npx claudepluginhub dojoengine/bookThis skill is limited to using the following tools:
Create Dojo systems (smart contracts) that implement your game's logic and modify model state.
Generates Cairo structs as Dojo models for game state storage with ECS patterns, #[key] fields, and traits like Drop and Serde. Use for entities, components, or state.
Authors secure Cairo smart contracts for Starknet from scratch, modifies storage/events/interfaces, composes OpenZeppelin components, and verifies compilation.
Builds complete browser games from scratch: scaffolds with Phaser/Three.js, generates assets/audio, adds Playwright tests, deploys to here.now, monetizes via Play.fun. Use for new 2D/3D game concepts.
Share bugs, ideas, or general feedback.
Create Dojo systems (smart contracts) that implement your game's logic and modify model state.
Copy these imports for any Dojo system:
// Core Dojo imports - ALWAYS needed for systems
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;
// Starknet essentials
use starknet::{ContractAddress, get_caller_address, get_block_timestamp};
self.world_default() come from?self.world_default() is provided automatically by #[dojo::contract] - no import needed!
#[dojo::contract] // <-- This macro provides world_default()
mod my_system {
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;
#[abi(embed_v0)]
impl MyImpl of IMySystem<ContractState> {
fn my_function(ref self: ContractState) {
// world_default() is available because of #[dojo::contract]
let mut world = self.world_default();
// Now use world for all operations...
}
}
}
Requires: use dojo::event::EventStorage;
// 1. Define the event (outside impl block)
#[derive(Copy, Drop, Serde)]
#[dojo::event]
struct PlayerMoved {
#[key]
player: ContractAddress,
from_x: u32,
from_y: u32,
to_x: u32,
to_y: u32,
}
// 2. Emit it (inside a function)
fn move_player(ref self: ContractState, direction: u8) {
let mut world = self.world_default();
// ... game logic ...
// Emit event - note the @ for snapshot
world.emit_event(@PlayerMoved {
player: get_caller_address(),
from_x: 0,
from_y: 0,
to_x: 1,
to_y: 1,
});
}
| You want to use | Import this |
|---|---|
world.read_model() | use dojo::model::ModelStorage; |
world.write_model() | use dojo::model::ModelStorage; |
world.emit_event() | use dojo::event::EventStorage; |
self.world_default() | Nothing! Provided by #[dojo::contract] |
get_caller_address() | use starknet::get_caller_address; |
Generates Cairo system contracts with:
#[dojo::contract] attribute#[starknet::interface]world.read_model(), world.write_model())#[dojo::event]Interactive mode:
"Create a system for player movement"
I'll ask about:
Direct mode:
"Create a move system that updates Position based on Direction"
A Dojo contract consists of an interface trait and a contract module:
use dojo_starter::models::{Direction, Position};
// Define the interface
#[starknet::interface]
trait IActions<T> {
fn spawn(ref self: T);
fn move(ref self: T, direction: Direction);
}
// Dojo contract
#[dojo::contract]
pub mod actions {
use super::{IActions, Direction, Position};
use starknet::{ContractAddress, get_caller_address};
use dojo_starter::models::{Vec2, Moves};
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;
// Define a custom event
#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct Moved {
#[key]
pub player: ContractAddress,
pub direction: Direction,
}
#[abi(embed_v0)]
impl ActionsImpl of IActions<ContractState> {
fn spawn(ref self: ContractState) {
let mut world = self.world_default();
let player = get_caller_address();
// Read current position (defaults to zero if not set)
let position: Position = world.read_model(player);
// Set initial position
let new_position = Position {
player,
vec: Vec2 { x: position.vec.x + 10, y: position.vec.y + 10 }
};
world.write_model(@new_position);
// Set initial moves
let moves = Moves {
player,
remaining: 100,
last_direction: Direction::None(()),
can_move: true
};
world.write_model(@moves);
}
fn move(ref self: ContractState, direction: Direction) {
let mut world = self.world_default();
let player = get_caller_address();
// Read current state
let position: Position = world.read_model(player);
let mut moves: Moves = world.read_model(player);
// Update moves
moves.remaining -= 1;
moves.last_direction = direction;
// Calculate next position
let next = next_position(position, direction);
// Write updated state
world.write_model(@next);
world.write_model(@moves);
// Emit event
world.emit_event(@Moved { player, direction });
}
}
// Internal helper to get world with namespace
#[generate_trait]
impl InternalImpl of InternalTrait {
fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
self.world(@"dojo_starter")
}
}
}
// Helper function outside the contract
fn next_position(mut position: Position, direction: Direction) -> Position {
match direction {
Direction::None => { return position; },
Direction::Left => { position.vec.x -= 1; },
Direction::Right => { position.vec.x += 1; },
Direction::Up => { position.vec.y -= 1; },
Direction::Down => { position.vec.y += 1; },
};
position
}
Get the world storage using your namespace:
let mut world = self.world(@"my_namespace");
Create a helper function to avoid repeating the namespace:
#[generate_trait]
impl InternalImpl of InternalTrait {
fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
self.world(@"my_namespace")
}
}
let position: Position = world.read_model(player);
world.write_model(@Position { player, vec: Vec2 { x: 10, y: 20 } });
Define events with #[dojo::event]:
#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct PlayerMoved {
#[key]
pub player: ContractAddress,
pub from: Vec2,
pub to: Vec2,
}
// Emit in your function
world.emit_event(@PlayerMoved { player, from: old_pos, to: new_pos });
use starknet::get_caller_address;
let player = get_caller_address();
let entity_id = world.uuid();
Each system should have one clear purpose:
MovementSystem: Handles player/entity movementCombatSystem: Manages battles and damageInventorySystem: Manages itemsSystems should be stateless, reading state from models:
fn attack(ref self: ContractState, target: ContractAddress) {
let mut world = self.world_default();
let attacker = get_caller_address();
// Read current state
let attacker_stats: Combat = world.read_model(attacker);
let mut target_stats: Combat = world.read_model(target);
// Apply logic
target_stats.health -= attacker_stats.damage;
// Write updated state
world.write_model(@target_stats);
}
Validate inputs before modifying state:
fn move(ref self: ContractState, direction: Direction) {
let mut world = self.world_default();
let player = get_caller_address();
let moves: Moves = world.read_model(player);
assert(moves.remaining > 0, 'No moves remaining');
assert(moves.can_move, 'Movement disabled');
// Proceed with movement
}
Systems need writer permission to modify models.
Configure in dojo_dev.toml:
[writers]
"my_namespace" = ["my_namespace-actions"]
Or grant specific model access:
[writers]
"my_namespace-Position" = ["my_namespace-actions"]
"my_namespace-Moves" = ["my_namespace-actions"]
After creating systems:
dojo-test skill to test system logicdojo-review skill to check for issuesdojo-deploy skill to deploy your worlddojo-client skill to call systems from frontend