@nice2dev/game-engine 0.1.0

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Files changed (519) hide show
  1. package/CHANGELOG.md +33 -0
  2. package/LICENSE +21 -0
  3. package/README.md +105 -0
  4. package/dist/cjs/accessibility/Accessibility.js +162 -0
  5. package/dist/cjs/accessibility/Accessibility.js.map +1 -0
  6. package/dist/cjs/ai/AI.js +321 -0
  7. package/dist/cjs/ai/AI.js.map +1 -0
  8. package/dist/cjs/animation/Animation.js +233 -0
  9. package/dist/cjs/animation/Animation.js.map +1 -0
  10. package/dist/cjs/audio/AudioAdvanced.js +262 -0
  11. package/dist/cjs/audio/AudioAdvanced.js.map +1 -0
  12. package/dist/cjs/audio/AudioManager.js +248 -0
  13. package/dist/cjs/audio/AudioManager.js.map +1 -0
  14. package/dist/cjs/core/EventBus.js +63 -0
  15. package/dist/cjs/core/EventBus.js.map +1 -0
  16. package/dist/cjs/core/GameClock.js +70 -0
  17. package/dist/cjs/core/GameClock.js.map +1 -0
  18. package/dist/cjs/core/GameConfig.js +86 -0
  19. package/dist/cjs/core/GameConfig.js.map +1 -0
  20. package/dist/cjs/core/GameLoop.js +93 -0
  21. package/dist/cjs/core/GameLoop.js.map +1 -0
  22. package/dist/cjs/core/ServiceLocator.js +73 -0
  23. package/dist/cjs/core/ServiceLocator.js.map +1 -0
  24. package/dist/cjs/core/Validation.js +119 -0
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  26. package/dist/cjs/core/math.js +116 -0
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  28. package/dist/cjs/devtools/DevTools.js +560 -0
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  30. package/dist/cjs/devtools/DeveloperExperience.js +562 -0
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  32. package/dist/cjs/docs/DocGenerator.js +357 -0
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  34. package/dist/cjs/ecs/World.js +280 -0
  35. package/dist/cjs/ecs/World.js.map +1 -0
  36. package/dist/cjs/editor/AdvancedEditor.js +149 -0
  37. package/dist/cjs/editor/AdvancedEditor.js.map +1 -0
  38. package/dist/cjs/editor/AssetManager.js +190 -0
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  40. package/dist/cjs/editor/DebugTools.js +187 -0
  41. package/dist/cjs/editor/DebugTools.js.map +1 -0
  42. package/dist/cjs/editor/NiceGameEditor.js +361 -0
  43. package/dist/cjs/editor/NiceGameEditor.js.map +1 -0
  44. package/dist/cjs/editor/SceneEditor.js +223 -0
  45. package/dist/cjs/editor/SceneEditor.js.map +1 -0
  46. package/dist/cjs/engine/NiceGameEngine.js +172 -0
  47. package/dist/cjs/engine/NiceGameEngine.js.map +1 -0
  48. package/dist/cjs/enterprise/Enterprise.js +258 -0
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  52. package/dist/cjs/i18n/useTranslation.js +100 -0
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  54. package/dist/cjs/index.js +526 -0
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  56. package/dist/cjs/input/GamepadNavigation.js +181 -0
  57. package/dist/cjs/input/GamepadNavigation.js.map +1 -0
  58. package/dist/cjs/input/InputManager.js +404 -0
  59. package/dist/cjs/input/InputManager.js.map +1 -0
  60. package/dist/cjs/input/useGamepads.js +86 -0
  61. package/dist/cjs/input/useGamepads.js.map +1 -0
  62. package/dist/cjs/kids/KidMode.js +670 -0
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  66. package/dist/cjs/monetization/Monetization.js +197 -0
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  68. package/dist/cjs/multiplayer/LocalMultiplayer.js +288 -0
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  70. package/dist/cjs/multiplayer/MiniGameTypes.js +70 -0
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  72. package/dist/cjs/network/MultiplayerTransport.js +109 -0
  73. package/dist/cjs/network/MultiplayerTransport.js.map +1 -0
  74. package/dist/cjs/network/Networking.js +569 -0
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  76. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js +32 -0
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  102. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js +27 -0
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  106. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js +124 -0
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  110. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js +188 -0
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  112. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js +199 -0
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  122. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js +160 -0
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  130. package/dist/cjs/pathfinding/Pathfinding.js +255 -0
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  132. package/dist/cjs/performance/BenchmarkSuite.js +318 -0
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  138. package/dist/cjs/physics/PhysicsAdvanced.js +432 -0
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  140. package/dist/cjs/physics/PhysicsEngine2D.js +445 -0
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package/CHANGELOG.md ADDED
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+ # Changelog
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+
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+ All notable changes to `@nice2dev/game-engine` will be documented in this file.
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+
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+ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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+ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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+
8
+ ---
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+
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+ ## [0.1.0] — 2026-03-17
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+
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+ ### 🎮 Initial Release (Beta)
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+
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+ First public beta of `@nice2dev/game-engine` — a no-code game engine and editor for React.
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+
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+ ### Features
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+
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+ - **Entity-Component-System (ECS)** — full ECS architecture with World, Entity, Component, System
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+ - **Physics** — rigid body physics, collision detection, spatial hashing, broad/narrow phase
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+ - **Rendering** — Canvas2D + WebGL renderers, sprite system, camera, viewport management
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+ - **Scripting** — visual scripting engine, behavior trees, state machines
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+ - **Input** — keyboard, mouse, gamepad, touch input managers
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+ - **Audio** — spatial audio, sound effects, music playback
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+ - **Networking** — multiplayer transport, state synchronization, lobby system
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+ - **Editor** — in-browser game editor with scene hierarchy, inspector, asset browser
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+ - **Templates** — 12+ game templates (platformer, RPG, shooter, puzzle, etc.)
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+ - **Asset Pipeline** — asset loader, resource management, texture atlases
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+ - **Particles** — particle emitter system with presets
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+ - **AI** — pathfinding (A*), steering behaviors, decision trees
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+ - **Object Pooling** — memory-efficient object pool with auto-grow
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+ - **Profiling** — performance profiler, FPS counter, memory monitor
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+ - **Save System** — serialization, save states, undo/redo
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+ - **Achievements** — achievement system with progress tracking
package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 NiceToDev
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # @nice2dev/game-engine
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+
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+ > No-code game engine and editor for React — built on the nice2dev ecosystem.
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+
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+ [![npm](https://img.shields.io/npm/v/@nice2dev/game-engine)](https://www.npmjs.com/package/@nice2dev/game-engine)
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+ [![License: MIT](https://img.shields.io/badge/License-MIT-blue.svg)](LICENSE)
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+ [![TypeScript](https://img.shields.io/badge/TypeScript-5.x-3178C6?logo=typescript&logoColor=white)](https://www.typescriptlang.org/)
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+
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+ ---
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+
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+ ## Features
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+
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+ - **No-code first** — visual editors, drag & drop, node-based scripting
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+ - **ECS architecture** — Entity-Component-System for flexible game logic
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+ - **2D rendering** — Canvas 2D & WebGL with camera, sprites, shapes, particles
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+ - **Physics** — built-in 2D physics (colliders, rigid bodies, raycasting)
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+ - **Input** — gamepad, keyboard, mouse, touch — full controller support
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+ - **Audio** — Web Audio API: music, SFX, spatial audio, mixer channels
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+ - **Multiplayer** — splitscreen, couch co-op, online (via @nice2dev/rtc)
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+ - **Templates** — 25+ game genre templates ready to use
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+ - **AI** — behavior trees, steering, FSM, GOAP, dialog trees
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+ - **3D runtime** — WebGL 3D world, physics, renderer
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+ - **i18n & Accessibility** — multi-language, screen reader, colorblind modes
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+
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+ ## Installation
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+
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+ ```bash
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+ npm install @nice2dev/game-engine
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+ ```
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+
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+ ### Peer dependencies
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+
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+ ```bash
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+ npm install react react-dom @nice2dev/ui @nice2dev/ui-graphics
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+ ```
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+
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+ ## Quick Start
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+
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+ ```tsx
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+ import { NiceGameEngine, WaveDefenseTemplate } from '@nice2dev/game-engine';
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+
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+ function MyGame() {
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+ return (
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+ <NiceGameEngine width={1280} height={720} maxPlayers={4}>
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+ <WaveDefenseTemplate />
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+ </NiceGameEngine>
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+ );
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+ }
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+ ```
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+
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+ ## Game Templates
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+
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+ | Template | Genre |
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+ |----------|-------|
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+ | `WaveDefenseTemplate` | Tower defense / wave survival |
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+ | `PlatformerTemplate` | Side-scrolling platformer |
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+ | `Match3Template` | Match-3 puzzle |
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+ | `RPGTemplate` | Role-playing game |
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+ | `RacingTemplate` | Top-down racing |
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+ | `ShooterTemplate` | Shoot 'em up |
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+ | `SandboxTemplate` | Open-world sandbox |
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+ | + 18 more | Various genres |
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+
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+ ## Architecture
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+
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+ ```
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+ @nice2dev/game-engine
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+ ├── core/ — GameLoop, Clock, Config, ServiceLocator
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+ ├── ecs/ — Entity, Component, System, World
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+ ├── input/ — InputManager, Gamepad, Keyboard, Touch
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+ ├── audio/ — AudioManager, SoundPool, MusicPlayer
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+ ├── rendering/ — Renderer2D, Camera, Sprites, Particles
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+ ├── physics/ — Colliders, RigidBody, Raycasting
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+ ├── scene/ — Scene, SceneManager, Prefabs
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+ ├── ui/ — HUD, Menus, Dialogs, Focus
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+ ├── multiplayer/ — PlayerManager, SplitScreen
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+ ├── procedural/ — Random, Noise, Waves, Loot
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+ ├── templates/ — Genre templates (wave defense, platformer, ...)
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+ ├── ai/ — Behavior trees, steering, FSM, GOAP
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+ ├── 3d/ — World3D, Renderer3D, PhysicsWorld3D
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+ └── editor/ — NiceGameEditor (no-code visual editor)
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+ ```
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+
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+ ## Editor
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+
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+ The `NiceGameEditor` provides a complete no-code visual editor with:
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+ - Scene hierarchy and property inspector
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+ - Tilemap editor
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+ - Sprite animation editor
90
+ - Node-based visual scripting (`NodeLibrary`, `GraphExecutor`)
91
+ - Asset management
92
+ - Debug tools and performance profiling
93
+
94
+ ```tsx
95
+ import { NiceGameEditor } from '@nice2dev/game-engine';
96
+
97
+ <NiceGameEditor
98
+ onSave={(project) => saveProject(project)}
99
+ onExport={(bundle) => downloadBundle(bundle)}
100
+ />
101
+ ```
102
+
103
+ ## License
104
+
105
+ MIT © NiceToDev
@@ -0,0 +1,162 @@
1
+ 'use strict';
2
+
3
+ /* ────────────────────────────────────────────────────────────────
4
+ Phase 7 Sprint 7.2 — Accessibility
5
+
6
+ Screen reader, high contrast, colorblind, remappable controls,
7
+ subtitles, difficulty presets
8
+ ──────────────────────────────────────────────────────────────── */
9
+ const DEFAULT_ACCESSIBILITY_CONFIG = {
10
+ highContrast: false,
11
+ colorblindMode: 'none',
12
+ fontSize: 1,
13
+ reducedMotion: false,
14
+ screenReaderEnabled: false,
15
+ subtitlesEnabled: false,
16
+ subtitleSize: 1,
17
+ subtitleBackground: true,
18
+ hapticFeedback: true,
19
+ autoAim: false,
20
+ autoAimStrength: 0.5,
21
+ holdToPress: false,
22
+ inputDeadzone: 0.15,
23
+ difficultyPreset: 'normal',
24
+ };
25
+ const DIFFICULTY_PRESETS = {
26
+ easy: {
27
+ damageMultiplier: 0.5, enemyHealthMultiplier: 0.7, enemyDamageMultiplier: 0.5,
28
+ resourceMultiplier: 2, timeMultiplier: 1.5, respawnPenalty: false,
29
+ friendlyFire: false, checkpoints: true, invincibilityFrames: 60,
30
+ },
31
+ normal: {
32
+ damageMultiplier: 1, enemyHealthMultiplier: 1, enemyDamageMultiplier: 1,
33
+ resourceMultiplier: 1, timeMultiplier: 1, respawnPenalty: false,
34
+ friendlyFire: false, checkpoints: true, invincibilityFrames: 30,
35
+ },
36
+ hard: {
37
+ damageMultiplier: 1.5, enemyHealthMultiplier: 1.5, enemyDamageMultiplier: 1.5,
38
+ resourceMultiplier: 0.7, timeMultiplier: 0.8, respawnPenalty: true,
39
+ friendlyFire: true, checkpoints: true, invincibilityFrames: 15,
40
+ },
41
+ custom: {
42
+ damageMultiplier: 1, enemyHealthMultiplier: 1, enemyDamageMultiplier: 1,
43
+ resourceMultiplier: 1, timeMultiplier: 1, respawnPenalty: false,
44
+ friendlyFire: false, checkpoints: true, invincibilityFrames: 30,
45
+ },
46
+ assist: {
47
+ damageMultiplier: 0, enemyHealthMultiplier: 0.5, enemyDamageMultiplier: 0,
48
+ resourceMultiplier: 5, timeMultiplier: 3, respawnPenalty: false,
49
+ friendlyFire: false, checkpoints: true, invincibilityFrames: 120,
50
+ },
51
+ };
52
+ const COLORBLIND_MATRICES = {
53
+ none: [1, 0, 0, 0, 1, 0, 0, 0, 1],
54
+ protanopia: [0.567, 0.433, 0, 0.558, 0.442, 0, 0, 0.242, 0.758],
55
+ deuteranopia: [0.625, 0.375, 0, 0.7, 0.3, 0, 0, 0.3, 0.7],
56
+ tritanopia: [0.95, 0.05, 0, 0, 0.433, 0.567, 0, 0.475, 0.525],
57
+ achromatopsia: [0.299, 0.587, 0.114, 0.299, 0.587, 0.114, 0.299, 0.587, 0.114],
58
+ };
59
+ function applyColorblindFilter(r, g, b, mode) {
60
+ const m = COLORBLIND_MATRICES[mode];
61
+ return {
62
+ r: m[0] * r + m[1] * g + m[2] * b,
63
+ g: m[3] * r + m[4] * g + m[5] * b,
64
+ b: m[6] * r + m[7] * g + m[8] * b,
65
+ };
66
+ }
67
+ /** Generate CSS filter string for colorblind mode (applied to canvas). */
68
+ function getColorblindCSSFilter(mode) {
69
+ if (mode === 'none')
70
+ return 'none';
71
+ const m = COLORBLIND_MATRICES[mode];
72
+ return `url("data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg'><filter id='cb'><feColorMatrix values='${m[0]} ${m[1]} ${m[2]} 0 0 ${m[3]} ${m[4]} ${m[5]} 0 0 ${m[6]} ${m[7]} ${m[8]} 0 0 0 0 0 1 0'/></filter></svg>#cb")`;
73
+ }
74
+ /* ══════════════════════════════════════════════════════════════
75
+ Screen Reader / Announcer
76
+ ══════════════════════════════════════════════════════════════ */
77
+ class ScreenReaderAnnouncer {
78
+ constructor() {
79
+ this.liveRegion = null;
80
+ }
81
+ init() {
82
+ if (typeof document === 'undefined')
83
+ return;
84
+ this.liveRegion = document.createElement('div');
85
+ this.liveRegion.setAttribute('role', 'status');
86
+ this.liveRegion.setAttribute('aria-live', 'polite');
87
+ this.liveRegion.setAttribute('aria-atomic', 'true');
88
+ this.liveRegion.style.cssText = 'position:absolute;left:-9999px;width:1px;height:1px;overflow:hidden;';
89
+ document.body.appendChild(this.liveRegion);
90
+ }
91
+ announce(message, priority = 'polite') {
92
+ if (!this.liveRegion)
93
+ return;
94
+ this.liveRegion.setAttribute('aria-live', priority);
95
+ this.liveRegion.textContent = '';
96
+ // Force DOM reflow so screen reader re-reads
97
+ void this.liveRegion.offsetHeight;
98
+ this.liveRegion.textContent = message;
99
+ }
100
+ dispose() {
101
+ if (this.liveRegion && this.liveRegion.parentNode) {
102
+ this.liveRegion.parentNode.removeChild(this.liveRegion);
103
+ }
104
+ this.liveRegion = null;
105
+ }
106
+ }
107
+ function getActiveSubtitles(track, currentTime) {
108
+ const active = [];
109
+ for (const entry of track.entries) {
110
+ if (currentTime >= entry.startTime && currentTime <= entry.endTime) {
111
+ active.push(entry);
112
+ }
113
+ }
114
+ return active;
115
+ }
116
+ class ControlMapper {
117
+ constructor() {
118
+ this.mappings = new Map();
119
+ this.defaults = new Map();
120
+ }
121
+ register(mapping) {
122
+ this.mappings.set(mapping.action, { ...mapping });
123
+ this.defaults.set(mapping.action, { ...mapping });
124
+ }
125
+ remap(action, update) {
126
+ const current = this.mappings.get(action);
127
+ if (!current)
128
+ return;
129
+ Object.assign(current, update);
130
+ }
131
+ getMapping(action) {
132
+ return this.mappings.get(action);
133
+ }
134
+ resetToDefaults() {
135
+ this.mappings.clear();
136
+ for (const [key, val] of this.defaults) {
137
+ this.mappings.set(key, { ...val });
138
+ }
139
+ }
140
+ /** Export mappings as JSON for save/load. */
141
+ serialize() {
142
+ return Array.from(this.mappings.entries());
143
+ }
144
+ load(data) {
145
+ for (const [key, mapping] of data) {
146
+ this.mappings.set(key, mapping);
147
+ }
148
+ }
149
+ allActions() {
150
+ return Array.from(this.mappings.keys());
151
+ }
152
+ }
153
+
154
+ exports.COLORBLIND_MATRICES = COLORBLIND_MATRICES;
155
+ exports.ControlMapper = ControlMapper;
156
+ exports.DEFAULT_ACCESSIBILITY_CONFIG = DEFAULT_ACCESSIBILITY_CONFIG;
157
+ exports.DIFFICULTY_PRESETS = DIFFICULTY_PRESETS;
158
+ exports.ScreenReaderAnnouncer = ScreenReaderAnnouncer;
159
+ exports.applyColorblindFilter = applyColorblindFilter;
160
+ exports.getActiveSubtitles = getActiveSubtitles;
161
+ exports.getColorblindCSSFilter = getColorblindCSSFilter;
162
+ //# sourceMappingURL=Accessibility.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,321 @@
1
+ 'use strict';
2
+
3
+ /* ────────────────────────────────────────────────────────────────
4
+ EPIC E1 — AI Integration
5
+
6
+ AI NPC behaviors, procedural content, AI playtesting
7
+ ──────────────────────────────────────────────────────────────── */
8
+ class BTAction {
9
+ constructor(name, fn) {
10
+ this.name = name;
11
+ this.fn = fn;
12
+ }
13
+ tick(ctx) { return this.fn(ctx); }
14
+ reset() { }
15
+ }
16
+ class BTCondition {
17
+ constructor(name, condition) {
18
+ this.name = name;
19
+ this.condition = condition;
20
+ }
21
+ tick(ctx) { return this.condition(ctx) ? 'success' : 'failure'; }
22
+ reset() { }
23
+ }
24
+ class BTSequence {
25
+ constructor(name, children) {
26
+ this.currentIndex = 0;
27
+ this.name = name;
28
+ this.children = children;
29
+ }
30
+ tick(ctx) {
31
+ for (; this.currentIndex < this.children.length; this.currentIndex++) {
32
+ const result = this.children[this.currentIndex].tick(ctx);
33
+ if (result === 'running')
34
+ return 'running';
35
+ if (result === 'failure') {
36
+ this.currentIndex = 0;
37
+ return 'failure';
38
+ }
39
+ }
40
+ this.currentIndex = 0;
41
+ return 'success';
42
+ }
43
+ reset() {
44
+ this.currentIndex = 0;
45
+ for (const child of this.children)
46
+ child.reset();
47
+ }
48
+ }
49
+ class BTSelector {
50
+ constructor(name, children) {
51
+ this.currentIndex = 0;
52
+ this.name = name;
53
+ this.children = children;
54
+ }
55
+ tick(ctx) {
56
+ for (; this.currentIndex < this.children.length; this.currentIndex++) {
57
+ const result = this.children[this.currentIndex].tick(ctx);
58
+ if (result === 'running')
59
+ return 'running';
60
+ if (result === 'success') {
61
+ this.currentIndex = 0;
62
+ return 'success';
63
+ }
64
+ }
65
+ this.currentIndex = 0;
66
+ return 'failure';
67
+ }
68
+ reset() {
69
+ this.currentIndex = 0;
70
+ for (const child of this.children)
71
+ child.reset();
72
+ }
73
+ }
74
+ class BTParallel {
75
+ constructor(name, children, successThreshold = -1) {
76
+ this.name = name;
77
+ this.children = children;
78
+ this.successThreshold = successThreshold < 0 ? children.length : successThreshold;
79
+ }
80
+ tick(ctx) {
81
+ let successes = 0;
82
+ let failures = 0;
83
+ for (const child of this.children) {
84
+ const result = child.tick(ctx);
85
+ if (result === 'success')
86
+ successes++;
87
+ if (result === 'failure')
88
+ failures++;
89
+ }
90
+ if (successes >= this.successThreshold)
91
+ return 'success';
92
+ if (failures > this.children.length - this.successThreshold)
93
+ return 'failure';
94
+ return 'running';
95
+ }
96
+ reset() { for (const child of this.children)
97
+ child.reset(); }
98
+ }
99
+ class BTDecorator {
100
+ constructor(name, child, decorator) {
101
+ this.name = name;
102
+ this.child = child;
103
+ this.decorator = decorator;
104
+ }
105
+ tick(ctx) {
106
+ return this.decorator(this.child.tick(ctx), ctx);
107
+ }
108
+ reset() { this.child.reset(); }
109
+ }
110
+ /** Inverter: success→failure, failure→success. */
111
+ function btInvert(child) {
112
+ return new BTDecorator(`invert(${child.name})`, child, (result) => {
113
+ if (result === 'success')
114
+ return 'failure';
115
+ if (result === 'failure')
116
+ return 'success';
117
+ return 'running';
118
+ });
119
+ }
120
+ /** Repeat N times or until failure. */
121
+ class BTRepeat {
122
+ constructor(name, child, maxRepeats) {
123
+ this.count = 0;
124
+ this.name = name;
125
+ this.child = child;
126
+ this.maxRepeats = maxRepeats;
127
+ }
128
+ tick(ctx) {
129
+ while (this.count < this.maxRepeats) {
130
+ const result = this.child.tick(ctx);
131
+ if (result === 'running')
132
+ return 'running';
133
+ if (result === 'failure') {
134
+ this.count = 0;
135
+ return 'failure';
136
+ }
137
+ this.count++;
138
+ this.child.reset();
139
+ }
140
+ this.count = 0;
141
+ return 'success';
142
+ }
143
+ reset() { this.count = 0; this.child.reset(); }
144
+ }
145
+ function steerSeek(agent, target) {
146
+ const dx = target.x - agent.position.x;
147
+ const dy = target.y - agent.position.y;
148
+ const len = Math.sqrt(dx * dx + dy * dy) || 1;
149
+ const desiredX = (dx / len) * agent.maxSpeed;
150
+ const desiredY = (dy / len) * agent.maxSpeed;
151
+ return clampForce({ x: desiredX - agent.velocity.x, y: desiredY - agent.velocity.y }, agent.maxForce);
152
+ }
153
+ function steerFlee(agent, target) {
154
+ const dx = agent.position.x - target.x;
155
+ const dy = agent.position.y - target.y;
156
+ const len = Math.sqrt(dx * dx + dy * dy) || 1;
157
+ const desiredX = (dx / len) * agent.maxSpeed;
158
+ const desiredY = (dy / len) * agent.maxSpeed;
159
+ return clampForce({ x: desiredX - agent.velocity.x, y: desiredY - agent.velocity.y }, agent.maxForce);
160
+ }
161
+ function steerArrive(agent, target, slowRadius) {
162
+ const dx = target.x - agent.position.x;
163
+ const dy = target.y - agent.position.y;
164
+ const dist = Math.sqrt(dx * dx + dy * dy);
165
+ if (dist < 0.01)
166
+ return { x: 0, y: 0 };
167
+ const speed = dist < slowRadius ? agent.maxSpeed * (dist / slowRadius) : agent.maxSpeed;
168
+ const desiredX = (dx / dist) * speed;
169
+ const desiredY = (dy / dist) * speed;
170
+ return clampForce({ x: desiredX - agent.velocity.x, y: desiredY - agent.velocity.y }, agent.maxForce);
171
+ }
172
+ function steerWander(agent, wanderDistance, wanderRadius, wanderAngle) {
173
+ const angle = wanderAngle + (Math.random() - 0.5) * 1;
174
+ const vLen = Math.sqrt(agent.velocity.x * agent.velocity.x + agent.velocity.y * agent.velocity.y) || 1;
175
+ const nx = agent.velocity.x / vLen;
176
+ const ny = agent.velocity.y / vLen;
177
+ const cx = agent.position.x + nx * wanderDistance;
178
+ const cy = agent.position.y + ny * wanderDistance;
179
+ const tx = cx + Math.cos(angle) * wanderRadius;
180
+ const ty = cy + Math.sin(angle) * wanderRadius;
181
+ return { force: steerSeek(agent, { x: tx, y: ty }), newAngle: angle };
182
+ }
183
+ function steerSeparation(agent, neighbors, radius) {
184
+ let fx = 0, fy = 0;
185
+ let count = 0;
186
+ for (const n of neighbors) {
187
+ const dx = agent.position.x - n.x;
188
+ const dy = agent.position.y - n.y;
189
+ const dist = Math.sqrt(dx * dx + dy * dy);
190
+ if (dist > 0 && dist < radius) {
191
+ fx += dx / dist / dist;
192
+ fy += dy / dist / dist;
193
+ count++;
194
+ }
195
+ }
196
+ if (count > 0) {
197
+ fx /= count;
198
+ fy /= count;
199
+ const len = Math.sqrt(fx * fx + fy * fy) || 1;
200
+ fx = (fx / len) * agent.maxSpeed - agent.velocity.x;
201
+ fy = (fy / len) * agent.maxSpeed - agent.velocity.y;
202
+ }
203
+ return clampForce({ x: fx, y: fy }, agent.maxForce);
204
+ }
205
+ function clampForce(force, maxForce) {
206
+ const len = Math.sqrt(force.x * force.x + force.y * force.y);
207
+ if (len > maxForce && len > 0) {
208
+ return { x: (force.x / len) * maxForce, y: (force.y / len) * maxForce };
209
+ }
210
+ return force;
211
+ }
212
+ class FiniteStateMachine {
213
+ constructor(context) {
214
+ this.states = new Map();
215
+ this.currentState = null;
216
+ this.context = context;
217
+ }
218
+ addState(state) {
219
+ this.states.set(state.name, state);
220
+ }
221
+ setState(name) {
222
+ var _a, _b, _c, _d;
223
+ const next = this.states.get(name);
224
+ if (!next || next === this.currentState)
225
+ return;
226
+ (_b = (_a = this.currentState) === null || _a === void 0 ? void 0 : _a.exit) === null || _b === void 0 ? void 0 : _b.call(_a, this.context);
227
+ this.currentState = next;
228
+ (_d = (_c = this.currentState).enter) === null || _d === void 0 ? void 0 : _d.call(_c, this.context);
229
+ }
230
+ update(dt) {
231
+ var _a, _b;
232
+ (_b = (_a = this.currentState) === null || _a === void 0 ? void 0 : _a.update) === null || _b === void 0 ? void 0 : _b.call(_a, this.context, dt);
233
+ }
234
+ getCurrentState() {
235
+ var _a, _b;
236
+ return (_b = (_a = this.currentState) === null || _a === void 0 ? void 0 : _a.name) !== null && _b !== void 0 ? _b : null;
237
+ }
238
+ }
239
+ function selectBestAction(actions, ctx) {
240
+ let best = null;
241
+ let bestScore = -Infinity;
242
+ for (const action of actions) {
243
+ const s = action.score(ctx);
244
+ if (s > bestScore) {
245
+ bestScore = s;
246
+ best = action;
247
+ }
248
+ }
249
+ return best;
250
+ }
251
+ function planGOAP(worldState, goal, actions, maxDepth = 10) {
252
+ function goalMet(state) {
253
+ for (const [key, val] of Object.entries(goal.conditions)) {
254
+ if (state[key] !== val)
255
+ return false;
256
+ }
257
+ return true;
258
+ }
259
+ function actionValid(action, state) {
260
+ for (const [key, val] of Object.entries(action.preconditions)) {
261
+ if (state[key] !== val)
262
+ return false;
263
+ }
264
+ return true;
265
+ }
266
+ if (goalMet(worldState))
267
+ return [];
268
+ const queue = [{ state: { ...worldState }, actions: [], cost: 0 }];
269
+ while (queue.length > 0) {
270
+ queue.sort((a, b) => a.cost - b.cost);
271
+ const current = queue.shift();
272
+ if (current.actions.length >= maxDepth)
273
+ continue;
274
+ for (const action of actions) {
275
+ if (!actionValid(action, current.state))
276
+ continue;
277
+ const newState = { ...current.state, ...action.effects };
278
+ const newPlan = [...current.actions, action];
279
+ if (goalMet(newState))
280
+ return newPlan;
281
+ queue.push({ state: newState, actions: newPlan, cost: current.cost + action.cost });
282
+ }
283
+ }
284
+ return null; // No plan found
285
+ }
286
+ function createDialogTree(id, nodes) {
287
+ var _a, _b;
288
+ const nodeMap = new Map();
289
+ for (const n of nodes)
290
+ nodeMap.set(n.id, n);
291
+ return { id, startNodeId: (_b = (_a = nodes[0]) === null || _a === void 0 ? void 0 : _a.id) !== null && _b !== void 0 ? _b : '', nodes: nodeMap };
292
+ }
293
+ /** Get available responses (filter by conditions using evaluator). */
294
+ function getAvailableResponses(tree, nodeId, evaluateCondition) {
295
+ const node = tree.nodes.get(nodeId);
296
+ if (!node)
297
+ return [];
298
+ if (!evaluateCondition)
299
+ return node.responses;
300
+ return node.responses.filter(r => !r.condition || evaluateCondition(r.condition));
301
+ }
302
+
303
+ exports.BTAction = BTAction;
304
+ exports.BTCondition = BTCondition;
305
+ exports.BTDecorator = BTDecorator;
306
+ exports.BTParallel = BTParallel;
307
+ exports.BTRepeat = BTRepeat;
308
+ exports.BTSelector = BTSelector;
309
+ exports.BTSequence = BTSequence;
310
+ exports.FiniteStateMachine = FiniteStateMachine;
311
+ exports.btInvert = btInvert;
312
+ exports.createDialogTree = createDialogTree;
313
+ exports.getAvailableResponses = getAvailableResponses;
314
+ exports.planGOAP = planGOAP;
315
+ exports.selectBestAction = selectBestAction;
316
+ exports.steerArrive = steerArrive;
317
+ exports.steerFlee = steerFlee;
318
+ exports.steerSeek = steerSeek;
319
+ exports.steerSeparation = steerSeparation;
320
+ exports.steerWander = steerWander;
321
+ //# sourceMappingURL=AI.js.map
@@ -0,0 +1 @@
1
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