Use when upgrading an existing @drincs/pixi-vn project to a newer version, or when a runtime/type error matches a known breaking change. Covers every breaking change between versions with before/after code.
日本語の概要は準備中です。原文の説明を表示しています。
13 件(DRincs-Productions のリポジトリ) ・ 人気順
概要と使いどころ
Use when upgrading an existing @drincs/pixi-vn project to a newer version, or when a runtime/type error matches a known breaking change. Covers every breaking change between versions with before/after code.
日本語の概要は準備中です。原文の説明を表示しています。
Use when adding a minigame (snake, quiz, puzzle, timing/reaction game, ...) to a Pixi'VN visual novel — the `useMinigame` lifecycle hook pattern, using PixiJS directly on its own layer instead of `gameLayer`, hotkeys for controls, linking the minigame to a route, and why saving/restoring minigame state is the developer's own responsibility.
日本語の概要は準備中です。原文の説明を表示しています。
Use when adding, organizing, registering, or loading non-code files (images, audio, video) in a Pixi'VN project — local assets processed by PixiJS AssetPack vs. online/remote-hosted assets, the AssetsManifest/bundle/alias system, where to edit the manifest for each case, and when to load bundles (at startup, in the background, per-label, per-route). Load this before writing any code that references an image/sound/video path directly, or before adding entries to a manifest.
日本語の概要は準備中です。原文の説明を表示しています。
Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.
日本語の概要は準備中です。原文の説明を表示しています。
Use when defining visual novel characters for a @drincs/pixi-vn game — creating a character with a name, color, icon and other props, registering it so it can be looked up by id, and referencing it from dialogue/narration. Load this before writing any `CharacterBaseModel` or `RegisteredCharacters` code.
日本語の概要は準備中です。原文の説明を表示しています。
Use when setting up a new or existing project on @drincs/pixi-vn, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — this is the entry point every Pixi'VN project needs before touching canvas, narration, sound, storage, or history.
日本語の概要は準備中です。原文の説明を表示しています。
Use when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with newChoiceOption/newCloseChoiceOption, conditional/branching labels, or wiring up narration.call/jump/continue and Game.start to progress the story.
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing save/load in a Pixi'VN game — Game.exportGameState()/restoreGameState()/jsonToGameState(), what the exported GameState contains, and how to persist it (save slots, quick-save, auto-save-on-refresh, downloadable JSON). Load this before writing any save-file, save-slot, or "continue game" feature.
日本語の概要は準備中です。原文の説明を表示しています。
Use when reading or writing persistent game variables in a @drincs/pixi-vn game — simple flags/counters via `storage`, custom persisted classes via `StoredClassModel`, temporary (label-scoped) variables, and how any of this survives save/load and history go-back. Load this before writing any `storage.set`/`storage.get`/`storage.flags.set` code or a class that extends `StoredClassModel`.
日本語の概要は準備中です。原文の説明を表示しています。
Use when an AI agent (or any external script) needs to play-test a running Pixi'VN game end-to-end in a real browser — starting the game, advancing/branching the story, answering input prompts, going back, and reading/writing storage — via `Game.testing`, the opt-in devtools bridge exposed on `window`. Load this before wiring up automated/agent-driven playtesting, not for authoring story content itself (see `pixi-vn-narration`).
日本語の概要は準備中です。原文の説明を表示しています。
Use when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components — mounting HTML or PixiJS UI layers over the canvas, navigating between UI screens/routes, theming a shadcn/ui-based template, and connecting UI components to game storage/settings. Covers `canvas.htmlLayers.add`/`get`/`remove` and the PixiJS-only layer helpers `canvas.layers.add`/`get`/`remove`.
日本語の概要は準備中です。原文の説明を表示しています。
Use when playing or stopping background music, sound effects, or voice lines; creating/organizing audio channels; controlling volume, mute, or pan; or wiring Tone.js audio filters (reverb, delay, EQ, etc.) in a Pixi'VN game.
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing "go back" / "rewind" / step-navigation features in a Pixi'VN game, or when you need to read the player-facing dialogue/choice history (e.g. for a backlog or "history log" UI) — covers the History module's `stepHistory` API and the "step" vs "paragraph" goBackMode.
日本語の概要は準備中です。原文の説明を表示しています。