@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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for combos (ms)', default: 2000 },\n { name: 'maxMultiplier', type: 'number', description: 'Maximum combo multiplier', default: 10 },\n { name: 'persistHighScore', type: 'boolean', description: 'Save high score to storage', default: true },\n ],\n },\n};\n\n// ============================================================================\n// std/Movement - Entity Position and Velocity\n// ============================================================================\n\n/**\n * std/Movement - Basic movement for any entity.\n *\n * Handles position updates based on input or AI.\n */\nexport const MOVEMENT_BEHAVIOR: StandardBehavior = {\n name: 'std/Movement',\n category: 'game-entity',\n description: 'Entity movement with speed and direction',\n suggestedFor: [\n 'Player characters',\n 'NPCs',\n 'Enemies',\n 'Moving platforms',\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: 'MovementState',\n runtime: true,\n fields: [\n { name: 'direction', type: 'number', default: 0 },\n { name: 'facingRight', type: 'boolean', default: true },\n { name: 'canJump', type: 'boolean', default: true },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Idle',\n states: [\n { name: 'Idle', isInitial: true },\n { name: 'Moving' },\n { name: 'Jumping' },\n { name: 'Falling' },\n ],\n events: [\n { key: 'MOVE' },\n { key: 'STOP' },\n { key: 'JUMP' },\n { key: 'LAND' },\n ],\n transitions: [\n {\n from: 'Idle',\n to: 'Moving',\n event: 'MOVE',\n effects: [\n ['set', '@entity.direction', '@payload.direction'],\n ['if', ['>', '@payload.direction', 0],\n ['set', '@entity.facingRight', true]],\n ['if', ['<', '@payload.direction', 0],\n ['set', '@entity.facingRight', false]],\n ],\n },\n {\n from: 'Moving',\n event: 'MOVE',\n effects: [\n ['set', '@entity.direction', '@payload.direction'],\n ['if', ['>', '@payload.direction', 0],\n ['set', '@entity.facingRight', true]],\n ['if', ['<', '@payload.direction', 0],\n ['set', '@entity.facingRight', false]],\n ],\n },\n {\n from: 'Moving',\n to: 'Idle',\n event: 'STOP',\n effects: [\n ['set', '@entity.direction', 0],\n ],\n },\n {\n from: ['Idle', 'Moving'],\n to: 'Jumping',\n event: 'JUMP',\n guard: '@entity.canJump',\n effects: [\n ['set', '@entity.canJump', false],\n ['emit', 'APPLY_FORCE', { fx: 0, fy: '@config.jumpForce' }],\n ],\n },\n {\n from: ['Jumping', 'Falling'],\n to: 'Idle',\n event: 'LAND',\n effects: [\n ['set', '@entity.canJump', true],\n ['if', ['!=', '@entity.direction', 0],\n ['emit', 'MOVE', { direction: '@entity.direction' }]],\n ],\n },\n ],\n },\n\n ticks: [\n {\n name: 'ApplyMovement',\n interval: 'frame',\n guard: ['!=', '@entity.direction', 0],\n effects: [\n ['set', '@entity.x', ['+', '@entity.x', ['*', '@entity.direction', '@config.moveSpeed']]],\n ],\n },\n ],\n\n configSchema: {\n required: [],\n optional: [\n { name: 'moveSpeed', type: 'number', description: 'Movement speed (pixels/frame)', default: 5 },\n { name: 'jumpForce', type: 'number', description: 'Jump velocity', default: -12 },\n { name: 'acceleration', type: 'number', description: 'Acceleration rate', default: 0.5 },\n { name: 'deceleration', type: 'number', description: 'Deceleration rate', default: 0.3 },\n ],\n },\n};\n\n// ============================================================================\n// std/Combat - Attack and Damage System\n// ============================================================================\n\n/**\n * std/Combat - Handles attacks, cooldowns, and hit detection.\n */\nexport const COMBAT_BEHAVIOR: StandardBehavior = {\n name: 'std/Combat',\n category: 'game-entity',\n description: 'Combat system with attacks, cooldowns, and hitboxes',\n suggestedFor: [\n 'Fighting games',\n 'Action RPGs',\n 'Beat-em-ups',\n 'Boss encounters',\n ],\n\n dataEntities: [\n {\n name: 'CombatState',\n runtime: true,\n fields: [\n { name: 'isAttacking', type: 'boolean', default: false },\n { name: 'attackStartTime', type: 'number', default: 0 },\n { name: 'hitEntities', type: 'array', default: [] },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Ready',\n states: [\n { name: 'Ready', isInitial: true },\n { name: 'Attacking' },\n { name: 'Cooldown' },\n ],\n events: [\n { key: 'ATTACK' },\n { key: 'ATTACK_END' },\n { key: 'HIT_CONNECT' },\n { key: 'COOLDOWN_END' },\n ],\n transitions: [\n {\n from: 'Ready',\n to: 'Attacking',\n event: 'ATTACK',\n effects: [\n ['set', '@entity.isAttacking', true],\n ['set', '@entity.attackStartTime', '@now'],\n ['set', '@entity.hitEntities', []],\n ['render', 'entity.sprite', 'attack-animation', {}],\n ['render', 'entity.hitbox', 'hitbox', {\n active: true,\n offset: '@config.hitboxOffset',\n size: '@config.hitboxSize',\n }],\n ],\n },\n {\n from: 'Attacking',\n event: 'HIT_CONNECT',\n guard: ['not', ['array/includes', '@entity.hitEntities', '@payload.entityId']],\n effects: [\n ['set', '@entity.hitEntities', ['array/append', '@entity.hitEntities', '@payload.entityId']],\n ['emit', 'DAMAGE', { target: '@payload.entityId', amount: '@config.attackDamage' }],\n ['render', 'effect.impact', 'hit-effect', { position: '@payload.position' }],\n ],\n },\n {\n from: 'Attacking',\n to: 'Cooldown',\n event: 'ATTACK_END',\n effects: [\n ['set', '@entity.isAttacking', false],\n ['render', 'entity.hitbox', null],\n ],\n },\n {\n from: 'Cooldown',\n to: 'Ready',\n event: 'COOLDOWN_END',\n effects: [],\n },\n ],\n },\n\n ticks: [\n {\n name: 'AttackDuration',\n interval: 'frame',\n guard: ['and', '@entity.isAttacking', ['>', ['-', '@now', '@entity.attackStartTime'], '@config.attackDuration']],\n effects: [\n ['emit', 'ATTACK_END'],\n ],\n },\n {\n name: 'CooldownTimer',\n interval: 'frame',\n guard: ['and', ['=', '@state', 'Cooldown'], ['>', ['-', '@now', '@entity.attackStartTime'], ['+', '@config.attackDuration', '@config.cooldownDuration']]],\n effects: [\n ['emit', 'COOLDOWN_END'],\n ],\n },\n ],\n\n configSchema: {\n required: [],\n optional: [\n { name: 'attackDamage', type: 'number', description: 'Damage per attack', default: 10 },\n { name: 'attackDuration', type: 'number', description: 'Attack animation duration (ms)', default: 200 },\n { name: 'cooldownDuration', type: 'number', description: 'Cooldown between attacks (ms)', default: 300 },\n { name: 'hitboxOffset', type: 'object', description: 'Hitbox offset from entity', default: { x: 20, y: 0 } },\n { name: 'hitboxSize', type: 'object', description: 'Hitbox dimensions', default: { width: 30, height: 40 } },\n ],\n },\n};\n\n// ============================================================================\n// std/Inventory - Item Collection and Management\n// ============================================================================\n\n/**\n * std/Inventory - Manages collected items and equipment.\n */\nexport const INVENTORY_BEHAVIOR: StandardBehavior = {\n name: 'std/Inventory',\n category: 'game-entity',\n description: 'Item collection, storage, and usage',\n suggestedFor: [\n 'RPGs',\n 'Adventure games',\n 'Survival games',\n 'Collectible-based games',\n ],\n\n dataEntities: [\n {\n name: 'InventoryState',\n runtime: true,\n fields: [\n { name: 'items', type: 'array', default: [] },\n { name: 'selectedSlot', type: 'number', default: 0 },\n { name: 'isOpen', type: 'boolean', default: false },\n { name: 'equipped', type: 'object', default: {} },\n ],\n },\n ],\n\n stateMachine: {\n initial: 'Empty',\n states: [\n { name: 'Empty', isInitial: true },\n { name: 'HasItems' },\n { name: 'Full' },\n ],\n events: [\n { key: 'COLLECT' },\n { key: 'USE' },\n { key: 'DROP' },\n { key: 'EQUIP' },\n { key: 'UNEQUIP' },\n { key: 'OPEN' },\n { key: 'CLOSE' },\n { key: 'INVENTORY_EMPTY' },\n ],\n transitions: [\n {\n from: ['Empty', 'HasItems'],\n to: 'HasItems',\n event: 'COLLECT',\n guard: ['<', ['array/len', '@entity.items'], '@config.maxSlots'],\n effects: [\n ['set', '@entity.items', ['array/append', '@entity.items', '@payload.item']],\n ['render', 'effect.collect', 'collect-effect', { item: '@payload.item' }],\n ['notify', { type: 'info', message: ['str/concat', 'Collected ', '@payload.item.name'] }],\n ],\n },\n {\n from: 'HasItems',\n event: 'USE',\n effects: [\n ['let', [['item', ['array/nth', '@entity.items', '@payload.slot']]],\n ['if', '@item.onUse',\n ['emit', '@item.onUse', { item: '@item' }]],\n ['if', '@item.consumable',\n ['set', '@entity.items', ['array/filter', '@entity.items', ['fn', 'i', 'idx', ['!=', '@idx', '@payload.slot']]]]]],\n ['if', ['=', ['array/len', '@entity.items'], 0],\n ['emit', 'INVENTORY_EMPTY']],\n ],\n },\n {\n from: 'HasItems',\n event: 'DROP',\n effects: [\n ['let', [['item', ['array/nth', '@entity.items', '@payload.slot']]],\n ['set', '@entity.items', ['array/filter', '@entity.items', ['fn', 'i', 'idx', ['!=', '@idx', '@payload.slot']]]],\n ['emit', 'ITEM_DROPPED', { item: '@item', position: { x: '@entity.x', y: '@entity.y' } }]],\n ['if', ['=', ['array/len', '@entity.items'], 0],\n ['emit', 'INVENTORY_EMPTY']],\n ],\n },\n {\n from: 'HasItems',\n to: 'Empty',\n event: 'INVENTORY_EMPTY',\n effects: [],\n },\n {\n event: 'EQUIP',\n effects: [\n ['set', '@entity.equipped', ['object/set', '@entity.equipped', '@payload.slot', '@payload.item']],\n ['emit', 'STATS_UPDATED', { equipped: '@entity.equipped' }],\n ],\n },\n {\n event: 'UNEQUIP',\n effects: [\n ['set', '@entity.equipped', ['object/remove', '@entity.equipped', '@payload.slot']],\n ['emit', 'STATS_UPDATED', { equipped: '@entity.equipped' }],\n ],\n },\n {\n event: 'OPEN',\n effects: [\n ['set', '@entity.isOpen', true],\n ['render', 'overlay.inventory', 'inventory-panel', {\n items: '@entity.items',\n selectedSlot: '@entity.selectedSlot',\n equipped: '@entity.equipped',\n maxSlots: '@config.maxSlots',\n onUse: 'USE',\n onDrop: 'DROP',\n onEquip: 'EQUIP',\n onClose: 'CLOSE',\n }],\n ],\n },\n {\n event: 'CLOSE',\n effects: [\n ['set', '@entity.isOpen', false],\n ['render', 'overlay.inventory', null],\n ],\n },\n ],\n },\n\n configSchema: {\n required: [],\n optional: [\n { name: 'maxSlots', type: 'number', description: 'Maximum inventory slots', default: 20 },\n { name: 'stackable', type: 'boolean', description: 'Allow item stacking', default: true },\n { name: 'maxStack', type: 'number', description: 'Maximum stack size', default: 99 },\n ],\n },\n};\n\n// ============================================================================\n// Export All Behaviors\n// ============================================================================\n\nexport const GAME_ENTITY_BEHAVIORS: StandardBehavior[] = [\n HEALTH_BEHAVIOR,\n SCORE_BEHAVIOR,\n MOVEMENT_BEHAVIOR,\n COMBAT_BEHAVIOR,\n INVENTORY_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 UI Behaviors
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*
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* Game interface behaviors: flow, dialogue, level progression.
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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/GameFlow - Master game state management.
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*
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* States: Menu → Playing → Paused → GameOver/Victory
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*/
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declare const GAME_FLOW_BEHAVIOR: StandardBehavior;
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/**
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* std/Dialogue - Manages NPC dialogue and branching conversations.
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*/
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declare const DIALOGUE_BEHAVIOR: StandardBehavior;
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/**
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* std/LevelProgress - Manages level unlock, selection, and completion.
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*/
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declare const LEVEL_PROGRESS_BEHAVIOR: StandardBehavior;
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declare const GAME_UI_BEHAVIORS: StandardBehavior[];
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export { DIALOGUE_BEHAVIOR, GAME_FLOW_BEHAVIOR, GAME_UI_BEHAVIORS, LEVEL_PROGRESS_BEHAVIOR };
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// behaviors/game-ui.ts
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var GAME_FLOW_BEHAVIOR = {
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name: "std/GameFlow",
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category: "game-ui",
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description: "Master game flow: menu, play, pause, game over, victory",
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suggestedFor: [
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"All games",
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"Game state management",
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"Menu systems",
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"Win/lose conditions"
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],
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dataEntities: [
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{
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name: "GameFlowState",
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runtime: true,
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singleton: true,
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fields: [
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{ name: "playTime", type: "number", default: 0 },
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{ name: "attempts", type: "number", default: 0 },
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{ name: "lastState", type: "string", default: "Menu" }
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]
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}
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],
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stateMachine: {
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initial: "Menu",
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states: [
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{ name: "Menu", isInitial: true },
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{ name: "Playing" },
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{ name: "Paused" },
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{ name: "GameOver" },
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{ name: "Victory" }
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],
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events: [
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{ key: "START" },
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{ key: "PAUSE" },
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{ key: "RESUME" },
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{ key: "GAME_OVER" },
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{ key: "VICTORY" },
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{ key: "RESTART" },
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{ key: "QUIT" }
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],
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transitions: [
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{
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from: "*",
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to: "Menu",
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event: "QUIT",
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effects: [
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["emit", "STOP"],
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["render", "screen", "game-menu", {
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title: "@config.title",
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onStart: "START"
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}]
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]
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},
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{
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from: "Menu",
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to: "Playing",
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event: "START",
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effects: [
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["set", "@entity.attempts", ["+", "@entity.attempts", 1]],
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["set", "@entity.playTime", 0],
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["emit", "GAME_LOOP_START"],
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["render", "screen", null],
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["render", "canvas", "game-canvas", {}]
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]
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},
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{
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from: "Playing",
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to: "Paused",
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event: "PAUSE",
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guard: "@config.allowPause",
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effects: [
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["set", "@entity.lastState", "Playing"],
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["emit", "GAME_LOOP_PAUSE"],
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["render", "overlay", "game-pause-overlay", {
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onResume: "RESUME",
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onQuit: "QUIT",
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playTime: "@entity.playTime"
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}]
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]
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},
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{
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from: "Paused",
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to: "Playing",
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event: "RESUME",
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effects: [
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["emit", "GAME_LOOP_RESUME"],
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["render", "overlay", null]
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]
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},
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{
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from: "Playing",
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to: "GameOver",
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event: "GAME_OVER",
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effects: [
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["emit", "STOP"],
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["render", "overlay", "game-over-screen", {
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victory: false,
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playTime: "@entity.playTime",
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attempts: "@entity.attempts",
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onRestart: "RESTART",
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onQuit: "QUIT"
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}]
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]
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},
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{
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from: "Playing",
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to: "Victory",
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event: "VICTORY",
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effects: [
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["emit", "STOP"],
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["render", "overlay", "game-over-screen", {
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victory: true,
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playTime: "@entity.playTime",
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attempts: "@entity.attempts",
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onRestart: "RESTART",
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onQuit: "QUIT"
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}]
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]
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},
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{
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from: ["GameOver", "Victory"],
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to: "Playing",
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event: "RESTART",
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effects: [
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["render", "overlay", null],
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["emit", "GAME_RESET"],
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["emit", "START"]
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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: "title", type: "string", description: "Game title", default: "Game" },
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{ name: "showMenu", type: "boolean", description: "Show main menu", default: true },
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{ name: "allowPause", type: "boolean", description: "Allow pausing", default: true }
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]
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}
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};
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var DIALOGUE_BEHAVIOR = {
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name: "std/Dialogue",
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category: "game-ui",
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+
description: "NPC dialogue system with branching conversations",
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suggestedFor: [
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"RPGs",
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"Adventure games",
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"Story-driven games",
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"NPC interactions"
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],
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dataEntities: [
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{
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name: "DialogueState",
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runtime: true,
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+
fields: [
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{ name: "dialogueTree", type: "array", default: [] },
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{ name: "currentNode", type: "number", default: 0 },
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{ name: "displayedText", type: "string", default: "" },
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{ name: "isTyping", type: "boolean", default: false },
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{ name: "speaker", type: "string", default: "" },
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{ name: "typeIndex", type: "number", default: 0 },
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+
{ name: "lastTypeTime", type: "number", default: 0 }
|
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164
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+
]
|
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165
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+
}
|
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166
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+
],
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167
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stateMachine: {
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initial: "Hidden",
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states: [
|
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{ name: "Hidden", isInitial: true },
|
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171
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{ name: "Typing" },
|
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172
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{ name: "Showing" },
|
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173
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{ name: "Choice" }
|
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174
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+
],
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175
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events: [
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176
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{ key: "SHOW" },
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177
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{ key: "NEXT" },
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178
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{ key: "SELECT_CHOICE" },
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179
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{ key: "SKIP" },
|
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180
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+
{ key: "CLOSE" },
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181
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{ key: "TYPE_CHAR" },
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182
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{ key: "TYPE_COMPLETE" }
|
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+
],
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184
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+
transitions: [
|
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{
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from: "Hidden",
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to: "Typing",
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event: "SHOW",
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189
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+
effects: [
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190
|
+
["set", "@entity.dialogueTree", "@payload.dialogue"],
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191
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+
["set", "@entity.currentNode", 0],
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192
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+
["set", "@entity.isTyping", true],
|
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193
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+
["set", "@entity.displayedText", ""],
|
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194
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["set", "@entity.typeIndex", 0],
|
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195
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+
["set", "@entity.lastTypeTime", "@now"],
|
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196
|
+
["emit", "GAME_PAUSE"],
|
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197
|
+
["render", "overlay.dialogue", "dialogue-box", {
|
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speaker: "@entity.speaker",
|
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text: "@entity.displayedText",
|
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200
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+
isTyping: "@entity.isTyping",
|
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+
onNext: "NEXT",
|
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+
onSkip: "SKIP"
|
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}]
|
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]
|
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},
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{
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from: "Typing",
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event: "TYPE_CHAR",
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effects: [
|
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[
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"let",
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[["currentDialogue", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"]]],
|
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213
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+
[
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214
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"do",
|
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215
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+
["set", "@entity.typeIndex", ["+", "@entity.typeIndex", 1]],
|
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216
|
+
["set", "@entity.displayedText", ["str/slice", "@currentDialogue.text", 0, "@entity.typeIndex"]],
|
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217
|
+
["set", "@entity.lastTypeTime", "@now"]
|
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218
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+
]
|
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+
]
|
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+
]
|
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},
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{
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from: "Typing",
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to: "Showing",
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|
+
event: "TYPE_COMPLETE",
|
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|
+
effects: [
|
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227
|
+
["set", "@entity.isTyping", false]
|
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|
+
]
|
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229
|
+
},
|
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230
|
+
{
|
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231
|
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from: "Typing",
|
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232
|
+
to: "Showing",
|
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233
|
+
event: "SKIP",
|
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234
|
+
effects: [
|
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235
|
+
[
|
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236
|
+
"let",
|
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237
|
+
[["currentDialogue", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"]]],
|
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238
|
+
[
|
|
239
|
+
"do",
|
|
240
|
+
["set", "@entity.isTyping", false],
|
|
241
|
+
["set", "@entity.displayedText", "@currentDialogue.text"]
|
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242
|
+
]
|
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243
|
+
]
|
|
244
|
+
]
|
|
245
|
+
},
|
|
246
|
+
{
|
|
247
|
+
from: "Showing",
|
|
248
|
+
event: "NEXT",
|
|
249
|
+
guard: ["not", ["object/get", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"], "choices"]],
|
|
250
|
+
effects: [
|
|
251
|
+
[
|
|
252
|
+
"if",
|
|
253
|
+
[">=", "@entity.currentNode", ["-", ["array/len", "@entity.dialogueTree"], 1]],
|
|
254
|
+
["emit", "CLOSE"],
|
|
255
|
+
[
|
|
256
|
+
"do",
|
|
257
|
+
["set", "@entity.currentNode", ["+", "@entity.currentNode", 1]],
|
|
258
|
+
["set", "@entity.isTyping", true],
|
|
259
|
+
["set", "@entity.displayedText", ""],
|
|
260
|
+
["set", "@entity.typeIndex", 0]
|
|
261
|
+
]
|
|
262
|
+
]
|
|
263
|
+
]
|
|
264
|
+
},
|
|
265
|
+
{
|
|
266
|
+
from: "Showing",
|
|
267
|
+
to: "Choice",
|
|
268
|
+
event: "NEXT",
|
|
269
|
+
guard: ["object/get", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"], "choices"],
|
|
270
|
+
effects: [
|
|
271
|
+
[
|
|
272
|
+
"let",
|
|
273
|
+
[["currentDialogue", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"]]],
|
|
274
|
+
["render", "overlay.dialogue", "dialogue-box", {
|
|
275
|
+
choices: "@currentDialogue.choices",
|
|
276
|
+
onSelect: "SELECT_CHOICE"
|
|
277
|
+
}]
|
|
278
|
+
]
|
|
279
|
+
]
|
|
280
|
+
},
|
|
281
|
+
{
|
|
282
|
+
from: "Choice",
|
|
283
|
+
to: "Typing",
|
|
284
|
+
event: "SELECT_CHOICE",
|
|
285
|
+
effects: [
|
|
286
|
+
[
|
|
287
|
+
"let",
|
|
288
|
+
[["currentDialogue", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"]]],
|
|
289
|
+
[
|
|
290
|
+
"let",
|
|
291
|
+
[["choice", ["array/nth", "@currentDialogue.choices", "@payload.index"]]],
|
|
292
|
+
[
|
|
293
|
+
"do",
|
|
294
|
+
[
|
|
295
|
+
"if",
|
|
296
|
+
"@choice.nextNode",
|
|
297
|
+
["set", "@entity.currentNode", "@choice.nextNode"],
|
|
298
|
+
["set", "@entity.currentNode", ["+", "@entity.currentNode", 1]]
|
|
299
|
+
],
|
|
300
|
+
[
|
|
301
|
+
"if",
|
|
302
|
+
"@choice.effect",
|
|
303
|
+
["emit", "@choice.effect"]
|
|
304
|
+
]
|
|
305
|
+
]
|
|
306
|
+
]
|
|
307
|
+
],
|
|
308
|
+
["set", "@entity.isTyping", true],
|
|
309
|
+
["set", "@entity.displayedText", ""],
|
|
310
|
+
["set", "@entity.typeIndex", 0]
|
|
311
|
+
]
|
|
312
|
+
},
|
|
313
|
+
{
|
|
314
|
+
from: ["Typing", "Showing", "Choice"],
|
|
315
|
+
to: "Hidden",
|
|
316
|
+
event: "CLOSE",
|
|
317
|
+
effects: [
|
|
318
|
+
["set", "@entity.dialogueTree", []],
|
|
319
|
+
["set", "@entity.currentNode", 0],
|
|
320
|
+
["emit", "GAME_RESUME"],
|
|
321
|
+
["render", "overlay.dialogue", null]
|
|
322
|
+
]
|
|
323
|
+
}
|
|
324
|
+
]
|
|
325
|
+
},
|
|
326
|
+
ticks: [
|
|
327
|
+
{
|
|
328
|
+
name: "TypewriterEffect",
|
|
329
|
+
interval: "frame",
|
|
330
|
+
guard: ["and", "@entity.isTyping", [">", ["-", "@now", "@entity.lastTypeTime"], ["/", 1e3, "@config.typingSpeed"]]],
|
|
331
|
+
effects: [
|
|
332
|
+
[
|
|
333
|
+
"let",
|
|
334
|
+
[["currentDialogue", ["array/nth", "@entity.dialogueTree", "@entity.currentNode"]]],
|
|
335
|
+
[
|
|
336
|
+
"if",
|
|
337
|
+
["<", "@entity.typeIndex", ["str/len", "@currentDialogue.text"]],
|
|
338
|
+
["emit", "TYPE_CHAR"],
|
|
339
|
+
["emit", "TYPE_COMPLETE"]
|
|
340
|
+
]
|
|
341
|
+
]
|
|
342
|
+
]
|
|
343
|
+
}
|
|
344
|
+
],
|
|
345
|
+
configSchema: {
|
|
346
|
+
required: [],
|
|
347
|
+
optional: [
|
|
348
|
+
{ name: "typingSpeed", type: "number", description: "Characters per second", default: 30 },
|
|
349
|
+
{ name: "autoAdvance", type: "boolean", description: "Auto-advance after typing", default: false },
|
|
350
|
+
{ name: "autoAdvanceDelay", type: "number", description: "Delay before auto-advance (ms)", default: 2e3 },
|
|
351
|
+
{ name: "showPortrait", type: "boolean", description: "Show speaker portrait", default: true }
|
|
352
|
+
]
|
|
353
|
+
}
|
|
354
|
+
};
|
|
355
|
+
var LEVEL_PROGRESS_BEHAVIOR = {
|
|
356
|
+
name: "std/LevelProgress",
|
|
357
|
+
category: "game-ui",
|
|
358
|
+
description: "Level progression with unlock, selection, and completion tracking",
|
|
359
|
+
suggestedFor: [
|
|
360
|
+
"Level-based games",
|
|
361
|
+
"Puzzle games",
|
|
362
|
+
"Platformers with levels",
|
|
363
|
+
"Mobile games"
|
|
364
|
+
],
|
|
365
|
+
dataEntities: [
|
|
366
|
+
{
|
|
367
|
+
name: "LevelProgressState",
|
|
368
|
+
runtime: true,
|
|
369
|
+
singleton: true,
|
|
370
|
+
fields: [
|
|
371
|
+
{ name: "currentLevel", type: "number", default: 0 },
|
|
372
|
+
{ name: "unlockedLevels", type: "array", default: [0] },
|
|
373
|
+
{ name: "levelStars", type: "object", default: {} },
|
|
374
|
+
{ name: "totalStars", type: "number", default: 0 }
|
|
375
|
+
]
|
|
376
|
+
}
|
|
377
|
+
],
|
|
378
|
+
stateMachine: {
|
|
379
|
+
initial: "Browsing",
|
|
380
|
+
states: [
|
|
381
|
+
{ name: "Browsing", isInitial: true },
|
|
382
|
+
{ name: "LevelLoading" },
|
|
383
|
+
{ name: "InLevel" }
|
|
384
|
+
],
|
|
385
|
+
events: [
|
|
386
|
+
{ key: "INIT" },
|
|
387
|
+
{ key: "SELECT_LEVEL" },
|
|
388
|
+
{ key: "LEVEL_LOADED" },
|
|
389
|
+
{ key: "COMPLETE_LEVEL" },
|
|
390
|
+
{ key: "UNLOCK_LEVEL" },
|
|
391
|
+
{ key: "BACK_TO_SELECT" }
|
|
392
|
+
],
|
|
393
|
+
transitions: [
|
|
394
|
+
{
|
|
395
|
+
from: "*",
|
|
396
|
+
to: "Browsing",
|
|
397
|
+
event: "INIT",
|
|
398
|
+
effects: [
|
|
399
|
+
["render", "screen", "level-select", {
|
|
400
|
+
levels: "@config.levels",
|
|
401
|
+
unlockedLevels: "@entity.unlockedLevels",
|
|
402
|
+
levelStars: "@entity.levelStars",
|
|
403
|
+
starsPerLevel: "@config.starsPerLevel",
|
|
404
|
+
totalStars: "@entity.totalStars",
|
|
405
|
+
onSelect: "SELECT_LEVEL"
|
|
406
|
+
}]
|
|
407
|
+
]
|
|
408
|
+
},
|
|
409
|
+
{
|
|
410
|
+
from: "Browsing",
|
|
411
|
+
to: "LevelLoading",
|
|
412
|
+
event: "SELECT_LEVEL",
|
|
413
|
+
guard: ["array/includes", "@entity.unlockedLevels", "@payload.levelIndex"],
|
|
414
|
+
effects: [
|
|
415
|
+
["set", "@entity.currentLevel", "@payload.levelIndex"],
|
|
416
|
+
["render", "screen", "loading-screen", {
|
|
417
|
+
level: ["array/nth", "@config.levels", "@payload.levelIndex"]
|
|
418
|
+
}],
|
|
419
|
+
["emit", "LOAD_LEVEL", { levelData: ["array/nth", "@config.levels", "@payload.levelIndex"] }]
|
|
420
|
+
]
|
|
421
|
+
},
|
|
422
|
+
{
|
|
423
|
+
from: "LevelLoading",
|
|
424
|
+
to: "InLevel",
|
|
425
|
+
event: "LEVEL_LOADED",
|
|
426
|
+
effects: [
|
|
427
|
+
["render", "screen", null],
|
|
428
|
+
["emit", "START"]
|
|
429
|
+
]
|
|
430
|
+
},
|
|
431
|
+
{
|
|
432
|
+
from: "InLevel",
|
|
433
|
+
event: "COMPLETE_LEVEL",
|
|
434
|
+
effects: [
|
|
435
|
+
["set", "@entity.levelStars", [
|
|
436
|
+
"object/set",
|
|
437
|
+
"@entity.levelStars",
|
|
438
|
+
["str/toString", "@entity.currentLevel"],
|
|
439
|
+
["math/max", "@payload.stars", ["object/get", "@entity.levelStars", ["str/toString", "@entity.currentLevel"], 0]]
|
|
440
|
+
]],
|
|
441
|
+
["set", "@entity.totalStars", ["array/reduce", ["object/values", "@entity.levelStars"], ["fn", "sum", "v", ["+", "@sum", "@v"]], 0]],
|
|
442
|
+
[
|
|
443
|
+
"if",
|
|
444
|
+
["and", "@config.unlockNext", ["<", "@entity.currentLevel", ["-", ["array/len", "@config.levels"], 1]]],
|
|
445
|
+
["emit", "UNLOCK_LEVEL", { levelIndex: ["+", "@entity.currentLevel", 1] }]
|
|
446
|
+
],
|
|
447
|
+
[
|
|
448
|
+
"if",
|
|
449
|
+
"@config.persistProgress",
|
|
450
|
+
["persist", "save", "LevelProgress", {
|
|
451
|
+
unlockedLevels: "@entity.unlockedLevels",
|
|
452
|
+
levelStars: "@entity.levelStars"
|
|
453
|
+
}]
|
|
454
|
+
]
|
|
455
|
+
]
|
|
456
|
+
},
|
|
457
|
+
{
|
|
458
|
+
event: "UNLOCK_LEVEL",
|
|
459
|
+
guard: ["not", ["array/includes", "@entity.unlockedLevels", "@payload.levelIndex"]],
|
|
460
|
+
effects: [
|
|
461
|
+
["set", "@entity.unlockedLevels", ["array/append", "@entity.unlockedLevels", "@payload.levelIndex"]]
|
|
462
|
+
]
|
|
463
|
+
},
|
|
464
|
+
{
|
|
465
|
+
from: "InLevel",
|
|
466
|
+
to: "Browsing",
|
|
467
|
+
event: "BACK_TO_SELECT",
|
|
468
|
+
effects: [
|
|
469
|
+
["emit", "INIT"]
|
|
470
|
+
]
|
|
471
|
+
}
|
|
472
|
+
]
|
|
473
|
+
},
|
|
474
|
+
configSchema: {
|
|
475
|
+
required: [
|
|
476
|
+
{ name: "levels", type: "array", description: "Level definitions" }
|
|
477
|
+
],
|
|
478
|
+
optional: [
|
|
479
|
+
{ name: "starsPerLevel", type: "number", description: "Max stars per level", default: 3 },
|
|
480
|
+
{ name: "unlockNext", type: "boolean", description: "Auto-unlock next level on complete", default: true },
|
|
481
|
+
{ name: "persistProgress", type: "boolean", description: "Save progress to storage", default: true }
|
|
482
|
+
]
|
|
483
|
+
}
|
|
484
|
+
};
|
|
485
|
+
var GAME_UI_BEHAVIORS = [
|
|
486
|
+
GAME_FLOW_BEHAVIOR,
|
|
487
|
+
DIALOGUE_BEHAVIOR,
|
|
488
|
+
LEVEL_PROGRESS_BEHAVIOR
|
|
489
|
+
];
|
|
490
|
+
|
|
491
|
+
export { DIALOGUE_BEHAVIOR, GAME_FLOW_BEHAVIOR, GAME_UI_BEHAVIORS, LEVEL_PROGRESS_BEHAVIOR };
|
|
492
|
+
//# sourceMappingURL=game-ui.js.map
|
|
493
|
+
//# sourceMappingURL=game-ui.js.map
|