Skin and fonts
Français · Type: reference · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.3.0
The skin is everything the engine shows or plays without your content naming it: the buttons of the right-hand
column, the map's pins and vehicles, the sealed ending's confetti, the interface fonts, default character heights. The
ui texts are the interface's words. This page is the reference of skin in game.ts and of the ui keys the engine
fills in when you leave them out.
The skin (skin)
Image values are manifest image ids; sounds are ids from audio.sfx (phone, plane, confetti) or audio.music
(jingle, end). A missing sound is silence. The validator checks every id (npx quest-n-click validate in a created
project, GAME=<id> npm run validate in the engine repository).
skin: {
icons: {
map: 'ui/r1c5', pause: 'ui/r3c5', music: 'ui/r3c6', // required: the three column buttons
spark: 'ui/r3c4', // spark for the guided tutorial
pin: 'ui/r1c6', news: 'ui/r2c4', plane: 'ui/r2c1', car: 'ui/r2c2', // map (map.vehicles overrides these if set)
confetti: ['ui/r4c1', 'ui/r4c2'], cardFallback: 'items/r3c6', // sealed ending
},
sounds: { phone: 'phone', plane: 'plane', confetti: 'confetti', jingle: 'jingle', end: 'end' },
fonts: { ui: 'Galmuri11', pixel: 'Press Start 2P' }, // CSS families → the --font-ui and --font-pixel variables
heights: { actor: 110, hero: 84 }, // default height for a character with no `height`
callPoses: ['phone', 'telephone', 'front', 'face', 'idle'], // poses tried for a call's frame
pixelArt: false, // true: scaled-up images keep hard edges (artStyle "pixel")
},
The type is SkinDef in src/engine/core/types/game.ts.
skin.icons
| Key | Required | What it is |
|---|---|---|
map, pause, music | yes | The three buttons of the right-hand column. |
spark | no | The spark of the guided tutorial. |
pin, news | no | The map's pin, and its "!" for news. |
plane, car | no | The map's vehicles; map.vehicles replaces them where it is set (see World map). |
confetti | no | Images drawn in alternation at the sealed ending. |
cardFallback | no | The final card's image when the sealed file has no photo (see The sealed ending). |
skin.sounds
phone, plane, confetti, jingle, end: each an id of audio.sfx or audio.music, all optional. A sound left out,
or an id with no file, plays nothing.
skin.fonts
| Key | Sets | Default |
|---|---|---|
ui | The CSS variable --font-ui: dialogue, menus, the action line. | Galmuri11 since 4.3.0 (DotGothic16 before). |
pixel | The CSS variable --font-pixel: titles and pixel labels. | Press Start 2P. |
readable | The family the "Readable font" setting switches --font-ui to (for instance a dyslexia-friendly family). | None: the setting is not offered. |
The value is a CSS font family name. The engine ships three families with their @font-face rules
(src/engine/dom/style.css), all under the OFL: Galmuri11 (a 125 KB Latin subset),
DotGothic16 and Press Start 2P. Every interface family gets a fallback stack: the family, then DotGothic16 (for
Japanese text and the symbols Galmuri11 lacks), then 'Courier New', then monospace
(src/engine/dom/fonts.ts). Galmuri11 is drawn with a size-adjust, so a game's text
keeps its size.
- A game that wants the look of 4.2 and before sets
skin.fonts.ui: 'DotGothic16'. - A game that already set
skin.fonts.uikeeps its font; a character its font lacks falls back to DotGothic16 before'Courier New'.
Limit ·
skin-fonts-not-loadedskin.fontsnames a family; it does not load a font file. A family other than the three the engine ships must be made available to the page by your own@font-face; otherwise the browser draws the next family of the stack.
The "Readable font" setting is on Staging.
skin.heights, skin.callPoses, skin.pixelArt
| Key | What it is | Default |
|---|---|---|
heights.actor, heights.hero | The height, in logical units, of a character with no height of its own. | actor 110, hero 84 |
callPoses | The poses tried, in order, for the frame of a phone call (phone). | phone, front, face, idle |
pixelArt | true: images scaled up by the browser keep hard edges (image-rendering: pixelated on the scene's images) instead of being smoothed. Set it for a game whose site.json says artStyle: "pixel". | false |
Interface texts (ui) and their defaults
Interface texts are in ui in game.ts, including tapToContinue ("▼ tap to continue") and ok (the password
button). The keys the engine shows by itself have an English default when the game leaves them out
(src/engine/dom/ui-defaults.ts). As of 4.4.0 they are:
| Group | Keys |
|---|---|
| Verbs and input | verbs (the verb bar's ARIA label), advance, jump, duck, verbKeys (4.3.0) |
| Saves | saveFailed, saveAdjusted, save, load, slot, emptySlot, confirmOverwrite, exportSave, importSave |
| Updates and offline | updateAvailable, updateNow, offlineStatus, offlineComplete, offlineRetry |
| Sessions | exportSession, shareSession |
| Settings | settings, textSpeed, textSize, slow, normal, fast, large, reduceMotion, readableFont, language, captions, volumeMusic, volumeSfx, volumeVoice |
| Objectives and build | objectives, fingerprint |
| Remix (4.1.15) | remix, remixTitle, remixStory, remixRandom, remixSeed, remixDaily, remixMystery, remixPlay, remixInvalid, remixWorld, remixHidden, remixCopied, remixNoBridge, remixConflict, remixKeepSaved, remixStartLinked |
| Speedrun (4.1.14) | speedrun, exportRun, abandonRun |
A game in another language provides them all. To find the ones left to the English defaults:
# in the created project
npx quest-n-click i18n status
# in the engine repository
GAME=<id> npm run i18n -- status
In the engine repository, npm run e2e -- --lang <xx> also fails when one of these defaults is visible on screen.
Translating the rest of the game is on Translations.
Related identifiers
settings, the readable font setting: Staging.artStyleinsite.json, the sheets the art is drawn on: Images.map.vehicles,map.places: World map.ending, the sealed card: The sealed ending.