@cimplify/sdk 0.108.0 → 0.110.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (608) hide show
  1. package/LICENSE +21 -0
  2. package/dist/advanced.d.mts +4 -3
  3. package/dist/advanced.d.ts +4 -3
  4. package/dist/advanced.js +24 -24
  5. package/dist/advanced.mjs +5 -5
  6. package/dist/animation-4EXBXRVX.js +27 -0
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  8. package/dist/audio-DhvyjqdA.d.mts +249 -0
  9. package/dist/audio-m0w8cnxq.d.ts +249 -0
  10. package/dist/avatars.d.mts +110 -0
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  12. package/dist/avatars.js +82 -0
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  14. package/dist/backend-gUCzs5Kg.d.mts +3866 -0
  15. package/dist/backend-gUCzs5Kg.d.ts +3866 -0
  16. package/dist/{catalogue-B4eLL8Mi.d.ts → catalogue-CPTMyBUz.d.mts} +109 -221
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@@ -0,0 +1,420 @@
1
+ import { createNativeEngineBackend, EngineGraphics } from './chunk-Y65LXQGA.mjs';
2
+ import { SurfacePointer } from './chunk-3GXH2NFD.mjs';
3
+ import { NO_AUDIO_CAPABILITIES, METER_PEAK, METER_RMS } from './chunk-5YFBGGCK.mjs';
4
+ import { bindEngineRuntime } from './chunk-GHS6MIL6.mjs';
5
+ import { GameError } from './chunk-XJIHN3BY.mjs';
6
+
7
+ // src/game/kit/feel/particles.ts
8
+ var SPAWN_X = 0, SPAWN_Y = 1, SPAWN_Z = 2, SPAWN_VX = 3, SPAWN_VY = 4, SPAWN_VZ = 5, SPAWN_LIFE = 6, SPAWN_SIZE = 7, SPAWN_R = 8, SPAWN_G = 9, SPAWN_B = 10, SPAWN_SPIN = 11, SPAWN_END_R = 12, SPAWN_END_G = 13, SPAWN_END_B = 14;
9
+ var Particles = class {
10
+ constructor(graphics, geometry, material, options) {
11
+ this.spawn = new Float64Array(15);
12
+ this.field = new Float64Array(7);
13
+ this.count = 0;
14
+ this.visible = 0;
15
+ this.graphics = graphics, this.options = options, this.state = new Float32Array(options.capacity * 20), this.batch = graphics.instanced({ geometry, material, capacity: options.capacity, colors: true }), graphics.setInstanceCount(this.batch, 0);
16
+ let f = this.field;
17
+ f.set(options.gravity, 0);
18
+ let plane = options.plane;
19
+ plane !== null && f.set(plane, 3), this.lateral = f[0] !== 0 || f[2] !== 0, this.floor = plane !== null && f[3] === 0 && f[4] === 1 && f[5] === 0, this.slanted = plane !== null && !this.floor, this.liveColor = options.additive || options.tint;
20
+ let m = this.batch.matrices;
21
+ for (let i = 0; i < options.capacity; i++) m[i * 16 + 15] = 1;
22
+ }
23
+ get live() {
24
+ return this.count;
25
+ }
26
+ emit() {
27
+ if (this.count >= this.options.capacity) return;
28
+ let o = this.count * 20, s = this.state, p = this.spawn;
29
+ s[o + 0] = p[0], s[o + 1] = p[1], s[o + 2] = p[2], s[o + 3] = p[3], s[o + 4] = p[4], s[o + 5] = p[5], s[o + 6] = 0, s[o + 7] = p[6], s[o + 8] = p[7], s[o + 9] = p[11] * p[6], s[o + 10] = p[11];
30
+ let ax = p[4] - p[5] + 0.37, ay = p[5] - p[3] + 0.11, az = p[3] - p[4] + 0.73, inv = 1 / Math.sqrt(ax * ax + ay * ay + az * az);
31
+ s[o + 11] = ax * inv, s[o + 12] = ay * inv, s[o + 13] = az * inv, s[o + 14] = p[8], s[o + 15] = p[9], s[o + 16] = p[10], s[o + 17] = p[12], s[o + 18] = p[13], s[o + 19] = p[14];
32
+ let colors = this.batch.colors;
33
+ if (!this.liveColor && colors !== null) {
34
+ let co = this.count * 3;
35
+ colors[co] = p[8], colors[co + 1] = p[9], colors[co + 2] = p[10];
36
+ }
37
+ this.count++;
38
+ }
39
+ clear() {
40
+ this.count = 0;
41
+ }
42
+ update(clock, slot, camera, cameraOffset) {
43
+ let dt = clock[slot], s = this.state, f = this.field, colors = this.batch.colors, moveColor = !this.liveColor && colors !== null, lateral = this.lateral, floor = this.floor, slanted = this.slanted, bounce = this.options.bounce, damping = 1 - this.options.drag * dt, fall = f[1] * dt, ground = -f[6], i = 0;
44
+ for (; i < this.count; ) {
45
+ let o = i * 20;
46
+ if (s[o + 6] += dt, s[o + 6] >= s[o + 7]) {
47
+ this.count--;
48
+ let last = this.count * 20;
49
+ for (let k = 0; k < 20; k++) s[o + k] = s[last + k];
50
+ if (moveColor && colors !== null) {
51
+ let to = i * 3, from = this.count * 3;
52
+ colors[to] = colors[from], colors[to + 1] = colors[from + 1], colors[to + 2] = colors[from + 2];
53
+ }
54
+ continue;
55
+ }
56
+ if (lateral ? (s[o + 3] = (s[o + 3] + f[0] * dt) * damping, s[o + 5] = (s[o + 5] + f[2] * dt) * damping) : (s[o + 3] *= damping, s[o + 5] *= damping), s[o + 4] = (s[o + 4] + fall) * damping, s[o + 0] += s[o + 3] * dt, s[o + 1] += s[o + 4] * dt, s[o + 2] += s[o + 5] * dt, floor && s[o + 1] < ground)
57
+ s[o + 1] = ground, s[o + 4] = s[o + 4] < 0 ? -s[o + 4] * bounce : s[o + 4] * bounce, s[o + 3] *= bounce, s[o + 5] *= bounce, s[o + 10] *= bounce;
58
+ else if (slanted) {
59
+ let depth = s[o + 0] * f[3] + s[o + 1] * f[4] + s[o + 2] * f[5] + f[6];
60
+ if (depth < 0) {
61
+ s[o + 0] -= depth * f[3], s[o + 1] -= depth * f[4], s[o + 2] -= depth * f[5];
62
+ let into = s[o + 3] * f[3] + s[o + 4] * f[4] + s[o + 5] * f[5], push = into < 0 ? 2 * into : 0;
63
+ s[o + 3] = (s[o + 3] - push * f[3]) * bounce, s[o + 4] = (s[o + 4] - push * f[4]) * bounce, s[o + 5] = (s[o + 5] - push * f[5]) * bounce, s[o + 10] *= bounce;
64
+ }
65
+ }
66
+ s[o + 9] += s[o + 10] * dt, i++;
67
+ }
68
+ this.write(camera, cameraOffset);
69
+ }
70
+ write(camera, c) {
71
+ let s = this.state, m = this.batch.matrices, colors = this.batch.colors, opt = this.options, rx = camera[c], ry = camera[c + 1], rz = camera[c + 2], ux = camera[c + 4], uy = camera[c + 5], uz = camera[c + 6], fx = camera[c + 8], fy = camera[c + 9], fz = camera[c + 10], additive = opt.additive, facing = opt.facing === "camera", aspect = opt.aspect, liveColor = this.liveColor;
72
+ for (let i = 0; i < this.count; i++) {
73
+ let o = i * 20, t = s[o + 6] / s[o + 7], fade = t < 0.65 ? 1 : 1 - (t - 0.65) / (1 - 0.65), size = additive ? s[o + 8] : s[o + 8] * fade, w = size, h = size * aspect, cos = Math.cos(s[o + 9]), sin = Math.sin(s[o + 9]), mo = i * 16;
74
+ if (facing)
75
+ m[mo] = (rx * cos + ux * sin) * w, m[mo + 1] = (ry * cos + uy * sin) * w, m[mo + 2] = (rz * cos + uz * sin) * w, m[mo + 4] = (ux * cos - rx * sin) * h, m[mo + 5] = (uy * cos - ry * sin) * h, m[mo + 6] = (uz * cos - rz * sin) * h, m[mo + 8] = fx, m[mo + 9] = fy, m[mo + 10] = fz;
76
+ else {
77
+ let x = s[o + 11], y = s[o + 12], z = s[o + 13], k = 1 - cos;
78
+ m[mo] = (cos + x * x * k) * w, m[mo + 1] = (y * x * k + z * sin) * w, m[mo + 2] = (z * x * k - y * sin) * w, m[mo + 4] = (x * y * k - z * sin) * h, m[mo + 5] = (cos + y * y * k) * h, m[mo + 6] = (z * y * k + x * sin) * h, m[mo + 8] = x * z * k + y * sin, m[mo + 9] = y * z * k - x * sin, m[mo + 10] = cos + z * z * k;
79
+ }
80
+ if (m[mo + 12] = s[o + 0], m[mo + 13] = s[o + 1], m[mo + 14] = s[o + 2], liveColor && colors !== null) {
81
+ let co = i * 3, scale = additive ? fade : 1;
82
+ colors[co] = (s[o + 14] + (s[o + 17] - s[o + 14]) * t) * scale, colors[co + 1] = (s[o + 15] + (s[o + 18] - s[o + 15]) * t) * scale, colors[co + 2] = (s[o + 16] + (s[o + 19] - s[o + 16]) * t) * scale;
83
+ }
84
+ }
85
+ this.count === 0 && this.visible === 0 || (this.visible = this.count, this.graphics.setInstanceCount(this.batch, this.count), this.graphics.markInstancesDirty(this.batch));
86
+ }
87
+ };
88
+
89
+ // src/game/kit/feel/spray.ts
90
+ var ORIGIN_X = 0, ORIGIN_Y = 1, ORIGIN_Z = 2, ORIGIN_QX = 3, ORIGIN_QY = 4, ORIGIN_QZ = 5, ORIGIN_QW = 6, ORIGIN_FIELDS = 7, FULL_CELL = [0, 0, 1, 1], MAT4 = 16, BYTE = 255, TAU = Math.PI * 2, SHAPE_POINT = 0, SHAPE_SPHERE = 1, SHAPE_CONE = 2, SHAPE_BOX = 3, SHAPE_DISC = 4, LIFE_MIN = 0, LIFE_MAX = 1, SPEED_MIN = 2, SPEED_MAX = 3, SIZE_MIN = 4, SIZE_MAX = 5, SPIN = 6, SPREAD = 7, RADIUS = 8, BOX_X = 9, BOX_Y = 10, BOX_Z = 11, START_R = 12, START_G = 13, START_B = 14, END_R = 15, END_G = 16, END_B = 17, RATE = 18, OWED = 19, PARAMS = 20, DRAW_U = 0, DRAW_V = 1, DRAW_W = 2, DRAW_SPEED = 3, DRAWS = 4;
91
+ function quad(game, cell) {
92
+ let [u0, v0, u1, v1] = cell;
93
+ return game.graphics.createGeometry({
94
+ attributes: {
95
+ position: { data: new Float32Array([-0.5, 0.5, 0, 0.5, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0]), itemSize: 3 },
96
+ normal: { data: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), itemSize: 3 },
97
+ uv: { data: new Float32Array([u0, v0, u1, v0, u0, v1, u1, v1]), itemSize: 2 }
98
+ },
99
+ index: new Uint16Array([0, 2, 1, 2, 3, 1])
100
+ });
101
+ }
102
+ function shapeCode(desc) {
103
+ switch (desc.shape?.kind ?? "point") {
104
+ case "sphere":
105
+ return (1);
106
+ case "cone":
107
+ return (2);
108
+ case "box":
109
+ return (3);
110
+ case "disc":
111
+ return (4);
112
+ default:
113
+ return (0);
114
+ }
115
+ }
116
+ function channels(hex, out, at) {
117
+ out[at] = (hex >> 16 & (255)) / (255), out[at + 1] = (hex >> 8 & (255)) / (255), out[at + 2] = (hex & (255)) / (255);
118
+ }
119
+ function planeOf(desc) {
120
+ let collision = desc.collision;
121
+ return collision !== void 0 && collision.kind === "plane" ? collision.plane : null;
122
+ }
123
+ var Spray = class {
124
+ constructor(game, options) {
125
+ this.origin = new Float64Array((7));
126
+ this.p = new Float64Array((20));
127
+ this.draw = new Float64Array((4));
128
+ this.game = game, this.random = game.random;
129
+ let g = game.graphics, desc = options.emitter, cell = options.cell ?? FULL_CELL;
130
+ if (this.entity = game.world.spawn(), game.transforms.add(this.entity, 0, 0, 0), this.origin[(6)] = 1, this.shape = shapeCode(desc), this.configure(desc), this.gpu = g.capabilities.particles === true, this.gpu) {
131
+ let material = g.createMaterial({
132
+ ...options.material,
133
+ textureTransforms: { map: { offset: [cell[0], cell[1]], repeat: [cell[2] - cell[0], cell[3] - cell[1]] } }
134
+ });
135
+ this.emitter = g.createEmitter({ ...desc, material }), g.particles(this.entity, this.emitter), this.particles = null;
136
+ return;
137
+ }
138
+ this.emitter = null, this.particles = new Particles(g, quad(game, cell), g.createMaterial(options.material), {
139
+ capacity: desc.capacity,
140
+ gravity: desc.gravity ?? [0, 0, 0],
141
+ drag: desc.drag ?? 0,
142
+ facing: options.facing ?? "camera",
143
+ additive: desc.additive === true,
144
+ tint: desc.color !== void 0 && desc.color[1] !== desc.color[0],
145
+ aspect: options.aspect ?? 1,
146
+ plane: planeOf(desc),
147
+ bounce: desc.collision !== void 0 && desc.collision.kind !== "none" ? desc.collision.bounce ?? 0 : 0
148
+ });
149
+ }
150
+ configure(desc) {
151
+ let p = this.p;
152
+ p[(0)] = desc.lifetime?.[0] ?? 1, p[(1)] = desc.lifetime?.[1] ?? p[(0)], p[(2)] = desc.speed?.[0] ?? 1, p[(3)] = desc.speed?.[1] ?? p[(2)], p[(4)] = desc.size?.[0] ?? 0.1, p[(5)] = desc.size?.[1] ?? p[(4)], p[(6)] = desc.spin ?? 0, p[(7)] = desc.spread ?? 0;
153
+ let shape = desc.shape;
154
+ shape !== void 0 && ((shape.kind === "sphere" || shape.kind === "disc") && (p[(8)] = shape.radius), shape.kind === "cone" && (p[(7)] += shape.angle, p[(8)] = shape.radius ?? 0), shape.kind === "box" && (p[(9)] = shape.size[0], p[(10)] = shape.size[1], p[(11)] = shape.size[2])), channels(desc.color?.[0] ?? 16777215, p, (12)), channels(desc.color?.[1] ?? desc.color?.[0] ?? 16777215, p, (15)), p[(18)] = desc.rate ?? 0;
155
+ }
156
+ burst(count) {
157
+ if (this.commit(), this.emitter !== null) {
158
+ this.game.graphics.emit(this.emitter, count);
159
+ return;
160
+ }
161
+ for (let i = 0; i < count; i++) this.spawnOne();
162
+ }
163
+ rate(perSecond) {
164
+ this.p[(18)] !== perSecond && (this.p[(18)] = perSecond, this.emitter !== null && this.game.graphics.setEmitterRate(this.emitter, perSecond));
165
+ }
166
+ clear() {
167
+ this.p[(19)] = 0, this.rate(0), this.particles !== null && this.particles.clear();
168
+ }
169
+ update(clock, slot, camera) {
170
+ let particles = this.particles;
171
+ if (particles === null) {
172
+ this.p[(18)] > 0 && this.commit();
173
+ return;
174
+ }
175
+ let p = this.p;
176
+ if (p[(18)] > 0)
177
+ for (p[(19)] += p[(18)] * clock[slot]; p[(19)] >= 1; )
178
+ p[(19)] -= 1, this.spawnOne();
179
+ let t = this.game.transforms;
180
+ particles.update(clock, slot, t.store.fields.render, t.row(camera) * (16));
181
+ }
182
+ commit() {
183
+ let o = this.origin, t = this.game.transforms;
184
+ t.setPosition(this.entity, o[(0)], o[(1)], o[(2)]), t.setRotation(this.entity, o[(3)], o[(4)], o[(5)], o[(6)]);
185
+ }
186
+ spawnOne() {
187
+ let particles = this.particles;
188
+ if (particles === null) return;
189
+ let r = this.random, p = this.p, d = this.draw, s = particles.spawn, lx = 0, ly = 0, lz = 0;
190
+ switch (r.rangeInto(d, (0), 0, 1), r.rangeInto(d, (1), 0, 1), r.rangeInto(d, (2), 0, 1), this.shape) {
191
+ case (1): {
192
+ let z = d[(0)] * 2 - 1, ring = Math.sqrt(1 - z * z), a = d[(1)] * TAU, radius = p[(8)] * Math.cbrt(d[(2)]);
193
+ lx = Math.cos(a) * ring * radius, ly = z * radius, lz = Math.sin(a) * ring * radius;
194
+ break;
195
+ }
196
+ case (2):
197
+ case (4): {
198
+ let a = d[(1)] * TAU, radius = p[(8)] * Math.sqrt(d[(0)]);
199
+ lx = Math.cos(a) * radius, lz = Math.sin(a) * radius;
200
+ break;
201
+ }
202
+ case (3):
203
+ lx = (d[(0)] - 0.5) * p[(9)], ly = (d[(1)] - 0.5) * p[(10)], lz = (d[(2)] - 0.5) * p[(11)];
204
+ break;
205
+ }
206
+ r.rangeInto(d, (0), 0, 1), r.rangeInto(d, (1), 0, 1);
207
+ let tilt = Math.acos(1 - d[(0)] * (1 - Math.cos(Math.min(Math.PI, p[(7)])))), turn = d[(1)] * TAU, dx = Math.sin(tilt) * Math.cos(turn), dy = Math.cos(tilt), dz = Math.sin(tilt) * Math.sin(turn);
208
+ if (this.shape === (1)) {
209
+ let length = Math.sqrt(lx * lx + ly * ly + lz * lz);
210
+ length > 0 && (dx = lx / length, dy = ly / length, dz = lz / length);
211
+ }
212
+ let o = this.origin, qx = o[(3)], qy = o[(4)], qz = o[(5)], qw = o[(6)];
213
+ r.rangeInto(d, (3), p[(2)], p[(3)]);
214
+ for (let pass = 0; pass < 2; pass++) {
215
+ let vx = pass === 0 ? lx : dx, vy = pass === 0 ? ly : dy, vz = pass === 0 ? lz : dz, tx = 2 * (qy * vz - qz * vy), ty = 2 * (qz * vx - qx * vz), tz = 2 * (qx * vy - qy * vx), wx = vx + qw * tx + (qy * tz - qz * ty), wy = vy + qw * ty + (qz * tx - qx * tz), wz = vz + qw * tz + (qx * ty - qy * tx);
216
+ pass === 0 ? (s[0] = o[(0)] + wx, s[1] = o[(1)] + wy, s[2] = o[(2)] + wz) : (s[3] = wx * d[(3)], s[4] = wy * d[(3)], s[5] = wz * d[(3)]);
217
+ }
218
+ r.rangeInto(s, 6, p[(0)], p[(1)]), r.rangeInto(s, 7, p[(4)], p[(5)]), r.rangeInto(s, 11, -p[(6)], p[(6)]), s[8] = p[(12)], s[9] = p[(13)], s[10] = p[(14)], s[12] = p[(15)], s[13] = p[(16)], s[14] = p[(17)], particles.emit();
219
+ }
220
+ };
221
+
222
+ // src/game/kit/host/surface-input.ts
223
+ function attachSurfaceInput(input, surface) {
224
+ let stopPointer = surface.on_pointer((phase, id, x, y, time) => {
225
+ switch (phase) {
226
+ case SurfacePointer.down:
227
+ input.pointerEvent("down", id, x, y, time);
228
+ return;
229
+ case SurfacePointer.move:
230
+ input.pointerEvent("move", id, x, y, time);
231
+ return;
232
+ default:
233
+ input.pointerEvent("up", id, x, y, time);
234
+ }
235
+ }), stopWheel = surface.on_wheel?.((dx, dy, dz, x, y, time) => input.wheelEvent(dx, dy, dz, x, y, time)) ?? null;
236
+ return () => {
237
+ stopPointer(), stopWheel?.();
238
+ };
239
+ }
240
+
241
+ // src/game/kit/host/ctx-audio.ts
242
+ var SILENT = -1, MASTER_BUS = "master", BUS_NAMES = ["music", "effects", "voice", "ui"], FALLBACK_BUS = "effects", NO_VOICE = -1, FOREVER = Number.POSITIVE_INFINITY, CTX_SAMPLE_RATE = 48e3, CtxAudioPort = class {
243
+ constructor(audio, clock, maxVoices = 64) {
244
+ this.name = "ctx-audio";
245
+ this.capabilities = NO_AUDIO_CAPABILITIES;
246
+ this.sampleRate = (48e3);
247
+ this.clips = [];
248
+ this.busNames = [];
249
+ this.busGain = [];
250
+ this.options = { bus: FALLBACK_BUS, volume: 1, loop: false, pan: 0 };
251
+ this.next = 0;
252
+ this.master = 1;
253
+ this.suspended = false;
254
+ this.audio = audio, this.clock = clock, this.voices = new Int32Array(maxVoices).fill((-1)), this.ends = new Float64Array(maxVoices);
255
+ }
256
+ get unlocked() {
257
+ return this.audio.unlocked;
258
+ }
259
+ unlock() {
260
+ this.audio.unlock();
261
+ }
262
+ async decode(source) {
263
+ if (!("url" in source)) return (-1);
264
+ try {
265
+ return this.clips.push(await this.audio.load(source.url)), this.clips.length - 1;
266
+ } catch {
267
+ return (-1);
268
+ }
269
+ }
270
+ createBus(name, _parent) {
271
+ let ctxName = name === MASTER_BUS ? null : BUS_NAMES.indexOf(name) >= 0 ? name : FALLBACK_BUS;
272
+ return this.busNames.push(ctxName), this.busGain.push(1), this.busNames.length - 1;
273
+ }
274
+ setBusGain(bus, gain, _rampSeconds) {
275
+ let name = this.busNames[bus];
276
+ if (this.busGain[bus] = gain, name === null) {
277
+ this.master = gain;
278
+ for (let b = 0; b < this.busNames.length; b++) {
279
+ let other = this.busNames[b];
280
+ other !== null && this.applyBus(other, this.busGain[b]);
281
+ }
282
+ return;
283
+ }
284
+ name !== void 0 && this.applyBus(name, gain);
285
+ }
286
+ applyBus(name, gain) {
287
+ try {
288
+ this.audio.bus(name).volume = gain * this.master;
289
+ } catch {
290
+ return;
291
+ }
292
+ }
293
+ play(sound, bus, gain, _rate, loop, _spatial) {
294
+ if (sound === (-1) || this.suspended) return (-1);
295
+ let clip = this.clips[sound], o = this.options;
296
+ o.bus = this.busNames[bus] ?? FALLBACK_BUS, o.volume = gain, o.loop = loop, o.pan = 0;
297
+ let voice;
298
+ try {
299
+ voice = this.audio.play(clip, o);
300
+ } catch {
301
+ return (-1);
302
+ }
303
+ let slot = this.next;
304
+ return this.next = (this.next + 1) % this.voices.length, this.voices[slot] = voice, this.ends[slot] = loop ? FOREVER : this.clock.now() + clip.duration_ms, slot;
305
+ }
306
+ stop(voice, _fadeSeconds) {
307
+ if (!(voice < 0 || this.voices[voice] === (-1)))
308
+ try {
309
+ this.audio.stop(this.voices[voice]);
310
+ } catch {
311
+ return;
312
+ } finally {
313
+ this.voices[voice] = (-1);
314
+ }
315
+ }
316
+ isPlaying(voice) {
317
+ return voice >= 0 && this.voices[voice] !== (-1) && this.ends[voice] > this.clock.now();
318
+ }
319
+ setVoicePosition(_voice, _matrix, _offset) {
320
+ }
321
+ setListener(_matrix, _offset) {
322
+ }
323
+ suspend() {
324
+ this.suspended = true;
325
+ }
326
+ resume() {
327
+ this.suspended = false;
328
+ }
329
+ dispose() {
330
+ for (let v = 0; v < this.voices.length; v++) this.stop(v, 0);
331
+ }
332
+ createSound(_samples, _channels, _sampleRate) {
333
+ throw unsupported("procedural sounds");
334
+ }
335
+ setVoiceGain(_voice, _gain, _rampSeconds) {
336
+ }
337
+ setVoiceRate(_voice, _rate, _detuneCents) {
338
+ }
339
+ setVoiceSpatial(_voice, _params) {
340
+ }
341
+ setVoiceLoop(_voice, _loop, _startSeconds, _endSeconds) {
342
+ throw unsupported("loop points");
343
+ }
344
+ setBusFilter(_bus, _kind, _frequency, _q, _gainDb) {
345
+ throw unsupported("bus filters");
346
+ }
347
+ meter(_bus, out) {
348
+ out[METER_PEAK] = 0, out[METER_RMS] = 0;
349
+ }
350
+ createAnalyser(_bus, _settings) {
351
+ throw unsupported("the analyser");
352
+ }
353
+ readAnalyser(_analyser, _mode, _out) {
354
+ throw unsupported("the analyser");
355
+ }
356
+ createReverb(_parent, _impulse) {
357
+ throw unsupported("convolution reverb");
358
+ }
359
+ setBusSend(_bus, _target, _gain) {
360
+ throw unsupported("bus sends");
361
+ }
362
+ openStream(_source, _bus) {
363
+ return Promise.reject(unsupported("streaming music"));
364
+ }
365
+ playStream(_stream, _gain, _loop) {
366
+ throw unsupported("streaming music");
367
+ }
368
+ pauseStream(_stream) {
369
+ throw unsupported("streaming music");
370
+ }
371
+ seekStream(_stream, _seconds) {
372
+ throw unsupported("streaming music");
373
+ }
374
+ streamTime(_stream) {
375
+ throw unsupported("streaming music");
376
+ }
377
+ streamDuration(_stream) {
378
+ throw unsupported("streaming music");
379
+ }
380
+ closeStream(_stream) {
381
+ throw unsupported("streaming music");
382
+ }
383
+ };
384
+ function unsupported(feature) {
385
+ return new GameError("unsupported_feature", `ctx audio has no ${feature}`);
386
+ }
387
+
388
+ // src/game/kit/host/backend.ts
389
+ var SHADER_PACK_ASSET = "shaders.cspk";
390
+ function listed(assets, asset) {
391
+ let has = assets.has;
392
+ return typeof has == "function" && has.call(assets, asset);
393
+ }
394
+ async function installShaderPack(backend, assets) {
395
+ return assets === void 0 || !(backend.graphics instanceof EngineGraphics) || !listed(assets, SHADER_PACK_ASSET) ? false : (backend.graphics.installShaders(await assets.take(SHADER_PACK_ASSET)), true);
396
+ }
397
+ async function platformBackend(graphics, options = {}) {
398
+ let platform = await graphics.engine();
399
+ if (platform.kind === "engine") {
400
+ let backend = createNativeEngineBackend(bindEngineRuntime(platform.runtime), options.engine);
401
+ return await installShaderPack(backend, options.assets), backend;
402
+ }
403
+ if (options.prepared) return options.prepared();
404
+ throw new GameError("unsupported_feature", "this host runs the prepared engine; take platformBackend from @cimplify/sdk/game/kit/canvas");
405
+ }
406
+
407
+ // src/game/kit/launch.ts
408
+ function firstFrame(next = null) {
409
+ let release = null;
410
+ return {
411
+ reached: new Promise((resolve) => {
412
+ release = resolve;
413
+ }),
414
+ onFrame: (game, nowMs) => {
415
+ release !== null && (release(), release = null), next?.(game, nowMs);
416
+ }
417
+ };
418
+ }
419
+
420
+ export { CtxAudioPort, ORIGIN_QW, ORIGIN_QX, ORIGIN_QY, ORIGIN_QZ, ORIGIN_X, ORIGIN_Y, ORIGIN_Z, Particles, SILENT, SPAWN_B, SPAWN_END_B, SPAWN_END_G, SPAWN_END_R, SPAWN_G, SPAWN_LIFE, SPAWN_R, SPAWN_SIZE, SPAWN_SPIN, SPAWN_VX, SPAWN_VY, SPAWN_VZ, SPAWN_X, SPAWN_Y, SPAWN_Z, Spray, attachSurfaceInput, firstFrame, platformBackend };