Core Concepts
Understanding the core concepts of React Text Game will help you build powerful interactive narratives.
Architecture Overview
React Text Game uses a registry pattern with reactive state management (Valtio) to create a seamless game development experience.
┌──────────────────────────────────────┐
│ Game (Central) │
│ - Entity Registry │
│ - Passage Registry │
│ - Navigation │
│ - State Management │
└──────────────────────────────────────┘
│ │
▼ ▼
┌─────────────┐ ┌─────────────┐ ┌──────────────┐
│ Entities │ │ Passages │ │ Audio System │
│ (Valtio) │ │ (Screens) │ │ (Valtio) │
└─────────────┘ └─────────────┘ └──────────────┘
│ │ │
▼ ▼ ▼
┌─────────────────────────────────────────────────────┐
│ Storage (JSONPath) │
│ - Session Storage │
│ - IndexedDB (Saves) │
│ - Audio State Persistence │
└─────────────────────────────────────────────────────┘
Game Initialization
IMPORTANT: You must call Game.init() before using any other Game methods or creating entities.
import { Game } from "@react-text-game/core";
await Game.init({
gameName: "My Adventure",
isDevMode: true,
});
The Game class is the central orchestrator that:
- Manages entity and passage registries
- Handles navigation between passages
- Provides save/load functionality
- Wraps all objects in Valtio proxies for reactivity
Entities
Entities represent game state (player, inventory, quest system, etc.). React Text Game offers two approaches:
Entity Factory (Recommended)
The createEntity factory is the simplest way to create reactive game objects:
import { createEntity } from "@react-text-game/core";
const player = createEntity("player", {
name: "Hero",
health: 100,
inventory: {
gold: 50,
items: [] as string[],
},
});
// Direct property access - automatically reactive
player.health -= 10;
player.inventory.items.push("sword");
// Persist changes when needed
player.save();
Key Features:
- Automatic registration with Game
- Direct property access (no
.variables) - Deep reactivity for nested objects/arrays
- Explicit
save()calls for controlled persistence
IMPORTANT: All properties in the variables object must be required (non-optional). Optional properties are not supported because the Proxy-based implementation cannot distinguish between undefined optional values and missing properties. If you need optional-like behavior, use explicit undefined with a union type:
// ❌ Wrong - Optional properties will cause TypeScript errors
const player = createEntity('player', {
health: 100,
mana?: 50 // Error: optional keys are not allowed
});
// ✅ Correct - Use explicit undefined for optional-like behavior
const player = createEntity('player', {
health: 100,
mana: undefined as number | undefined
});
Advanced Entities (Class-Based)
For more complex scenarios, extend BaseGameObject:
import { BaseGameObject } from "@react-text-game/core";
class Inventory extends BaseGameObject<{ items: string[] }> {
constructor() {
super({
id: "inventory",
variables: { items: [] },
});
}
addItem(item: string) {
this._variables.items.push(item);
this.save();
}
hasItem(item: string): boolean {
return this._variables.items.includes(item);
}
}
const inventory = new Inventory();
Passages
Passages represent different screens or scenes in your game. Three types are available:
Story Passages
Text-based narrative passages with rich components:
import { newStory, Game } from "@react-text-game/core";
const chapter1 = newStory("chapter1", () => [
{
type: "header",
content: "The Beginning",
props: { level: 1 },
},
{
type: "text",
content: "You find yourself in a dark forest...",
},
{
type: "image",
content: "/assets/forest.jpg",
props: { alt: "Dark forest" },
},
{
type: "actions",
content: [
{
label: "Go North",
action: () => Game.jumpTo("north-path"),
color: "primary",
},
{
label: "Go South",
action: () => Game.jumpTo("south-path"),
color: "secondary",
},
],
},
]);
Available Components:
text- Text content with ReactNode supportheader- Semantic headers (h1-h6)image- Images with modal viewervideo- HTML5 video with controlsactions- Interactive button groupsconversation- Dialogue with chat/messenger variantsanotherStory- Embed other story passages
Interactive Map Passages
Map-based interactive passages with hotspots:
import { newInteractiveMap, Game } from "@react-text-game/core";
const worldMap = newInteractiveMap("world-map", {
caption: "World Map",
image: "/maps/world.jpg",
hotspots: [
// Label hotspot on map
{
type: "label",
content: "Village",
position: { x: 30, y: 40 }, // Percentage (0-100)
action: () => Game.jumpTo("village"),
props: { color: "primary" },
},
// Simple image hotspot (just a string)
{
type: "image",
content: "/icons/treasure.png",
position: { x: 50, y: 60 },
action: () => collectTreasure(),
},
// Image hotspot with hover effect (object with states)
{
type: "image",
content: {
idle: "/icons/chest.png",
hover: "/icons/chest-glow.png",
},
position: { x: 60, y: 70 },
action: () => openChest(),
},
// Dynamic image hotspot (function)
{
type: "image",
content: () => `/icons/portal-${player.level}.png`,
position: { x: 75, y: 80 },
action: () => enterPortal(),
},
// Conditional hotspot
() =>
player.hasDiscovered("forest")
? {
type: "label",
content: "Forest",
position: { x: 80, y: 50 },
action: () => Game.jumpTo("forest"),
}
: undefined,
],
});
Hotspot Types:
MapLabelHotspot- Text buttons on map (x/y coordinates)MapImageHotspot- Image buttons with state variantsSideLabelHotspot- Text buttons on edges (top/bottom/left/right)SideImageHotspot- Image buttons on edgesMapMenu- Context menu with multiple items
Widget Passages
Custom React components as passages:
import { newWidget } from "@react-text-game/core";
const customUI = newWidget(
"custom-ui",
<div>
<h1>Custom Interface</h1>
<MyCustomComponent />
</div>
);
State Management
React Text Game uses Valtio for reactive state management and jsonpath-plus for flexible storage queries.
Reactive Updates
All entities are automatically wrapped in Valtio proxies:
const player = createEntity("player", { health: 100 });
// Changes automatically trigger React re-renders
player.health -= 10;
Storage System
The storage system uses JSONPath queries with session storage for auto-save:
import { Storage } from "@react-text-game/core";
// Get values using JSONPath queries
const health = Storage.getValue<number>("$.player.health");
// Set values
Storage.setValue("$.player.health", 75);
// Full state serialization for save/load
const state = Storage.getState();
Storage.setState(state);
// Check if a path exists
const hasInventory = Storage.hasPath("$.player.inventory");
Storage Features:
- Uses
jsonpath-pluslibrary for flexible querying - Session storage for auto-save (configurable)
- Protected system paths (prefixed with
STORAGE_SYSTEM_PATH) - Type-safe getValue with generic support
Navigation
Navigate between passages using the Game API:
import { Game } from "@react-text-game/core";
// Jump to a passage by ID
Game.jumpTo("chapter1");
// Jump to a passage object
Game.jumpTo(chapter1);
// Set current without navigation effects
Game.setCurrent("chapter1");
// Get current passage
const current = Game.currentPassage;
Save System
React Text Game includes a comprehensive save/load system using Dexie (IndexedDB wrapper) with encryption support via crypto-js.
Using Hooks
import { useSaveSlots } from "@react-text-game/core/saves";
function SavesList() {
const slots = useSaveSlots({ count: 5 });
return (
<div>
{slots.map((slot, index) => (
<div key={index}>
<p>
Slot {index + 1}: {slot.data ? "Saved" : "Empty"}
</p>
{slot.data && <p>{slot.data.description}</p>}
<button onClick={() => slot.save()}>Save</button>
<button onClick={() => slot.load()} disabled={!slot.data}>
Load
</button>
<button onClick={() => slot.delete()} disabled={!slot.data}>
Delete
</button>
</div>
))}
</div>
);
}
Available Hooks
All save-related hooks are available from @react-text-game/core/saves:
useSaveSlots- Manage multiple save slots with save/load/delete actionsuseSaveGame- Save current game stateuseLoadGame- Load saved game stateuseDeleteGame- Delete a specific saveuseDeleteAllSlots- Delete all saves (except system save)useLastLoadGame- Load the most recent saveuseExportSaves- Export saves to encrypted fileuseImportSaves- Import saves from encrypted fileuseRestartGame- Restart game from initial state
Direct API
The save system also provides direct database functions from @react-text-game/core/saves:
import {
saveGame,
loadGame,
getAllSaves,
deleteSave,
} from "@react-text-game/core/saves";
// Save manually with optional description and screenshot
await saveGame("slot-1", gameData, "Before boss fight", screenshotBase64);
// Load by slot ID
const save = await loadGame(1);
// Get all saves (excluding system saves)
const allSaves = await getAllSaves();
// Delete a save
await deleteSave(1);
Note: Save IDs are auto-incremented. The system also maintains a special SYSTEM_SAVE_NAME for initial state restoration.
Audio System
React Text Game includes a comprehensive audio system with reactive state management, automatic persistence, and global controls. Perfect for background music, sound effects, and voice-over audio.
Features
- Reactive State - Valtio-powered state for seamless React integration
- Automatic Persistence - Audio state saved and restored automatically
- Global Controls - Master volume, mute all, pause/resume all tracks
- Fade Effects - Built-in fade in/out for smooth transitions
- Multiple Tracks - Manage multiple audio files independently
- Browser-friendly - Handles autoplay policies gracefully
Creating Audio Tracks
Use the createAudio factory function from @react-text-game/core/audio:
import { createAudio, AudioManager } from "@react-text-game/core/audio";
// Basic audio track
const bgMusic = createAudio("/audio/background.mp3", {
id: "bg-music", // Required for persistence
volume: 0.7, // 0.0 to 1.0 (default: 1.0)
loop: true, // Auto-loop (default: false)
autoPlay: false, // Auto-play on creation (default: false)
});
// Play the track
await bgMusic.play();
// Control playback
bgMusic.pause();
bgMusic.resume();
bgMusic.stop();
// Adjust settings
bgMusic.setVolume(0.5);
bgMusic.setLoop(true);
bgMusic.seek(30); // Seek to 30 seconds
// Fade effects
await bgMusic.fadeIn(2000); // Fade in over 2 seconds
await bgMusic.fadeOut(1500); // Fade out over 1.5 seconds
Global Audio Manager
Control all audio tracks globally with the AudioManager:
import { AudioManager } from "@react-text-game/core/audio";
// Master volume control
AudioManager.setMasterVolume(0.5); // Set to 50%
const volume = AudioManager.getMasterVolume();
// Global playback control
AudioManager.pauseAll(); // Pause all playing tracks
AudioManager.resumeAll(); // Resume all paused tracks
AudioManager.stopAll(); // Stop all tracks
// Global mute control
AudioManager.muteAll();
AudioManager.unmuteAll();
// Track management
const allTracks = AudioManager.getAllTracks();
const music = AudioManager.getTrackById("bg-music");
Master Volume Behavior:
- Master volume multiplies with individual track volumes
- Does not modify track volume settings
- Example: Track at 0.8 volume × 0.5 master = 0.4 effective volume
React Integration
The audio system includes dedicated hooks for React components:
useAudio Hook
Monitor individual audio track state:
import { createAudio } from "@react-text-game/core/audio";
import { useAudio } from "@react-text-game/core";
const bgMusic = createAudio("/audio/background.mp3", {
id: "bg-music",
loop: true,
});
function MusicPlayer() {
const audioState = useAudio(bgMusic);
return (
<div>
<p>Status: {audioState.isPlaying ? "Playing" : "Stopped"}</p>
<p>
Time: {audioState.currentTime.toFixed(1)}s /{" "}
{audioState.duration.toFixed(1)}s
</p>
<p>Volume: {(audioState.volume * 100).toFixed(0)}%</p>
<button onClick={() => bgMusic.play()}>Play</button>
<button onClick={() => bgMusic.pause()}>Pause</button>
<button onClick={() => bgMusic.stop()}>Stop</button>
<input
type="range"
min="0"
max="1"
step="0.01"
value={audioState.volume}
onChange={(e) => bgMusic.setVolume(parseFloat(e.target.value))}
/>
</div>
);
}
useAudioManager Hook
Access global audio controls:
import { useAudioManager } from "@react-text-game/core";
function AudioSettings() {
const audioManager = useAudioManager();
return (
<div>
<h2>Audio Settings</h2>
<label>
Master Volume: {(audioManager.masterVolume * 100).toFixed(0)}%
<input
type="range"
min="0"
max="1"
step="0.01"
value={audioManager.masterVolume}
onChange={(e) =>
audioManager.setMasterVolume(parseFloat(e.target.value))
}
/>
</label>
<div>
<button onClick={audioManager.muteAll}>Mute All</button>
<button onClick={audioManager.unmuteAll}>Unmute All</button>
<button onClick={audioManager.pauseAll}>Pause All</button>
<button onClick={audioManager.resumeAll}>Resume All</button>
</div>
<p>Active Tracks: {audioManager.getAllTracks().length}</p>
</div>
);
}
Automatic Persistence
Audio tracks with an id automatically save and restore their state:
// Create audio with ID
const music = createAudio("/audio/theme.mp3", {
id: "theme-music",
volume: 0.7,
loop: true,
});
// State is automatically saved when it changes
await music.play();
music.setVolume(0.5);
// State persisted automatically
// On game restart/reload
const music = createAudio("/audio/theme.mp3", {
id: "theme-music", // Same ID
});
music.load(); // Restores volume, position, playing state
What Gets Persisted:
- Volume level
- Loop setting
- Playback rate
- Muted status
- Current playback position
- Playing/paused state
Common Patterns
Background Music with Crossfade
const oldMusic = AudioManager.getTrackById("current-music");
const newMusic = createAudio("/audio/new-theme.mp3", {
id: "current-music",
loop: true,
});
// Crossfade between tracks
if (oldMusic) {
await Promise.all([oldMusic.fadeOut(1000), newMusic.fadeIn(1000)]);
oldMusic.dispose();
}
Sound Effects Pool
// Create one-time sound effect without persistence
function playSoundEffect(src: string) {
const sfx = createAudio(src, { volume: 0.8 });
sfx.play();
// Auto-cleanup when finished
const audio = (sfx as any).audioElement;
audio.addEventListener("ended", () => {
sfx.dispose();
});
}
playSoundEffect("/audio/click.mp3");
Pause Audio During Dialogue
function showDialogue() {
// Pause background music
AudioManager.pauseAll();
// Show dialogue...
// Resume when done
AudioManager.resumeAll();
}
Browser Autoplay Policies
Modern browsers restrict audio autoplay. Handle this gracefully:
const music = createAudio("/audio/theme.mp3", {
autoPlay: true, // May be blocked by browser
});
// Failures are logged but don't throw
// Play after user interaction:
document.addEventListener(
"click",
async () => {
await music.play(); // Works after interaction
},
{ once: true }
);
Audio API Reference
createAudio(src, options?)
src: string- Audio file URLoptions?: AudioOptions- Configuration options- Returns:
AudioTrack
AudioTrack Methods:
play(): Promise<void>- Start playbackpause(): void- Pause playbackresume(): void- Resume from pausestop(): void- Stop and resetsetVolume(volume: number): void- Set volume (0.0-1.0)setLoop(loop: boolean): void- Enable/disable loopingsetPlaybackRate(rate: number): void- Set playback speedsetMuted(muted: boolean): void- Mute/unmuteseek(time: number): void- Seek to time in secondsfadeIn(duration?: number): Promise<void>- Fade in effectfadeOut(duration?: number): Promise<void>- Fade out effectgetState(): AudioState- Get reactive statesave(): void- Save state to storageload(): void- Load state from storagedispose(): void- Clean up and remove
AudioManager Methods:
setMasterVolume(volume: number): void- Set master volumegetMasterVolume(): number- Get master volumemuteAll(): void- Mute all tracksunmuteAll(): void- Unmute all trackspauseAll(): void- Pause all playing tracksresumeAll(): void- Resume all paused tracksstopAll(): void- Stop all tracksgetAllTracks(): AudioTrack[]- Get all tracksgetTrackById(id: string): AudioTrack | undefined- Get track by IDdisposeAll(): void- Dispose all tracks
React Hooks
useCurrentPassage
Monitor the current passage with reactive updates:
import { useCurrentPassage } from "@react-text-game/core";
function GameScreen() {
const passage = useCurrentPassage();
if (!passage) return <div>Loading...</div>;
return <div>{/* Render passage */}</div>;
}
useGameEntity
Track entity changes with automatic re-renders:
import { useGameEntity } from "@react-text-game/core";
function PlayerStats({ player }) {
const reactivePlayer = useGameEntity(player);
return <div>Health: {reactivePlayer.health}</div>;
}
useGameIsStarted
Check if game has been initialized:
import { useGameIsStarted } from "@react-text-game/core";
function GameUI() {
const isStarted = useGameIsStarted();
return isStarted ? <GameScreen /> : <MainMenu />;
}
Best Practices
1. Always Initialize First
// ✅ Correct
await Game.init();
const player = createEntity("player", { name: "Hero" });
// ❌ Wrong
const player = createEntity("player", { name: "Hero" });
await Game.init();
2. Use Factory Pattern for Simple Entities
// ✅ Recommended for most cases
const player = createEntity("player", { health: 100 });
// ⚠️ Use only when you need inheritance or private methods
class Player extends BaseGameObject {
/* ... */
}
3. Organize by Feature
src/game/
├── entities/
│ ├── player.ts
│ ├── inventory.ts
│ └── index.ts
├── passages/
│ ├── story/
│ │ ├── intro.ts
│ │ └── chapter1.ts
│ └── maps/
│ └── worldMap.ts
└── index.ts
4. Keep Passage Logic Simple
// ✅ Good - Logic in entity methods
player.takeDamage(10);
// ❌ Avoid - Complex logic in passages
player.health -= 10;
if (player.health <= 0) {
/* ... */
}
5. Use TypeScript
// ✅ Type-safe entities with explicit types
const player = createEntity("player", {
name: "Hero",
inventory: [] as string[], // Explicit array type
});
6. Avoid Optional Properties in Entities
// ❌ Wrong - Optional properties are not supported
const player = createEntity('player', {
health: 100,
mana?: 50 // TypeScript will prevent this
});
// ✅ Correct - Use explicit undefined for optional-like behavior
const player = createEntity('player', {
health: 100,
mana: undefined as number | undefined,
questItem: undefined as string | undefined
});
// ✅ Also correct - All required properties
const player = createEntity('player', {
health: 100,
mana: 50, // Always provide a value
questItem: '' // Use empty string instead of optional
});
Next Steps
- Core API Reference - Complete API documentation
- UI API Reference - UI components documentation
- Example Projects - See it in action
- Example Game - Full game with Vite + React 19
- Core Test App - Core package examples
- UI Test App - UI components showcase