@directivegames/genesys.sdk 3.2.2 → 3.2.4

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 (82) hide show
  1. package/README.md +60 -60
  2. package/dist/src/core/cli.js +22 -22
  3. package/dist/src/templates/scripts/genesys/genesys-mcp.js +25 -25
  4. package/dist/src/templates/scripts/genesys/mcp/editor-functions.js +4 -4
  5. package/dist/src/templates/src/templates/vehicle/src/ui-hints.js +30 -30
  6. package/package.json +176 -176
  7. package/scripts/post-install.ts +143 -143
  8. package/src/asset-pack/.gitattributes +88 -88
  9. package/src/asset-pack/eslint.config.js +45 -45
  10. package/src/asset-pack/gitignore +11 -11
  11. package/src/asset-pack/scripts/postinstall.ts +81 -81
  12. package/src/asset-pack/tsconfig.json +33 -33
  13. package/src/templates/.cursor/mcp.json +20 -20
  14. package/src/templates/.cursorignore +2 -2
  15. package/src/templates/.gitattributes +88 -88
  16. package/src/templates/.vscode/settings.json +6 -6
  17. package/src/templates/AGENTS.md +86 -86
  18. package/src/templates/README.md +24 -24
  19. package/src/templates/eslint.config.js +45 -45
  20. package/src/templates/gitignore +11 -11
  21. package/src/templates/index.html +34 -34
  22. package/src/templates/pnpm-lock.yaml +3676 -3676
  23. package/src/templates/scripts/genesys/build-project.ts +51 -51
  24. package/src/templates/scripts/genesys/calc-bounding-box.ts +272 -272
  25. package/src/templates/scripts/genesys/common.ts +46 -46
  26. package/src/templates/scripts/genesys/const.ts +9 -9
  27. package/src/templates/scripts/genesys/dev/dump-default-scene.ts +11 -11
  28. package/src/templates/scripts/genesys/dev/generate-manifest.ts +146 -146
  29. package/src/templates/scripts/genesys/dev/launcher.ts +46 -46
  30. package/src/templates/scripts/genesys/dev/storage-provider.ts +229 -229
  31. package/src/templates/scripts/genesys/dev/update-template-scenes.ts +84 -84
  32. package/src/templates/scripts/genesys/doc-server.ts +16 -16
  33. package/src/templates/scripts/genesys/genesys-mcp.ts +526 -526
  34. package/src/templates/scripts/genesys/mcp/doc-tools.ts +86 -86
  35. package/src/templates/scripts/genesys/mcp/editor-functions.ts +151 -151
  36. package/src/templates/scripts/genesys/mcp/editor-tools.ts +73 -73
  37. package/src/templates/scripts/genesys/mcp/get-scene-state.ts +35 -35
  38. package/src/templates/scripts/genesys/mcp/run-subprocess.ts +30 -30
  39. package/src/templates/scripts/genesys/mcp/search-actors.ts +858 -858
  40. package/src/templates/scripts/genesys/mcp/search-assets.ts +380 -380
  41. package/src/templates/scripts/genesys/mcp/utils.ts +281 -281
  42. package/src/templates/scripts/genesys/misc.ts +42 -42
  43. package/src/templates/scripts/genesys/mock.ts +6 -6
  44. package/src/templates/scripts/genesys/place-actors.ts +179 -179
  45. package/src/templates/scripts/genesys/post-install.ts +30 -30
  46. package/src/templates/scripts/genesys/prefab.schema.json +84 -84
  47. package/src/templates/scripts/genesys/remove-engine-comments.ts +134 -134
  48. package/src/templates/scripts/genesys/run-mcp-inspector.bat +4 -4
  49. package/src/templates/scripts/genesys/storageProvider.ts +182 -182
  50. package/src/templates/scripts/genesys/validate-prefabs.ts +138 -138
  51. package/src/templates/src/index.ts +22 -22
  52. package/src/templates/src/templates/firstPerson/assets/default.genesys-scene +165 -165
  53. package/src/templates/src/templates/firstPerson/src/game.ts +39 -39
  54. package/src/templates/src/templates/firstPerson/src/player.ts +63 -63
  55. package/src/templates/src/templates/fps/assets/default.genesys-scene +9459 -9459
  56. package/src/templates/src/templates/fps/src/game.ts +39 -39
  57. package/src/templates/src/templates/fps/src/player.ts +69 -69
  58. package/src/templates/src/templates/fps/src/weapon.ts +54 -54
  59. package/src/templates/src/templates/freeCamera/assets/default.genesys-scene +165 -165
  60. package/src/templates/src/templates/freeCamera/src/game.ts +39 -39
  61. package/src/templates/src/templates/freeCamera/src/player.ts +45 -45
  62. package/src/templates/src/templates/sideScroller/assets/default.genesys-scene +121 -121
  63. package/src/templates/src/templates/sideScroller/src/const.ts +45 -45
  64. package/src/templates/src/templates/sideScroller/src/game.ts +122 -122
  65. package/src/templates/src/templates/sideScroller/src/level-generator.ts +361 -361
  66. package/src/templates/src/templates/sideScroller/src/player.ts +125 -125
  67. package/src/templates/src/templates/thirdPerson/assets/default.genesys-scene +165 -165
  68. package/src/templates/src/templates/thirdPerson/src/game.ts +39 -39
  69. package/src/templates/src/templates/thirdPerson/src/player.ts +61 -61
  70. package/src/templates/src/templates/vehicle/assets/default.genesys-scene +225 -225
  71. package/src/templates/src/templates/vehicle/src/base-vehicle.ts +145 -145
  72. package/src/templates/src/templates/vehicle/src/game.ts +43 -43
  73. package/src/templates/src/templates/vehicle/src/mesh-vehicle.ts +191 -191
  74. package/src/templates/src/templates/vehicle/src/player.ts +109 -109
  75. package/src/templates/src/templates/vehicle/src/primitive-vehicle.ts +266 -266
  76. package/src/templates/src/templates/vehicle/src/ui-hints.ts +101 -101
  77. package/src/templates/src/templates/vr-game/assets/default.genesys-scene +246 -246
  78. package/src/templates/src/templates/vr-game/src/auto-imports.ts +1 -1
  79. package/src/templates/src/templates/vr-game/src/game.ts +66 -66
  80. package/src/templates/src/templates/vr-game/src/sample-vr-actor.ts +26 -26
  81. package/src/templates/tsconfig.json +34 -34
  82. package/src/templates/vite.config.ts +52 -52
@@ -1,361 +1,361 @@
1
- import * as ENGINE from 'genesys.js';
2
- import * as THREE from 'three';
3
-
4
- import { COLORS, LEVEL_CONFIG } from './const.js';
5
-
6
- // ============================================================================
7
- // LEVEL GENERATOR
8
- // ============================================================================
9
-
10
- // Interface for level generator configuration options
11
- interface LevelGeneratorOptions {
12
- chunkSize?: number;
13
- chunksAhead?: number;
14
- chunksBehind?: number;
15
- platformHeightRange?: { min: number; max: number };
16
- platformWidthRange?: { min: number; max: number };
17
- obstacleHeightRange?: { min: number; max: number };
18
- chunkMargin?: number;
19
- minSpacing?: number;
20
- enableDebugVisualization?: boolean;
21
- createGroundMesh?: boolean;
22
- }
23
-
24
- // Interface for tracking level chunks
25
- interface LevelChunk {
26
- startX: number;
27
- endX: number;
28
- actors: ENGINE.Actor[];
29
- }
30
-
31
- // Interface for positioned elements within chunks
32
- interface PositionedElement {
33
- x: number;
34
- width: number;
35
- height: number;
36
- type: 'platform' | 'obstacle';
37
- }
38
-
39
- // Simple level generator for infinite side-scrolling levels
40
- export class SideScrollerLevelGenerator {
41
- private world: ENGINE.World;
42
- // Map of chunk index to chunk
43
- private levelChunks: Map<number, LevelChunk> = new Map();
44
-
45
- // Configuration
46
- private chunkSize: number;
47
- private chunksAhead: number;
48
- private chunksBehind: number;
49
- private platformHeightRange: { min: number; max: number };
50
- private platformWidthRange: { min: number; max: number };
51
- private obstacleHeightRange: { min: number; max: number };
52
- private chunkMargin: number;
53
- private minSpacing: number;
54
- private debugVisualizationEnabled: boolean = false;
55
- private createGroundMesh: boolean = false;
56
-
57
- constructor(world: ENGINE.World, options: LevelGeneratorOptions = {}) {
58
- this.world = world;
59
-
60
- // Apply defaults
61
- this.chunkSize = options.chunkSize ?? LEVEL_CONFIG.CHUNK_SIZE;
62
- this.chunksAhead = options.chunksAhead ?? LEVEL_CONFIG.CHUNKS_AHEAD;
63
- this.chunksBehind = options.chunksBehind ?? LEVEL_CONFIG.CHUNKS_BEHIND;
64
- this.platformHeightRange = options.platformHeightRange ?? LEVEL_CONFIG.PLATFORM_HEIGHT_RANGE;
65
- this.platformWidthRange = options.platformWidthRange ?? LEVEL_CONFIG.PLATFORM_WIDTH_RANGE;
66
- this.obstacleHeightRange = options.obstacleHeightRange ?? LEVEL_CONFIG.OBSTACLE_HEIGHT_RANGE;
67
- this.chunkMargin = options.chunkMargin ?? LEVEL_CONFIG.CHUNK_MARGIN;
68
- this.minSpacing = options.minSpacing ?? LEVEL_CONFIG.MIN_SPACING;
69
- this.debugVisualizationEnabled = options.enableDebugVisualization ?? false;
70
- this.createGroundMesh = options.createGroundMesh ?? false;
71
- }
72
-
73
- public updateLevel(playerX: number): void {
74
- const playerChunkIndex = this.getChunkIndex(playerX);
75
-
76
- const validChunkIndices = [];
77
- for (let i = playerChunkIndex - this.chunksBehind; i <= playerChunkIndex + this.chunksAhead; i++) {
78
- this.generateChunk(i);
79
- validChunkIndices.push(i);
80
- }
81
-
82
- for (const index of this.levelChunks.keys()) {
83
- if (!validChunkIndices.includes(index)) {
84
- this.removeChunk(index);
85
- }
86
- }
87
- }
88
-
89
- private getChunkIndex(x: number): number {
90
- return Math.floor(x / this.chunkSize);
91
- }
92
-
93
- private removeChunk(index: number): void {
94
- const chunk = this.levelChunks.get(index);
95
- if (chunk) {
96
- this.world.removeActors(...chunk.actors);
97
- this.levelChunks.delete(index);
98
- console.log(`[LevelGenerator] Removed chunk at index ${index}`);
99
- }
100
- }
101
-
102
- private generateChunk(index: number): void {
103
- if (this.levelChunks.has(index)) {
104
- return;
105
- }
106
-
107
- const startX = index * this.chunkSize;
108
- const endX = startX + this.chunkSize;
109
- const actors: ENGINE.Actor[] = [];
110
-
111
- // Generate positioned elements for this chunk
112
- const elements = this.generatePositionedElements(startX);
113
-
114
- // Create actors for each element
115
- for (const element of elements) {
116
- const actor = this.createElementActor(element);
117
- actors.push(actor);
118
- }
119
-
120
- // Add ground mesh if enabled
121
- if (this.createGroundMesh) {
122
- const groundActor = this.createGroundMeshActor(startX);
123
- actors.push(groundActor);
124
- }
125
-
126
- // Add debug visualization if enabled
127
- if (this.debugVisualizationEnabled) {
128
- const debugActor = this.createChunkDebugVisualization(startX);
129
- actors.push(debugActor);
130
- }
131
-
132
- // Add all actors to the world
133
- this.world.addActors(...actors);
134
-
135
- // Track this chunk
136
- const chunk: LevelChunk = {
137
- startX,
138
- endX,
139
- actors,
140
- };
141
- console.log(`[LevelGenerator] Generated chunk at index ${index}`);
142
- this.levelChunks.set(index, chunk);
143
- }
144
-
145
- private generatePositionedElements(startX: number): PositionedElement[] {
146
- const elements: PositionedElement[] = [];
147
- const usableWidth = this.chunkSize - (this.chunkMargin * 2); // Leave margin on each side
148
- const usableStartX = startX + this.chunkMargin;
149
-
150
- // Simple alternating generation: platform -> obstacle -> platform -> obstacle...
151
- const totalElements = Math.floor(usableWidth / this.minSpacing); // How many elements can fit
152
-
153
- let currentX = usableStartX;
154
- let isPlatform = true; // Start with platform
155
-
156
- for (let i = 0; i < totalElements && currentX < (startX + this.chunkSize - this.chunkMargin); i++) {
157
- if (isPlatform) {
158
- // Generate platform with random dimensions
159
- const width = this.platformWidthRange.min +
160
- Math.random() * (this.platformWidthRange.max - this.platformWidthRange.min);
161
- const height = this.platformHeightRange.min +
162
- Math.random() * (this.platformHeightRange.max - this.platformHeightRange.min);
163
-
164
- elements.push({
165
- x: currentX + width / 2, // Center position
166
- width: width,
167
- height: height,
168
- type: 'platform'
169
- });
170
-
171
- currentX += width + this.minSpacing; // Move past this platform plus spacing
172
-
173
- } else {
174
- // Generate obstacle with random dimensions
175
- const width = LEVEL_CONFIG.OBSTACLE_WIDTH_RANGE.min +
176
- Math.random() * (LEVEL_CONFIG.OBSTACLE_WIDTH_RANGE.max - LEVEL_CONFIG.OBSTACLE_WIDTH_RANGE.min);
177
- const height = this.obstacleHeightRange.min +
178
- Math.random() * (this.obstacleHeightRange.max - this.obstacleHeightRange.min);
179
-
180
- elements.push({
181
- x: currentX + width / 2, // Center position
182
- width: width,
183
- height: height,
184
- type: 'obstacle'
185
- });
186
-
187
- currentX += width + this.minSpacing; // Move past this obstacle plus spacing
188
- }
189
-
190
- // Alternate between platform and obstacle
191
- isPlatform = !isPlatform;
192
- }
193
-
194
- return elements;
195
- }
196
-
197
- private createElementActor(element: PositionedElement): ENGINE.Actor {
198
- const geometry = new THREE.BoxGeometry(element.width, element.height, LEVEL_CONFIG.DEPTH);
199
- const material = new THREE.MeshStandardMaterial({ color: element.type === 'platform' ? COLORS.PLATFORM : COLORS.OBSTACLE });
200
-
201
- const meshComponent = new ENGINE.MeshComponent({
202
- geometry: geometry,
203
- material: material,
204
- position: new THREE.Vector3(element.x, element.height / 2, 0), // Position at ground level
205
- physicsOptions: {
206
- enabled: true,
207
- motionType: ENGINE.PhysicsMotionType.Static,
208
- collisionProfile: ENGINE.DefaultCollisionProfile.BlockAll,
209
- },
210
- });
211
-
212
- // Enable shadow casting and receiving
213
- meshComponent.castShadow = true;
214
- meshComponent.receiveShadow = true;
215
-
216
- return new ENGINE.Actor({
217
- rootComponent: meshComponent,
218
- });
219
- }
220
-
221
- private createChunkDebugVisualization(startX: number): ENGINE.Actor {
222
- // Create a wireframe box to visualize chunk boundaries
223
- const chunkGeometry = new THREE.BoxGeometry(
224
- this.chunkSize,
225
- LEVEL_CONFIG.DEBUG_VISUALIZATION_HEIGHT,
226
- LEVEL_CONFIG.DEPTH
227
- );
228
-
229
- const chunkMaterial = new THREE.MeshBasicMaterial({
230
- color: LEVEL_CONFIG.DEBUG_VISUALIZATION_COLOR,
231
- opacity: LEVEL_CONFIG.DEBUG_VISUALIZATION_OPACITY,
232
- wireframe: true,
233
- transparent: true,
234
- });
235
-
236
- const chunkBoundary = new ENGINE.Actor({
237
- rootComponent: new ENGINE.MeshComponent({
238
- geometry: chunkGeometry,
239
- material: chunkMaterial,
240
- position: new THREE.Vector3(
241
- startX + this.chunkSize / 2,
242
- LEVEL_CONFIG.DEBUG_VISUALIZATION_HEIGHT / 2,
243
- 0
244
- ),
245
- physicsOptions: {
246
- enabled: false,
247
- },
248
- }),
249
- });
250
-
251
- return chunkBoundary;
252
- }
253
-
254
- private createGroundMeshActor(startX: number): ENGINE.Actor {
255
- // Create a ground mesh that spans the entire chunk width
256
- const groundGeometry = new THREE.BoxGeometry(
257
- this.chunkSize,
258
- LEVEL_CONFIG.GROUND_HEIGHT,
259
- LEVEL_CONFIG.DEPTH
260
- );
261
-
262
- const groundMaterial = new THREE.MeshStandardMaterial({
263
- color: COLORS.GROUND,
264
- });
265
-
266
- const groundMeshComponent = new ENGINE.MeshComponent({
267
- geometry: groundGeometry,
268
- material: groundMaterial,
269
- position: new THREE.Vector3(
270
- startX + this.chunkSize / 2,
271
- LEVEL_CONFIG.GROUND_Y_POSITION,
272
- 0
273
- ),
274
- physicsOptions: {
275
- enabled: true,
276
- motionType: ENGINE.PhysicsMotionType.Static,
277
- collisionProfile: ENGINE.DefaultCollisionProfile.BlockAll,
278
- },
279
- });
280
-
281
- // Enable shadow receiving
282
- groundMeshComponent.receiveShadow = true;
283
-
284
- return new ENGINE.Actor({
285
- rootComponent: groundMeshComponent,
286
- });
287
- }
288
-
289
- /**
290
- * Gets detailed geometry information at a given x location.
291
- * @param x - The x coordinate to query
292
- * @returns An array of geometry info objects at the given x location
293
- */
294
- public getGeometryInfoAtX(x: number): Array<{
295
- type: 'ground' | 'platform' | 'obstacle';
296
- topY: number;
297
- bottomY: number;
298
- width: number;
299
- centerX: number;
300
- }> {
301
- const chunkIndex = this.getChunkIndex(x);
302
- const chunk = this.levelChunks.get(chunkIndex);
303
-
304
- if (!chunk) {
305
- return [];
306
- }
307
-
308
- const geometries: Array<{
309
- type: 'ground' | 'platform' | 'obstacle';
310
- topY: number;
311
- bottomY: number;
312
- width: number;
313
- centerX: number;
314
- }> = [];
315
-
316
- // Add ground mesh if enabled
317
- if (this.createGroundMesh) {
318
- const groundCenterY = LEVEL_CONFIG.GROUND_Y_POSITION;
319
- const groundHalfHeight = LEVEL_CONFIG.GROUND_HEIGHT / 2;
320
- geometries.push({
321
- type: 'ground',
322
- topY: groundCenterY + groundHalfHeight,
323
- bottomY: groundCenterY - groundHalfHeight,
324
- width: this.chunkSize,
325
- centerX: chunk.startX + this.chunkSize / 2
326
- });
327
- }
328
-
329
- // Add positioned elements (platforms and obstacles)
330
- const elements = this.generatePositionedElements(chunk.startX);
331
-
332
- for (const element of elements) {
333
- const elementLeft = element.x - element.width / 2;
334
- const elementRight = element.x + element.width / 2;
335
-
336
- // Check if the x coordinate falls within this element's bounds
337
- if (x >= elementLeft && x <= elementRight) {
338
- geometries.push({
339
- type: element.type,
340
- topY: element.height,
341
- bottomY: 0, // Elements are positioned at ground level (y=0 bottom)
342
- width: element.width,
343
- centerX: element.x
344
- });
345
- }
346
- }
347
-
348
- // Sort by top height (highest first)
349
- geometries.sort((a, b) => b.topY - a.topY);
350
-
351
- return geometries;
352
- }
353
-
354
- public cleanup(): void {
355
- for (const index of this.levelChunks.keys()) {
356
- this.removeChunk(index);
357
- }
358
- this.levelChunks.clear();
359
- console.log('[LevelGenerator] Cleaned up');
360
- }
361
- }
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+
4
+ import { COLORS, LEVEL_CONFIG } from './const.js';
5
+
6
+ // ============================================================================
7
+ // LEVEL GENERATOR
8
+ // ============================================================================
9
+
10
+ // Interface for level generator configuration options
11
+ interface LevelGeneratorOptions {
12
+ chunkSize?: number;
13
+ chunksAhead?: number;
14
+ chunksBehind?: number;
15
+ platformHeightRange?: { min: number; max: number };
16
+ platformWidthRange?: { min: number; max: number };
17
+ obstacleHeightRange?: { min: number; max: number };
18
+ chunkMargin?: number;
19
+ minSpacing?: number;
20
+ enableDebugVisualization?: boolean;
21
+ createGroundMesh?: boolean;
22
+ }
23
+
24
+ // Interface for tracking level chunks
25
+ interface LevelChunk {
26
+ startX: number;
27
+ endX: number;
28
+ actors: ENGINE.Actor[];
29
+ }
30
+
31
+ // Interface for positioned elements within chunks
32
+ interface PositionedElement {
33
+ x: number;
34
+ width: number;
35
+ height: number;
36
+ type: 'platform' | 'obstacle';
37
+ }
38
+
39
+ // Simple level generator for infinite side-scrolling levels
40
+ export class SideScrollerLevelGenerator {
41
+ private world: ENGINE.World;
42
+ // Map of chunk index to chunk
43
+ private levelChunks: Map<number, LevelChunk> = new Map();
44
+
45
+ // Configuration
46
+ private chunkSize: number;
47
+ private chunksAhead: number;
48
+ private chunksBehind: number;
49
+ private platformHeightRange: { min: number; max: number };
50
+ private platformWidthRange: { min: number; max: number };
51
+ private obstacleHeightRange: { min: number; max: number };
52
+ private chunkMargin: number;
53
+ private minSpacing: number;
54
+ private debugVisualizationEnabled: boolean = false;
55
+ private createGroundMesh: boolean = false;
56
+
57
+ constructor(world: ENGINE.World, options: LevelGeneratorOptions = {}) {
58
+ this.world = world;
59
+
60
+ // Apply defaults
61
+ this.chunkSize = options.chunkSize ?? LEVEL_CONFIG.CHUNK_SIZE;
62
+ this.chunksAhead = options.chunksAhead ?? LEVEL_CONFIG.CHUNKS_AHEAD;
63
+ this.chunksBehind = options.chunksBehind ?? LEVEL_CONFIG.CHUNKS_BEHIND;
64
+ this.platformHeightRange = options.platformHeightRange ?? LEVEL_CONFIG.PLATFORM_HEIGHT_RANGE;
65
+ this.platformWidthRange = options.platformWidthRange ?? LEVEL_CONFIG.PLATFORM_WIDTH_RANGE;
66
+ this.obstacleHeightRange = options.obstacleHeightRange ?? LEVEL_CONFIG.OBSTACLE_HEIGHT_RANGE;
67
+ this.chunkMargin = options.chunkMargin ?? LEVEL_CONFIG.CHUNK_MARGIN;
68
+ this.minSpacing = options.minSpacing ?? LEVEL_CONFIG.MIN_SPACING;
69
+ this.debugVisualizationEnabled = options.enableDebugVisualization ?? false;
70
+ this.createGroundMesh = options.createGroundMesh ?? false;
71
+ }
72
+
73
+ public updateLevel(playerX: number): void {
74
+ const playerChunkIndex = this.getChunkIndex(playerX);
75
+
76
+ const validChunkIndices = [];
77
+ for (let i = playerChunkIndex - this.chunksBehind; i <= playerChunkIndex + this.chunksAhead; i++) {
78
+ this.generateChunk(i);
79
+ validChunkIndices.push(i);
80
+ }
81
+
82
+ for (const index of this.levelChunks.keys()) {
83
+ if (!validChunkIndices.includes(index)) {
84
+ this.removeChunk(index);
85
+ }
86
+ }
87
+ }
88
+
89
+ private getChunkIndex(x: number): number {
90
+ return Math.floor(x / this.chunkSize);
91
+ }
92
+
93
+ private removeChunk(index: number): void {
94
+ const chunk = this.levelChunks.get(index);
95
+ if (chunk) {
96
+ this.world.removeActors(...chunk.actors);
97
+ this.levelChunks.delete(index);
98
+ console.log(`[LevelGenerator] Removed chunk at index ${index}`);
99
+ }
100
+ }
101
+
102
+ private generateChunk(index: number): void {
103
+ if (this.levelChunks.has(index)) {
104
+ return;
105
+ }
106
+
107
+ const startX = index * this.chunkSize;
108
+ const endX = startX + this.chunkSize;
109
+ const actors: ENGINE.Actor[] = [];
110
+
111
+ // Generate positioned elements for this chunk
112
+ const elements = this.generatePositionedElements(startX);
113
+
114
+ // Create actors for each element
115
+ for (const element of elements) {
116
+ const actor = this.createElementActor(element);
117
+ actors.push(actor);
118
+ }
119
+
120
+ // Add ground mesh if enabled
121
+ if (this.createGroundMesh) {
122
+ const groundActor = this.createGroundMeshActor(startX);
123
+ actors.push(groundActor);
124
+ }
125
+
126
+ // Add debug visualization if enabled
127
+ if (this.debugVisualizationEnabled) {
128
+ const debugActor = this.createChunkDebugVisualization(startX);
129
+ actors.push(debugActor);
130
+ }
131
+
132
+ // Add all actors to the world
133
+ this.world.addActors(...actors);
134
+
135
+ // Track this chunk
136
+ const chunk: LevelChunk = {
137
+ startX,
138
+ endX,
139
+ actors,
140
+ };
141
+ console.log(`[LevelGenerator] Generated chunk at index ${index}`);
142
+ this.levelChunks.set(index, chunk);
143
+ }
144
+
145
+ private generatePositionedElements(startX: number): PositionedElement[] {
146
+ const elements: PositionedElement[] = [];
147
+ const usableWidth = this.chunkSize - (this.chunkMargin * 2); // Leave margin on each side
148
+ const usableStartX = startX + this.chunkMargin;
149
+
150
+ // Simple alternating generation: platform -> obstacle -> platform -> obstacle...
151
+ const totalElements = Math.floor(usableWidth / this.minSpacing); // How many elements can fit
152
+
153
+ let currentX = usableStartX;
154
+ let isPlatform = true; // Start with platform
155
+
156
+ for (let i = 0; i < totalElements && currentX < (startX + this.chunkSize - this.chunkMargin); i++) {
157
+ if (isPlatform) {
158
+ // Generate platform with random dimensions
159
+ const width = this.platformWidthRange.min +
160
+ Math.random() * (this.platformWidthRange.max - this.platformWidthRange.min);
161
+ const height = this.platformHeightRange.min +
162
+ Math.random() * (this.platformHeightRange.max - this.platformHeightRange.min);
163
+
164
+ elements.push({
165
+ x: currentX + width / 2, // Center position
166
+ width: width,
167
+ height: height,
168
+ type: 'platform'
169
+ });
170
+
171
+ currentX += width + this.minSpacing; // Move past this platform plus spacing
172
+
173
+ } else {
174
+ // Generate obstacle with random dimensions
175
+ const width = LEVEL_CONFIG.OBSTACLE_WIDTH_RANGE.min +
176
+ Math.random() * (LEVEL_CONFIG.OBSTACLE_WIDTH_RANGE.max - LEVEL_CONFIG.OBSTACLE_WIDTH_RANGE.min);
177
+ const height = this.obstacleHeightRange.min +
178
+ Math.random() * (this.obstacleHeightRange.max - this.obstacleHeightRange.min);
179
+
180
+ elements.push({
181
+ x: currentX + width / 2, // Center position
182
+ width: width,
183
+ height: height,
184
+ type: 'obstacle'
185
+ });
186
+
187
+ currentX += width + this.minSpacing; // Move past this obstacle plus spacing
188
+ }
189
+
190
+ // Alternate between platform and obstacle
191
+ isPlatform = !isPlatform;
192
+ }
193
+
194
+ return elements;
195
+ }
196
+
197
+ private createElementActor(element: PositionedElement): ENGINE.Actor {
198
+ const geometry = new THREE.BoxGeometry(element.width, element.height, LEVEL_CONFIG.DEPTH);
199
+ const material = new THREE.MeshStandardMaterial({ color: element.type === 'platform' ? COLORS.PLATFORM : COLORS.OBSTACLE });
200
+
201
+ const meshComponent = new ENGINE.MeshComponent({
202
+ geometry: geometry,
203
+ material: material,
204
+ position: new THREE.Vector3(element.x, element.height / 2, 0), // Position at ground level
205
+ physicsOptions: {
206
+ enabled: true,
207
+ motionType: ENGINE.PhysicsMotionType.Static,
208
+ collisionProfile: ENGINE.DefaultCollisionProfile.BlockAll,
209
+ },
210
+ });
211
+
212
+ // Enable shadow casting and receiving
213
+ meshComponent.castShadow = true;
214
+ meshComponent.receiveShadow = true;
215
+
216
+ return new ENGINE.Actor({
217
+ rootComponent: meshComponent,
218
+ });
219
+ }
220
+
221
+ private createChunkDebugVisualization(startX: number): ENGINE.Actor {
222
+ // Create a wireframe box to visualize chunk boundaries
223
+ const chunkGeometry = new THREE.BoxGeometry(
224
+ this.chunkSize,
225
+ LEVEL_CONFIG.DEBUG_VISUALIZATION_HEIGHT,
226
+ LEVEL_CONFIG.DEPTH
227
+ );
228
+
229
+ const chunkMaterial = new THREE.MeshBasicMaterial({
230
+ color: LEVEL_CONFIG.DEBUG_VISUALIZATION_COLOR,
231
+ opacity: LEVEL_CONFIG.DEBUG_VISUALIZATION_OPACITY,
232
+ wireframe: true,
233
+ transparent: true,
234
+ });
235
+
236
+ const chunkBoundary = new ENGINE.Actor({
237
+ rootComponent: new ENGINE.MeshComponent({
238
+ geometry: chunkGeometry,
239
+ material: chunkMaterial,
240
+ position: new THREE.Vector3(
241
+ startX + this.chunkSize / 2,
242
+ LEVEL_CONFIG.DEBUG_VISUALIZATION_HEIGHT / 2,
243
+ 0
244
+ ),
245
+ physicsOptions: {
246
+ enabled: false,
247
+ },
248
+ }),
249
+ });
250
+
251
+ return chunkBoundary;
252
+ }
253
+
254
+ private createGroundMeshActor(startX: number): ENGINE.Actor {
255
+ // Create a ground mesh that spans the entire chunk width
256
+ const groundGeometry = new THREE.BoxGeometry(
257
+ this.chunkSize,
258
+ LEVEL_CONFIG.GROUND_HEIGHT,
259
+ LEVEL_CONFIG.DEPTH
260
+ );
261
+
262
+ const groundMaterial = new THREE.MeshStandardMaterial({
263
+ color: COLORS.GROUND,
264
+ });
265
+
266
+ const groundMeshComponent = new ENGINE.MeshComponent({
267
+ geometry: groundGeometry,
268
+ material: groundMaterial,
269
+ position: new THREE.Vector3(
270
+ startX + this.chunkSize / 2,
271
+ LEVEL_CONFIG.GROUND_Y_POSITION,
272
+ 0
273
+ ),
274
+ physicsOptions: {
275
+ enabled: true,
276
+ motionType: ENGINE.PhysicsMotionType.Static,
277
+ collisionProfile: ENGINE.DefaultCollisionProfile.BlockAll,
278
+ },
279
+ });
280
+
281
+ // Enable shadow receiving
282
+ groundMeshComponent.receiveShadow = true;
283
+
284
+ return new ENGINE.Actor({
285
+ rootComponent: groundMeshComponent,
286
+ });
287
+ }
288
+
289
+ /**
290
+ * Gets detailed geometry information at a given x location.
291
+ * @param x - The x coordinate to query
292
+ * @returns An array of geometry info objects at the given x location
293
+ */
294
+ public getGeometryInfoAtX(x: number): Array<{
295
+ type: 'ground' | 'platform' | 'obstacle';
296
+ topY: number;
297
+ bottomY: number;
298
+ width: number;
299
+ centerX: number;
300
+ }> {
301
+ const chunkIndex = this.getChunkIndex(x);
302
+ const chunk = this.levelChunks.get(chunkIndex);
303
+
304
+ if (!chunk) {
305
+ return [];
306
+ }
307
+
308
+ const geometries: Array<{
309
+ type: 'ground' | 'platform' | 'obstacle';
310
+ topY: number;
311
+ bottomY: number;
312
+ width: number;
313
+ centerX: number;
314
+ }> = [];
315
+
316
+ // Add ground mesh if enabled
317
+ if (this.createGroundMesh) {
318
+ const groundCenterY = LEVEL_CONFIG.GROUND_Y_POSITION;
319
+ const groundHalfHeight = LEVEL_CONFIG.GROUND_HEIGHT / 2;
320
+ geometries.push({
321
+ type: 'ground',
322
+ topY: groundCenterY + groundHalfHeight,
323
+ bottomY: groundCenterY - groundHalfHeight,
324
+ width: this.chunkSize,
325
+ centerX: chunk.startX + this.chunkSize / 2
326
+ });
327
+ }
328
+
329
+ // Add positioned elements (platforms and obstacles)
330
+ const elements = this.generatePositionedElements(chunk.startX);
331
+
332
+ for (const element of elements) {
333
+ const elementLeft = element.x - element.width / 2;
334
+ const elementRight = element.x + element.width / 2;
335
+
336
+ // Check if the x coordinate falls within this element's bounds
337
+ if (x >= elementLeft && x <= elementRight) {
338
+ geometries.push({
339
+ type: element.type,
340
+ topY: element.height,
341
+ bottomY: 0, // Elements are positioned at ground level (y=0 bottom)
342
+ width: element.width,
343
+ centerX: element.x
344
+ });
345
+ }
346
+ }
347
+
348
+ // Sort by top height (highest first)
349
+ geometries.sort((a, b) => b.topY - a.topY);
350
+
351
+ return geometries;
352
+ }
353
+
354
+ public cleanup(): void {
355
+ for (const index of this.levelChunks.keys()) {
356
+ this.removeChunk(index);
357
+ }
358
+ this.levelChunks.clear();
359
+ console.log('[LevelGenerator] Cleaned up');
360
+ }
361
+ }