@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 +1,317 @@
1
+ import { writePosition } from './chunk-GPS2THCL.mjs';
2
+ import { softCurrency, premiumCurrency, softItem, premiumItem, faucet, softExchange, grant, randomExchange, discloseOdds, fixedOffer } from './chunk-3DAD2LDF.mjs';
3
+ import { ScreenShake, HitStop } from './chunk-2UN4SFLR.mjs';
4
+ import { ScreenFlash } from './chunk-A7MQSN2V.mjs';
5
+ import { templateFrameStamp, digestInts } from './chunk-KGHJH5KJ.mjs';
6
+ import { boxGeometry, sphereGeometry } from './chunk-GHPUYD4I.mjs';
7
+ import { CharacterMove } from './chunk-HF5HPS4T.mjs';
8
+ import { Vec3, Quat } from './chunk-XPG3N5CF.mjs';
9
+ import { NO_ENTITY } from './chunk-T3AFF3L7.mjs';
10
+ import { FRAME_STEP_SECONDS_SLOT } from './chunk-IDLW4NWA.mjs';
11
+ import { __export } from './chunk-25T4JHEA.mjs';
12
+
13
+ // src/game/kit/templates/shootout.ts
14
+ var shootout_exports = {};
15
+ __export(shootout_exports, {
16
+ PenaltyShootout: () => PenaltyShootout,
17
+ SHOOTOUT: () => SHOOTOUT,
18
+ buyClassicBall: () => buyClassicBall,
19
+ classicBall: () => classicBall,
20
+ goalTokens: () => goalTokens,
21
+ goldBoots: () => goldBoots,
22
+ goldBootsOffer: () => goldBootsOffer,
23
+ kente: () => kente,
24
+ kitDraw: () => kitDraw,
25
+ nightPitch: () => nightPitch,
26
+ penaltyShootoutTemplate: () => penaltyShootoutTemplate,
27
+ shootoutEconomy: () => shootoutEconomy,
28
+ starPack: () => starPack,
29
+ stars: () => stars,
30
+ tokens: () => tokens
31
+ });
32
+
33
+ // src/game/samples/penalty-kick.ts
34
+ var PITCH = {
35
+ ballRadius: 0.11,
36
+ ballDensity: 77,
37
+ spotZ: 0,
38
+ goalLineZ: -11,
39
+ goalHalfWidth: 3.66,
40
+ goalHeight: 2.44,
41
+ postHalfThickness: 0.06,
42
+ netDepth: 1.6,
43
+ keeperHalfWidth: 0.35,
44
+ keeperHalfHeight: 0.95,
45
+ keeperHalfDepth: 0.2,
46
+ keeperDiveSpeed: 4.2,
47
+ keeperReactionSeconds: 0.18,
48
+ groundHalfExtent: 40
49
+ }, SHOT = {
50
+ swipeSpeedToMetres: 14,
51
+ minSpeed: 8,
52
+ maxSpeed: 32,
53
+ lateralGain: 1.1,
54
+ loftPerSpeed: 0.22,
55
+ maxLoft: 7,
56
+ curlSpin: 28,
57
+ magnus: 45e-4,
58
+ settleSeconds: 3.5,
59
+ resetSeconds: 1.2
60
+ }, BALL_ANGULAR_DAMPING = 0.4, KEEPER_LEFT = 0, KEEPER_RIGHT = 2, MS_PER_SECOND = 1e3, KEY_SHOT_SWIPE = -0.35, KEY_SHOT_DURATION_MS = 180, PITCH_COLOR = 3116870, BALL_COLOR = 16119285, POST_COLOR = 16777215, KEEPER_COLOR = 16756736, CAMERA_HEIGHT = 1.6, CAMERA_BACK = 4.5, CAMERA_FOV = 55, SUN_INTENSITY = 2.2, AMBIENT_INTENSITY = 0.6, SUN_PITCH = -0.9, PenaltyKick = class {
61
+ constructor(options = {}) {
62
+ this.name = "penalty-kick";
63
+ this.state = "ready";
64
+ this.goals = 0;
65
+ this.shots = 0;
66
+ this.ball = NO_ENTITY;
67
+ this.keeper = NO_ENTITY;
68
+ this.camera = NO_ENTITY;
69
+ this.goalSensor = NO_ENTITY;
70
+ this.kick = null;
71
+ this.stateSeconds = 0;
72
+ this.keeperTarget = 0;
73
+ this.keeperDelay = 0;
74
+ this.goalsSlot = null;
75
+ this.shotsSlot = null;
76
+ this.keeperController = -1;
77
+ this.keeperCollider = -1;
78
+ this.velocity = new Vec3();
79
+ this.spin = new Vec3();
80
+ this.force = new Vec3();
81
+ this.position = new Vec3();
82
+ this.desired = new Vec3();
83
+ this.orientation = new Quat();
84
+ this.move = new CharacterMove();
85
+ this.keeperAt = new Vec3();
86
+ this.lastBall = new Vec3();
87
+ this.contactEvents = options.contactEvents ?? true;
88
+ }
89
+ enter(game) {
90
+ let gfx = game.graphics, solid = (color) => gfx.createMaterial({ kind: "standard", color, roughness: 0.8 }), box = gfx.createGeometry(boxGeometry(1, 1, 1)), sphere = gfx.createGeometry(sphereGeometry(PITCH.ballRadius)), ground = this.block(game, 0, -0.5, 0, PITCH.groundHalfExtent, 0.5, PITCH.groundHalfExtent);
91
+ gfx.mesh(ground, box, solid((3116870))), game.transforms.setScale(ground, PITCH.groundHalfExtent * 2, 1, PITCH.groundHalfExtent * 2);
92
+ let postMaterial = solid((16777215)), t = PITCH.postHalfThickness, h = PITCH.goalHeight / 2;
93
+ for (let side of [-1, 1]) {
94
+ let post = this.block(game, side * (PITCH.goalHalfWidth + t), h, PITCH.goalLineZ, t, h, t);
95
+ gfx.mesh(post, box, postMaterial), game.transforms.setScale(post, t * 2, PITCH.goalHeight, t * 2);
96
+ }
97
+ let bar = this.block(game, 0, PITCH.goalHeight + t, PITCH.goalLineZ, PITCH.goalHalfWidth + 2 * t, t, t);
98
+ gfx.mesh(bar, box, postMaterial), game.transforms.setScale(bar, (PITCH.goalHalfWidth + 2 * t) * 2, t * 2, t * 2), this.block(game, 0, h, PITCH.goalLineZ - PITCH.netDepth, PITCH.goalHalfWidth + 1, h + 1, t), this.contactEvents && (this.goalSensor = game.world.spawn(), game.transforms.add(this.goalSensor, 0, h, PITCH.goalLineZ - PITCH.netDepth / 2 - PITCH.ballRadius), game.physics.addCollider(this.goalSensor, {
99
+ shape: { kind: "cuboid", halfExtents: [PITCH.goalHalfWidth, h, PITCH.netDepth / 2 - t] },
100
+ sensor: true
101
+ })), this.keeper = game.world.spawn(), game.transforms.add(this.keeper, 0, PITCH.keeperHalfHeight, PITCH.goalLineZ + 0.5), game.physics.addBody(this.keeper, { kind: "kinematic" }), this.keeperCollider = game.physics.addCollider(this.keeper, {
102
+ shape: { kind: "cuboid", halfExtents: [PITCH.keeperHalfWidth, PITCH.keeperHalfHeight, PITCH.keeperHalfDepth] },
103
+ events: this.contactEvents
104
+ }), this.keeperController = game.physics.createCharacterController({ offset: 0.01, snapToGround: 0.1 }), gfx.mesh(this.keeper, box, solid((16756736))), game.transforms.setScale(this.keeper, PITCH.keeperHalfWidth * 2, PITCH.keeperHalfHeight * 2, PITCH.keeperHalfDepth * 2), this.ball = game.world.spawn(), game.transforms.add(this.ball, 0, PITCH.ballRadius, PITCH.spotZ), game.physics.addBody(this.ball, { kind: "dynamic", ccd: true, linearDamping: 0.05, angularDamping: (0.4) }), game.physics.addCollider(this.ball, {
105
+ shape: { kind: "ball", radius: PITCH.ballRadius },
106
+ density: PITCH.ballDensity,
107
+ restitution: 0.55,
108
+ friction: 0.7,
109
+ events: this.contactEvents
110
+ }), gfx.mesh(this.ball, sphere, solid((16119285))), this.camera = game.world.spawn(), game.transforms.add(this.camera, 0, (1.6), PITCH.spotZ + (4.5)), gfx.camera(this.camera, (55)), game.audio.setListener(this.camera);
111
+ let sun = game.world.spawn();
112
+ game.transforms.add(sun, 4, 10, 6), game.transforms.setRotationQuat(sun, this.orientation.setEuler((-0.9), 0.4, 0)), gfx.create(sun, { kind: "light", light: "directional", intensity: (2.2), castShadow: true });
113
+ let sky = game.world.spawn();
114
+ game.transforms.add(sky), gfx.create(sky, { kind: "light", light: "hemisphere", intensity: (0.6), groundColor: (3116870) }), this.kick = game.input.defineButton("kick", [{ device: "key", code: "Space" }]), this.goalsSlot = game.ui.hudNumber("goals"), this.shotsSlot = game.ui.hudNumber("shots"), game.ui.defineAction("restart");
115
+ }
116
+ fixedUpdate(game) {
117
+ switch (this.stateSeconds += game.time.values[FRAME_STEP_SECONDS_SLOT], this.state) {
118
+ case "ready": {
119
+ let swipe = game.input.swipe;
120
+ swipe.ready ? this.shoot(game, swipe.deltaX, swipe.deltaY, swipe.durationMs, swipe.curl) : this.kick !== null && game.input.justPressed(this.kick) && this.shoot(game, 0, (-0.35), (180), 0);
121
+ break;
122
+ }
123
+ case "flight":
124
+ this.applyMagnus(game), this.driveKeeper(game), this.judge(game);
125
+ break;
126
+ default:
127
+ this.stateSeconds >= SHOT.resetSeconds && this.reset(game);
128
+ break;
129
+ }
130
+ }
131
+ shoot(game, deltaX, deltaY, durationMs, curl) {
132
+ if (deltaY >= 0) return;
133
+ let seconds = Math.max(durationMs, 1) / (1e3), swipeSpeed = Math.hypot(deltaX, deltaY) / seconds, speed = clamp(swipeSpeed * SHOT.swipeSpeedToMetres, SHOT.minSpeed, SHOT.maxSpeed), lateral = deltaX / -deltaY * SHOT.lateralGain, loft = Math.min(speed * SHOT.loftPerSpeed, SHOT.maxLoft);
134
+ game.physics.setLinearVelocity(this.ball, this.velocity.set(lateral * speed, loft, -speed)), game.physics.setAngularVelocity(this.ball, this.spin.set(0, -curl * SHOT.curlSpin, 0)), game.transforms.position(this.ball, this.lastBall), this.keeperTarget = (game.random.int((0), (2)) - 1) * (PITCH.goalHalfWidth - PITCH.keeperHalfWidth), this.keeperDelay = PITCH.keeperReactionSeconds, this.shots++, this.shotsSlot !== null && game.ui.setNumber(this.shotsSlot, this.shots), this.enterState("flight");
135
+ }
136
+ applyMagnus(game) {
137
+ let dt = game.time.values[FRAME_STEP_SECONDS_SLOT];
138
+ game.transforms.position(this.ball, this.position), this.velocity.copy(this.position).sub(this.lastBall).scale(1 / dt), this.lastBall.copy(this.position), this.spin.scale(1 - (0.4) * dt), this.force.cross(this.spin, this.velocity).scale(SHOT.magnus * dt), game.physics.applyImpulse(this.ball, this.force);
139
+ }
140
+ driveKeeper(game) {
141
+ let dt = game.time.values[FRAME_STEP_SECONDS_SLOT];
142
+ if (this.keeperDelay > 0) {
143
+ this.keeperDelay -= dt;
144
+ return;
145
+ }
146
+ game.transforms.position(this.keeper, this.position);
147
+ let reach = PITCH.keeperDiveSpeed * dt;
148
+ this.desired.set(clamp(this.keeperTarget - this.position.x, -reach, reach), 0, 0), game.physics.moveCharacter(this.keeperController, this.keeperCollider, this.desired, this.move);
149
+ }
150
+ judge(game) {
151
+ this.contactEvents ? this.judgeContacts(game) : this.judgeGeometry(game), this.state === "flight" && (game.transforms.position(this.ball, this.position), (this.stateSeconds >= SHOT.settleSeconds || this.position.z < PITCH.goalLineZ - PITCH.netDepth * 2) && this.enterState("missed"));
152
+ }
153
+ judgeContacts(game) {
154
+ let physics = game.physics;
155
+ for (let i = 0; i < physics.contactCount(); i++) {
156
+ if (!physics.contactStarted(i)) continue;
157
+ let a = physics.contactEntityA(i), b = physics.contactEntityB(i);
158
+ if (a === this.ball || b === this.ball) {
159
+ if (a === this.goalSensor || b === this.goalSensor) {
160
+ this.scoreGoal(game);
161
+ return;
162
+ }
163
+ if (a === this.keeper || b === this.keeper) {
164
+ this.saveShot(game);
165
+ return;
166
+ }
167
+ }
168
+ }
169
+ }
170
+ judgeGeometry(game) {
171
+ let ball = game.transforms.position(this.ball, this.position), keeper = game.transforms.position(this.keeper, this.keeperAt), r = PITCH.ballRadius;
172
+ if (Math.abs(ball.x - keeper.x) < PITCH.keeperHalfWidth + r && Math.abs(ball.y - keeper.y) < PITCH.keeperHalfHeight + r && Math.abs(ball.z - keeper.z) < PITCH.keeperHalfDepth + r) {
173
+ this.saveShot(game);
174
+ return;
175
+ }
176
+ ball.z < PITCH.goalLineZ - r && Math.abs(ball.x) < PITCH.goalHalfWidth && ball.y < PITCH.goalHeight && this.scoreGoal(game);
177
+ }
178
+ scoreGoal(game) {
179
+ this.goals++, this.goalsSlot !== null && game.ui.setNumber(this.goalsSlot, this.goals), game.ui.haptic("success"), this.enterState("goal");
180
+ }
181
+ saveShot(game) {
182
+ game.ui.haptic("heavy"), this.enterState("saved");
183
+ }
184
+ reset(game) {
185
+ game.physics.teleport(this.ball, this.desired.set(0, PITCH.ballRadius, PITCH.spotZ)), game.transforms.position(this.keeper, this.position), game.physics.moveCharacter(this.keeperController, this.keeperCollider, this.desired.set(-this.position.x, 0, 0), this.move), this.enterState("ready");
186
+ }
187
+ enterState(state) {
188
+ this.state = state, this.stateSeconds = 0;
189
+ }
190
+ block(game, x, y, z, hx, hy, hz) {
191
+ let entity = game.world.spawn();
192
+ return game.transforms.add(entity, x, y, z), game.physics.addCollider(entity, { shape: { kind: "cuboid", halfExtents: [hx, hy, hz] }, friction: 0.8, restitution: 0.3 }), entity;
193
+ }
194
+ };
195
+ function clamp(value, min, max) {
196
+ return value < min ? min : value > max ? max : value;
197
+ }
198
+
199
+ // src/game/kit/templates/shootout.ts
200
+ var SHOOTOUT = {
201
+ kicksPerSeries: 5,
202
+ seriesPauseSeconds: 1.5,
203
+ goalTrauma: 0.45,
204
+ saveTrauma: 0.3,
205
+ goalStopSeconds: 0.09,
206
+ goalFlashSeconds: 0.25,
207
+ goalFlash: 16777215
208
+ }, tokens = softCurrency("tokens", "Tokens"), stars = premiumCurrency("stars", "Stars"), classicBall = softItem("classic-ball", "Classic ball", { stackable: false }), goldBoots = premiumItem("gold-boots", "Gold boots", { stackable: false }), kente = premiumItem("kente-kit", "Kente kit", { stackable: false }), nightPitch = premiumItem("night-pitch", "Night pitch", { stackable: false }), goalTokens = faucet("goal-tokens", tokens, 50), buyClassicBall = softExchange("buy-classic-ball", [grant(tokens, 200)], [grant(classicBall, 1)]), kitDraw = randomExchange(
209
+ "kit-draw",
210
+ "Kit draw",
211
+ grant(stars, 30),
212
+ discloseOdds([
213
+ { value: kente, quantity: 1, partsPerMillion: 6e5 },
214
+ { value: nightPitch, quantity: 1, partsPerMillion: 3e5 },
215
+ { value: goldBoots, quantity: 1, partsPerMillion: 1e5 }
216
+ ])
217
+ ), starPack = fixedOffer("star-pack", "Star pack", 25, [grant(stars, 60)]), goldBootsOffer = fixedOffer("gold-boots-offer", "Gold boots", 40, [grant(goldBoots, 1)]), shootoutEconomy = {
218
+ currencies: [tokens, stars],
219
+ items: [classicBall, goldBoots, kente, nightPitch],
220
+ faucets: [goalTokens],
221
+ exchanges: [buyClassicBall],
222
+ offers: [starPack, goldBootsOffer],
223
+ randomExchanges: [kitDraw]
224
+ }, AXES = 3, PenaltyShootout = class {
225
+ constructor(results = null, rules = SHOOTOUT) {
226
+ this.rules = rules;
227
+ this.name = "penalty-shootout";
228
+ this.kick = new PenaltyKick({ contactEvents: false });
229
+ this.shake = new ScreenShake({ maxOffset: 0.18, maxRoll: 0.03 });
230
+ this.hitStop = new HitStop();
231
+ this.flash = new ScreenFlash();
232
+ this.phase = "playing";
233
+ this.series = 0;
234
+ this.seriesGoals = 0;
235
+ this.seriesKicks = 0;
236
+ this.totalGoals = 0;
237
+ this.bestSeries = 0;
238
+ this.cameraBase = new Float64Array((3));
239
+ this.cameraPose = new Float64Array((3));
240
+ this.previous = "ready";
241
+ this.pauseSeconds = 0;
242
+ this.kicksSlot = null;
243
+ this.bestSlot = null;
244
+ this.results = results;
245
+ }
246
+ get camera() {
247
+ return this.kick.camera;
248
+ }
249
+ enter(game) {
250
+ this.kick.enter(game);
251
+ let p = game.transforms.store.fields.position, row = game.transforms.row(this.kick.camera) * (3);
252
+ for (let i = 0; i < (3); i++) this.cameraBase[i] = p[row + i];
253
+ this.kicksSlot = game.ui.hudNumber("kicks left", this.rules.kicksPerSeries), this.bestSlot = game.ui.hudNumber("best series");
254
+ }
255
+ fixedUpdate(game) {
256
+ if (this.phase === "finished") {
257
+ this.pauseSeconds -= game.loop.time.values[FRAME_STEP_SECONDS_SLOT], this.pauseSeconds <= 0 && this.startSeries(game);
258
+ return;
259
+ }
260
+ this.kick.fixedUpdate(game);
261
+ let state = this.kick.state;
262
+ if (state === this.previous) return;
263
+ let was = this.previous;
264
+ this.previous = state, was === "flight" && (this.seriesKicks++, state === "goal" ? (this.seriesGoals++, this.totalGoals++, this.shake.add(SHOOTOUT.goalTrauma), this.hitStop.trigger(SHOOTOUT.goalStopSeconds), this.flash.trigger(this.rules.goalFlash, SHOOTOUT.goalFlashSeconds)) : state === "saved" && this.shake.add(SHOOTOUT.saveTrauma), this.kicksSlot !== null && game.ui.setNumber(this.kicksSlot, this.rules.kicksPerSeries - this.seriesKicks), this.seriesKicks >= this.rules.kicksPerSeries && this.finishSeries(game));
265
+ }
266
+ update(game) {
267
+ let time = game.time;
268
+ this.hitStop.drive(game.loop), this.shake.update(time), this.flash.update(time);
269
+ let o = this.shake.offset, pose = this.cameraPose;
270
+ for (let i = 0; i < (3); i++) pose[i] = this.cameraBase[i] + o[i];
271
+ writePosition(game.transforms, this.kick.camera, pose, 0);
272
+ }
273
+ finishSeries(game) {
274
+ this.phase = "finished", this.pauseSeconds = this.rules.seriesPauseSeconds, this.series++, this.seriesGoals > this.bestSeries && (this.bestSeries = this.seriesGoals), this.bestSlot !== null && game.ui.setNumber(this.bestSlot, this.bestSeries), game.ui.haptic(this.seriesGoals >= this.rules.kicksPerSeries ? "success" : "medium"), this.results?.seriesEnded(this.seriesGoals, this.seriesKicks);
275
+ }
276
+ startSeries(game) {
277
+ this.phase = "playing", this.seriesGoals = 0, this.seriesKicks = 0, this.kicksSlot !== null && game.ui.setNumber(this.kicksSlot, this.rules.kicksPerSeries);
278
+ }
279
+ }, AIMS_X = new Float64Array([0.62, 0.38, 0.6, 0.4, 0.55]), AIM_Y = 0.44, START_X = 0.5, START_Y = 0.85, SWIPE_FRAMES = 9, SETTLE_FRAMES = 20, POINTER = 1, ShootoutBot = class {
280
+ constructor() {
281
+ this.phase = 0;
282
+ this.wait = 0;
283
+ this.aim = 0;
284
+ }
285
+ drive(scene, game, frame) {
286
+ let input = game.input, t = templateFrameStamp(frame);
287
+ if (this.phase === 0) {
288
+ if (scene.phase !== "playing" || scene.kick.state !== "ready") {
289
+ this.wait = 0;
290
+ return;
291
+ }
292
+ if (++this.wait < (20)) return;
293
+ input.pointerEvent("down", (1), (0.5), (0.85), t), this.phase = 1, this.wait = 0;
294
+ return;
295
+ }
296
+ if (++this.wait < (9)) {
297
+ let k = this.wait / (9);
298
+ input.pointerEvent("move", (1), (0.5) + (AIMS_X[this.aim] - (0.5)) * k, (0.85) + ((0.44) - (0.85)) * k, t);
299
+ return;
300
+ }
301
+ input.pointerEvent("up", (1), AIMS_X[this.aim], (0.44), t), this.aim = (this.aim + 1) % AIMS_X.length, this.phase = 0, this.wait = 0;
302
+ }
303
+ }, DIGEST_FIELDS = 5, digestScratch = new Int32Array((5)), penaltyShootoutTemplate = {
304
+ id: "penalty-shootout",
305
+ title: "Penalty shootout",
306
+ sources: ["src/game/kit/templates/shootout.ts", "src/game/samples/penalty-kick.ts"],
307
+ economy: shootoutEconomy,
308
+ scene: () => new PenaltyShootout(),
309
+ bot: () => new ShootoutBot(),
310
+ progress: (scene) => scene.totalGoals,
311
+ digest(scene) {
312
+ let d = digestScratch;
313
+ return d[0] = scene.totalGoals, d[1] = scene.kick.shots, d[2] = scene.series, d[3] = scene.seriesKicks, d[4] = scene.bestSeries, digestInts(d, (5));
314
+ }
315
+ };
316
+
317
+ export { PenaltyShootout, SHOOTOUT, buyClassicBall, classicBall, goalTokens, goldBoots, goldBootsOffer, kente, kitDraw, nightPitch, penaltyShootoutTemplate, shootoutEconomy, shootout_exports, starPack, stars, tokens };
@@ -0,0 +1,103 @@
1
+ // src/interactives/runtime/network.ts
2
+ var PREFETCH_DEPTH = {
3
+ open: { horizons: 3, prefetch: true, feed: "full", feed_bytes: 33554432, feed_concurrency: 2 },
4
+ cellular: { horizons: 3, prefetch: true, feed: "lead", feed_bytes: 8388608, feed_concurrency: 1 },
5
+ metered: { horizons: 2, prefetch: true, feed: "lead", feed_bytes: 2097152, feed_concurrency: 1 },
6
+ saver: { horizons: 1, prefetch: false, feed: "none", feed_bytes: 0, feed_concurrency: 0 }
7
+ };
8
+ function prefetchDepth(hint) {
9
+ return hint === null ? PREFETCH_DEPTH.open : hint.saver ? PREFETCH_DEPTH.saver : hint.metered ? PREFETCH_DEPTH.metered : hint.kind === "cellular" ? PREFETCH_DEPTH.cellular : PREFETCH_DEPTH.open;
10
+ }
11
+ var KIND_CODES = ["unknown", "wifi", "ethernet", "cellular"], METERED_FLAG = 1, SAVER_FLAG = 2, KIND_OFFSET = 1, FLAGS_OFFSET = 2, DOWNLINK_OFFSET = 3, NETWORK_MESSAGE_BYTES = 7;
12
+ function writeNetworkHint(out, tag, hint) {
13
+ return out[0] = tag, out[(1)] = Math.max(0, KIND_CODES.indexOf(hint.kind)), out[(2)] = (hint.metered ? (1) : 0) | (hint.saver ? (2) : 0), new DataView(out.buffer, out.byteOffset, (7)).setUint32((3), Math.max(0, Math.round(hint.downlink_kbps ?? 0)) >>> 0, true), (7);
14
+ }
15
+ function readNetworkHint(bytes) {
16
+ if (bytes.length < (7)) return null;
17
+ let downlink = new DataView(bytes.buffer, bytes.byteOffset, (7)).getUint32((3), true), flags = bytes[(2)], hint = {
18
+ kind: KIND_CODES[bytes[(1)]] ?? "unknown",
19
+ metered: (flags & (1)) !== 0,
20
+ saver: (flags & (2)) !== 0
21
+ };
22
+ return downlink > 0 ? { ...hint, downlink_kbps: downlink } : hint;
23
+ }
24
+ var SLOW_EFFECTIVE_TYPES = /* @__PURE__ */ new Set(["slow-2g", "2g"]), KBPS_PER_MBPS = 1e3;
25
+ function webConnection() {
26
+ return globalThis.navigator?.connection ?? null;
27
+ }
28
+ function networkHintFrom(connection) {
29
+ if (connection === null) return null;
30
+ let type = connection.type, kind = type === "wifi" || type === "ethernet" || type === "cellular" ? type : "unknown", slow = connection.effectiveType !== void 0 && SLOW_EFFECTIVE_TYPES.has(connection.effectiveType), saver = connection.saveData === true || slow, downlink = connection.downlink, hint = { kind, metered: kind === "cellular", saver };
31
+ return downlink !== void 0 && downlink > 0 ? { ...hint, downlink_kbps: Math.round(downlink * (1e3)) } : hint;
32
+ }
33
+ function webNetworkHint() {
34
+ return networkHintFrom(webConnection());
35
+ }
36
+ function watchWebNetwork(listener) {
37
+ let connection = webConnection();
38
+ if (connection === null || typeof connection.addEventListener != "function") return () => {
39
+ };
40
+ let changed = () => {
41
+ let hint = networkHintFrom(connection);
42
+ hint !== null && listener(hint);
43
+ };
44
+ return connection.addEventListener("change", changed), () => connection.removeEventListener?.("change", changed);
45
+ }
46
+
47
+ // src/game/hot.ts
48
+ var NO_ASSETS = [], HotReloader = class {
49
+ constructor(scenes) {
50
+ this.scenes = scenes;
51
+ this.current = null;
52
+ }
53
+ get loaded() {
54
+ return this.current !== null;
55
+ }
56
+ load(next, assets = NO_ASSETS) {
57
+ let previous = this.current, kept = previous?.keep?.(), replaced = [], added = [], names = /* @__PURE__ */ new Set();
58
+ for (let scene of next.scenes ?? [])
59
+ names.add(scene.name), this.scenes.replace(scene) ? replaced.push(scene.name) : added.push(scene.name);
60
+ let dropped = (previous?.scenes ?? []).map((scene) => scene.name).filter((name) => !names.has(name)), before = previous?.systems ?? [], after = next.systems ?? [];
61
+ for (let i = 0; i < after.length; i++)
62
+ i < before.length && this.scenes.replaceSystem(before[i], after[i]) || this.scenes.addSystem(after[i]);
63
+ for (let i = after.length; i < before.length; i++) this.scenes.removeSystem(before[i]);
64
+ let restored = previous !== null && kept !== void 0 && next.restore !== void 0;
65
+ return restored && next.restore?.(kept), assets.length > 0 && next.assets?.(assets), this.current = next, { replaced, added, dropped, systems: after.length, kept: restored, assets };
66
+ }
67
+ }, HOT_EXPORT = "hot", HOT_SLOT_KEY = "__cimplify_hot", sealedSlot = null;
68
+ function slot() {
69
+ let scope = globalThis, existing = scope[HOT_SLOT_KEY] ?? sealedSlot;
70
+ if (existing != null) return existing;
71
+ let fresh = { reloader: null, reusing: false };
72
+ return Object.isExtensible(scope) ? scope[HOT_SLOT_KEY] = fresh : sealedSlot = fresh, fresh;
73
+ }
74
+ function acceptHot(scenes, module) {
75
+ let reloader = new HotReloader(scenes);
76
+ return slot().reloader = reloader, reloader.load(module);
77
+ }
78
+ function hotAccepted() {
79
+ return slot().reloader !== null;
80
+ }
81
+ function hotModuleOf(exports) {
82
+ if (typeof exports != "object" || exports === null) return null;
83
+ let hot = exports[HOT_EXPORT];
84
+ return typeof hot == "object" && hot !== null ? hot : null;
85
+ }
86
+ function applyHot(exports, assets = NO_ASSETS) {
87
+ let reloader = slot().reloader, module = hotModuleOf(exports);
88
+ return reloader === null || module === null ? null : reloader.load(module, assets);
89
+ }
90
+ function reusingDefinitions() {
91
+ return slot().reusing;
92
+ }
93
+ async function relinkingDefinitions(run) {
94
+ let held = slot();
95
+ held.reusing = true;
96
+ try {
97
+ return await run();
98
+ } finally {
99
+ held.reusing = false;
100
+ }
101
+ }
102
+
103
+ export { HOT_EXPORT, HotReloader, NETWORK_MESSAGE_BYTES, PREFETCH_DEPTH, acceptHot, applyHot, hotAccepted, prefetchDepth, readNetworkHint, relinkingDefinitions, reusingDefinitions, watchWebNetwork, webNetworkHint, writeNetworkHint };
@@ -0,0 +1,6 @@
1
+ // src/game/constants.ts
2
+ var GAME_API_VERSION = "0.1.0";
3
+ var NO_RESOURCE = 0;
4
+ var ALL_LAYERS = 4294967295;
5
+
6
+ export { ALL_LAYERS, GAME_API_VERSION, NO_RESOURCE };