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@miskamyasa/mobx-clicker-game-engine

v0.1.1

Published

A MobX-based clicker game engine.

Downloads

221

Readme

MobX Clicker Game Engine

An education sandbox for exploring agent‑driven development. This engine provides a stable foundation, while the game settings in docs/examples act as creative prompts and structured cases for testing how AI agents and developers iterate, adapt, and extend ideas.

Goals

  • Provide a simple, reusable clicker‑game engine as the baseline.
  • Encourage creativity and experimentation through curated example settings.
  • Enable evaluation of agent capabilities: planning, iteration, and implementation.

Project Description

This package provides a data‑driven clicker‑game engine (MobX stores + save system). You bring the UI in any frontend framework, and the game content lives in JSON settings files.

How to Use (Step by Step)

  1. Generate game setting data first.
  • Create a new setting under public/settings/<setting>/ with JSON files for workers, levels, operations, upgrades, achievements, articles, and prestige-upgrades.
  • Use the engine Zod schemas in src/stores/*.ts as the reference for structure and validation rules.
  1. Create a new frontend app.

Start a fresh React/Vue/other project (Vite, Next, Nuxt, etc.).

  1. Install the engine package.

Add the engine dependency to your app.

  1. Wire the engine to your data URLs.

Provide dataUrls with required keys: workers, levels, operations, upgrades, achievements, articles, prestigeUpgrades.

Example (Vite/Next public assets):

import {createEngine} from "@miskamyasa/mobx-clicker-game-engine"

const setting = "ocean" // folder name under /public/settings/<setting>/

export const engine = createEngine({
  dataUrls: {
    workers: `/settings/${setting}/workers.json`,
    levels: `/settings/${setting}/levels.json`,
    operations: `/settings/${setting}/operations.json`,
    upgrades: `/settings/${setting}/upgrades.json`,
    achievements: `/settings/${setting}/achievements.json`,
    articles: `/settings/${setting}/articles.json`,
    prestigeUpgrades: `/settings/${setting}/prestige-upgrades.json`,
  },
})

Notes:

  • The object keys must match the engine contract; the filenames can be anything.
  • Use the engine Zod schemas in src/stores/*.ts as the source of truth for JSON structure.
  1. Render core stats.

Show resources, level, and progression state from the engine.

  1. Add the primary click action.

Bind a button to the main action (e.g., “dive” / “click”).

  1. Add automation and upgrades.

Build panels for workers and upgrades and wire them to the engine actions.

  1. Add operations and codex UI.

Render operations, achievements, and articles as your content expands.

Framework Integration

Persistence

Persistence is built into the engine (auto‑save, offline progress, localStorage). You don’t need to implement save/load manually unless you want custom storage.

Who It’s For

  • Developers learning agent‑assisted workflows.
  • Researchers evaluating agent performance.
  • Educators creating hands‑on exercises around agentic development.

License

This project is licensed under the GNU General Public License, version 3.0 (GPLv3). For more information, please see the GPLv3 license.

LICENSE