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@ignifx/cli

v0.2.0

Published

create-ignifx: scaffolds an ignifx project by copying a template directory.

Readme

@ignifx/cli

The create-ignifx scaffolder: it copies a template directory into a new project directory.

npx @ignifx/cli my-game --template 2d-topdown
create-ignifx <target-dir> [--template <name>] [--overwrite] [--desktop]
  • --template defaults to 2d-topdown.
  • --overwrite allows writing into a directory that already has contents; without it a non-empty target fails with IGX-1401.
  • --desktop also copies the template's Electron variant: its desktop/ directory, electron.vite.config.ts, electron-builder.yml, and the *:desktop scripts and the electron / electron-vite / electron-builder / @ignifx/electron dev dependencies that go with them. Without it the scaffold is browser-only, and those four entries and the scripts are stripped from the copied package.json — a browser game should not download an Electron binary it never runs.

Desktop projects

npx @ignifx/cli my-game --template 3d-third-person --desktop
cd my-game && pnpm install

| Script | What it does | | -------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- | | pnpm dev:desktop | electron-vite dev — the game in an Electron window, with hot reload in the renderer. | | pnpm build:desktop | electron-vite build — the main, preload, and renderer bundles into out/. | | pnpm dist:desktop | electron-builder --dir — an unpacked, unsigned app in release/. Add --mac, --win, or --linux to build an installer for one platform instead. |

Cross-platform packaging needs the target OS (or a CI runner for it): electron-builder can only produce a macOS .dmg on macOS, and a Windows installer needs Windows for anything but the NSIS target. Code signing and auto-update are documented after 1.0.

Templates

2d-topdown, 2d-sidescroller, 3d-third-person, and 3d-first-person ship. The published tarball carries them at <package>/templates/<name>, written by prepack from the repository's templates/ (scripts/copy-templates.ts); in a checkout the executable falls back to that same templates/ directory, so node packages/cli/dist/bin.js my-game works without a pack. An unknown name fails with IGX-1402.

Two dependency specifiers are rewritten so that a generated project installs from the registry:

| In the template | In the generated project | Rewritten by | | ------------------------------- | ------------------------ | -------------------------------- | | "@ignifx/core": "workspace:*" | "^<version>" | copyTemplate, at scaffold time |

The copied package.json is named after the target directory (lower-cased, with anything npm would reject replaced by -); pass projectName to copyTemplate to choose the name, or null to keep the template's own. | "vite": "catalog:" | the range pnpm-workspace.yaml names | scripts/copy-templates.ts, at pack time |

The catalog half happens at pack time because only the repository has a catalog to read, so a project scaffolded from a checkout still carries catalog: and is meant for testing the copy, not for installing.

The package is also a library. copyTemplate, parseArgs, resolveTemplateDir, and runCreate are exported from @ignifx/cli so the scaffolding step can be driven from a script or a test; the public surface is recorded in api/cli.api.md.