@origingame/create-game 0.0.0-stage → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (581) hide show
  1. package/README.md +57 -2
  2. package/archetypes/README.md +99 -0
  3. package/archetypes/idle/.origin/setup +14 -0
  4. package/archetypes/idle/LICENSES.md +12 -0
  5. package/archetypes/idle/README.md +234 -0
  6. package/archetypes/idle/assets/audio/buy.wav +0 -0
  7. package/archetypes/idle/assets/audio/milestone.wav +0 -0
  8. package/archetypes/idle/assets/audio/nova.wav +0 -0
  9. package/archetypes/idle/assets/audio/orbit.wav +0 -0
  10. package/archetypes/idle/assets/audio/tap.wav +0 -0
  11. package/archetypes/idle/assets/audio/ui-close.ogt +9 -0
  12. package/archetypes/idle/assets/audio/ui-error.ogt +9 -0
  13. package/archetypes/idle/assets/audio/ui-open.ogt +9 -0
  14. package/archetypes/idle/assets/audio/ui-press.ogt +9 -0
  15. package/archetypes/idle/assets/audio/ui-success.ogt +9 -0
  16. package/archetypes/idle/assets/fonts/NotoSansSC-subset.ttf +0 -0
  17. package/archetypes/idle/assets/fonts/NotoSansSC-subset.ttf.ogt +10 -0
  18. package/archetypes/idle/assets/fonts/OFL.txt +93 -0
  19. package/archetypes/idle/assets/fx/drift.ogt +21 -0
  20. package/archetypes/idle/assets/fx/milestone.ogt +21 -0
  21. package/archetypes/idle/assets/fx/nova.ogt +22 -0
  22. package/archetypes/idle/assets/fx/stars.ogt +20 -0
  23. package/archetypes/idle/assets/fx/tap.ogt +23 -0
  24. package/archetypes/idle/assets/looks/idle.ogt +17 -0
  25. package/archetypes/idle/assets/skins/sparkorb/ChakraPetch-BoldItalic.ttf +0 -0
  26. package/archetypes/idle/assets/skins/sparkorb/ChakraPetch-BoldItalic.ttf.ogt +9 -0
  27. package/archetypes/idle/assets/skins/sparkorb/LICENSES.md +19 -0
  28. package/archetypes/idle/assets/skins/sparkorb/OFL.txt +95 -0
  29. package/archetypes/idle/assets/skins/sparkorb/Orbitron-Medium.ttf +0 -0
  30. package/archetypes/idle/assets/skins/sparkorb/Orbitron-Medium.ttf.ogt +9 -0
  31. package/archetypes/idle/assets/skins/sparkorb/Rajdhani-Bold.ttf +0 -0
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  37. package/archetypes/idle/assets/skins/sparkorb/skin.ogt +113 -0
  38. package/archetypes/idle/assets/sprites/glow.png +0 -0
  39. package/archetypes/idle/assets/sprites/glow.png.ogt +8 -0
  40. package/archetypes/idle/assets/sprites/mote-crystal.png +0 -0
  41. package/archetypes/idle/assets/sprites/mote-crystal.png.ogt +7 -0
  42. package/archetypes/idle/assets/sprites/mote-ember.png +0 -0
  43. package/archetypes/idle/assets/sprites/mote-ember.png.ogt +7 -0
  44. package/archetypes/idle/assets/sprites/mote-star.png +0 -0
  45. package/archetypes/idle/assets/sprites/mote-star.png.ogt +7 -0
  46. package/archetypes/idle/assets/sprites/mote-storm.png +0 -0
  47. package/archetypes/idle/assets/sprites/mote-storm.png.ogt +7 -0
  48. package/archetypes/idle/assets/sprites/orb.png +0 -0
  49. package/archetypes/idle/assets/sprites/orb.png.ogt +7 -0
  50. package/archetypes/idle/assets/sprites/spark.png +0 -0
  51. package/archetypes/idle/assets/sprites/spark.png.ogt +7 -0
  52. package/archetypes/idle/assets/strings/en.ogt +62 -0
  53. package/archetypes/idle/assets/strings/zh-CN.ogt +62 -0
  54. package/archetypes/idle/gitattributes +22 -0
  55. package/archetypes/idle/host.d.ts +46 -0
  56. package/archetypes/idle/package.json +18 -0
  57. package/archetypes/idle/project.ogt +14 -0
  58. package/archetypes/idle/references/metal/card.png +0 -0
  59. package/archetypes/idle/references/metal/orbit.png +0 -0
  60. package/archetypes/idle/references/metal/title.png +0 -0
  61. package/archetypes/idle/src/components.ts +139 -0
  62. package/archetypes/idle/src/main.ts +247 -0
  63. package/archetypes/idle/src/numbers.ts +126 -0
  64. package/archetypes/idle/src/systems.ts +340 -0
  65. package/archetypes/idle/src/ui.ts +412 -0
  66. package/archetypes/idle/tests/away.og.ts +42 -0
  67. package/archetypes/idle/tests/flow.og.ts +57 -0
  68. package/archetypes/idle/tests/frames.og.ts +33 -0
  69. package/archetypes/idle/tests/frames.ts +134 -0
  70. package/archetypes/idle/tests/lib.ts +74 -0
  71. package/archetypes/idle/tests/milestone.og.ts +32 -0
  72. package/archetypes/idle/tests/nova.og.ts +52 -0
  73. package/archetypes/idle/tests/offline.og.ts +60 -0
  74. package/archetypes/idle/tests/pad.og.ts +55 -0
  75. package/archetypes/idle/tests/pause.og.ts +68 -0
  76. package/archetypes/idle/tests/phone.og.ts +50 -0
  77. package/archetypes/idle/tests/replay.og.ts +28 -0
  78. package/archetypes/idle/tools/make-assets.py +448 -0
  79. package/archetypes/idle/tools/oglite.py +285 -0
  80. package/archetypes/idle/tsconfig.json +17 -0
  81. package/archetypes/match3/.origin/setup +14 -0
  82. package/archetypes/match3/LICENSES.md +7 -0
  83. package/archetypes/match3/README.md +205 -0
  84. package/archetypes/match3/assets/audio/cascade.wav +0 -0
  85. package/archetypes/match3/assets/audio/clear.wav +0 -0
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  89. package/archetypes/match3/assets/audio/swap.wav +0 -0
  90. package/archetypes/match3/assets/audio/won.wav +0 -0
  91. package/archetypes/match3/assets/fonts/OFL.txt +93 -0
  92. package/archetypes/match3/assets/fonts/ui.ttf +0 -0
  93. package/archetypes/match3/assets/fonts/ui.ttf.ogt +11 -0
  94. package/archetypes/match3/assets/scenes/main.ogt +24 -0
  95. package/archetypes/match3/assets/sprites/backdrop.png +0 -0
  96. package/archetypes/match3/assets/sprites/board.ogt +21 -0
  97. package/archetypes/match3/assets/sprites/cells.ogt +7 -0
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  100. package/archetypes/match3/assets/sprites/gems.ogt +75 -0
  101. package/archetypes/match3/assets/sprites/gems.png +0 -0
  102. package/archetypes/match3/assets/sprites/panel.png +0 -0
  103. package/archetypes/match3/assets/sprites/ring.png +0 -0
  104. package/archetypes/match3/gitattributes +22 -0
  105. package/archetypes/match3/host.d.ts +46 -0
  106. package/archetypes/match3/package.json +18 -0
  107. package/archetypes/match3/project.ogt +18 -0
  108. package/archetypes/match3/references/metal/cascade.png +0 -0
  109. package/archetypes/match3/references/metal/clearing.png +0 -0
  110. package/archetypes/match3/references/metal/dealt.png +0 -0
  111. package/archetypes/match3/src/art.ts +54 -0
  112. package/archetypes/match3/src/board.ts +112 -0
  113. package/archetypes/match3/src/components.ts +95 -0
  114. package/archetypes/match3/src/layout.ts +25 -0
  115. package/archetypes/match3/src/main.ts +199 -0
  116. package/archetypes/match3/src/systems.ts +631 -0
  117. package/archetypes/match3/tests/drag.og.ts +31 -0
  118. package/archetypes/match3/tests/endings.og.ts +40 -0
  119. package/archetypes/match3/tests/frames.og.ts +49 -0
  120. package/archetypes/match3/tests/frames.ts +134 -0
  121. package/archetypes/match3/tests/hidpi.og.ts +41 -0
  122. package/archetypes/match3/tests/lib.ts +64 -0
  123. package/archetypes/match3/tests/replay.og.ts +28 -0
  124. package/archetypes/match3/tests/sounds.og.ts +50 -0
  125. package/archetypes/match3/tests/swap.og.ts +67 -0
  126. package/archetypes/match3/tools/make-assets.py +404 -0
  127. package/archetypes/match3/tools/oglite.py +285 -0
  128. package/archetypes/match3/tsconfig.json +17 -0
  129. package/archetypes/rhythm/.origin/setup +14 -0
  130. package/archetypes/rhythm/LICENSES.md +13 -0
  131. package/archetypes/rhythm/README.md +235 -0
  132. package/archetypes/rhythm/assets/audio/bass0.wav +0 -0
  133. package/archetypes/rhythm/assets/audio/bass1.wav +0 -0
  134. package/archetypes/rhythm/assets/audio/bass2.wav +0 -0
  135. package/archetypes/rhythm/assets/audio/bass3.wav +0 -0
  136. package/archetypes/rhythm/assets/audio/chords0.wav +0 -0
  137. package/archetypes/rhythm/assets/audio/chords1.wav +0 -0
  138. package/archetypes/rhythm/assets/audio/chords2.wav +0 -0
  139. package/archetypes/rhythm/assets/audio/chords3.wav +0 -0
  140. package/archetypes/rhythm/assets/audio/clear.wav +0 -0
  141. package/archetypes/rhythm/assets/audio/click.wav +0 -0
  142. package/archetypes/rhythm/assets/audio/drums.wav +0 -0
  143. package/archetypes/rhythm/assets/audio/fail.wav +0 -0
  144. package/archetypes/rhythm/assets/audio/leadA.wav +0 -0
  145. package/archetypes/rhythm/assets/audio/leadB.wav +0 -0
  146. package/archetypes/rhythm/assets/audio/miss.wav +0 -0
  147. package/archetypes/rhythm/assets/audio/tap0.wav +0 -0
  148. package/archetypes/rhythm/assets/audio/tap1.wav +0 -0
  149. package/archetypes/rhythm/assets/audio/tap2.wav +0 -0
  150. package/archetypes/rhythm/assets/audio/ui-close.ogt +9 -0
  151. package/archetypes/rhythm/assets/audio/ui-error.ogt +9 -0
  152. package/archetypes/rhythm/assets/audio/ui-open.ogt +9 -0
  153. package/archetypes/rhythm/assets/audio/ui-press.ogt +9 -0
  154. package/archetypes/rhythm/assets/audio/ui-success.ogt +9 -0
  155. package/archetypes/rhythm/assets/charts/neon-pulse.ogt +919 -0
  156. package/archetypes/rhythm/assets/fonts/NotoSansSC-subset.ttf +0 -0
  157. package/archetypes/rhythm/assets/fonts/NotoSansSC-subset.ttf.ogt +10 -0
  158. package/archetypes/rhythm/assets/fonts/OFL.txt +93 -0
  159. package/archetypes/rhythm/assets/fx/hit.ogt +22 -0
  160. package/archetypes/rhythm/assets/skins/lanebeat/ChakraPetch-Medium.ttf +0 -0
  161. package/archetypes/rhythm/assets/skins/lanebeat/ChakraPetch-Medium.ttf.ogt +9 -0
  162. package/archetypes/rhythm/assets/skins/lanebeat/JetBrainsMono-Regular.ttf +0 -0
  163. package/archetypes/rhythm/assets/skins/lanebeat/JetBrainsMono-Regular.ttf.ogt +9 -0
  164. package/archetypes/rhythm/assets/skins/lanebeat/LICENSES.md +17 -0
  165. package/archetypes/rhythm/assets/skins/lanebeat/OFL.txt +95 -0
  166. package/archetypes/rhythm/assets/skins/lanebeat/Orbitron-Bold.ttf +0 -0
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  175. package/archetypes/rhythm/assets/sprites/note.png +0 -0
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  178. package/archetypes/rhythm/assets/sprites/ring.png.ogt +7 -0
  179. package/archetypes/rhythm/assets/sprites/spark.png +0 -0
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  183. package/archetypes/rhythm/gitattributes +22 -0
  184. package/archetypes/rhythm/host.d.ts +46 -0
  185. package/archetypes/rhythm/package.json +18 -0
  186. package/archetypes/rhythm/project.ogt +14 -0
  187. package/archetypes/rhythm/references/metal/highway.png +0 -0
  188. package/archetypes/rhythm/references/metal/results.png +0 -0
  189. package/archetypes/rhythm/references/metal/title.png +0 -0
  190. package/archetypes/rhythm/src/components.ts +147 -0
  191. package/archetypes/rhythm/src/main.ts +202 -0
  192. package/archetypes/rhythm/src/systems.ts +490 -0
  193. package/archetypes/rhythm/src/ui.ts +421 -0
  194. package/archetypes/rhythm/tests/band.og.ts +45 -0
  195. package/archetypes/rhythm/tests/calibrate.og.ts +49 -0
  196. package/archetypes/rhythm/tests/clear.og.ts +51 -0
  197. package/archetypes/rhythm/tests/fail.og.ts +40 -0
  198. package/archetypes/rhythm/tests/flow.og.ts +54 -0
  199. package/archetypes/rhythm/tests/frames.og.ts +35 -0
  200. package/archetypes/rhythm/tests/frames.ts +134 -0
  201. package/archetypes/rhythm/tests/lib.ts +123 -0
  202. package/archetypes/rhythm/tests/pad.og.ts +41 -0
  203. package/archetypes/rhythm/tests/pause.og.ts +77 -0
  204. package/archetypes/rhythm/tests/phone.og.ts +44 -0
  205. package/archetypes/rhythm/tests/replay.og.ts +27 -0
  206. package/archetypes/rhythm/tests/timing.og.ts +37 -0
  207. package/archetypes/rhythm/tools/make-assets.py +383 -0
  208. package/archetypes/rhythm/tools/oglite.py +285 -0
  209. package/archetypes/rhythm/tsconfig.json +17 -0
  210. package/archetypes/roguelike/.origin/setup +14 -0
  211. package/archetypes/roguelike/LICENSES.md +14 -0
  212. package/archetypes/roguelike/README.md +256 -0
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  269. package/archetypes/roguelike/src/systems.ts +620 -0
  270. package/archetypes/roguelike/src/ui.ts +350 -0
  271. package/archetypes/roguelike/tests/flow.og.ts +54 -0
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  273. package/archetypes/roguelike/tests/frames.og.ts +32 -0
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  275. package/archetypes/roguelike/tests/lib.ts +83 -0
  276. package/archetypes/roguelike/tests/lose.og.ts +44 -0
  277. package/archetypes/roguelike/tests/pad.og.ts +54 -0
  278. package/archetypes/roguelike/tests/pause.og.ts +59 -0
  279. package/archetypes/roguelike/tests/phone.og.ts +54 -0
  280. package/archetypes/roguelike/tests/replay.og.ts +24 -0
  281. package/archetypes/roguelike/tests/win.og.ts +60 -0
  282. package/archetypes/roguelike/tools/make-assets.py +518 -0
  283. package/archetypes/roguelike/tools/oglite.py +285 -0
  284. package/archetypes/roguelike/tsconfig.json +17 -0
  285. package/archetypes/runner/.origin/setup +14 -0
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@@ -0,0 +1,164 @@
1
+ // Ember Vale, the third-person archetype (3D profile): dusk is falling on
2
+ // a lake vale and four beacons stand dark on its knolls. Walk, run, wade
3
+ // and jump the strider there (og.CharacterController on the terrain), hold
4
+ // F by a beacon to kindle it (the hand reaches into the bowl through an
5
+ // og.IkChain) and light all four before night. Three stone sentinels walk
6
+ // their rounds on the navmesh (og.nav) and think with behaviour trees
7
+ // (og.ai): one that sees you calls the alarm and runs you down, and its
8
+ // grab costs a heart. Three hearts gone, or night, ends the run; every
9
+ // beacon lit wins it. Then the summary, and again.
10
+ //
11
+ // `start` loads the strings, the skin and the sounds, builds the vale
12
+ // (src/world.ts) and spawns the hero (src/hero.ts), the sentinels
13
+ // (src/sentinels.ts) and the voices (src/sound.ts). The beacons are in
14
+ // src/beacons.ts, the screens and the run's clock in src/ui.ts and the
15
+ // state in src/components.ts.
16
+
17
+ import { og } from "@origingame/engine";
18
+ import type { World } from "@origingame/engine";
19
+ import { BEACONS, Game, Phase, Prefs, Tuning } from "./components.ts";
20
+ import { Beacons, catchBeacon } from "./beacons.ts";
21
+ import { FEET, HeroMove, spawnHero, STAND, View } from "./hero.ts";
22
+ import { alarm, grab, Sentinels, SENTINELS, spawnSentinels } from "./sentinels.ts";
23
+ import { spawnVoices, Voices } from "./sound.ts";
24
+ import { LANGUAGES, startRun, toTitle, Ui } from "./ui.ts";
25
+ import { BEACON_AT, buildVale, ground, HOURS, must, setHour } from "./world.ts";
26
+
27
+ function start(world: World): void {
28
+ for (const l of LANGUAGES) must(og.i18n.load(world, `strings/${l.code}.ogt`));
29
+ const skin = must(og.load.skin(world, "skins/ember/skin.ogt"));
30
+ const sound = (path: string) => must(og.load.sound(world, path));
31
+ must(og.ui.configure(world, { skin, sounds: { press: sound("audio/ui-press.ogt"), open: sound("audio/ui-open.ogt"), close: sound("audio/ui-close.ogt"), error: sound("audio/ui-error.ogt"), success: sound("audio/ui-success.ogt") } }));
32
+ buildVale(world);
33
+ spawnHero(world);
34
+ spawnSentinels(world);
35
+ spawnVoices(world);
36
+ // Behind the title the vale is reset and its beacons burn.
37
+ toTitle(world, gameOf(world));
38
+ }
39
+
40
+ function gameOf(world: World) {
41
+ return must(world.resource(Game));
42
+ }
43
+
44
+ function num(s: string | undefined, what: string): number {
45
+ const n = Number(s);
46
+ if (s === undefined || !Number.isFinite(n)) throw new Error(`${what} is a number`);
47
+ return n;
48
+ }
49
+
50
+ /** `run`: start a run now, as Set out on the title does. */
51
+ function run(world: World): void {
52
+ startRun(world, gameOf(world));
53
+ }
54
+
55
+ /** `warp:<beacon>` or `warp:<x>:<z>`: put the hero by a beacon (facing it) or on the ground at x, z. */
56
+ function warp(world: World, args: readonly string[]): void {
57
+ const g = gameOf(world);
58
+ let x: number;
59
+ let z: number;
60
+ if (args.length === 1) {
61
+ const b = BEACON_AT[num(args[0], "beacon")];
62
+ if (b === undefined) throw new Error(`beacons are 0 to ${BEACONS - 1}`);
63
+ // Where the hero stands to kindle it: STAND short of its centre, on the side of the lake.
64
+ const len = Math.hypot(b.x, b.z + 6);
65
+ x = b.x - (b.x / len) * STAND;
66
+ z = b.z - ((b.z + 6) / len) * STAND;
67
+ g.facing = Math.atan2(b.x - x, b.z - z);
68
+ } else {
69
+ x = num(args[0], "x");
70
+ z = num(args[1], "z");
71
+ }
72
+ const h = ground(world, g, x, z).height;
73
+ must(world.set(g.hero as unknown as never, og.Transform, { position: { x, y: h + FEET + 0.05, z } }));
74
+ }
75
+
76
+ /** `light:<beacon>`: the beacon catches now, as kindling it does. */
77
+ function light(world: World, args: readonly string[]): void {
78
+ const g = gameOf(world);
79
+ if (g.phase !== Phase.Play) throw new Error("light needs a run (write run first)");
80
+ const i = num(args[0], "beacon");
81
+ if (i < 0 || i >= BEACONS) throw new Error(`beacons are 0 to ${BEACONS - 1}`);
82
+ catchBeacon(world, g, i);
83
+ }
84
+
85
+ /** `hearts:<n>`: set the hearts left (0 ends the run, caught). */
86
+ function hearts(world: World, args: readonly string[]): void {
87
+ gameOf(world).hearts = num(args[0], "n");
88
+ }
89
+
90
+ /** `dusk:<seconds>`: jump the run's clock to this many seconds played (night at Tuning.duskSeconds). */
91
+ function dusk(world: World, args: readonly string[]): void {
92
+ const g = gameOf(world);
93
+ g.time = num(args[0], "seconds");
94
+ if (g.phase === Phase.Title) setHour(world, HOURS.title);
95
+ }
96
+
97
+ /** `viewport:<desktop|phone>`: lay the UI out for a phone in portrait. */
98
+ function viewport(world: World, args: readonly string[]): void {
99
+ const phone = { width: 390, height: 844, dpr: 3, safeArea: { left: 0, top: 47, right: 0, bottom: 34 }, coarsePointer: true, breakpoint: "phonePortrait" } as const;
100
+ og.ui.previewViewport(world, args[0] === "phone" ? phone : null);
101
+ }
102
+
103
+ /** `language:<en|zh-CN>`. */
104
+ function language(world: World, args: readonly string[]): void {
105
+ const p = must(world.resource(Prefs));
106
+ const at = LANGUAGES.findIndex((l) => l.code === args[0]);
107
+ if (at < 0) throw new Error("write language:<en|zh-CN>");
108
+ p.language = at;
109
+ og.i18n.setLocale(world, LANGUAGES[at]!.code);
110
+ }
111
+
112
+ /** `stale_record`: another device writes the record (the next write here is refused as stale and merged). */
113
+ function staleRecord(world: World): void {
114
+ must(og.platform.storeSet(world, { key: "record", value: { runs: 9, wins: 3, best: 200 } }));
115
+ }
116
+
117
+ export default og.game({
118
+ tick: 60,
119
+ seed: 1,
120
+ resources: [Game, Tuning, Prefs],
121
+ systems: [...og.systems.cameras, Ui, HeroMove, View, Sentinels, Beacons, Voices],
122
+ start,
123
+ commands: { run, warp, light, hearts, dusk, viewport, language, stale_record: staleRecord, alarm, grab },
124
+ commandHelp: {
125
+ run: { usage: "", doc: "Start a run now, as Set out does." },
126
+ warp: { usage: "<beacon> | <x>:<z>", doc: "Put the hero where it kindles a beacon (0 to 3), or on the ground at x, z." },
127
+ light: { usage: "<beacon>", doc: "The beacon catches now, as kindling it does (the fourth wins)." },
128
+ hearts: { usage: "<n>", doc: "Set the hearts left (0: the sentinels caught you)." },
129
+ dusk: { usage: "<seconds>", doc: "Jump the run's clock to this many seconds played (night falls at Tuning.duskSeconds)." },
130
+ viewport: { usage: "<desktop|phone>", doc: "Lay the UI out for a phone in portrait (390×844 at 3×)." },
131
+ language: { usage: "<en|zh-CN>", doc: "Switch the language as the settings do." },
132
+ stale_record: { usage: "", doc: "Another device writes the record, so this one's next write is refused as stale and merged." },
133
+ alarm: { usage: "<sentinel>", doc: "A sentinel (0 to 2: west, north, east; og.ai sends its entity) calls the alarm (its behaviour raises it on sight)." },
134
+ grab: { usage: "<sentinel>", doc: "A sentinel's grab (0 to 2: west, north, east; og.ai sends its entity; its behaviour raises it within reach): a heart, unless the hero is out of reach or was just grabbed." },
135
+ },
136
+ facts: (world) => {
137
+ const game = world.resource(Game);
138
+ if (!game.ok) return null;
139
+ const g = game.value;
140
+ return {
141
+ phase: ["title", "play", "over"][g.phase],
142
+ ending: ["none", "dawn", "night", "caught"][g.ending],
143
+ hearts: g.hearts,
144
+ lit: g.lit,
145
+ litMask: g.litMask,
146
+ time: Math.round(g.time * 10) / 10,
147
+ hour: Math.round(g.hour * 100) / 100,
148
+ near: g.near,
149
+ kindle: Math.round(g.kindle * 100) / 100,
150
+ wading: g.wading,
151
+ grounded: g.grounded,
152
+ speed: Math.round(g.speed * 100) / 100,
153
+ jumps: g.jumps,
154
+ splashes: g.splashes,
155
+ grabs: g.grabs,
156
+ alarms: g.alarms,
157
+ runs: g.runs,
158
+ wins: g.wins,
159
+ best: Math.round(g.best * 10) / 10,
160
+ sentinels: SENTINELS.length,
161
+ language: LANGUAGES[g.language]!.code,
162
+ };
163
+ },
164
+ });
@@ -0,0 +1,159 @@
1
+ // The sentinels: three stone stouts walking their rounds of the lake path
2
+ // on the vale's navmesh (og.NavAgent), each thinking with its behaviour
3
+ // (og.ai, assets/ai/sentinel-<name>.ogt) and watching with og.Perception
4
+ // (sight, a cone, the terrain and the plinths hide the hero). Seen, a
5
+ // sentinel raises `alarm` and chases; within reach it raises `grab`: the
6
+ // hero loses a heart and is thrown back. The navmesh stops at the shore, so
7
+ // the lake is a refuge. Their walk is the library's clips retargeted onto
8
+ // the stout (src/anim.ts), its speed the graph's parameter.
9
+
10
+ import { og, defineSystem } from "@origingame/engine";
11
+ import type { Entity, World } from "@origingame/engine";
12
+ import { sentinelRig } from "./anim.ts";
13
+ import { Ending, Game, Phase, Sentinel, Sound, Tuning } from "./components.ts";
14
+ import { entity, FEET } from "./hero.ts";
15
+ import { ground, must } from "./world.ts";
16
+
17
+ /** The sentinels, by behaviour (assets/ai/sentinel-<name>.ogt). */
18
+ export const SENTINELS = ["west", "north", "east"] as const;
19
+ /** The stout's scale: a head taller than the hero. */
20
+ const BODY_SCALE = 1.25;
21
+ /** Seconds the hero is thrown back by a grab, and how long it cannot be grabbed again. */
22
+ const KNOCK = 0.35;
23
+ const SPARED = 1.6;
24
+
25
+ /** The first point of each sentinel's round (tools/make-assets.py ROUTES writes the rounds). */
26
+ const ROUND_STARTS = [{ x: -27, z: 12 }, { x: -20, z: -31 }, { x: 27, z: -22 }];
27
+ /** The behaviours' `alert` and `grab` states: indexes into BehaviourInfo.states, the same in all three. */
28
+ const ALERT_STATES = [1, 2];
29
+ /** Their first state, `patrol`. */
30
+ const PATROL = 0;
31
+
32
+ export function spawnSentinels(world: World): void {
33
+ const g = must(world.resource(Game));
34
+ const rig = sentinelRig(world);
35
+ const model = must(og.load.gltf(world, "models/stout.glb"));
36
+ const eyeLight = { color: { r: 1, g: 0.18, b: 0.08 }, intensity: 0, distance: 6, castShadow: false };
37
+ SENTINELS.forEach((name, i) => {
38
+ const mind = must(og.ai.load(world, `ai/sentinel-${name}.ogt`));
39
+ if (mind.states[PATROL] !== "patrol" || mind.states[1] !== "alert" || mind.states[2] !== "grab") throw new Error(`ai/sentinel-${name}.ogt: states ${mind.states.join(", ")}`);
40
+ const first = ROUND_STARTS[i]!;
41
+ const at = { x: first.x, y: ground(world, g, first.x, first.z).height, z: first.z };
42
+ const s = must(world.spawn({ name: `sentinel-${i}`, position: at }));
43
+ must(world.insert(s, og.NavAgent, { nav: g.nav as never, target: at, seeking: false, speed: 1.6, acceleration: 12, radius: 0.45, stopDistance: 0.3, faceMovement: true, turnSpeed: 6 }));
44
+ must(world.insert(s, og.AiAgent, { behaviour: mind.behaviour, active: true, thinkEvery: 2 }));
45
+ must(world.insert(s, og.Perception, { sight: 13, fov: 120, eyeHeight: 1.6, occlude: true, team: 2, memory: 3 }));
46
+ must(world.insert(s, Sentinel, { index: i }));
47
+ const body = must(world.instantiate(model, { name: `sentinel-${i}-body`, parent: s, scale: { x: BODY_SCALE, y: BODY_SCALE, z: BODY_SCALE } }));
48
+ must(world.insert(body, og.Skeleton, { asset: rig.skeleton, rootMotion: "off" }));
49
+ must(world.insert(body, og.AnimationGraph, { asset: rig.graph, speed: 1 }));
50
+ const eye = must(world.spawn({ name: `sentinel-${i}-eye`, parent: s, position: { x: 0, y: 2.05, z: 0.3 } }));
51
+ must(world.insert(eye, og.PointLight, eyeLight));
52
+ });
53
+ }
54
+
55
+ /**
56
+ * Puts the sentinels back at the start of their rounds, calm (a new run or
57
+ * the title). One that left its patrol (alert, grabbing or searching) is
58
+ * restarted (og.ai.restart: its machine afresh in `patrol`, its timers and
59
+ * blackboard reset); one still patrolling keeps its machine.
60
+ */
61
+ function reset(world: World, g: { terrain: number }): void {
62
+ SENTINELS.forEach((_, i) => {
63
+ const s = entity(world, `sentinel-${i}`);
64
+ const first = ROUND_STARTS[i]!;
65
+ const at = { x: first.x, y: ground(world, g, first.x, first.z).height, z: first.z };
66
+ must(world.set(s, og.Transform, { position: at }));
67
+ must(world.set(s, og.NavAgent, { target: at, seeking: false }));
68
+ if (must(world.get(s, og.AiAgent)).state !== PATROL) must(og.ai.restart(world, s));
69
+ must(world.set(s, Sentinel, { alert: false }));
70
+ });
71
+ }
72
+
73
+ /**
74
+ * Per tick: the sentinels' sight and pace from Tuning, the graph's speed
75
+ * from how fast each walks, the body's feet on the terrain (the navmesh
76
+ * lies a little above or below it), and the eye's light while it chases.
77
+ */
78
+ export const Sentinels = defineSystem(
79
+ "Sentinels",
80
+ { reads: [Tuning], writes: [Game, Sentinel, og.AiAgent, og.NavAgent, og.Transform, og.Perception, og.AnimationGraph, og.PointLight], after: ["Hero"] },
81
+ (_q, time, world) => {
82
+ const g = must(world.resource(Game));
83
+ const t = must(world.resource(Tuning));
84
+ if (g.start) reset(world, g);
85
+ const pulse = 0.75 + 0.25 * Math.sin(time.elapsed * 9);
86
+ SENTINELS.forEach((_, i) => {
87
+ const s = entity(world, `sentinel-${i}`);
88
+ const nav = must(world.get(s, og.NavAgent));
89
+ const ai = must(world.get(s, og.AiAgent));
90
+ const me = must(world.get(s, Sentinel));
91
+ const p = must(world.get(s, og.Transform)).position;
92
+ const speed = Math.hypot(nav.velocity.x, nav.velocity.z);
93
+ const alert = g.phase === Phase.Play && ALERT_STATES.includes(ai.state);
94
+ if (alert !== me.alert || Math.abs(speed - me.speed) > 1e-3) must(world.set(s, Sentinel, { speed, alert }));
95
+ must(world.set(s, og.Perception, { sight: t.sight }));
96
+ const body = entity(world, `sentinel-${i}-body`);
97
+ must(world.set(body, og.AnimationGraph, { p0: speed }));
98
+ must(world.set(body, og.Transform, { position: { x: 0, y: ground(world, g, p.x, p.z).height - p.y, z: 0 } }));
99
+ must(world.set(entity(world, `sentinel-${i}-eye`), og.PointLight, { intensity: alert ? 14 * pulse : 0 }));
100
+ });
101
+ },
102
+ );
103
+
104
+ /**
105
+ * The sentinel a command names: its index, 0 to 2 (SENTINELS' order, as a
106
+ * playtest types it), or its entity handle (what og.ai's `command` sends
107
+ * first; no sentinel's handle is that small).
108
+ */
109
+ function sentinel(world: World, args: readonly string[]): { me: Entity; at: { x: number; y: number; z: number } } {
110
+ const n = Number(args[0]);
111
+ const me = (Number.isInteger(n) && n >= 0 && n < SENTINELS.length ? entity(world, `sentinel-${n}`) : n) as Entity;
112
+ const t = world.get(me, og.Transform);
113
+ if (!t.ok || !world.get(me, Sentinel).ok) throw new Error(`${args[0]} is not a sentinel (0 to ${SENTINELS.length - 1}, or a sentinel's entity)`);
114
+ return { me, at: t.value.position };
115
+ }
116
+
117
+ /** `alarm <sentinel>`: it has seen the hero (its behaviour raises it entering `alert`). */
118
+ export function alarm(world: World, args: readonly string[]): void {
119
+ const { me, at } = sentinel(world, args);
120
+ const g = must(world.resource(Game));
121
+ if (g.phase !== Phase.Play || g.ending !== Ending.None) return;
122
+ const s = must(world.get(me, Sentinel));
123
+ must(world.set(me, Sentinel, { alarms: s.alarms + 1 }));
124
+ g.alarms += 1;
125
+ g.sfx |= Sound.Alarm;
126
+ must(og.render.floatingText(world, { text: "!", position: { x: at.x, y: at.y + 2.7, z: at.z }, size: 0.9, color: { r: 1, g: 0.3, b: 0.15 }, rise: 0.6, spread: 0, lifetime: 1 }));
127
+ }
128
+
129
+ /**
130
+ * `grab <sentinel>`: it reached the hero (its behaviour raises it within
131
+ * reach). The hero loses a heart and is thrown back, the world holds for a
132
+ * beat, the screen flashes red and shakes; then the hero is spared a moment.
133
+ */
134
+ export function grab(world: World, args: readonly string[]): void {
135
+ const { me, at } = sentinel(world, args);
136
+ const g = must(world.resource(Game));
137
+ if (g.phase !== Phase.Play || g.ending !== Ending.None || g.invulnerable > 0) return;
138
+ const hero = must(world.get(g.hero as unknown as Entity, og.Transform)).position;
139
+ if (Math.hypot(hero.x - at.x, hero.z - at.z) > 2.2 || hero.y - FEET > at.y + 1.5) return;
140
+ const s = must(world.get(me, Sentinel));
141
+ must(world.set(me, Sentinel, { grabs: s.grabs + 1 }));
142
+ const dx = hero.x - at.x;
143
+ const dz = hero.z - at.z;
144
+ const d = Math.max(0.01, Math.hypot(dx, dz));
145
+ g.hearts -= 1;
146
+ g.hurts += 1;
147
+ g.grabs += 1;
148
+ g.knock = KNOCK;
149
+ g.knockX = dx / d;
150
+ g.knockZ = dz / d;
151
+ g.invulnerable = SPARED;
152
+ g.sfx |= Sound.Grab;
153
+ const t = must(world.resource(Tuning));
154
+ if (t.hitStop > 0) must(og.time.hitStop(world, t.hitStop));
155
+ const post = must(world.resource(og.PostEffects));
156
+ post.flash = 0.45;
157
+ post.flashColor = { r: 0.8, g: 0.05, b: 0.02 };
158
+ must(og.camera.shake(world, 0.55));
159
+ }
@@ -0,0 +1,66 @@
1
+ // The sounds: one voice per sound effect, played once when a system sets
2
+ // its bit in Game.sfx (a voice still playing is stopped this tick and
3
+ // started again on the next), and the vale's music, ducked under the
4
+ // effects, with a little of the valley's echo on them.
5
+
6
+ import { og, defineSystem } from "@origingame/engine";
7
+ import type { World } from "@origingame/engine";
8
+ import { Game, Sfx, Sound } from "./components.ts";
9
+ import { must } from "./world.ts";
10
+
11
+ export function spawnVoices(world: World): void {
12
+ const sound = (path: string) => must(og.load.sound(world, path));
13
+ const voices: [string, number, number][] = [
14
+ ["audio/step.ogt", Sound.Step, 0.3],
15
+ ["audio/jump.wav", Sound.Jump, 0.45],
16
+ ["audio/splash.wav", Sound.Splash, 0.5],
17
+ ["audio/ignite.wav", Sound.Ignite, 0.75],
18
+ ["audio/alarm.wav", Sound.Alarm, 0.6],
19
+ ["audio/grab.wav", Sound.Grab, 0.7],
20
+ ["audio/dawn.wav", Sound.Dawn, 0.75],
21
+ ["audio/night.wav", Sound.Night, 0.75],
22
+ ];
23
+ for (const [path, bit, volume] of voices) {
24
+ const v = must(world.spawn({ name: `sfx-${bit}` }));
25
+ must(world.insert(v, og.AudioSource, { sound: sound(path), playing: false, bus: "sfx", volume, priority: 160 }));
26
+ must(world.insert(v, Sfx, { bit }));
27
+ }
28
+ const music = must(world.spawn({ name: "music" }));
29
+ must(world.insert(music, og.AudioSource, { sound: sound("audio/vale.wav"), bus: "music", loop: true, volume: 0.55, priority: 220 }));
30
+ const fx = must(world.spawn({ name: "music-bus" }));
31
+ must(world.insert(fx, og.AudioBusFx, { bus: "music", duck: true, duckBus: "sfx", duckDepth: 5, duckRelease: 0.6 }));
32
+ const echo = must(world.spawn({ name: "sfx-bus" }));
33
+ must(world.insert(echo, og.AudioBusFx, { bus: "sfx", reverb: 0.18 }));
34
+ // The touch HUD's Jump and Kindle: the skin's press sound on the ui bus,
35
+ // like every og.ui button, beside the jump's or the fire's own effect.
36
+ const tap = must(world.spawn({ name: `sfx-${Sound.Tap}` }));
37
+ must(world.insert(tap, og.AudioSource, { sound: sound("audio/ui-press.ogt"), playing: false, bus: "ui", volume: 0.5, priority: 150 }));
38
+ must(world.insert(tap, Sfx, { bit: Sound.Tap }));
39
+ }
40
+
41
+ /** Plays each requested sound once; steps and splashes vary their pitch a little. */
42
+ export const Voices = defineSystem("Voices", { writes: [Game, Sfx, og.AudioSource, og.Rng], after: ["Beacons", "Sentinels", "View"] }, (q, _time, world) => {
43
+ const g = must(world.resource(Game));
44
+ // The last system: every system has seen this tick's start.
45
+ g.start = false;
46
+ if (g.sfx === 0) return;
47
+ const rng = must(world.resource(og.Rng));
48
+ let left = g.sfx;
49
+ for (const a of q.archetypes()) {
50
+ const sfx = a.column(Sfx);
51
+ const src = a.column(og.AudioSource);
52
+ for (let i = 0; i < a.count; i++) {
53
+ const b = sfx.bit[i]!;
54
+ if ((g.sfx & b) === 0) continue;
55
+ if (src.playing[i]) {
56
+ src.playing[i] = 0;
57
+ } else {
58
+ src.playing[i] = 1;
59
+ sfx.plays[i] = sfx.plays[i]! + 1;
60
+ if (b === Sound.Step || b === Sound.Splash) src.pitch[i] = rng.range(0.9, 1.1);
61
+ left &= ~b;
62
+ }
63
+ }
64
+ }
65
+ g.sfx = left;
66
+ });