@adatechnology/game-weather-three 0.2.0 → 0.2.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.global.js +69 -25
- package/dist/index.global.js.map +1 -1
- package/package.json +5 -5
package/dist/index.global.js
CHANGED
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@@ -1658,6 +1658,17 @@ var GameWeatherThree = (() => {
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])
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]
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};
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+
var FUEL_LEAK_ONLY = {
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id: "fuel_leak_only",
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pageId: "vazamento",
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team: "vehicles",
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budget: { particles: 200, lights: 0 },
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loop: 11,
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view: FUEL_LEAK.view,
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setup: FUEL_LEAK.setup,
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timeline: [decal(POOL[0], 0, POOL[2], 2.2, 2040368, { grow: 3, life: 60, ar: 0.6, fluid: "oil" })],
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tick: [emit("drip", "normal", 12, { p: TANK, box: [0.05, 0, 0.05], sp: 0, life: 1, size: 0.03, c0: 5921402, a: 0.9, g: 9.8, fi: 0, gnd: 1 })]
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};
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var CAR_EXPLOSION = {
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id: "car_explosion",
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pageId: "explosao",
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@@ -2011,6 +2022,8 @@ var GameWeatherThree = (() => {
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];
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2012
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var PI = Math.PI;
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var SMOKE = { color: 9079430, width: 10, height: 8, gravity: -0.08, drag: 2.2, growth: 2.1 };
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var DEFAULT_SMOKE = { puffs: 2, radius: 0.01, opacity: 0.14, life: 0.7, drift: 0.2, rise: 0.06, growth: 2.1, flash: 1 };
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var DEFAULT_SPREAD = { drift: 0.1, rise: 0.04, side: 0.06 };
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2014
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var FLASH_SECONDS = 0.055;
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var FLASH_RAMP = [0.6, 0.9];
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2016
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var FLASH_OPACITY = 0.95;
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@@ -2018,8 +2031,10 @@ var GameWeatherThree = (() => {
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var FLAME_ADDITIVE = 3;
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var ORIGIN2 = [0, 0, 0];
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var SIZE = variable("size");
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var FLASH_SCALE = variable("flash");
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var fallback = (name, defaultValue) => ite(ne(variable(name), void 0), variable(name), defaultValue);
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var wide = (width) => mul(sub(rand(), 0.5), width);
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-
var puff2 = (point, velocity, world, radius, life, opacity) => mesh({
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var puff2 = (point, velocity, world, radius, life, opacity, growth = SMOKE.growth) => mesh({
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shape: "sphere",
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p: point,
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v: velocity,
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@@ -2034,7 +2049,7 @@ var GameWeatherThree = (() => {
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lit: true,
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g: SMOKE.gravity,
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drag: SMOKE.drag,
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-
grow:
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grow: growth
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});
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var flameBit = (point, velocity, world, radius, life) => [
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set("bitPoint", point),
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@@ -2067,37 +2082,55 @@ var GameWeatherThree = (() => {
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id: "viewmodel_muzzle_flash",
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pageId: "event:viewmodel_muzzle_flash",
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team: "weapons",
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-
budget: { particles:
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budget: { particles: 14, lights: 1 },
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loop: 0.1,
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setup: [
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set("size", fallback("size", 1)),
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set("puffs", fallback("puffs", DEFAULT_SMOKE.puffs)),
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set("radius", fallback("radius", DEFAULT_SMOKE.radius)),
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set("opacity", fallback("opacity", DEFAULT_SMOKE.opacity)),
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set("life", fallback("life", DEFAULT_SMOKE.life)),
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set("drift", fallback("drift", DEFAULT_SMOKE.drift)),
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set("rise", fallback("rise", DEFAULT_SMOKE.rise)),
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set("growth", fallback("growth", DEFAULT_SMOKE.growth)),
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set("flash", fallback("flash", DEFAULT_SMOKE.flash)),
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set("driftSpread", fallback("driftSpread", DEFAULT_SPREAD.drift)),
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set("riseSpread", fallback("riseSpread", DEFAULT_SPREAD.rise)),
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set("sideSpread", fallback("sideSpread", DEFAULT_SPREAD.side)),
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set("lifeSpread", ite(ne(variable("lifeSpread"), void 0), variable("lifeSpread"), mul(variable("life"), 0.3)))
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],
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timeline: [
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set("angles", []),
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repeat(4, append("angles", add(div(mul(INDEX, PI), 2), mul(rand(), 0.6)))),
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set("roll", mul(rand(), PI)),
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-
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when(gt(FLASH_SCALE, 0), [
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flash(ORIGIN2, 16756832, mul(4, SIZE, FLASH_SCALE), FLASH_SECONDS, mul(2, SIZE, FLASH_SCALE), true, true),
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flashPiece("cone_open", mul(0.013, SIZE, FLASH_SCALE), mul(0.085, SIZE, FLASH_SCALE), 10, [mul(0.042, SIZE, FLASH_SCALE), 0, 0], [0, 0, -PI / 2], 16757575),
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repeat(
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4,
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set("angle", pick(variable("angles"), INDEX)),
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flashPiece(
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"cone",
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mul(5e-3, SIZE, FLASH_SCALE),
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mul(0.04, SIZE, FLASH_SCALE),
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6,
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[mul(0.012, SIZE, FLASH_SCALE), mul(cos(variable("angle")), 0.016, SIZE, FLASH_SCALE), mul(sin(variable("angle")), 0.016, SIZE, FLASH_SCALE)],
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[variable("angle"), 0, -PI / 2],
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)
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),
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flashPiece("sphere", mul(0.016, SIZE, FLASH_SCALE), void 0, 12, [mul(8e-3, SIZE, FLASH_SCALE), 0, 0], [0, 0, 0], 16773568)
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]),
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repeat(
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-
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variable("puffs"),
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puff2(
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ORIGIN2,
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[add(
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[add(variable("drift"), mul(rand(), variable("driftSpread"))), add(variable("rise"), mul(rand(), variable("riseSpread"))), mul(sub(rand(), 0.5), variable("sideSpread"))],
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[0, 0, 0],
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mul(
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add(
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-
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mul(variable("radius"), SIZE),
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add(variable("life"), mul(rand(), variable("lifeSpread"))),
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variable("opacity"),
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variable("growth")
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)
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)
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]
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@@ -2145,9 +2178,20 @@ var GameWeatherThree = (() => {
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]
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};
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var VIEWMODEL_EFFECTS = [MUZZLE_FLASH2, SMOKE_PUFF, BACKBLAST, FLAME_JET];
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var aliasOf = (base, id, changes) => ({ ...base, id, pageId: `vehicle:${id}`, anchor: CAR_ORIGIN2, ...changes });
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var VEHICLE_EFFECTS = [
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/** The engine on fire: `engine_smoke` at its worst condition (black smoke, flames in the hood, a light). */
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aliasOf(ENGINE_SMOKE, "vehicle_fire", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 3 }, loop: 12 }),
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/** The exhaust of a car under way: `engine_smoke` in the best condition, for half a second so a moving car asks again. */
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aliasOf(ENGINE_SMOKE, "vehicle_exhaust", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 0 }, loop: 0.5 }),
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/** A hole in the tank: the page's petrol leak without the fire and the blast (the pool and the drips). A normal bullet does only this. */
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aliasOf(FUEL_LEAK_ONLY, "vehicle_leak", {}),
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/** The leak caught fire (an incendiary or tracer round, a spark, a fire near): the page's whole sequence, the fire running along the pool to the tank and the blast. */
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aliasOf(FUEL_LEAK, "vehicle_leak_ignited", {})
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];
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var ALL_EFFECTS = [BLOOD_HIT, HEADSHOT, DISMEMBER, BLOATER_CLOUD, SCREAMER_SHRIEK, CORPSE_DECAY, REANIMATION, EYES_IN_FOG, MUZZLE_FLASH, IMPACT_BY_MATERIAL, PENETRATION, CASINGS_AND_MAGAZINE, MOLOTOV, GRENADE, EXPLOSIVE_BARREL, SHOPFRONT_GLASS, DOOR_STAGES, BUILDING_COLLAPSE, BLOCK_WALL, METAL_DOOR_EFFECT, IRON_RAILING, WOODEN_FENCE, HIT_POINT_BREAKAGE, PRESSURE_CYLINDERS, BUILDING_FIRE, RAIN_AND_PUDDLES, FOG_AND_ASH, SCRAPING_SPARKS, ENGINE_SMOKE, FUEL_LEAK, CAR_EXPLOSION, WINDSHIELD, HEADLIGHTS_IN_RAIN, DAMAGE_AND_BITE, INFECTION_PHASES, PANIC, BLOATER_BLINDNESS, CAMPFIRE, COUGH_AND_BREATH];
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var WORKSHOP_EFFECTS = Object.fromEntries(ALL_EFFECTS.map((effect) => [effect.id, effect]));
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var GAME_EFFECTS = { ...WORKSHOP_EFFECTS, ...Object.fromEntries([...EVENT_EFFECTS, ...VIEWMODEL_EFFECTS].map((effect) => [effect.id, effect])) };
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var GAME_EFFECTS = { ...WORKSHOP_EFFECTS, ...Object.fromEntries([...EVENT_EFFECTS, ...VIEWMODEL_EFFECTS, ...VEHICLE_EFFECTS].map((effect) => [effect.id, effect])) };
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var QUARTER_TURN2 = Math.PI / 2;
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var SCRATCH = createVec3();
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var QUARTER_TURN3 = Math.PI / 2;
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