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Français · Reference · Published, partly reviewed by a person · Applies from: 4.3.0
A character is declared once, in game.ts (characters, usually from cast.ts), and placed in a room as an actor.
This page lists a character's fields, its poses and mouths, the variants its state selects, palette swaps, and
characters that are seen but not acted on.
Audience, context, and the statuses of what this page rests on
Audience: author · Context: engine repository, created project
characters: {
grandma: {
name: 'Grandma', color: '#f0c040', height: 124, kind: ['person'],
portrait: 'grandma/r1c2',
sprites: { idle: ['grandma/r3c3'], talk: ['grandma/r3c4', 'grandma/r3c3'], walk: ['grandma/r2c1', 'grandma/r2c2', …] },
refuse: 'That is sweet, dear. But keep it, you will need it for your errand.',
hug: 'Always. Even with a basket in my arms.',
},
talkie: { name: 'the walkie-talkie', color: '#ff6fb5', offscreen: true }, // speaks in a frame, no body
},| Field | What |
|---|---|
name |
The display name. |
color |
The colour of their lines. Make each character's distinct (dialogues). |
height |
On-screen height in logical units, in the foreground (default skin.heights: actor 110, hero 84). |
sprites |
Poses: pose name → list of images, played in a loop (at least idle). |
fps |
Animation frames per second (default 8). |
mouths |
Mouth images per pose (below). |
portrait |
For the map, calls and conversation menus. |
kind |
Kinds, for the reactions by kind (['person'], ['cat']; reactions). |
refuse |
The answer to any Give that has no rule. |
hug |
The answer to the global "hug" topic (globalTalk.hug); without it, "♥". |
offscreen |
Speaks in a frame at the top of the screen, no body (narrator, plush toy, phone). |
glow |
A soft glow around the character (a CSS colour), e.g. an apparition. |
room |
Starting room of a character that moves between rooms (moving characters). |
variants, palette, paletteTolerance
|
Looks that depend on state (below). |
description |
What they look like, in words, for the art prompts (npm run prompts). Not shown in the game. |
The hero is a character too (hero in game.ts); several playable characters and choosing the hero are on
heroes. A character speaks in a room only through an actor, except in a phone call
(commands).
By convention: idle, talk, walk (profile, facing right; the engine flips the image for left), walk_front,
walk_back, point, use, plus any special pose you want (sleep, sit, celebrate…). A pose is a list of images
played in a loop. A missing pose falls back to idle (validate warns about an actor whose pose is missing). The
template's cast.ts has helpers for the standard sheets: human(id) and cat(id) map a 6 × 4 sheet to these poses
(images); a dog takes cat(id) too, with kind: ['dog'] so that npm run prompts describes it
as a dog. { pose: ['cat', 'sleep'] } sets a lasting pose; { anim: ['hero', 'use'], ms: 600 } plays one for a while (commands).
A character with a talking sheet declares their mouths per pose. During a line the body never changes: the open-mouth images cycle at random (160 to 220 ms), and a blink passes by now and then at rest. The "mouth closed" image replaces the pose's rest image, so rest and speech come from the same drawing.
import { human, mouths } from './cast';
grandpa: { …, mouths: mouths('talk_grandpa', { idle: 'profile', front: 'face', seated: 'seated' }) },mouths(folder, { pose: row }) reads <folder>/<row>/t1…t6 (t1 closed, t2 to t4 open, t5 blink, t6 smile), the
frames tools/talk-apply.py produces. With no mouths for a pose, the character keeps the same image and bounces a
pixel while talking; a long line starts with a gesture (the talk pose) played once.
import { cat } from './cast';
hero: { …, sprites: cat('hero'), variants: [{ if: { has: 'bucket' }, sprites: cat('hero_bucket'), mouths: … }] },The first variant whose condition is true replaces sprites, mouths and portrait, and name when it has one
(4.3.0: the hero the player chose, a character renamed after a reveal; heroes). The change shows
right away (e.g. as soon as the bucket is picked up).
One sheet, several looks: palette maps source colours to target colours, both #rrggbb. The room view recolours
every sprite and mouth frame of the character once, in an offscreen canvas (cached, alpha kept). A variant's palette
replaces the character's while its condition holds (a variant without one keeps the character's).
biscuit: { …, sprites: cat('cat'),
palette: { '#2c1818': '#7a3416', '#492a25': '#b0592a', '#543329': '#c4703a' }, paletteTolerance: 14,
variants: [{ if: 'muddy', palette: { '#492a25': '#5a4a3a' } }] },Matches are exact RGB by default: this suits the pixel art style, whose cutter gives every material one exact
value. Painted (cel) sheets and lossy WebP have many neighbouring tones: paletteTolerance (an RGB distance; 10 to
16 is a good start, below the distance to the outline colour) recolours every pixel near a source colour, keeping its
offset from it; the nearest source colour wins. Pick the source colours from the cut PNG (the most frequent opaque
colours of a cell). The demo's Biscuit uses this to become a ginger tabby.
Limit ·
portraits-not-recolouredPortraits in menus and calls are not recoloured.npm run validatewarns about a palette key or value that is not#rrggbb.
A seagull that watches or snaps, an old dog that sleeps, sulks or yawns, a cat's eye glowing on a screen: a hotspot has only a name and a zone, so for a drawn thing that changes, use a stateful prop:
props: { seagull: { name: 'seagull', states: { watch: 'obj_yard/r2c4', snap: 'obj_yard/r2c5' }, initial: 'watch' } }with a position per state in the layout (props.seagull.states.snap); the clickable zone follows the image. Change
the state with { prop: ['seagull', 'snap'] } and react to it with if: { prop: ['seagull', 'snap'] }. For a zone of
the background that changes name or shape, use two hotspots with opposite visible conditions (visible: 'x' /
visible: '!x'), each with its own zone; a rule can target both (a: ['h1', 'h2']).
actors: { ghost: { char: 'ghost', interactive: false, visible: 'ghost_seen' } }: visible, but neither clickable nor
named. Combine with { show: 'ghost', fade: 1500 } / { hide: 'ghost', fade: 1500 } and glow on the character's
sheet.
-
CharacterDef,ActorDef,MouthSetinsrc/engine/core/types/content.ts. - Rooms: actors, dialogues, heroes, images, voices.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.5.5 r1, documentation revision · révision de la documentation 301f199dc2e38aa35a552a22ef87fd1e0f1f50f7.
Latest documentation · dernière documentation: https://quest-n-click.cleverapps.io/docs · https://quest-n-click.cleverapps.io/fr/docs; earlier versions · versions précédentes: each release's quest-n-click-docs-<version>.tar.gz · l'archive quest-n-click-docs-<version>.tar.gz de chaque release, https://github.com/Quest-n-Click/quest-n-click/releases
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (18)
- Requirements
- Install from the release archive
- Install from npm
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.5
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits