@funpixel/tools 0.0.0-stage → 0.1.0
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- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2918 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +605 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +95 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +329 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
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- package/templates/common/src/save.ts +21 -0
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- package/templates/spec/common/src/levels.ts +68 -0
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- package/templates/spec/common/src/room-map.tsx +30 -0
- package/templates/spec/common/src/tune.ts +93 -0
- package/templates/spec/common/test/rooms.test.ts +59 -0
- package/templates/spec/common/test/rooms.ts +53 -0
- package/templates/spec/three-world/test/rooms.ts +54 -0
- package/templates/three/src/character.ts +65 -0
- package/templates/three/src/game.ts +99 -0
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- package/templates/three-world/src/bot.ts +43 -0
- package/templates/three-world/src/budget.ts +73 -0
- package/templates/three-world/src/camera-rig.ts +99 -0
- package/templates/three-world/src/controls.tsx +49 -0
- package/templates/three-world/src/cutout-atlas.ts +26 -0
- package/templates/three-world/src/cutout-math.ts +47 -0
- package/templates/three-world/src/cutouts.ts +99 -0
- package/templates/three-world/src/dressing-math.ts +98 -0
- package/templates/three-world/src/dressing.ts +84 -0
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- package/templates/three-world/src/hud.tsx +44 -0
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- package/templates/three-world/src/juice.ts +91 -0
- package/templates/three-world/src/layout.ts +73 -0
- package/templates/three-world/src/light-math.ts +78 -0
- package/templates/three-world/src/light.ts +77 -0
- package/templates/three-world/src/look.json +30 -0
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- package/templates/three-world/src/models.ts +62 -0
- package/templates/three-world/src/palette.ts +21 -0
- package/templates/three-world/src/places.json +50 -0
- package/templates/three-world/src/places.ts +56 -0
- package/templates/three-world/src/pose.ts +22 -0
- package/templates/three-world/src/post.ts +47 -0
- package/templates/three-world/src/rest-math.ts +29 -0
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- package/templates/three-world/src/screens.css +45 -0
- package/templates/three-world/src/screens.tsx +96 -0
- package/templates/three-world/src/selftests.ts +25 -0
- package/templates/three-world/src/session.ts +99 -0
- package/templates/three-world/src/shots.ts +59 -0
- package/templates/three-world/src/sky.ts +48 -0
- package/templates/three-world/src/stage.ts +83 -0
- package/templates/three-world/src/styles.css +95 -0
- package/templates/three-world/src/surfaces.ts +55 -0
- package/templates/three-world/src/world.ts +70 -0
- package/templates/three-world/test/feel.json +29 -0
- package/templates/three-world/test/probes.ts +65 -0
- package/templates/three-world/test/resolve.mjs +13 -0
- package/templates/three-world/test/rules.test.ts +81 -0
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- package/unity/com.funpixel.probe/Runtime/Api/FunpixelProbe.cs +146 -0
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- package/unity/com.funpixel.probe/Runtime/Player/Stats.cs +266 -0
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// Every room of design/spec/rooms.json played in order by the probe players over 5 seeds (src/probe-rooms.ts over
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// the kit's cohort()), printed as JSON for `npx @funpixel/tools rooms`: does a careful player at a human rate clear
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// every room, how long does each take against its par, and where do the naive and the novice players fall back? A
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// lost round retries the room from its door. This file and test/probes.ts play the same round: when you rewrite the
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// rules, rewrite the round below in the same step. Run: node --import ./test/resolve.mjs test/rooms.ts
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import { bestStep, GOAL, hop, inReach, move, newRun, phase, tick, type Run } from '../src/rules.ts';
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import { cohort, type Ev, type Policy, type ProbeGame } from '../src/probe-kit.ts';
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import { humanRate } from '../src/probe-human.ts';
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import { campaign, inCampaign } from '../src/probe-rooms.ts';
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import { parTotal, ROOMS } from '../src/chapters.ts';
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type Press = 1 | -1 | 0 | 2;
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const spiked = new WeakSet<Run>();
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const round: ProbeGame<Run, Press> = {
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newRun, dt: 0.05,
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step(run, p) {
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const ev: Ev[] = [];
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if (p === 2) { if (hop(run)) ev.push({ type: 'hop' }); } else if (p) { const m = move(run, p); if (m.picked !== null) ev.push({ type: 'pickup' }); }
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if (tick(run, 0.05) === 'lost' && run.timeLeft > 0) { spiked.add(run); ev.push({ type: 'spiked' }); }
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return ev;
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},
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outcome: (run) => (run.score >= GOAL ? 'won' : run.timeLeft <= 0 || spiked.has(run) ? 'lost' : null),
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progress: (run) => run.score,
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broken: (run) => (Number.isFinite(run.x) ? null : 'position is not a number'),
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};
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/** Straight at the nearest gem that is there, cracks or not. */
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const toGem = (run: Run): Press => {
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let best = Infinity;
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for (let i = 0; i < run.gems.length; i++) if (run.gems[i] === 0 && i !== run.x && Math.abs(i - run.x) < Math.abs(best)) best = i - run.x;
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return best === Infinity ? 0 : best > 0 ? 1 : -1;
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};
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const every = (react: number, choose: (run: Run, rnd: () => number) => Press) => (seed: number) => {
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let wait = 0, s = seed;
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const rnd = () => ((s = (s * 1103515245 + 12345) >>> 0) / 4294967296);
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return (run: Run): Press => ((wait -= 0.05) > 0 ? 0 : ((wait = react), choose(run, rnd)));
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};
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const sharp: Policy<Run, Press> = { name: 'skilled', role: 'skilled', says: 'nearest gem, stepping off every crack', make: () => (run) => bestStep(run) };
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const players: Policy<Run, Press>[] = [
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{ name: 'naive', role: 'naive', says: 'steers straight at the nearest gem, a press every 0.35 s, cracks or not', make: every(0.35, toGem) },
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{ name: 'novice', role: 'novice', says: 'nearest gem every 0.6 s, one press in five the wrong way; hops when it sees the crack under it', make: every(0.6, (run, rnd) => (phase(run) === 'tell' && inReach(run) ? 2 : rnd() < 0.2 ? (-toGem(run) as Press) : toGem(run))) },
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sharp,
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// The careful player the pars are for: the sharp line at a thumb's rate (12 decisions a second, 200 ms to react).
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humanRate(sharp, round.dt, { rest: 0 }),
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];
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const game = campaign(round), seeds = [1, 2, 3, 4, 5], limit = Math.max(600, parTotal() * 4);
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console.log(JSON.stringify({
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probes: 1,
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rooms: ROOMS.map((r) => ({ id: r.id, name: r.name, par: r.par })),
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cohorts: players.map((p) => cohort(game, inCampaign(p), seeds, limit)),
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}));
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// Every room of design/spec/rooms.json played in order by the probe players over 5 seeds (src/probe-rooms.ts over
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// the kit's cohort()), printed as JSON for `npx @funpixel/tools rooms`: does a careful player at a human rate clear
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3
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// every room, how long does each take against its par, and where do the naive and the novice players fall back? A
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4
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// lost round retries the room from its door. This file and test/probes.ts play the same round: when you rewrite the
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// rules, rewrite the round below in the same step. Run: node --import ./test/resolve.mjs test/rooms.ts
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import { GOAL, newRun, tick, type Input, type Run } from '../src/rules.ts';
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import { bestInput } from '../src/bot.ts';
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import { cohort, type Ev, type Policy, type ProbeGame } from '../src/probe-kit.ts';
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import { humanRate } from '../src/probe-human.ts';
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import { campaign, inCampaign } from '../src/probe-rooms.ts';
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import { parTotal, ROOMS } from '../src/chapters.ts';
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const burned = new WeakSet<Run>(), DT = 1 / 30;
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const round: ProbeGame<Run, Input> = {
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newRun, dt: DT,
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step(run, input) {
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const { events, outcome } = tick(run, input, DT);
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const ev: Ev[] = events.map((e) => ({ type: e.type }));
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if (outcome === 'lost' && run.timeLeft > 0) { burned.add(run); ev.push({ type: 'burned' }); }
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return ev;
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},
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outcome: (run) => (run.score >= GOAL ? 'won' : run.timeLeft <= 0 || burned.has(run) ? 'lost' : null),
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progress: (run) => run.score,
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broken: (run) => (![run.x, run.y, run.z].every(Number.isFinite) ? 'position is not a number' : run.y < -0.01 ? 'under the ground' : null),
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};
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/** Straight at the nearest pickup on the ground, never jumping, flares or not. */
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const naiveLine = (run: Run): Input => {
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const p = run.pickups.filter((q) => !q.taken).sort((a, b) => Math.hypot(a.x - run.x, a.z - run.z) - Math.hypot(b.x - run.x, b.z - run.z))[0];
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if (!p) return { x: 0, z: 0 };
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const d = Math.hypot(p.x - run.x, p.z - run.z) || 1;
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return { x: (p.x - run.x) / d, z: (p.z - run.z) / d };
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};
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35
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+
const every = (react: number, choose: (run: Run, rnd: () => number) => Input) => (seed: number) => {
|
|
36
|
+
let wait = 0, last: Input = { x: 0, z: 0 }, s = seed;
|
|
37
|
+
const rnd = () => ((s = (s * 1103515245 + 12345) >>> 0) / 4294967296);
|
|
38
|
+
return (run: Run): Input => { if ((wait -= DT) > 0) return { ...last, jump: false, dash: false }; wait = react; return (last = choose(run, rnd)); };
|
|
39
|
+
};
|
|
40
|
+
const sharp: Policy<Run, Input> = { name: 'skilled', role: 'skilled', says: 'nearest pickup by route, out of every ring, jumps for the high ones', make: () => (run) => bestInput(run) };
|
|
41
|
+
const players: Policy<Run, Input>[] = [
|
|
42
|
+
{ name: 'naive', role: 'naive', says: 'runs straight at the nearest pickup every 0.3 s, never jumps, flares or not', make: every(0.3, naiveLine) },
|
|
43
|
+
{ name: 'novice', role: 'novice', says: 'nearest pickup every 0.5 s, one decision in five aimed wrong', make: every(0.5, (run, rnd) => { const i = bestInput(run); return rnd() < 0.2 ? { x: -i.z, z: i.x } : i; }) },
|
|
44
|
+
sharp,
|
|
45
|
+
// The careful player the pars are for: the sharp line at a thumb's rate (12 decisions a second, 200 ms to react).
|
|
46
|
+
humanRate(sharp, round.dt, { rest: { x: 0, z: 0 }, hold: true }),
|
|
47
|
+
];
|
|
48
|
+
|
|
49
|
+
const game = campaign(round), seeds = [1, 2, 3, 4, 5], limit = Math.max(600, parTotal() * 4);
|
|
50
|
+
console.log(JSON.stringify({
|
|
51
|
+
probes: 1,
|
|
52
|
+
rooms: ROOMS.map((r) => ({ id: r.id, name: r.name, par: r.par })),
|
|
53
|
+
cohorts: players.map((p) => cohort(game, inCampaign(p), seeds, limit)),
|
|
54
|
+
}));
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
// A library character (or any rigged GLB with named clips) that plays its clips by name.
|
|
2
|
+
// `npx @funpixel/tools character get robot-3d` puts model.glb and clips.json in
|
|
3
|
+
// public/assets/characters/robot-3d/; then:
|
|
4
|
+
//
|
|
5
|
+
// const bot = await loadModelCharacter('assets/characters/robot-3d');
|
|
6
|
+
// scene.add(bot.root);
|
|
7
|
+
// bot.play(gaitClip(gait, speedShare)); // idle / walk / run by speed (characters.ts)
|
|
8
|
+
// bot.rate(clipRate(gait, speed, bot.groundSpeed('walk'))); // feet keep up, no skating
|
|
9
|
+
// bot.play('attack', () => bot.play('idle')); // a one-shot, then back
|
|
10
|
+
// bot.update(dt); // every frame
|
|
11
|
+
//
|
|
12
|
+
// Clips are in place: move `root` yourself. Every 3D library character has the same clip
|
|
13
|
+
// names on the same humanoid rig: idle walk run jump attack hit death wave nod hop flinch
|
|
14
|
+
// celebrate.
|
|
15
|
+
|
|
16
|
+
import * as THREE from 'three';
|
|
17
|
+
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
|
|
18
|
+
import { MeshoptDecoder } from 'three/examples/jsm/libs/meshopt_decoder.module.js';
|
|
19
|
+
import { gaitSpec, LOOPS, type Gait } from './characters';
|
|
20
|
+
|
|
21
|
+
interface ClipFacts { name: string; loop?: boolean; ground_speed_mps?: number }
|
|
22
|
+
|
|
23
|
+
export interface ModelCharacter {
|
|
24
|
+
root: THREE.Object3D;
|
|
25
|
+
clips: string[];
|
|
26
|
+
play(name: string, onDone?: () => void): void;
|
|
27
|
+
/** Speed the playing clip up or down (clipRate keeps it inside the gait's range). */
|
|
28
|
+
rate(r: number): void;
|
|
29
|
+
/** A travel clip's ground speed in m/s from clips.json, or 0 when it has none. */
|
|
30
|
+
groundSpeed(name: string): number;
|
|
31
|
+
update(dt: number): void;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
export async function loadModelCharacter(dir: string, gait: Gait = gaitSpec('character')): Promise<ModelCharacter> {
|
|
35
|
+
const gltf = await new GLTFLoader().setMeshoptDecoder(MeshoptDecoder).loadAsync(`${dir}/model.glb`);
|
|
36
|
+
const facts: ClipFacts[] = await fetch(`${dir}/clips.json`).then((r) => (r.ok ? r.json() : { clips: [] })).then((j) => j.clips ?? []).catch(() => []);
|
|
37
|
+
const mixer = new THREE.AnimationMixer(gltf.scene);
|
|
38
|
+
const actions = new Map<string, THREE.AnimationAction>(gltf.animations.map((c) => [c.name, mixer.clipAction(c)] as const));
|
|
39
|
+
let current: THREE.AnimationAction | null = null;
|
|
40
|
+
let done: (() => void) | undefined;
|
|
41
|
+
mixer.addEventListener('finished', (e) => {
|
|
42
|
+
if (e.action === current && done) { const f = done; done = undefined; f(); }
|
|
43
|
+
});
|
|
44
|
+
const play = (name: string, onDone?: () => void) => {
|
|
45
|
+
const next = actions.get(name);
|
|
46
|
+
if (!next || next === current) return;
|
|
47
|
+
const loop = facts.find((f) => f.name === name)?.loop ?? LOOPS.has(name);
|
|
48
|
+
next.reset();
|
|
49
|
+
next.setLoop(loop ? THREE.LoopRepeat : THREE.LoopOnce, loop ? Infinity : 1);
|
|
50
|
+
next.clampWhenFinished = !loop;
|
|
51
|
+
next.play();
|
|
52
|
+
if (current) current.crossFadeTo(next, gait.fade, false);
|
|
53
|
+
current = next;
|
|
54
|
+
done = onDone;
|
|
55
|
+
};
|
|
56
|
+
play(actions.has('idle') ? 'idle' : gltf.animations[0]?.name ?? '');
|
|
57
|
+
return {
|
|
58
|
+
root: gltf.scene,
|
|
59
|
+
clips: [...actions.keys()],
|
|
60
|
+
play,
|
|
61
|
+
rate(r) { if (current) current.timeScale = r; },
|
|
62
|
+
groundSpeed(name) { return facts.find((f) => f.name === name)?.ground_speed_mps ?? 0; },
|
|
63
|
+
update(dt) { mixer.update(dt); },
|
|
64
|
+
};
|
|
65
|
+
}
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
|
|
3
|
+
import { MeshoptDecoder } from 'three/examples/jsm/libs/meshopt_decoder.module.js';
|
|
4
|
+
import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment.js';
|
|
5
|
+
import { setupGameResize } from '@funpixel/sdk';
|
|
6
|
+
import { phase, SLOTS } from './rules';
|
|
7
|
+
import { session, startSession, update } from './session';
|
|
8
|
+
import { juice, shakeOffset, squashScale } from './juice';
|
|
9
|
+
import { findAsset } from './assets';
|
|
10
|
+
import { Living, ROLE } from './living';
|
|
11
|
+
import { heroPose } from './pose';
|
|
12
|
+
import { heroState } from './expose';
|
|
13
|
+
|
|
14
|
+
// The renderer: it draws session.run, and decides nothing. One slot = one
|
|
15
|
+
// world unit; the camera is fixed, so moving right moves right on screen.
|
|
16
|
+
const FOV = 50;
|
|
17
|
+
const slotX = (x: number) => x - (SLOTS - 1) / 2;
|
|
18
|
+
|
|
19
|
+
/** One unit tall, feet at 0, from the conventional .glb — or the placeholder while there is none. */
|
|
20
|
+
async function art(name: string, placeholder: () => THREE.Object3D): Promise<() => THREE.Object3D> {
|
|
21
|
+
const url = await findAsset('models', name);
|
|
22
|
+
const model = url ? await new GLTFLoader().setMeshoptDecoder(MeshoptDecoder).loadAsync(url).catch((e) => {
|
|
23
|
+
// A Draco-compressed model also needs DRACOLoader and its decoders in public/ (skill funpixel-3d).
|
|
24
|
+
console.warn(`${url} did not load; drawing the placeholder`, e);
|
|
25
|
+
return null;
|
|
26
|
+
}) : null;
|
|
27
|
+
return () => {
|
|
28
|
+
if (!model) return new THREE.Group().add(placeholder());
|
|
29
|
+
const m = model.scene.clone(true);
|
|
30
|
+
const size = new THREE.Box3().setFromObject(m).getSize(new THREE.Vector3());
|
|
31
|
+
m.scale.setScalar(1 / Math.max(size.x, size.y, size.z, 1e-6));
|
|
32
|
+
return new THREE.Group().add(m);
|
|
33
|
+
};
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
export async function startGame(host: HTMLElement): Promise<void> {
|
|
37
|
+
const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5));
|
|
38
|
+
host.appendChild(renderer.domElement);
|
|
39
|
+
const scene = new THREE.Scene();
|
|
40
|
+
// Every colour here is the scaffold's placeholder palette (styles.css): the design's replaces it.
|
|
41
|
+
scene.background = new THREE.Color('#101018');
|
|
42
|
+
// GLBs render flat grey without an environment map.
|
|
43
|
+
scene.environment = new THREE.PMREMGenerator(renderer).fromScene(new RoomEnvironment()).texture;
|
|
44
|
+
scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 1.5));
|
|
45
|
+
const camera = new THREE.PerspectiveCamera(FOV, innerWidth / innerHeight, 0.1, 100);
|
|
46
|
+
scene.add(new THREE.Mesh(new THREE.BoxGeometry(SLOTS + 1, 0.2, 3).translate(0, -0.1, 0), new THREE.MeshStandardMaterial({ color: 0x2a2a3a })));
|
|
47
|
+
|
|
48
|
+
const makeGem = await art('gem', () => new THREE.Mesh(new THREE.OctahedronGeometry(0.28), new THREE.MeshStandardMaterial({ color: 0xf6ad55, emissive: 0x7a4a10 })));
|
|
49
|
+
const makePlayer = await art('player', () => new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.8, 0.8).translate(0, 0.4, 0), new THREE.MeshStandardMaterial({ color: 0x4fd1c5 })));
|
|
50
|
+
const gems = Array.from({ length: SLOTS }, makeGem), player = makePlayer();
|
|
51
|
+
player.name = 'player';
|
|
52
|
+
// The spike: a crack that glows through the tell, a blade through the strike: one look per phase.
|
|
53
|
+
const crack = new THREE.Mesh(new THREE.CircleGeometry(0.35, 20).rotateX(-Math.PI / 2), new THREE.MeshBasicMaterial({ color: 0xff5a5f }));
|
|
54
|
+
const blade = new THREE.Mesh(new THREE.ConeGeometry(0.18, 1, 12).translate(0, 0.5, 0), new THREE.MeshStandardMaterial({ color: 0xe2e8f0 }));
|
|
55
|
+
const hazard = new THREE.Group().add(crack, blade);
|
|
56
|
+
[hazard.name, crack.name, blade.name] = ['hazard', 'crack', 'blade'];
|
|
57
|
+
const sparks = new THREE.Points(new THREE.BufferGeometry(), new THREE.PointsMaterial({ color: 0xf6ad55, size: 0.12 }));
|
|
58
|
+
scene.add(player, ...gems, hazard, sparks);
|
|
59
|
+
|
|
60
|
+
// The instrumentation the probe projects a subject through (skill funpixel-verify).
|
|
61
|
+
Object.assign(window, { __THREEJS_SCENE__: scene, __THREEJS_RENDERER__: renderer, camera, THREE }); // the renderer: what `funtools profile` reads
|
|
62
|
+
|
|
63
|
+
// Resize once, through the SDK (it fires once now, then on every change);
|
|
64
|
+
// pull the camera back until the whole track fits the width.
|
|
65
|
+
let eye = new THREE.Vector3(0, 4, 10);
|
|
66
|
+
setupGameResize((width, height) => {
|
|
67
|
+
camera.aspect = width / height;
|
|
68
|
+
const fit = (SLOTS / 2 + 1) / (Math.tan(THREE.MathUtils.degToRad(FOV / 2)) * camera.aspect);
|
|
69
|
+
eye = new THREE.Vector3(0, Math.max(4, fit * 0.4), Math.max(10, fit));
|
|
70
|
+
camera.updateProjectionMatrix();
|
|
71
|
+
renderer.setSize(width, height);
|
|
72
|
+
});
|
|
73
|
+
|
|
74
|
+
startSession(host);
|
|
75
|
+
const clock = new THREE.Clock(), life = new Living('player', ROLE.hero); // the demo hero breathes between events (optional)
|
|
76
|
+
renderer.setAnimationLoop(() => {
|
|
77
|
+
const dt = Math.min(clock.getDelta(), 0.1); update(dt);
|
|
78
|
+
const run = session.run, t = clock.elapsedTime;
|
|
79
|
+
gems.forEach((g, i) => {
|
|
80
|
+
g.visible = run.gems[i] === 0;
|
|
81
|
+
g.position.set(slotX(i), 0.45 + Math.sin(t * 3 + i) * 0.08, 0);
|
|
82
|
+
g.rotation.y = t * 1.5;
|
|
83
|
+
});
|
|
84
|
+
const ph = phase(run);
|
|
85
|
+
[hazard.visible, crack.visible, blade.visible] = [ph !== 'rest', ph === 'tell', ph === 'strike'];
|
|
86
|
+
if (run.spike) hazard.position.set(slotX(run.spike.slot), 0.01, 0);
|
|
87
|
+
hazard.scale.setScalar(ph === 'tell' ? 1 + 0.2 * Math.sin(t * 24) : 1);
|
|
88
|
+
const sq = squashScale(), pose = life.update(dt), hp = heroPose(heroState(session), run);
|
|
89
|
+
player.position.set(slotX(run.x), hp.lift, 0);
|
|
90
|
+
player.scale.set(sq.x * pose.scaleX * hp.sx, sq.y * pose.scaleY * hp.sy, sq.x * pose.scaleX * hp.sx);
|
|
91
|
+
player.rotation.z = hp.turn;
|
|
92
|
+
// The hit flash: the player's materials glow white for a few frames.
|
|
93
|
+
player.traverse((o) => ((o as THREE.Mesh).material as THREE.MeshStandardMaterial | undefined)?.emissive?.setScalar(juice.flash));
|
|
94
|
+
host.style.setProperty('--vignette', juice.vignette.toFixed(3)); // the edge vignette (styles.css .stage::after), never a full-screen flash
|
|
95
|
+
sparks.geometry.setFromPoints(juice.particles.map((p) => new THREE.Vector3(slotX(p.x), p.y + 0.4, 0)));
|
|
96
|
+
const off = shakeOffset(); camera.position.set(eye.x + off.x, eye.y + off.y, eye.z);
|
|
97
|
+
camera.lookAt(0, 0.5, 0); renderer.render(scene, camera);
|
|
98
|
+
});
|
|
99
|
+
}
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
// Three's side of the world-space HUD (markers.ts): where an object is on
|
|
2
|
+
// screen. Pin with `pin(enemy, bar)`, then after each render call
|
|
3
|
+
// `drawMarkers(projector(camera), renderer.domElement)`. `lift` raises the
|
|
4
|
+
// marker above the object's origin (a bar over a head).
|
|
5
|
+
|
|
6
|
+
import * as THREE from 'three';
|
|
7
|
+
import type { Project } from './markers';
|
|
8
|
+
|
|
9
|
+
const at = new THREE.Vector3();
|
|
10
|
+
const eye = new THREE.Vector3();
|
|
11
|
+
|
|
12
|
+
export function projector(camera: THREE.Camera, lift = 1.2): Project<THREE.Object3D> {
|
|
13
|
+
return (target) => {
|
|
14
|
+
target.getWorldPosition(at);
|
|
15
|
+
at.y += lift;
|
|
16
|
+
camera.getWorldPosition(eye);
|
|
17
|
+
const distance = at.distanceTo(eye);
|
|
18
|
+
at.project(camera);
|
|
19
|
+
// Behind a perspective camera the projected depth passes 1.
|
|
20
|
+
return { x: at.x, y: at.y, front: at.z < 1, distance };
|
|
21
|
+
};
|
|
22
|
+
}
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
// A sharp player through the real rules, engine-free: runs out of a glowing flare (jumping late in the
|
|
2
|
+
// glow when it cannot clear it), else to the nearest pickup, jumping up to the ones on platforms and over
|
|
3
|
+
// whatever stops it. The self-tests, the win view and test/probes.ts all play with it.
|
|
4
|
+
|
|
5
|
+
import { FLARE_LATE, FLARE_R, FLARE_TELL, MOVE, tick, type Input, type Outcome, type Run } from './rules';
|
|
6
|
+
|
|
7
|
+
const nearest = (run: Run) => {
|
|
8
|
+
let best = null as Run['pickups'][number] | null, cost = Infinity;
|
|
9
|
+
for (const p of run.pickups) {
|
|
10
|
+
if (p.taken || (run.flare && Math.hypot(p.x - run.flare.x, p.z - run.flare.z) < FLARE_R + 1)) continue; // never into a lit ring
|
|
11
|
+
const c = Math.hypot(p.x - run.x, p.z - run.z) + 3 * Math.max(0, p.y - run.y - 1);
|
|
12
|
+
if (c < cost) { cost = c; best = p; }
|
|
13
|
+
}
|
|
14
|
+
return best;
|
|
15
|
+
};
|
|
16
|
+
|
|
17
|
+
/** What a sharp player presses now. */
|
|
18
|
+
export function bestInput(run: Run): Input {
|
|
19
|
+
const f = run.flare;
|
|
20
|
+
if (f && Math.hypot(run.x - f.x, run.z - f.z) < FLARE_R + MOVE.radius) {
|
|
21
|
+
// Run out when there is time to; jump late in the glow only when there is not (never up into a ring lit on a platform).
|
|
22
|
+
const dx = run.x - f.x || 0.01, dz = run.z - f.z, d = Math.hypot(dx, dz), escape = (FLARE_R + MOVE.radius - d) / MOVE.run < FLARE_TELL + FLARE_LATE - f.t - 0.1;
|
|
23
|
+
return { x: dx / d, z: dz / d, jump: run.grounded && !escape && f.y <= run.y + 0.2 && f.t > FLARE_TELL - 0.12 };
|
|
24
|
+
}
|
|
25
|
+
const p = nearest(run);
|
|
26
|
+
if (!p) return { x: 0, z: 0 };
|
|
27
|
+
const dx = p.x - run.x, dz = p.z - run.z, d = Math.hypot(dx, dz) || 1;
|
|
28
|
+
const up = p.y - 0.6 > run.y + 0.1 && d < 2.6, stuck = run.grounded && Math.hypot(run.vx, run.vz) < 1 && d > 1.5;
|
|
29
|
+
const nearFlare = !!f && Math.hypot(run.x - f.x, run.z - f.z) < FLARE_R + 2.5;
|
|
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return { x: dx / d, z: dz / d, jump: run.grounded && !nearFlare && (up || stuck) };
|
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}
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+
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33
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/** Play a round through the rules: the sharp player deciding every `react` seconds, or never (null). */
|
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34
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+
export function botRound(run: Run, react: number | null, limit = 600): Outcome {
|
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35
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+
let input: Input = { x: 0, z: 0 }, wait = 0;
|
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+
for (let t = 0; t < limit; t += 1 / 30) {
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+
if (react !== null && (wait -= 1 / 30) <= 0) { input = bestInput(run); wait = react; }
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const { outcome } = tick(run, input, 1 / 30);
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input = { ...input, jump: false };
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if (outcome) return outcome;
|
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}
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return null;
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}
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@@ -0,0 +1,73 @@
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1
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// The performance budget, as data the game keeps and the probe reads (state.render): a mid phone holds 60
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2
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+
// fps when a frame stays under ~120 draw calls and ~300k triangles at a pixel ratio of at most 1.5. The
|
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3
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+
// pixel ratio steps down by itself when frames run long (and the shadows go first), and back up when there
|
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4
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+
// is room. `funtools profile` and `look --hud` read the same facts. Raise a number only after measuring.
|
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5
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+
// The quality tier follows the GPU, never the pointer (Held Note, src/view/device.ts): a desktop window in
|
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6
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+
// touch emulation reports a coarse pointer and would get the phone's budget. The touch LAYOUT still follows
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7
|
+
// the pointer (controls.tsx). The GPU's name rides in state.render too: a frame time means nothing without
|
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8
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+
// it (headless Chrome draws on SwiftShader, no GPU).
|
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9
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+
|
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10
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+
import type * as THREE from 'three';
|
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11
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+
import { gpuClass, QUALITY_KEY, tierOf, type Tier } from './light-math';
|
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12
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+
|
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13
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+
export const BUDGET = {
|
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14
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+
/** Draw calls and triangles a frame may cost; a frame over either is logged once. */
|
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+
calls: 120, triangles: 300_000,
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+
/** The pixel ratio's ceiling on a phone-class GPU (phones report 3; 1.5 looks sharp and costs a quarter of 3), on a desktop GPU, and the floor. */
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+
maxRatio: 1.5, desktopRatio: 2, minRatio: 0.75,
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+
/** The frame time (ms) that counts as long, how many seconds of long frames step down, and the step. */
|
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19
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+
slowMs: 20, slowFor: 1.5, step: 0.25,
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+
} as const;
|
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21
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+
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22
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+
/** GPU families that mean a phone or a tablet (iOS, and Safari on a Mac, say only "Apple GPU": there the pointer is fine). */
|
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23
|
+
const MOBILE_GPU = /adreno|mali|powervr|apple gpu|immortalis|xclipse|videocore|tegra|sgx/i;
|
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24
|
+
/** A phone-class device (pure: the tests call it): a fine pointer never is; a coarse one is unless its GPU is a desktop's. */
|
|
25
|
+
export const phoneClass = (gpu: string | null, coarse: boolean): boolean => coarse && !(gpu && !MOBILE_GPU.test(gpu));
|
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26
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+
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27
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+
/** Costs a slow phone sheds before the shadows and the pixel ratio (post.ts adds bloom): each returns true when it shed something. */
|
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28
|
+
export const shedders: Array<() => boolean> = [];
|
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29
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+
|
|
30
|
+
let renderer: THREE.WebGLRenderer | null = null, ratio: number = BUDGET.maxRatio, cap: number = BUDGET.maxRatio, gpu: string | null = null;
|
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31
|
+
let slow = 0, fast = 0, fps = 60, warned = false;
|
|
32
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+
|
|
33
|
+
export const budget = {
|
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34
|
+
/** Take the renderer: cap its pixel ratio and let info count across render calls. */
|
|
35
|
+
attach(r: THREE.WebGLRenderer): void {
|
|
36
|
+
renderer = r;
|
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37
|
+
try { const gl = r.getContext(), ext = gl.getExtension('WEBGL_debug_renderer_info'); gpu = String(gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : gl.RENDERER)); } catch { gpu = null; }
|
|
38
|
+
const coarse = typeof matchMedia === 'function' && matchMedia('(pointer: coarse)').matches;
|
|
39
|
+
cap = phoneClass(gpu, coarse) ? BUDGET.maxRatio : BUDGET.desktopRatio; ratio = Math.min(devicePixelRatio || 1, cap);
|
|
40
|
+
r.setPixelRatio(ratio); r.info.autoReset = false;
|
|
41
|
+
},
|
|
42
|
+
/** Once a frame, before rendering: zero the counters (a probe reading between frames sees the last whole frame). */
|
|
43
|
+
begin(): void { renderer?.info.reset(); },
|
|
44
|
+
/** Once a frame, after rendering: read the cost and adapt the pixel ratio. */
|
|
45
|
+
frame(dt: number): void {
|
|
46
|
+
if (!renderer) return;
|
|
47
|
+
const ms = dt * 1000, info = renderer.info.render;
|
|
48
|
+
fps += (1 / Math.max(dt, 1e-3) - fps) * 0.05;
|
|
49
|
+
if (!warned && (info.calls > BUDGET.calls || info.triangles > BUDGET.triangles)) {
|
|
50
|
+
warned = true;
|
|
51
|
+
console.warn(`budget: ${info.calls} draw calls / ${info.triangles} triangles (budget ${BUDGET.calls} / ${BUDGET.triangles}); merge or instance (budget.ts)`);
|
|
52
|
+
}
|
|
53
|
+
slow = ms > BUDGET.slowMs ? slow + dt : 0;
|
|
54
|
+
fast = ms < BUDGET.slowMs * 0.6 ? fast + dt : 0;
|
|
55
|
+
if (slow > BUDGET.slowFor && ratio > BUDGET.minRatio) {
|
|
56
|
+
if (shedders.some((shed) => shed())) { /* bloom went first */ } else if (renderer.shadowMap.enabled) renderer.shadowMap.enabled = false; else ratio = Math.max(BUDGET.minRatio, ratio - BUDGET.step);
|
|
57
|
+
renderer.setPixelRatio(ratio); slow = 0;
|
|
58
|
+
} else if (fast > 5 && ratio < Math.min(devicePixelRatio || 1, cap)) {
|
|
59
|
+
ratio = Math.min(cap, ratio + BUDGET.step); renderer.setPixelRatio(ratio); fast = 0;
|
|
60
|
+
}
|
|
61
|
+
this.last = { calls: info.calls, triangles: info.triangles };
|
|
62
|
+
},
|
|
63
|
+
last: { calls: 0, triangles: 0 },
|
|
64
|
+
/** The quality tier the light, post and dressing are sized by: the player's setting, else the GPU and the device (light-math tierOf). */
|
|
65
|
+
tier(): Tier {
|
|
66
|
+
// ?quality=phone|desktop|high (a bench run, a capture) wins, then the player's setting.
|
|
67
|
+
let userSetting: string | null = typeof location === 'object' ? new URLSearchParams(location.search).get('quality') : null;
|
|
68
|
+
try { userSetting ??= localStorage.getItem(QUALITY_KEY); } catch { /* private mode */ }
|
|
69
|
+
const nav = navigator as Navigator & { deviceMemory?: number; connection?: { saveData?: boolean } };
|
|
70
|
+
return tierOf({ phone: cap === BUDGET.maxRatio, saveData: nav.connection?.saveData === true, deviceMemory: nav.deviceMemory, gpuTier: gpuClass(gpu), userSetting });
|
|
71
|
+
},
|
|
72
|
+
facts: () => ({ calls: budget.last.calls, triangles: budget.last.triangles, pixelRatio: ratio, fps: Math.round(fps), shadows: !!renderer?.shadowMap.enabled, gpu, tier: cap === BUDGET.maxRatio ? 'phone' : 'desktop' }),
|
|
73
|
+
};
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
// The camera rig: a third-person follow that frames where the hero is GOING (look-ahead on its velocity),
|
|
2
|
+
// stays out of walls (a ray from the hero to the eye against every platform and pillar; it pulls in fast
|
|
3
|
+
// and eases back out slowly, so it never clips and never pumps), keeps its yaw steady so the stick means
|
|
4
|
+
// the same thing all round (the hits' rule for touch: a camera that turns by itself turns the controls),
|
|
5
|
+
// and frames whatever shot is current (shots.ts: the title's orbit over the square, play's follow, a
|
|
6
|
+
// beat's reveal), blending between them. The framing numbers are SHOTS; the follow's handling is RIG;
|
|
7
|
+
// `__FPX_CAMERA__` reports both so `funtools score` names the line to edit. Skill funpixel-game-spine, camera.md.
|
|
8
|
+
|
|
9
|
+
import * as THREE from 'three';
|
|
10
|
+
import type { Box, Post } from './layout';
|
|
11
|
+
import { juice, shakeOffset } from './juice';
|
|
12
|
+
import { ease, SHOTS, shots, type Shot } from './shots';
|
|
13
|
+
|
|
14
|
+
export const RIG = {
|
|
15
|
+
/** Seconds of velocity framed ahead, and follow rates (per second; higher is tighter). */
|
|
16
|
+
lookAhead: 0.35, follow: 7, aheadFollow: 3,
|
|
17
|
+
/** Clearance from walls (m), how fast it pulls in and eases back out, and the nearest it comes. */
|
|
18
|
+
clearance: 0.4, pullIn: 20, easeOut: 2.5, nearest: 2.2,
|
|
19
|
+
} as const;
|
|
20
|
+
|
|
21
|
+
const v = new THREE.Vector3(), dir = new THREE.Vector3(), box = new THREE.Box3(), ray = new THREE.Ray(), hit = new THREE.Vector3();
|
|
22
|
+
|
|
23
|
+
/** How far along the ray from `from` (unit `d`) to `len` metres the first solid is, or `len`. */
|
|
24
|
+
function firstHit(from: THREE.Vector3, d: THREE.Vector3, len: number, boxes: Box[], posts: Post[]): number {
|
|
25
|
+
let best = len;
|
|
26
|
+
ray.set(from, d);
|
|
27
|
+
for (const b of boxes) {
|
|
28
|
+
// The eye rises from the look point, so a solid no taller than that point cannot block it (a low crate
|
|
29
|
+
// beside the hero once pinned the camera to the hero's back: Tidemarket, 1 Oct).
|
|
30
|
+
if (d.y > 0 && b.top <= from.y) continue;
|
|
31
|
+
box.min.set(b.x - b.hw - 0.2, -1, b.z - b.hd - 0.2); box.max.set(b.x + b.hw + 0.2, b.top, b.z + b.hd + 0.2);
|
|
32
|
+
if (ray.intersectBox(box, hit)) best = Math.min(best, hit.distanceTo(from));
|
|
33
|
+
}
|
|
34
|
+
for (const p of posts) {
|
|
35
|
+
const ox = from.x - p.x, oz = from.z - p.z, a = d.x * d.x + d.z * d.z, bq = 2 * (ox * d.x + oz * d.z), c = ox * ox + oz * oz - (p.r + 0.25) ** 2, disc = bq * bq - 4 * a * c;
|
|
36
|
+
if (a < 1e-6 || disc < 0) continue;
|
|
37
|
+
const t = (-bq - Math.sqrt(disc)) / (2 * a);
|
|
38
|
+
if (t > 0 && t < best && from.y + d.y * t < p.h + 0.3) best = t;
|
|
39
|
+
}
|
|
40
|
+
return best;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
const lerp3 = (a: [number, number, number], b: THREE.Vector3, t: number) => v.set(a[0] + (b.x - a[0]) * t, a[1] + (b.y - a[1]) * t, a[2] + (b.z - a[2]) * t);
|
|
44
|
+
|
|
45
|
+
export class CameraRig {
|
|
46
|
+
readonly camera = new THREE.PerspectiveCamera(SHOTS.play.fov, 1, 0.1, 500);
|
|
47
|
+
private look = new THREE.Vector3(0, SHOTS.play.lookHeight, 0);
|
|
48
|
+
private ahead = new THREE.Vector3();
|
|
49
|
+
private reach: number = Math.hypot(SHOTS.play.distance, SHOTS.play.height);
|
|
50
|
+
private angle = 0;
|
|
51
|
+
private eye = new THREE.Vector3();
|
|
52
|
+
readonly aim = new THREE.Vector3(); // what the eye looks at (cameraReport, shots.ts)
|
|
53
|
+
/** The yaw the stick is read along: the current follow shot's. */
|
|
54
|
+
yaw: number = SHOTS.play.yaw;
|
|
55
|
+
lens: number = SHOTS.play.fov; // the lens before juice, for the report
|
|
56
|
+
|
|
57
|
+
/** Frame the current shot (follow the hero clear of the solids, or orbit), blending from the last one. */
|
|
58
|
+
update(dt: number, hero: { x: number; y: number; z: number; vx: number; vz: number }, boxes: Box[], posts: Post[]): void {
|
|
59
|
+
const k = (rate: number) => 1 - Math.exp(-rate * dt);
|
|
60
|
+
const shot: Shot = SHOTS[shots.current];
|
|
61
|
+
if (shots.from === null && shots.t < 1) shots.from = { pos: this.camera.position.toArray() as [number, number, number], look: this.look.toArray() as [number, number, number], fov: this.camera.fov };
|
|
62
|
+
if (shot.move === 'orbit') {
|
|
63
|
+
this.angle += dt * (shot.speed ?? 0.07);
|
|
64
|
+
const c = shot.look ?? [0, shot.lookHeight, 0];
|
|
65
|
+
this.aim.set(c[0], c[1], c[2]);
|
|
66
|
+
this.eye.set(c[0] + Math.sin(this.angle) * shot.distance, c[1] + shot.height, c[2] + Math.cos(this.angle) * shot.distance);
|
|
67
|
+
this.reach = Math.hypot(SHOTS.play.distance, SHOTS.play.height);
|
|
68
|
+
this.look.copy(this.aim);
|
|
69
|
+
} else {
|
|
70
|
+
this.yaw = shot.yaw;
|
|
71
|
+
this.ahead.lerp(v.set(hero.vx, 0, hero.vz).multiplyScalar(RIG.lookAhead), k(RIG.aheadFollow));
|
|
72
|
+
this.look.lerp(v.set(hero.x, hero.y + shot.lookHeight, hero.z).add(this.ahead), k(RIG.follow));
|
|
73
|
+
// Upright phones see less to the sides: pull back and look a little flatter so the world still reads.
|
|
74
|
+
const tall = Math.max(0, 1 - this.camera.aspect), dist = shot.distance * (1 + tall * 0.5), high = shot.height * (1 + tall * 0.2);
|
|
75
|
+
const full = Math.hypot(dist, high);
|
|
76
|
+
dir.set(Math.sin(this.yaw) * dist, high, Math.cos(this.yaw) * dist).normalize();
|
|
77
|
+
const free = Math.max(RIG.nearest, firstHit(v.set(hero.x, hero.y + shot.lookHeight, hero.z), dir, full, boxes, posts) - RIG.clearance);
|
|
78
|
+
this.reach += (free - this.reach) * k(free < this.reach ? RIG.pullIn : RIG.easeOut);
|
|
79
|
+
this.eye.copy(this.look).addScaledVector(dir, this.reach);
|
|
80
|
+
this.eye.y = Math.max(0.6, this.eye.y);
|
|
81
|
+
this.aim.copy(this.look);
|
|
82
|
+
}
|
|
83
|
+
// The blend: from where the last shot left the camera to this one, eased.
|
|
84
|
+
let lens: number = shot.fov;
|
|
85
|
+
if (shots.t < 1 && shots.from) {
|
|
86
|
+
shots.t = Math.min(1, shots.t + dt / Math.max(0.05, shots.seconds));
|
|
87
|
+
const e = ease(shots.t);
|
|
88
|
+
this.eye.copy(lerp3(shots.from.pos, this.eye, e));
|
|
89
|
+
this.aim.copy(lerp3(shots.from.look, this.aim, e));
|
|
90
|
+
lens = shots.from.fov + (shot.fov - shots.from.fov) * e;
|
|
91
|
+
}
|
|
92
|
+
const off = shakeOffset();
|
|
93
|
+
this.camera.position.copy(this.eye); this.camera.lookAt(this.aim);
|
|
94
|
+
this.camera.position.x += off.x; this.camera.position.y += off.y;
|
|
95
|
+
this.lens = lens;
|
|
96
|
+
const fov = lens + juice.fov;
|
|
97
|
+
if (Math.abs(this.camera.fov - fov) > 0.01) { this.camera.fov = fov; this.camera.updateProjectionMatrix(); }
|
|
98
|
+
}
|
|
99
|
+
}
|
|
@@ -0,0 +1,49 @@
|
|
|
1
|
+
// Phone controls: a floating stick (put a thumb down anywhere in the left zone and the stick is born under
|
|
2
|
+
// it; drag to move, release to stop) and the action buttons in the right thumb's arc (jump big, dash
|
|
3
|
+
// smaller), all inside the safe areas. Shown for touch only (`.touch-only`, platform.ts: last input wins, so
|
|
4
|
+
// a finger shows them and a key or a mouse hides them); keys and a gamepad do the same on a desk.
|
|
5
|
+
// The stick zone carries data-fpx-gesture (the moves), the buttons data-fpx-touch (their keys), so verify's
|
|
6
|
+
// phone checks see every key reached by a thumb. Sizes and reach: skill funpixel-mobile-ui.
|
|
7
|
+
|
|
8
|
+
import { useState } from 'preact/hooks';
|
|
9
|
+
import { Icon } from './icons';
|
|
10
|
+
import { stick } from './input';
|
|
11
|
+
import { useStore } from './store';
|
|
12
|
+
|
|
13
|
+
/** The stick's travel (CSS px from the base to full speed) and the dead zone (a share of it). */
|
|
14
|
+
export const STICK = { radius: 56, dead: 0.12 };
|
|
15
|
+
|
|
16
|
+
export function Controls() {
|
|
17
|
+
const s = useStore();
|
|
18
|
+
const [base, setBase] = useState<{ x: number; y: number; id: number } | null>(null);
|
|
19
|
+
const [knob, setKnob] = useState({ x: 0, y: 0 });
|
|
20
|
+
if (s.screen !== 'playing') return null;
|
|
21
|
+
const move = (e: PointerEvent, b = base) => {
|
|
22
|
+
if (!b || e.pointerId !== b.id) return;
|
|
23
|
+
let dx = e.clientX - b.x, dy = e.clientY - b.y;
|
|
24
|
+
const len = Math.hypot(dx, dy), max = STICK.radius;
|
|
25
|
+
if (len > max) { dx *= max / len; dy *= max / len; }
|
|
26
|
+
setKnob({ x: dx, y: dy });
|
|
27
|
+
const m = Math.min(1, len / max);
|
|
28
|
+
Object.assign(stick, m < STICK.dead ? { x: 0, y: 0 } : { x: (dx / max), y: -(dy / max) }, { active: true });
|
|
29
|
+
};
|
|
30
|
+
const end = (e: PointerEvent) => {
|
|
31
|
+
if (!base || e.pointerId !== base.id) return;
|
|
32
|
+
setBase(null); setKnob({ x: 0, y: 0 }); Object.assign(stick, { x: 0, y: 0, active: false });
|
|
33
|
+
};
|
|
34
|
+
return (
|
|
35
|
+
<>
|
|
36
|
+
<div class="stick-zone touch-only" data-fpx-gesture="ArrowLeft ArrowRight ArrowUp ArrowDown"
|
|
37
|
+
onPointerDown={(e) => { const b = { x: e.clientX, y: e.clientY, id: e.pointerId }; (e.currentTarget as HTMLElement).setPointerCapture(e.pointerId); setBase(b); move(e, b); }}
|
|
38
|
+
onPointerMove={(e) => move(e)} onPointerUp={end} onPointerCancel={end}>
|
|
39
|
+
<div class={`stick ${base ? 'live' : ''}`} style={base ? { left: `${base.x}px`, top: `${base.y}px` } : undefined}>
|
|
40
|
+
<div class="stick-knob" style={{ transform: `translate(${knob.x}px, ${knob.y}px)` }} />
|
|
41
|
+
</div>
|
|
42
|
+
</div>
|
|
43
|
+
<div class="actions touch-only">
|
|
44
|
+
<button class="act act-dash" data-fpx-touch="ShiftLeft" aria-label="dash"><Icon name="dash" size={30} /></button>
|
|
45
|
+
<button class="act act-jump" data-fpx-touch="Space" aria-label="jump"><Icon name="jump" size={40} /></button>
|
|
46
|
+
</div>
|
|
47
|
+
</>
|
|
48
|
+
);
|
|
49
|
+
}
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
// An atlas built in the page from separate cut-outs (`funtools cut` writes one PNG per figure), for
|
|
2
|
+
// cutouts.ts: one texture, so every figure in it draws in the same single draw call.
|
|
3
|
+
|
|
4
|
+
import * as THREE from 'three';
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* An atlas built in the page from separate cut-outs (`funtools cut` writes one PNG per figure): each
|
|
8
|
+
* picture fitted into a square cell, its foot on the cell's bottom edge, centred. `fill` is the share of
|
|
9
|
+
* the cell each picture fills (width, height), to size an instance to the figure's true height.
|
|
10
|
+
*/
|
|
11
|
+
export async function atlasFrom(urls: string[], cell = 256): Promise<{ texture: THREE.CanvasTexture; cols: number; rows: number; fill: Array<{ w: number; h: number }> }> {
|
|
12
|
+
const imgs = await Promise.all(urls.map((u) => new Promise<HTMLImageElement>((ok, fail) => { const im = new Image(); im.onload = () => ok(im); im.onerror = () => fail(new Error(`atlasFrom: ${u} did not load`)); im.src = u; })));
|
|
13
|
+
const cols = Math.max(1, Math.ceil(Math.sqrt(imgs.length))), rows = Math.max(1, Math.ceil(imgs.length / cols));
|
|
14
|
+
const canvas = document.createElement('canvas');
|
|
15
|
+
canvas.width = cols * cell; canvas.height = rows * cell;
|
|
16
|
+
const g = canvas.getContext('2d')!;
|
|
17
|
+
const fill = imgs.map((im, i) => {
|
|
18
|
+
const s = Math.min(cell / im.width, cell / im.height), w = im.width * s, h = im.height * s;
|
|
19
|
+
g.drawImage(im, (i % cols) * cell + (cell - w) / 2, Math.floor(i / cols) * cell + cell - h, w, h);
|
|
20
|
+
return { w: w / cell, h: h / cell };
|
|
21
|
+
});
|
|
22
|
+
const texture = new THREE.CanvasTexture(canvas);
|
|
23
|
+
texture.colorSpace = THREE.SRGBColorSpace;
|
|
24
|
+
texture.anisotropy = 4;
|
|
25
|
+
return { texture, cols, rows, fill };
|
|
26
|
+
}
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
// The arithmetic of painted cut-outs (cutouts.ts), engine-free so a test can hold it: which cell of an
|
|
2
|
+
// atlas a frame is, which frame a walker shows after walking so far (the stride follows the ground, so
|
|
3
|
+
// the feet never slide), and the sway the shader bends a cut-out by (the top moves, the foot stays).
|
|
4
|
+
|
|
5
|
+
/** One atlas cell in texture space (v up, row 0 at the top of the picture), mirrored when `flip`. */
|
|
6
|
+
export interface Rect { u0: number; v0: number; u1: number; v1: number }
|
|
7
|
+
|
|
8
|
+
export function frameRect(frame: number, cols: number, rows: number, flip = false): Rect {
|
|
9
|
+
const n = Math.max(1, cols * rows);
|
|
10
|
+
const f = ((Math.floor(frame) % n) + n) % n;
|
|
11
|
+
const c = f % cols, r = Math.floor(f / cols);
|
|
12
|
+
const u0 = c / cols, u1 = (c + 1) / cols, v1 = 1 - r / rows, v0 = 1 - (r + 1) / rows;
|
|
13
|
+
return flip ? { u0: u1, v0, u1: u0, v1 } : { u0, v0, u1, v1 };
|
|
14
|
+
}
|
|
15
|
+
|
|
16
|
+
/** A cycle of frames in the atlas: `first`, `count` frames, one full cycle per `stride` metres walked. */
|
|
17
|
+
export interface Cycle { first: number; count: number; stride: number; idle?: number }
|
|
18
|
+
|
|
19
|
+
/**
|
|
20
|
+
* The frame a walker shows after `distance` metres: the cycle advances by distance, not by time, so a
|
|
21
|
+
* walker that slows takes slower steps and one that stops stops stepping (its `idle` frame, else the
|
|
22
|
+
* cycle's first). A human walk's stride is about 0.8 body heights per step, two steps a cycle.
|
|
23
|
+
*/
|
|
24
|
+
export function strideFrame(cycle: Cycle, distance: number, moving = true): number {
|
|
25
|
+
if (!moving) return cycle.idle ?? cycle.first;
|
|
26
|
+
const count = Math.max(1, Math.floor(cycle.count));
|
|
27
|
+
const k = Math.floor((Math.max(0, distance) / Math.max(1e-6, cycle.stride)) * count) % count;
|
|
28
|
+
return cycle.first + k;
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
/** A biped's stride (metres a full cycle, two steps) for its height: 1.6 body heights. */
|
|
32
|
+
export const strideFor = (heightM: number): number => 1.6 * heightM;
|
|
33
|
+
|
|
34
|
+
/**
|
|
35
|
+
* The sideways bend of a cut-out at height fraction `k` (0 at the foot, 1 at the top), in widths: zero at
|
|
36
|
+
* the foot, growing with the square of the height, so grass, a crowd's idle sway or a flag bends rather
|
|
37
|
+
* than tilting like a card on a stick. The shader in cutouts.ts computes the same.
|
|
38
|
+
*/
|
|
39
|
+
export function swayAt(t: number, k: number, phase: number, amount: number, rate: number): number {
|
|
40
|
+
const h = Math.min(1, Math.max(0, k));
|
|
41
|
+
return amount * Math.sin(t * rate + phase) * h * h;
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
/** The vertical breath (squash and stretch, volume kept): height scale, the width scale is its inverse. */
|
|
45
|
+
export function squashAt(t: number, phase: number, amount: number, rate: number): number {
|
|
46
|
+
return 1 + amount * Math.sin(t * rate * 2 + phase);
|
|
47
|
+
}
|