@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 +1,63 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ class WobblingSphere extends ENGINE.Actor {
4
+ constructor(options) {
5
+ super({
6
+ ...options,
7
+ rootComponent: new ENGINE.MeshComponent({
8
+ geometry: new THREE.SphereGeometry(1, 32, 32),
9
+ material: new THREE.MeshStandardMaterial({ color: 'cyan' }),
10
+ }),
11
+ });
12
+ Object.defineProperty(this, "elapsedTime", {
13
+ enumerable: true,
14
+ configurable: true,
15
+ writable: true,
16
+ value: 0
17
+ });
18
+ this.rootComponent.castShadow = true;
19
+ }
20
+ tickPrePhysics(deltaTime) {
21
+ super.tickPrePhysics(deltaTime);
22
+ this.elapsedTime += deltaTime;
23
+ // Create wobbling effect using sine waves
24
+ const wobbleX = Math.sin(this.elapsedTime * 2) * 0.5;
25
+ const wobbleY = Math.cos(this.elapsedTime * 3) * 0.3;
26
+ const wobbleZ = Math.sin(this.elapsedTime * 1.5) * 0.4;
27
+ // Apply wobble to position
28
+ const basePosition = new THREE.Vector3(2, 2, -3);
29
+ const wobblingPosition = basePosition.clone().add(new THREE.Vector3(wobbleX, wobbleY, wobbleZ));
30
+ this.rootComponent.setWorldPosition(wobblingPosition);
31
+ // Add rotation wobble
32
+ const rotationWobble = new THREE.Euler(Math.sin(this.elapsedTime * 1.2) * 0.2, this.elapsedTime * 0.5, Math.cos(this.elapsedTime * 1.8) * 0.3);
33
+ this.rootComponent.setWorldRotation(rotationWobble);
34
+ }
35
+ }
36
+ export default class WobblingSpherePlugin {
37
+ constructor() {
38
+ Object.defineProperty(this, "pluginActors", {
39
+ enumerable: true,
40
+ configurable: true,
41
+ writable: true,
42
+ value: []
43
+ });
44
+ }
45
+ async init(world, previousState) {
46
+ this.pluginActors.push(new WobblingSphere({
47
+ position: new THREE.Vector3(2, 2, -3),
48
+ }));
49
+ world.addActors(...this.pluginActors);
50
+ return true;
51
+ }
52
+ async dispose() {
53
+ this.pluginActors.forEach((actor) => {
54
+ actor.destroy();
55
+ });
56
+ this.pluginActors = [];
57
+ return Promise.resolve();
58
+ }
59
+ saveState() {
60
+ return {};
61
+ }
62
+ }
63
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoid29iYmxpbmctc3BoZXJlLmpzIiwic291cmNlUm9vdCI6IiIsInNvdXJjZXMiOlsiLi4vLi4vLi4vLi4vLi4vZ2FtZXMvZXhhbXBsZXMvcGx1Z2luLWRlbW8vcGx1Z2lucy93b2JibGluZy1zcGhlcmUudHMiXSwibmFtZXMiOltdLCJtYXBwaW5ncyI6IkFBQUEsT0FBTyxLQUFLLE1BQU0sTUFBTSxZQUFZLENBQUM7QUFDckMsT0FBTyxLQUFLLEtBQUssTUFBTSxPQUFPLENBQUM7QUFFL0IsTUFBTSxjQUFlLFNBQVEsTUFBTSxDQUFDLEtBQUs7SUFHdkMsWUFBWSxPQUE0QjtRQUN0QyxLQUFLLENBQUM7WUFDSixHQUFHLE9BQU87WUFDVixhQUFhLEVBQUUsSUFBSSxNQUFNLENBQUMsYUFBYSxDQUFDO2dCQUN0QyxRQUFRLEVBQUUsSUFBSSxLQUFLLENBQUMsY0FBYyxDQUFDLENBQUMsRUFBRSxFQUFFLEVBQUUsRUFBRSxDQUFDO2dCQUM3QyxRQUFRLEVBQUUsSUFBSSxLQUFLLENBQUMsb0JBQW9CLENBQUMsRUFBRSxLQUFLLEVBQUUsTUFBTSxFQUFFLENBQUM7YUFDNUQsQ0FBQztTQUNILENBQUMsQ0FBQztRQVRHOzs7O21CQUFzQixDQUFDO1dBQUM7UUFVOUIsSUFBSSxDQUFDLGFBQWEsQ0FBQyxVQUFVLEdBQUcsSUFBSSxDQUFDO0lBQ3ZDLENBQUM7SUFFZSxjQUFjLENBQUMsU0FBaUI7UUFDOUMsS0FBSyxDQUFDLGNBQWMsQ0FBQyxTQUFTLENBQUMsQ0FBQztRQUNoQyxJQUFJLENBQUMsV0FBVyxJQUFJLFNBQVMsQ0FBQztRQUU5QiwwQ0FBMEM7UUFDMUMsTUFBTSxPQUFPLEdBQUcsSUFBSSxDQUFDLEdBQUcsQ0FBQyxJQUFJLENBQUMsV0FBVyxHQUFHLENBQUMsQ0FBQyxHQUFHLEdBQUcsQ0FBQztRQUNyRCxNQUFNLE9BQU8sR0FBRyxJQUFJLENBQUMsR0FBRyxDQUFDLElBQUksQ0FBQyxXQUFXLEdBQUcsQ0FBQyxDQUFDLEdBQUcsR0FBRyxDQUFDO1FBQ3JELE1BQU0sT0FBTyxHQUFHLElBQUksQ0FBQyxHQUFHLENBQUMsSUFBSSxDQUFDLFdBQVcsR0FBRyxHQUFHLENBQUMsR0FBRyxHQUFHLENBQUM7UUFFdkQsMkJBQTJCO1FBQzNCLE1BQU0sWUFBWSxHQUFHLElBQUksS0FBSyxDQUFDLE9BQU8sQ0FBQyxDQUFDLEVBQUUsQ0FBQyxFQUFFLENBQUMsQ0FBQyxDQUFDLENBQUM7UUFDakQsTUFBTSxnQkFBZ0IsR0FBRyxZQUFZLENBQUMsS0FBSyxFQUFFLENBQUMsR0FBRyxDQUFDLElBQUksS0FBSyxDQUFDLE9BQU8sQ0FBQyxPQUFPLEVBQUUsT0FBTyxFQUFFLE9BQU8sQ0FBQyxDQUFDLENBQUM7UUFDaEcsSUFBSSxDQUFDLGFBQWEsQ0FBQyxnQkFBZ0IsQ0FBQyxnQkFBZ0IsQ0FBQyxDQUFDO1FBRXRELHNCQUFzQjtRQUN0QixNQUFNLGNBQWMsR0FBRyxJQUFJLEtBQUssQ0FBQyxLQUFLLENBQ3BDLElBQUksQ0FBQyxHQUFHLENBQUMsSUFBSSxDQUFDLFdBQVcsR0FBRyxHQUFHLENBQUMsR0FBRyxHQUFHLEVBQ3RDLElBQUksQ0FBQyxXQUFXLEdBQUcsR0FBRyxFQUN0QixJQUFJLENBQUMsR0FBRyxDQUFDLElBQUksQ0FBQyxXQUFXLEdBQUcsR0FBRyxDQUFDLEdBQUcsR0FBRyxDQUN2QyxDQUFDO1FBQ0YsSUFBSSxDQUFDLGFBQWEsQ0FBQyxnQkFBZ0IsQ0FBQyxjQUFjLENBQUMsQ0FBQztJQUN0RCxDQUFDO0NBQ0Y7QUFFRCxNQUFNLENBQUMsT0FBTyxPQUFPLG9CQUFvQjtJQUF6QztRQUNVOzs7O21CQUErQixFQUFFO1dBQUM7SUF1QjVDLENBQUM7SUFyQlEsS0FBSyxDQUFDLElBQUksQ0FBQyxLQUFtQixFQUFFLGFBQW1CO1FBQ3hELElBQUksQ0FBQyxZQUFZLENBQUMsSUFBSSxDQUNwQixJQUFJLGNBQWMsQ0FBQztZQUNqQixRQUFRLEVBQUUsSUFBSSxLQUFLLENBQUMsT0FBTyxDQUFDLENBQUMsRUFBRSxDQUFDLEVBQUUsQ0FBQyxDQUFDLENBQUM7U0FDdEMsQ0FBQyxDQUNILENBQUM7UUFDRixLQUFLLENBQUMsU0FBUyxDQUFDLEdBQUcsSUFBSSxDQUFDLFlBQVksQ0FBQyxDQUFDO1FBQ3RDLE9BQU8sSUFBSSxDQUFDO0lBQ2QsQ0FBQztJQUVNLEtBQUssQ0FBQyxPQUFPO1FBQ2xCLElBQUksQ0FBQyxZQUFZLENBQUMsT0FBTyxDQUFDLENBQUMsS0FBSyxFQUFFLEVBQUU7WUFDbEMsS0FBSyxDQUFDLE9BQU8sRUFBRSxDQUFDO1FBQ2xCLENBQUMsQ0FBQyxDQUFDO1FBQ0gsSUFBSSxDQUFDLFlBQVksR0FBRyxFQUFFLENBQUM7UUFDdkIsT0FBTyxPQUFPLENBQUMsT0FBTyxFQUFFLENBQUM7SUFDM0IsQ0FBQztJQUVNLFNBQVM7UUFDZCxPQUFPLEVBQUUsQ0FBQztJQUNaLENBQUM7Q0FDRiJ9
@@ -0,0 +1,97 @@
1
+ export declare const GAME_CONFIG: {
2
+ readonly TARGET_SECTIONS: 5;
3
+ readonly CAMERA_DISTANCE: 10;
4
+ readonly CHARACTER_SCALE: 1.5;
5
+ };
6
+ export declare const PLAYER_MOVEMENT: {
7
+ readonly JUMP_SPEED: 20;
8
+ readonly MAX_SPEED: 8;
9
+ readonly MAX_MID_AIR_JUMPS: 1;
10
+ readonly ACCELERATION_LAMBDA: 15;
11
+ readonly DECELERATION_LAMBDA: 10;
12
+ readonly MID_AIR_ACCELERATION_LAMBDA: 8;
13
+ readonly MID_AIR_DECELERATION_LAMBDA: 2;
14
+ };
15
+ export declare const CAMERA_SETTINGS: {
16
+ readonly FOV: 60;
17
+ readonly NEAR: 0.1;
18
+ readonly FAR: 1000;
19
+ readonly POSITION: {
20
+ readonly x: 0;
21
+ readonly y: 3;
22
+ readonly z: 10;
23
+ };
24
+ readonly MENU_POSITION: {
25
+ readonly x: 8;
26
+ readonly y: 6;
27
+ readonly z: 12;
28
+ };
29
+ readonly LOOK_AT: {
30
+ readonly x: 0;
31
+ readonly y: 2;
32
+ readonly z: 0;
33
+ };
34
+ };
35
+ export declare const LIGHTING: {
36
+ readonly DIRECTIONAL_LIGHT_POSITION: {
37
+ readonly x: 5;
38
+ readonly y: 10;
39
+ readonly z: 5;
40
+ };
41
+ readonly DIRECTIONAL_LIGHT_INTENSITY: 1;
42
+ readonly DIRECTIONAL_LIGHT_COLOR: 16777215;
43
+ };
44
+ export declare const LEVEL_CONFIG: {
45
+ readonly CHUNK_SIZE: 50;
46
+ readonly CHUNKS_AHEAD: 2;
47
+ readonly CHUNKS_BEHIND: 2;
48
+ readonly PLATFORM_HEIGHT_RANGE: {
49
+ readonly min: 1;
50
+ readonly max: 5;
51
+ };
52
+ readonly PLATFORM_WIDTH_RANGE: {
53
+ readonly min: 3;
54
+ readonly max: 6;
55
+ };
56
+ readonly OBSTACLE_HEIGHT_RANGE: {
57
+ readonly min: 2;
58
+ readonly max: 4;
59
+ };
60
+ readonly CHUNK_MARGIN: 0;
61
+ readonly MIN_SPACING: 4;
62
+ readonly DEBUG_VISUALIZATION_HEIGHT: 6;
63
+ readonly DEBUG_VISUALIZATION_DEPTH: 4;
64
+ readonly DEBUG_VISUALIZATION_OPACITY: 0.3;
65
+ readonly DEBUG_VISUALIZATION_COLOR: 65280;
66
+ };
67
+ export declare const PICKUP_CONFIG: {
68
+ readonly HEALTH_PICKUP: {
69
+ readonly SPAWN_CHANCE: 0.4;
70
+ readonly HEAL_AMOUNT: 25;
71
+ readonly SOUND_VOLUME: 0.6;
72
+ readonly SOUND_MAX_DISTANCE: 15;
73
+ readonly SOUND_URL: "@engine/assets/sounds/pickup.mp3";
74
+ readonly MODEL_URL: "@engine/assets/models/PickupActors/SM_Pickup_Health.glb";
75
+ readonly SCALE: 1.5;
76
+ readonly HOVER_HEIGHT: 0.5;
77
+ readonly HOVER_SPEED: 2;
78
+ readonly HOVER_AMPLITUDE: 0.3;
79
+ readonly ROTATION_SPEED: 2;
80
+ };
81
+ readonly COIN_PICKUP: {
82
+ readonly SPAWN_CHANCE: 0.4;
83
+ readonly POINT_VALUE: 10;
84
+ readonly SOUND_VOLUME: 0.4;
85
+ readonly SOUND_MAX_DISTANCE: 12;
86
+ readonly SOUND_URL: "@engine/assets/sounds/pickup.mp3";
87
+ readonly MODEL_URL: "@engine/assets/dev/models/Collectible/SM_Coin_01.glb";
88
+ readonly SCALE: 8;
89
+ readonly HOVER_HEIGHT: 1.2;
90
+ readonly HOVER_SPEED: 3;
91
+ readonly HOVER_AMPLITUDE: 0.2;
92
+ readonly ROTATION_SPEED: 2;
93
+ };
94
+ };
95
+ export declare const UI_CONFIG: {
96
+ readonly HUD_UPDATE_INTERVAL: 100;
97
+ };
@@ -0,0 +1,82 @@
1
+ // Game Configuration
2
+ export const GAME_CONFIG = {
3
+ TARGET_SECTIONS: 5,
4
+ CAMERA_DISTANCE: 10,
5
+ CHARACTER_SCALE: 1.5,
6
+ };
7
+ // Player Movement
8
+ export const PLAYER_MOVEMENT = {
9
+ JUMP_SPEED: 20,
10
+ MAX_SPEED: 8,
11
+ MAX_MID_AIR_JUMPS: 1,
12
+ ACCELERATION_LAMBDA: 15,
13
+ DECELERATION_LAMBDA: 10,
14
+ MID_AIR_ACCELERATION_LAMBDA: 8,
15
+ MID_AIR_DECELERATION_LAMBDA: 2,
16
+ };
17
+ // Camera Settings
18
+ export const CAMERA_SETTINGS = {
19
+ FOV: 60,
20
+ NEAR: 0.1,
21
+ FAR: 1000,
22
+ POSITION: { x: 0, y: 3, z: 10 },
23
+ MENU_POSITION: { x: 8, y: 6, z: 12 },
24
+ LOOK_AT: { x: 0, y: 2, z: 0 },
25
+ };
26
+ // Lighting
27
+ export const LIGHTING = {
28
+ DIRECTIONAL_LIGHT_POSITION: { x: 5, y: 10, z: 5 },
29
+ DIRECTIONAL_LIGHT_INTENSITY: 1,
30
+ DIRECTIONAL_LIGHT_COLOR: 0xffffff,
31
+ };
32
+ // Level Generation
33
+ export const LEVEL_CONFIG = {
34
+ CHUNK_SIZE: 50,
35
+ CHUNKS_AHEAD: 2,
36
+ CHUNKS_BEHIND: 2,
37
+ PLATFORM_HEIGHT_RANGE: { min: 1, max: 5 },
38
+ PLATFORM_WIDTH_RANGE: { min: 3, max: 6 },
39
+ OBSTACLE_HEIGHT_RANGE: { min: 2, max: 4 },
40
+ CHUNK_MARGIN: 0,
41
+ MIN_SPACING: 4,
42
+ DEBUG_VISUALIZATION_HEIGHT: 6,
43
+ DEBUG_VISUALIZATION_DEPTH: 4,
44
+ DEBUG_VISUALIZATION_OPACITY: 0.3,
45
+ DEBUG_VISUALIZATION_COLOR: 0x00ff00,
46
+ };
47
+ // Pickup Configuration
48
+ export const PICKUP_CONFIG = {
49
+ // Health pickup settings
50
+ HEALTH_PICKUP: {
51
+ SPAWN_CHANCE: 0.4,
52
+ HEAL_AMOUNT: 25,
53
+ SOUND_VOLUME: 0.6,
54
+ SOUND_MAX_DISTANCE: 15,
55
+ SOUND_URL: '@engine/assets/sounds/pickup.mp3',
56
+ MODEL_URL: '@engine/assets/models/PickupActors/SM_Pickup_Health.glb',
57
+ SCALE: 1.5,
58
+ HOVER_HEIGHT: 0.5, // Height above platform
59
+ HOVER_SPEED: 2.0, // Oscillation speed
60
+ HOVER_AMPLITUDE: 0.3, // How much it moves up and down
61
+ ROTATION_SPEED: 2.0, // Rotation speed for coins
62
+ },
63
+ // Coin pickup settings
64
+ COIN_PICKUP: {
65
+ SPAWN_CHANCE: 0.4,
66
+ POINT_VALUE: 10,
67
+ SOUND_VOLUME: 0.4,
68
+ SOUND_MAX_DISTANCE: 12,
69
+ SOUND_URL: '@engine/assets/sounds/pickup.mp3',
70
+ MODEL_URL: '@engine/assets/dev/models/Collectible/SM_Coin_01.glb',
71
+ SCALE: 8,
72
+ HOVER_HEIGHT: 1.2,
73
+ HOVER_SPEED: 3.0,
74
+ HOVER_AMPLITUDE: 0.2,
75
+ ROTATION_SPEED: 2.0, // Rotation speed for coins
76
+ },
77
+ };
78
+ // UI Update Intervals
79
+ export const UI_CONFIG = {
80
+ HUD_UPDATE_INTERVAL: 100, // ms for smooth time display
81
+ };
82
+ //# sourceMappingURL=data:application/json;base64,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
@@ -0,0 +1,54 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ export declare enum GameState {
3
+ Menu = "menu",
4
+ Playing = "playing",
5
+ Complete = "complete"
6
+ }
7
+ interface SideScrollerGameModeOptions extends ENGINE.GameModeOptions {
8
+ targetSections?: number;
9
+ chunkSize?: number;
10
+ uiContainer: HTMLElement;
11
+ }
12
+ export declare class SideScrollerGameMode extends ENGINE.GameMode<SideScrollerGameModeOptions> {
13
+ private currentState;
14
+ private gameStartTime;
15
+ private sectionsCompleted;
16
+ private targetSections;
17
+ private playerPawn;
18
+ private playerController;
19
+ private levelGenerator;
20
+ private menuUI;
21
+ private endGameUI;
22
+ private gameHUD;
23
+ private chunkSize;
24
+ constructor(options?: SideScrollerGameModeOptions);
25
+ protected doBeginPlay(): void;
26
+ private initializeUI;
27
+ private transitionToState;
28
+ private exitCurrentState;
29
+ private enterNewState;
30
+ private startGameplay;
31
+ private createPlayer;
32
+ private createLevel;
33
+ private cleanupGameplayActors;
34
+ private showEndGameResults;
35
+ tick(deltaTime: number): void;
36
+ private updateGameplay;
37
+ /**
38
+ * Sets the initial position of the player.
39
+ * @param spawnX - The X coordinate to spawn the player at.
40
+ */
41
+ private setInitialPlayerPosition;
42
+ /**
43
+ * Performs a hit test to find the ground height at a given X coordinate
44
+ * @param x - The X coordinate to test
45
+ * @returns The Y coordinate of the ground surface, or null if no ground is found
46
+ */
47
+ private findGroundHeightAtX;
48
+ toggleDebugVisualization(): void;
49
+ getCurrentState(): GameState;
50
+ getSectionsCompleted(): number;
51
+ getTargetSections(): number;
52
+ protected doEndPlay(): void;
53
+ }
54
+ export {};
@@ -0,0 +1,351 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ import * as ENGINE from 'genesys.js';
11
+ import * as THREE from 'three';
12
+ import { GAME_CONFIG, LEVEL_CONFIG } from './const.js';
13
+ import { AdvancedLevelGenerator } from './level-generator.js';
14
+ import { AdvancedSideScrollerPlayer } from './player.js';
15
+ import { EndGameUI } from './ui/endgame-ui.js';
16
+ import { GameHUD } from './ui/game-hud.js';
17
+ import { MenuUI } from './ui/menu-ui.js';
18
+ export var GameState;
19
+ (function (GameState) {
20
+ GameState["Menu"] = "menu";
21
+ GameState["Playing"] = "playing";
22
+ GameState["Complete"] = "complete";
23
+ })(GameState || (GameState = {}));
24
+ let SideScrollerGameMode = class SideScrollerGameMode extends ENGINE.GameMode {
25
+ constructor(options = {}) {
26
+ super(options);
27
+ // Game state management
28
+ Object.defineProperty(this, "currentState", {
29
+ enumerable: true,
30
+ configurable: true,
31
+ writable: true,
32
+ value: GameState.Menu
33
+ });
34
+ Object.defineProperty(this, "gameStartTime", {
35
+ enumerable: true,
36
+ configurable: true,
37
+ writable: true,
38
+ value: 0
39
+ });
40
+ Object.defineProperty(this, "sectionsCompleted", {
41
+ enumerable: true,
42
+ configurable: true,
43
+ writable: true,
44
+ value: 0
45
+ });
46
+ Object.defineProperty(this, "targetSections", {
47
+ enumerable: true,
48
+ configurable: true,
49
+ writable: true,
50
+ value: GAME_CONFIG.TARGET_SECTIONS
51
+ });
52
+ // Game actors (stored to manage spawning/despawning)
53
+ Object.defineProperty(this, "playerPawn", {
54
+ enumerable: true,
55
+ configurable: true,
56
+ writable: true,
57
+ value: null
58
+ });
59
+ Object.defineProperty(this, "playerController", {
60
+ enumerable: true,
61
+ configurable: true,
62
+ writable: true,
63
+ value: null
64
+ });
65
+ Object.defineProperty(this, "levelGenerator", {
66
+ enumerable: true,
67
+ configurable: true,
68
+ writable: true,
69
+ value: null
70
+ });
71
+ // UI components
72
+ Object.defineProperty(this, "menuUI", {
73
+ enumerable: true,
74
+ configurable: true,
75
+ writable: true,
76
+ value: null
77
+ });
78
+ Object.defineProperty(this, "endGameUI", {
79
+ enumerable: true,
80
+ configurable: true,
81
+ writable: true,
82
+ value: null
83
+ });
84
+ Object.defineProperty(this, "gameHUD", {
85
+ enumerable: true,
86
+ configurable: true,
87
+ writable: true,
88
+ value: null
89
+ });
90
+ // Game configuration
91
+ Object.defineProperty(this, "chunkSize", {
92
+ enumerable: true,
93
+ configurable: true,
94
+ writable: true,
95
+ value: LEVEL_CONFIG.CHUNK_SIZE
96
+ });
97
+ this.targetSections = options.targetSections ?? GAME_CONFIG.TARGET_SECTIONS;
98
+ this.chunkSize = options.chunkSize ?? LEVEL_CONFIG.CHUNK_SIZE;
99
+ }
100
+ doBeginPlay() {
101
+ super.doBeginPlay();
102
+ this.initializeUI();
103
+ this.transitionToState(GameState.Menu);
104
+ }
105
+ async initializeUI() {
106
+ // Initialize Menu UI
107
+ this.menuUI = new MenuUI(this.options.uiContainer);
108
+ this.menuUI.onStartGame.add(() => {
109
+ this.transitionToState(GameState.Playing);
110
+ });
111
+ // Initialize Game HUD with target sections
112
+ this.gameHUD = new GameHUD(this.options.uiContainer, this.targetSections);
113
+ // Initialize End Game UI with target sections
114
+ this.endGameUI = new EndGameUI(this.options.uiContainer, this.targetSections);
115
+ this.endGameUI.onPlayAgain.add(() => {
116
+ this.transitionToState(GameState.Playing);
117
+ });
118
+ this.endGameUI.onBackToMenu.add(() => {
119
+ this.transitionToState(GameState.Menu);
120
+ });
121
+ }
122
+ transitionToState(newState) {
123
+ console.log(`Transitioning from ${this.currentState} to ${newState}`);
124
+ // Clean up current state
125
+ this.exitCurrentState();
126
+ // Set new state
127
+ this.currentState = newState;
128
+ // Enter new state
129
+ this.enterNewState();
130
+ this.menuUI?.setVisible(newState === GameState.Menu);
131
+ this.gameHUD?.setVisible(newState === GameState.Playing);
132
+ }
133
+ exitCurrentState() {
134
+ switch (this.currentState) {
135
+ case GameState.Menu:
136
+ break;
137
+ case GameState.Playing:
138
+ this.cleanupGameplayActors();
139
+ break;
140
+ case GameState.Complete:
141
+ this.endGameUI?.hide();
142
+ break;
143
+ }
144
+ }
145
+ enterNewState() {
146
+ switch (this.currentState) {
147
+ case GameState.Menu:
148
+ break;
149
+ case GameState.Playing:
150
+ this.startGameplay();
151
+ break;
152
+ case GameState.Complete:
153
+ this.showEndGameResults();
154
+ break;
155
+ }
156
+ }
157
+ startGameplay() {
158
+ if (!this.world)
159
+ return;
160
+ console.log('Starting gameplay...');
161
+ // Reset game state
162
+ this.gameStartTime = Date.now();
163
+ this.sectionsCompleted = 0;
164
+ // Create player
165
+ this.createPlayer();
166
+ // Create level generator
167
+ this.createLevel();
168
+ // Show HUD and start updates
169
+ this.gameHUD?.updateProgress(this.sectionsCompleted, this.targetSections);
170
+ this.gameHUD?.startAutoUpdate(this.gameStartTime);
171
+ console.log('Gameplay started successfully');
172
+ }
173
+ createPlayer() {
174
+ if (!this.world)
175
+ return;
176
+ const spawnX = 1;
177
+ // Create the side-scroller player with animated character
178
+ this.playerPawn = new AdvancedSideScrollerPlayer({
179
+ position: new THREE.Vector3(spawnX, GAME_CONFIG.CHARACTER_SCALE * ENGINE.CHARACTER_HEIGHT / 2, 0)
180
+ });
181
+ // Create the player controller and possess the pawn
182
+ this.playerController = new ENGINE.PlayerController();
183
+ this.playerController.possess(this.playerPawn);
184
+ // Add input handler for debug visualization toggle
185
+ this.playerController.onKeyDown.add((event) => {
186
+ if (event.code === 'KeyV') {
187
+ this.toggleDebugVisualization();
188
+ return true; // Consume the event
189
+ }
190
+ return false; // Don't consume the event
191
+ });
192
+ // Add the pawn and controller to the world
193
+ this.world.addActors(this.playerPawn, this.playerController);
194
+ // Set the initial player position on ground
195
+ this.setInitialPlayerPosition(spawnX);
196
+ }
197
+ createLevel() {
198
+ if (!this.world)
199
+ return;
200
+ // Create the level generator with custom configuration
201
+ this.levelGenerator = new AdvancedLevelGenerator(this.world, {
202
+ chunkSize: this.chunkSize,
203
+ chunksAhead: LEVEL_CONFIG.CHUNKS_AHEAD,
204
+ chunksBehind: LEVEL_CONFIG.CHUNKS_BEHIND,
205
+ platformHeightRange: LEVEL_CONFIG.PLATFORM_HEIGHT_RANGE,
206
+ platformWidthRange: LEVEL_CONFIG.PLATFORM_WIDTH_RANGE,
207
+ obstacleHeightRange: LEVEL_CONFIG.OBSTACLE_HEIGHT_RANGE,
208
+ chunkMargin: LEVEL_CONFIG.CHUNK_MARGIN,
209
+ minSpacing: LEVEL_CONFIG.MIN_SPACING,
210
+ enableDebugVisualization: false
211
+ });
212
+ // Create the infinite ground
213
+ this.levelGenerator.createInfiniteGround();
214
+ // Generate initial level chunks
215
+ this.levelGenerator.generateInitialChunks();
216
+ }
217
+ cleanupGameplayActors() {
218
+ if (!this.world)
219
+ return;
220
+ // Remove player and controller
221
+ if (this.playerPawn) {
222
+ this.world.removeActors(this.playerPawn);
223
+ this.playerPawn = null;
224
+ }
225
+ if (this.playerController) {
226
+ this.world.removeActors(this.playerController);
227
+ this.playerController = null;
228
+ }
229
+ // Clean up level generator
230
+ if (this.levelGenerator) {
231
+ // Remove all level chunks
232
+ const chunks = this.levelGenerator.getLevelChunks();
233
+ chunks.forEach(chunk => {
234
+ this.world.removeActors(...chunk.actors);
235
+ if (chunk.debugActors) {
236
+ this.world.removeActors(...chunk.debugActors);
237
+ }
238
+ });
239
+ this.levelGenerator = null;
240
+ }
241
+ }
242
+ showEndGameResults() {
243
+ const finalTime = (Date.now() - this.gameStartTime) / 1000;
244
+ this.endGameUI?.show(finalTime, this.sectionsCompleted);
245
+ }
246
+ tick(deltaTime) {
247
+ super.tick(deltaTime);
248
+ this.updateGameplay();
249
+ }
250
+ updateGameplay() {
251
+ if (!this.playerPawn || !this.levelGenerator)
252
+ return;
253
+ // Update level generation based on player position
254
+ const playerX = this.playerPawn.getWorldPosition().x;
255
+ this.levelGenerator.updateLevel(playerX);
256
+ // Update health display
257
+ const statsComponent = this.playerPawn.getComponent(ENGINE.CharacterStatsComponent);
258
+ if (statsComponent && this.gameHUD) {
259
+ const currentHealth = statsComponent.getCurrentHealth();
260
+ const maxHealth = statsComponent.getMaxHealth();
261
+ this.gameHUD.updateHealth(currentHealth, maxHealth);
262
+ }
263
+ // Check progress (every chunk represents a section)
264
+ // Player starts at x=0 in section 0 (not completed any sections yet)
265
+ // When they reach x=50, they complete section 1
266
+ // When they reach x=100, they complete section 2, etc.
267
+ const currentSection = Math.floor(Math.max(0, playerX) / this.chunkSize);
268
+ if (currentSection > this.sectionsCompleted) {
269
+ this.sectionsCompleted = currentSection;
270
+ this.gameHUD?.updateProgress(this.sectionsCompleted, this.targetSections);
271
+ console.log(`Section completed: ${this.sectionsCompleted}/${this.targetSections} (Player X: ${playerX.toFixed(1)})`);
272
+ // Check if game is complete
273
+ if (this.sectionsCompleted >= this.targetSections) {
274
+ console.log('Game completed!');
275
+ this.transitionToState(GameState.Complete);
276
+ }
277
+ }
278
+ }
279
+ /**
280
+ * Sets the initial position of the player.
281
+ * @param spawnX - The X coordinate to spawn the player at.
282
+ */
283
+ setInitialPlayerPosition(spawnX) {
284
+ const groundHeight = this.findGroundHeightAtX(spawnX);
285
+ if (groundHeight !== null) {
286
+ this.playerPawn?.setWorldPosition(new THREE.Vector3(spawnX, groundHeight + GAME_CONFIG.CHARACTER_SCALE * ENGINE.CHARACTER_HEIGHT / 2, 0));
287
+ }
288
+ else {
289
+ this.world?.runInNextTick(() => {
290
+ this.setInitialPlayerPosition(spawnX);
291
+ });
292
+ }
293
+ }
294
+ /**
295
+ * Performs a hit test to find the ground height at a given X coordinate
296
+ * @param x - The X coordinate to test
297
+ * @returns The Y coordinate of the ground surface, or null if no ground is found
298
+ */
299
+ findGroundHeightAtX(x) {
300
+ if (!this.world)
301
+ return null;
302
+ // Start from a high position and cast downward
303
+ const rayOrigin = new THREE.Vector3(x, 50, 0);
304
+ const rayDirection = new THREE.Vector3(0, -1, 0); // Downward
305
+ const hitResults = this.world.getPhysicsEngine()?.performHitTest({
306
+ origin: rayOrigin,
307
+ direction: rayDirection,
308
+ maxDistance: 100, // Cast ray down 100 units
309
+ stopOnFirstHit: true,
310
+ });
311
+ if (hitResults && hitResults.length > 0) {
312
+ // Return the Y coordinate of the hit location (top surface of ground)
313
+ return hitResults[0].hitLocation.y;
314
+ }
315
+ return null;
316
+ }
317
+ // Handle debug visualization toggle
318
+ toggleDebugVisualization() {
319
+ if (this.levelGenerator && this.currentState === GameState.Playing) {
320
+ this.levelGenerator.toggleDebugVisualization();
321
+ const isEnabled = this.levelGenerator.isDebugVisualizationEnabled();
322
+ console.log(`Debug visualization ${isEnabled ? 'enabled' : 'disabled'}`);
323
+ }
324
+ }
325
+ // Getters for current state
326
+ getCurrentState() {
327
+ return this.currentState;
328
+ }
329
+ getSectionsCompleted() {
330
+ return this.sectionsCompleted;
331
+ }
332
+ getTargetSections() {
333
+ return this.targetSections;
334
+ }
335
+ // Cleanup when game mode is destroyed
336
+ doEndPlay() {
337
+ super.doEndPlay();
338
+ // Clean up UI components
339
+ this.menuUI?.destroy();
340
+ this.endGameUI?.destroy();
341
+ this.gameHUD?.destroy();
342
+ // Clean up gameplay actors if still present
343
+ this.cleanupGameplayActors();
344
+ }
345
+ };
346
+ SideScrollerGameMode = __decorate([
347
+ ENGINE.GameClass(),
348
+ __metadata("design:paramtypes", [Object])
349
+ ], SideScrollerGameMode);
350
+ export { SideScrollerGameMode };
351
+ //# 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