown error"}`,
};
}
},
});
// =============================================================================
// Hacker News (Firebase API — free, no API key)
// =============================================================================
export const getHackerNewsTop = tool({
description:
"Get the current top stories from Hacker News, including title, score, author, URL, and comment count.",
inputSchema: z.object({
count: z
.number()
.min(1)
.max(30)
.describe("Number of top stories to fetch (1-30)"),
}),
execute: async ({ count }) => {
try {
const topRes = await fetch(
"https://hacker-news.firebaseio.com/v0/topstories.json?print=pretty",
{ signal: AbortSignal.timeout(5000) },
);
if (!topRes.ok) {
return { error: "Failed to fetch Hacker News top stories" };
}
const topIds = (await topRes.json()) as number[];
const storyIds = topIds.slice(0, count);
const stories = await Promise.all(
storyIds.map(async (id) => {
const storyRes = await fetch(
`https://hacker-news.firebaseio.com/v0/item/${id}.json?print=pretty`,
{ signal: AbortSignal.timeout(5000) },
);
if (!storyRes.ok) return null;
const story = (await storyRes.json()) as {
id: number;
title: string;
url?: string;
score: number;
by: string;
time: number;
descendants?: number;
};
return {
title: story.title,
url:
story.url ?? `https://news.ycombinator.com/item?id=${story.id}`,
score: story.score,
author: story.by,
comments: story.descendants ?? 0,
};
}),
);
return {
stories: stories.filter(Boolean),
fetchedAt: new Date().toISOString(),
};
} catch (error) {
return {
error: `Hacker News fetch failed: ${error instanceof Error ? error.message : "Unknown error"}`,
};
}
},
});
// =============================================================================
// GitHub (Public API — free, no API key, 60 req/hr)
// =============================================================================
const ghHeaders = { Accept: "application/vnd.github.v3+json" };
export const getGitHubRepo = tool({
description:
"Get information about a public GitHub repository including stars, forks, open issues, description, and language breakdown.",
inputSchema: z.object({
owner: z.string().describe("Repository owner (e.g., 'vercel')"),
repo: z.string().describe("Repository name (e.g., 'next.js')"),
}),
execute: async ({ owner, repo }) => {
try {
const repoUrl = `https://api.github.com/repos/${encodeURIComponent(owner)}/${encodeURIComponent(repo)}`;
const [repoRes, languagesRes] = await Promise.all([
fetch(repoUrl, { headers: ghHeaders }),
fetch(`${repoUrl}/languages`, { headers: ghHeaders }),
]);
if (!repoRes.ok) {
if (repoRes.status === 404)
return { error: `Not found: ${owner}/${repo}` };
return { error: `Failed to fetch repo: ${repoRes.statusText}` };
}
const repoData = (await repoRes.json()) as {
full_name: string;
description: string | null;
html_url: string;
stargazers_count: number;
forks_count: number;
open_issues_count: number;
language: string | null;
license: { spdx_id: string } | null;
topics: string[];
};
const languages: Record<string, number> = languagesRes.ok
? ((await languagesRes.json()) as Record<string, number>)
: {};
const totalBytes = Object.values(languages).reduce((a, b) => a + b, 0);
const languageBreakdown = Object.entries(languages)
.map(([lang, bytes]) => ({
language: lang,
percentage:
totalBytes > 0 ? Math.round((bytes / totalBytes) * 100) : 0,
}))
.sort((a, b) => b.percentage - a.percentage)
.slice(0, 6);
return {
name: repoData.full_name,
description: repoData.description,
url: repoData.html_url,
stars: repoData.stargazers_count,
forks: repoData.forks_count,
openIssues: repoData.open_issues_count,
primaryLanguage: repoData.language,
license: repoData.license?.spdx_id ?? "None",
topics: repoData.topics,
languages: languageBreakdown,
};
} catch (error) {
return {
error: `GitHub fetch failed: ${error instanceof Error ? error.message : "Unknown error"}`,
};
}
},
});
// =============================================================================
// Crypto (CoinGecko — free, no API key)
// =============================================================================
export const getCryptoPrice = tool({
description:
"Get current price, market cap, 24h change, and 7-day trend for a cryptocurrency.",
inputSchema: z.object({
coinId: z
.string()
.describe(
"CoinGecko coin ID (e.g., 'bitcoin', 'ethereum', 'solana', 'dogecoin')",
),
}),
execute: async ({ coinId }) => {
try {
const url = `https://api.coingecko.com/api/v3/coins/${encodeURIComponent(coinId)}?localization=false&tickers=false&community_data=false&developer_data=false&sparkline=false`;
const res = await fetch(url, {
headers: { Accept: "application/json" },
});
if (!res.ok) {
if (res.status === 404)
return { error: `Cryptocurrency not found: ${coinId}` };
if (res.status === 429)
return {
error: "CoinGecko rate limit exceeded. Try again in a minute.",
};
return { error: `Failed to fetch crypto data: ${res.statusText}` };
}
const data = (await res.json()) as {
id: string;
symbol: string;
name: string;
market_data: {
current_price: { usd: number };
market_cap: { usd: number };
total_volume: { usd: number };
price_change_percentage_24h: number;
price_change_percentage_7d: number;
high_24h: { usd: number };
low_24h: { usd: number };
};
market_cap_rank: number;
};
const md = data.market_data;
return {
symbol: data.symbol.toUpperCase(),
name: data.name,
rank: data.market_cap_rank,
price: md.current_price.usd,
marketCap: md.market_cap.usd,
volume24h: md.total_volume.usd,
change24h: Math.round(md.price_change_percentage_24h * 100) / 100,
change7d: Math.round(md.price_change_percentage_7d * 100) / 100,
high24h: md.high_24h.usd,
low24h: md.low_24h.usd,
};
} catch (error) {
return {
error: `Crypto fetch failed: ${error instanceof Error ? error.message : "Unknown error"}`,
};
}
},
});
// =============================================================================
// All tools (exported as a single record for streamText)
// =============================================================================
export const tools = {
web_search: webSearch,
get_weather: getWeather,
get_hacker_news: getHackerNewsTop,
get_github_repo: getGitHubRepo,
get_crypto_price: getCryptoPrice,
};
+16
View File
@@ -0,0 +1,16 @@
{
"compilerOptions": {
"target": "ES2022",
"module": "ESNext",
"moduleResolution": "bundler",
"jsx": "react-jsx",
"strict": true,
"esModuleInterop": true,
"skipLibCheck": true,
"types": ["node"],
"outDir": "dist",
"rootDir": "src",
"declaration": true
},
"include": ["src"]
}
+20
View File
@@ -1,5 +1,25 @@
# example-mcp
## 0.1.7
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/mcp@0.16.0
- @json-render/react@0.16.0
- @json-render/shadcn@0.16.0
## 0.1.6
### Patch Changes
- Updated dependencies [bf3a7ec]
- @json-render/core@0.15.0
- @json-render/mcp@0.15.0
- @json-render/react@0.15.0
- @json-render/shadcn@0.15.0
## 0.1.5
### Patch Changes
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "example-mcp",
"version": "0.1.5",
"version": "0.1.7",
"type": "module",
"private": true,
"scripts": {
@@ -0,0 +1,11 @@
# example-next-website-builder
## 0.1.1
### Patch Changes
- Updated dependencies [519a538]
- @json-render/core@0.16.0
- @json-render/next@0.16.0
- @json-render/react@0.16.0
- @json-render/shadcn@0.16.0
@@ -0,0 +1,12 @@
"use client";
import { NextAppProvider } from "@json-render/next";
import { registry } from "@/lib/registry";
export default function WebsiteLayout({
children,
}: {
children: React.ReactNode;
}) {
return <NextAppProvider registry={registry}>{children}</NextAppProvider>;
}
@@ -0,0 +1,15 @@
import { notFound } from "next/navigation";
import { getPageData, generateMetadata, generateStaticParams } from "@/lib/app";
import { WebsiteRenderer } from "./renderer";
export { generateMetadata, generateStaticParams };
export default async function Page({
params,
}: {
params: Promise<{ slug?: string[] }>;
}) {
const data = await getPageData({ params });
if (!data) notFound();
return <WebsiteRenderer {...data} />;
}
@@ -0,0 +1,7 @@
"use client";
import { PageRenderer, type PageRendererProps } from "@json-render/next";
export function WebsiteRenderer(props: PageRendererProps) {
return <PageRenderer {...props} />;
}
@@ -0,0 +1,11 @@
import type { NextAppSpec } from "@json-render/next";
import { getSpec, setSpec } from "@/lib/spec-store";
export async function GET() {
return Response.json(getSpec());
}
export async function PUT(req: Request) {
setSpec((await req.json()) as NextAppSpec);
return Response.json({ ok: true });
}
@@ -0,0 +1,5 @@
import { Editor } from "@/components/editor";
export default function BuilderPage() {
return <Editor />;
}
@@ -0,0 +1,101 @@
@import "tailwindcss";
@import "tw-animate-css";
@source "../../../packages/shadcn/src/**/*.tsx";
@custom-variant dark (&:is(.dark *));
@theme inline {
--radius-sm: calc(var(--radius) - 4px);
--radius-md: calc(var(--radius) - 2px);
--radius-lg: var(--radius);
--radius-xl: calc(var(--radius) + 4px);
--radius-2xl: calc(var(--radius) + 8px);
--radius-3xl: calc(var(--radius) + 12px);
--radius-4xl: calc(var(--radius) + 16px);
--color-background: var(--background);
--color-foreground: var(--foreground);
--color-card: var(--card);
--color-card-foreground: var(--card-foreground);
--color-popover: var(--popover);
--color-popover-foreground: var(--popover-foreground);
--color-primary: var(--primary);
--color-primary-foreground: var(--primary-foreground);
--color-secondary: var(--secondary);
--color-secondary-foreground: var(--secondary-foreground);
--color-muted: var(--muted);
--color-muted-foreground: var(--muted-foreground);
--color-accent: var(--accent);
--color-accent-foreground: var(--accent-foreground);
--color-destructive: var(--destructive);
--color-border: var(--border);
--color-input: var(--input);
--color-ring: var(--ring);
--color-chart-1: var(--chart-1);
--color-chart-2: var(--chart-2);
--color-chart-3: var(--chart-3);
--color-chart-4: var(--chart-4);
--color-chart-5: var(--chart-5);
}
:root {
--radius: 0.625rem;
--background: oklch(1 0 0);
--foreground: oklch(0.145 0 0);
--card: oklch(1 0 0);
--card-foreground: oklch(0.145 0 0);
--popover: oklch(1 0 0);
--popover-foreground: oklch(0.145 0 0);
--primary: oklch(0.205 0 0);
--primary-foreground: oklch(0.985 0 0);
--secondary: oklch(0.97 0 0);
--secondary-foreground: oklch(0.205 0 0);
--muted: oklch(0.97 0 0);
--muted-foreground: oklch(0.556 0 0);
--accent: oklch(0.97 0 0);
--accent-foreground: oklch(0.205 0 0);
--destructive: oklch(0.577 0.245 27.325);
--border: oklch(0.922 0 0);
--input: oklch(0.922 0 0);
--ring: oklch(0.708 0 0);
--chart-1: oklch(0.646 0.222 41.116);
--chart-2: oklch(0.6 0.118 184.704);
--chart-3: oklch(0.398 0.07 227.392);
--chart-4: oklch(0.828 0.189 84.429);
--chart-5: oklch(0.769 0.188 70.08);
}
.dark {
--background: oklch(0.145 0 0);
--foreground: oklch(0.985 0 0);
--card: oklch(0.205 0 0);
--card-foreground: oklch(0.985 0 0);
--popover: oklch(0.205 0 0);
--popover-foreground: oklch(0.985 0 0);
--primary: oklch(0.922 0 0);
--primary-foreground: oklch(0.205 0 0);
--secondary: oklch(0.269 0 0);
--secondary-foreground: oklch(0.985 0 0);
--muted: oklch(0.269 0 0);
--muted-foreground: oklch(0.708 0 0);
--accent: oklch(0.269 0 0);
--accent-foreground: oklch(0.985 0 0);
--destructive: oklch(0.704 0.191 22.216);
--border: oklch(1 0 0 / 10%);
--input: oklch(1 0 0 / 15%);
--ring: oklch(0.556 0 0);
--chart-1: oklch(0.488 0.243 264.376);
--chart-2: oklch(0.696 0.17 162.48);
--chart-3: oklch(0.769 0.188 70.08);
--chart-4: oklch(0.627 0.265 303.9);
--chart-5: oklch(0.645 0.246 16.439);
}
@layer base {
* {
@apply border-border outline-ring/50;
}
body {
@apply bg-background text-foreground;
}
}
@@ -0,0 +1,23 @@
import type { Metadata } from "next";
import { GeistSans } from "geist/font/sans";
import { GeistMono } from "geist/font/mono";
import "./globals.css";
export const metadata: Metadata = {
title: "Next Website Builder | json-render",
description:
"Build entire Next.js websites from JSON specs with @json-render/next",
icons: { icon: "/icon.svg" },
};
export default function RootLayout({
children,
}: {
children: React.ReactNode;
}) {
return (
<html lang="en" className={`${GeistSans.variable} ${GeistMono.variable}`}>
<body className="font-sans antialiased">{children}</body>
</html>
);
}

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