@combos-fun/plugin-transition 0.0.7 → 0.0.8

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Files changed (2) hide show
  1. package/agent-skill.md +8 -20
  2. package/package.json +2 -2
package/agent-skill.md CHANGED
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  # `@combos-fun/plugin-transition` — Agent notes
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- Data-driven tween / property animation. Tweens any numeric Component
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- property via dot-path (e.g. `positionX`, `rotationY`, `alpha`). No
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- rendering dependency — works with both 2D and 3D pipelines.
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+ Data-driven tween / property animation. Tweens any numeric Component property via dot-path (e.g. `positionX`, `rotationY`, `alpha`). No rendering dependency — works with both 2D and 3D pipelines.
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  ## When to read
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- Read for any tween / motion / value animation: button bounce, fade-in /
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- out, easing curves on transforms, scripted dialog motion.
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+ Read for any tween / motion / value animation: button bounce, fade-in / out, easing curves on transforms, scripted dialog motion.
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  ## Public API
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  import { Transition, TransitionSystem } from '@combos-fun/plugin-transition';
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  ```
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- `componentName = 'Transition'`,
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- **`systemName = 'transition'` (lowercase)** — use the class reference with
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- `game.getSystem(TransitionSystem)`, not the string.
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+ `componentName = 'Transition'`, **`systemName = 'transition'` (lowercase)** — use the class reference with `game.getSystem(TransitionSystem)`, not the string.
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  ### Init params
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  }
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  ```
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- `values` is a keyframe list. `time` is the timestamp on the timeline,
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- `value` is the target value, `tween` selects easing for the segment ending
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- at this keyframe.
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+ `values` is a keyframe list. `time` is the timestamp on the timeline, `value` is the target value, `tween` selects easing for the segment ending at this keyframe.
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  ### Methods
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- `play(name?, iteration?)` — play a named animation; pass `name` undefined
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- to play all. `stop(name?)` — stop one or all.
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+ `play(name?, iteration?)` — play a named animation; pass `name` undefined to play all. `stop(name?)` — stop one or all.
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  ### Events
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- `'finish'` is emitted with the animation name when iteration count is
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- reached.
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+ `'finish'` is emitted with the animation name when iteration count is reached.
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  ### Easing names
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- `linear`, `ease-in`, `ease-out`, `ease-in-out`, `bounce-in`,
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- `bounce-out`, `bounce-in-out`, `none`.
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+ `linear`, `ease-in`, `ease-out`, `ease-in-out`, `bounce-in`, `bounce-out`, `bounce-in-out`, `none`.
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  ## Required setup
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- `TransitionSystem` is a stub — the heavy lifting happens inside the
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- `Transition` component's `update()`. You still need to register it so the
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- engine routes lifecycle hooks correctly.
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+ `TransitionSystem` is a stub — the heavy lifting happens inside the `Transition` component's `update()`. You still need to register it so the engine routes lifecycle hooks correctly.
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  ```ts
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  new Game({
package/package.json CHANGED
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  {
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  "name": "@combos-fun/plugin-transition",
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- "version": "0.0.7",
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+ "version": "0.0.8",
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  "description": "@combos-fun/plugin-transition",
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  "main": "index.js",
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  "module": "dist/plugin-transition.esm.js",
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  "dependencies": {
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  "@tweenjs/tween.js": "^25.0.0",
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  "sprite-timeline": "^1.10.2",
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- "@combos-fun/engine": "0.0.7"
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+ "@combos-fun/engine": "0.0.8"
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  },
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  "scripts": {
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  "build": "node ../../scripts/build-package.mjs"