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EN Create Skin And Fonts

wanoo edited this page Oct 23, 2026 · 2 revisions

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.ui keeps its font; a character its font lacks falls back to DotGothic16 before 'Courier New'.

Limit · skin-fonts-not-loaded skin.fonts names 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.

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