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quest'n'click

CreateHow-toFor authorsApplies from 4.2.5

A custom minigame

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When none of the built-in minigames fits, a game writes its own in TypeScript and plays it with the same minigame command. This page walks through one, from the contract to the checks.

Overview: minigames as plugins

The engine ships pipes, cables, pick, hide, runner, stroke, scratch and the code wheel. A game adds its own in the minigames its module exports (index.ts): an object { run(ctx): Promise<void>; required?: string[] }, where ctx gives the overlay element, the scale, images, sounds, the params of the command and an abort signal; required names the params the validator checks. { minigame: 'sword_fight', params: { … }, then: [ … ] } then plays it like a built-in one. That is the plugin format: the same contract as the built-in ones.

The public module quest-n-click/minigames gives what a plugin needs:

NameWhat
Minigamethe contract: run(ctx), and what the validator reads (required, textParams, bindings)
MinigameCtxwhat a minigame is given: its zone, images, sounds, parameters, labels, an abort signal
minigamesthe built-in ones (pipes, stroke, pick, hide, runner, scratch, cables, code-wheel), each loaded when it starts
MINIGAME_CSStheir shared style

The full signatures are in the Public API and in src/engine/minigames/types.ts.

What you get

A minigame of your own, registered under an id, that a script or a rule starts with { minigame: '<id>', params: { … }, then: [ … ] }; the validator checks its parameters, images and sounds like a built-in one's, and the player shows it over the scene with the hint voice's frame.

Context and versions

A created project (the module is game/index.ts) or a game of the engine repository (games/<id>/index.ts). The contract has been public since 4.0; the module is named quest-n-click/minigames since 4.2.5 (web-scumm/minigames before, removed in 4.3.0: quest-n-click migrate renames it). MinigameCtx.random exists since 4.1.15, the result a minigame can report since 4.1.16.

Prerequisites

  • A game that runs: Your first game.
  • Basic TypeScript and DOM: the minigame draws itself with the browser's DOM (or a canvas).
  • The images and sounds it uses, prepared like the others (Images, Sound effects).

Where to run the commands

On your machine, in the created project's folder (npx quest-n-click …) or in the engine repository (GAME=<id> npm run …). The code goes in the game module: game/index.ts in a created project, games/<id>/index.ts in the engine repository.

Steps

  1. Write run(ctx). It fills ctx.root (an element over the scene, 16:10; ctx.u is pixels per logical unit, the root's width / 640), and returns a promise that resolves when the player won or skipped. A minigame never fails by itself: the promise resolves, and then runs. Clean up when ctx.signal is aborted (the host closes the minigame). Images come from params through ctx.img(id) and ctx.size(id); sounds through ctx.sfx(id); ctx.instruct(text) shows a line in the hint voice's frame; ctx.labels.skip is the game's "Skip" label.

    // game/index.ts in a created project (games/<id>/index.ts in the engine repository)
    import type { Minigame } from 'quest-n-click/minigames';
    
    const swordFight: Minigame = {
      required: ['foe'],
      textParams: ['intro', 'win'],
      bindings: { images: ['foe'], sfx: ['hit'] },
      run(ctx) {
        return new Promise<void>((resolve) => {
          const box = document.createElement('div');
          ctx.root.append(box);
          const done = () => {
            box.remove();
            resolve();
          };
          ctx.signal.addEventListener('abort', done, { once: true });
          if (typeof ctx.params.intro === 'string') ctx.instruct(ctx.params.intro);
          const foe = document.createElement('img');
          foe.src = ctx.img(String(ctx.params.foe));
          foe.style.height = `${120 * ctx.u}px`;
          let hits = 0;
          foe.addEventListener('click', () => {
            if (typeof ctx.params.hit === 'string') ctx.sfx(ctx.params.hit);
            hits += 1;
            if (hits === 3) {
              if (typeof ctx.params.win === 'string') ctx.instruct(ctx.params.win);
              setTimeout(done, 1200);
            }
          });
          const skip = document.createElement('button');
          skip.textContent = ctx.labels.skip;
          skip.addEventListener('click', () => {
            box.dispatchEvent(new CustomEvent('mg-skip', { bubbles: true }));
            done();
          });
          box.append(foe, skip);
        });
      },
    };
  1. Declare what the tools read. required: the params a { minigame } must give, or the validator refuses it. textParams: dot paths of the player-visible strings in params (* visits every item of an array or value of an object, as in rounds.*.prompt). bindings: the params that name an image (images) or a sound of audio.sfx (sfx), which the validator checks exist. Any string param shaped like an image id (folder/name) is checked as an image too.
  1. Register it in the module's minigames, which the template already exports empty:

    export const minigames: Record<string, Minigame> = { sword_fight: swordFight };

    The player, the Studio and the validator all read this export, merged over the built-in ones. An id that is already a built-in one replaces it for this game.

  1. Play it from a rule, a topic or a script:

    { minigame: 'sword_fight', params: { foe: 'pirate/r1c1', hit: 'clang', intro: 'Three hits!', win: 'Touché.' },
      then: [{ set: 'pirate_beaten' }] }
  1. Say how it ended (optional). The player writes the result in the reserved flag minigame.<id>: skipped when a bubbling mg-skip event left the minigame's zone (as the Skip button above sends), won otherwise. To give another result (passed, failed, disabled), dispatch from inside ctx.root a bubbling new CustomEvent('mg-record', { bubbles: true, detail: { result: 'failed' } }) before resolving. The story reads it with { flag: 'minigame.sword_fight', eq: 'failed' }.
  1. Check it.

    # in the created project
    npx quest-n-click validate
    npx quest-n-click dev
    # in the engine repository
    GAME=mygame npm run validate
    GAME=mygame npm run dev

Expected result, and how to check it

validate reports nothing about the command. In the game, the rule opens the minigame over the scene, the hint voice shows intro, three taps show win and close it, and pirate_beaten is set; Skip closes it at once and then runs too. The dev journal (?dev) shows the minigame.sword_fight flag change.

Common errors

SymptomCauseFix
unknown minigame: "sword_fight" (known: …)Not in the module's minigames, or a typo in the idRegister it under that exact id
minigame "sword_fight": missing required param "foe"The command does not give a param listed in requiredAdd the param, or drop it from required
minigame "sword_fight": "foe" must be an image idA param of bindings.images is not a stringGive an image id, folder/name
minigame "sword_fight": unknown sound "clang" (audio.sfx)A param of bindings.sfx names no sound of audio.sfxDeclare the sound (Sound effects)
… image not found: "pirate/r1c1"The image is not cut or not preparednpm run assets (npx quest-n-click assets)
The minigame never closesrun's promise never resolvesResolve on win, on skip and on ctx.signal abort

Files or data changed

The game module (game/index.ts, or games/<id>/index.ts) and the content that plays it. A player's saves gain the flag minigame.<id> once the minigame was played.

Recovery or going back

Remove the command, then the entry in minigames: the validator refuses a command whose minigame is no longer registered, so it shows every place left. A minigame.<id> flag in older saves stays there and is harmless unless the story reads it.

References