kagura_game

    Gameplay rules, inventory, progression and scene transitions

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    Version
    0.6.0
    License
    Apache-2.0
    Last updated
    15 days ago
    Downloads
    53

    #mizchi/kagura_game

    game contains Kagura packages that are tied to gameplay, simulation, scene orchestration, and game-specific helpers.

    The root mizchi/kagura module remains the rendering/runtime infrastructure layer (core, engine, gltf, and renderer-facing packages). This module depends on that infrastructure and must not be imported by it.

    This directory is the mizchi/kagura_game module root; imports keep that module name. machinations/ is an independent nested module, excluded from this module's published package.

    scene_flow/ owns renderer-independent transition requests and portal triggers. scene_data/ holds portable authored scenes and collision bounds. scene_manager/ remains responsible for updating/drawing scenes and fades. See game project patterns.

    Physics, IK, pathfinding and terrain calculations live in core. Display scenes, HUD, tile rendering, sprite packing and inspection live in engine. inventory/ owns typed item footprints, grid placement, exchange previews and stat comparisons. Both the simulation and inventory_web/ use these contracts. inventory_web/ only converts JS objects; just web-runtime-build emits assets/web/kagura-inventory.generated.js.

    inpututil/ maps physical input states to game movement/confirmation commands. Key, mouse, touch and gamepad edge detection is provided by core/inputstate. The unused common AI prototype has been removed; games own their enemy behavior.

    character3d/ provides a force-driven movement motor and spherical ground probes. It controls acceleration toward a desired speed while keeping collision momentum in core/physics3d. See character3d.

    projectile3d/ provides renderer-independent telegraphed beam paths. Simulation, rendering and HUD sample the same immutable timing/trajectory contract; games own damage, hit history and encounter progression. See projectile3d.

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