Use a game with Studio
UseprovideStudioGame when the current RPGJS game should load its maps, database, media references, and player start configuration from RPGJS Studio data.
Install the package
Studio mode
In Studio mode, the game reads data from RPGJS Studio. AddprovideStudioGame to both the client and server configurations and pass the Studio project identifier.
Client configuration:
projectId is set, the runtime uses online Studio data by default.
Generated characters
A spritesheet media record withmetadata.generationMode: "idle" uses its
metadata.columns and metadata.rows (normally 2×2) and
metadata.idleDirections (normally down, left, right, up) for stationary poses.
The runtime reads media linked through metadata.groupId and uses an animation
named walk while the character moves. Other named animations are available as
actions. The idle cell is fitted into a 128-pixel game frame before applying its
saved metadata.scale. Each animation uses its own frame grid; the
idle pose remains fixed when the character stops. Online games load these links
from GET /api/game/media/:mediaId/animations; offline bundles use their media
index. Existing spritesheets without generationMode: "idle" retain their
previous frame layout.
The client awaits the idle and linked animation images before making the
spritesheet available, including when the actor appearance contains a complete
media object. Switching between movement and idle restores each animation’s
scale explicitly, so the movement correction does not carry over into idle.
After preloading, the client calibrates each animation direction against the
corresponding idle pose. Its first frame determines the visible height, horizontal
center and ground position (alpha greater than 16). The transform stays fixed for
the entire timeline: later effects and pose changes do not rescale the character.
Transparent padding is removed from the ground anchor without changing the
hitbox. The base character’s scale then controls the whole group.
Calibration uses visible artwork, not semantic body detection: effects already
present in the reference frame and differently drawn poses can still affect the
result. Saved animation scales are used as a fallback when browser pixel access
is unavailable.
This also applies when combat plays a linked media as a separate graphic: its
metadata.groupId identifies the idle parent whose reference size and global
scale must be used.
Studio hotbar settings
createStudioActionBattlePreset() connects the Action Battle hotbar to the
Studio project and map menu settings:
menus.hotbar:
guiId: null selects the native RPGJS GUI. Inside settings, content is
skills, items, or mixed, and slotCount is between 1 and 10. A map can
persist the same complete binding to override the project. A map without
menus.hotbar inherits the project configuration. The preset opens or closes
the hotbar on map changes, filters its allowed entries, and preserves
temporarily hidden player assignments.
MMORPG mode
Studio MMORPG maps use an authoritative, chunked data path:- a trusted publisher loads and normalizes the complete Studio map, project, database, events, and collisions;
- the Node server or Cloudflare Durable Object stores that authoritative payload, runs physics and events, and decides which chunks surround each player;
- the browser receives only the nearby render descriptors and collision barriers required for display and client prediction.
Share one server between Studio projects
Use a connection-scoped startup resolver when several Studio projects share the same MMORPG Worker. The browser forwards the requested project and optional map, while the server makes the authoritative startup decision:flow: "title" keeps the Studio-owned title screen, character selection,
actor application, default stats, and start-map transfer. flow: "direct"
skips the interactive screens and transfers to mapId after verifying that the
map belongs to projectId.
The resolver receives { player, query, headers, connection }, runs after the
RPGJS connected packet, and is evaluated only once for that lobby connection.
Its result is reused when the player presses Start. Missing projects and maps
from another project fail explicitly; they never fall back to global Studio
configuration.
The game URL parameter also lets the Studio client load the corresponding
title-screen configuration. When map is present, the client does not render
the title screen while the server validates and performs the direct transfer.
Configure the disclosure window on the shared Studio module:
chunkSize is expressed in Studio cells. loadRadius controls the chunks sent
around the authoritative player position, while retainRadius keeps a slightly
larger client cache to avoid loading churn at chunk boundaries. NPCs, events,
players, and projectiles continue to use the generic RPGJS spatial synchronization
path and are disclosed according to server interest management.
Client prediction remains enabled with Studio. Movement is predicted against
the collision barriers already disclosed for the active chunks, blocked at the
edge of the streamed window, then reconciled with authoritative Node or Durable
Object snapshots. Event behavior, NPC decisions, projectile impacts, and every
collision outside that window remain server-authoritative.
Live map updates from Studio
Players must never publish map definitions. Studio, Vite, CI, an editor backend, or another trusted process sends the full payload to the map room:Authorization: Bearer <secret> is also accepted. Configure
RPGJS_MAP_UPDATE_TOKEN only on the Node server or Worker. Never put it in browser
code or in a VITE_ environment variable.
Map content and world topology are separate authoritative updates. After
publishing a prepared map, the trusted publisher sends the current topology to
every map room in that world:
marsh, for example,
does not update a player who is still connected to port.
The easiest development publisher is the RPGJS Vite plugin:
createStudioMapUpdatePayload() supplies worldUpdates, and the RPGJS remote
publisher automatically sends them to every referenced map room.
To test the HTTP contract directly, send a previously prepared Studio v2 payload:
/map/update replaces the authoritative map
revision. Use createStudioMapUpdatePayload() rather than assembling production
payloads by hand. Its result includes the normalized v2 render data, dimensions,
server collisions, events, project configuration, and database records needed by
the room. This direct curl updates only one map revision; it does not perform
the world fan-out. Use the RPGJS publisher or the Studio seed command for a full
map-and-world publication.
Trusted publisher data provider
A trusted backend that already owns the Studio project data can inject aGameDataProvider and avoid calling the public Studio API while preparing an
MMORPG map update:
dataProvider is omitted, the existing
online, offline, and auto runtime modes keep selecting the built-in provider.
For a runnable local Worker, deterministic fixture, seed script, and real Studio
API seed command, see the
Studio playground.
Offline mode
Offline mode lets the game run from exported Studio data without calling the Studio API. Export the project data from Studio into the game public directory, using the default bundle path:provideStudioGame without projectId, or force runtimeMode to "offline":
/game-data. Use bundleBasePath only if the exported folder is served from another path:
spCost, hitRate, power, and coefficient fields, and enemies can learn skills referenced by their skills array.
The project can define hero skill progression with skills or skillsToLearn. At runtime, provideStudioGame() creates a default RPGJS class containing those entries, then RPGJS learns each skill when the configured level is reached:
player.onSkillChange hook and displays a notification when the hero learns or forgets a skill.
Enemy records can also drive action-battle AI. Use behavior on the enemy to set fields such as enemyType, behaviorKey, visionRange, attackRange, attackCooldown, dodgeChance, dodgeCooldown, fleeThreshold, attackPatterns, patrolWaypoints, groupBehavior, or the nested behavior gauge options. The older aiBehavior field is still accepted as a compatibility alias. Every learned enemy skill is evaluated from its action mode, targeting range, area mask, SP cost, and cooldown. attackSkillId gives one skill priority without disabling normal attacks or the other learned skills.
Skill workflow triggers
Studio skills may declareworkflowTriggers that reference Studio block
collections:
onUse
hook. It does not add a second engine hook. Studio preserves the default skill
effect, waits for projectile impact when applicable, then executes the blocks
from the referenced collection. The block context exposes the caster as the
player and the affected map event as the current event when one exists. A skill
workflow can call or spawn Common Events through the corresponding blocks.
Item workflow triggers
Studio item records expose fields and workflow phases according to their item type:- regular items expose
hpValue,mpValue,hitRate,consumable,onAdd,onUse,onUseFailed, andonRemove; - weapons and armors expose their equipment statistics, parameter modifiers,
onAdd,onRemove, andonEquip; - weapons and armors do not expose
consumable,onUse, oronUseFailed.
hitRate is edited as a percentage from 0 to 100 and normalized to the
native RPGJS hitRate value from 0 to 1. An equipment onEquip workflow can
test variables.equip: it is true after equipping and false after
unequipping.
enemy-id::2 to later placements, while preserving sourceEventId for
database lookups. Each placement therefore gets its own sprite, hitbox, HP,
Battle AI state, and defeat lifecycle.
Built-in GUI settings
Studio projects can bind the native Title Screen, Hotbar, HUD, and Main Menu roles. Anull guiId selects the built-in RPGJS component and leaves room
for a future Studio GUI definition:
set_hotbar block to display it with skills, items, or mixed content and
1 to 10 slots, or to hide it without clearing persistent assignments.
Auto mode
Use"auto" when the game should try the exported bundle first, then fall back to Studio if local data is missing:
Start without a title screen
SetdisplayTitleScreen: false to enter the starting map as soon as the
server accepts the connection, in both standalone RPG and MMORPG modes:
startMapId or to the starting map defined by the Studio project.
An explicit displayTitleScreen: false enables startup even if the project
metadata cannot be loaded or its title screen is enabled. Provide startMapId
when startup must work without project metadata. Character selection is still
honored when project data is available, unless skipCharacterSelect is true.
When displayTitleScreen is omitted, the project setting controls the title flow.
autoStart: true remains an explicit immediate-start override.
Options
projectId: Studio project identifier. When provided, the default runtime mode is"online".runtimeMode: data loading strategy. Use"online","offline", or"auto".bundleBasePath: public path for exported Studio data. Defaults to/game-data.displayTitleScreen:falseskips the title screen and starts immediately;trueretains the title flow unlessautoStart: trueoverrides it.autoStart: initialize the player and enter the starting map immediately on connection. Defaults tofalse.
menus.titleScreen.enabled: false; the
Studio runtime then enables immediate startup automatically. Explicit
autoStart remains useful for non-Studio configuration and overrides.
startMapId: force the map used to start the player.skipCharacterSelect: skip actor selection during an automatic direct-map startup.resolveStartup: resolve a player-specifictitleordirectstartup after MMORPG authentication. See Share one server between Studio projects.streaming: authoritative Studio v2 chunk settings for MMORPG mode. Set it tofalseonly when another server map provider replaces the built-in streaming adapter. Standalone mode always uses the direct loader. Its options arechunkSize,loadRadius, andretainRadius.debugCollisions: display Studio collision debug overlays. This is a shortcut for the built-in Studio debug plugin.studioPlugins: attach Studio client-side map renderer plugins. See Create a Studio plugin.
Terrain collision contours
In standalone RPG and MMORPG games, Studio hole and water borders are generated from the final painted surface. Paint strokes are combined and erase operations are applied in their recorded order. Overlapping strokes do not create internal walls; erased paths and islands retain their own boundaries. Always-low elements such as bridges clear only the portion of a border they cover. Contours are sampled at two-pixel resolution for ordinary maps and simplified within three pixels. Very large features use a coarser grid to bound temporary memory. Physics uses small convex pieces along these contours, rather than a single filled polygon that would block islands or other walkable interiors. The same geometry generator is used by server-authoritative collisions, client prediction, and collision debugging; enabling debug collisions does not alter movement rules.Liquid contacts and submerged scenery
Liquid borders derive their dominant, light and dark colors from the opaque pixels of the selected texture’s atlas region. This works with water, lava, mud and custom materials without classifying their names. Existingborder
and foam settings remain supported: disabling foam keeps a subtle dark contact;
disabling the border removes contact accents. If pixels cannot be read,
fillColor provides the palette; without either, no colored accent is added.
Static scenery placements can opt into visual immersion in map data:
depth is the proportion of the element’s rendered height that may be immersed,
from 0 to 1. Omit it or use zero to disable the effect. Only pixels that also
intersect liquid are tinted and attenuated. Filled holes use their projected
surface at the current fill level, including erased areas. Terrain layers marked
with the existing water render mode also support immersion. Contact follows
sprite alpha, after extractGroundShadow separates an embedded shadow when enabled;
transparent corners never acquire rectangular foam. Scaled elements and draw-rule
segments retain their position and display order.
The placement option survives direct map loading and authoritative chunk streaming.
It is a client rendering effect in both standalone RPG and MMORPG games: it changes
neither collisions nor position nor server authority. There is no new external
Studio editor control in this contribution; set the property in map data.
Palettes and liquid masks are cached, and an element’s composed pixels are reused
until its artwork, placement, depth or terrain revision changes. Stream updates
invalidate affected rendered state; discarded elements release their cached pixels.
No sprite-pixel reads or contour reconstruction run in the animation tick.
Enemy attack timing overrides
An enemy’sbehavior.attackProfiles can override melee, combo,
charged, zone, and dashAttack. Each profile accepts millisecond values:
aiBehavior
object supports the same fields. Studio exposes these overrides in the enemy AI
settings; the runtime applies them to both standalone RPG and MMORPG enemies.