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@theideaguards/pixin

v0.1.5

Published

A data-driven point-and-click adventure engine + no-code visual editor (PixiJS v8).

Readme

Pixin — a data-driven point-and-click engine + no-code editor

Build 2D point-and-click adventures (puzzles, dialogue, stealth, cutscenes, atmosphere) with no code — in a visual in-browser editor — then ship them to the web. The whole game is one serializable GameDoc (a single game.json), so the engine, the editor, and your content all sit on the same typed schema.

Status: the editor is feature-complete (v1) and published@theideaguards/pixin (engine + editor) + @theideaguards/create-pixin (scaffolder). A demo game is live on GitHub Pages. See the roadmap.

Quick start

Scaffold a project (the editor + engine, wired up):

npm create @theideaguards/pixin my-game
#   add  -- --template demo  for the sample game ("Magický polibek")
cd my-game
npm install
npm run dev          # play at http://localhost:5173/
#   open  ?edit  to launch the visual editor (dev-only)

Author in the editor — it saves to an IndexedDB draft, and ▶ Test in game plays it. When you're happy, Export the document and run npm run assets to bake the embedded art/audio into public/assets/ and write a lean content/game.json to commit.

Or embed the engine in an existing app:

npm install @theideaguards/pixin
import { mountGame } from '@theideaguards/pixin'
import '@theideaguards/pixin/styles.css'

mountGame(myGameDoc, document.getElementById('root')!)

📖 Full walkthrough → editor guide (every panel, control, and the edit → test → publish loop). 🎨 Asset formats are in its Preparing assets section.

What the editor can do

A no-code, in-browser editor over the live running game — a launcher bar opens floating tool windows; edits update the world instantly.

  • Scenes & layout — multiple scenes, a horizontal-scrolling camera, parallax layers, depth (perspective) scaling, draw the walkable floor + holes (obstacles the nav-mesh routes around), upload SVG/PNG/animated layers (fit / drag to place).
  • Interactables — pickables, exits, click-to-interact objects, inspect (the protagonist comments), and enter-triggers (volumes that fire when feet cross in / rest / leave). Each has a hit-area, a when gate, effects, and item-uses.
  • Items, inventory & recipes — an item catalogue (icons, examine text, conditional examine, on-click dialogs/effects), combine recipes, and use-an-item-on-an-object.
  • Logic vocabulary — one Condition (hasItem / flag / visited / all / any / not) and Effect set (setFlag, give/take item, goTo, moveNpc, startDialog, startSequence, playSound, playAnim, say, wait, setStance, gameOver, endGame …) gates everything.
  • Characters & animation — a player + a global NPC cast; baked-atlas AnimatedSprite views (8-direction walk, one-shots), conditional appearance variants swapped by flag, depth-sort.
  • NPCs — place the cast into scenes, draw patrol paths, give a cross-scene routine (a React-Flow node graph), stealth vision (range + cone + line-of-sight; approach the player), monologues (world-space speech bubbles, with sound), per-NPC dialogue & voice.
  • Dialogue — a reusable library of branching trees (typewriter, choices, conditional routers, effects, voice blips), assigned per NPC (+ per-scene override) or started by any effect.
  • Cutscenes — an ordered, skippable sequence runner (move / anim / face / dialog / camera / wait / effects) over the cast + a camera override.
  • Atmosphere — per-scene weather (parametric particles), localized emitters, rolling fog, lighting (ambient + placed lights with shapes/flicker, a player torch, dark areas), colour grade, vignette, lightning + thunder.
  • Game logic — a global rules engine, a clock (time-of-day; time-gated routines), and an auto-generated read-only logic-overview graph of the flag web.
  • Audio — a global sound library (upload once, reference everywhere); ambient beds, footsteps (incl. per-NPC), per-animation SFX, voice, weather loops.
  • Framing — title / loading / game-over / end / credits screens, a font picker, scene transitions, save / load, and an in-game settings menu (text size + volume).

…and you ▶ Test in game any time, then Export to content/game.json.

Building with AI (Claude Code)

This repo is set up for AI-assisted development:

  • AGENTS.md + agent_docs/ — project context, architecture, conventions, and a running dev log for coding agents.
  • Pixin authoring skills — bundled Claude Code skills (pixin-gamedoc, pixin-editor, pixin-recipes) that turn "I want mechanic X" into the exact editor steps or a game.json snippet.
  • PixiJS skills — for any rendering work, install the official PixiJS Claude Code skills (v8); they're the first-class path for the renderer this engine is built on.

Tech stack

PixiJS v8 (renderer) · React (DOM/UI overlay) · Zustand (discrete state) · Howler (audio) · TypeScript (strict) · Vite + pnpm.

Develop this repo

pnpm install
pnpm dev            # the bundled demo + the editor (?edit)
pnpm build          # typecheck + production build (the editor is stripped from the player build)
pnpm lint           # the green bar

See CONTRIBUTING.md.

Docs

License

MIT © Martin Šafka.