@downdraft/engine 0.0.0 → 0.1.1

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 (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,455 @@
1
+ // ============================================================================
2
+ // GridCharacterController — shared 2D platformer physics for grid-based games
3
+ //
4
+ // Generalized from the falling-sand `player.ts` / mining-rpg `mining-player.ts`
5
+ // / overburden `blockhead.ts` copies. An AABB character moves through a grid
6
+ // world where cells may be solid, liquid, climbable, or damaging.
7
+ //
8
+ // The game supplies a `GridCharacterWorld` of cell predicates, so this works
9
+ // over any grid representation (Uint32 packed material ids, Uint16 block ids,
10
+ // foreground + background layers, etc.).
11
+ // ============================================================================
12
+
13
+ // ─── Public types ────────────────────────────────────────────────────────────
14
+
15
+ /** Player state mutated by update(). Games may extend with extra fields. */
16
+ export interface GridCharacterState {
17
+ /** Center X in grid cell coords */
18
+ x: number;
19
+ /** Top-of-AABB Y in grid cell coords (Y increases downward) */
20
+ y: number;
21
+ vx: number;
22
+ vy: number;
23
+ onGround: boolean;
24
+ /** 1 = right, -1 = left */
25
+ facing: number;
26
+ /** Walk-cycle frame counter (increments while moving or airborne) */
27
+ animFrame: number;
28
+ health: number;
29
+ }
30
+
31
+ export interface GridCharacterInput {
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+ left: boolean;
33
+ right: boolean;
34
+ up: boolean;
35
+ down: boolean;
36
+ jump: boolean;
37
+ /** Free-fly cheat — requires `noclip` in config. */
38
+ noclip?: boolean;
39
+ }
40
+
41
+ /** Cell predicates over the collision world. */
42
+ export interface GridCharacterWorld {
43
+ /** Grid dimensions in cells. */
44
+ w: number;
45
+ h: number;
46
+ /** Is the cell solid (blocks movement)? Out-of-bounds counts as solid. */
47
+ isSolid(x: number, y: number): boolean;
48
+ /** Is the cell a liquid? Default: never. */
49
+ isLiquid?(x: number, y: number): boolean;
50
+ /** Is the cell climbable (ladder/rope)? Requires `climb` config. */
51
+ isClimbable?(x: number, y: number): boolean;
52
+ /** Is the cell a "hard" solid (can never fall)? Used by `fallDamage` and
53
+ * `bury.crush` — landing/encasement on soft falling debris doesn't hurt.
54
+ * Default: same as isSolid. */
55
+ isHardSolid?(x: number, y: number): boolean;
56
+ /** Can this solid cell be cleared by the bury "wiggle" escape?
57
+ * Default: isSolid. Only consulted when `bury` is configured. */
58
+ canWiggleClear?(x: number, y: number): boolean;
59
+ /** Clear the cell (bury wiggle escape). Required when `bury` is configured. */
60
+ clearCell?(x: number, y: number): void;
61
+ /** Damage per tick while this cell overlaps the body. Default: 0.
62
+ * Return the damage amount; the cause is reported via onDamage. */
63
+ damageAt?(x: number, y: number): { damage: number; cause?: unknown } | number;
64
+ }
65
+
66
+ /** Damage notification — lets games track death causes, sfx, etc. */
67
+ export type GridDamageKind = "contact" | "fall" | "crush";
68
+
69
+ export interface GridCharacterConfig {
70
+ /** AABB size in cells. */
71
+ width: number;
72
+ height: number;
73
+ /** Downward acceleration per tick. */
74
+ gravity: number;
75
+ /** Horizontal acceleration per tick while a direction is held. */
76
+ moveAccel: number;
77
+ /** Max horizontal speed (cells/tick). */
78
+ maxSpeed: number;
79
+ /** Velocity multiplier when no direction is held (0–1). */
80
+ friction: number;
81
+ /** Upward impulse on jump. */
82
+ jumpForce: number;
83
+ /** Terminal fall velocity. */
84
+ maxFall: number;
85
+ /** Max vertical move per collision sub-step. Default: no sub-stepping.
86
+ * Set < 1 when maxFall can exceed 1 cell/tick to prevent tunneling. */
87
+ collisionStep?: number;
88
+ /** Binary-search fine-snap on landing (needs collisionStep). Default: false. */
89
+ fineSnap?: boolean;
90
+ /** Suspend gravity while resting on the ground (kills 1-cell jitter).
91
+ * Default: false — gravity always applies and collision cancels it. */
92
+ restOnGround?: boolean;
93
+ /** Cells the character may step up when walking into a wall while grounded.
94
+ * Default: 0 (disabled). */
95
+ stepUp?: number;
96
+ /** Liquid swimming. Requires world.isLiquid. */
97
+ swim?: {
98
+ /** Cells of liquid overlap that count as "in liquid". Default: 2. */
99
+ minCells?: number;
100
+ buoyancyPerCell?: number;
101
+ maxBuoyancy?: number;
102
+ upAccel?: number;
103
+ downAccel?: number;
104
+ /** Velocity damping while in liquid. Default: 0.92. */
105
+ damping?: number;
106
+ };
107
+ /** Climbing on climbable cells. Requires world.isClimbable. */
108
+ climb?: {
109
+ speed: number;
110
+ /** Velocity damping while clinging with no vertical input. Default: 0.5. */
111
+ clingDamp?: number;
112
+ /** Jump may also dismount from a climbable. Default: true. */
113
+ jumpDismount?: boolean;
114
+ };
115
+ /** Free-fly cheat mode via input.noclip. */
116
+ noclip?: {
117
+ speed: number;
118
+ /** Called while noclipping (e.g. to refill oxygen). */
119
+ onNoclipTick?(state: GridCharacterState): void;
120
+ };
121
+ /** Fall damage when landing on hard cells above a speed threshold. */
122
+ fallDamage?: {
123
+ /** Fall speed above which damage applies. */
124
+ threshold: number;
125
+ /** damage = (speed - threshold)² × scale. */
126
+ scale: number;
127
+ cause?: unknown;
128
+ };
129
+ /** Bury mechanics: restricted speed while partially covered by solids;
130
+ * crush damage while fully encased in hard solids; wiggle escape clears
131
+ * cells in the movement direction. */
132
+ bury?: {
133
+ /** Max horizontal speed while partially buried. */
134
+ wiggleSpeed: number;
135
+ /** Crush damage per tick while fully encased in hard solids. */
136
+ crushDamage: number;
137
+ /** Cells cleared per tick by wiggling. */
138
+ maxClearPerTick: number;
139
+ cause?: unknown;
140
+ };
141
+ /** Called whenever damage is applied (contact/fall/crush). */
142
+ onDamage?(state: GridCharacterState, amount: number, kind: GridDamageKind, cause?: unknown): void;
143
+ /**
144
+ * Damage sink override. When provided, the controller routes damage through
145
+ * this instead of clamping `state.health` itself — e.g. a `Vitals` instance
146
+ * that tracks overkill/death/meters. The sink is responsible for mutating
147
+ * `state.health`; `onDamage` still fires afterwards.
148
+ */
149
+ applyDamage?(state: GridCharacterState, amount: number, kind: GridDamageKind, cause?: unknown): void;
150
+ }
151
+
152
+ /** Per-call modifiers (e.g. biome gravity multipliers). */
153
+ export interface GridCharacterMods {
154
+ gravityMul?: number;
155
+ speedMul?: number;
156
+ accelMul?: number;
157
+ }
158
+
159
+ export interface GridCharacterController {
160
+ update(state: GridCharacterState, input: GridCharacterInput, world: GridCharacterWorld, mods?: GridCharacterMods): void;
161
+ /** Count liquid cells overlapping the AABB (for oxygen/drowning checks). */
162
+ countLiquid(world: GridCharacterWorld, px: number, py: number): number;
163
+ /** Is the top row of the AABB submerged in liquid? */
164
+ isHeadInLiquid(world: GridCharacterWorld, px: number, py: number): boolean;
165
+ /** Count climbable cells overlapping the AABB. */
166
+ countClimbable(world: GridCharacterWorld, px: number, py: number): number;
167
+ }
168
+
169
+ // ─── Implementation ──────────────────────────────────────────────────────────
170
+
171
+ export function createGridCharacterController(cfg: GridCharacterConfig): GridCharacterController {
172
+ const W2 = cfg.width / 2;
173
+ const H = cfg.height;
174
+ const collisionStep = cfg.collisionStep ?? Infinity;
175
+ const fineSnap = cfg.fineSnap ?? false;
176
+ const restOnGround = cfg.restOnGround ?? false;
177
+ const stepUp = cfg.stepUp ?? 0;
178
+
179
+ const swimMin = cfg.swim?.minCells ?? 2;
180
+ const swimBuoyPerCell = cfg.swim?.buoyancyPerCell ?? 0.008;
181
+ const swimMaxBuoy = cfg.swim?.maxBuoyancy ?? 0.06;
182
+ const swimUp = cfg.swim?.upAccel ?? 0.05;
183
+ const swimDown = cfg.swim?.downAccel ?? 0.05;
184
+ const swimDamp = cfg.swim?.damping ?? 0.92;
185
+
186
+ const clingDamp = cfg.climb?.clingDamp ?? 0.5;
187
+ const jumpDismount = cfg.climb?.jumpDismount ?? true;
188
+
189
+ const isSolid = (world: GridCharacterWorld, x: number, y: number): boolean =>
190
+ world.isSolid(x, y);
191
+ const isHard = (world: GridCharacterWorld, x: number, y: number): boolean =>
192
+ world.isHardSolid ? world.isHardSolid(x, y) : world.isSolid(x, y);
193
+
194
+ /** AABB overlap test against the solid predicate. */
195
+ function boxHits(world: GridCharacterWorld, px: number, py: number, test: (x: number, y: number) => boolean): boolean {
196
+ const x0 = Math.floor(px - W2), x1 = Math.floor(px + W2);
197
+ const y0 = Math.floor(py), y1 = Math.floor(py + H - 1);
198
+ for (let y = y0; y <= y1; y++)
199
+ for (let x = x0; x <= x1; x++)
200
+ if (test(x, y)) return true;
201
+ return false;
202
+ }
203
+
204
+ const hitsSolid = (world: GridCharacterWorld, px: number, py: number): boolean =>
205
+ boxHits(world, px, py, (x, y) => isSolid(world, x, y));
206
+
207
+ function countCells(world: GridCharacterWorld, px: number, py: number, test: (x: number, y: number) => boolean): { n: number; total: number } {
208
+ const x0 = Math.floor(px - W2), x1 = Math.floor(px + W2);
209
+ const y0 = Math.floor(py), y1 = Math.floor(py + H - 1);
210
+ let n = 0, total = 0;
211
+ for (let y = y0; y <= y1; y++) {
212
+ for (let x = x0; x <= x1; x++) {
213
+ total++;
214
+ if (test(x, y)) n++;
215
+ }
216
+ }
217
+ return { n, total };
218
+ }
219
+
220
+ function countLiquid(world: GridCharacterWorld, px: number, py: number): number {
221
+ if (!world.isLiquid) return 0;
222
+ return countCells(world, px, py, (x, y) => world.isLiquid!(x, y)).n;
223
+ }
224
+
225
+ function isHeadInLiquid(world: GridCharacterWorld, px: number, py: number): boolean {
226
+ if (!world.isLiquid) return false;
227
+ const x0 = Math.floor(px - W2), x1 = Math.floor(px + W2);
228
+ const y = Math.floor(py);
229
+ for (let x = x0; x <= x1; x++) {
230
+ if (world.isLiquid(x, y)) return true;
231
+ }
232
+ return false;
233
+ }
234
+
235
+ function countClimbable(world: GridCharacterWorld, px: number, py: number): number {
236
+ if (!world.isClimbable) return 0;
237
+ return countCells(world, px, py, (x, y) => world.isClimbable!(x, y)).n;
238
+ }
239
+
240
+ /** Clear solid cells overlapping the body so the player can wiggle out. */
241
+ function wiggleClear(world: GridCharacterWorld, px: number, py: number, dirX: number, maxClear: number): number {
242
+ const canClear = world.canWiggleClear ?? ((x, y) => world.isSolid(x, y));
243
+ const clearCell = world.clearCell;
244
+ if (!clearCell) return 0;
245
+ const x0 = Math.floor(px - W2), x1 = Math.floor(px + W2);
246
+ const y0 = Math.floor(py), y1 = Math.floor(py + H - 1);
247
+ let cleared = 0;
248
+ const xs = dirX > 0 ? [x1, x1 - 1, x0] : dirX < 0 ? [x0, x0 + 1, x1] : [x0, x1];
249
+ for (let _i = 0, _it = xs, _n = _it.length; _i < _n; _i++) { const x = _it[_i];
250
+ if (cleared >= maxClear) break;
251
+ for (let y = y0; y <= y1; y++) {
252
+ if (cleared >= maxClear) break;
253
+ if (x < 0 || !canClear(x, y)) continue;
254
+ clearCell(x, y);
255
+ cleared++;
256
+ }
257
+ }
258
+ return cleared;
259
+ }
260
+
261
+ function damage(p: GridCharacterState, amount: number, kind: GridDamageKind, cause?: unknown): void {
262
+ if (amount <= 0) return;
263
+ if (cfg.applyDamage) cfg.applyDamage(p, amount, kind, cause);
264
+ else p.health = Math.max(0, p.health - amount);
265
+ cfg.onDamage?.(p, amount, kind, cause);
266
+ }
267
+
268
+ function update(p: GridCharacterState, input: GridCharacterInput, world: GridCharacterWorld, mods?: GridCharacterMods): void {
269
+ let px = p.x;
270
+ let py = p.y;
271
+ const gravityMul = mods?.gravityMul ?? 1;
272
+
273
+ // --- Noclip (development cheat): free flight, no collision/damage ---
274
+ if (cfg.noclip && input.noclip) {
275
+ let vx = 0, vy = 0;
276
+ if (input.left) { vx -= 1; p.facing = -1; }
277
+ if (input.right) { vx += 1; p.facing = 1; }
278
+ if (input.up || input.jump) vy -= 1;
279
+ if (input.down) vy += 1;
280
+ const len = Math.hypot(vx, vy);
281
+ if (len > 0) {
282
+ vx = (vx / len) * cfg.noclip.speed;
283
+ vy = (vy / len) * cfg.noclip.speed;
284
+ }
285
+ px += vx;
286
+ py += vy;
287
+ px = Math.max(W2, Math.min(world.w - W2 - 1, px));
288
+ py = Math.max(0, Math.min(world.h - H, py));
289
+ p.vx = vx;
290
+ p.vy = vy;
291
+ p.onGround = false;
292
+ p.animFrame++;
293
+ cfg.noclip.onNoclipTick?.(p);
294
+ p.x = px;
295
+ p.y = py;
296
+ return;
297
+ }
298
+
299
+ const liquidCount = cfg.swim ? countLiquid(world, px, py) : 0;
300
+ const inLiquid = cfg.swim ? liquidCount >= swimMin : false;
301
+ const buoyancy = inLiquid ? Math.min(swimMaxBuoy, liquidCount * swimBuoyPerCell) : 0;
302
+ const onClimb = cfg.climb ? countClimbable(world, px, py) > 0 : false;
303
+
304
+ // --- Buried state ---
305
+ let partiallyBuried = false;
306
+ if (cfg.bury) {
307
+ const overlap = countCells(world, px, py, (x, y) => isSolid(world, x, y));
308
+ const hard = countCells(world, px, py, (x, y) => isHard(world, x, y));
309
+ const fullyBuried = hard.n >= hard.total;
310
+ partiallyBuried = overlap.n > 0 && !fullyBuried;
311
+ if (fullyBuried) damage(p, cfg.bury.crushDamage, "crush", cfg.bury.cause);
312
+ }
313
+
314
+ // --- Horizontal movement ---
315
+ const accel = (mods?.accelMul ?? 1) * cfg.moveAccel;
316
+ if (input.left) { p.vx -= accel; p.facing = -1; }
317
+ if (input.right) { p.vx += accel; p.facing = 1; }
318
+ if (!input.left && !input.right) p.vx *= cfg.friction;
319
+ const speedCap = (partiallyBuried ? cfg.bury!.wiggleSpeed : cfg.maxSpeed) * (mods?.speedMul ?? 1);
320
+ p.vx = Math.max(-speedCap, Math.min(speedCap, p.vx));
321
+
322
+ // --- Jump / climb / swim / gravity ---
323
+ if (input.jump && (p.onGround || (onClimb && jumpDismount))) {
324
+ p.vy = -cfg.jumpForce;
325
+ p.onGround = false;
326
+ }
327
+ if (onClimb) {
328
+ if (input.up) p.vy = -cfg.climb!.speed;
329
+ else if (input.down) p.vy = cfg.climb!.speed;
330
+ else p.vy *= clingDamp;
331
+ }
332
+ if (inLiquid) {
333
+ if (input.up) p.vy -= swimUp;
334
+ if (input.down) p.vy += swimDown;
335
+ }
336
+ if (onClimb && !input.down) {
337
+ // gravity suspended while clinging/climbing up
338
+ } else if (restOnGround && p.onGround) {
339
+ p.vy = 0;
340
+ } else {
341
+ p.vy += (cfg.gravity - buoyancy) * gravityMul;
342
+ }
343
+ if (inLiquid) p.vy *= swimDamp;
344
+ p.vy = Math.min(cfg.maxFall, p.vy);
345
+
346
+ // --- Move X with collision ---
347
+ const newX = px + p.vx;
348
+ if (!hitsSolid(world, newX, py)) {
349
+ px = newX;
350
+ } else if (partiallyBuried && Math.abs(p.vx) > 0.01) {
351
+ const cleared = wiggleClear(world, px, py, p.vx > 0 ? 1 : -1, cfg.bury!.maxClearPerTick);
352
+ if (cleared > 0 && !hitsSolid(world, newX, py)) px = newX;
353
+ else p.vx = 0;
354
+ } else {
355
+ // Step up N cells while grounded
356
+ let stepped = false;
357
+ if (stepUp > 0 && p.onGround) {
358
+ for (let s = 1; s <= stepUp; s++) {
359
+ if (!hitsSolid(world, newX, py - s)) { px = newX; py -= s; stepped = true; break; }
360
+ }
361
+ }
362
+ if (!stepped) p.vx = 0;
363
+ }
364
+
365
+ // Clamp X to world bounds
366
+ if (px < W2) { px = W2; p.vx = 0; }
367
+ if (px > world.w - W2 - 1) { px = world.w - W2 - 1; p.vx = 0; }
368
+
369
+ // --- Move Y with collision ---
370
+ const totalDy = p.vy;
371
+ if (totalDy === 0) {
372
+ // If we were on ground, verify the ground is still there.
373
+ if (restOnGround && p.onGround) {
374
+ const feetY = Math.floor(py + H);
375
+ const fx0 = Math.floor(px - W2), fx1 = Math.floor(px + W2);
376
+ let groundBelow = false;
377
+ for (let x = fx0; x <= fx1; x++) {
378
+ if (isSolid(world, x, feetY)) { groundBelow = true; break; }
379
+ }
380
+ p.onGround = groundBelow;
381
+ } else if (!restOnGround) {
382
+ p.onGround = false;
383
+ }
384
+ } else {
385
+ const steps = Math.max(1, Math.ceil(Math.abs(totalDy) / collisionStep));
386
+ const stepDy = totalDy / steps;
387
+ p.onGround = false;
388
+ for (let s = 0; s < steps; s++) {
389
+ const newY = py + stepDy;
390
+ if (!hitsSolid(world, px, newY)) {
391
+ py = newY;
392
+ } else {
393
+ if (stepDy > 0) {
394
+ p.onGround = true;
395
+ const fallSpeed = p.vy;
396
+ if (fineSnap) {
397
+ // Binary-search the closest resting position.
398
+ let lo = py, hi = newY;
399
+ for (let i = 0; i < 5; i++) {
400
+ const mid = (lo + hi) * 0.5;
401
+ if (hitsSolid(world, px, mid)) hi = mid;
402
+ else lo = mid;
403
+ }
404
+ py = lo;
405
+ }
406
+ if (cfg.fallDamage && fallSpeed > cfg.fallDamage.threshold) {
407
+ const feetY = Math.floor(py + H);
408
+ const fx0 = Math.floor(px - W2), fx1 = Math.floor(px + W2);
409
+ let landedOnHard = false;
410
+ for (let x = fx0; x <= fx1; x++) {
411
+ if (isHard(world, x, feetY)) { landedOnHard = true; break; }
412
+ }
413
+ if (landedOnHard) {
414
+ const excess = fallSpeed - cfg.fallDamage.threshold;
415
+ damage(p, Math.round(excess * excess * cfg.fallDamage.scale), "fall", cfg.fallDamage.cause);
416
+ }
417
+ }
418
+ }
419
+ p.vy = 0;
420
+ break;
421
+ }
422
+ }
423
+ }
424
+
425
+ // Clamp Y
426
+ if (py < 0) { py = 0; p.vy = 0; }
427
+ if (py > world.h - H) { py = world.h - H; p.vy = 0; p.onGround = true; }
428
+
429
+ // Animation
430
+ if (Math.abs(p.vx) > 0.01 || !p.onGround) p.animFrame++;
431
+ else p.animFrame = 0;
432
+
433
+ // --- Contact damage ---
434
+ if (world.damageAt) {
435
+ const cx = Math.floor(px);
436
+ for (let dy = 0; dy < H; dy++) {
437
+ for (let dx = -1; dx <= 1; dx++) {
438
+ const gx = cx + dx;
439
+ const gy = Math.floor(py) + dy;
440
+ const d = world.damageAt(gx, gy);
441
+ if (typeof d === "number") {
442
+ if (d > 0) damage(p, d, "contact", undefined);
443
+ } else if (d && d.damage > 0) {
444
+ damage(p, d.damage, "contact", d.cause);
445
+ }
446
+ }
447
+ }
448
+ }
449
+
450
+ p.x = px;
451
+ p.y = py;
452
+ }
453
+
454
+ return { update, countLiquid, isHeadInLiquid, countClimbable };
455
+ }
@@ -0,0 +1,45 @@
1
+ // ============================================================================
2
+ // @downdraft/engine/modules/movement-2d — 2D side-scrolling grid character movement
3
+ //
4
+ // Provides a configurable AABB-vs-grid character controller
5
+ // (createGridCharacterController): platformer physics with collision,
6
+ // step-up, swimming, ladder climbing, noclip, fall damage, bury/crush, and
7
+ // contact hazards. The game supplies cell predicates via GridCharacterWorld.
8
+ //
9
+ // The module wraps the factory in a DI token for module-host games; games
10
+ // with hand-rolled sims can import createGridCharacterController directly.
11
+ // ============================================================================
12
+
13
+ import { resourceToken, type Module, type ModuleContext } from "@downdraft/engine";
14
+ import { createGridCharacterController, type GridCharacterConfig, type GridCharacterController } from "./grid-character";
15
+
16
+ export {
17
+ createGridCharacterController
18
+ } from "./grid-character";
19
+ export type {
20
+ GridCharacterConfig,
21
+ GridCharacterController,
22
+ GridCharacterInput,
23
+ GridCharacterMods,
24
+ GridCharacterState,
25
+ GridCharacterWorld,
26
+ GridDamageKind
27
+ } from "./grid-character";
28
+
29
+ export interface Movement2DConfig extends GridCharacterConfig {}
30
+
31
+ export const GridCharacterControllerTok = resourceToken<GridCharacterController>("movement-2d:grid-character");
32
+
33
+ /** @deprecated Use GridCharacterControllerTok. */
34
+ export const Movement2DStateTok = resourceToken<unknown>("movement-2d:state");
35
+
36
+ export function createMovement2DModule(config: Movement2DConfig): Module {
37
+ return {
38
+ name: "movement-2d",
39
+ version: "1.0.0",
40
+ provides: [GridCharacterControllerTok],
41
+ register(ctx: ModuleContext) {
42
+ ctx.provide(GridCharacterControllerTok, createGridCharacterController(config));
43
+ },
44
+ };
45
+ }
@@ -0,0 +1,21 @@
1
+ # `@downdraft/engine/modules/movement-3d`
2
+
3
+ 3D movement module — character motor, capsule locomotion, and physics-backed movement.
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/modules/movement-3d
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `CharacterMotor3DTok`
14
+ - `Movement3DConfig`
15
+ - `Movement3DStateTok`
16
+ - `angleDelta`
17
+ - `createCharacterMotor3D`
18
+ - `createMovement3DModule`
19
+ - `headingBasis`
20
+
21
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.