@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,30 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ /**
3
+ * Demo game to test door and switch functionality
4
+ */
5
+ export declare class DoorDemo extends ENGINE.BaseGameLoop {
6
+ private doors;
7
+ private switches;
8
+ private triggerZones;
9
+ private separateDoor;
10
+ private uiContainer;
11
+ protected preStart(): Promise<void>;
12
+ private createTestCollisionShape;
13
+ private createTestDoors;
14
+ private createTestSwitches;
15
+ /**
16
+ * Creates a jump pad trigger zone
17
+ */
18
+ private createTestTriggerZones;
19
+ private createSeparateDoor;
20
+ private spawnFallingCube;
21
+ private setupDirectTesting;
22
+ private createUIHints;
23
+ /**
24
+ * 🏷️ Creates additional doors to demonstrate tag-based control
25
+ * Shows how multiple doors can be controlled with a single switch using tags
26
+ */
27
+ private createTaggedDoors;
28
+ destroy(): void;
29
+ protected postStart(): void;
30
+ }
@@ -0,0 +1,562 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ /**
4
+ * Demo game to test door and switch functionality
5
+ */
6
+ export class DoorDemo extends ENGINE.BaseGameLoop {
7
+ constructor() {
8
+ super(...arguments);
9
+ Object.defineProperty(this, "doors", {
10
+ enumerable: true,
11
+ configurable: true,
12
+ writable: true,
13
+ value: []
14
+ });
15
+ Object.defineProperty(this, "switches", {
16
+ enumerable: true,
17
+ configurable: true,
18
+ writable: true,
19
+ value: []
20
+ });
21
+ Object.defineProperty(this, "triggerZones", {
22
+ enumerable: true,
23
+ configurable: true,
24
+ writable: true,
25
+ value: []
26
+ });
27
+ Object.defineProperty(this, "separateDoor", {
28
+ enumerable: true,
29
+ configurable: true,
30
+ writable: true,
31
+ value: null
32
+ });
33
+ Object.defineProperty(this, "uiContainer", {
34
+ enumerable: true,
35
+ configurable: true,
36
+ writable: true,
37
+ value: null
38
+ });
39
+ }
40
+ async preStart() {
41
+ // Create basic scene
42
+ ENGINE.GameBuilder.createDefaultLighting(this.world);
43
+ ENGINE.GameBuilder.createDefaultGround(this.world);
44
+ // Create various types of doors for testing
45
+ this.createTestDoors();
46
+ // Create various types of switches for testing
47
+ this.createTestSwitches();
48
+ // 🏷️ Create additional doors to demonstrate multi-door control with tags
49
+ this.createTaggedDoors();
50
+ // Create trigger zones to test trigger zone system
51
+ this.createTestTriggerZones();
52
+ // Create test collision shape for debugging
53
+ this.createTestCollisionShape();
54
+ // Create player
55
+ const { pawn, controller } = ENGINE.GameBuilder.createDefaultPawnWithPhysics(this.world, ENGINE.CharacterMovementType.ThirdPerson);
56
+ pawn.rootComponent.position.set(0, 1, 10);
57
+ }
58
+ createTestCollisionShape() {
59
+ console.log('[DoorDemo] Creating test collision shape for debugging...');
60
+ // Create a test actor with CollisionShapeComponent as root component
61
+ const testCollisionActor = new ENGINE.Actor({
62
+ position: new THREE.Vector3(0, 0, 0), // At world origin (player starts at 0,1,10)
63
+ rootComponent: new ENGINE.CollisionShapeComponent({
64
+ shapeType: ENGINE.CollisionShapeType.Cube,
65
+ scale: new THREE.Vector3(10, 10, 10), // 10x10x10 cube for testing
66
+ physicsOptions: {
67
+ enabled: true,
68
+ generateCollisionEvents: true, // Required for overlap events
69
+ collisionProfile: ENGINE.DefaultCollisionProfile.Trigger,
70
+ motionType: ENGINE.PhysicsMotionType.Static,
71
+ }
72
+ })
73
+ });
74
+ // Add to world
75
+ this.world.addActors(testCollisionActor);
76
+ console.log('[DoorDemo] Test collision shape actor added at world origin (0, 0, 0)');
77
+ }
78
+ createTestDoors() {
79
+ console.log('[DoorDemo] Creating test doors...');
80
+ // Door 1: Hinged door - Manual interaction (proximity + key press)
81
+ const hingedDoor = new ENGINE.Actor({
82
+ position: new THREE.Vector3(0, 0, 0),
83
+ rootComponent: new ENGINE.GLTFMeshComponent({
84
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
85
+ })
86
+ });
87
+ const hingedDoorComponent = new ENGINE.DoorComponent({
88
+ doorType: ENGINE.DoorType.Hinged,
89
+ interactionType: ENGINE.DoorInteractionType.KeyPress,
90
+ animationDuration: 1.5,
91
+ maxOpenAngle: 90,
92
+ slideDistance: 2.0, // Not used for hinged doors but required by interface
93
+ startLocked: false,
94
+ proximityRange: 2.5,
95
+ interactionKey: 'e'
96
+ });
97
+ hingedDoor.rootComponent.add(hingedDoorComponent);
98
+ // Door 2: Sliding door - Automatic proximity interaction
99
+ const slidingDoor = new ENGINE.Actor({
100
+ position: new THREE.Vector3(5, 0, 0), // Position to the right of the hinged door
101
+ rootComponent: new ENGINE.GLTFMeshComponent({
102
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
103
+ })
104
+ });
105
+ const slidingDoorComponent = new ENGINE.DoorComponent({
106
+ doorType: ENGINE.DoorType.Sliding,
107
+ interactionType: ENGINE.DoorInteractionType.Proximity,
108
+ animationDuration: 2.0, // Slightly slower for smooth sliding
109
+ maxOpenAngle: 90, // Not used for sliding doors but required by interface
110
+ slideDistance: 2.5, // Distance to slide sideways
111
+ startLocked: false,
112
+ proximityRange: 3.0, // Larger range for automatic doors
113
+ interactionKey: 'e' // Not used for proximity doors but required by interface
114
+ });
115
+ slidingDoor.rootComponent.add(slidingDoorComponent);
116
+ // Door 3: Sliding door with collision-based detection - Demonstrates standalone DoorComponent usage
117
+ // This shows vanilla setup with CollisionShapeComponent for proximity detection
118
+ // Using SceneComponent as root with both mesh and collision as siblings
119
+ const vanillaSlidingDoorActor = new ENGINE.Actor({
120
+ position: new THREE.Vector3(-8, 0, 0), // Position to the left of other doors
121
+ rootComponent: new ENGINE.SceneComponent({
122
+ // Root scene component - acts as a pure transform container (SceneComponents don't have physics)
123
+ })
124
+ });
125
+ // Create the visual mesh component
126
+ const doorMesh = new ENGINE.GLTFMeshComponent({
127
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb',
128
+ physicsOptions: {
129
+ enabled: true,
130
+ motionType: ENGINE.PhysicsMotionType.KinematicPositionBased, // Can be moved by code for animation
131
+ generateCollisionEvents: false, // Don't need collision events from the door itself
132
+ collisionMeshType: ENGINE.CollisionMeshType.ConvexHull,
133
+ }
134
+ });
135
+ // Create a CollisionShapeComponent for proximity detection (as sibling, not child)
136
+ const collisionShape = new ENGINE.CollisionShapeComponent({
137
+ shapeType: ENGINE.CollisionShapeType.Cube,
138
+ scale: new THREE.Vector3(10, 10, 10), // Larger area for easy testing
139
+ physicsOptions: {
140
+ enabled: true,
141
+ generateCollisionEvents: true, // Required for overlap events
142
+ collisionProfile: ENGINE.DefaultCollisionProfile.Trigger,
143
+ motionType: ENGINE.PhysicsMotionType.Static,
144
+ }
145
+ });
146
+ // Add both components as siblings to the root
147
+ vanillaSlidingDoorActor.rootComponent.add(doorMesh);
148
+ vanillaSlidingDoorActor.rootComponent.add(collisionShape);
149
+ // Create DoorComponent - it will automatically detect and use the CollisionShapeComponent
150
+ const vanillaSlidingDoorComponent = new ENGINE.DoorComponent({
151
+ doorType: ENGINE.DoorType.Sliding,
152
+ interactionType: ENGINE.DoorInteractionType.Proximity,
153
+ animationDuration: 2.0, // Smooth sliding animation
154
+ maxOpenAngle: 90, // Not used for sliding doors, but required by interface
155
+ slideDistance: 2.5, // Distance to slide sideways
156
+ proximityRange: 2.5, // Not used for collision-based, but kept for fallback
157
+ interactionKey: 'e', // Not used for proximity doors, but required by interface
158
+ startLocked: false,
159
+ });
160
+ // Add the DoorComponent to the actor
161
+ vanillaSlidingDoorActor.rootComponent.add(vanillaSlidingDoorComponent);
162
+ // Door 4: Sliding door - Same as door 2 but rotated 90 degrees
163
+ const rotatedSlidingDoor = new ENGINE.Actor({
164
+ position: new THREE.Vector3(0, 0, -5), // Position behind the other doors
165
+ rotation: new THREE.Euler(0, Math.PI / 2, 0), // 90 degrees rotation around Y-axis
166
+ rootComponent: new ENGINE.GLTFMeshComponent({
167
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
168
+ })
169
+ });
170
+ const rotatedSlidingDoorComponent = new ENGINE.DoorComponent({
171
+ doorType: ENGINE.DoorType.Sliding,
172
+ interactionType: ENGINE.DoorInteractionType.Proximity,
173
+ animationDuration: 2.0, // Same as door 2
174
+ maxOpenAngle: 90, // Not used for sliding doors but required by interface
175
+ slideDistance: 2.5, // Same distance to slide sideways
176
+ startLocked: false,
177
+ proximityRange: 3.0, // Same range as door 2
178
+ interactionKey: 'e' // Not used for proximity doors but required by interface
179
+ });
180
+ rotatedSlidingDoor.rootComponent.add(rotatedSlidingDoorComponent);
181
+ // Door 5: Hinged door - Rotated 90 degrees to test hinge orientation issue
182
+ const rotatedHingedDoor = new ENGINE.Actor({
183
+ position: new THREE.Vector3(-10, 0, 0), // Position to the far left
184
+ rotation: new THREE.Euler(0, Math.PI / 2, 0), // 90 degrees rotation around Y-axis
185
+ rootComponent: new ENGINE.GLTFMeshComponent({
186
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
187
+ })
188
+ });
189
+ const rotatedHingedDoorComponent = new ENGINE.DoorComponent({
190
+ doorType: ENGINE.DoorType.Hinged,
191
+ interactionType: ENGINE.DoorInteractionType.KeyPress,
192
+ animationDuration: 1.5,
193
+ maxOpenAngle: 90,
194
+ slideDistance: 2.0, // Not used for hinged doors but required by interface
195
+ startLocked: false,
196
+ proximityRange: 2.5,
197
+ interactionKey: 'e'
198
+ });
199
+ rotatedHingedDoor.rootComponent.add(rotatedHingedDoorComponent);
200
+ this.doors = [hingedDoor, slidingDoor, rotatedSlidingDoor, rotatedHingedDoor];
201
+ this.world.addActors(...this.doors);
202
+ this.world.addActors(vanillaSlidingDoorActor);
203
+ console.log('[DoorDemo] Door actors added to world (5 doors total: hinged, sliding, vanilla sliding, rotated sliding, and rotated hinged)');
204
+ // Add direct input handler for testing
205
+ this.setupDirectTesting(hingedDoor);
206
+ // Set up UI hints
207
+ this.createUIHints();
208
+ }
209
+ createTestSwitches() {
210
+ console.log('[DoorDemo] Creating test switches...');
211
+ // Switch 1: Toggle switch that spawns falling cubes
212
+ const cubeSpawnerSwitch = new ENGINE.Actor({
213
+ position: new THREE.Vector3(15, 1.2, 0), // Much further to the right, well away from doors
214
+ rootComponent: new ENGINE.MeshComponent({
215
+ geometry: new THREE.CylinderGeometry(0.5, 0.5, 0.2, 16),
216
+ material: new THREE.MeshStandardMaterial({ color: 0xff0000 }) // Red when off
217
+ })
218
+ });
219
+ const cubeSpawnerSwitchComponent = new ENGINE.SwitchComponent({
220
+ switchType: ENGINE.SwitchType.Toggle,
221
+ initialState: ENGINE.SwitchState.Off,
222
+ proximityRange: 2.0,
223
+ interactionKey: 'e'
224
+ });
225
+ cubeSpawnerSwitch.rootComponent.add(cubeSpawnerSwitchComponent);
226
+ // Set up event handlers
227
+ cubeSpawnerSwitchComponent.onActivated.add(() => {
228
+ console.log('[DoorDemo] Cube spawner switch activated - spawning falling cube!');
229
+ // Update visual feedback
230
+ const mesh = cubeSpawnerSwitch.rootComponent;
231
+ mesh.getMesh().material.color.set(0x00ff00); // Green when on
232
+ this.spawnFallingCube();
233
+ });
234
+ cubeSpawnerSwitchComponent.onDeactivated.add(() => {
235
+ console.log('[DoorDemo] Cube spawner switch deactivated');
236
+ // Update visual feedback
237
+ const mesh = cubeSpawnerSwitch.rootComponent;
238
+ mesh.getMesh().material.color.set(0xff0000); // Red when off
239
+ });
240
+ // Switch 2: Toggle switch that opens a separate door
241
+ const doorControlSwitch = new ENGINE.Actor({
242
+ position: new THREE.Vector3(-18, 1.2, 0), // Much further to the left, well away from doors
243
+ rootComponent: new ENGINE.MeshComponent({
244
+ geometry: new THREE.CylinderGeometry(0.5, 0.5, 0.2, 16),
245
+ material: new THREE.MeshStandardMaterial({ color: 0x0000ff }) // Blue when inactive
246
+ })
247
+ });
248
+ const doorControlSwitchComponent = new ENGINE.SwitchComponent({
249
+ switchType: ENGINE.SwitchType.Toggle,
250
+ initialState: ENGINE.SwitchState.Off,
251
+ proximityRange: 2.0,
252
+ interactionKey: 'e'
253
+ });
254
+ doorControlSwitch.rootComponent.add(doorControlSwitchComponent);
255
+ // Set up event handlers using the new tag system 🏷️
256
+ doorControlSwitchComponent.onActivated.add(() => {
257
+ console.log('[DoorDemo] Door control switch activated - opening door using tag system!');
258
+ // Update visual feedback
259
+ const mesh = doorControlSwitch.rootComponent;
260
+ mesh.getMesh().material.color.set(0xffff00); // Yellow when active
261
+ // 🏷️ NEW: Use tag system to find the door instead of direct reference
262
+ const doorActor = this.world.getFirstActorByTag('controllable-door');
263
+ if (doorActor) {
264
+ console.log('[DoorDemo] 🏷️ Door found by tag "controllable-door", calling open()...');
265
+ const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
266
+ doorComponent?.open();
267
+ console.log('[DoorDemo] Door opened successfully using tag system!');
268
+ }
269
+ else {
270
+ console.log('[DoorDemo] ERROR: No door found with tag "controllable-door"!');
271
+ }
272
+ });
273
+ doorControlSwitchComponent.onDeactivated.add(() => {
274
+ console.log('[DoorDemo] Door control switch deactivated - closing door using tag system!');
275
+ // Update visual feedback
276
+ const mesh = doorControlSwitch.rootComponent;
277
+ mesh.getMesh().material.color.set(0x0000ff); // Blue when inactive
278
+ // 🏷️ NEW: Use tag system to find the door instead of direct reference
279
+ const doorActor = this.world.getFirstActorByTag('controllable-door');
280
+ if (doorActor) {
281
+ console.log('[DoorDemo] 🏷️ Door found by tag "controllable-door", calling close()...');
282
+ const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
283
+ doorComponent?.close();
284
+ console.log('[DoorDemo] Door closed successfully using tag system!');
285
+ }
286
+ });
287
+ // Switch 3: Proximity switch that activates when player is near
288
+ const proximitySwitch = new ENGINE.Actor({
289
+ position: new THREE.Vector3(0, 1.2, 15), // Center but much further back, well away from doors
290
+ rootComponent: new ENGINE.MeshComponent({
291
+ geometry: new THREE.BoxGeometry(0.8, 0.4, 0.8), // Slightly larger box for visibility
292
+ material: new THREE.MeshStandardMaterial({ color: 0xff6600 }) // Orange when off
293
+ })
294
+ });
295
+ const proximitySwitchComponent = new ENGINE.SwitchComponent({
296
+ switchType: ENGINE.SwitchType.Proximity,
297
+ initialState: ENGINE.SwitchState.Off,
298
+ proximityRange: 3.0, // Larger range for automatic activation
299
+ interactionKey: 'e'
300
+ });
301
+ proximitySwitch.rootComponent.add(proximitySwitchComponent);
302
+ // Set up event handlers
303
+ proximitySwitchComponent.onActivated.add(() => {
304
+ console.log('[DoorDemo] Proximity switch activated - player entered range!');
305
+ console.log('[DoorDemo] 🎯 Welcome to the proximity zone! 🎯');
306
+ // Update visual feedback
307
+ const mesh = proximitySwitch.rootComponent;
308
+ mesh.getMesh().material.color.set(0x00ff00); // Green when on
309
+ });
310
+ proximitySwitchComponent.onDeactivated.add(() => {
311
+ console.log('[DoorDemo] Proximity switch deactivated - player left range!');
312
+ console.log('[DoorDemo] 👋 Goodbye! Come back anytime! 👋');
313
+ // Update visual feedback
314
+ const mesh = proximitySwitch.rootComponent;
315
+ mesh.getMesh().material.color.set(0xff6600); // Orange when off
316
+ });
317
+ this.switches = [cubeSpawnerSwitch, doorControlSwitch, proximitySwitch];
318
+ this.world.addActors(...this.switches);
319
+ // Create a separate door for the door control switch
320
+ this.createSeparateDoor();
321
+ console.log('[DoorDemo] Switch actors added to world (3 switches total: cube spawner, door control, and proximity)');
322
+ }
323
+ /**
324
+ * Creates a jump pad trigger zone
325
+ */
326
+ createTestTriggerZones() {
327
+ console.log('[DoorDemo] Creating jump pad trigger zone...');
328
+ // Jump Pad: Launches player upward when stepped on
329
+ const jumpPad = new ENGINE.Actor({
330
+ position: new THREE.Vector3(0, 0.5, 5) // Center area
331
+ });
332
+ const triggerComponent = new ENGINE.TriggerZoneComponent({
333
+ size: new THREE.Vector3(2, 1, 2),
334
+ filter: ENGINE.TriggerFilter.PlayerOnly,
335
+ enableDebugVisualization: true
336
+ });
337
+ triggerComponent.onActorEntered.add((actor, triggerZone) => {
338
+ console.log(`[DoorDemo] 🚀 JUMP PAD: Player ${actor.name} activated jump pad!`);
339
+ // Use a much stronger jump for jump pad effect
340
+ if (actor instanceof ENGINE.Pawn) {
341
+ const jumpPadStrength = 4.0; // 4x normal jump strength
342
+ actor.jump(jumpPadStrength);
343
+ console.log('[DoorDemo] 🎯 Player launched!');
344
+ }
345
+ else {
346
+ console.log('[DoorDemo] ❌ Actor is not a controllable pawn');
347
+ }
348
+ });
349
+ jumpPad.rootComponent.add(triggerComponent);
350
+ this.triggerZones = [jumpPad];
351
+ this.world.addActors(...this.triggerZones);
352
+ console.log('[DoorDemo] Jump pad trigger zone added to world');
353
+ }
354
+ createSeparateDoor() {
355
+ console.log('[DoorDemo] Creating separate door for switch control...');
356
+ // Create a separate door that will be controlled by the door control switch
357
+ // Using the new tag system for easier discovery
358
+ this.separateDoor = new ENGINE.Actor({
359
+ position: new THREE.Vector3(-18, 0, -8), // Near the door control switch but well offset
360
+ actorTags: ['controllable-door', 'entrance', 'switch-operated'], // 🏷️ NEW: Multiple tags for flexible discovery
361
+ rootComponent: new ENGINE.GLTFMeshComponent({
362
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
363
+ })
364
+ });
365
+ const separateDoorComponent = new ENGINE.DoorComponent({
366
+ doorType: ENGINE.DoorType.Hinged,
367
+ interactionType: ENGINE.DoorInteractionType.KeyPress, // Can still be manually controlled
368
+ animationDuration: 1.5,
369
+ maxOpenAngle: 90,
370
+ slideDistance: 2.0, // Not used for hinged doors but required by interface
371
+ startLocked: false,
372
+ proximityRange: 2.5,
373
+ interactionKey: 'e'
374
+ });
375
+ this.separateDoor.rootComponent.add(separateDoorComponent);
376
+ console.log('[DoorDemo] Separate door actor created, adding to world...');
377
+ this.world.addActors(this.separateDoor);
378
+ console.log('[DoorDemo] Separate door added to world at position:', this.separateDoor.rootComponent.position.toArray());
379
+ console.log('[DoorDemo] 🏷️ Door tagged with multiple tags:', this.separateDoor.getActorTags());
380
+ }
381
+ spawnFallingCube() {
382
+ console.log('[DoorDemo] spawnFallingCube() called - creating physics cube...');
383
+ const spawnPosition = new THREE.Vector3(15 + (Math.random() - 0.5) * 2, // Near the cube spawner switch with some randomness
384
+ 10, // High up so it falls down
385
+ (Math.random() - 0.5) * 4 // Random Z position
386
+ );
387
+ console.log('[DoorDemo] Cube spawn position:', spawnPosition);
388
+ // Create a physics-enabled cube that falls from above
389
+ const cubeActor = new ENGINE.Actor({
390
+ position: spawnPosition,
391
+ rootComponent: new ENGINE.MeshComponent({
392
+ geometry: new THREE.BoxGeometry(1, 1, 1),
393
+ material: new THREE.MeshStandardMaterial({
394
+ color: Math.random() * 0xffffff // Random color
395
+ }),
396
+ physicsOptions: {
397
+ enabled: true,
398
+ motionType: ENGINE.PhysicsMotionType.Dynamic, // Affected by gravity
399
+ generateCollisionEvents: true,
400
+ density: 1.0
401
+ }
402
+ })
403
+ });
404
+ console.log('[DoorDemo] Created cube actor, adding to world...');
405
+ this.world.addActors(cubeActor);
406
+ console.log('[DoorDemo] Cube actor added to world successfully! Position:', cubeActor.rootComponent.position.toArray());
407
+ // Remove the cube after 10 seconds to avoid clutter
408
+ setTimeout(() => {
409
+ console.log('[DoorDemo] Cleaning up cube after 10 seconds...');
410
+ if (cubeActor.getWorld()) {
411
+ cubeActor.destroy();
412
+ console.log('[DoorDemo] Cube destroyed');
413
+ }
414
+ }, 10000);
415
+ }
416
+ setupDirectTesting(door) {
417
+ console.log('[DoorDemo] Setting up testing for door interaction');
418
+ // Add a simple input handler for testing only (T key for direct toggle)
419
+ const inputHandler = new ENGINE.BaseInputHandler();
420
+ inputHandler.handleKeyDown = (e) => {
421
+ // console.log('[DoorDemo] Key pressed:', e.key);
422
+ if (e.key.toLowerCase() === 't') {
423
+ console.log('[DoorDemo] Testing door toggle directly (bypassing proximity)');
424
+ const doorComponent = door.getComponent(ENGINE.DoorComponent);
425
+ doorComponent?.toggle();
426
+ return true;
427
+ }
428
+ // Don't handle 'E' key here - let the door component handle it based on proximity
429
+ return false;
430
+ };
431
+ this.world.inputManager.addInputHandler(inputHandler);
432
+ console.log('[DoorDemo] Testing input handler added (T key only)');
433
+ }
434
+ createUIHints() {
435
+ // Create a simple UI overlay with instructions
436
+ const container = document.createElement('div');
437
+ container.style.position = 'absolute';
438
+ container.style.top = '20px';
439
+ container.style.left = '20px';
440
+ container.style.backgroundColor = 'rgba(0, 0, 0, 0.7)';
441
+ container.style.color = 'white';
442
+ container.style.padding = '15px';
443
+ container.style.borderRadius = '5px';
444
+ container.style.fontFamily = 'Arial, sans-serif';
445
+ container.style.fontSize = '14px';
446
+ container.style.zIndex = '1000';
447
+ container.innerHTML = `
448
+ <h3>Demo Controls</h3>
449
+ <div style="margin-bottom: 8px;">
450
+ <strong>Movement:</strong> WASD + Mouse
451
+ </div>
452
+ <div style="margin-bottom: 8px;">
453
+ <strong>Interact:</strong> Press <kbd style="background: #333; padding: 2px 6px; border-radius: 3px;">E</kbd> when near interactive objects
454
+ </div>
455
+ <div style="margin-bottom: 8px;">
456
+ <strong>Test:</strong> Press <kbd style="background: #333; padding: 2px 6px; border-radius: 3px;">T</kbd> to test door directly
457
+ </div>
458
+ `;
459
+ // Store reference to the UI container
460
+ this.uiContainer = container;
461
+ // Add to the game container
462
+ const gameContainer = this.container;
463
+ gameContainer.appendChild(container);
464
+ }
465
+ /**
466
+ * 🏷️ Creates additional doors to demonstrate tag-based control
467
+ * Shows how multiple doors can be controlled with a single switch using tags
468
+ */
469
+ createTaggedDoors() {
470
+ console.log('[DoorDemo] 🏷️ Creating tagged doors for multi-door control demonstration...');
471
+ // Create multiple doors with the same tag for group control
472
+ const groupControlledDoorPositions = [
473
+ new THREE.Vector3(5, 0, -15),
474
+ new THREE.Vector3(10, 0, -15),
475
+ new THREE.Vector3(15, 0, -15)
476
+ ];
477
+ groupControlledDoorPositions.forEach((position, index) => {
478
+ const door = new ENGINE.Actor({
479
+ position,
480
+ actorTags: ['security-door', 'automated', `security-${index + 1}`], // 🏷️ Multiple tags for flexible grouping
481
+ rootComponent: new ENGINE.GLTFMeshComponent({
482
+ modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
483
+ })
484
+ });
485
+ const doorComponent = new ENGINE.DoorComponent({
486
+ doorType: ENGINE.DoorType.Hinged,
487
+ interactionType: ENGINE.DoorInteractionType.Remote, // Only controlled remotely
488
+ animationDuration: 1.0,
489
+ maxOpenAngle: 90,
490
+ slideDistance: 2.0,
491
+ startLocked: false,
492
+ proximityRange: 2.0,
493
+ interactionKey: 'e'
494
+ });
495
+ door.rootComponent.add(doorComponent);
496
+ this.world.addActors(door);
497
+ console.log(`[DoorDemo] 🏷️ Security door ${index + 1} created with tags:`, door.getActorTags());
498
+ });
499
+ // Create a master switch to control all security doors
500
+ const masterSwitch = new ENGINE.Actor({
501
+ position: new THREE.Vector3(10, 1.2, -10),
502
+ actorTags: ['master-switch', 'control-panel', 'security-system'], // 🏷️ Multiple tags for the switch
503
+ rootComponent: new ENGINE.MeshComponent({
504
+ geometry: new THREE.SphereGeometry(0.6, 16, 8),
505
+ material: new THREE.MeshStandardMaterial({ color: 0x8B4513 }) // Brown
506
+ })
507
+ });
508
+ const masterSwitchComponent = new ENGINE.SwitchComponent({
509
+ switchType: ENGINE.SwitchType.Toggle,
510
+ initialState: ENGINE.SwitchState.Off,
511
+ proximityRange: 3.0,
512
+ interactionKey: 'e'
513
+ });
514
+ masterSwitch.rootComponent.add(masterSwitchComponent);
515
+ // Set up event handlers for multi-door control
516
+ masterSwitchComponent.onActivated.add(() => {
517
+ console.log('[DoorDemo] 🏷️ Master switch activated - opening ALL security doors!');
518
+ const mesh = masterSwitch.rootComponent;
519
+ mesh.getMesh().material.color.set(0x00ff00); // Green when active
520
+ // 🏷️ Find and control ALL doors with the security-door tag
521
+ const securityDoors = this.world.getActorsByTag('security-door');
522
+ console.log(`[DoorDemo] 🏷️ Found ${securityDoors.length} security doors to open`);
523
+ securityDoors.forEach((doorActor, index) => {
524
+ const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
525
+ doorComponent?.open();
526
+ console.log(`[DoorDemo] 🏷️ Security door ${index + 1} opened`);
527
+ });
528
+ });
529
+ masterSwitchComponent.onDeactivated.add(() => {
530
+ console.log('[DoorDemo] 🏷️ Master switch deactivated - closing ALL security doors!');
531
+ const mesh = masterSwitch.rootComponent;
532
+ mesh.getMesh().material.color.set(0x8B4513); // Brown when inactive
533
+ // 🏷️ Find and control ALL doors with the security-door tag
534
+ const securityDoors = this.world.getActorsByTag('security-door');
535
+ console.log(`[DoorDemo] 🏷️ Found ${securityDoors.length} security doors to close`);
536
+ securityDoors.forEach((doorActor, index) => {
537
+ const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
538
+ doorComponent?.close();
539
+ console.log(`[DoorDemo] 🏷️ Security door ${index + 1} closed`);
540
+ });
541
+ });
542
+ this.world.addActors(masterSwitch);
543
+ this.switches.push(masterSwitch);
544
+ console.log('[DoorDemo] 🏷️ Tagged doors and master switch system created successfully!');
545
+ console.log('[DoorDemo] 🏷️ Use the brown sphere switch to control all security doors at once');
546
+ }
547
+ destroy() {
548
+ // Clean up UI before calling parent destroy
549
+ if (this.uiContainer && this.uiContainer.parentElement) {
550
+ this.uiContainer.parentElement.removeChild(this.uiContainer);
551
+ this.uiContainer = null;
552
+ }
553
+ // Call parent destroy to handle other cleanup
554
+ super.destroy();
555
+ }
556
+ postStart() {
557
+ super.postStart();
558
+ console.log('Door & Switch Demo started!');
559
+ console.log('Controls: WASD + Mouse to move, E to interact, T to test door directly');
560
+ }
561
+ }
562
+ //# 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@@ -0,0 +1,9 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ export declare class FPSDemo extends ENGINE.BaseGameLoop {
3
+ private weapon;
4
+ constructor(container: HTMLElement);
5
+ protected preStart(): Promise<void>;
6
+ private setupReloadEvents;
7
+ private setupAmmoLogging;
8
+ private logAmmoStatus;
9
+ }