@pix3/cli 1.6.0 → 1.6.3
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.
- package/LICENSE +201 -201
- package/README.md +788 -754
- package/dist/index.js +208 -203
- package/dist/runtime-types.json +1 -1
- package/dist/smoke/prebuilt/{chunk-J2SJVMDO.mjs → chunk-CBFYKDS7.mjs} +1 -1
- package/dist/smoke/prebuilt/chunk-VJHJ5BCO.mjs +239 -0
- package/dist/smoke/prebuilt/runtime.mjs +1 -1
- package/dist/smoke/prebuilt/smoke-worker.mjs +1 -1
- package/dist/smoke/prebuilt/tree-defaults.mjs +1 -1
- package/dist/validate/prebuilt/bundle-main.js +13 -13
- package/dist/validate/prebuilt/chunk-CFQFEI52.js +239 -0
- package/dist/validate/prebuilt/runtime.js +1 -1
- package/kit/files/.claude/skills/pix3-nodes/SKILL.md +210 -210
- package/kit/files/.claude/skills/pix3-nodes/reference.md +39 -24
- package/kit/files/.claude/skills/pix3-scene-format/SKILL.md +238 -235
- package/kit/files/.claude/skills/pix3-scene-format/reference.md +43 -28
- package/kit/files/.claude/skills/pix3-scripts/SKILL.md +285 -281
- package/kit/files/.claude/skills/pix3-scripts/reference.md +69 -52
- package/kit/files/.claude/skills/pix3-verify/SKILL.md +298 -256
- package/kit/files/.claude/skills/pix3-verify/reference.md +21 -21
- package/kit/files/AGENTS.md +203 -203
- package/kit/files/CLAUDE.md +1 -1
- package/kit/kit.json +2 -2
- package/package.json +54 -54
- package/templates/empty-2d/files/README.md +20 -20
- package/templates/empty-2d/files/scenes/main.pix3scene +68 -68
- package/templates/empty-2d/template.yaml +7 -7
- package/templates/empty-3d/files/README.md +20 -20
- package/templates/empty-3d/files/scenes/main.pix3scene +108 -108
- package/templates/empty-3d/template.yaml +7 -7
- package/templates/idea-blank/files/README.md +22 -22
- package/templates/idea-blank/files/scenes/main.pix3scene +37 -37
- package/templates/idea-blank/template.yaml +10 -10
- package/templates/minigame-2d/files/README.md +44 -44
- package/templates/minigame-2d/files/design/tests/reachability.json +1 -1
- package/templates/minigame-2d/files/design/tests/routines/mute-music.json +44 -44
- package/templates/minigame-2d/files/scenes/main.pix3scene +84 -84
- package/templates/minigame-2d/files/scenes/menu.pix3scene +118 -118
- package/templates/minigame-2d/files/scenes/ui/settings-window.pix3scene +138 -138
- package/templates/minigame-2d/files/scripts/GameFlow.ts +133 -133
- package/templates/minigame-2d/files/scripts/MenuFlow.ts +217 -217
- package/templates/minigame-2d/files/scripts/SettingsWindow.ts +198 -198
- package/templates/minigame-2d/template.yaml +10 -10
- package/templates/playable-2d/files/README.md +30 -30
- package/templates/playable-2d/files/design/recipe.md +83 -83
- package/templates/playable-2d/files/design/tests/reachability.json +4 -4
- package/templates/playable-2d/files/design/tests/routines/intro-to-cta.json +32 -32
- package/templates/playable-2d/files/scenes/main.pix3scene +111 -111
- package/templates/playable-2d/files/scenes/ui/end-screen.pix3scene +91 -91
- package/templates/playable-2d/files/scenes/ui/intro.pix3scene +65 -65
- package/templates/playable-2d/files/scripts/GameFlow.ts +256 -256
- package/templates/playable-2d/template.yaml +9 -9
- package/templates/playable-3d/files/README.md +32 -32
- package/templates/playable-3d/files/design/recipe.md +127 -127
- package/templates/playable-3d/files/design/tests/reachability.json +4 -4
- package/templates/playable-3d/files/design/tests/routines/intro-to-cta.json +32 -32
- package/templates/playable-3d/files/scenes/main.pix3scene +230 -230
- package/templates/playable-3d/files/scenes/ui/end-screen.pix3scene +91 -91
- package/templates/playable-3d/files/scenes/ui/intro.pix3scene +65 -65
- package/templates/playable-3d/files/scripts/GameFlow.ts +309 -309
- package/templates/playable-3d/files/scripts/GameRules.ts +290 -290
- package/templates/playable-3d/files/scripts/ScoreHud.ts +113 -113
- package/templates/playable-3d/template.yaml +9 -9
- package/templates/recipe-arena-2d/files/README.md +48 -48
- package/templates/recipe-arena-2d/files/design/recipe.md +127 -127
- package/templates/recipe-arena-2d/files/scenes/main.pix3scene +292 -292
- package/templates/recipe-arena-2d/files/scenes/menu.pix3scene +100 -100
- package/templates/recipe-arena-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
- package/templates/recipe-arena-2d/files/scenes/prefabs/pickup.pix3scene +45 -45
- package/templates/recipe-arena-2d/files/scenes/ui/result.pix3scene +85 -85
- package/templates/recipe-arena-2d/files/scripts/GameRules.ts +368 -368
- package/templates/recipe-arena-2d/files/scripts/MenuFlow.ts +106 -106
- package/templates/recipe-arena-2d/files/scripts/PlayerController.ts +151 -151
- package/templates/recipe-arena-2d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-arena-2d/files/scripts/Spawner.ts +214 -214
- package/templates/recipe-arena-2d/files/scripts/TouchRules.ts +174 -174
- package/templates/recipe-arena-2d/template.yaml +10 -10
- package/templates/recipe-blank-2d/files/README.md +61 -61
- package/templates/recipe-blank-2d/files/design/recipe.md +148 -148
- package/templates/recipe-blank-2d/files/design/tests/reachability.json +4 -4
- package/templates/recipe-blank-2d/files/design/tests/routines/restart.json +27 -27
- package/templates/recipe-blank-2d/files/scenes/main.pix3scene +224 -224
- package/templates/recipe-blank-2d/files/scenes/ui/result.pix3scene +85 -85
- package/templates/recipe-blank-2d/files/scripts/GameRules.ts +350 -350
- package/templates/recipe-blank-2d/files/scripts/ScoreHud.ts +110 -110
- package/templates/recipe-blank-2d/template.yaml +10 -10
- package/templates/recipe-bouncer-2d/files/README.md +81 -81
- package/templates/recipe-bouncer-2d/files/design/recipe.md +146 -146
- package/templates/recipe-bouncer-2d/files/scenes/main.pix3scene +615 -615
- package/templates/recipe-bouncer-2d/files/scenes/menu.pix3scene +191 -191
- package/templates/recipe-bouncer-2d/files/scenes/ui/result.pix3scene +87 -87
- package/templates/recipe-bouncer-2d/files/scripts/BallBody.ts +298 -298
- package/templates/recipe-bouncer-2d/files/scripts/GameRules.ts +377 -377
- package/templates/recipe-bouncer-2d/files/scripts/MenuFlow.ts +109 -109
- package/templates/recipe-bouncer-2d/files/scripts/PaddleController.ts +112 -112
- package/templates/recipe-bouncer-2d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-bouncer-2d/files/scripts/TouchRules.ts +263 -263
- package/templates/recipe-bouncer-2d/files/scripts/ball-collision.ts +307 -307
- package/templates/recipe-bouncer-2d/template.yaml +10 -10
- package/templates/recipe-grid-3d/files/README.md +22 -22
- package/templates/recipe-grid-3d/files/design/recipe.md +110 -110
- package/templates/recipe-grid-3d/files/scenes/main.pix3scene +169 -169
- package/templates/recipe-grid-3d/files/scenes/menu.pix3scene +100 -100
- package/templates/recipe-grid-3d/files/scenes/ui/result.pix3scene +105 -105
- package/templates/recipe-grid-3d/files/scripts/GridBoard.ts +319 -319
- package/templates/recipe-grid-3d/files/scripts/GridRules.ts +278 -278
- package/templates/recipe-grid-3d/files/scripts/MenuFlow.ts +106 -106
- package/templates/recipe-grid-3d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-grid-3d/template.yaml +10 -10
- package/templates/recipe-tapper-2d/files/README.md +39 -39
- package/templates/recipe-tapper-2d/files/design/recipe.md +132 -132
- package/templates/recipe-tapper-2d/files/design/tests/reachability.json +4 -4
- package/templates/recipe-tapper-2d/files/design/tests/routines/terminal-retry.json +23 -23
- package/templates/recipe-tapper-2d/files/scenes/main.pix3scene +269 -269
- package/templates/recipe-tapper-2d/files/scenes/menu.pix3scene +100 -100
- package/templates/recipe-tapper-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
- package/templates/recipe-tapper-2d/files/scenes/prefabs/target.pix3scene +45 -45
- package/templates/recipe-tapper-2d/files/scenes/ui/result.pix3scene +85 -85
- package/templates/recipe-tapper-2d/files/scripts/GameRules.ts +368 -368
- package/templates/recipe-tapper-2d/files/scripts/MenuFlow.ts +106 -106
- package/templates/recipe-tapper-2d/files/scripts/ScoreHud.ts +94 -94
- package/templates/recipe-tapper-2d/files/scripts/Spawner.ts +214 -214
- package/templates/recipe-tapper-2d/files/scripts/TouchRules.ts +192 -192
- package/templates/recipe-tapper-2d/template.yaml +10 -10
- package/dist/smoke/prebuilt/chunk-OJXQXIIQ.mjs +0 -239
- package/dist/validate/prebuilt/chunk-BS2OZM7U.js +0 -239
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@@ -1,106 +1,106 @@
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/**
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* MenuFlow — drives the menu scene (the project's entry/export scene).
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*
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* PLAY transitions to the game scene with a fade. That is all it does: keep the
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* menu dumb so the game scene stays directly playable on its own (agents and
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* the editor open `main.pix3scene` and press play without going through here).
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*
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* PLAY does not call `startGame()` directly: it dispatches the command
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* `start-game` (`scene.commands`). A test can then leave the menu without a tap,
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* every raised intent lands in `scene.commands.log` with its frame, and one real
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* tap is enough to prove the button is still wired to the intent it claims.
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*
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* It registers a debug provider too. `registerGameDebug` is global and
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* last-wins, and only the running scene's flow script registers one — so
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* without this, everything a tool reads while the menu is up would come back
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* empty (or, worse, stale from the previous scene).
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*/
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import { Script, registerGameDebug, type PropertySchema } from '@pix3/runtime';
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export class MenuFlow extends Script {
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private playButtonReady = false;
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private disposeDebug: (() => void) | null = null;
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private disposeCommands: (() => void)[] = [];
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constructor(id: string, type: string) {
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super(id, type);
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this.config = {
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gameScene: 'res://scenes/main.pix3scene',
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playButton: 'play-button',
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};
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}
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static getPropertySchema(): PropertySchema {
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const str = (name: string, label: string) => ({
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name,
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type: 'string' as const,
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ui: { label, group: 'Menu' },
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getValue: (s: unknown) => (s as MenuFlow).config[name],
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setValue: (s: unknown, v: unknown) => {
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(s as MenuFlow).config[name] = typeof v === 'string' ? v : '';
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},
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});
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return {
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nodeType: 'MenuFlow',
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properties: [str('gameScene', 'Game Scene'), str('playButton', 'Play Button')],
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groups: { Menu: { label: 'Menu Flow', expanded: true } },
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};
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}
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onStart(): void {
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const commands = this.scene?.commands;
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this.disposeCommands = [
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commands?.register('start-game', () => this.startGame(), {
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description: 'Leave the menu and transition into the game scene.',
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}),
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].filter((dispose): dispose is () => void => dispose !== undefined);
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this.disposeDebug = registerGameDebug({
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name: 'recipe-arena-2d',
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version: 1,
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// The registry IS the action list — never a second, hand-kept copy.
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actions: () => this.scene?.commands.list().map(command => command.name) ?? [],
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// `scene` is what tells a reader which flow answered: the game scene's
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// GameRules publishes under the same name.
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snapshot: () => ({
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scene: 'menu',
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gameScene: String(this.config.gameScene ?? ''),
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playButtonReady: this.playButtonReady,
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}),
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});
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const button = this.findNode(String(this.config.playButton ?? ''));
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if (!button) {
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console.warn(`[MenuFlow] Button "${this.config.playButton}" not found.`);
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return;
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}
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this.playButtonReady = true;
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button.connect('pressed', this, () => {
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this.scene?.commands.dispatch('start-game');
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});
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}
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onDetach(): void {
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// holds *this* provider, so the next scene's registration is never wiped.
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this.disposeDebug?.();
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this.disposeDebug = null;
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// The scene's registry is cleared on stop anyway; this covers the other
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// case — this script being detached while the scene keeps running.
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for (const dispose of this.disposeCommands) {
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dispose();
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}
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this.disposeCommands = [];
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this.playButtonReady = false;
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super.onDetach();
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}
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/** Transition into the game scene. */
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startGame(): void {
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void this.scene?.changeScene(String(this.config.gameScene ?? ''), {
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transition: 'fade',
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durationSec: 0.3,
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});
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}
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}
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/**
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* MenuFlow — drives the menu scene (the project's entry/export scene).
|
|
3
|
+
*
|
|
4
|
+
* PLAY transitions to the game scene with a fade. That is all it does: keep the
|
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5
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* menu dumb so the game scene stays directly playable on its own (agents and
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* the editor open `main.pix3scene` and press play without going through here).
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*
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* PLAY does not call `startGame()` directly: it dispatches the command
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9
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* `start-game` (`scene.commands`). A test can then leave the menu without a tap,
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* every raised intent lands in `scene.commands.log` with its frame, and one real
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* tap is enough to prove the button is still wired to the intent it claims.
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*
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* It registers a debug provider too. `registerGameDebug` is global and
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* last-wins, and only the running scene's flow script registers one — so
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* without this, everything a tool reads while the menu is up would come back
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* empty (or, worse, stale from the previous scene).
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*/
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import { Script, registerGameDebug, type PropertySchema } from '@pix3/runtime';
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export class MenuFlow extends Script {
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private playButtonReady = false;
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private disposeDebug: (() => void) | null = null;
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private disposeCommands: (() => void)[] = [];
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constructor(id: string, type: string) {
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super(id, type);
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this.config = {
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gameScene: 'res://scenes/main.pix3scene',
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playButton: 'play-button',
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};
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}
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static getPropertySchema(): PropertySchema {
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const str = (name: string, label: string) => ({
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name,
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type: 'string' as const,
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ui: { label, group: 'Menu' },
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getValue: (s: unknown) => (s as MenuFlow).config[name],
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setValue: (s: unknown, v: unknown) => {
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(s as MenuFlow).config[name] = typeof v === 'string' ? v : '';
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},
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});
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return {
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nodeType: 'MenuFlow',
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properties: [str('gameScene', 'Game Scene'), str('playButton', 'Play Button')],
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groups: { Menu: { label: 'Menu Flow', expanded: true } },
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};
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}
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onStart(): void {
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const commands = this.scene?.commands;
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this.disposeCommands = [
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commands?.register('start-game', () => this.startGame(), {
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description: 'Leave the menu and transition into the game scene.',
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}),
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].filter((dispose): dispose is () => void => dispose !== undefined);
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this.disposeDebug = registerGameDebug({
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name: 'recipe-arena-2d',
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version: 1,
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// The registry IS the action list — never a second, hand-kept copy.
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actions: () => this.scene?.commands.list().map(command => command.name) ?? [],
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// `scene` is what tells a reader which flow answered: the game scene's
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// GameRules publishes under the same name.
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snapshot: () => ({
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scene: 'menu',
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gameScene: String(this.config.gameScene ?? ''),
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playButtonReady: this.playButtonReady,
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}),
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});
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const button = this.findNode(String(this.config.playButton ?? ''));
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if (!button) {
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console.warn(`[MenuFlow] Button "${this.config.playButton}" not found.`);
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return;
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}
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this.playButtonReady = true;
|
|
79
|
+
button.connect('pressed', this, () => {
|
|
80
|
+
this.scene?.commands.dispatch('start-game');
|
|
81
|
+
});
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
onDetach(): void {
|
|
85
|
+
// Safe in any order: the disposer clears the global only while it still
|
|
86
|
+
// holds *this* provider, so the next scene's registration is never wiped.
|
|
87
|
+
this.disposeDebug?.();
|
|
88
|
+
this.disposeDebug = null;
|
|
89
|
+
// The scene's registry is cleared on stop anyway; this covers the other
|
|
90
|
+
// case — this script being detached while the scene keeps running.
|
|
91
|
+
for (const dispose of this.disposeCommands) {
|
|
92
|
+
dispose();
|
|
93
|
+
}
|
|
94
|
+
this.disposeCommands = [];
|
|
95
|
+
this.playButtonReady = false;
|
|
96
|
+
super.onDetach();
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
/** Transition into the game scene. */
|
|
100
|
+
startGame(): void {
|
|
101
|
+
void this.scene?.changeScene(String(this.config.gameScene ?? ''), {
|
|
102
|
+
transition: 'fade',
|
|
103
|
+
durationSec: 0.3,
|
|
104
|
+
});
|
|
105
|
+
}
|
|
106
|
+
}
|
|
@@ -1,151 +1,151 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* PlayerController — steers the avatar inside a bounded field.
|
|
3
|
-
*
|
|
4
|
-
* Two locomotion modes, chosen in the inspector:
|
|
5
|
-
* - `pointer` — the avatar chases the pointer/finger at `speed` px/s.
|
|
6
|
-
* - `keys` — 8-direction WASD / arrow movement at `speed` px/s.
|
|
7
|
-
*
|
|
8
|
-
* The avatar is clamped to `boundsNode` (a Group2D — normally the node it is
|
|
9
|
-
* parented to) inset by `radius`, so it can never leave the field.
|
|
10
|
-
*
|
|
11
|
-
* This file is deliberately the ONLY thing that decides how the avatar moves:
|
|
12
|
-
* swap it wholesale for a grid stepper, a jumper or an auto-runner and the rest
|
|
13
|
-
* of the recipe (spawners, touch rules, HUD, win/lose) keeps working unchanged.
|
|
14
|
-
*/
|
|
15
|
-
import { Group2D, Script, type PropertySchema } from '@pix3/runtime';
|
|
16
|
-
|
|
17
|
-
type LocomotionMode = 'pointer' | 'keys';
|
|
18
|
-
|
|
19
|
-
export class PlayerController extends Script {
|
|
20
|
-
constructor(id: string, type: string) {
|
|
21
|
-
super(id, type);
|
|
22
|
-
this.config = {
|
|
23
|
-
// 'pointer' = follow the finger/mouse, 'keys' = 8-direction WASD/arrows.
|
|
24
|
-
mode: 'pointer',
|
|
25
|
-
// Movement speed in logical pixels per second.
|
|
26
|
-
speed: 620,
|
|
27
|
-
// Collision/inset radius: keeps the avatar fully inside the field.
|
|
28
|
-
radius: 56,
|
|
29
|
-
// Node id/name of the Group2D whose rect bounds the avatar.
|
|
30
|
-
boundsNode: 'board',
|
|
31
|
-
// Pointer mode only: stop chasing once this close (px) to avoid jitter.
|
|
32
|
-
deadZone: 4,
|
|
33
|
-
};
|
|
34
|
-
}
|
|
35
|
-
|
|
36
|
-
static getPropertySchema(): PropertySchema {
|
|
37
|
-
const numberProp = (name: string, label: string, min: number, max: number, step = 1) => ({
|
|
38
|
-
name,
|
|
39
|
-
type: 'number' as const,
|
|
40
|
-
ui: { label, group: 'Movement', min, max, step, slider: true },
|
|
41
|
-
getValue: (s: unknown) => (s as PlayerController).config[name],
|
|
42
|
-
setValue: (s: unknown, v: unknown) => {
|
|
43
|
-
const n = Number(v);
|
|
44
|
-
(s as PlayerController).config[name] = Math.min(max, Math.max(min, Number.isFinite(n) ? n : min));
|
|
45
|
-
},
|
|
46
|
-
});
|
|
47
|
-
|
|
48
|
-
return {
|
|
49
|
-
nodeType: 'PlayerController',
|
|
50
|
-
properties: [
|
|
51
|
-
{
|
|
52
|
-
name: 'mode',
|
|
53
|
-
type: 'select',
|
|
54
|
-
ui: {
|
|
55
|
-
label: 'Mode',
|
|
56
|
-
description: 'pointer = follow the finger, keys = 8-direction WASD/arrows',
|
|
57
|
-
group: 'Movement',
|
|
58
|
-
options: ['pointer', 'keys'],
|
|
59
|
-
},
|
|
60
|
-
getValue: s => (s as PlayerController).config.mode,
|
|
61
|
-
setValue: (s, v) => {
|
|
62
|
-
(s as PlayerController).config.mode = v === 'keys' ? 'keys' : 'pointer';
|
|
63
|
-
},
|
|
64
|
-
},
|
|
65
|
-
numberProp('speed', 'Speed (px/s)', 60, 2000, 10),
|
|
66
|
-
numberProp('radius', 'Radius', 4, 400, 1),
|
|
67
|
-
numberProp('deadZone', 'Dead Zone', 0, 60, 1),
|
|
68
|
-
{
|
|
69
|
-
name: 'boundsNode',
|
|
70
|
-
type: 'string',
|
|
71
|
-
ui: { label: 'Bounds Node', group: 'Movement' },
|
|
72
|
-
getValue: s => (s as PlayerController).config.boundsNode,
|
|
73
|
-
setValue: (s, v) => {
|
|
74
|
-
(s as PlayerController).config.boundsNode = typeof v === 'string' ? v : '';
|
|
75
|
-
},
|
|
76
|
-
},
|
|
77
|
-
],
|
|
78
|
-
groups: { Movement: { label: 'Movement', expanded: true } },
|
|
79
|
-
};
|
|
80
|
-
}
|
|
81
|
-
|
|
82
|
-
onUpdate(dt: number): void {
|
|
83
|
-
const node = this.node;
|
|
84
|
-
if (!node || dt <= 0) {
|
|
85
|
-
return;
|
|
86
|
-
}
|
|
87
|
-
const speed = Math.max(0, Number(this.config.speed) || 0);
|
|
88
|
-
const mode: LocomotionMode = this.config.mode === 'keys' ? 'keys' : 'pointer';
|
|
89
|
-
|
|
90
|
-
if (mode === 'keys') {
|
|
91
|
-
const ax = (this.held('Key_ArrowRight', 'Key_D') ? 1 : 0) - (this.held('Key_ArrowLeft', 'Key_A') ? 1 : 0);
|
|
92
|
-
const ay = (this.held('Key_ArrowUp', 'Key_W') ? 1 : 0) - (this.held('Key_ArrowDown', 'Key_S') ? 1 : 0);
|
|
93
|
-
const len = Math.hypot(ax, ay);
|
|
94
|
-
if (len > 0) {
|
|
95
|
-
node.position.x += (ax / len) * speed * dt;
|
|
96
|
-
node.position.y += (ay / len) * speed * dt;
|
|
97
|
-
}
|
|
98
|
-
} else {
|
|
99
|
-
const pointer = this.scene?.getPointer2DWorldPosition() ?? null;
|
|
100
|
-
if (pointer) {
|
|
101
|
-
const target = this.worldToParent(pointer.x, pointer.y);
|
|
102
|
-
const dx = target.x - node.position.x;
|
|
103
|
-
const dy = target.y - node.position.y;
|
|
104
|
-
const dist = Math.hypot(dx, dy);
|
|
105
|
-
const deadZone = Math.max(0, Number(this.config.deadZone) || 0);
|
|
106
|
-
if (dist > deadZone) {
|
|
107
|
-
const step = Math.min(dist, speed * dt);
|
|
108
|
-
node.position.x += (dx / dist) * step;
|
|
109
|
-
node.position.y += (dy / dist) * step;
|
|
110
|
-
}
|
|
111
|
-
}
|
|
112
|
-
}
|
|
113
|
-
|
|
114
|
-
this.clampToBounds();
|
|
115
|
-
}
|
|
116
|
-
|
|
117
|
-
private held(...buttons: string[]): boolean {
|
|
118
|
-
return buttons.some(name => this.input?.getButton(name) ?? false);
|
|
119
|
-
}
|
|
120
|
-
|
|
121
|
-
/** Convert a 2D world point into the coordinate space of this node's parent. */
|
|
122
|
-
private worldToParent(wx: number, wy: number): { x: number; y: number } {
|
|
123
|
-
const parent = this.node?.parentNode ?? null;
|
|
124
|
-
if (!parent) {
|
|
125
|
-
return { x: wx, y: wy };
|
|
126
|
-
}
|
|
127
|
-
parent.updateWorldMatrix(true, false);
|
|
128
|
-
const e = parent.matrixWorld.elements;
|
|
129
|
-
const dx = wx - e[12];
|
|
130
|
-
const dy = wy - e[13];
|
|
131
|
-
const det = e[0] * e[5] - e[1] * e[4];
|
|
132
|
-
if (Math.abs(det) < 1e-8) {
|
|
133
|
-
return { x: dx, y: dy };
|
|
134
|
-
}
|
|
135
|
-
return { x: (e[5] * dx - e[4] * dy) / det, y: (e[0] * dy - e[1] * dx) / det };
|
|
136
|
-
}
|
|
137
|
-
|
|
138
|
-
/** Keep the avatar inside the bounds node's rect, inset by `radius`. */
|
|
139
|
-
private clampToBounds(): void {
|
|
140
|
-
const node = this.node;
|
|
141
|
-
const bounds = this.findNode(String(this.config.boundsNode ?? ''));
|
|
142
|
-
if (!node || !(bounds instanceof Group2D)) {
|
|
143
|
-
return;
|
|
144
|
-
}
|
|
145
|
-
const radius = Math.max(0, Number(this.config.radius) || 0);
|
|
146
|
-
const halfW = Math.max(0, bounds.width / 2 - radius);
|
|
147
|
-
const halfH = Math.max(0, bounds.height / 2 - radius);
|
|
148
|
-
node.position.x = Math.min(halfW, Math.max(-halfW, node.position.x));
|
|
149
|
-
node.position.y = Math.min(halfH, Math.max(-halfH, node.position.y));
|
|
150
|
-
}
|
|
151
|
-
}
|
|
1
|
+
/**
|
|
2
|
+
* PlayerController — steers the avatar inside a bounded field.
|
|
3
|
+
*
|
|
4
|
+
* Two locomotion modes, chosen in the inspector:
|
|
5
|
+
* - `pointer` — the avatar chases the pointer/finger at `speed` px/s.
|
|
6
|
+
* - `keys` — 8-direction WASD / arrow movement at `speed` px/s.
|
|
7
|
+
*
|
|
8
|
+
* The avatar is clamped to `boundsNode` (a Group2D — normally the node it is
|
|
9
|
+
* parented to) inset by `radius`, so it can never leave the field.
|
|
10
|
+
*
|
|
11
|
+
* This file is deliberately the ONLY thing that decides how the avatar moves:
|
|
12
|
+
* swap it wholesale for a grid stepper, a jumper or an auto-runner and the rest
|
|
13
|
+
* of the recipe (spawners, touch rules, HUD, win/lose) keeps working unchanged.
|
|
14
|
+
*/
|
|
15
|
+
import { Group2D, Script, type PropertySchema } from '@pix3/runtime';
|
|
16
|
+
|
|
17
|
+
type LocomotionMode = 'pointer' | 'keys';
|
|
18
|
+
|
|
19
|
+
export class PlayerController extends Script {
|
|
20
|
+
constructor(id: string, type: string) {
|
|
21
|
+
super(id, type);
|
|
22
|
+
this.config = {
|
|
23
|
+
// 'pointer' = follow the finger/mouse, 'keys' = 8-direction WASD/arrows.
|
|
24
|
+
mode: 'pointer',
|
|
25
|
+
// Movement speed in logical pixels per second.
|
|
26
|
+
speed: 620,
|
|
27
|
+
// Collision/inset radius: keeps the avatar fully inside the field.
|
|
28
|
+
radius: 56,
|
|
29
|
+
// Node id/name of the Group2D whose rect bounds the avatar.
|
|
30
|
+
boundsNode: 'board',
|
|
31
|
+
// Pointer mode only: stop chasing once this close (px) to avoid jitter.
|
|
32
|
+
deadZone: 4,
|
|
33
|
+
};
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
static getPropertySchema(): PropertySchema {
|
|
37
|
+
const numberProp = (name: string, label: string, min: number, max: number, step = 1) => ({
|
|
38
|
+
name,
|
|
39
|
+
type: 'number' as const,
|
|
40
|
+
ui: { label, group: 'Movement', min, max, step, slider: true },
|
|
41
|
+
getValue: (s: unknown) => (s as PlayerController).config[name],
|
|
42
|
+
setValue: (s: unknown, v: unknown) => {
|
|
43
|
+
const n = Number(v);
|
|
44
|
+
(s as PlayerController).config[name] = Math.min(max, Math.max(min, Number.isFinite(n) ? n : min));
|
|
45
|
+
},
|
|
46
|
+
});
|
|
47
|
+
|
|
48
|
+
return {
|
|
49
|
+
nodeType: 'PlayerController',
|
|
50
|
+
properties: [
|
|
51
|
+
{
|
|
52
|
+
name: 'mode',
|
|
53
|
+
type: 'select',
|
|
54
|
+
ui: {
|
|
55
|
+
label: 'Mode',
|
|
56
|
+
description: 'pointer = follow the finger, keys = 8-direction WASD/arrows',
|
|
57
|
+
group: 'Movement',
|
|
58
|
+
options: ['pointer', 'keys'],
|
|
59
|
+
},
|
|
60
|
+
getValue: s => (s as PlayerController).config.mode,
|
|
61
|
+
setValue: (s, v) => {
|
|
62
|
+
(s as PlayerController).config.mode = v === 'keys' ? 'keys' : 'pointer';
|
|
63
|
+
},
|
|
64
|
+
},
|
|
65
|
+
numberProp('speed', 'Speed (px/s)', 60, 2000, 10),
|
|
66
|
+
numberProp('radius', 'Radius', 4, 400, 1),
|
|
67
|
+
numberProp('deadZone', 'Dead Zone', 0, 60, 1),
|
|
68
|
+
{
|
|
69
|
+
name: 'boundsNode',
|
|
70
|
+
type: 'string',
|
|
71
|
+
ui: { label: 'Bounds Node', group: 'Movement' },
|
|
72
|
+
getValue: s => (s as PlayerController).config.boundsNode,
|
|
73
|
+
setValue: (s, v) => {
|
|
74
|
+
(s as PlayerController).config.boundsNode = typeof v === 'string' ? v : '';
|
|
75
|
+
},
|
|
76
|
+
},
|
|
77
|
+
],
|
|
78
|
+
groups: { Movement: { label: 'Movement', expanded: true } },
|
|
79
|
+
};
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
onUpdate(dt: number): void {
|
|
83
|
+
const node = this.node;
|
|
84
|
+
if (!node || dt <= 0) {
|
|
85
|
+
return;
|
|
86
|
+
}
|
|
87
|
+
const speed = Math.max(0, Number(this.config.speed) || 0);
|
|
88
|
+
const mode: LocomotionMode = this.config.mode === 'keys' ? 'keys' : 'pointer';
|
|
89
|
+
|
|
90
|
+
if (mode === 'keys') {
|
|
91
|
+
const ax = (this.held('Key_ArrowRight', 'Key_D') ? 1 : 0) - (this.held('Key_ArrowLeft', 'Key_A') ? 1 : 0);
|
|
92
|
+
const ay = (this.held('Key_ArrowUp', 'Key_W') ? 1 : 0) - (this.held('Key_ArrowDown', 'Key_S') ? 1 : 0);
|
|
93
|
+
const len = Math.hypot(ax, ay);
|
|
94
|
+
if (len > 0) {
|
|
95
|
+
node.position.x += (ax / len) * speed * dt;
|
|
96
|
+
node.position.y += (ay / len) * speed * dt;
|
|
97
|
+
}
|
|
98
|
+
} else {
|
|
99
|
+
const pointer = this.scene?.getPointer2DWorldPosition() ?? null;
|
|
100
|
+
if (pointer) {
|
|
101
|
+
const target = this.worldToParent(pointer.x, pointer.y);
|
|
102
|
+
const dx = target.x - node.position.x;
|
|
103
|
+
const dy = target.y - node.position.y;
|
|
104
|
+
const dist = Math.hypot(dx, dy);
|
|
105
|
+
const deadZone = Math.max(0, Number(this.config.deadZone) || 0);
|
|
106
|
+
if (dist > deadZone) {
|
|
107
|
+
const step = Math.min(dist, speed * dt);
|
|
108
|
+
node.position.x += (dx / dist) * step;
|
|
109
|
+
node.position.y += (dy / dist) * step;
|
|
110
|
+
}
|
|
111
|
+
}
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
this.clampToBounds();
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
private held(...buttons: string[]): boolean {
|
|
118
|
+
return buttons.some(name => this.input?.getButton(name) ?? false);
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
/** Convert a 2D world point into the coordinate space of this node's parent. */
|
|
122
|
+
private worldToParent(wx: number, wy: number): { x: number; y: number } {
|
|
123
|
+
const parent = this.node?.parentNode ?? null;
|
|
124
|
+
if (!parent) {
|
|
125
|
+
return { x: wx, y: wy };
|
|
126
|
+
}
|
|
127
|
+
parent.updateWorldMatrix(true, false);
|
|
128
|
+
const e = parent.matrixWorld.elements;
|
|
129
|
+
const dx = wx - e[12];
|
|
130
|
+
const dy = wy - e[13];
|
|
131
|
+
const det = e[0] * e[5] - e[1] * e[4];
|
|
132
|
+
if (Math.abs(det) < 1e-8) {
|
|
133
|
+
return { x: dx, y: dy };
|
|
134
|
+
}
|
|
135
|
+
return { x: (e[5] * dx - e[4] * dy) / det, y: (e[0] * dy - e[1] * dx) / det };
|
|
136
|
+
}
|
|
137
|
+
|
|
138
|
+
/** Keep the avatar inside the bounds node's rect, inset by `radius`. */
|
|
139
|
+
private clampToBounds(): void {
|
|
140
|
+
const node = this.node;
|
|
141
|
+
const bounds = this.findNode(String(this.config.boundsNode ?? ''));
|
|
142
|
+
if (!node || !(bounds instanceof Group2D)) {
|
|
143
|
+
return;
|
|
144
|
+
}
|
|
145
|
+
const radius = Math.max(0, Number(this.config.radius) || 0);
|
|
146
|
+
const halfW = Math.max(0, bounds.width / 2 - radius);
|
|
147
|
+
const halfH = Math.max(0, bounds.height / 2 - radius);
|
|
148
|
+
node.position.x = Math.min(halfW, Math.max(-halfW, node.position.x));
|
|
149
|
+
node.position.y = Math.min(halfH, Math.max(-halfH, node.position.y));
|
|
150
|
+
}
|
|
151
|
+
}
|