feat(game-runtime): T1b-β Phase 0 地基——装 littlejsengine@1.18.19 + 抽引擎真实签名

Phase 0(执行版 §2 P0/P1)地基,只装+抽,不碰任何插件 impl/受控面/host(Phase A+):

- 新建 game-runtime/package.json:ESM workspace,littlejsengine@1.18.19 入 deps
  (与 T1 spike/channel-spike 同钉版)、esbuild@0.28.1 入 devDeps(集成段打包用);
  npm i 跑通,esbuild 实测可 resolve+bundle littlejsengine(核心符号入产物);
  node_modules 经根 .gitignore 排除,仅 package.json+lock 入库。
- 新建 game-runtime/docs/ENGINE-CAPABILITIES.md:从引擎真实源码
  node_modules/littlejsengine/dist/littlejs.d.ts(v1.18.19,5710 行)逐能力抽
  导出名/完整签名/返回类型/坐标系语义/file:line 证据(R3 铁律:断言引擎能力必查源,
  不靠记忆/文档转述)。覆盖执行版 §7+P1 点名全部能力,13 处载重引用经逐行核对无漂移。
- 消两存疑项(均确证,带 file:line):
  · postProcess 可注入自定义 GLSL shader(PostProcessPlugin(shaderCode:string),
    shadertoy 风格;但 palette-post 现算法=CPU 像素缓冲/索引色/Bayer,迁 GLSL=整体重写);
  · medal 系统存在(Medal class + 本地存储,:3457)。
- 核到两处与执行版命名预期偏差(非脑补):无独立 Music 类(实为 ZzFXMusic extends Sound/
  Sound.playMusic);无 engineUpdate 导出(主循环=引擎内部 RAF,经 engineInit 五回调接管,A0 据此)。

§7 逐函数三分裁定表作为返回件给主会话审,不改 execution.md 正文(裁定不在 spec 冻结,
Phase 0 抽签名后填定)。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# ENGINE-CAPABILITIES.md —— LittleJS 引擎真实能力索引T1b-β Phase 0 P0/P1 产物)
> **唯一证据源**`node_modules/littlejsengine/dist/littlejs.d.ts`v1.18.19277KB5710 行TS `declare module "littlejsengine"`)。
> **抽取纪律R3 整改铁律)**:每条能力的签名/返回类型/坐标系**一律来自 `.d.ts` 源码 file:line**,不靠记忆、不靠文档转述、不脑补。核不到的项显式标「未核到/存疑」。
> **用途**:供执行版 §7「插件×引擎重叠清单」按 §1.5 三分判定测试(①返回类型兼容 ②坐标系一致 ③语义一致)逐函数比对。裁定表见本仓返回件(不改 execution.md 正文)。
>
> **坐标系总纲(贯穿全表,决定三分测试第②项)**
> - 引擎**默认世界坐标world space**`screenSpace=false`Draw 系列均有可选 `screenSpace` 与可选 `context``CanvasRenderingContext2D`)尾参。
> - 引擎几何类型 = `Vector2{x,y}`可链式AABB 表示为 **`pos`(中心)+ `size`(全宽全高)** 的 `Vector2` 对(见 `isOverlapping` 签名)。
> - 插件受控面几何 = 朴素 `{x,y}` number 对;插件 AABB = **`{x,y,hw,hh}`(中心 + 半宽半高)**。
> - ∴ 引擎 `size`(全宽) vs 插件 `hw`(半宽) 差 **2× 换算**;引擎 `Vector2` 实例 vs 插件 POJO 形状不同——这是「坐标系一致」项普遍不过的根因R3 已预判)。
---
## 0. 安装与构建事实P0
| 项 | 值 | 证据 |
|---|---|---|
| 包名@版本 | `littlejsengine@1.18.19`(与 T1 spike / channel-spike 同钉版) | `package.json` deps`npm ls littlejsengine` |
| 入口main / module | `dist/littlejs.esm.js`640KB ESM | `npm view littlejsengine main` |
| 类型 | `dist/littlejs.d.ts` | `npm view littlejsengine types` |
| esbuild 可 resolve | ✅ 实测 `import * as L from 'littlejsengine'` 经 esbuild `bundle+iife+es2019` 产物 432KB核心符号 `ParticleEmitter`/`engineInit`/`drawTile`/`RandomGenerator` 入产物 | 本机 esbuild 0.28.1 试打包 |
| 渲染模型 | 混合渲染:`glCanvas`(WebGL2 批渲) + `mainCanvas`/`mainContext`(Canvas2D 叠加层,文字/UI/自定义绘制) | `.d.ts:1754-1755,1763-1767,2126` |
---
## 1. 引擎生命周期 / 主循环A0 地基所需)
| 导出名 | 完整签名 | 返回 | 语义 / 坐标系 | 证据 |
|---|---|---|---|---|
| `engineInit` | `engineInit(gameInit: GameInitCallback, gameUpdate: GameCallback, gameUpdatePost: GameCallback, gameRender: GameCallback, gameRenderPost: GameCallback, imageSources?: Array<string>, rootElement?: HTMLElement): Promise<void>` | `Promise<void>` | **引擎启动入口**。5 个回调gameInit(启动一次,可 async)/gameUpdate(每帧 60fps,物理前,游戏逻辑)/gameUpdatePost(物理与对象更新后,即便暂停也调,UI)/gameRender(对象渲染前,画背景/世界)/gameRenderPost(对象渲染后,画 UI/叠层)。可选预载图与挂载 root DOM。 | `:148`doc :129-147 |
| `engineUpdate` | **未导出**——主循环为引擎内部 RAF 驱动,外部只能经 engineInit 回调挂入;无独立 `engineUpdate` 导出 | — | A0 接管 = host 调 `engineInit` 让引擎掌帧gameUpdate/gameRender 回调里接桩逻辑(不是手摇 engineUpdate | grep `engineUpdate` 零命中(仅 `engineObjectsUpdate` |
| `engineObjectsUpdate` | `engineObjectsUpdate(): void` | `void` | 手动更新所有对象/移除已毁/推进时间(一般由主循环自动调,可在循环外手动调) | `:152` |
| `engineAddPlugin` | `engineAddPlugin(update?: PluginCallback, render?: PluginCallback, glContextLost?: PluginCallback, glContextRestored?: PluginCallback): void` | `void` | 注册引擎级插件的 update/render 钩子(含 GL 上下文丢失/恢复回调)。`PluginCallback = () => any`。 | `:195`type `:3` |
| `frame` | `export let frame: number` | number | 当前更新帧序号(算时间用) | `:98` |
| `time` | `export let time: number` | number | **引擎起始至今秒数;受暂停/timeScale/帧率钳制影响**(游戏逻辑时钟) | `:99-102` |
| `timeReal` | `export let timeReal: number` | number | **真实墙钟秒数;不受暂停/timeScale/帧率钳制**probe 启动耗时埋点应取此或独立墙钟) | `:103-106` |
| `timeScale` | `export let timeScale: number` | number | 全局时间缩放hitStop/慢动作) | `:352` |
| `setTimeScale` | `setTimeScale(scale: number): void` | `void` | 设置 timeScale | `:638` |
| `paused` / `getPaused` / `setPaused` | `paused: boolean` / `getPaused(): boolean` / `setPaused(isPaused?: boolean): void` | — | 暂停态(暂停时 time 与对象不更新) | `:111,115,119` |
> **A0 关键事实**`time` 会被 timeScale/pause/帧率钳制污染(`:103` 注明 timeReal 才是「not affected by pause, timescale, or frame rate clamping」。∴ 执行版 §5/门0「probe 启动耗时取墙钟、与引擎 time 解耦」**有引擎源码硬支撑**——probe 须用 `timeReal` 或自管 `performance.now()`**不可用 `time` 作 P75 埋点**。
---
## 2. 数学 / 插值 / 工具gamefeel easing、确定性随机所需
| 导出名 | 完整签名 | 返回 | 语义 | 证据 |
|---|---|---|---|---|
| `lerp` | `lerp(valueA: number, valueB: number, percent: number): number` | number | 线性插值 | `:987` |
| `lerpAngle` | `lerpAngle(angleA, angleB, percent: number): number` | number | 带环绕的角度插值 | `:980` |
| `lerpWrap` | `lerpWrap(valueA, valueB, percent, wrapSize?): number` | number | 带环绕的值插值 | `:967` |
| `smoothStep` | `smoothStep(percent: number): number` | number | smoothstep 缓动(对百分比施加) | `:1002` |
| `percent` | `percent(value, valueA, valueB): number` | number | value 在 [A,B] 间的百分比 | `:952` |
| `percentLerp` | `percentLerp(value, percentA, percentB, lerpA, lerpB): number` | number | percent+lerp 快捷组合 | `:997` |
| `oscillate` | `oscillate(frequency?, amplitude?, t?=time, offset?, type?): number` | number | 0~amplitude 振荡波type 0=正弦/1=三角/2=方波/3=锯齿;**默认 t=`time`** | `:1052`doc :1044-1051 |
| `clamp` | `clamp(value, min?, max?): number` | number | 钳制 | `:945` |
| `noise1D`/`noise2D` | `noise1D(x): number` / `noise2D(x,y): number` | number [0,1] | 梯度噪声(整数格确定性,非整数 smoothStep 插值) | `:1104,1110` |
> **easing 缺口**:引擎仅 `lerp`/`smoothStep`/`oscillate`。gamefeel 的 `quadIn/Out``cubicIn/Out`、**`elasticIn/Out/InOut``backIn/Out/InOut`** 引擎**确无**grep 无 elastic/back/cubic easing 导出)。只有 linear(≈lerp)/smoothstep 两个有对应。
### 2.1 随机(受控面 random 透传所需)
| 导出名 | 完整签名 | 返回 | 语义 | 证据 |
|---|---|---|---|---|
| `RandomGenerator` (class) | `constructor(seed?: number)``float(a?,b?): number``int(a,b?): number``bool(chance?): boolean``sign(): number``floatSign(a?,b?): number``angle(): number``vec2(a?,b?): Vector2``randColor(...)``mutateColor(...)`;属性 `seed: number` | 见各方法 | **种子化确定性随机**same seed → 同序。引擎注释「Engine helper classes: …RandomGenerator」引擎全局随机实现为 xorshift 类spike 实证 same seed 同序) | `:1164-1212` |
| `rand` | `rand(valueA?, valueB?): number` | number | 全局(非种子)随机 | `:1118` |
---
## 3. 绘制 APIrender.js 切引擎、palette 基元所需)
| 导出名 | 完整签名 | 返回 | 坐标系 | 证据 |
|---|---|---|---|---|
| `drawTile` | `drawTile(pos: Vector2, size?: Vector2, tileInfo?: TileInfo, color?: Color, angle?: number, mirror?: boolean, additiveColor?: Color, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D\|OffscreenCanvasRenderingContext2D): void` | `void` | **世界坐标**screenSpace 可切);可选 context 落 Canvas2D | `:1844` |
| `drawRect` | `drawRect(pos: Vector2, size?: Vector2, color?: Color, angle?: number, useWebGL?: boolean, screenSpace?: boolean, context?): void` | `void` | 世界坐标,中心定位 | `:1854` |
| `drawRectGradient` | `drawRectGradient(pos, size?, colorTop?, colorBottom?, angle?, useWebGL?, screenSpace?, context?): void` | `void` | 世界坐标,顶→底渐变 | `:1865` |
| `drawText` | `drawText(text: string\|number, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number, angle?: number, context?): void` | `void` | 世界坐标自动换行CJK 经默认 fontspike 已验中文) | `:2000` |
| `drawTextScreen` | `drawTextScreen(text, pos, size, color?, ...): void` | `void` | **屏幕坐标**文字 | `:2016` |
| `drawCanvas2D` | `drawCanvas2D(pos: Vector2, size: Vector2, angle?, mirror?, drawFunction?: Canvas2DDrawFunction, screenSpace?, context?): void` | `void` | 自定义 Canvas2D 绘制回调(世界坐标变换内)——**Canvas2D 逃生口** | `:1984` |
| `mainCanvas` / `mainContext` | `export let mainCanvas: HTMLCanvasElement` / `mainContext: CanvasRenderingContext2D` | — | Canvas2D 叠加层与其 2d context | `:1763,1767` |
| `glCanvas` | `export let glCanvas: HTMLCanvasElement` | — | WebGL2 批渲 canvas | `:2126` |
### 3.1 颜色palette-post RGB↔HSL 基元所需)
| 导出名 | 完整签名 | 返回 | 语义 | 证据 |
|---|---|---|---|---|
| `Color` (class) | `constructor(r?,g?,b?,a?)`;属性 `r/g/b/a: number``setHSLA(h?,s?,l?,a?): Color``HSLA(): Array<number>``setHex(hex): Color``toString(useAlpha?): string``lerp(c,percent): Color``add/subtract/multiply/divide/scale/clamp/mutate` | 见方法 | **单色 RGBA 对象,自带 HSL 互转**setHSLA/HSLA。**注意:是逐 Color 实例的转换,非像素缓冲批处理** | `:1365-1453` |
> **palette 基元裁定要点**`Color.setHSLA`/`HSLA()` 提供 RGB↔HSL单色0~1 浮点 r/g/b。但 palette-post 的 `applyPaletteMapToBuffer`/`ditherImageData` 是对 **`Uint8ClampedArray` RGBA 像素缓冲 / `ImageData`** 的 CPU 批处理 + 索引色精确匹配表 + Bayer 抖动——引擎**无对应缓冲级操作**,索引色表确无。
---
## 4. 粒子particles-juice 所需)
| 导出名 | 完整签名 | 返回 | 坐标系 | 证据 |
|---|---|---|---|---|
| `ParticleEmitter` (class) | `constructor(pos: Vector2, angle?, emitSize?: number\|Vector2, emitTime?, emitRate?, emitConeAngle?, tileInfo?, colorStartA?, colorStartB?, colorEndA?, colorEndB?, particleTime?, sizeStart?, sizeEnd?, speed?, angleSpeed?, damping?, angleDamping?, gravityScale?, particleConeAngle?, fadeRate?, randomness?, collideTiles?, additive?, randomColorLinear?, renderOrder?, localSpace?)`;方法 `emitParticle(): Particle``isActive(): boolean`**`extends EngineObject`** | 实例 | **世界坐标**`pos` 世界位置,`emitSize`/`speed`(世界单位/帧@60fps) 全世界空间;发射器本身是引擎对象(自动入对象列表、随主循环更新渲染) | `:3232-3324`constructor :3262 |
| `Particle` (class) | `constructor(emitter, pos, angle, colorStart, colorEnd, lifeTime, sizeStart, sizeEnd, velocity?, angleVelocity?)` | 实例 | 世界/局部空间;通常由 emitter 自动创建 | `:3329-3344` |
| `particleEmitRateScale` | `export let particleEmitRateScale: number` | number | 全局发射率缩放低画质模式0 禁用所有 emitter | `:479` |
> **坐标系冲突**emitter 构造首参 `pos: Vector2` = **世界坐标**,且 `extends EngineObject`受引擎主循环驱动。particles-juice 受控面用朴素 `{x,y}` 像素坐标 + 自有 `EmitterConfig`/`evalCurve`/preset 体系——存在世界↔像素阻抗 + 「引擎对象生命周期 vs 插件自管发射」体系差。**A0 接管后才有引擎对象更新驱动**(否则 emitter 不 update = 空转)。
### 4.1 屏震 / 相机particles-juice 屏震所需)
| 导出名 | 完整签名 | 返回 | 证据 |
|---|---|---|---|
| `cameraPos` | `export let cameraPos: Vector2` | Vector2 | `:334` |
| `setCameraPos` | `setCameraPos(pos: Vector2): void` | `void` | `:626` |
| `cameraScale` / `setCameraScale` | `cameraScale: number` / `setCameraScale(scale): void` | — | `:344,634` |
> **跨层警告**:屏震走引擎 `cameraPos` 需**渲染基座本身用引擎相机**(即 render.js 全切引擎 draw + 引擎相机)。若 render 仍是裸 Canvas2D则 cameraPos 不被消费——屏震只能保留受控面像素偏移补层。
---
## 5. 音频audio-music 所需)
| 导出名 | 完整签名 | 返回 | 语义 / 坐标系 | 证据 |
|---|---|---|---|---|
| `zzfxG` | `zzfxG(volume?, randomness?, frequency?, attack?, sustain?, release?, shape?, shapeCurve?, slide?, deltaSlide?, pitchJump?, pitchJumpTime?, repeatTime?, noise?, modulation?, bitCrush?, delay?, sustainVolume?, decay?, tremolo?, filter?): any[]` | **`Array`(采样样本数据)** | **纯合成核**:返回 PCM 样本,不播放。与插件 zzfxG 同口径 | `:2724` |
| `zzfxM` | `zzfxM(instruments: any[], patterns: any[], sequence: any[], BPM?: number): any[]` | **`Array`(左右声道样本)** | 纯音乐样本生成,不播放 | `:3730` |
| `zzfx` | `zzfx(...zzfxSound: any[]): AudioBufferSourceNode` | **`AudioBufferSourceNode`(已在播放)** | 合成 + 立即播放(合成核与播放耦合在一起) | `:2699` |
| `Sound` (class) | `constructor(asset?: string\|Array, randomness?, range?, taper?, onloadCallback?)``play(pos?: Vector2, volume?, pitch?, randomnessScale?, loop?, paused?): SoundInstance``playMusic(volume?, loop?, paused?): SoundInstance``playNote(semitoneOffset?, pos?, volume?): SoundInstance`;属性 `sampleChannels: any[][]``range``taper` | 见方法 | **`play` 是世界坐标定位音**`pos: Vector2` 世界位置 + `range`/`taper` 距离衰减。`new Sound([.5,.5])` 可建 zzfx 音。 | `:2514-2578`play :2551 |
| `SoundInstance` (class) | `constructor(sound, volume?, rate?, pan?, loop?, paused?)`setVolume/pause/resume/stopdoc 示例) | 实例 | 单次播放实例控制pause/resume/pan 立体声) | `:2595` |
| `ZzFXMusic` (class) | `constructor(zzfxMusic: [any[],any[],any[],number])``playMusic(volume?, loop?): SoundInstance`**`extends Sound`** | 实例 | zzfx 音乐对象(**不存在独立 `Music` 类**,实为 `ZzFXMusic extends Sound` | `:3710-3722` |
| `audioContext` | `export let audioContext: AudioContext` | AudioContext | 全局 Web Audio 上下文 | `:2482` |
> **音频裁定要点§1.5 例已点名)**:①`zzfxG`/`zzfxM` = **纯合成核(返回样本)→ 可包装**。②`Sound.play(pos, ...)` = **世界坐标定位 + 相机距离衰减**;受控面无相机体系、用 PCM `playChannels` 直推声道——**空间语义不兼容 → 播放/混音层补层**。③`Music` 类**不存在**,须用 `ZzFXMusic`extends Sound`Sound.playMusic()`
---
## 6. 碰撞 / 物理 / 瓦片collision、physics-lite 所需)
### 6.1 引擎几何查询函数(与 collision 插件 MTV/RayHit 契约比对)
| 导出名 | 完整签名 | 返回 | 语义 / 坐标系 | 证据 |
|---|---|---|---|---|
| `isOverlapping` | `isOverlapping(posA: Vector2, sizeA: Vector2, posB: Vector2, sizeB?: Vector2): boolean` | **`boolean`** | AABB 重叠真假判;`pos`=中心,`size`=**全宽全高****无穿透深度/无 MTV 法线** | `:1021`doc :1013-1020 |
| `isIntersecting` | `isIntersecting(start: Vector2, end: Vector2, pos: Vector2, size: Vector2): boolean` | **`boolean`** | **线段** start→end vs AABB 真假判;**无 t、无命中点、无法线** | `:1029`doc :1022-1028 |
| `lineTest` | `lineTest(posStart: Vector2, posEnd: Vector2, testFunction: LineTestFunction, normal?: Vector2): Vector2\|undefined` | **`Vector2\|undefined`(命中位置)** | 沿线段逐点测试回调,返回首个碰撞**位置**;法线经可选 out 参数 `normal` 写回;**无标量 t、无结构化 RayHit** | `:1043`doc :1035-1042 |
### 6.2 引擎物理体系EngineObject与 physics-lite 解耦运动学比对)
| 导出名 | 关键签名 / 属性 | 语义 | 证据 |
|---|---|---|---|
| `EngineObject` (class) | 属性 `pos/size/velocity: Vector2``mass/damping/angleDamping/restitution/friction/gravityScale/angleVelocity: number``clampSpeed: boolean``groundObject``collideTiles/collideSolidObjects/isSolid/collideRaycast: boolean`;方法 `updatePhysics(): void``updateTransforms(): void``applyForce(force: Vector2)``applyAcceleration(acceleration: Vector2)``getSpeed(): number``isOverlapping(pos, size?): boolean``isOverlappingObject(object): boolean``setCollision(...)``localToWorld/worldToLocal(pos: Vector2)` | **有状态 OOP 刚体**:对象入引擎对象列表,`updatePhysics()` 每帧由引擎自动调60fps 帧步velocity 为 `Vector2`,碰撞解析内建。坐标=世界 Vector2。 | `:2761-2920`updatePhysics :2832,velocity :2804,clampSpeed :2812,applyForce :2886 |
| `objectMaxSpeed` | `export let objectMaxSpeed: number` | **全局**速度上限(防快速对象穿透) | `:469` |
| `gravity` | `export let gravity: Vector2` | **全局** Vector2 重力spike 实证:`setGravity(标量)` 崩,须 Vector2 | `:470-474` |
| `objectDefaultFriction`/`objectDefaultRestitution` | `export let …: number` | 全局默认摩擦/弹性 | `:459,464` |
### 6.3 瓦片碰撞tileCollision*
| 导出名 | 完整签名 | 返回 | 证据 |
|---|---|---|---|
| `tileCollisionTest` | `tileCollisionTest(pos: Vector2, size?: Vector2, callbackObject?: EngineObject\|TileCollisionCallback, solidOnly?: boolean): TileCollisionLayer` | `TileCollisionLayer` | `:2950` |
| `tileCollisionRaycast` | `tileCollisionRaycast(posStart: Vector2, posEnd: Vector2, callbackObject?: EngineObject\|TileCollisionCallback, normal?: Vector2, solidOnly?: boolean): Vector2\|undefined` | `Vector2\|undefined`(位置,法线经 out 参) | `:2966` |
> **collision/physics 裁定要点**:①引擎 `isOverlapping`→bool、`isIntersecting`→bool、`lineTest`/`tileCollisionRaycast``Vector2\|undefined`(位置,无标量 t——**均满足不了插件 `Manifold{hit,depth,nx,ny}`(MTV) 与 `RayHit{hit,t,px,py,nx,ny}` 契约**。②`SpatialHash`/圆×圆/圆×AABB/SAT 多边形/圆射线——引擎**确无**对应导出grep 无 `SpatialHash`/`satVsPolygon`/`circleVsCircle`。③physics-lite 是**无状态 `dtSeconds` 秒级纯函数**(`{px,py,vx,vy}` POJO),与引擎 `EngineObject` 有状态帧步刚体(`Vector2` velocity、全局 gravity/objectMaxSpeed**体系级阻抗**。
---
## 7. 输入(受控面 input 所需)
| 导出名 | 完整签名 | 返回 | 语义 | 证据 |
|---|---|---|---|---|
| `keyIsDown` | `keyIsDown(key: string\|number, device?: number): boolean` | boolean | **轮询态**:当前键是否按下 | `:2265` |
| `keyWasPressed` | `keyWasPressed(key: string\|number, device?: number): boolean` | boolean | 本帧是否刚按下(轮询态) | `:2271` |
| `mouseIsDown` | `mouseIsDown(button: number): boolean` | boolean | 鼠标键当前按下 | `:2302` |
| `mouseWasPressed` | `mouseWasPressed(button: number): boolean` | boolean | 鼠标键本帧刚按下 | `:2308` |
| `mousePos` | `export let mousePos: Vector2` | Vector2 | 鼠标世界坐标 | `:2330` |
| `gamepadIsDown` | `gamepadIsDown(button: number, gamepad?: number): boolean` | boolean | 手柄键轮询态 | `:2403` |
> **input 裁定要点**:引擎输入是**每帧轮询态布尔**isDown/wasPressed无事件订阅。受控面 input 做「对引擎轮询态的归一化包装」(底层读引擎态),订阅形状留给消费者层——**归一化包装**成立。
---
## 8. 后处理palette-post 所需)+ 两存疑项消解
### 8.1 存疑项 #1postProcess 能否注入自定义 GLSL shader —— ✅ **可注入(确证)**
| 导出名 | 完整签名 | 证据 |
|---|---|---|
| `PostProcessPlugin` (class) | `constructor(shaderCode: string, includeMainCanvas?: boolean, feedbackTexture?: boolean)`;属性 `shader: WebGLProgram``texture: WebGLTexture``vao: WebGLVertexArrayObject` | `:3578-3593` |
| `postProcess` | `export let postProcess: PostProcessPlugin`(全局实例) | `:3573` |
- `.d.ts:3563-3567` 命名空间注释明文:**"Supports shadertoy style post processing shaders"**、`new PostProcessPlugin()` setup post processing、可让其它 canvas 过一道最终 shader。
- 构造首参 = **原始 GLSL `shaderCode: string`**,编译成 `WebGLProgram`。**∴ 自定义 GLSL fragment shader 可注入**。
- **但对 palette-post 的影响**postProcess 钩子接 GLSLGPU 片元着色器),而 palette-post 算法是 **CPU 侧 `Uint8ClampedArray` 像素缓冲 + 索引色精确匹配表(`applyPaletteMapToBuffer`) + Bayer 有序抖动(`ditherImageData`)**(见 §3.1)。引擎能注入 GLSL ≠ palette-post 现算法能零改写复用——**把 CPU 索引色/抖动逻辑迁到 GLSL = 整体重写**(与 P1 核名是两回事R3 预判成立。结论palette-post **postProcess 走「整体缺件补层」**(引擎提供 GLSL 注入位,但平台调色逻辑须自实现,可选未来重写为 GLSL
### 8.2 存疑项 #2medal 系统是否存在? —— ✅ **存在(确证)**
| 导出名 | 完整签名 | 证据 |
|---|---|---|
| `Medal` (class) | `constructor(id: number, name: string, description?: string, icon?: string, src?: string)`;属性 `id/name/description/icon: …``unlocked: boolean``image`;方法 `unlock(): void``render(hidePercent?): void``renderIcon(pos: Vector2, size: number): void` | `:3457-3489` |
| `NewgroundsMedal` (class) | `extends Medal`Newgrounds 远程成就) | `:3561` |
| `newgrounds` / `NewgroundsPlugin` | 全局 + 类(远程榜/成就 API | `:3502,3507` |
- 引擎特性列(`.d.ts:60`明文「Medal/achievement system with local storage」——**本地存储支撑的成就/勋章系统存在**。Phase A+ 若需成就可直接用(非本波范围,仅消存疑)。
---
## 附:覆盖能力清单核对(执行版 P1 点名项,逐项已核)
`ParticleEmitter``Sound``Music`→**实为 ZzFXMusic/Sound.playMusic无独立 Music 类)** `zzfx``zzfxM``zzfxG``EngineObject(updatePhysics✓/objectMaxSpeed✓/collideSolidObjects✓)` `isOverlapping``isIntersecting``tileCollisionTest``RandomGenerator``time``timeScale``frame``engineInit``engineUpdate`→**未导出(内部 RAF经 engineInit 回调接管)** `engineAddPlugin``cameraPos``lerp``smoothStep``percent``oscillate``drawTile``drawText``drawRect``Color`✓ + postProcess(GLSL 可注入)✓ medal(存在)✓。
> 两处与执行版命名预期的偏差(**已核到、非脑补**):①无独立 `Music` 类,引擎音乐 = `ZzFXMusic extends Sound``Sound.playMusic()`;②无 `engineUpdate` 导出,主循环为引擎内部 RAF外部经 `engineInit` 五回调接管A0 据此实现,不是手摇 engineUpdate

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"@esbuild/android-arm64": "0.28.1",
"@esbuild/android-x64": "0.28.1",
"@esbuild/darwin-arm64": "0.28.1",
"@esbuild/darwin-x64": "0.28.1",
"@esbuild/freebsd-arm64": "0.28.1",
"@esbuild/freebsd-x64": "0.28.1",
"@esbuild/linux-arm": "0.28.1",
"@esbuild/linux-arm64": "0.28.1",
"@esbuild/linux-ia32": "0.28.1",
"@esbuild/linux-loong64": "0.28.1",
"@esbuild/linux-mips64el": "0.28.1",
"@esbuild/linux-ppc64": "0.28.1",
"@esbuild/linux-riscv64": "0.28.1",
"@esbuild/linux-s390x": "0.28.1",
"@esbuild/linux-x64": "0.28.1",
"@esbuild/netbsd-arm64": "0.28.1",
"@esbuild/netbsd-x64": "0.28.1",
"@esbuild/openbsd-arm64": "0.28.1",
"@esbuild/openbsd-x64": "0.28.1",
"@esbuild/openharmony-arm64": "0.28.1",
"@esbuild/sunos-x64": "0.28.1",
"@esbuild/win32-arm64": "0.28.1",
"@esbuild/win32-ia32": "0.28.1",
"@esbuild/win32-x64": "0.28.1"
}
},
"node_modules/littlejsengine": {
"version": "1.18.19",
"resolved": "https://registry.npmjs.org/littlejsengine/-/littlejsengine-1.18.19.tgz",
"integrity": "sha512-wJGeEJW8VLCQO/rd4lPUjgzdtWYvf708WxE6zmFY4Vd2ohg9T4czLKwrs1Ye80zT7UTgqxqN9JWc9+rhJJ8Drw==",
"license": "MIT",
"engines": {
"node": ">=18"
}
}
}
}

19
game-runtime/package.json Normal file
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@ -0,0 +1,19 @@
{
"name": "game-runtime",
"private": true,
"version": "0.0.0",
"type": "module",
"description": "造梦AI 平台维护的 LittleJS 增强发行版Tier1 引擎 + 能力插件库)。引擎钉版与 spike/channel-spike 一致(littlejsengine@1.18.19)esbuild 仅集成段(mini-desktop)打包使用lane 本机零依赖只跑 node --test。",
"scripts": {
"test": "node --test src/**/*.test.mjs",
"build": "node scripts/build.mjs",
"size": "node scripts/size.mjs",
"validate": "node scripts/validate-manifest.mjs"
},
"dependencies": {
"littlejsengine": "1.18.19"
},
"devDependencies": {
"esbuild": "0.28.1"
}
}