Files
feuerwerk/tools/seed-jumprun.mjs
T
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +02:00

475 lines
20 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#!/usr/bin/env node
/**
* Writes the example game: a small jump and run built entirely from assets, behaviors and the
* node graph – no engine code is involved.
*
* Title screen (a container with a panel, texts and a clickable Start button)
* Level (ground, platforms, walls, ten coins, the player and the HUD labels)
* Coin (sprite plus trigger collider – placed ten times inside the level container)
* Win / Lose (containers shown when the coins are collected or the time is up)
*
* Screens are containers that are switched on and off with the `enabled` property – the same
* switch the inspector shows for every object. Everything else is nodes: gravity and jumping
* on the player, timer, coin counter and screen flow on the "Game" behavior.
*
* Usage: PATH=/opt/node22/bin:$PATH node tools/seed-jumprun.mjs [projectId] [baseUrl]
*/
import { containerFactory, edge, node, sceneObject, variable } from './lib/builders.mjs';
import { PROJECTS, cliArgs, writeProject } from './lib/projects.mjs';
const { projectId, baseUrl } = cliArgs('seed-jumprun.mjs', PROJECTS.jumpRun);
// --- colours ---------------------------------------------------------------------------------
const SKY = 0x151821;
const STONE = 0x3c4454;
const GRASS = 0x4a7d3a;
const PLAYER = 0x63c74d;
const COIN = 0xf5c542;
const PANEL = 0x11141c;
const BUTTON = 0x63c74d;
const WHITE = 0xf2f5f7;
const HINT = 0x9aa3b2;
const BUTTON_TEXT = 0x10240a;
// --- level geometry (the camera shows x −320…320, y −180…180; +y is down) ---------------------
/** A solid box: the sprite plus a collider child of the same size. */
const solid = (id, x, y, w, h, color) => [
sceneObject(id, 'box', { x, y, overrides: { width: w, height: h, color } }),
sceneObject(`${id}-c`, 'solid', { parentId: id, overrides: { width: w, height: h } }),
];
const text = (
id,
x,
y,
content,
{ size = 28, color = WHITE, align = 'center', name = '', parentId = '', z = 1 } = {},
) =>
sceneObject(id, 'label', {
name,
x,
y,
z,
parentId,
overrides: { text: content, fontSize: size, color, align },
});
/** One placed coin: the container object; its content comes from the coin template. */
const coin = (id, x, y) => sceneObject(id, 'coin', { name: 'Coin', x, y });
/** The coin: a sprite with a trigger collider child, so it reports the touch without blocking. */
const coinTemplate = [
sceneObject('coin-body', 'coin-sprite', { z: 1 }),
sceneObject('coin-body-c', 'trigger', { parentId: 'coin-body' }),
];
const levelTemplate = [
// Ground, side walls and six platforms.
...solid('ground', 0, 165, 660, 30, GRASS),
...solid('wall-l', -315, 0, 10, 360, STONE),
...solid('wall-r', 315, 0, 10, 360, STONE),
...solid('p1', -170, 90, 120, 16, STONE),
...solid('p2', -30, 30, 140, 16, STONE),
...solid('p3', 170, 60, 140, 16, STONE),
...solid('p4', 60, -50, 120, 16, STONE),
...solid('p5', -230, -30, 120, 16, STONE),
...solid('p6', 255, -60, 110, 16, STONE),
// Ten coins: three on the ground, one above each platform, one in the far corner.
coin('c1', -150, 128),
coin('c2', 0, 128),
coin('c3', 150, 128),
coin('c4', -170, 60),
coin('c5', -30, 0),
coin('c6', 170, 30),
coin('c7', 60, -80),
coin('c8', -230, -60),
coin('c9', 255, -90),
coin('c10', 290, 128),
// The player: sprite, solid collider and the behavior that owns it.
sceneObject('player', 'player-sprite', { name: 'Player', x: -270, y: 125, z: 2 }),
sceneObject('player-c', 'solid', { parentId: 'player', overrides: { width: 30, height: 40 } }),
sceneObject('player-logic', 'player', { parentId: 'player', y: -60 }),
// HUD, top left and top right of the camera frame.
text('time-label', -300, -160, 'Time 30', { size: 22, align: 'left', name: 'TimeLabel', z: 3 }),
text('coin-label', 300, -160, 'Coins 0/10', { size: 22, align: 'right', name: 'CoinLabel', z: 3 }),
];
/** A full-frame panel with a headline, a line of help text and a button carrying a behavior. */
const screenTemplate = (prefix, headline, hint, buttonLabel, behaviorId) => [
sceneObject(`${prefix}-panel`, 'box', { overrides: { width: 640, height: 360, color: PANEL } }),
text(`${prefix}-title`, 0, -70, headline, { size: 52 }),
text(`${prefix}-hint`, 0, -10, hint, { size: 20, color: HINT }),
sceneObject(`${prefix}-button`, 'box', {
y: 80,
z: 1,
overrides: { width: 240, height: 60, color: BUTTON },
}),
text(`${prefix}-button-label`, 0, 0, buttonLabel, {
size: 26,
color: BUTTON_TEXT,
parentId: `${prefix}-button`,
}),
sceneObject(`${prefix}-button-logic`, behaviorId, { parentId: `${prefix}-button`, y: -60 }),
];
const templates = {
level: levelTemplate,
coin: coinTemplate,
title: screenTemplate('title', 'JUMP & RUN', 'Arrow keys to move, Space to jump.', 'START', 'start-button'),
win: screenTemplate('win', 'YOU WIN!', 'All ten coins collected in time.', 'PLAY AGAIN', 'restart-button'),
lose: screenTemplate('lose', 'TIME UP', 'The time is over - try again.', 'PLAY AGAIN', 'restart-button'),
};
const { instantiate } = containerFactory(templates);
// --- graphs ----------------------------------------------------------------------------------
/**
* "Player": gravity, walking, jumping and picking coins up – three strands.
*
* On update vy += gravity·dt, then Move(owner) by (axis·speed, vy)·dt with collisions on.
* Blocked vertically while falling means standing: vy back to 0, onGround true.
* On key down Space while onGround shoots vy up (negative is up).
* On collision Touching a coin adds one to the "Game" behavior's counter and destroys the coin –
* the collider reports its body (the sprite), the coin itself is the container above.
*/
const playerGraph = {
nodes: [
node('p-upd', 'OnUpdate', 0, 0),
node('p-owner', 'Owner', 0, 140),
node('p-axis', 'AxisInput', 0, 220, { left: 'ArrowLeft', right: 'ArrowRight', up: '', down: '' }),
node('p-speed', 'GetVariable', 0, 360, { variable: 'speed' }),
node('p-mulx', 'Multiply', 220, 300),
node('p-vy', 'GetVariable', 0, 440, { variable: 'vy' }),
node('p-grav', 'GetVariable', 0, 520, { variable: 'gravity' }),
node('p-mulg', 'Multiply', 220, 500),
node('p-addvy', 'Add', 420, 460),
node('p-setvy', 'SetVariable', 620, 0, { variable: 'vy' }),
node('p-vy2', 'GetVariable', 620, 340, { variable: 'vy' }),
node('p-move', 'Move', 840, 0, { collide: true }),
node('p-br', 'Branch', 1080, 0),
node('p-seq', 'Sequence', 1260, 0),
node('p-vy3', 'GetVariable', 1080, 260, { variable: 'vy' }),
node('p-cmp', 'Compare', 1260, 260, { op: '>=', b: 0 }),
node('p-ground', 'SetVariable', 1460, 0, { variable: 'onGround' }),
node('p-zero', 'SetVariable', 1460, 140, { variable: 'vy', value: 0 }),
node('p-air', 'SetVariable', 1260, 400, { variable: 'onGround', value: false }),
node('p-key', 'OnKeyDown', 0, 700, { key: ' ' }),
node('p-og', 'GetVariable', 0, 820, { variable: 'onGround' }),
node('p-brj', 'Branch', 240, 700),
node('p-jump', 'GetVariable', 240, 880, { variable: 'jumpSpeed' }),
node('p-neg', 'Multiply', 440, 880, { b: -1 }),
node('p-setjump', 'SetVariable', 660, 700, { variable: 'vy' }),
node('p-col', 'OnCollisionEnter', 0, 1060),
node('p-iscoin', 'IsAsset', 260, 1180, { asset: 'coin-sprite' }),
node('p-brc', 'Branch', 480, 1060),
node('p-seqc', 'Sequence', 680, 1060),
node('p-game', 'ObjectByName', 680, 1280, { name: 'Game' }),
node('p-coins', 'GetProperty', 880, 1280, { property: 'coins' }),
node('p-add1', 'Add', 1080, 1280, { b: 1 }),
node('p-setcoins', 'SetProperty', 1280, 1060, { property: 'coins' }),
node('p-coinroot', 'Parent', 1080, 1420),
node('p-destroy', 'Destroy', 1280, 1200),
],
edges: [
edge('pe1', 'p-upd', 'exec', 'p-setvy', 'exec'),
edge('pe2', 'p-vy', 'value', 'p-addvy', 'a'),
edge('pe3', 'p-grav', 'value', 'p-mulg', 'a'),
edge('pe4', 'p-upd', 'dt', 'p-mulg', 'b'),
edge('pe5', 'p-mulg', 'result', 'p-addvy', 'b'),
edge('pe6', 'p-addvy', 'result', 'p-setvy', 'value'),
edge('pe7', 'p-setvy', 'exec', 'p-move', 'exec'),
edge('pe8', 'p-owner', 'object', 'p-move', 'object'),
edge('pe9', 'p-axis', 'x', 'p-mulx', 'a'),
edge('pe10', 'p-speed', 'value', 'p-mulx', 'b'),
edge('pe11', 'p-mulx', 'result', 'p-move', 'dx'),
edge('pe12', 'p-vy2', 'value', 'p-move', 'dy'),
edge('pe13', 'p-upd', 'dt', 'p-move', 'dt'),
edge('pe14', 'p-move', 'exec', 'p-br', 'exec'),
edge('pe15', 'p-move', 'blockedY', 'p-br', 'condition'),
edge('pe16', 'p-br', 'then', 'p-seq', 'exec'),
edge('pe17', 'p-seq', 'a', 'p-ground', 'exec'),
edge('pe18', 'p-vy3', 'value', 'p-cmp', 'a'),
edge('pe19', 'p-cmp', 'result', 'p-ground', 'value'),
edge('pe20', 'p-seq', 'b', 'p-zero', 'exec'),
edge('pe21', 'p-br', 'else', 'p-air', 'exec'),
edge('pe22', 'p-key', 'exec', 'p-brj', 'exec'),
edge('pe23', 'p-og', 'value', 'p-brj', 'condition'),
edge('pe24', 'p-brj', 'then', 'p-setjump', 'exec'),
edge('pe25', 'p-jump', 'value', 'p-neg', 'a'),
edge('pe26', 'p-neg', 'result', 'p-setjump', 'value'),
edge('pe27', 'p-col', 'exec', 'p-brc', 'exec'),
edge('pe28', 'p-col', 'other', 'p-iscoin', 'object'),
edge('pe29', 'p-iscoin', 'result', 'p-brc', 'condition'),
edge('pe30', 'p-brc', 'then', 'p-seqc', 'exec'),
edge('pe31', 'p-seqc', 'a', 'p-setcoins', 'exec'),
edge('pe32', 'p-game', 'object', 'p-coins', 'object'),
edge('pe33', 'p-coins', 'value', 'p-add1', 'a'),
edge('pe34', 'p-add1', 'result', 'p-setcoins', 'value'),
edge('pe35', 'p-game', 'object', 'p-setcoins', 'object'),
edge('pe36', 'p-seqc', 'b', 'p-destroy', 'exec'),
edge('pe37', 'p-col', 'other', 'p-coinroot', 'object'),
edge('pe38', 'p-coinroot', 'parent', 'p-destroy', 'object'),
],
};
/**
* "Game": owns the run. On start it shows the title and hides everything else; while `running`
* it counts the clock down, writes both HUD labels and decides win (coins reached) or loss (time
* gone) by switching the screens.
*/
const gameGraph = {
nodes: [
node('g-start', 'OnStart', 0, 0),
node('g-title', 'ObjectByName', 0, 140, { name: 'Title' }),
node('g-level', 'ObjectByName', 0, 220, { name: 'Level' }),
node('g-win', 'ObjectByName', 0, 300, { name: 'Win' }),
node('g-lose', 'ObjectByName', 0, 380, { name: 'Lose' }),
node('g-on1', 'SetEnabled', 260, 0, { enabled: true }),
node('g-off1', 'SetEnabled', 480, 0, { enabled: false }),
node('g-off2', 'SetEnabled', 700, 0, { enabled: false }),
node('g-off3', 'SetEnabled', 920, 0, { enabled: false }),
node('g-upd', 'OnUpdate', 0, 520),
node('g-running', 'GetVariable', 0, 640, { variable: 'running' }),
node('g-brrun', 'Branch', 220, 520),
node('g-time', 'GetVariable', 220, 700, { variable: 'timeLeft' }),
node('g-sub', 'Subtract', 420, 700),
node('g-max', 'Max', 600, 700, { b: 0 }),
node('g-settime', 'SetVariable', 440, 520, { variable: 'timeLeft' }),
node('g-timelabel', 'ObjectByName', 440, 860, { name: 'TimeLabel' }),
node('g-time2', 'GetVariable', 440, 940, { variable: 'timeLeft' }),
node('g-ceil', 'Ceil', 640, 940),
node('g-join', 'Join', 840, 940, { a: 'Time ' }),
node('g-settext', 'SetText', 700, 520),
node('g-coinlabel', 'ObjectByName', 700, 1080, { name: 'CoinLabel' }),
node('g-coins', 'GetVariable', 700, 1160, { variable: 'coins' }),
node('g-totext2', 'ToText', 900, 1160, { decimals: 0 }),
node('g-join2', 'Join', 1080, 1160, { a: 'Coins ' }),
node('g-join3', 'Join', 1260, 1160, { b: '/10' }),
node('g-settext2', 'SetText', 960, 520),
node('g-needed', 'GetVariable', 960, 700, { variable: 'needed' }),
node('g-cmpwin', 'Compare', 1160, 700, { op: '>=' }),
node('g-brwin', 'Branch', 1220, 520),
node('g-stop1', 'SetVariable', 1420, 440, { variable: 'running', value: false }),
node('g-leveloff1', 'SetEnabled', 1620, 440, { enabled: false }),
node('g-winon', 'SetEnabled', 1820, 440, { enabled: true }),
node('g-cmplose', 'Compare', 1160, 860, { op: '<=', b: 0 }),
node('g-brlose', 'Branch', 1420, 640),
node('g-stop2', 'SetVariable', 1620, 640, { variable: 'running', value: false }),
node('g-leveloff2', 'SetEnabled', 1820, 640, { enabled: false }),
node('g-loseon', 'SetEnabled', 2020, 640, { enabled: true }),
],
edges: [
edge('ge1', 'g-start', 'exec', 'g-on1', 'exec'),
edge('ge2', 'g-title', 'object', 'g-on1', 'object'),
edge('ge3', 'g-on1', 'exec', 'g-off1', 'exec'),
edge('ge4', 'g-level', 'object', 'g-off1', 'object'),
edge('ge5', 'g-off1', 'exec', 'g-off2', 'exec'),
edge('ge6', 'g-win', 'object', 'g-off2', 'object'),
edge('ge7', 'g-off2', 'exec', 'g-off3', 'exec'),
edge('ge8', 'g-lose', 'object', 'g-off3', 'object'),
edge('ge9', 'g-upd', 'exec', 'g-brrun', 'exec'),
edge('ge10', 'g-running', 'value', 'g-brrun', 'condition'),
edge('ge11', 'g-brrun', 'then', 'g-settime', 'exec'),
edge('ge12', 'g-time', 'value', 'g-sub', 'a'),
edge('ge13', 'g-upd', 'dt', 'g-sub', 'b'),
edge('ge14', 'g-sub', 'result', 'g-max', 'a'),
edge('ge15', 'g-max', 'result', 'g-settime', 'value'),
edge('ge16', 'g-settime', 'exec', 'g-settext', 'exec'),
edge('ge17', 'g-timelabel', 'object', 'g-settext', 'object'),
edge('ge18', 'g-time2', 'value', 'g-ceil', 'value'),
edge('ge19', 'g-ceil', 'result', 'g-join', 'b'),
edge('ge20', 'g-join', 'text', 'g-settext', 'text'),
edge('ge21', 'g-settext', 'exec', 'g-settext2', 'exec'),
edge('ge22', 'g-coinlabel', 'object', 'g-settext2', 'object'),
edge('ge23', 'g-coins', 'value', 'g-totext2', 'value'),
edge('ge24', 'g-totext2', 'text', 'g-join2', 'b'),
edge('ge25', 'g-join2', 'text', 'g-join3', 'a'),
edge('ge26', 'g-join3', 'text', 'g-settext2', 'text'),
edge('ge27', 'g-settext2', 'exec', 'g-brwin', 'exec'),
edge('ge28', 'g-coins', 'value', 'g-cmpwin', 'a'),
edge('ge29', 'g-needed', 'value', 'g-cmpwin', 'b'),
edge('ge30', 'g-cmpwin', 'result', 'g-brwin', 'condition'),
edge('ge31', 'g-brwin', 'then', 'g-stop1', 'exec'),
edge('ge32', 'g-stop1', 'exec', 'g-leveloff1', 'exec'),
edge('ge33', 'g-level', 'object', 'g-leveloff1', 'object'),
edge('ge34', 'g-leveloff1', 'exec', 'g-winon', 'exec'),
edge('ge35', 'g-win', 'object', 'g-winon', 'object'),
edge('ge36', 'g-brwin', 'else', 'g-brlose', 'exec'),
edge('ge37', 'g-time2', 'value', 'g-cmplose', 'a'),
edge('ge38', 'g-cmplose', 'result', 'g-brlose', 'condition'),
edge('ge39', 'g-brlose', 'then', 'g-stop2', 'exec'),
edge('ge40', 'g-stop2', 'exec', 'g-leveloff2', 'exec'),
edge('ge41', 'g-level', 'object', 'g-leveloff2', 'object'),
edge('ge42', 'g-leveloff2', 'exec', 'g-loseon', 'exec'),
edge('ge43', 'g-lose', 'object', 'g-loseon', 'object'),
],
};
/** "Start button": a click resets the counters on the Game behavior and swaps title for level. */
const startButtonGraph = {
nodes: [
node('s-click', 'OnClick', 0, 0),
node('s-game', 'ObjectByName', 0, 160, { name: 'Game' }),
node('s-title', 'ObjectByName', 0, 240, { name: 'Title' }),
node('s-level', 'ObjectByName', 0, 320, { name: 'Level' }),
node('s-coins', 'SetProperty', 240, 0, { property: 'coins', value: 0 }),
node('s-time', 'SetProperty', 460, 0, { property: 'timeLeft', value: 30 }),
node('s-run', 'SetProperty', 680, 0, { property: 'running', value: true }),
node('s-hide', 'SetEnabled', 900, 0, { enabled: false }),
node('s-show', 'SetEnabled', 1120, 0, { enabled: true }),
],
edges: [
edge('se1', 's-click', 'exec', 's-coins', 'exec'),
edge('se2', 's-game', 'object', 's-coins', 'object'),
edge('se3', 's-coins', 'exec', 's-time', 'exec'),
edge('se4', 's-game', 'object', 's-time', 'object'),
edge('se5', 's-time', 'exec', 's-run', 'exec'),
edge('se6', 's-game', 'object', 's-run', 'object'),
edge('se7', 's-run', 'exec', 's-hide', 'exec'),
edge('se8', 's-title', 'object', 's-hide', 'object'),
edge('se9', 's-hide', 'exec', 's-show', 'exec'),
edge('se10', 's-level', 'object', 's-show', 'object'),
],
};
/** "Restart button": one click, one node – the scene starts over from its saved state. */
const restartButtonGraph = {
nodes: [node('r-click', 'OnClick', 0, 0), node('r-restart', 'RestartGame', 260, 0)],
edges: [edge('re1', 'r-click', 'exec', 'r-restart', 'exec')],
};
// --- project ---------------------------------------------------------------------------------
const project = {
formatVersion: 1,
id: projectId,
name: 'Jump and Run',
activeSceneId: 'scene1',
assets: [
{
id: 'scene1',
type: 'scene',
name: 'Level 1',
props: { backgroundColor: SKY },
objects: [
...instantiate('L', 'level', { name: 'Level' }),
// All three screens sit on the camera frame; the Game behavior decides on `On start` which
// one is up. Editor offsets pull them apart in the scene view so they do not cover the level.
...instantiate('T', 'title', {
name: 'Title',
z: 10,
overrides: { enabled: true },
editorOffset: { x: -750, y: -500 },
}),
...instantiate('W', 'win', {
name: 'Win',
z: 10,
overrides: { enabled: true },
editorOffset: { x: 0, y: -500 },
}),
...instantiate('B', 'lose', {
name: 'Lose',
z: 10,
overrides: { enabled: true },
editorOffset: { x: 750, y: -500 },
}),
sceneObject('ocam', 'cam', { name: 'Main Camera' }),
sceneObject('ogame', 'game', { name: 'Game', x: -200, y: -220 }),
],
},
{ id: 'cam', type: 'camera', name: 'Main Camera', props: { width: 640, height: 360, zoom: 1 } },
{ id: 'box', type: 'sprite', name: 'Box', props: { width: 100, height: 100, color: STONE } },
{
id: 'player-sprite',
type: 'sprite',
name: 'Player Sprite',
props: { width: 30, height: 40, color: PLAYER },
},
{ id: 'coin-sprite', type: 'sprite', name: 'Coin Sprite', props: { width: 24, height: 24, color: COIN } },
{
id: 'label',
type: 'text',
name: 'Label',
props: { text: 'Text', fontSize: 28, color: WHITE, align: 'center' },
},
{
id: 'solid',
type: 'collider',
name: 'Solid Collider',
props: { shape: 'box', width: 100, height: 100, radius: 50, isTrigger: false },
},
{
id: 'trigger',
type: 'collider',
name: 'Coin Trigger',
props: { shape: 'box', width: 24, height: 24, radius: 12, isTrigger: true },
},
{
id: 'player',
type: 'behavior',
name: 'Player',
props: { speed: 170, jumpSpeed: 480, gravity: 1200, vy: 0, onGround: false },
variables: [
variable('speed', 'number', 0),
variable('jumpSpeed', 'number', 0),
variable('gravity', 'number', 0),
variable('vy', 'number', 0),
variable('onGround', 'boolean', false),
],
graph: playerGraph,
},
{
id: 'game',
type: 'behavior',
name: 'Game',
props: { timeLeft: 30, coins: 0, needed: 10, running: false },
variables: [
variable('timeLeft', 'number', 30),
variable('coins', 'number', 0),
variable('needed', 'number', 10),
variable('running', 'boolean', false),
],
graph: gameGraph,
},
{
id: 'start-button',
type: 'behavior',
name: 'Start Button',
props: {},
variables: [],
graph: startButtonGraph,
},
{
id: 'restart-button',
type: 'behavior',
name: 'Restart Button',
props: {},
variables: [],
graph: restartButtonGraph,
},
{ id: 'coin', type: 'container', name: 'Coin', props: {}, objects: coinTemplate },
{ id: 'level', type: 'container', name: 'Level', props: {}, objects: levelTemplate },
{ id: 'title', type: 'container', name: 'Title screen', props: {}, objects: templates.title },
{ id: 'win', type: 'container', name: 'Win screen', props: {}, objects: templates.win },
{ id: 'lose', type: 'container', name: 'Lose screen', props: {}, objects: templates.lose },
],
};
await writeProject(projectId, baseUrl, project);