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@gameui/world-ui

v0.1.0

Published

Engine-independent world UI contracts for game-owned renderers.

Readme

@gameui/world-ui

TypeScript contracts for game-owned FloatingLabel, Nameplate, and HealthBar implementations. No renderer, React, DOM, engine, state library, runtime validation, or update loop. All public exports are types; use import type.

import type { HealthBar } from "@gameui/world-ui";

const health: HealthBar<"2d"> = {
  kind: "health-bar",
  id: "health:pilot",
  anchor: { kind: "entity", dimension: "2d", entityId: "pilot" },
  offset: { space: "screen", x: 0, y: -24 },
  label: "Pilot health",
  value: 42,
  max: 100,
  tone: "warning",
};

Public types and defaults are in src/index.ts. The full specification covers units, required behavior, unsupported options, semantic roles, accessibility, and disposal.

For coding agents

  • These are types, not components. Draw descriptors in the game's renderer; this package renders nothing.
  • Use Nameplate for names/status/selection above characters, HealthBar for entity health, and FloatingLabel for place names and short-lived world text such as damage numbers (lifetimeMs, a new id per event).
  • Keep one game-owned value for anything shown in both layers, such as health in a HealthBar and a screen ProgressBar.
  • Reject optional capabilities your renderer doesn't support (occlusion: "hide", maxDistance, 3D anchors) with an error at creation. Never ignore them silently.
  • Resolve theme tokens at startup and on theme change, never per frame. World text is invisible to assistive technology, so mirror important information in screen UI.

Build with vp run @gameui/world-ui#build; validate with vp check and vp run @gameui/world-ui#test. This package publishes dist with explicit exports following the workspace template.