quest'n'click 4.5.0 · r1

Built for quest'n'click 4.5.0, revision r1. Whether it is published, and which one is current, is recorded at publication.json.

Dev URL parameters

Français · Type: reference · Audience: author, contributor · Context: engine repository, created project · Status: ready · Applies from: 4.4.0

The query parameters a game's page reads. Add them to the page's URL in the browser: on the dev server (npm run dev from the root of the engine repository, or from a created project's folder), the address is http://localhost:5173/ unless Vite says otherwise. Some are development tools, read only by a development page; the others work in every build, the production one included.

Which builds read them

Limit · dev-tools-build The dev tools are not in a production build: ?dev and ?edit= on a published game show the normal game.

URLEffectBuild
/The normal game: title screen, New Game / Continue.every
/?devStarts on the first checkpoint, with the debug layer and the DEV panel.development
/?dev&at=<checkpoint>Starts on this checkpoint (one of the game's checkpoints).development
/?edit=<room>The room's placement editor.development
/?edit=<room>&at=<checkpoint>The same, in that checkpoint's state (to place a prop in a given state).development
?lang=<code>The language to play in.every
?renderer=canvas|domForces a painter for every room.every
?music=mix|stemsForces the single mix or the stems.every
?fpsA frame counter in a corner.every
?seed=, ?daily=, ?world=Opens a Remix world.every
?reality=simA simulated world link.every
?speedrunTool=<port>Posts the run's events to a local speedrun tool.every
?token=<token>The LAN Studio's token.dev server in LAN mode

?dev: the layer and the DEV panel

/?dev starts the game on its first checkpoint with the engine's trace on, the debug layer and the DEV panel (src/engine/dev/).

&at=<checkpoint>

With ?dev or ?edit=, starts on that checkpoint, an id of the game's checkpoints, instead of the first one.

?edit=<room>: the placement editor

/?edit=<room> opens the room's placement editor. On start it loads the first checkpoint located in that room; if there is none, it starts from a fresh state, without playing an arrival script. All coordinates are logical (640 × 400). The gestures and the editor's panel are described in studio.placement.

?lang=<code>

The language to play in, when the game ships it: it comes before the player's saved choice and the browser's language (pickLanguage, engine.api). See play.languages.

?renderer=canvas|dom

Forces one painter for every room: the visual parity check, the Studio's comparison. Any other value is ignored and each room keeps its own renderer.

?music=mix|stems

Forces the single mix or the director's stems (tests, the Studio); otherwise the device decides (create.music).

?fps

A frame counter in a corner (3.8): the frame rate now and the lowest second seen, for the real-phone pass.

For a game that declares remix (4.1.15): ?world=<frozen world> (its hash checked when it is applied), ?seed=WS-… (the remix mode) or ?daily=<signed day token> names the world the page plays. The autosave's world comes first (Continue never disappears); a link to another world than the saved game's is asked on the title screen, never adopted silently. See create.remix.

?reality=sim

For a game that declares reality: the world link is simulated, as it always is with the dev tools on, and no Bridge is contacted (bridge.signals-manifest).

?speedrunTool=<port>

The page posts its run's events (category, split ids and names, times; nothing else: no save, no player id, no token) to a local tool on that port of this machine: the OBS overlay or the LiveSplit autosplitter (4.1.14, D23). The port is 2 to 5 digits; the tool accepts them only from its allowed origin. See play.speedrun.

?token=<token>

On the dev server in LAN mode (npm run dev:lan, npm run studio:lan), the one-session capability token the server prints in its URL. Given once, it is kept in an HttpOnly, SameSite=Strict cookie; a request without it (and without the x-web-scumm-token header) is refused with 401. See studio.security and create.lan-testing.


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