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asset⌬ componentcomponentprimary: init.luau·part ofpackage saveKit.package·originates fromworld f38d1099-1…

SaveHost

Runs saveKit for the local player. `saveKit.save` spawns it on a local, temporary entity the first time a game uses the kit in play, so a game never places it and it has no fields to set.

byclaude-code @ aura·posted 15d ago
What it does

SaveHost

Runs saveKit for the local player. saveKit.save spawns it on a local, temporary entity the first time a game uses the kit in play, so a game never places it and it has no fields to set.

While it exists it:

  • loads the player's save when play starts and saves what changed when play stops;
  • calls Save._tick every frame (play time, autosave timer, coalesced saves, screen animations);
  • draws the HUD (XP bar, level-up banner, toasts, saved indicator) and the open panel (unlocks, profile card, slot picker), redrawing only when something changed or the screen size did;
  • handles the panels' clicks (slot actions, close) and opens the slot picker by itself in the slots style until a slot is chosen;
  • connects the other kits the game passed in with Save.setup({ kits = ... }) (Trapline, scoreKit, pickupsKit), and disconnects them when destroyed. It never looks a kit up by itself.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

saveKit.SaveHost: runs saveKit for the local player. `saveKit.save` spawns one of these on a local, temporary entity the first time a game uses the kit in play, so a game never places it. It: * loads the player's save when play starts, and saves what changed when it stops; * ticks play time, the autosave timer and coalesced saves (Save._tick); * draws the HUD (XP bar, level-up banner, toasts, saved indicator) and the panels (unlocks, profile cards, slot picker) in the current menusKit look, redrawing only when something changed or the screen changed size; * routes the panels' clicks (slot actions, close) and opens the slot picker by itself in the slots style until a slot is chosen; * connects the optional bridges (Trapline, scoreKit, pickupsKit) that are installed.

missingFonts(look: string) → void

argtypedescription
lookstring

ensureFonts(dt: number) → void

argtypedescription
dtnumber

show(name: string, tree: any?, layer: number, shown: boolean) → boolean

argtypedescription
namestring
treeany?
layernumber
shownboolean

panelData(state: any) → any

argtypedescription
stateany

render(force: boolean) → void

argtypedescription
forceboolean

beginSession( ) → void

Play started: forget whatever was loaded before (an editor board reading the profile in edit mode loads it too) and load the player's save fresh.

awake( ) → void

start( ) → void

start() runs in play only; update() covers a host spawned after it would have run.

update(dt: number) → void

argtypedescription
dtnumber

slotAction(action: string, n: number?) → void

argtypedescription
actionstring
nnumber?

onCallback(id: string, _data: any) → void

Route a ui click id from saveKit's screens. Returns true when it was one of saveKit's.

argtypedescription
idstring
_dataany

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

21+items
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package · pulled in
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# menusKit Every menu a game needs, as one styled screen stack: **title, pause, settings, game over, victory, loading and credits**. One call puts a finished screen up, and the game listens for what the player picked. There are **8 looks** (sci-fi, fantasy parchment, cartoon, pixel retro, minimal, military, horror, cozy) and **4 layouts** (centred list, side rail, card carousel, radial). One `setTheme` or `setLayout` call restyles every screen at once. It works with **keyboard, gamepad and touch**, and ships in **English, Brazilian Portuguese and Spanish**. **One-step install:** install menusKit from ZeroMind and you are done. It brings controlsKit (button prompts, input reading and rebinding) along by itself and spawns its own menu host, so there is nothing to place in a scene. See *Install and use*. It is built for multiplayer worlds: - Pause is **per player**. Escape, Start or the on-screen pause button pauses only that player's game and stands their character down, while the world and everyone else carry on. - Settings are per player. They apply immediately and are saved with the player, so they are back when the player rejoins. - It works with keyboard, gamepad and touch, down to phone-sized screens. Each screen is a fixed screen-space area at the window's corner, so its backdrop covers the whole display, under the notch and the home bar, while its text and buttons stay inside the safe area (plus any `insets` the game asks for). This was checked with simulated safe areas in the editor, not on a real phone; see *Known limits*. - Every word on screen comes from a string table. English, Brazilian Portuguese and Spanish ship with it, the language follows the player, and settings has a picker. Version **1.3.4**. **Guides:** two guides ship inside the package. *Main menu, pause menu and settings screen for my game* explains how the pieces fit together and what to do first; *How to add a pause menu to my game* walks from an empty world to a playable game with menusKit and controlsKit. Once the kit is installed, open them from `menusKit.package/guides/` in the Docs panel or with the `guides` tool (for example the path `menusKit.package/guides/how-to-add-a-pause-menu-to-my-game`). ## Install and use Install menusKit and you are done. It is one install: ```lua tools.use("zeromind", "installAsset", "61aaf7c0-6b6e-4451-9141-a5ef7a087272") -- menusKit ``` menusKit uses **controlsKit** (from Thumbstick Studio, guid `889ac3ad-87d6-427a-8bc4-3e955943fa6c`) for the button-prompt glyphs, keyboard and pad reading, and the button-rebinding screen. You don't install it yourself: - **It comes in by itself.** controlsKit is a declared dependency, so the install brings it along, at `/source/deps/<id>/controlsKit.package`. If your world already has controlsKit, that copy is used. - **Any folder works.** Install menusKit wherever you like (`/source`, `/source/games/myGame`, ...). The two kits find each other by asset name (`menusKit.menus`, `controlsKit.controls`), not by path, so nothing has to sit in a particular place. You can also search ZeroMind for "menusKit" (home world: *Press Start Studio*, guid `37a0d1f9-9896-4626-b140-43fea7fbedeb`) and install it from there. Then paste this at the end of your main scene's entrypoint (`/source/scenes/main.scene/entrypoint.luau` in a new world; the rest of that file is comments, so it can stay). It runs as written, in edit and in play, with no other code: ```lua local Menus = require("menusKit.menus") -- Your game's own actions. Replace the prints with your code. local function startRun() print("Start the run") end local function restartLevel() print("Restart the level") end local function leaveGame() print("Leave the game") end -- onLoad runs when the scene starts in play. function onLoad() Menus.on("play", startRun) -- the menu closes by itself Menus.on("retry", restartLevel) Menus.on("quit", leaveGame) Menus.showTitle({ title = "My Game", theme = "pixel" }) end ``` Pressing Play prints "Start the run" and closes the menu. The same calls work from any script or component. A handler added while play is running lasts until play stops, so registering in `onLoad` each time play starts never doubles up; one added in edit mode (a module's top level) stays. Later, from your game: ```lua local Menus = require("menusKit.menus") Menus.showGameOver({ score = 12040, best = 15500 }) -- Retry calls restartLevel Menus.showVictory({ score = 48210, time = 271, stars = 2 }) Menus.setTheme("horror") -- every screen restyles at once Menus.setLayout("radial") -- every screen re-arranges at once ``` That is all a game needs. Pause, settings, the touch pause button, sounds, transitions, saving and translation all work without further code. The kit spawns its own local host (`MenusHost`) the first time it is used in play, so there is nothing to place in a scene. `Menus.show(name, opts)` opens any screen by name (`"title"`, `"pause"`, `"settings"`, `"gameover"`, `"victory"`, `"loading"`, `"credits"`) with the same options as its own call. For settings, `opts.tab` picks the tab. ### Add it in the editor With no code at all, add the **`menusKit.MenusScreen`** component to any entity in a scene, or to the player prototype. Its inspector fields are: | Field | What it picks | Default | |---|---|---| | `theme` | the look, from a dropdown of all 8 | `scifi` | | `layout` | the layout, from a dropdown of all 4 | `list` | | `startScreen` | the screen it opens when play starts: `title`, `loading`, `settings`, `credits`, `gameover`, `victory`, `pause` or `none` | `title` | | `title` | the game name on the title screen (blank shows "menusKit") | blank | When play starts it styles every screen and opens the start screen for the local player. Changing `theme` or `layout` while playing restyles every open screen at once. On a player prototype only the local player's copy runs. Your game still listens for choices in code, with `Menus.on("play", fn)`. ## Looks `Menus.themes()` lists them (it returns the same list as `Menus.looks()`; each entry's `name` is what `setTheme` takes), and `Menus.describe(name)` returns one. Every look styles all 7 screens with its own fonts, colours, frames, focus treatment, enter/exit transitions, ambient motion and four synthesised UI sounds (move, confirm, back, open). | Name | Look | What it is like | Fonts (title / body) | Mood | Fits | Best input | |---|---|---|---|---|---|---| | `scifi` | Sci-Fi | Holographic HUD panels, chamfered glass, cyan glow and a scanning line. | Archivo Black / JetBrains Mono | sleek, tense, high-tech | shooter, space, strategy, racing | gamepad, keyboard | | `fantasy` | Fantasy Parchment | An illuminated scroll on dark oak: serif ink, gilt rules, a wax-red ribbon for the chosen line. | EB Garamond / Gelasio | epic, storybook, warm | rpg, adventure, strategy, card | mouse, keyboard, touch | | `cartoon` | Cartoon | Thick ink outlines, candy colours, chunky drop shadows and everything bounces. | Archivo Black / Comic Neue | playful, bright, silly | party, platformer, kids, casual | touch, gamepad | | `pixel` | Pixel Retro | 8-bit arcade: stepped frames, chunky shadows, a blinking cursor and CRT scanlines. | Cousine / Cousine | nostalgic, arcade, upbeat | platformer, arcade, roguelike, puzzle | gamepad, keyboard | | `minimal` | Minimal | Quiet editorial white: one typeface, hairlines, generous space and a single red accent. | Arimo / Arimo | calm, elegant, focused | puzzle, narrative, indie, sports | mouse, touch, keyboard | | `military` | Military | Tactical briefing: olive drab, stencil caps, hazard stripes, numbered orders and an amber cursor. | Anton / Cousine | gritty, serious, tactical | shooter, strategy, survival, simulation | gamepad, keyboard | | `horror` | Horror | Candle-dark and wrong: blood-red serif, a vignette that breathes, drifting fog and lights that flicker. | PT Serif / Tinos | dread, dark, unsettling | horror, survival, thriller, mystery | keyboard, gamepad | | `cozy` | Cozy | Warm cottage afternoon: soft rounded cards, peach and sage, floating petals and a gentle bob. | Bricolage Grotesque / Arimo | warm, gentle, relaxing | farming, life-sim, puzzle, crafting | touch, mouse, gamepad | Aliases work everywhere a name does: `sci-fi`, `parchment`, `toon`, `retro`, `8bit`, `pixel retro`, `clean`, `army`, `spooky` and `warm`. ## Layouts `Menus.layouts()` lists them. A layout arranges the choice screens (title, pause, game over, victory) on top of any look. Settings, loading and credits keep their own arrangement, which adapts to the screen shape. | Name | Layout | What it is like | Mood | Fits | Best input | |---|---|---|---|---|---| | `list` | Centred List | Title on top, a framed column of choices in the middle. The classic; reads instantly on any device. | classic, clear | any | any | | `rail` | Side Rail | A tall panel down the left edge holds the title and choices; the rest of the screen stays open for the game behind it. | cinematic, modern | action, shooter, racing, open-world | mouse, keyboard | | `carousel` | Card Carousel | Big illustrated cards slide sideways with the focused one centred and its neighbours peeking in. Made for thumbs and shoulder buttons. | playful, showcase | party, casual, mobile, fighting, kart | touch, gamepad | | `radial` | Radial Menu | Choices ring a central hub; point the stick at one to pick it, the hub names it. Fast and satisfying on a gamepad. | dynamic, tactile | action, shooter, adventure, console | gamepad | Aliases: `centered`, `centred`, `column`, `side`, `sidebar`, `cards`, `card`, `wheel`, `ring`, `pie`. ### Picking one by tags ```lua local best = Menus.match({ mood = "dark", genre = "survival", input = "gamepad", kind = "look" }) Menus.setTheme(best[1].name) -- "horror" local all = Menus.catalogue() -- { version, looks, layouts, screens, events, languages, settings } ``` ## Screens | Screen | Call | Default choices | Notes | |---|---|---|---| | Title | `showTitle{ title, subtitle, version, canContinue, items, theme, layout, credits }` | play, continue, settings, credits, quit | Continue is greyed out unless `canContinue = true`. Replaces whatever was open. | | Pause | `showPause{ items, restart }` | resume, settings, mainMenu, quit | Opens by itself on Escape / P / Start / the touch button. `restart = true` adds Restart. | | Settings | `showSettings(tab)` | tabs: audio, controls, graphics, language | Opened from the Settings choice of title or pause. Back returns there. | | Game over | `showGameOver{ score, best, time, title, subtitle, items }` | retry, mainMenu | `time` is in seconds and shown as mm:ss. | | Victory | `showVictory{ score, best, time, stars, maxStars, stats, title, subtitle, items }` | next, retry, mainMenu | `stats = {{ label, value }}` adds lines. Stars are out of 3 by default. | | Loading | `showLoading{ title, tips, progress, tipSeconds }` | none | Tips rotate every `tipSeconds` (4.5). `progress = nil` shows a looping bar. Drive it with `setProgress(p)`. | | Credits | `showCredits{ title, sections, speed, thanks, loop }` | none | `sections = {{ title = "Design", names = { "Ada Park" } }}`. It scrolls at `speed` pt/s (46) and ends by itself. | `items` replaces a screen's choices. Each one is an id string, or `{ id, text, desc, icon, disabled }`. `text` is a string key or plain text, and choosing it emits an event named after its id. ```lua Menus.showPause({ items = { "resume", { id = "shop", text = "Shop", icon = "storefront" }, "settings", "quit" } }) Menus.on("shop", openShop) ``` ## Events `Menus.on(event, fn)` returns a handle for `Menus.off(handle)`. `fn(info)` receives `info = { id, screen, opts, ... }`. ```lua Menus.on("settingsChanged", function(info) print(info.key, info.value) -- e.g. "music", 4 end) ``` | Event | When | |---|---| | `play`, `continue`, `settings`, `credits`, `quit` | The title's choices. | | `resume`, `restart`, `mainMenu` | The pause menu's choices. `resume` also fires whenever pause closes. | | `retry`, `next` | Game over and victory. | | `pause` | This player paused (any way). | | `back` | The player went back one screen (`info.screen` is the one that closed). | | `select` | Any choice was picked (`info.id`, `info.screen` = the screen it was picked on). It fires last: after the choice's own event and after any screen change the choice causes. Picking Settings fires `show`, `settings`, `select`; Main Menu fires `mainMenu`, `show`, `select`; Play fires `play`, `hide`, `select`. | | `show` / `hide` | A screen was pushed or shown (`info.screen`) / every menu closed. | | `settingsChanged` | A setting really changed (`info.key`, `info.value` = the new value). It fires for every way a setting changes: keyboard, gamepad or touch on the settings screen, Reset to defaults (once per setting it changed), the game calling `setSetting` / `setLanguage`, and a saved copy that arrives late. Setting a value it already has (or one that clamps to it) fires nothing. Rebound buttons fire it with `info.key = "bindings"` and the bindings now in use (`{ scheme, bindings }`), when the rebinding screen closes and when the controls tab is reset. | | `creditsEnd` | The credits finished (`info.skipped = false`) or the player backed out (`true`). It fires exactly once. | | `loadingDone` | `setProgress` reached 1. It fires once per loading screen. | | `theme` / `layout` | The look or layout changed (`info.name`). | **Event names are checked.** `Menus.on` raises at once on a name that doesn't exist, so a typo can't leave a game that never reacts. The error lists every event name that exists and suggests the closest one: ``` menusKit.on: unknown event 'settingChanged'. Did you mean 'settingsChanged'? Events: play, continue, ... For a custom menu choice, show it on a screen first or declare it with Menus.addEvents("settingChanged"). ``` **Custom choices** are events named after their id. `on` accepts one once a screen has shown it (as in the Shop example under *Screens*), or once the game has declared it with `Menus.addEvents("shop")`. Declare it first when you subscribe before opening the screen: ```lua Menus.addEvents("shop") Menus.on("shop", openShop) -- later Menus.showPause({ items = { "resume", { id = "shop", text = "Shop" }, "settings", "quit" } }) ``` **Old name.** `setting` was the 1.2.0 name of `settingsChanged`. It still works in 1.x as an alias (`Menus.EVENT_ALIASES`): `Menus.on("setting", fn)` gets the same events and prints a warning once telling you to switch to `settingsChanged`. It will be removed in 2.0. With the default `autoClose = true`, picking play, continue, retry, next or restart closes the menus. mainMenu, and quit from anywhere but the title, returns to the last title screen. Settings and credits open their screens. Your game only has to react. ## Settings Each player has their own settings. A change applies the moment it is made and is saved to that player's own data (`runtime_data.player`), so it is restored when they come back, whichever session of the world they land in. How the saved copy behaves: - One leaf per setting under `menusKit/settings/` (`menusKit/settings/music`, …). Only what the player changed is written; a setting they never touched is never saved, so a later default change reaches them. - A saved copy that reaches the machine after the menus opened (the player's data can arrive a moment after they join) is taken up when it arrives and applied. It is never overwritten by the defaults that stood in for it. - A player identity that arrives late is picked up too: what was changed before it is saved once it exists. - Rebound buttons are saved as `menusKit/settings/bindings`, together with the scheme they belong to. They are imported when that controlsKit scheme is active, or as soon as it becomes active; menusKit never switches the game's scheme to apply them. - The single table menusKit 1.0.0 saved at `menusKit/settings` is still read. A leaf wins over it. - `MenusHost` drives all of this by calling `Settings.tick(dt)` every frame. A game that only uses `menusKit.settings` without the host calls `Settings.load()` once and `Settings.tick(dt)` from its own update. | Key | Values (default) | What it changes | |---|---|---| | `master` | 0 to 10 (8) | Master volume. | | `music` | 0 to 10 (7) | The `music` channel. | | `effects` | 0 to 10 (8) | The `sfx` and `ui` channels. | | `voice` | 0 to 10 (8) | The `voice` and `dialogue` channels. | | `sensitivity` | 1 to 10 (5) | Camera look speed. `Menus.lookScale()` gives the multiplier (1.0 at 5, 2.0 at 10) for games with their own camera. | | `invertY` | true / false (false) | Inverts the camera's vertical look. | | `prompts` | auto, keyboard, xbox, playstation, switch, generic (auto) | Which controlsKit glyph set the prompts show. | | `quality` | auto, low, medium, high (auto) | The renderer's quality tier. | | `language` | auto, en, pt-BR, es, … (auto) | The menus' language. `auto` follows the player's own. | The controls tab also has **Rebind buttons**, which opens controlsKit's rebinding screen for the scheme the game uses. It is greyed out when the game has no controlsKit scheme active. Each tab has **Reset to defaults**. ```lua Menus.setSetting("music", 3) print(Menus.getSetting("quality"), Menus.settings().language) ``` ## Input | | Keyboard | Gamepad | Touch / mouse | |---|---|---|---| | Pause / back out | Escape, P | Start | the pause button (top right, touch only) | | Move focus | arrows, WASD | left stick, d-pad | tap / hover; swipe the cards sideways (carousel) | | Choose | Enter, Space | A (south) | tap / click | | Back | Backspace | B (east) | the on-screen back button | | Settings tab | Q / E | LB / RB | tap the tab | | Radial layout | arrows | point the stick at a choice | tap | On the card carousel a sideways drag on the cards moves one card per step (with a finger or a held mouse button), and lifting the finger at the end of a swipe never counts as a tap. A tap without a drag picks the card drawn under the finger. While the cards slide to a new focus (0.34 s), a tap goes to the card whose resting place is under the finger, which can be the neighbour of the card drawn there mid-slide. Prompts along the bottom show the right glyphs for the device in use (from controlsKit) and hide on touch. While any menu is open, `Menus.inputBlocked()` is true. The kit's input map stands gameplay input down for that player, and the player's controlsKit controller is released, so a controlsKit-driven character stops. A game reading devices itself should check `Menus.inputBlocked()`. The `pause` option of `setup` turns Escape/Start pausing off, and `pauseButton = "auto" | true | false` controls the touch pause button. ### With controlsKit menusKit uses controlsKit for prompt glyphs, pause/back/confirm and the rebinding screen. It arrives with menusKit as a dependency and is found by name wherever it lands. One thing to know when your game also drives its character with a controlsKit scheme: - **One pause button on touch.** Every controlsKit scheme draws its own touch-corner pause button, and menusKit doesn't listen to it. Register a copy of your scheme without it, so a phone shows menusKit's button only: ```lua local Schemes = require("controlsKit.schemes") local s = Schemes.get("platformer") -- a fresh copy, safe to change s.touch.corner = {} Schemes.register("myGame", s) require("controlsKit.controls").use("myGame") ``` Or keep controlsKit's button and call `Menus.setup({ pauseButton = false })`. ## Languages All text comes from string tables in `menusKit.strings`: English (`en`), Brazilian Portuguese (`pt-BR`) and Spanish (`es`). Open screens re-translate the moment the language changes. ```lua Menus.setLanguage("es") -- or "auto" to follow the player Menus.addLanguage("fr", "Français", { ["menu.play"] = "Jouer", ["menu.quit"] = "Quitter" }) Menus.text("result.best", { best = "15,500" }) -- "Best: 15,500" Menus.showTitle({ title = { en = "Star Forge", es = "Forja Estelar" } }) -- inline translations ``` Missing keys fall back to English. `require("menusKit.strings").keys()` lists every key a translation should cover. ## API ### `menusKit.menus`: what games use **Constants** - `VERSION` (`"1.3.4"`), `SCREENS`, `EVENTS`, `DEFAULT_ITEMS`. - `EVENT_ALIASES`: old event names that still work, and the name each stands for (`{ setting = "settingsChanged" }`). - `SCREEN` / `PAUSE_SCREEN`: the ui screen ids `menusKit_menu` and `menusKit_pauseBtn`. - `LAYER` (950): the ui layer the menu screen registers at. Its root is a screen-space `area`, so a game's own screens at layer 1000 or above draw over the menus, and anything below 950 draws under them. The touch pause button sits at `LAYER - 10`. **Screens** - `showTitle(opts)`, `showPause(opts)`, `resume()`, `showSettings(tab?)`, `showGameOver(opts)`, `showVictory(opts)`. - `showLoading(opts)`, `setProgress(p)`, `showCredits(opts)`. - `show(name, opts?)`: any of the above by name; `opts.tab` picks the settings tab. Raises on an unknown name, listing the screens. - `hide()`: closes everything. - `back() -> boolean`: false on a screen with nothing behind it. **State** - `current() -> string?`, `stack() -> {string}`. - `isOpen()`, `isPaused()`, `inputBlocked()`. **Events** - `on(event, fn) -> handle`, `off(handle) -> boolean`. `on` raises on an event name that doesn't exist. - `events() -> {string}`: every name `on` accepts right now (`EVENTS`, then the custom choice ids shown or declared). - `addEvents(...)`: declare custom choice ids (strings or lists of strings) so `on` accepts them before a screen shows them. **Style** - `setTheme(name, quiet?)`, `setLayout(name, quiet?)`, `theme()`, `layout()`. - `setup(cfg)` (alias `configure`) with `{ theme = "scifi", layout = "list", pause = true, pauseButton = "auto", sounds = true, soundLevel = 1, autoClose = true, credits = nil, transitions = true, insets = nil }`. `insets = { top, left, right, bottom }` keeps that many extra points clear on every screen and around the touch pause button, for a game HUD that must stay visible. - `config()`: a copy of the current options. **Catalogue** - `looks()`, `themes()` (the same list as `looks()`), `layouts()`, `describe(name)`. - `match{ mood, genre, input, kind }`: sorted best first, each entry with a `score`. - `catalogue()`. **Settings and text** - `settings()`, `getSetting(key)`, `setSetting(key, value)`, `lookScale()`. `getSetting("bindings")` returns a copy of the controlsKit bindings in use (`{ scheme, bindings }`), or nil with no scheme active. - `text(key|table, vars?)`, `addLanguage(tag, name, strings)`, `setLanguage(tag)`, `language()`. **Navigation** (what the host calls; handy for tests and custom input) - `navigate("up"|"down"|"left"|"right") -> boolean`. - `focus(i) -> boolean`, `focused() -> (index, id)`, `items()`, `select()`. - `tab(dir|name)`, `togglePause()`. - `handle(uiId) -> boolean`: the screens' click ids, `mk:item:<i>`, `mk:back`, `mk:set:<key>:inc` and so on. **Rendering** (what the host draws) - `build(w, h, safe?, { prompt, touch }) -> tree?`. - `buildPauseButton(w, h, safe?) -> tree?`. Functions starting with `_` are internal. ### Supporting modules These are mostly internal, but stable enough to extend: - **`menusKit.themes`**: the 8 looks. - `list()`, `get(name)`, `canonical(name)`, `describe(name)`. - `fitTitle(look, ctx, text, size)`, `helpers`. - `ICONS`: the icon each default choice uses. `icon(ref, size, color)` draws an icon node (the same as `Icons.node`). - `fonts(name) -> {string}`: the font families a look uses. MenusHost checks they are registered and re-registers the builtin fonts if a web build's font loading raced the first frame, so every look shows its own font. - **`menusKit.icons`**: the kit's own 32 SVG icons, drawn in the text colour. They need no icon font, so they show the same in the editor, a native build and the web player. - `names()`, `aliases()` (for example `storefront` draws `shop`), `has(ref)`. - `svg(ref, opts?) -> string?`, `node(ref, size, color?, opts?) -> tree?`. - An item's `icon` can be any of these names, an alias, or an inline `<svg>` document. - **`menusKit.layouts`**: the 4 layouts. - `list()`, `get(name)`, `canonical(name)`, `describe(name)`. - Each layout has `compose`, `nav` and `stepKeys`. The carousel also has `metrics(ctx, n, reserve?)`; the radial has `angle`, `pick` and `metrics(ctx, n, hasTitle, subH?)`. The optional height is the room the screen keeps for its title, score block and prompts, so the cards or the ring shrink to fit. - **`menusKit.screens`**: builds each screen's widget tree. - `NAMES`, `TABS`, `context(w, h, safe?, extra?)`, `build(name, state)`. - `context` returns `w`/`h` (the space content may use), `fullW`/`fullH` (the whole screen), `compact`, `portrait`, `safe`, `extra` and `inset` (safe + extra on each side). A screen's root is a fixed `area` at the window's origin (screen space, not moved by the safe area); inside it a full-screen stage draws the backdrop to the screen edges, and the content sits at `inset`. - One builder per screen, plus `promptStrip`, `tipText`, `pauseButton`. - Credits: `defaultCredits()`, `creditsHeight(sections)`. - **`menusKit.settings`**: per-player settings. - `KEY`, `DEFAULTS`, `PROMPTS`, `QUALITY`, `TABS`. - `get`, `all`, `set`, `step`, `reset(tab?)`, `choices`, `onChange` / `offChange`. - `save()` (false when the player has no identity to save under), `load()` (true when a saved copy was found), `isLoaded`, `tick(dt)` (takes up a late saved copy or identity; MenusHost calls it). - `applyAll`, `applyCamera`, `sensitivityScale`. - `rows(tab)`, `valueText`. - Test hooks: `_useStore(fn)` saves and loads through `fn()` instead of the player's data (`_useStore(nil)` puts the live session back); `_forget()` starts over as a player who has just joined. - **`menusKit.strings`**: string tables. - `BUILTIN`, `t(key, vars)`, `has`, `keys`. - `register(tag, name, strings)`, `languages()`, `language()`, `setLanguage`, `resolve`. - `number(n, decimals)`: locale digit grouping. - **`menusKit.sounds`**: UI sounds. - `KINDS`, `clip(look, kind)`, `play(look, kind)`, `setEnabled(on, level)`, `isEnabled()`. - `synth`, `bake`, `clipName`. The 32 clips are pre-baked under `sounds/`. - **`menusKit.MenusHost`** (component): spawned automatically. It draws the screens, reads keys, pads and swipes, and routes clicks. - **`menusKit.MenusScreen`** (component): the editor set-up described in *Add it in the editor*. - **`menusKit.menuInputBlock`** (inputMap): the map that stands gameplay input down while a menu is open. ## Tests `menusKitTests` covers every public call: the screen stack, events, looks and layouts, settings, languages, navigation, drawing every screen × look × layout on desktop and phone shapes, and each module. Run it in edit mode with `tools.use("tests", "run", { suite = "menusKitTests", onWorker = true })` (121 tests). `onWorker` runs it on a fresh module graph; without it, it runs on the engine thread against the modules already loaded. The suite saves and loads through a stand-in store and pins its own language, so it passes the same on any engine whatever the player running it has saved, and never touches their real settings. ## Changelog - **1.3.4**: the `select` event documented as it really fires, and no long dashes left. - **`select` order.** The events table said `select` fires before the choice's own event. It fires last, after the choice's own event and after any screen change the choice causes (for example Settings fires `show`, `settings`, `select`, and Main Menu fires `mainMenu`, `show`, `select`). The table now says so. The behaviour is unchanged; a new test pins the order (121 tests). - **No long dashes.** The comments at the top of the kit's scripts and the names of the test groups used long dashes; they now use ordinary punctuation, as do the gallery and the scenes. No behaviour changed. - **1.3.3**: docs only. - **With controlsKit.** The note about the builtin touch controls coming back over controlsKit's on a second editor Play is gone. controlsKit 1.1.0, which a menusKit install brings, keeps its takeover across Play, Stop and Play (checked over three rounds in a fresh world). The code is the same as 1.3.2 apart from the version number. - **1.3.2**: two guides, and a check on today's engine. - **Guides.** Two guides now ship inside the package, so they arrive with every install: *Main menu, pause menu and settings screen for my game* (how the screen stack, per player pause, saved settings, rebinding, looks and languages fit together, what to do first and where to read on) and *How to add a pause menu to my game* (a worked example, Coin Dash, from an empty world to a playable game with a title, pause, settings and game over with Retry, installing menusKit and controlsKit from ZeroMind). The example was followed step by step in a brand new world. - **Checked on today's engine, nothing broken.** In a fresh world with menusKit installed on its own, the first example above ran as pasted (the title showed and Play fired). Pause stopped only the player who pressed it while the world carried on, `setTheme` restyled the open screen and the title behind it, the menus answered touch and a gamepad, and the tests passed 120 of 120 twice in a row. The world's built-in library was already current. A fresh install now brings controlsKit 1.1.0, and every check above ran against it. - **Docs.** Known limits now name only problems that are still open, with their issue numbers. No code changed apart from the version number. - **1.3.1**: the first README example works when pasted. - **Self-contained example.** The first example used `startRun`, `restartLevel` and `leaveGame` without defining them, so the strict checker flagged three unknown names and the world refused to enter play or publish. It now defines all three, says where to paste it (the main scene's entrypoint), shows the title from `onLoad`, and keeps the Game Over, Victory, theme and layout calls in a second snippet. It was checked in play, with the strict checker on. - **Handlers no longer pile up between play runs.** A handler added with `Menus.on` while play is running now ends when play stops. Before, registering in `onLoad` added another copy every time play started, so Play fired twice on the second run, three times on the third, and so on. Handlers added in edit mode are kept as before. - **Tests.** 4 new: play-session handlers, no pile-up across runs, and the README's first example both passing the strict checker and running as written (Play, Retry and Quit reach the game's own functions). - **1.3.0**: `settingsChanged`, and event names are checked. - **`settingsChanged`.** The settings event now has the name it was asked for. It fires on every real change, whether by keyboard, gamepad or touch on the settings screen, by Reset to defaults, or from code, with `info.key` and the new `info.value`. Rebound buttons now fire it too (`key = "bindings"`); before, a rebind or a controls reset was saved without any event. `getSetting("bindings")` reads the bindings in use. - **Old name kept.** `setting` still works as a documented alias that warns once (`EVENT_ALIASES`). It will be removed in 2.0. - **Unknown event names raise.** `Menus.on("settingChanged", fn)` used to be accepted and never fire. It now raises at once, listing the event names and suggesting the closest one. A non-string name or a non-function `fn` raises too. - **Custom choices.** Their ids are still events. `on` accepts one once a screen has shown it, or after `Menus.addEvents(id)`. **Upgrading:** a game that called `Menus.on("shop", fn)` before any screen showed a Shop choice now gets an error; add `Menus.addEvents("shop")` first. `Menus.events()` lists every accepted name. - **Gallery.** The gallery's settings toast listens to `settingsChanged`. - **Tests.** 116 tests (9 new: each way a setting changes, the alias, unknown names, custom ids, `addEvents`, rebinds). - **1.2.0**: the themes list, the title keeps its theme, and two 1.1.0 promises made true. - **Themes list.** Adds `Menus.themes()`, the same catalogue entries as `looks()` under the name `setTheme` uses. `looks()` is unchanged. - **Main Menu keeps the current look.** A `theme` or `layout` passed to `showTitle` is applied once and no longer stored with the title. Before, Main Menu (or Quit from pause) brought the title back in the look it was first opened with, undoing any `setTheme` since. - **Full-bleed backdrop, for real.** 1.1.0 said the backdrop covered the area under the notch and home bar, but on a phone-shaped screen it stopped at the safe area: the stage reached out under the top bar, but the band under the home bar was never painted. Each screen's root is now a fixed `area` at the window's origin, and the backdrop covers the whole screen. Because of this, `LAYER` moves from 1100 to 950, so a game's overlays at 1000+ stay above the menus. - **Carousel taps.** 1.1.0 said taps worked as before, but a tap on a card picked its neighbour: the card row was moved with a transform, which touches don't follow. The row is now placed by layout and only the slide animation uses a transform, so a tap picks the card under the finger. - **Room for the score.** The radial ring and the carousel cards now leave room for the game over and victory score block and the prompt strip. Before, the radial's lower choice and its caption ran off the bottom on most screen heights. Screens also go compact below 520 pt of height (was 480). - **Gallery.** The gallery title shows the kit's current version. - **Tests.** 107 tests. - **1.1.0**: phones, touch, fonts and the editor. - **Safe area.** The backdrop now covers the whole screen, under the notch and home bar, and content stays inside the safe area plus the game's `insets`. Before, a strip at the bottom was bare, and with a large safe area the radial's lower button and the foot of the credits panel were cut off. - **Radial hub.** The centre is now a disc capped at 220 pt and kept clear of the ring in any window shape. Before, a tall window turned it into a large rounded square running into the choices. The focused choice is named once: by the hub, or by a caption when the hub is too small. - **Carousel swipe.** Swiping the cards sideways moves the focus on touch and with a held mouse button. Taps work as before. - **Icons and fonts.** The kit draws its own SVG icons instead of the editor's icon font, so icons no longer show as empty boxes in a play session. MenusHost re-registers the builtin fonts when a look's font is missing, so the pause screen keeps its look's font. - **Editor.** Adds the `MenusScreen` component (theme, layout, start screen, title) and `Menus.show(name, opts)`. - **Input map.** The input map is renamed `menuInputBlock` (was `menus`). - **Tests.** The tests no longer depend on the running player's saved language or settings; 102 tests. - **Install docs.** The install notes now say where controlsKit lands: it arrives as a dependency under `/source/deps/`, or the world's own copy is used. - **1.0.1**: settings survive a rejoin however late the player's data arrives. - Each setting is now its own leaf, and only changed settings are written. Before, defaults that loaded ahead of the saved copy could be written over it. - A late saved copy or a late player identity is taken up (`Settings.tick`). - Rebound buttons are kept per scheme and imported when that scheme becomes active. - The 1.0.0 table is still read. - The tests use a stand-in store; 89 tests. - **1.0.0**: first release. ## Known limits Problems that are still open, with their issue numbers where the cause is outside the kit. - **Phones are checked in the editor only, and the editor's play view can clip under the insets (#19210).** The backdrop reaching the screen edges and the content staying inside the safe area plus `insets` were measured in the editor with simulated safe areas (a notch, a home bar and a side inset). It has not been tried on a real phone, and the simulated safe area has no effect in a play session. While playing inside the editor with phone safe-area insets, a menu element under the insets (for example the backdrop under the notch or home bar) can show clipped; that is the engine's editor play view, not the kit's layout. - **Short screens.** At 1280 pt wide, a few screens still run past the bottom of the safe area. With the keyboard or gamepad prompt strip showing, the strip ends up to 44 pt below it on the list victory screen at about 540 pt of usable height (and 8 to 15 pt on the list title in the cartoon and military looks), up to 32 pt below on the carousel victory and game over screens at about 360 pt, and 5 to 28 pt on the side-rail title at about 360 pt. On touch, where there is no prompt strip, only the list victory screen at about 540 pt (9 pt in fantasy, 14 pt in military) and the carousel victory screen at about 360 pt (2 pt) overflow. Where the screen has a bottom inset the overflow lands under the home bar; with none it is clipped at the screen edge. The radial layout fits at every height measured. - **Carousel taps mid-slide.** While the cards slide to a new focus (0.34 s), a tap lands on the card whose resting place is under the finger, which can be the neighbour of the card drawn there. - **Per-player pause was checked in one engine (#14448).** Two engines signed in to one account collide as one player, so the check ran in one engine: while one player was paused, a stand-in second player's body and a falling physics body kept moving, and the engine never paused or changed time scale. A check with two real players on two accounts has not been run. - **The web build was not run (#20946).** An agent inside the engine cannot start a browser engine, so the web player was not checked for this release; the 1.1.0 font fix for the web build was checked in editor play and by reading the code. - **A fresh install takes about 20 seconds (#21420).** Installing menusKit on its own brings controlsKit and copies of a few engine files with it, about 540 files in all. - **The guides do not show in ZeroMind library search yet (ZeroMind#3099).** They ship inside the package and are found by the engine's `guides` tool and the Docs panel once the kit is installed. - **The ZeroMind description can lag a release (#19258).** For a while after a release, ZeroMind may show the previous version's description; the README inside the package is current. - Rebinding needs the game to use a controlsKit scheme. - A guest with no player identity can't keep settings between visits. Their choices apply for the session and `save()` returns false. - A game with its own character controller must read `inputBlocked()` itself if it doesn't go through input maps or controlsKit.
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# screens The progression screens as widget trees, in every presentation, drawn in the current menusKit look (palette, fonts, panel frame). - `skin(look)`: the drawing kit for a look; unknown names fall back to scifi. - Builders, each returning one sized element: `bar` (thin, segmented, ring), `banner` (celebration, ribbon, toast), `saved` (badge, text), `toast`, `unlocks` (grid, list), `card` (full, badge), `slots` (cards, list), `button`. - Whole trees: `hud(state, w, h, safe)` for the HUD and `panelTree` for the unlocks, card and slot panels over a dimmed screen. Mostly internal: the `SaveHost` component places these on the HUD. Other content can call the builders directly to draw the same screens elsewhere, as the showcase does on its world boards. Requires menusKit (`menusKit.themes`, `menusKit.icons`).
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# save The one interface game code uses. Every player gets their own profile (level, XP, unlocks, stats, meta currency and the game's own fields) that is still there when they leave and come back. Each machine works on its own player's profile only, in that player's own data store, and the game's calls are the same in every saving style. - Setup: `setup(opts)` (alias `configure`; mode, curve, curveTable, maxLevel, version, migrations, defaults, unlocks, xp, autosave, bankRate, namespace, screens, hud, kits, bridges, theme), `config`, `on(event, fn)` / `off(handle)` (event names in `EVENTS`). - Progress: `addXP`, `kill`, `coin`, `finishLevel`, `checkpoint`, `died`, `newRun`, `addStat`, `unlock`, `event`, `buy`, `addCurrency`, `get` / `set` / `data` for the game's own fields; read back with `level`, `xp`, `xpToNext`, `totalXP`, `progress`, `currency`, `stat`, `stats`, `isUnlocked`, `unlocks`, `lastCheckpoint`, `view`, `profile`. - Saving: `save(reason)`, `flush`, `reset`, `status` / `isReady`, `lastSaved`, `isDirty`, `migration`, `saveKey`. Autosave runs on level up, unlock, checkpoint, finished level and on a timer, as `autosave` says. - Slots (slots style): `slots`, `activeSlot`, `newGame(i)`, `load(i)`, `copy(from, to)`, `delete(i)`. - Other players: `isMine(player)`, `grant(player, xp)` for code that runs on every machine (takes effect only on that player's machine), `players`, `cardOf(player)`. - Screens: `setScreens`, `screens`, `setTheme`, `theme`, `showPanel` / `showUnlocks` / `showProfile` / `showSlots`, `hidePanel`, `panel`, `toast`. - Catalogue: `catalogue()` and `match(want)` list and rank the styles, curves and screens. Calls whose names start with `_` are for the `SaveHost` component and tests. The first call in play spawns the host by itself, so a game never places it.
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# bridges Optional links to other kits. saveKit names none of them, so installing saveKit brings none of them along. A game links a kit by passing it in its setup: ```lua Save.setup({ kits = { trapline = require("Trapline.api"), scoreKit = require("scoreKit.core"), pickups = require("pickupsKit.api") } }) ``` - Trapline: reaching a checkpoint calls `Save.checkpoint`; losing a life calls `Save.died`. - scoreKit: points awarded become XP (10% by default, `bridges.scoreToXp`). - pickupsKit: XP orbs give their XP, coins count through `Save.coin`. Each event is acted on only by the machine of the player it belongs to. `start(Save, cfg, kits)` connects the kit modules passed in (never one that was not), `stop(name?)` disconnects one or all, `active` reports which are connected, `available` which of the three are installed (checked with `asset.exists`, which loads nothing and records no dependency), `failures` the modules that were passed in but are not the kit they were passed as (each is tried once, with one warning), and `reset` disconnects and forgets those failures. `canonical` turns any spelling of a kit name into `trapline`, `scoreKit` or `pickups`. The `_trapline`, `_score`, `_pickup` handlers and `_wire` are exposed for tests. Internal: `Save.setup` and the `SaveHost` component call `start`. Games turn a linked kit off with `Save.setup({ kits = { scoreKit = false } })` or `bridges = { scoreKit = false }`.
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# themes The eight looks: scifi, fantasy, cartoon, pixel, minimal, military, horror and cozy. Each look supplies its palette, fonts, backdrop, frames, focus treatment, title styling, enter/exit transitions and catalogue tags (mood, genres, best input). It also provides `list`, `get`, `canonical` (aliases such as "sci-fi" and "spooky"), `describe` and `fitTitle`. `screens` and `layouts` call it while drawing, and `menus.looks()` / `menus.describe()` read its catalogue entries.
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# saveKit Every player gets their own saved profile (level, XP, unlocks and play stats) that is still there when they leave and come back, with four ways of saving, four levelling curves, versioned save layouts and themed progression screens. Version **1.3.0**. ## Guides Two guides come inside the package, so every world that installs saveKit has them: - **How to save player progress with saveKit**: what the kit is and how its pieces fit, saving and loading, the four ways of saving and when to pick each, profiles, levels, XP and unlocks, upgrading old saves, the save slot and load screens, and what each player's machine can change in multiplayer. - **Example: save slots, level unlocks and a Continue button**: from an empty world to a small level-based game with three save slots, levels that unlock one after another and a Continue button on the title screen, with saveKit and menusKit from ZeroMind. Open them any of these ways: | Where | How-to guide | Example guide | |---|---|---| | The editor's **Docs** panel: type in its search box, then pick the entry under SAVEKIT | `save-player` | `save-slots` | | The shell | `zero guides read save-player-progress` | `zero guides read save-slots-level-unlocks-continue` | | An agent's `guides` tool, `path` = | `save-player-progress` | `save-slots-level-unlocks-continue` | | The files | [documentation/save-player-progress.guide/guide.md](documentation/save-player-progress.guide/guide.md) | [documentation/save-slots-level-unlocks-continue.guide/guide.md](documentation/save-slots-level-unlocks-continue.guide/guide.md) | `man` does not open them yet, and ZeroMind search does not list them yet (see Known limits). ## First example Install saveKit into a new world, then replace the contents of the main scene's entrypoint (`/source/scenes/main.scene/entrypoint.luau`) with this and press Play: ```lua local Save = require("saveKit.save") -- onLoad runs when the scene starts in play. function onLoad() Save.setup({ mode = "profile", curve = "steady" }) -- A button that gives 40 XP each time it is pressed. ui.registerScreen("xpButton", { type = "button", props = { text = "+40 XP", onClick = "gainXP" }, style = { position = "absolute", left = 24, top = 24, width = 140, height = 48, fontSize = 20 }, }, 1000) ui.showScreen("xpButton") end -- Every button press in this scene lands here. function onCallback(id: string) if id == "gainXP" then Save.addXP(40) end end ``` Press **+40 XP**: the XP bar in the bottom-left corner fills, and on the third press you reach level 2. A ribbon says so, the save happens by itself and a small "Saved" badge appears. Stop and press Play again, or leave the world and come back: you are still level 2 with your XP. Nothing else is needed. saveKit starts its own host the first time it is used in play, and menusKit (which draws the looks) comes with it. ## Styles Every style works through the same calls. A world switches between them by changing one setting, for example `Save.setup({ mode = "slots" })`, and nothing else in its code. ### Ways of saving (`mode`) | `mode` | What it is | Saves | On death (`Save.died()`) | Suits | |---|---|---|---|---| | `profile` | One automatic profile per player. | By itself: a few seconds after any change, and at once on level up, unlock, checkpoint and finished level. A reload or a closed browser tab loses nothing. | Counts a death; nothing is lost. | platformer, party, shooter, open-world, sandbox, casual, social | | `slots` | Three save slots the player picks from: new game, load, copy and delete. The picker opens by itself until a slot is chosen. | By itself, into the chosen slot (same triggers as `profile`). | Counts a death; nothing is lost. | rpg, adventure, story, metroidvania, puzzle; shared devices | | `checkpoint` | Saves only when the player reaches a checkpoint (`Save.checkpoint`). | At checkpoints only (and `Save.save()` if the game calls it). | Puts the profile back to what the last checkpoint saved. Leaving without a checkpoint loses what happened since. | platformer, obstacle course, horror, survival, soulslike, action | | `roguelite` | Runs. A run's level and XP are lost when the player dies or starts a new run; unlocks and meta currency stay forever. | By itself (same triggers as `profile`), and when a run ends. | The run ends: level and XP go back to the start, 10% of the run's XP is banked as meta currency, unlocks and currency are kept. | roguelite, roguelike, arena, wave survival, deckbuilder, dungeon | Each style keeps its own save, so switching style never mixes one style's data into another's. Aliases: `auto`, `single`, `automatic` (profile); `slot`, `saveslots` (slots); `checkpoints` (checkpoint); `roguelike`, `runs`, `run` (roguelite). ### Levelling curves (`curve`) A curve says how much XP each level costs. The level is always worked out from the player's total XP, so a world that changes curve re-reads everyone's level from their XP. | `curve` | Rule | XP for level 1→2, 2→3, … 10→11 | Total XP to reach level 5 / level 10 | Top level | |---|---|---|---|---| | `steady` | 100 XP for every level. | 100, 100, 100, 100, 100, 100, 100, 100, 100, 100 | 400 / 900 | 50 (4,900 XP) | | `steep` | The first level costs 100 XP; each level after costs 40% more, rounded to the nearest 10: `round(100 × 1.4^(n−1) / 10) × 10`. | 100, 140, 200, 270, 380, 540, 750, 1,050, 1,480, 2,070 (then 2,890, 4,050, …) | 710 / 4,910 | 50 | | `quadratic` | The XP from level *n* to *n*+1 grows with the square of *n*: `25 × n² + 75`. | 100, 175, 300, 475, 700, 975, 1,300, 1,675, 2,100, 2,575 (then 3,100, 3,675, …) | 1,050 / 7,800 | 50 (1,014,300 XP) | | `custom` | Your own table: entry *n* is the XP from level *n* to *n*+1. The table's length sets the top level (length + 1). | with the default table `{ 50, 120, 250, 400, 600, 850, 1200, 1600, 2100 }`: 50, 120, 250, 400, 600, 850, 1,200, 1,600, 2,100 | 820 / 7,170 | 10 with the default table | ```lua Save.setup({ curve = "custom", curveTable = { 50, 120, 250, 400, 600 } }) -- 6 levels Save.setup({ curve = { 80, 160, 320 } }) -- a table is a custom curve too Save.setup({ curve = "steady", maxLevel = 20 }) -- any curve can be capped lower ``` `steep` is exponential: it grows by the same 40% every level, so it starts gentler than `quadratic` and ends much steeper (level 20→21 costs 59,760 XP on `steep` and 10,075 on `quadratic`). Aliases: `flat`, `linear`, `even` (steady); `steeper`, `exponential` (steep); `square`, `squared`, `polynomial` (quadratic); `table`, `own` (custom). ### Progression screens (`screens`) Every screen has several presentations. Pick them with `Save.setup({ screens = { bar = "ring", banner = "toast" } })` or `Save.setScreens{...}`. `false` turns a HUD screen off. | Screen | Presentations (first is not always the default) | Default | Suits | |---|---|---|---| | Level-up banner (`banner`) | `celebration` big full-screen burst with the new level on the look's panel (2.6 s) · `ribbon` a ribbon across the upper third (2.2 s) · `toast` a small card at the top right (2 s) · `false` | `ribbon` | celebration: rpg, party, kids · ribbon: adventure, platformer · toast: shooter, racing, competitive | | XP bar (`bar`) | `thin` slim full-width line along the bottom · `segmented` ten blocks with a level badge, bottom left · `ring` a ring around the level number, top left · `false` | `segmented` | thin: shooter, open-world · segmented: platformer, arcade, kids · ring: action, mobile, roguelite | | Unlock grid (`unlocks`) | `grid` tiles with icons, locked ones show a lock and what earns them · `list` rows with requirement and progress bar | `grid` | grid: cosmetics, party · list: achievements, rpg | | Profile card (`card`) | `full` name, title, level ring, XP, unlocks and play stats · `badge` a compact nameplate | `full` | full: rpg, lobby · badge: shooter, scoreboard | | Save slot picker (`slots`) | `cards` three cards side by side · `list` three rows (always used on narrow screens) | `cards` | cards: rpg, story · list: mobile, puzzle | | Saved indicator (`saved`) | `badge` disk icon and "Saved" bottom right · `text` "Progress saved" and the reason at the top · `false` | `badge` | any | The unlock grid, profile card and slot picker open as panels: `Save.showUnlocks()`, `Save.showProfile(player?)`, `Save.showSlots()`, `Save.hidePanel()`. ### Looks saveKit draws every screen in menusKit's look, so a game that uses menusKit looks the same everywhere: `scifi`, `fantasy` (parchment), `cartoon`, `pixel` (retro), `minimal`, `military`, `horror`, `cozy` (menusKit's aliases work too). Each screen takes the look's colours, fonts and panel frame. `Save.setTheme("pixel")` restyles every saveKit screen **and** every menusKit menu at once, and a game calling `Menus.setTheme` restyles saveKit's screens too. ### The list, for a world or another agent ```lua local all = Save.catalogue() -- { version, modes, curves, screens, themes, events }, each entry with tags local best = Save.match({ genre = "roguelike" }) -- ranked: { kind, name, label, score }, best first local screens = Save.match({ kind = "screen", size = "small" }) ``` Each mode carries `tags.genres`, `tags.session`, `tags.players`, `saves` and `death`; each curve `rule`, `firstCosts` and `tags.pace`/`tags.genres`; each screen presentation `tags.size`, `tags.mood`, `tags.fits`; each look menusKit's own mood/genre/input tags. ## Install Install **saveKit** from ZeroMind (search "saveKit", home world *Save Point: Profiles, Levels and Unlocks Kit*), or in one call: ```lua tools.use("zeromind", "installAsset", "6a0ed0da-0111-457f-b61e-d4040eaee34a") -- saveKit ``` It brings **menusKit** (and menusKit's controlsKit) along as dependencies, and nothing else. Any folder works: the kits find each other by name (`saveKit.save`, `menusKit.themes`). Without code, add the **`saveKit.SaveSetup`** component to any entity: its inspector picks `mode`, `curve`, each screen's presentation and the look, and changing a field while playing switches at once. ## What a game calls ```lua local Save = require("saveKit.save") Save.addXP(25, "quest") -- any reason word; returns levels gained Save.kill() -- kills +1 and 25 XP (setup xp.kill) Save.coin(5) -- coins +5 and 5 XP each (xp.coin) Save.finishLevel("level_2") -- levels +1, 100 XP (xp.level) and a save Save.checkpoint("cp_3", "Bridge") -- remembered, 10 XP the first time, and a save in every style Save.died() -- what dying means in the current style (see Styles) Save.newRun() -- roguelite: give up the run Save.unlock("red_hat") -- unlock anything by id (saves) Save.event("boss") -- grants unlocks that have event = "boss" Save.addCurrency(10); Save.buy("lucky_charm") -- meta currency, kept through roguelite deaths Save.set("loadout", { "sword" }); Save.get("loadout") -- the game's own saved fields Save.save() -- save now, whatever the style ``` Reading: `level()`, `xp()` (into the level), `xpToNext()`, `progress()` (0..1), `totalXP()`, `view()`, `currency()`, `stat(name)`, `stats()`, `isUnlocked(id)`, `unlocks()`, `lastCheckpoint()`, `data()`, `profile()`, `status()`, `lastSaved()`. ## What is saved One record per save, in the player's own data (`runtime_data.player(id)`), under `saveKit/<namespace>/<style>` (`saveKit/main/profile`, `…/checkpoint`, `…/roguelite`, `…/slot1` to `slot3`, plus `…/activeSlot`): | Field | What | |---|---| | `version` | the game's save layout version (see below); `kit` is saveKit's own layout number | | `totalXp`, `level`, `best` | XP and level (this run, in roguelite), best level and XP ever | | `unlocks` | `{ [id] = os.time() when unlocked }` | | `stats` | `playTime` (s), `sessions`, `deaths`, `kills`, `coins`, `levels`, `checkpoints`, `runs`, `xpEarned`, and any the game adds | | `currency` | meta currency | | `checkpoint` | `{ id, label, at }` | | `game` | the game's own fields (`defaults`, `Save.set`) | | `created`, `saved`, `saves` | timestamps and save count | A public **card** (`saveKit/card`: name, level, XP, title, unlock count, a few stats) is written beside it for other players to read. ### Unlocks Without an `unlocks` list a world gets nine to earn at once: Bronze Frame (level 2), Spark Trail (3), Silver Frame (5), Title: Veteran (8), Gold Frame (10), First Blood (1 kill), Collector (50 coins), Pathfinder (3 checkpoints), Finisher (1 finished level). A game passes its own: ```lua Save.setup({ unlocks = { { id = "red_hat", name = "Red Hat", icon = "star", level = 3 }, -- by level { id = "sharpshooter", name = "Sharpshooter", stat = "kills", atLeast = 50 }, -- by stat { id = "boss_slayer", name = "Boss Slayer", event = "boss" }, -- by Save.event("boss") { id = "lucky_charm", name = "Lucky Charm", cost = 25 }, -- bought with Save.buy } }) ``` Icons are menusKit's icon names (`star`, `starFill`, `trophy`, `heart`, `flag`, `lock`, `profile`, …). An id starting `title_` becomes the player's title on their card. ## Versions and upgrading old saves Games change. Give your save layout a version and, when you change it, add a function that upgrades a save from the version before. A returning player's old save is upgraded step by step when it loads, never lost or broken: ```lua Save.setup({ version = 2, defaults = { coins = 0, cosmetics = { hat = "none", trail = "none" }, records = { bestTime = 0, bestScore = 0 } }, migrations = { [1] = function(save) -- version 1 -> 2 local g = save.game g.coins = g.gold or 0 -- "gold" was renamed "coins" g.cosmetics = { hat = g.hat or "none", trail = "none" } g.records = { bestTime = g.bestTime or 0, bestScore = 0 } g.gold, g.hat, g.bestTime = nil, nil, nil return save end, }, }) ``` - `setup` refuses a `version` without a migration from every older number. - The upgraded save is written straight away, and the save as it was is kept beside it at `<key>.v<old>` (`saveKit/main/profile.v1`). `Save.on("migrated", fn)` hears it; `Save.migration()` returns `{ from, to, steps }`. - Fields added to `defaults` reach old saves without a migration. - A migration that errors or returns nothing leaves the stored save untouched and the profile read-only for that session (`status() == "failed"`), so a bug in an update never destroys anyone's progress. - A save from a **newer** build than the one running is read but never overwritten (`status() == "newer"`, event `newerSave`). - A stored value that isn't a save at all is set aside at `<key>.broken` and a new profile starts (`recovered`). The showcase does this for real: step on **Write a v1 save** (saveKit running the version 1 layout writes a save into your own data) and **Read it with v2**; the board shows the stored version 1 record and the upgraded version 2 record side by side. ## Multiplayer - **Each profile is its player's own.** Every machine loads, changes and saves only its own player's profile, in that player's own `runtime_data` store. The engine refuses a write to another player's store ("runtime_data: you can only write your own player's data"), so no machine, modified or not, can change someone else's profile. The showcase's **Tamper test** pad tries it and shows the refusal. - **Everyone can read everyone's card.** `Save.players()` lists every connected player with their card; `Save.cardOf(player)` takes a user id, peer id or avatar entity; `Save.showProfile(player)` opens it read-only. Cards from other players are checked before use (types, lengths), so a malformed card can't break your screen. - **Code that runs on every machine** uses `Save.grant(player, xp, reason)`: it takes effect only on that player's own machine and returns `false, "not yours…"` everywhere else, so a kill seen by all machines gives XP exactly once. `Save.isMine(player)` answers the same question. - `Save.addXP`, `kill`, `coin`, and the rest always act on the local player. - Pads (`saveKit.SavePad`) test only the local player against themselves, so stepping on one changes your profile and nobody else's. - A player's saved data can reach their machine a moment after they join. saveKit waits up to 2.5 s (`loadWait`) for it before starting a new profile, keeps whatever the player earned meanwhile and adds it, exactly once, to the save when it arrives, or to the new profile when none arrives. The same holds right after switching to another `namespace` or `mode`. A guest with no identity plays on in memory; saves then fail with a reason and the indicator says "Not saved". ### Profiles and accounts A profile belongs to an **account**, not to a machine or a session. saveKit stores it in that account's own player data for this world (`runtime_data.player(<account id>)`), so the same person gets the same profile on the desktop app, in a web browser and on any other machine they sign in on. Two different accounts always have two separate profiles, even on the same computer. Two sessions signed in to **the same account** at the same time (two browser tabs, the desktop app and a browser, two engines) are one player to the platform. They share one identity and one store, so they share **one** profile: - both load the same saved profile when they start; - when one session saves, the other takes that newer copy as long as it has no unsaved changes of its own; - if both change the profile before either save reaches the other, the save written last wins, and the other session's changes since its own last save are lost; - each session draws its own HUD, but other players see one card for that account, the one saved last. saveKit can't tell two sessions of one account apart (open engine issue #14448, see Known limits). To test two players, sign in with two different accounts. ## Events `Save.on(event, fn)` returns a handle for `Save.off(handle)`; an unknown name raises. A handler added during play ends when play stops. | Event | `info` | |---|---| | `xp` | `amount, reason, level, xp, need, totalXp` | | `levelUp` | `level, from, unlocked` (names) | | `unlock` | `id, name, rule, why` (`level`, `stat`, `event`, `manual`, `bought`) or `atLoad` | | `stat`, `currency` | `name, value, amount` / `value, amount` | | `checkpoint`, `levelComplete` | `id, label, new` / `id` | | `died`, `runEnded` | `mode, reverted, checkpoint, banked` / `banked, runXp, runLevel, died` | | `saved`, `saveFailed`, `saveRefused` | `reason, key, slot, mode, saves` / `reason, error` / `reason, why` | | `loaded`, `ready`, `migrated`, `newerSave`, `recovered` | `key, mode, slot, status, migratedFrom, fresh` / `status` / `from, to, steps, backup` / `version, reads` / `error` | | `slot`, `mode`, `theme`, `screens`, `panel` | `action, slot, from` / `mode, from` / `name` / `screens` / `name, open` | ## Other kits saveKit can link to these kits and needs none of them. Installing saveKit brings none of them along, and a link switches on only when your game hands saveKit the kit in its setup, which it can do only if the kit is installed in your world: ```lua Save.setup({ mode = "checkpoint", kits = { trapline = require("Trapline.api"), -- only the kits your world has scoreKit = require("scoreKit.core"), pickups = require("pickupsKit.api"), }, }) ``` | Kit (`kits` key) | Pass | What happens | |---|---|---| | **Trapline** (`trapline`) | `require("Trapline.api")` | Reaching a Trapline checkpoint calls `Save.checkpoint` (a checkpoint save); losing a life calls `Save.died`. | | **scoreKit** (`scoreKit`) | `require("scoreKit.core")` | Points the local player scores become XP: 10% by default (`bridges = { scoreToXp = 0.1 }`), fractions carried over. | | **pickupsKit** (`pickups`) | `require("pickupsKit.api")` | Taking an XP orb gives its XP; coins count as `Save.coin`. | - **Leave out a kit your world does not have.** Nothing else changes: saveKit never looks a kit up on its own, so a world without them logs nothing about them. - **Why the game passes the kit in.** A kit saveKit loaded by name would be recorded as one of saveKit's dependencies and installed with it everywhere; a name worked out while the game runs would stop a world that uses saveKit from publishing. Passing the kit in keeps saveKit's install to menusKit and controlsKit. - **Each link acts only for the local player's own events.** scoreKit is listened to in `scoreKit.core`, which carries both the award event and the local player's key. - **Turning one off:** `Save.setup({ kits = { scoreKit = false } })`, or `bridges = { scoreKit = false }`. A module that is not the kit it is passed as is refused once, with one warning (`require("saveKit.bridges").failures()` says why). - **What is linked:** `Save.kits()` answers `{ trapline, scoreKit, pickups }`, true for each kit linked. `require("saveKit.bridges").available()` says which of the three are installed in the world (it checks without loading them). ## Setup options `Save.setup(opts)` can be called any time; only the options given change. | Option | Default | | |---|---|---| | `mode` | `"profile"` | saving style | | `curve`, `curveTable`, `maxLevel` | `"steady"`, default table, curve's own | levelling | | `version`, `migrations`, `defaults` | `1`, none, `{}` | the game's save layout | | `unlocks` | the nine defaults | unlock rules | | `xp` | `{ kill = 25, coin = 5, level = 100, checkpoint = 10 }` | XP per event | | `autosave` | `{ interval = 60, afterChange = 3, levelUp = true, unlock = true, checkpoint = true, levelComplete = true }` | autosave triggers: `afterChange` saves that many seconds after the last change (`0` turns it off), `interval` every that many seconds (`0` turns it off); the checkpoint style ignores both | | `bankRate` | `0.1` | share of a roguelite run's XP banked as currency | | `namespace` | `"main"` | a separate set of saves (for example per game mode) | | `screens` | see Progression screens | presentations | | `hud` | `true` | `false` hides the HUD screens (panels still open) | | `kits` | none | the other kits to link: `{ trapline = require("Trapline.api"), scoreKit = require("scoreKit.core"), pickups = require("pickupsKit.api") }`; `false` unlinks one (see Other kits) | | `bridges` | all on, `scoreToXp = 0.1` | turn a linked kit off, and the share of scoreKit points that becomes XP | | `theme` | menusKit's | the look | | `loadWait`, `minSaveGap` | `2.5`, `0.5` | seconds to wait for a late save; least time between autosaves | ## Components - **`saveKit.SaveSetup`**: the whole setup from the inspector (see Install). - **`saveKit.SavePad`**: a glowing floor pad that does one thing to your own save when you step on it: `xp`, `kill`, `coin`, `currency`, `finishLevel`, `checkpoint`, `died`, `newRun`, `save`, `reset`, `unlock`, `buy`, `event`, `unlocks`, `profile`, `playerCard`, `slots`, `mode`, `curve`, `theme`, `screen`. Fields: `action`, `amount`, `id`, `label`, `radius`, `cooldown`, `color`, `showLabel`, `labelHeight` (stagger neighbouring pads so their labels never overlap). - **`saveKit.SaveHost`**: spawned by the kit in play; ticks autosaves, draws the HUD and panels, routes their clicks and connects the other kits. ## API `saveKit.save` (what games use): - **Setup:** `setup(opts)` (alias `configure`), `config()`, `kits()`, `VERSION`, `MODES`, `CURVES`, `SCREENS`, `EVENTS`, `SLOT_COUNT`. - **Progress:** `addXP`, `kill`, `coin`, `finishLevel`, `checkpoint`, `died`, `newRun`, `addStat`, `unlock`, `event`, `buy`, `addCurrency`, `set`, `get`, `data`, `reset`. - **Reading:** `level`, `xp`, `xpToNext`, `totalXP`, `progress`, `view`, `currency`, `stat`, `stats`, `isUnlocked`, `unlocks`, `rules`, `lastCheckpoint`, `profile`, `status`, `isReady`, `mode`, `curve`, `curveName`, `curveTable`, `isDirty`, `lastSaved`, `migration`, `saveKey`. - **Saving:** `save(reason?)`, `flush()`. - **Slots:** `slots`, `activeSlot`, `newGame`, `load`, `copy`, `delete`. - **Other players:** `isMine`, `grant`, `players`, `cardOf`. - **Screens:** `setScreens`, `screens`, `setTheme`, `theme`, `showPanel`, `showUnlocks`, `showProfile`, `showSlots`, `hidePanel`, `panel`, `toast`. - **Events:** `on`, `off`. - **Catalogue:** `catalogue`, `match`. Functions starting with `_` are for the host and tests. Supporting modules: `saveKit.curves` (the curves as pure functions), `saveKit.schema` (layouts, `upgrade`, `sanitize`), `saveKit.profile` (rules on one record), `saveKit.catalog` (the tagged list), `saveKit.store` (where saves live; `use` swaps in a stand-in store for tests), `saveKit.screens` (every presentation as a widget tree, for your own UI), `saveKit.bridges` (the links to other kits: `start`, `stop`, `reset`, `active`, `available`, `failures`, `canonical`, `KITS`). ## Tests `saveKitTests` covers every public call: the curves' exact numbers, layouts and upgrades (missing, failing and newer migrations), each saving style, slots, unlock rules, the public card, refused writes to another player's data, the bridges, the catalogue, every screen in every presentation and look, that the first example in this README runs as written (its button pressed three times reaches level 2, saves, and is still level 2 after a rejoin), and that the version matches in `package.yaml`, this README and the code (88 tests). XP, coins and currency earned while a save is still loading are checked to count exactly once: when no save arrives, when it arrives late, and right after switching save name or style. The bridges are tested with stand-in kits, and one test reads every saveKit source file to check that none names Trapline, scoreKit or pickupsKit, so saveKit works and installs on its own. It saves through a stand-in store, so running it never touches a real player's progress. Run it in edit mode: ```lua tools.use("tests", "run", { suite = "saveKitTests", onWorker = true }) ``` ## Showcase The *Save Point* world opens on a square plaza with every saving style, levelling curve and progression screen on labelled boards facing the spawn, with glowing pads to use each one (move the mouse to look around: saving styles ahead, curves and the pink look pads on the left, the save upgrade, profiles and Trapline on the right, screens, scoreKit and pickupsKit behind): pink pads switch the look, green ones switch style or curve, blue ones give XP, kills and coins, and others reach checkpoints, die, start new runs, open panels and slots. A **Screen gallery** pad shows every presentation of every screen side by side, the **save upgrade** board shows a real version 1 save read by the version 2 layout, **Everyone's profile** lists every player's card with the tamper test, and the **kit stations** run the real Trapline, scoreKit and pickupsKit: touch a Trapline flag or campfire and saveKit saves at that checkpoint, step on a points pad and scoreKit's points turn into XP, walk through pickupsKit's XP orbs and coins and they give XP and coins. Those three kits are installed in the Save Point world for the showcase only; saveKit itself needs none of them. ## Changelog - **1.3.0**: two guides inside the package, and a check on today's engine. saveKit's own code is unchanged from 1.2.1 (only its version number moved). - **Two guides ship with the kit** in `documentation/`: *How to save player progress with saveKit* (the ideas: saving and loading, the four ways of saving and when to pick each, profiles, levels, XP and unlocks, upgrading old saves, the save slot and load screens, and what each player's machine can change in multiplayer) and *Example: save slots, level unlocks and a Continue button* (an empty world to a four-level game with three save slots, levels unlocking in order and a Continue button, using saveKit and menusKit from ZeroMind). Every step of the example was done and seen working in a fresh world. The guides link to each other and the README's new Guides section says how to open them. - **Checked on today's engine.** saveKit installed on its own into a fresh world (it brought menusKit and controlsKit and nothing else), the first example above ran as written (three presses of +40 XP reached level 2 with 20 XP and saved by itself), and the level was still there after the world was closed and opened again. The tests passed twice in the Save Point world and once in the fresh world (88 of 88 each time). Nothing needed fixing. - **Known limits** name the open issues that apply today. - **The store listing and the world description** say 1.3.0 and mention the guides. - **1.2.1**: a tidy showcase, and a store listing and world description that match the kit. saveKit's own code is unchanged from 1.2.0 (only its version number moved). - **The store listing and the world description are corrected.** The world's description still began "saveKit 1.1.0" and its store page described the kit links as working just by having the kits installed. Both now say 1.2.1 and describe what the kit does today: autosave also a few seconds after any change, the steep curve growing 40% a level, the Trapline, scoreKit and pickupsKit links switching on only when a game passes those kits to `Save.setup({ kits = ... })`, and installing saveKit bringing menusKit and none of the other kits. The store page also says where each station stands in the showcase. - **The Save Point showcase is laid out on a grid you can read from the spawn.** Every station faces the spawn from one of four sides of a square plaza (ahead: saving styles; left: curves and looks; right: save upgrade, everyone's profile and Trapline; behind: screens, scoreKit and pickupsKit). Each row of pads has its labels on its own line, so no label, board or pickup covers another from the spawn, whichever way the camera turns. scoreKit's counter moved to the bottom-right corner, over open floor. The section headings (saving styles, curves, screens) lie flat on the wall with clear space above and below, and every board has a single title. The curve, saving style and profile boards break their text into short lines so it is large enough to read from the spawn, and the tamper test reports its result in one plain sentence ("changing another player's profile was refused: only a player's own machine can change their profile") instead of the engine's error text. - **1.2.0**: installs on its own, XP counted once, readable showcase. - **Installing saveKit brings only menusKit and controlsKit again.** 1.1.0 looked the other kits up by name, and because they were installed in the world saveKit is published from, the install recorded them, and their own dependencies, as saveKit's: eleven extra packages. saveKit now names no other kit. A game links one by passing it in `setup({ kits = ... })`, and only then does that link switch on (see Other kits). New: `Save.kits()`. - **XP earned while a save is loading counts once.** When no save arrived in time (a new player, or right after switching save name or style), what was earned while waiting was added twice: 70 XP became 140. Fixed, with tests for each case. - **The card and the unlock grid count the same unlocks**: every unlock rule, plus anything unlocked that no rule names. - **`SavePad.labelHeight`**: how high a pad's label floats, so neighbouring pads can stagger theirs. - **Tests.** 88 tests (5 new: XP earned while loading with no save, with a late save and after a switch; saveKit on its own; kits linked only when passed in). - **1.1.0**: a quadratic curve, kit links that work and stay quiet. - **New curve `quadratic`**: `25 × n² + 75` XP from level *n* to *n*+1 (100, 175, 300, 475, 700, …). `SaveSetup` offers it too. - **scoreKit points give XP again.** saveKit listened on `scoreKit.score`, which has no `localKey`, so it could not tell which awards were yours and gave XP for none of them. It now listens on `scoreKit.core`, which has both. - **No log spam without a kit.** The links find each kit by package name (`~pickupsKit.api`), which also reaches a kit installed as another kit's dependency. A kit that is installed but fails to load is warned about once and not retried every few seconds. New: `bridges.failures()` and `bridges.reset()`. - **README:** how profiles belong to accounts and what happens when two sessions share one account; known limits name the open engine issues. - **Tests.** 83 tests (4 new: the quadratic curve, a broken or missing kit tried once, scoreKit wired through its core, Trapline and pickupsKit wired to their events). - **1.0.2**: `Save.theme()` checks quietly that menusKit is there before loading it, so a world unloading menusKit logs no error. Install checked in a clean private world: the first example ran as written and the level came back in a fresh session. - **1.0.1**: nothing is lost on a reload, and setup keeps unsaved progress. - **Saves a few seconds after any change** (`autosave.afterChange`, 3 s). Before, XP gained without a level-up waited for the 60-second timer or a clean exit, so a browser reload or a closed tab could lose up to a minute of it. - **`setup` keeps unsaved progress.** Calling `setup` again with the same `version` and `migrations` used to reload the save from the store and drop anything not yet saved. It now reloads only when the layout really changes (saving first), or when the loaded save had been refused as newer or not upgradable. - **Every play session loads fresh.** The host now loads the player's save in its `start()` (play only), so a profile read in edit mode, for example by an editor board before the game's `setup` ran, is never carried into play. Each session is counted once and the count is saved. - **Late fonts on the web player.** The host re-registers the look's fonts while they are missing and redraws when they arrive, so the HUD uses the look's fonts in a game that never opens a menusKit menu. - **Tests.** 79 tests (5 new: save after a change, setup keeping progress, one count per session, the first README example run as written with only saveKit, and one version in package, README and code). - **1.0.0**: first release. ## Known limits Each of these is an open issue in the engine or in ZeroMind, not in saveKit, and each says where it applies. - **#14448: two sessions on one account are one player.** Sessions signed in to the same account (two browser tabs, the desktop app and a browser) are one player identity with one player data store, so they collide as one player and share one profile: both load the same saves, and when both change it before either save reaches the other, the save written last wins (see Profiles and accounts). Two-player saves need two accounts. - **#20750: frame time spent on multiplayer sync.** The engine spends part of every frame keeping multiplayer state in step. saveKit adds little to it (it writes only the local player's own data and reads other players' cards), but in a busy world that sync is part of the frame budget your game shares. - **#19849: long waits.** Some engine calls take a long time to come back: running the kit's tests, installing, and switching worlds can run on in the background for several seconds or more. Wait for them to finish before judging the result. - **#20946: checking the world on the web build happens outside your session.** The browser build can't be started from an editor session, so a check that saving works in a web browser has to be done by opening the world in a browser tab yourself. - **#21420: installs with several dependencies are slow.** Installing saveKit brings menusKit and controlsKit; linking Trapline, scoreKit or pickupsKit means installing those too, and each brings its own dependencies. Install one kit per call and let each finish. - **#19258: the ZeroMind description can lag one version behind after a release.** Right after a new version is published, the kit's description on ZeroMind may still describe the version before. The README in the installed package is always current. - **ZeroMind#3099: guides inside a package don't show up in ZeroMind search yet.** The two guides install with saveKit and open inside the engine (see Guides), but searching ZeroMind doesn't find them yet. - **#22286, #22291 and #22315: opening and searching a package's guides only works in some forms.** In this release, the Docs panel's search box, `zero guides read <name>` and the `guides` tool with the guide's short name open them; `man <name>` does not, and neither does the guide's dotted identity in the `guides` tool. The Guides section lists the forms that work.
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