@almadar/std 1.0.0

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Files changed (78) hide show
  1. package/LICENSE +72 -0
  2. package/dist/behaviors/action-affinity.d.ts +88 -0
  3. package/dist/behaviors/action-affinity.js +290 -0
  4. package/dist/behaviors/action-affinity.js.map +1 -0
  5. package/dist/behaviors/async.d.ts +20 -0
  6. package/dist/behaviors/async.js +542 -0
  7. package/dist/behaviors/async.js.map +1 -0
  8. package/dist/behaviors/data-management.d.ts +40 -0
  9. package/dist/behaviors/data-management.js +495 -0
  10. package/dist/behaviors/data-management.js.map +1 -0
  11. package/dist/behaviors/feedback.d.ts +18 -0
  12. package/dist/behaviors/feedback.js +307 -0
  13. package/dist/behaviors/feedback.js.map +1 -0
  14. package/dist/behaviors/game-core.d.ts +40 -0
  15. package/dist/behaviors/game-core.js +443 -0
  16. package/dist/behaviors/game-core.js.map +1 -0
  17. package/dist/behaviors/game-entity.d.ts +39 -0
  18. package/dist/behaviors/game-entity.js +643 -0
  19. package/dist/behaviors/game-entity.js.map +1 -0
  20. package/dist/behaviors/game-ui.d.ts +29 -0
  21. package/dist/behaviors/game-ui.js +493 -0
  22. package/dist/behaviors/game-ui.js.map +1 -0
  23. package/dist/behaviors/index.d.ts +11 -0
  24. package/dist/behaviors/index.js +4539 -0
  25. package/dist/behaviors/index.js.map +1 -0
  26. package/dist/behaviors/registry.d.ts +103 -0
  27. package/dist/behaviors/registry.js +4166 -0
  28. package/dist/behaviors/registry.js.map +1 -0
  29. package/dist/behaviors/types.d.ts +179 -0
  30. package/dist/behaviors/types.js +111 -0
  31. package/dist/behaviors/types.js.map +1 -0
  32. package/dist/behaviors/ui-interaction.d.ts +36 -0
  33. package/dist/behaviors/ui-interaction.js +1104 -0
  34. package/dist/behaviors/ui-interaction.js.map +1 -0
  35. package/dist/index.d.ts +195 -0
  36. package/dist/index.js +8209 -0
  37. package/dist/index.js.map +1 -0
  38. package/dist/modules/array.d.ts +28 -0
  39. package/dist/modules/array.js +556 -0
  40. package/dist/modules/array.js.map +1 -0
  41. package/dist/modules/async.d.ts +22 -0
  42. package/dist/modules/async.js +112 -0
  43. package/dist/modules/async.js.map +1 -0
  44. package/dist/modules/format.d.ts +21 -0
  45. package/dist/modules/format.js +129 -0
  46. package/dist/modules/format.js.map +1 -0
  47. package/dist/modules/index.d.ts +12 -0
  48. package/dist/modules/index.js +3131 -0
  49. package/dist/modules/index.js.map +1 -0
  50. package/dist/modules/math.d.ts +22 -0
  51. package/dist/modules/math.js +215 -0
  52. package/dist/modules/math.js.map +1 -0
  53. package/dist/modules/nn.d.ts +23 -0
  54. package/dist/modules/nn.js +189 -0
  55. package/dist/modules/nn.js.map +1 -0
  56. package/dist/modules/object.d.ts +22 -0
  57. package/dist/modules/object.js +257 -0
  58. package/dist/modules/object.js.map +1 -0
  59. package/dist/modules/str.d.ts +21 -0
  60. package/dist/modules/str.js +344 -0
  61. package/dist/modules/str.js.map +1 -0
  62. package/dist/modules/tensor.d.ts +23 -0
  63. package/dist/modules/tensor.js +427 -0
  64. package/dist/modules/tensor.js.map +1 -0
  65. package/dist/modules/time.d.ts +24 -0
  66. package/dist/modules/time.js +323 -0
  67. package/dist/modules/time.js.map +1 -0
  68. package/dist/modules/train.d.ts +23 -0
  69. package/dist/modules/train.js +308 -0
  70. package/dist/modules/train.js.map +1 -0
  71. package/dist/modules/validate.d.ts +23 -0
  72. package/dist/modules/validate.js +301 -0
  73. package/dist/modules/validate.js.map +1 -0
  74. package/dist/registry.d.ts +140 -0
  75. package/dist/registry.js +3240 -0
  76. package/dist/registry.js.map +1 -0
  77. package/dist/types-I95R8_FN.d.ts +91 -0
  78. package/package.json +59 -0
@@ -0,0 +1,443 @@
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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"]]
184
+ ]
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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"
205
+ ],
206
+ 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 },
214
+ { 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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+ ]
220
+ }
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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"]],
271
+ ["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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+ ["or", ["=", "@payload.key", "ArrowLeft"], ["=", "@payload.key", "a"]],
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+ ["set", "@entity.left", false]
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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", false]
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+ ],
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+ [
289
+ "if",
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+ ["or", ["=", "@payload.key", "ArrowUp"], ["=", "@payload.key", "w"]],
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+ ["set", "@entity.up", false]
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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", false]
297
+ ],
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+ [
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+ "if",
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+ ["=", "@payload.key", " "],
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+ ["set", "@entity.jump", false]
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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", false]
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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", false]
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+ ]
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+ ]
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+ },
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+ {
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+ event: "RESET",
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+ effects: [
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+ ["set", "@entity.left", false],
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+ ["set", "@entity.right", false],
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+ ["set", "@entity.up", false],
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+ ["set", "@entity.down", false],
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+ ["set", "@entity.jump", false],
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+ ["set", "@entity.action", false],
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+ ["set", "@entity.pause", false]
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+ ]
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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: "keyMap", type: "object", description: "Key to action mapping", default: {} }
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+ ]
334
+ }
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+ };
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+ var COLLISION_BEHAVIOR = {
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+ name: "std/Collision",
338
+ category: "game-core",
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+ description: "Collision detection and response configuration",
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+ suggestedFor: [
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+ "Solid platforms",
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+ "Trigger zones",
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+ "Collectibles",
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+ "Hazards"
345
+ ],
346
+ dataEntities: [
347
+ {
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+ name: "CollisionState",
349
+ runtime: true,
350
+ fields: [
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+ { name: "isColliding", type: "boolean", default: false },
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+ { name: "collidingWith", type: "array", default: [] }
353
+ ]
354
+ }
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+ ],
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+ stateMachine: {
357
+ initial: "Active",
358
+ states: [
359
+ { name: "Active", isInitial: true },
360
+ { name: "Disabled" }
361
+ ],
362
+ events: [
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+ { key: "COLLISION" },
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+ { key: "TRIGGER_ENTER" },
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+ { key: "TRIGGER_EXIT" },
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+ { key: "ENABLE" },
367
+ { key: "DISABLE" }
368
+ ],
369
+ transitions: [
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+ {
371
+ from: "Active",
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+ event: "COLLISION",
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+ effects: [
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+ ["set", "@entity.isColliding", true],
375
+ ["set", "@entity.collidingWith", ["array/append", "@entity.collidingWith", "@payload.entityId"]],
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+ [
377
+ "if",
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+ "@config.onCollision",
379
+ ["emit", "@config.onCollision", { entityId: "@payload.entityId", side: "@payload.side" }]
380
+ ]
381
+ ]
382
+ },
383
+ {
384
+ from: "Active",
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+ event: "TRIGGER_ENTER",
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+ effects: [
387
+ [
388
+ "if",
389
+ "@config.onTrigger",
390
+ ["emit", "@config.onTrigger", { entityId: "@payload.entityId", action: "enter" }]
391
+ ]
392
+ ]
393
+ },
394
+ {
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+ 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
+ {
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+ from: "Disabled",
417
+ to: "Active",
418
+ event: "ENABLE",
419
+ effects: []
420
+ }
421
+ ]
422
+ },
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+ 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" },
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+ { 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"]}
@@ -0,0 +1,39 @@
1
+ import { StandardBehavior } from './types.js';
2
+ import '@almadar/core/types';
3
+
4
+ /**
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+ * Game Entity Behaviors
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+ *
7
+ * Entity state behaviors: health, score, movement, combat, inventory.
8
+ * These use the Trait architecture with stateMachine and ticks.
9
+ *
10
+ * @packageDocumentation
11
+ */
12
+
13
+ /**
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+ * std/Health - Manages entity health with damage, healing, and death.
15
+ *
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+ * States: Alive → Damaged → Dead
17
+ */
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+ declare const HEALTH_BEHAVIOR: StandardBehavior;
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+ /**
20
+ * std/Score - Manages score with points, combos, and multipliers.
21
+ */
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+ declare const SCORE_BEHAVIOR: StandardBehavior;
23
+ /**
24
+ * std/Movement - Basic movement for any entity.
25
+ *
26
+ * Handles position updates based on input or AI.
27
+ */
28
+ declare const MOVEMENT_BEHAVIOR: StandardBehavior;
29
+ /**
30
+ * std/Combat - Handles attacks, cooldowns, and hit detection.
31
+ */
32
+ declare const COMBAT_BEHAVIOR: StandardBehavior;
33
+ /**
34
+ * std/Inventory - Manages collected items and equipment.
35
+ */
36
+ declare const INVENTORY_BEHAVIOR: StandardBehavior;
37
+ declare const GAME_ENTITY_BEHAVIORS: StandardBehavior[];
38
+
39
+ export { COMBAT_BEHAVIOR, GAME_ENTITY_BEHAVIORS, HEALTH_BEHAVIOR, INVENTORY_BEHAVIOR, MOVEMENT_BEHAVIOR, SCORE_BEHAVIOR };