@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.
Files changed (126) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +788 -754
  3. package/dist/index.js +208 -203
  4. package/dist/runtime-types.json +1 -1
  5. package/dist/smoke/prebuilt/{chunk-J2SJVMDO.mjs → chunk-CBFYKDS7.mjs} +1 -1
  6. package/dist/smoke/prebuilt/chunk-VJHJ5BCO.mjs +239 -0
  7. package/dist/smoke/prebuilt/runtime.mjs +1 -1
  8. package/dist/smoke/prebuilt/smoke-worker.mjs +1 -1
  9. package/dist/smoke/prebuilt/tree-defaults.mjs +1 -1
  10. package/dist/validate/prebuilt/bundle-main.js +13 -13
  11. package/dist/validate/prebuilt/chunk-CFQFEI52.js +239 -0
  12. package/dist/validate/prebuilt/runtime.js +1 -1
  13. package/kit/files/.claude/skills/pix3-nodes/SKILL.md +210 -210
  14. package/kit/files/.claude/skills/pix3-nodes/reference.md +39 -24
  15. package/kit/files/.claude/skills/pix3-scene-format/SKILL.md +238 -235
  16. package/kit/files/.claude/skills/pix3-scene-format/reference.md +43 -28
  17. package/kit/files/.claude/skills/pix3-scripts/SKILL.md +285 -281
  18. package/kit/files/.claude/skills/pix3-scripts/reference.md +69 -52
  19. package/kit/files/.claude/skills/pix3-verify/SKILL.md +298 -256
  20. package/kit/files/.claude/skills/pix3-verify/reference.md +21 -21
  21. package/kit/files/AGENTS.md +203 -203
  22. package/kit/files/CLAUDE.md +1 -1
  23. package/kit/kit.json +2 -2
  24. package/package.json +54 -54
  25. package/templates/empty-2d/files/README.md +20 -20
  26. package/templates/empty-2d/files/scenes/main.pix3scene +68 -68
  27. package/templates/empty-2d/template.yaml +7 -7
  28. package/templates/empty-3d/files/README.md +20 -20
  29. package/templates/empty-3d/files/scenes/main.pix3scene +108 -108
  30. package/templates/empty-3d/template.yaml +7 -7
  31. package/templates/idea-blank/files/README.md +22 -22
  32. package/templates/idea-blank/files/scenes/main.pix3scene +37 -37
  33. package/templates/idea-blank/template.yaml +10 -10
  34. package/templates/minigame-2d/files/README.md +44 -44
  35. package/templates/minigame-2d/files/design/tests/reachability.json +1 -1
  36. package/templates/minigame-2d/files/design/tests/routines/mute-music.json +44 -44
  37. package/templates/minigame-2d/files/scenes/main.pix3scene +84 -84
  38. package/templates/minigame-2d/files/scenes/menu.pix3scene +118 -118
  39. package/templates/minigame-2d/files/scenes/ui/settings-window.pix3scene +138 -138
  40. package/templates/minigame-2d/files/scripts/GameFlow.ts +133 -133
  41. package/templates/minigame-2d/files/scripts/MenuFlow.ts +217 -217
  42. package/templates/minigame-2d/files/scripts/SettingsWindow.ts +198 -198
  43. package/templates/minigame-2d/template.yaml +10 -10
  44. package/templates/playable-2d/files/README.md +30 -30
  45. package/templates/playable-2d/files/design/recipe.md +83 -83
  46. package/templates/playable-2d/files/design/tests/reachability.json +4 -4
  47. package/templates/playable-2d/files/design/tests/routines/intro-to-cta.json +32 -32
  48. package/templates/playable-2d/files/scenes/main.pix3scene +111 -111
  49. package/templates/playable-2d/files/scenes/ui/end-screen.pix3scene +91 -91
  50. package/templates/playable-2d/files/scenes/ui/intro.pix3scene +65 -65
  51. package/templates/playable-2d/files/scripts/GameFlow.ts +256 -256
  52. package/templates/playable-2d/template.yaml +9 -9
  53. package/templates/playable-3d/files/README.md +32 -32
  54. package/templates/playable-3d/files/design/recipe.md +127 -127
  55. package/templates/playable-3d/files/design/tests/reachability.json +4 -4
  56. package/templates/playable-3d/files/design/tests/routines/intro-to-cta.json +32 -32
  57. package/templates/playable-3d/files/scenes/main.pix3scene +230 -230
  58. package/templates/playable-3d/files/scenes/ui/end-screen.pix3scene +91 -91
  59. package/templates/playable-3d/files/scenes/ui/intro.pix3scene +65 -65
  60. package/templates/playable-3d/files/scripts/GameFlow.ts +309 -309
  61. package/templates/playable-3d/files/scripts/GameRules.ts +290 -290
  62. package/templates/playable-3d/files/scripts/ScoreHud.ts +113 -113
  63. package/templates/playable-3d/template.yaml +9 -9
  64. package/templates/recipe-arena-2d/files/README.md +48 -48
  65. package/templates/recipe-arena-2d/files/design/recipe.md +127 -127
  66. package/templates/recipe-arena-2d/files/scenes/main.pix3scene +292 -292
  67. package/templates/recipe-arena-2d/files/scenes/menu.pix3scene +100 -100
  68. package/templates/recipe-arena-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
  69. package/templates/recipe-arena-2d/files/scenes/prefabs/pickup.pix3scene +45 -45
  70. package/templates/recipe-arena-2d/files/scenes/ui/result.pix3scene +85 -85
  71. package/templates/recipe-arena-2d/files/scripts/GameRules.ts +368 -368
  72. package/templates/recipe-arena-2d/files/scripts/MenuFlow.ts +106 -106
  73. package/templates/recipe-arena-2d/files/scripts/PlayerController.ts +151 -151
  74. package/templates/recipe-arena-2d/files/scripts/ScoreHud.ts +94 -94
  75. package/templates/recipe-arena-2d/files/scripts/Spawner.ts +214 -214
  76. package/templates/recipe-arena-2d/files/scripts/TouchRules.ts +174 -174
  77. package/templates/recipe-arena-2d/template.yaml +10 -10
  78. package/templates/recipe-blank-2d/files/README.md +61 -61
  79. package/templates/recipe-blank-2d/files/design/recipe.md +148 -148
  80. package/templates/recipe-blank-2d/files/design/tests/reachability.json +4 -4
  81. package/templates/recipe-blank-2d/files/design/tests/routines/restart.json +27 -27
  82. package/templates/recipe-blank-2d/files/scenes/main.pix3scene +224 -224
  83. package/templates/recipe-blank-2d/files/scenes/ui/result.pix3scene +85 -85
  84. package/templates/recipe-blank-2d/files/scripts/GameRules.ts +350 -350
  85. package/templates/recipe-blank-2d/files/scripts/ScoreHud.ts +110 -110
  86. package/templates/recipe-blank-2d/template.yaml +10 -10
  87. package/templates/recipe-bouncer-2d/files/README.md +81 -81
  88. package/templates/recipe-bouncer-2d/files/design/recipe.md +146 -146
  89. package/templates/recipe-bouncer-2d/files/scenes/main.pix3scene +615 -615
  90. package/templates/recipe-bouncer-2d/files/scenes/menu.pix3scene +191 -191
  91. package/templates/recipe-bouncer-2d/files/scenes/ui/result.pix3scene +87 -87
  92. package/templates/recipe-bouncer-2d/files/scripts/BallBody.ts +298 -298
  93. package/templates/recipe-bouncer-2d/files/scripts/GameRules.ts +377 -377
  94. package/templates/recipe-bouncer-2d/files/scripts/MenuFlow.ts +109 -109
  95. package/templates/recipe-bouncer-2d/files/scripts/PaddleController.ts +112 -112
  96. package/templates/recipe-bouncer-2d/files/scripts/ScoreHud.ts +94 -94
  97. package/templates/recipe-bouncer-2d/files/scripts/TouchRules.ts +263 -263
  98. package/templates/recipe-bouncer-2d/files/scripts/ball-collision.ts +307 -307
  99. package/templates/recipe-bouncer-2d/template.yaml +10 -10
  100. package/templates/recipe-grid-3d/files/README.md +22 -22
  101. package/templates/recipe-grid-3d/files/design/recipe.md +110 -110
  102. package/templates/recipe-grid-3d/files/scenes/main.pix3scene +169 -169
  103. package/templates/recipe-grid-3d/files/scenes/menu.pix3scene +100 -100
  104. package/templates/recipe-grid-3d/files/scenes/ui/result.pix3scene +105 -105
  105. package/templates/recipe-grid-3d/files/scripts/GridBoard.ts +319 -319
  106. package/templates/recipe-grid-3d/files/scripts/GridRules.ts +278 -278
  107. package/templates/recipe-grid-3d/files/scripts/MenuFlow.ts +106 -106
  108. package/templates/recipe-grid-3d/files/scripts/ScoreHud.ts +94 -94
  109. package/templates/recipe-grid-3d/template.yaml +10 -10
  110. package/templates/recipe-tapper-2d/files/README.md +39 -39
  111. package/templates/recipe-tapper-2d/files/design/recipe.md +132 -132
  112. package/templates/recipe-tapper-2d/files/design/tests/reachability.json +4 -4
  113. package/templates/recipe-tapper-2d/files/design/tests/routines/terminal-retry.json +23 -23
  114. package/templates/recipe-tapper-2d/files/scenes/main.pix3scene +269 -269
  115. package/templates/recipe-tapper-2d/files/scenes/menu.pix3scene +100 -100
  116. package/templates/recipe-tapper-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
  117. package/templates/recipe-tapper-2d/files/scenes/prefabs/target.pix3scene +45 -45
  118. package/templates/recipe-tapper-2d/files/scenes/ui/result.pix3scene +85 -85
  119. package/templates/recipe-tapper-2d/files/scripts/GameRules.ts +368 -368
  120. package/templates/recipe-tapper-2d/files/scripts/MenuFlow.ts +106 -106
  121. package/templates/recipe-tapper-2d/files/scripts/ScoreHud.ts +94 -94
  122. package/templates/recipe-tapper-2d/files/scripts/Spawner.ts +214 -214
  123. package/templates/recipe-tapper-2d/files/scripts/TouchRules.ts +192 -192
  124. package/templates/recipe-tapper-2d/template.yaml +10 -10
  125. package/dist/smoke/prebuilt/chunk-OJXQXIIQ.mjs +0 -239
  126. package/dist/validate/prebuilt/chunk-BS2OZM7U.js +0 -239
@@ -1,214 +1,214 @@
1
- /**
2
- * Spawner — drops prefab instances into the field on a timer.
3
- *
4
- * One spawner = one kind of thing. Put a second Spawner on a second node for a
5
- * second kind (the recipe ships `spawner-targets` + `spawner-hazards`).
6
- *
7
- * It owns the whole life of what it spawns: pick a random point in the spawn
8
- * rect (optionally grid-snapped), instantiate the prefab under `parentNode`,
9
- * drift it every frame, and `queueFree` it when its lifetime runs out or it
10
- * leaves `despawnRadius`. What a spawned thing DOES on contact is not its
11
- * business — that is `TouchRules` reading the prefab's `core:Hitbox2D` group.
12
- */
13
- import { Script, type NodeBase, type PropertySchema } from '@pix3/runtime';
14
-
15
- interface SpawnedEntry {
16
- node: NodeBase;
17
- ttl: number;
18
- }
19
-
20
- /** World point → the coordinate space of `node` (2×2 inverse of its world basis). */
21
- function worldToLocal2D(node: NodeBase, wx: number, wy: number): { x: number; y: number } {
22
- node.updateWorldMatrix(true, false);
23
- const e = node.matrixWorld.elements;
24
- const dx = wx - e[12];
25
- const dy = wy - e[13];
26
- const det = e[0] * e[5] - e[1] * e[4];
27
- if (Math.abs(det) < 1e-8) {
28
- return { x: dx, y: dy };
29
- }
30
- return { x: (e[5] * dx - e[4] * dy) / det, y: (e[0] * dy - e[1] * dx) / det };
31
- }
32
-
33
- /** Local point in `node`'s space → 2D world. */
34
- function localToWorld2D(node: NodeBase, lx: number, ly: number): { x: number; y: number } {
35
- node.updateWorldMatrix(true, false);
36
- const e = node.matrixWorld.elements;
37
- return { x: e[0] * lx + e[4] * ly + e[12], y: e[1] * lx + e[5] * ly + e[13] };
38
- }
39
-
40
- export class Spawner extends Script {
41
- private alive: SpawnedEntry[] = [];
42
- private cooldown = 0;
43
- private pending = 0;
44
-
45
- constructor(id: string, type: string) {
46
- super(id, type);
47
- this.config = {
48
- // Prefab (.pix3scene with exactly one root node) to instantiate.
49
- prefab: 'res://scenes/prefabs/target.pix3scene',
50
- // Node id/name the instances are parented to. Empty = this spawner node.
51
- parentNode: '',
52
- // Seconds between spawns, plus a random 0..jitter extra.
53
- intervalSec: 1.1,
54
- intervalJitter: 0.35,
55
- // Hard cap on simultaneously alive instances from THIS spawner.
56
- maxAlive: 10,
57
- // Spawn rect (centred on this node), in logical pixels.
58
- spawnWidth: 860,
59
- spawnHeight: 60,
60
- // Snap spawn coordinates to a grid of this size (0 = free placement).
61
- gridSnap: 0,
62
- // Constant per-second drift applied to every live instance.
63
- driftX: 0,
64
- driftY: -300,
65
- // Seconds an instance lives (0 = until it leaves despawnRadius).
66
- lifetimeSec: 7,
67
- // Distance from this node beyond which an instance is freed.
68
- despawnRadius: 1800,
69
- // Delay before the first spawn.
70
- startDelaySec: 0.4,
71
- };
72
- }
73
-
74
- static getPropertySchema(): PropertySchema {
75
- const num = (name: string, label: string, min: number, max: number, step: number, group: string) => ({
76
- name,
77
- type: 'number' as const,
78
- ui: { label, group, min, max, step, slider: true },
79
- getValue: (s: unknown) => (s as Spawner).config[name],
80
- setValue: (s: unknown, v: unknown) => {
81
- const n = Number(v);
82
- (s as Spawner).config[name] = Math.min(max, Math.max(min, Number.isFinite(n) ? n : min));
83
- },
84
- });
85
- const str = (name: string, label: string) => ({
86
- name,
87
- type: 'string' as const,
88
- ui: { label, group: 'Source' },
89
- getValue: (s: unknown) => (s as Spawner).config[name],
90
- setValue: (s: unknown, v: unknown) => {
91
- (s as Spawner).config[name] = typeof v === 'string' ? v : '';
92
- },
93
- });
94
-
95
- return {
96
- nodeType: 'Spawner',
97
- properties: [
98
- str('prefab', 'Prefab'),
99
- str('parentNode', 'Parent Node'),
100
- num('intervalSec', 'Interval (s)', 0.05, 20, 0.05, 'Rate'),
101
- num('intervalJitter', 'Interval Jitter (s)', 0, 10, 0.05, 'Rate'),
102
- num('maxAlive', 'Max Alive', 1, 200, 1, 'Rate'),
103
- num('startDelaySec', 'Start Delay (s)', 0, 20, 0.1, 'Rate'),
104
- num('spawnWidth', 'Spawn Width', 0, 4000, 10, 'Placement'),
105
- num('spawnHeight', 'Spawn Height', 0, 4000, 10, 'Placement'),
106
- num('gridSnap', 'Grid Snap', 0, 500, 1, 'Placement'),
107
- num('driftX', 'Drift X (px/s)', -3000, 3000, 10, 'Motion'),
108
- num('driftY', 'Drift Y (px/s)', -3000, 3000, 10, 'Motion'),
109
- num('lifetimeSec', 'Lifetime (s)', 0, 120, 0.5, 'Motion'),
110
- num('despawnRadius', 'Despawn Radius', 100, 8000, 50, 'Motion'),
111
- ],
112
- groups: {
113
- Source: { label: 'Source', expanded: true },
114
- Rate: { label: 'Rate', expanded: true },
115
- Placement: { label: 'Placement', expanded: true },
116
- Motion: { label: 'Motion', expanded: true },
117
- },
118
- };
119
- }
120
-
121
- onStart(): void {
122
- this.cooldown = Math.max(0, Number(this.config.startDelaySec) || 0);
123
- }
124
-
125
- onUpdate(dt: number): void {
126
- this.driftAndExpire(dt);
127
-
128
- this.cooldown -= dt;
129
- if (this.cooldown > 0) {
130
- return;
131
- }
132
- const interval = Math.max(0.05, Number(this.config.intervalSec) || 0.05);
133
- const jitter = Math.max(0, Number(this.config.intervalJitter) || 0);
134
- this.cooldown = interval + Math.random() * jitter;
135
-
136
- const maxAlive = Math.max(1, Number(this.config.maxAlive) || 1);
137
- if (this.alive.length + this.pending < maxAlive) {
138
- void this.spawnOne();
139
- }
140
- }
141
-
142
- /** Free everything this spawner currently owns (e.g. on a restart). */
143
- clear(): void {
144
- for (const entry of this.alive) {
145
- entry.node.queueFree();
146
- }
147
- this.alive = [];
148
- }
149
-
150
- private driftAndExpire(dt: number): void {
151
- const dx = (Number(this.config.driftX) || 0) * dt;
152
- const dy = (Number(this.config.driftY) || 0) * dt;
153
- const lifetime = Math.max(0, Number(this.config.lifetimeSec) || 0);
154
- const despawn = Math.max(1, Number(this.config.despawnRadius) || 1);
155
- const survivors: SpawnedEntry[] = [];
156
-
157
- for (const entry of this.alive) {
158
- if (!entry.node.parent) {
159
- continue; // already freed elsewhere (TouchRules consumed it)
160
- }
161
- entry.node.position.x += dx;
162
- entry.node.position.y += dy;
163
- entry.ttl -= dt;
164
-
165
- const world = localToWorld2D(entry.node, 0, 0);
166
- const here = worldToLocal2D(this.node ?? entry.node, world.x, world.y);
167
- const outOfRange = Math.abs(here.x) > despawn || Math.abs(here.y) > despawn;
168
- if (outOfRange || (lifetime > 0 && entry.ttl <= 0)) {
169
- entry.node.queueFree();
170
- continue;
171
- }
172
- survivors.push(entry);
173
- }
174
- this.alive = survivors;
175
- }
176
-
177
- private async spawnOne(): Promise<void> {
178
- const scene = this.scene;
179
- const owner = this.node;
180
- const prefab = String(this.config.prefab ?? '');
181
- if (!scene || !owner || !prefab) {
182
- return;
183
- }
184
- const parentQuery = String(this.config.parentNode ?? '');
185
- const parent = parentQuery ? this.findNode(parentQuery) : owner;
186
- if (!parent) {
187
- console.warn(`[Spawner] Parent "${parentQuery}" not found.`);
188
- return;
189
- }
190
-
191
- const snap = Math.max(0, Number(this.config.gridSnap) || 0);
192
- const halfW = Math.max(0, Number(this.config.spawnWidth) || 0) / 2;
193
- const halfH = Math.max(0, Number(this.config.spawnHeight) || 0) / 2;
194
- let localX = (Math.random() * 2 - 1) * halfW;
195
- let localY = (Math.random() * 2 - 1) * halfH;
196
- if (snap > 0) {
197
- localX = Math.round(localX / snap) * snap;
198
- localY = Math.round(localY / snap) * snap;
199
- }
200
- const world = localToWorld2D(owner, localX, localY);
201
-
202
- this.pending += 1;
203
- try {
204
- const node = await scene.instantiate(prefab, { parent });
205
- const local = worldToLocal2D(parent, world.x, world.y);
206
- node.position.set(local.x, local.y, node.position.z);
207
- this.alive.push({ node, ttl: Math.max(0, Number(this.config.lifetimeSec) || 0) });
208
- } catch (error) {
209
- console.warn(`[Spawner] Failed to spawn "${prefab}":`, error);
210
- } finally {
211
- this.pending -= 1;
212
- }
213
- }
214
- }
1
+ /**
2
+ * Spawner — drops prefab instances into the field on a timer.
3
+ *
4
+ * One spawner = one kind of thing. Put a second Spawner on a second node for a
5
+ * second kind (the recipe ships `spawner-targets` + `spawner-hazards`).
6
+ *
7
+ * It owns the whole life of what it spawns: pick a random point in the spawn
8
+ * rect (optionally grid-snapped), instantiate the prefab under `parentNode`,
9
+ * drift it every frame, and `queueFree` it when its lifetime runs out or it
10
+ * leaves `despawnRadius`. What a spawned thing DOES on contact is not its
11
+ * business — that is `TouchRules` reading the prefab's `core:Hitbox2D` group.
12
+ */
13
+ import { Script, type NodeBase, type PropertySchema } from '@pix3/runtime';
14
+
15
+ interface SpawnedEntry {
16
+ node: NodeBase;
17
+ ttl: number;
18
+ }
19
+
20
+ /** World point → the coordinate space of `node` (2×2 inverse of its world basis). */
21
+ function worldToLocal2D(node: NodeBase, wx: number, wy: number): { x: number; y: number } {
22
+ node.updateWorldMatrix(true, false);
23
+ const e = node.matrixWorld.elements;
24
+ const dx = wx - e[12];
25
+ const dy = wy - e[13];
26
+ const det = e[0] * e[5] - e[1] * e[4];
27
+ if (Math.abs(det) < 1e-8) {
28
+ return { x: dx, y: dy };
29
+ }
30
+ return { x: (e[5] * dx - e[4] * dy) / det, y: (e[0] * dy - e[1] * dx) / det };
31
+ }
32
+
33
+ /** Local point in `node`'s space → 2D world. */
34
+ function localToWorld2D(node: NodeBase, lx: number, ly: number): { x: number; y: number } {
35
+ node.updateWorldMatrix(true, false);
36
+ const e = node.matrixWorld.elements;
37
+ return { x: e[0] * lx + e[4] * ly + e[12], y: e[1] * lx + e[5] * ly + e[13] };
38
+ }
39
+
40
+ export class Spawner extends Script {
41
+ private alive: SpawnedEntry[] = [];
42
+ private cooldown = 0;
43
+ private pending = 0;
44
+
45
+ constructor(id: string, type: string) {
46
+ super(id, type);
47
+ this.config = {
48
+ // Prefab (.pix3scene with exactly one root node) to instantiate.
49
+ prefab: 'res://scenes/prefabs/target.pix3scene',
50
+ // Node id/name the instances are parented to. Empty = this spawner node.
51
+ parentNode: '',
52
+ // Seconds between spawns, plus a random 0..jitter extra.
53
+ intervalSec: 1.1,
54
+ intervalJitter: 0.35,
55
+ // Hard cap on simultaneously alive instances from THIS spawner.
56
+ maxAlive: 10,
57
+ // Spawn rect (centred on this node), in logical pixels.
58
+ spawnWidth: 860,
59
+ spawnHeight: 60,
60
+ // Snap spawn coordinates to a grid of this size (0 = free placement).
61
+ gridSnap: 0,
62
+ // Constant per-second drift applied to every live instance.
63
+ driftX: 0,
64
+ driftY: -300,
65
+ // Seconds an instance lives (0 = until it leaves despawnRadius).
66
+ lifetimeSec: 7,
67
+ // Distance from this node beyond which an instance is freed.
68
+ despawnRadius: 1800,
69
+ // Delay before the first spawn.
70
+ startDelaySec: 0.4,
71
+ };
72
+ }
73
+
74
+ static getPropertySchema(): PropertySchema {
75
+ const num = (name: string, label: string, min: number, max: number, step: number, group: string) => ({
76
+ name,
77
+ type: 'number' as const,
78
+ ui: { label, group, min, max, step, slider: true },
79
+ getValue: (s: unknown) => (s as Spawner).config[name],
80
+ setValue: (s: unknown, v: unknown) => {
81
+ const n = Number(v);
82
+ (s as Spawner).config[name] = Math.min(max, Math.max(min, Number.isFinite(n) ? n : min));
83
+ },
84
+ });
85
+ const str = (name: string, label: string) => ({
86
+ name,
87
+ type: 'string' as const,
88
+ ui: { label, group: 'Source' },
89
+ getValue: (s: unknown) => (s as Spawner).config[name],
90
+ setValue: (s: unknown, v: unknown) => {
91
+ (s as Spawner).config[name] = typeof v === 'string' ? v : '';
92
+ },
93
+ });
94
+
95
+ return {
96
+ nodeType: 'Spawner',
97
+ properties: [
98
+ str('prefab', 'Prefab'),
99
+ str('parentNode', 'Parent Node'),
100
+ num('intervalSec', 'Interval (s)', 0.05, 20, 0.05, 'Rate'),
101
+ num('intervalJitter', 'Interval Jitter (s)', 0, 10, 0.05, 'Rate'),
102
+ num('maxAlive', 'Max Alive', 1, 200, 1, 'Rate'),
103
+ num('startDelaySec', 'Start Delay (s)', 0, 20, 0.1, 'Rate'),
104
+ num('spawnWidth', 'Spawn Width', 0, 4000, 10, 'Placement'),
105
+ num('spawnHeight', 'Spawn Height', 0, 4000, 10, 'Placement'),
106
+ num('gridSnap', 'Grid Snap', 0, 500, 1, 'Placement'),
107
+ num('driftX', 'Drift X (px/s)', -3000, 3000, 10, 'Motion'),
108
+ num('driftY', 'Drift Y (px/s)', -3000, 3000, 10, 'Motion'),
109
+ num('lifetimeSec', 'Lifetime (s)', 0, 120, 0.5, 'Motion'),
110
+ num('despawnRadius', 'Despawn Radius', 100, 8000, 50, 'Motion'),
111
+ ],
112
+ groups: {
113
+ Source: { label: 'Source', expanded: true },
114
+ Rate: { label: 'Rate', expanded: true },
115
+ Placement: { label: 'Placement', expanded: true },
116
+ Motion: { label: 'Motion', expanded: true },
117
+ },
118
+ };
119
+ }
120
+
121
+ onStart(): void {
122
+ this.cooldown = Math.max(0, Number(this.config.startDelaySec) || 0);
123
+ }
124
+
125
+ onUpdate(dt: number): void {
126
+ this.driftAndExpire(dt);
127
+
128
+ this.cooldown -= dt;
129
+ if (this.cooldown > 0) {
130
+ return;
131
+ }
132
+ const interval = Math.max(0.05, Number(this.config.intervalSec) || 0.05);
133
+ const jitter = Math.max(0, Number(this.config.intervalJitter) || 0);
134
+ this.cooldown = interval + Math.random() * jitter;
135
+
136
+ const maxAlive = Math.max(1, Number(this.config.maxAlive) || 1);
137
+ if (this.alive.length + this.pending < maxAlive) {
138
+ void this.spawnOne();
139
+ }
140
+ }
141
+
142
+ /** Free everything this spawner currently owns (e.g. on a restart). */
143
+ clear(): void {
144
+ for (const entry of this.alive) {
145
+ entry.node.queueFree();
146
+ }
147
+ this.alive = [];
148
+ }
149
+
150
+ private driftAndExpire(dt: number): void {
151
+ const dx = (Number(this.config.driftX) || 0) * dt;
152
+ const dy = (Number(this.config.driftY) || 0) * dt;
153
+ const lifetime = Math.max(0, Number(this.config.lifetimeSec) || 0);
154
+ const despawn = Math.max(1, Number(this.config.despawnRadius) || 1);
155
+ const survivors: SpawnedEntry[] = [];
156
+
157
+ for (const entry of this.alive) {
158
+ if (!entry.node.parent) {
159
+ continue; // already freed elsewhere (TouchRules consumed it)
160
+ }
161
+ entry.node.position.x += dx;
162
+ entry.node.position.y += dy;
163
+ entry.ttl -= dt;
164
+
165
+ const world = localToWorld2D(entry.node, 0, 0);
166
+ const here = worldToLocal2D(this.node ?? entry.node, world.x, world.y);
167
+ const outOfRange = Math.abs(here.x) > despawn || Math.abs(here.y) > despawn;
168
+ if (outOfRange || (lifetime > 0 && entry.ttl <= 0)) {
169
+ entry.node.queueFree();
170
+ continue;
171
+ }
172
+ survivors.push(entry);
173
+ }
174
+ this.alive = survivors;
175
+ }
176
+
177
+ private async spawnOne(): Promise<void> {
178
+ const scene = this.scene;
179
+ const owner = this.node;
180
+ const prefab = String(this.config.prefab ?? '');
181
+ if (!scene || !owner || !prefab) {
182
+ return;
183
+ }
184
+ const parentQuery = String(this.config.parentNode ?? '');
185
+ const parent = parentQuery ? this.findNode(parentQuery) : owner;
186
+ if (!parent) {
187
+ console.warn(`[Spawner] Parent "${parentQuery}" not found.`);
188
+ return;
189
+ }
190
+
191
+ const snap = Math.max(0, Number(this.config.gridSnap) || 0);
192
+ const halfW = Math.max(0, Number(this.config.spawnWidth) || 0) / 2;
193
+ const halfH = Math.max(0, Number(this.config.spawnHeight) || 0) / 2;
194
+ let localX = (Math.random() * 2 - 1) * halfW;
195
+ let localY = (Math.random() * 2 - 1) * halfH;
196
+ if (snap > 0) {
197
+ localX = Math.round(localX / snap) * snap;
198
+ localY = Math.round(localY / snap) * snap;
199
+ }
200
+ const world = localToWorld2D(owner, localX, localY);
201
+
202
+ this.pending += 1;
203
+ try {
204
+ const node = await scene.instantiate(prefab, { parent });
205
+ const local = worldToLocal2D(parent, world.x, world.y);
206
+ node.position.set(local.x, local.y, node.position.z);
207
+ this.alive.push({ node, ttl: Math.max(0, Number(this.config.lifetimeSec) || 0) });
208
+ } catch (error) {
209
+ console.warn(`[Spawner] Failed to spawn "${prefab}":`, error);
210
+ } finally {
211
+ this.pending -= 1;
212
+ }
213
+ }
214
+ }