@almadar/std 1.0.0
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/LICENSE +72 -0
- package/dist/behaviors/action-affinity.d.ts +88 -0
- package/dist/behaviors/action-affinity.js +290 -0
- package/dist/behaviors/action-affinity.js.map +1 -0
- package/dist/behaviors/async.d.ts +20 -0
- package/dist/behaviors/async.js +542 -0
- package/dist/behaviors/async.js.map +1 -0
- package/dist/behaviors/data-management.d.ts +40 -0
- package/dist/behaviors/data-management.js +495 -0
- package/dist/behaviors/data-management.js.map +1 -0
- package/dist/behaviors/feedback.d.ts +18 -0
- package/dist/behaviors/feedback.js +307 -0
- package/dist/behaviors/feedback.js.map +1 -0
- package/dist/behaviors/game-core.d.ts +40 -0
- package/dist/behaviors/game-core.js +443 -0
- package/dist/behaviors/game-core.js.map +1 -0
- package/dist/behaviors/game-entity.d.ts +39 -0
- package/dist/behaviors/game-entity.js +643 -0
- package/dist/behaviors/game-entity.js.map +1 -0
- package/dist/behaviors/game-ui.d.ts +29 -0
- package/dist/behaviors/game-ui.js +493 -0
- package/dist/behaviors/game-ui.js.map +1 -0
- package/dist/behaviors/index.d.ts +11 -0
- package/dist/behaviors/index.js +4539 -0
- package/dist/behaviors/index.js.map +1 -0
- package/dist/behaviors/registry.d.ts +103 -0
- package/dist/behaviors/registry.js +4166 -0
- package/dist/behaviors/registry.js.map +1 -0
- package/dist/behaviors/types.d.ts +179 -0
- package/dist/behaviors/types.js +111 -0
- package/dist/behaviors/types.js.map +1 -0
- package/dist/behaviors/ui-interaction.d.ts +36 -0
- package/dist/behaviors/ui-interaction.js +1104 -0
- package/dist/behaviors/ui-interaction.js.map +1 -0
- package/dist/index.d.ts +195 -0
- package/dist/index.js +8209 -0
- package/dist/index.js.map +1 -0
- package/dist/modules/array.d.ts +28 -0
- package/dist/modules/array.js +556 -0
- package/dist/modules/array.js.map +1 -0
- package/dist/modules/async.d.ts +22 -0
- package/dist/modules/async.js +112 -0
- package/dist/modules/async.js.map +1 -0
- package/dist/modules/format.d.ts +21 -0
- package/dist/modules/format.js +129 -0
- package/dist/modules/format.js.map +1 -0
- package/dist/modules/index.d.ts +12 -0
- package/dist/modules/index.js +3131 -0
- package/dist/modules/index.js.map +1 -0
- package/dist/modules/math.d.ts +22 -0
- package/dist/modules/math.js +215 -0
- package/dist/modules/math.js.map +1 -0
- package/dist/modules/nn.d.ts +23 -0
- package/dist/modules/nn.js +189 -0
- package/dist/modules/nn.js.map +1 -0
- package/dist/modules/object.d.ts +22 -0
- package/dist/modules/object.js +257 -0
- package/dist/modules/object.js.map +1 -0
- package/dist/modules/str.d.ts +21 -0
- package/dist/modules/str.js +344 -0
- package/dist/modules/str.js.map +1 -0
- package/dist/modules/tensor.d.ts +23 -0
- package/dist/modules/tensor.js +427 -0
- package/dist/modules/tensor.js.map +1 -0
- package/dist/modules/time.d.ts +24 -0
- package/dist/modules/time.js +323 -0
- package/dist/modules/time.js.map +1 -0
- package/dist/modules/train.d.ts +23 -0
- package/dist/modules/train.js +308 -0
- package/dist/modules/train.js.map +1 -0
- package/dist/modules/validate.d.ts +23 -0
- package/dist/modules/validate.js +301 -0
- package/dist/modules/validate.js.map +1 -0
- package/dist/registry.d.ts +140 -0
- package/dist/registry.js +3240 -0
- package/dist/registry.js.map +1 -0
- package/dist/types-I95R8_FN.d.ts +91 -0
- package/package.json +59 -0
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// behaviors/game-core.ts
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var GAME_LOOP_BEHAVIOR = {
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name: "std/GameLoop",
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category: "game-core",
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description: "Master game loop coordinator running at 60fps",
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suggestedFor: [
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"All real-time games",
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"Platformers",
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"Action games",
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"Endless runners"
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],
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dataEntities: [
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{
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name: "GameLoopState",
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runtime: true,
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singleton: true,
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fields: [
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{ name: "frameCount", type: "number", default: 0 },
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{ name: "deltaTime", type: "number", default: 16 },
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{ name: "elapsedTime", type: "number", default: 0 }
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]
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}
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],
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stateMachine: {
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initial: "Stopped",
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states: [
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{ name: "Stopped", isInitial: true },
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{ name: "Running" },
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{ name: "Paused" }
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],
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events: [
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{ key: "START" },
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{ key: "STOP" },
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{ key: "PAUSE" },
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{ key: "RESUME" },
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{ key: "TICK" }
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],
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transitions: [
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{
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from: "Stopped",
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to: "Running",
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event: "START",
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effects: [
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["set", "@entity.frameCount", 0],
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["set", "@entity.elapsedTime", 0]
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]
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},
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{
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from: "Running",
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to: "Paused",
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event: "PAUSE",
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effects: []
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},
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{
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from: "Paused",
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to: "Running",
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event: "RESUME",
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effects: []
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},
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{
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from: ["Running", "Paused"],
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to: "Stopped",
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event: "STOP",
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effects: []
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}
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]
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},
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ticks: [
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{
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name: "GameTick",
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interval: "frame",
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guard: ["=", "@state", "Running"],
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effects: [
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["set", "@entity.frameCount", ["+", "@entity.frameCount", 1]],
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["set", "@entity.elapsedTime", ["+", "@entity.elapsedTime", "@entity.deltaTime"]],
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["emit", "GAME_TICK", { frame: "@entity.frameCount", delta: "@entity.deltaTime" }]
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]
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}
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],
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configSchema: {
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required: [],
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optional: [
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{ name: "targetFps", type: "number", description: "Target frames per second", default: 60 },
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{ name: "fixedTimestep", type: "boolean", description: "Use fixed timestep", default: true }
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]
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}
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};
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var PHYSICS_2D_BEHAVIOR = {
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name: "std/Physics2D",
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category: "game-core",
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description: "2D physics with gravity, velocity, and friction",
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suggestedFor: [
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"Platformer characters",
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"Falling objects",
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"Projectiles",
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"Any entity affected by gravity"
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],
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requiredFields: [
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{ name: "x", type: "number", description: "Entity X position" },
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{ name: "y", type: "number", description: "Entity Y position" }
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],
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dataEntities: [
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{
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name: "Physics2DState",
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runtime: true,
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fields: [
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{ name: "vx", type: "number", default: 0 },
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{ name: "vy", type: "number", default: 0 },
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{ name: "isGrounded", type: "boolean", default: false }
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]
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}
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],
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stateMachine: {
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initial: "Active",
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states: [
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{ name: "Active", isInitial: true },
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{ name: "Frozen" }
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],
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events: [
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{ key: "INIT" },
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{ key: "APPLY_FORCE" },
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{ key: "GROUND_HIT" },
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{ key: "FREEZE" },
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{ key: "UNFREEZE" }
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],
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transitions: [
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{
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from: "*",
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event: "INIT",
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effects: [
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["set", "@entity.vx", 0],
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["set", "@entity.vy", 0],
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["set", "@entity.isGrounded", false]
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]
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},
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{
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from: "Active",
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event: "APPLY_FORCE",
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effects: [
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["set", "@entity.vx", ["+", "@entity.vx", "@payload.fx"]],
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["set", "@entity.vy", ["+", "@entity.vy", "@payload.fy"]]
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]
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},
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{
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from: "Active",
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event: "GROUND_HIT",
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effects: [
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["set", "@entity.isGrounded", true],
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["set", "@entity.vy", 0],
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["set", "@entity.vx", ["*", "@entity.vx", "@config.friction"]]
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]
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},
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{
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from: "Active",
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to: "Frozen",
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event: "FREEZE",
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effects: []
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},
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{
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from: "Frozen",
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to: "Active",
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event: "UNFREEZE",
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effects: []
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}
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]
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},
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ticks: [
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{
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name: "ApplyGravity",
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interval: "frame",
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guard: ["and", ["=", "@state", "Active"], ["not", "@entity.isGrounded"]],
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effects: [
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["set", "@entity.vy", ["math/min", "@config.maxVelocityY", ["+", "@entity.vy", "@config.gravity"]]]
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]
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},
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{
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name: "ApplyVelocity",
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interval: "frame",
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guard: ["=", "@state", "Active"],
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effects: [
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["set", "@entity.vx", ["*", "@entity.vx", "@config.airResistance"]],
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["set", "@entity.x", ["+", "@entity.x", "@entity.vx"]],
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["set", "@entity.y", ["+", "@entity.y", "@entity.vy"]]
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]
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}
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],
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configSchema: {
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required: [],
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optional: [
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{ name: "gravity", type: "number", description: "Gravity acceleration (pixels/frame\xB2)", default: 0.5 },
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{ name: "maxVelocityY", type: "number", description: "Terminal velocity", default: 15 },
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{ name: "friction", type: "number", description: "Ground friction (0-1)", default: 0.8 },
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{ name: "airResistance", type: "number", description: "Air resistance (0-1)", default: 0.99 }
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]
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}
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};
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var INPUT_BEHAVIOR = {
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name: "std/Input",
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category: "game-core",
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description: "Unified keyboard and touch input state management",
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suggestedFor: [
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"All interactive games",
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"Player controls",
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"Menu navigation"
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],
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dataEntities: [
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{
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name: "InputState",
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runtime: true,
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singleton: true,
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fields: [
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{ name: "left", type: "boolean", default: false },
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{ name: "right", type: "boolean", default: false },
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{ name: "up", type: "boolean", default: false },
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{ name: "down", type: "boolean", default: false },
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{ name: "jump", type: "boolean", default: false },
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{ name: "action", type: "boolean", default: false },
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{ name: "pause", type: "boolean", default: false }
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]
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}
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],
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stateMachine: {
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initial: "Ready",
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states: [
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{ name: "Ready", isInitial: true }
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],
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events: [
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{ key: "KEY_DOWN" },
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{ key: "KEY_UP" },
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{ key: "TOUCH_START" },
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{ key: "TOUCH_END" },
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{ key: "RESET" }
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],
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transitions: [
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{
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event: "KEY_DOWN",
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effects: [
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[
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"if",
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["or", ["=", "@payload.key", "ArrowLeft"], ["=", "@payload.key", "a"]],
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["set", "@entity.left", true]
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],
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[
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"if",
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["or", ["=", "@payload.key", "ArrowRight"], ["=", "@payload.key", "d"]],
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["set", "@entity.right", true]
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],
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[
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"if",
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["or", ["=", "@payload.key", "ArrowUp"], ["=", "@payload.key", "w"]],
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["set", "@entity.up", true]
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],
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[
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"if",
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["or", ["=", "@payload.key", "ArrowDown"], ["=", "@payload.key", "s"]],
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["set", "@entity.down", true]
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],
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[
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"if",
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["=", "@payload.key", " "],
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["set", "@entity.jump", true]
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],
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[
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"if",
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["or", ["=", "@payload.key", "Enter"], ["=", "@payload.key", "e"]],
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["set", "@entity.action", true]
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],
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[
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"if",
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["or", ["=", "@payload.key", "Escape"], ["=", "@payload.key", "p"]],
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["set", "@entity.pause", true]
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]
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]
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},
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{
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event: "KEY_UP",
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effects: [
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[
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"if",
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280
|
+
["or", ["=", "@payload.key", "ArrowLeft"], ["=", "@payload.key", "a"]],
|
|
281
|
+
["set", "@entity.left", false]
|
|
282
|
+
],
|
|
283
|
+
[
|
|
284
|
+
"if",
|
|
285
|
+
["or", ["=", "@payload.key", "ArrowRight"], ["=", "@payload.key", "d"]],
|
|
286
|
+
["set", "@entity.right", false]
|
|
287
|
+
],
|
|
288
|
+
[
|
|
289
|
+
"if",
|
|
290
|
+
["or", ["=", "@payload.key", "ArrowUp"], ["=", "@payload.key", "w"]],
|
|
291
|
+
["set", "@entity.up", false]
|
|
292
|
+
],
|
|
293
|
+
[
|
|
294
|
+
"if",
|
|
295
|
+
["or", ["=", "@payload.key", "ArrowDown"], ["=", "@payload.key", "s"]],
|
|
296
|
+
["set", "@entity.down", false]
|
|
297
|
+
],
|
|
298
|
+
[
|
|
299
|
+
"if",
|
|
300
|
+
["=", "@payload.key", " "],
|
|
301
|
+
["set", "@entity.jump", false]
|
|
302
|
+
],
|
|
303
|
+
[
|
|
304
|
+
"if",
|
|
305
|
+
["or", ["=", "@payload.key", "Enter"], ["=", "@payload.key", "e"]],
|
|
306
|
+
["set", "@entity.action", false]
|
|
307
|
+
],
|
|
308
|
+
[
|
|
309
|
+
"if",
|
|
310
|
+
["or", ["=", "@payload.key", "Escape"], ["=", "@payload.key", "p"]],
|
|
311
|
+
["set", "@entity.pause", false]
|
|
312
|
+
]
|
|
313
|
+
]
|
|
314
|
+
},
|
|
315
|
+
{
|
|
316
|
+
event: "RESET",
|
|
317
|
+
effects: [
|
|
318
|
+
["set", "@entity.left", false],
|
|
319
|
+
["set", "@entity.right", false],
|
|
320
|
+
["set", "@entity.up", false],
|
|
321
|
+
["set", "@entity.down", false],
|
|
322
|
+
["set", "@entity.jump", false],
|
|
323
|
+
["set", "@entity.action", false],
|
|
324
|
+
["set", "@entity.pause", false]
|
|
325
|
+
]
|
|
326
|
+
}
|
|
327
|
+
]
|
|
328
|
+
},
|
|
329
|
+
configSchema: {
|
|
330
|
+
required: [],
|
|
331
|
+
optional: [
|
|
332
|
+
{ name: "keyMap", type: "object", description: "Key to action mapping", default: {} }
|
|
333
|
+
]
|
|
334
|
+
}
|
|
335
|
+
};
|
|
336
|
+
var COLLISION_BEHAVIOR = {
|
|
337
|
+
name: "std/Collision",
|
|
338
|
+
category: "game-core",
|
|
339
|
+
description: "Collision detection and response configuration",
|
|
340
|
+
suggestedFor: [
|
|
341
|
+
"Solid platforms",
|
|
342
|
+
"Trigger zones",
|
|
343
|
+
"Collectibles",
|
|
344
|
+
"Hazards"
|
|
345
|
+
],
|
|
346
|
+
dataEntities: [
|
|
347
|
+
{
|
|
348
|
+
name: "CollisionState",
|
|
349
|
+
runtime: true,
|
|
350
|
+
fields: [
|
|
351
|
+
{ name: "isColliding", type: "boolean", default: false },
|
|
352
|
+
{ name: "collidingWith", type: "array", default: [] }
|
|
353
|
+
]
|
|
354
|
+
}
|
|
355
|
+
],
|
|
356
|
+
stateMachine: {
|
|
357
|
+
initial: "Active",
|
|
358
|
+
states: [
|
|
359
|
+
{ name: "Active", isInitial: true },
|
|
360
|
+
{ name: "Disabled" }
|
|
361
|
+
],
|
|
362
|
+
events: [
|
|
363
|
+
{ key: "COLLISION" },
|
|
364
|
+
{ key: "TRIGGER_ENTER" },
|
|
365
|
+
{ key: "TRIGGER_EXIT" },
|
|
366
|
+
{ key: "ENABLE" },
|
|
367
|
+
{ key: "DISABLE" }
|
|
368
|
+
],
|
|
369
|
+
transitions: [
|
|
370
|
+
{
|
|
371
|
+
from: "Active",
|
|
372
|
+
event: "COLLISION",
|
|
373
|
+
effects: [
|
|
374
|
+
["set", "@entity.isColliding", true],
|
|
375
|
+
["set", "@entity.collidingWith", ["array/append", "@entity.collidingWith", "@payload.entityId"]],
|
|
376
|
+
[
|
|
377
|
+
"if",
|
|
378
|
+
"@config.onCollision",
|
|
379
|
+
["emit", "@config.onCollision", { entityId: "@payload.entityId", side: "@payload.side" }]
|
|
380
|
+
]
|
|
381
|
+
]
|
|
382
|
+
},
|
|
383
|
+
{
|
|
384
|
+
from: "Active",
|
|
385
|
+
event: "TRIGGER_ENTER",
|
|
386
|
+
effects: [
|
|
387
|
+
[
|
|
388
|
+
"if",
|
|
389
|
+
"@config.onTrigger",
|
|
390
|
+
["emit", "@config.onTrigger", { entityId: "@payload.entityId", action: "enter" }]
|
|
391
|
+
]
|
|
392
|
+
]
|
|
393
|
+
},
|
|
394
|
+
{
|
|
395
|
+
from: "Active",
|
|
396
|
+
event: "TRIGGER_EXIT",
|
|
397
|
+
effects: [
|
|
398
|
+
["set", "@entity.collidingWith", ["array/filter", "@entity.collidingWith", ["fn", "id", ["!=", "@id", "@payload.entityId"]]]],
|
|
399
|
+
[
|
|
400
|
+
"if",
|
|
401
|
+
["=", ["array/len", "@entity.collidingWith"], 0],
|
|
402
|
+
["set", "@entity.isColliding", false]
|
|
403
|
+
]
|
|
404
|
+
]
|
|
405
|
+
},
|
|
406
|
+
{
|
|
407
|
+
from: "Active",
|
|
408
|
+
to: "Disabled",
|
|
409
|
+
event: "DISABLE",
|
|
410
|
+
effects: [
|
|
411
|
+
["set", "@entity.isColliding", false],
|
|
412
|
+
["set", "@entity.collidingWith", []]
|
|
413
|
+
]
|
|
414
|
+
},
|
|
415
|
+
{
|
|
416
|
+
from: "Disabled",
|
|
417
|
+
to: "Active",
|
|
418
|
+
event: "ENABLE",
|
|
419
|
+
effects: []
|
|
420
|
+
}
|
|
421
|
+
]
|
|
422
|
+
},
|
|
423
|
+
configSchema: {
|
|
424
|
+
required: [],
|
|
425
|
+
optional: [
|
|
426
|
+
{ name: "type", type: "string", description: "Collision type", default: "solid", enum: ["solid", "trigger"] },
|
|
427
|
+
{ name: "layer", type: "string", description: "Collision layer", default: "default" },
|
|
428
|
+
{ name: "collidesWith", type: "array", description: "Layers to collide with", default: ["default"] },
|
|
429
|
+
{ name: "onCollision", type: "event", description: "Event to emit on collision" },
|
|
430
|
+
{ name: "onTrigger", type: "event", description: "Event to emit on trigger" }
|
|
431
|
+
]
|
|
432
|
+
}
|
|
433
|
+
};
|
|
434
|
+
var GAME_CORE_BEHAVIORS = [
|
|
435
|
+
GAME_LOOP_BEHAVIOR,
|
|
436
|
+
PHYSICS_2D_BEHAVIOR,
|
|
437
|
+
INPUT_BEHAVIOR,
|
|
438
|
+
COLLISION_BEHAVIOR
|
|
439
|
+
];
|
|
440
|
+
|
|
441
|
+
export { COLLISION_BEHAVIOR, GAME_CORE_BEHAVIORS, GAME_LOOP_BEHAVIOR, INPUT_BEHAVIOR, PHYSICS_2D_BEHAVIOR };
|
|
442
|
+
//# sourceMappingURL=game-core.js.map
|
|
443
|
+
//# sourceMappingURL=game-core.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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* Game Core Behaviors\n *\n * Foundation behaviors for game systems: loop, physics, input, collision.\n * These use the Trait architecture with stateMachine and ticks.\n *\n * @packageDocumentation\n */\n\nimport type { StandardBehavior } from './types.js';\n\n// ============================================================================\n// std/GameLoop - Master Game Tick Coordination\n// ============================================================================\n\n/**\n * std/GameLoop - Coordinates game tick execution at 60fps.\n *\n * States: Running, Paused\n * Provides the master clock for all game systems.\n */\nexport const GAME_LOOP_BEHAVIOR: StandardBehavior = {\n name: 'std/GameLoop',\n category: 'game-core',\n description: 'Master game loop coordinator running at 60fps',\n suggestedFor: [\n 'All real-time games',\n 'Platformers',\n 'Action games',\n 'Endless runners',\n ],\n\n dataEntities: [\n {\n name: 'GameLoopState',\n runtime: true,\n singleton: true,\n fields: [\n { name: 'frameCount', type: 'number', default: 0 },\n { name: 'deltaTime', type: 'number', default: 16 },\n { name: 'elapsedTime', type: 'number', default: 0 },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Stopped',\n states: [\n { name: 'Stopped', isInitial: true },\n { name: 'Running' },\n { name: 'Paused' },\n ],\n events: [\n { key: 'START' },\n { key: 'STOP' },\n { key: 'PAUSE' },\n { key: 'RESUME' },\n { key: 'TICK' },\n ],\n transitions: [\n {\n from: 'Stopped',\n to: 'Running',\n event: 'START',\n effects: [\n ['set', '@entity.frameCount', 0],\n ['set', '@entity.elapsedTime', 0],\n ],\n },\n {\n from: 'Running',\n to: 'Paused',\n event: 'PAUSE',\n effects: [],\n },\n {\n from: 'Paused',\n to: 'Running',\n event: 'RESUME',\n effects: [],\n },\n {\n from: ['Running', 'Paused'],\n to: 'Stopped',\n event: 'STOP',\n effects: [],\n },\n ],\n },\n\n ticks: [\n {\n name: 'GameTick',\n interval: 'frame',\n guard: ['=', '@state', 'Running'],\n effects: [\n ['set', '@entity.frameCount', ['+', '@entity.frameCount', 1]],\n ['set', '@entity.elapsedTime', ['+', '@entity.elapsedTime', '@entity.deltaTime']],\n ['emit', 'GAME_TICK', { frame: '@entity.frameCount', delta: '@entity.deltaTime' }],\n ],\n },\n ],\n\n configSchema: {\n required: [],\n optional: [\n { name: 'targetFps', type: 'number', description: 'Target frames per second', default: 60 },\n { name: 'fixedTimestep', type: 'boolean', description: 'Use fixed timestep', default: true },\n ],\n },\n};\n\n// ============================================================================\n// std/Physics2D - Gravity and Velocity\n// ============================================================================\n\n/**\n * std/Physics2D - 2D physics with gravity, velocity, and friction.\n *\n * Applied to entities that need physics simulation.\n */\nexport const PHYSICS_2D_BEHAVIOR: StandardBehavior = {\n name: 'std/Physics2D',\n category: 'game-core',\n description: '2D physics with gravity, velocity, and friction',\n suggestedFor: [\n 'Platformer characters',\n 'Falling objects',\n 'Projectiles',\n 'Any entity affected by gravity',\n ],\n\n requiredFields: [\n { name: 'x', type: 'number', description: 'Entity X position' },\n { name: 'y', type: 'number', description: 'Entity Y position' },\n ],\n\n dataEntities: [\n {\n name: 'Physics2DState',\n runtime: true,\n fields: [\n { name: 'vx', type: 'number', default: 0 },\n { name: 'vy', type: 'number', default: 0 },\n { name: 'isGrounded', type: 'boolean', default: false },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Active',\n states: [\n { name: 'Active', isInitial: true },\n { name: 'Frozen' },\n ],\n events: [\n { key: 'INIT' },\n { key: 'APPLY_FORCE' },\n { key: 'GROUND_HIT' },\n { key: 'FREEZE' },\n { key: 'UNFREEZE' },\n ],\n transitions: [\n {\n from: '*',\n event: 'INIT',\n effects: [\n ['set', '@entity.vx', 0],\n ['set', '@entity.vy', 0],\n ['set', '@entity.isGrounded', false],\n ],\n },\n {\n from: 'Active',\n event: 'APPLY_FORCE',\n effects: [\n ['set', '@entity.vx', ['+', '@entity.vx', '@payload.fx']],\n ['set', '@entity.vy', ['+', '@entity.vy', '@payload.fy']],\n ],\n },\n {\n from: 'Active',\n event: 'GROUND_HIT',\n effects: [\n ['set', '@entity.isGrounded', true],\n ['set', '@entity.vy', 0],\n ['set', '@entity.vx', ['*', '@entity.vx', '@config.friction']],\n ],\n },\n {\n from: 'Active',\n to: 'Frozen',\n event: 'FREEZE',\n effects: [],\n },\n {\n from: 'Frozen',\n to: 'Active',\n event: 'UNFREEZE',\n effects: [],\n },\n ],\n },\n\n ticks: [\n {\n name: 'ApplyGravity',\n interval: 'frame',\n guard: ['and', ['=', '@state', 'Active'], ['not', '@entity.isGrounded']],\n effects: [\n ['set', '@entity.vy', ['math/min', '@config.maxVelocityY', ['+', '@entity.vy', '@config.gravity']]],\n ],\n },\n {\n name: 'ApplyVelocity',\n interval: 'frame',\n guard: ['=', '@state', 'Active'],\n effects: [\n ['set', '@entity.vx', ['*', '@entity.vx', '@config.airResistance']],\n ['set', '@entity.x', ['+', '@entity.x', '@entity.vx']],\n ['set', '@entity.y', ['+', '@entity.y', '@entity.vy']],\n ],\n },\n ],\n\n configSchema: {\n required: [],\n optional: [\n { name: 'gravity', type: 'number', description: 'Gravity acceleration (pixels/frame²)', default: 0.5 },\n { name: 'maxVelocityY', type: 'number', description: 'Terminal velocity', default: 15 },\n { name: 'friction', type: 'number', description: 'Ground friction (0-1)', default: 0.8 },\n { name: 'airResistance', type: 'number', description: 'Air resistance (0-1)', default: 0.99 },\n ],\n },\n};\n\n// ============================================================================\n// std/Input - Unified Input State\n// ============================================================================\n\n/**\n * std/Input - Manages keyboard and touch input state.\n *\n * Singleton behavior that tracks all input state.\n */\nexport const INPUT_BEHAVIOR: StandardBehavior = {\n name: 'std/Input',\n category: 'game-core',\n description: 'Unified keyboard and touch input state management',\n suggestedFor: [\n 'All interactive games',\n 'Player controls',\n 'Menu navigation',\n ],\n\n dataEntities: [\n {\n name: 'InputState',\n runtime: true,\n singleton: true,\n fields: [\n { name: 'left', type: 'boolean', default: false },\n { name: 'right', type: 'boolean', default: false },\n { name: 'up', type: 'boolean', default: false },\n { name: 'down', type: 'boolean', default: false },\n { name: 'jump', type: 'boolean', default: false },\n { name: 'action', type: 'boolean', default: false },\n { name: 'pause', type: 'boolean', default: false },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Ready',\n states: [\n { name: 'Ready', isInitial: true },\n ],\n events: [\n { key: 'KEY_DOWN' },\n { key: 'KEY_UP' },\n { key: 'TOUCH_START' },\n { key: 'TOUCH_END' },\n { key: 'RESET' },\n ],\n transitions: [\n {\n event: 'KEY_DOWN',\n effects: [\n ['if', ['or', ['=', '@payload.key', 'ArrowLeft'], ['=', '@payload.key', 'a']],\n ['set', '@entity.left', true]],\n ['if', ['or', ['=', '@payload.key', 'ArrowRight'], ['=', '@payload.key', 'd']],\n ['set', '@entity.right', true]],\n ['if', ['or', ['=', '@payload.key', 'ArrowUp'], ['=', '@payload.key', 'w']],\n ['set', '@entity.up', true]],\n ['if', ['or', ['=', '@payload.key', 'ArrowDown'], ['=', '@payload.key', 's']],\n ['set', '@entity.down', true]],\n ['if', ['=', '@payload.key', ' '],\n ['set', '@entity.jump', true]],\n ['if', ['or', ['=', '@payload.key', 'Enter'], ['=', '@payload.key', 'e']],\n ['set', '@entity.action', true]],\n ['if', ['or', ['=', '@payload.key', 'Escape'], ['=', '@payload.key', 'p']],\n ['set', '@entity.pause', true]],\n ],\n },\n {\n event: 'KEY_UP',\n effects: [\n ['if', ['or', ['=', '@payload.key', 'ArrowLeft'], ['=', '@payload.key', 'a']],\n ['set', '@entity.left', false]],\n ['if', ['or', ['=', '@payload.key', 'ArrowRight'], ['=', '@payload.key', 'd']],\n ['set', '@entity.right', false]],\n ['if', ['or', ['=', '@payload.key', 'ArrowUp'], ['=', '@payload.key', 'w']],\n ['set', '@entity.up', false]],\n ['if', ['or', ['=', '@payload.key', 'ArrowDown'], ['=', '@payload.key', 's']],\n ['set', '@entity.down', false]],\n ['if', ['=', '@payload.key', ' '],\n ['set', '@entity.jump', false]],\n ['if', ['or', ['=', '@payload.key', 'Enter'], ['=', '@payload.key', 'e']],\n ['set', '@entity.action', false]],\n ['if', ['or', ['=', '@payload.key', 'Escape'], ['=', '@payload.key', 'p']],\n ['set', '@entity.pause', false]],\n ],\n },\n {\n event: 'RESET',\n effects: [\n ['set', '@entity.left', false],\n ['set', '@entity.right', false],\n ['set', '@entity.up', false],\n ['set', '@entity.down', false],\n ['set', '@entity.jump', false],\n ['set', '@entity.action', false],\n ['set', '@entity.pause', false],\n ],\n },\n ],\n },\n\n configSchema: {\n required: [],\n optional: [\n { name: 'keyMap', type: 'object', description: 'Key to action mapping', default: {} },\n ],\n },\n};\n\n// ============================================================================\n// std/Collision - Collision Detection & Response\n// ============================================================================\n\n/**\n * std/Collision - Handles collision detection and response.\n *\n * Configures how an entity responds to collisions.\n */\nexport const COLLISION_BEHAVIOR: StandardBehavior = {\n name: 'std/Collision',\n category: 'game-core',\n description: 'Collision detection and response configuration',\n suggestedFor: [\n 'Solid platforms',\n 'Trigger zones',\n 'Collectibles',\n 'Hazards',\n ],\n\n dataEntities: [\n {\n name: 'CollisionState',\n runtime: true,\n fields: [\n { name: 'isColliding', type: 'boolean', default: false },\n { name: 'collidingWith', type: 'array', default: [] },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Active',\n states: [\n { name: 'Active', isInitial: true },\n { name: 'Disabled' },\n ],\n events: [\n { key: 'COLLISION' },\n { key: 'TRIGGER_ENTER' },\n { key: 'TRIGGER_EXIT' },\n { key: 'ENABLE' },\n { key: 'DISABLE' },\n ],\n transitions: [\n {\n from: 'Active',\n event: 'COLLISION',\n effects: [\n ['set', '@entity.isColliding', true],\n ['set', '@entity.collidingWith', ['array/append', '@entity.collidingWith', '@payload.entityId']],\n ['if', '@config.onCollision',\n ['emit', '@config.onCollision', { entityId: '@payload.entityId', side: '@payload.side' }]],\n ],\n },\n {\n from: 'Active',\n event: 'TRIGGER_ENTER',\n effects: [\n ['if', '@config.onTrigger',\n ['emit', '@config.onTrigger', { entityId: '@payload.entityId', action: 'enter' }]],\n ],\n },\n {\n from: 'Active',\n event: 'TRIGGER_EXIT',\n effects: [\n ['set', '@entity.collidingWith', ['array/filter', '@entity.collidingWith', ['fn', 'id', ['!=', '@id', '@payload.entityId']]]],\n ['if', ['=', ['array/len', '@entity.collidingWith'], 0],\n ['set', '@entity.isColliding', false]],\n ],\n },\n {\n from: 'Active',\n to: 'Disabled',\n event: 'DISABLE',\n effects: [\n ['set', '@entity.isColliding', false],\n ['set', '@entity.collidingWith', []],\n ],\n },\n {\n from: 'Disabled',\n to: 'Active',\n event: 'ENABLE',\n effects: [],\n },\n ],\n },\n\n configSchema: {\n required: [],\n optional: [\n { name: 'type', type: 'string', description: 'Collision type', default: 'solid', enum: ['solid', 'trigger'] },\n { name: 'layer', type: 'string', description: 'Collision layer', default: 'default' },\n { name: 'collidesWith', type: 'array', description: 'Layers to collide with', default: ['default'] },\n { name: 'onCollision', type: 'event', description: 'Event to emit on collision' },\n { name: 'onTrigger', type: 'event', description: 'Event to emit on trigger' },\n ],\n },\n};\n\n// ============================================================================\n// Export All Behaviors\n// ============================================================================\n\nexport const GAME_CORE_BEHAVIORS: StandardBehavior[] = [\n GAME_LOOP_BEHAVIOR,\n PHYSICS_2D_BEHAVIOR,\n INPUT_BEHAVIOR,\n COLLISION_BEHAVIOR,\n];\n"]}
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import { StandardBehavior } from './types.js';
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import '@almadar/core/types';
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/**
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* Game Entity Behaviors
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*
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* Entity state behaviors: health, score, movement, combat, inventory.
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* These use the Trait architecture with stateMachine and ticks.
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*
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*/
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/**
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* std/Health - Manages entity health with damage, healing, and death.
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*
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* States: Alive → Damaged → Dead
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declare const HEALTH_BEHAVIOR: StandardBehavior;
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/**
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* std/Score - Manages score with points, combos, and multipliers.
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declare const SCORE_BEHAVIOR: StandardBehavior;
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/**
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* std/Movement - Basic movement for any entity.
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declare const MOVEMENT_BEHAVIOR: StandardBehavior;
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/**
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* std/Combat - Handles attacks, cooldowns, and hit detection.
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declare const COMBAT_BEHAVIOR: StandardBehavior;
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/**
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* std/Inventory - Manages collected items and equipment.
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declare const INVENTORY_BEHAVIOR: StandardBehavior;
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declare const GAME_ENTITY_BEHAVIORS: StandardBehavior[];
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export { COMBAT_BEHAVIOR, GAME_ENTITY_BEHAVIORS, HEALTH_BEHAVIOR, INVENTORY_BEHAVIOR, MOVEMENT_BEHAVIOR, SCORE_BEHAVIOR };
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