@rpgjs/common 5.0.0-alpha.4 → 5.0.0-alpha.40
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/dist/PerlinNoise.d.ts +167 -0
- package/dist/Player.d.ts +92 -89
- package/dist/PrebuiltGui.d.ts +3 -1
- package/dist/Presets.d.ts +9 -0
- package/dist/Shape.d.ts +100 -0
- package/dist/Utils.d.ts +1 -0
- package/dist/database/Item.d.ts +17 -1
- package/dist/database/Skill.d.ts +21 -0
- package/dist/database/index.d.ts +1 -0
- package/dist/index.d.ts +7 -2
- package/dist/index.js +8869 -13605
- package/dist/index.js.map +1 -1
- package/dist/modules.d.ts +17 -0
- package/dist/movement/MovementManager.d.ts +16 -72
- package/dist/movement/MovementStrategy.d.ts +1 -39
- package/dist/movement/index.d.ts +3 -12
- package/dist/rooms/Map.d.ts +498 -21
- package/dist/rooms/WorldMaps.d.ts +163 -0
- package/dist/services/save.d.ts +12 -0
- package/dist/weather.d.ts +27 -0
- package/package.json +8 -9
- package/src/PerlinNoise.ts +294 -0
- package/src/Player.ts +126 -149
- package/src/PrebuiltGui.ts +4 -2
- package/src/Presets.ts +9 -0
- package/src/Shape.ts +149 -0
- package/src/Utils.ts +4 -0
- package/src/database/Item.ts +27 -6
- package/src/database/Skill.ts +35 -0
- package/src/database/index.ts +2 -1
- package/src/index.ts +8 -3
- package/src/modules.ts +29 -1
- package/src/movement/MovementManager.ts +38 -119
- package/src/movement/MovementStrategy.ts +4 -42
- package/src/movement/index.ts +14 -15
- package/src/rooms/Map.ts +1505 -85
- package/src/rooms/WorldMaps.ts +269 -0
- package/src/services/save.ts +14 -0
- package/src/weather.ts +29 -0
- package/dist/Physic.d.ts +0 -619
- package/dist/movement/strategies/CompositeMovement.d.ts +0 -76
- package/dist/movement/strategies/Dash.d.ts +0 -52
- package/dist/movement/strategies/IceMovement.d.ts +0 -87
- package/dist/movement/strategies/Knockback.d.ts +0 -50
- package/dist/movement/strategies/LinearMove.d.ts +0 -43
- package/dist/movement/strategies/LinearRepulsion.d.ts +0 -55
- package/dist/movement/strategies/Oscillate.d.ts +0 -60
- package/dist/movement/strategies/PathFollow.d.ts +0 -78
- package/dist/movement/strategies/ProjectileMovement.d.ts +0 -138
- package/dist/movement/strategies/SeekAvoid.d.ts +0 -27
- package/src/Physic.ts +0 -1644
- package/src/movement/strategies/CompositeMovement.ts +0 -173
- package/src/movement/strategies/Dash.ts +0 -82
- package/src/movement/strategies/IceMovement.ts +0 -158
- package/src/movement/strategies/Knockback.ts +0 -81
- package/src/movement/strategies/LinearMove.ts +0 -58
- package/src/movement/strategies/LinearRepulsion.ts +0 -128
- package/src/movement/strategies/Oscillate.ts +0 -144
- package/src/movement/strategies/PathFollow.ts +0 -156
- package/src/movement/strategies/ProjectileMovement.ts +0 -322
- package/src/movement/strategies/SeekAvoid.ts +0 -123
- package/tests/physic.spec.ts +0 -454
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Implements a dash movement in a specified direction for a limited time
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*
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* Dash applies high velocity movement in a direction for a short duration
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*
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* @example
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* ```ts
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* // Dash right for 200ms at speed 10
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* movementManager.add('player1', new Dash(10, { x: 1, y: 0 }, 200));
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*
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* // Dash diagonally (normalized)
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* movementManager.add('player1', new Dash(8, { x: 0.7071, y: 0.7071 }, 150));
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* ```
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*/
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export declare class Dash implements MovementStrategy {
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private speed;
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private direction;
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private duration;
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private elapsed;
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private finished;
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/**
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* Create a dash movement
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*
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* @param speed - Movement speed (pixels per frame)
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* @param direction - Normalized direction vector { x, y }
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* @param duration - Duration in milliseconds
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*/
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constructor(speed: number, direction: {
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x: number;
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y: number;
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}, duration: number);
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/**
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* Apply dash movement to the body
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*
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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*/
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update(body: Matter.Body, dt: number): void;
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/**
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* Check if dash duration has elapsed
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*
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* @returns True if dash is complete
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*/
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isFinished(): boolean;
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/**
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* Optional callback for when dash completes
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* Can be used to chain into another movement
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*/
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onFinished(): void;
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}
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Implements a slippery movement for icy surfaces
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*
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* Creates a realistic ice-physics effect with:
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* - Slow acceleration when starting to move
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* - Slippery inertia when stopping
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* - Gradual turning with momentum
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*
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* @example
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* ```ts
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* // Apply ice movement to player on ice terrain
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* movementManager.add('player1', new IceMovement({ x: 1, y: 0 }, 5));
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*
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* // Update direction when player changes direction
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* iceMovement.setTargetDirection({ x: 0, y: 1 });
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* ```
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*/
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export declare class IceMovement implements MovementStrategy {
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private targetDirection;
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private maxSpeed;
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private acceleration;
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private friction;
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private duration?;
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private currentVx;
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private currentVy;
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private stopped;
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private elapsed;
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/**
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* Create an ice movement behavior
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*
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* @param targetDirection - Desired movement direction (normalized vector)
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* @param maxSpeed - Maximum speed when fully accelerated
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* @param acceleration - Acceleration rate (0-1, lower = more slippery start)
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* @param friction - Friction rate (0-1, lower = more slippery stop)
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* @param duration - Optional duration limit for the movement
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*/
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constructor(targetDirection: {
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x: number;
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y: number;
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}, maxSpeed?: number, acceleration?: number, friction?: number, duration?: number | undefined);
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/**
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* Update the ice movement physics
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*
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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*/
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update(body: Matter.Body, dt: number): void;
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/**
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* Check if movement is finished
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* (movement is considered finished when almost stopped)
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*
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* @returns True if movement is effectively stopped
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*/
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isFinished(): boolean;
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/**
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* Stop the movement (will start applying friction)
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*/
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stop(): void;
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/**
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* Resume movement in the current direction
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*/
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resume(): void;
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/**
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* Set a new target direction
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* The actual movement will gradually change toward this direction
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*
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* @param direction - New target direction
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*/
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setTargetDirection(direction: {
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x: number;
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y: number;
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}): void;
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/**
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* Set movement parameters
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*
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* @param maxSpeed - New maximum speed
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* @param acceleration - New acceleration rate
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* @param friction - New friction rate
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*/
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setParameters(maxSpeed?: number, acceleration?: number, friction?: number): void;
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/**
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* Normalize the direction vector
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*/
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private normalizeDirection;
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}
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Implements a knockback effect with decreasing force over time
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*
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* Applies an initial velocity that gradually decreases to simulate
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* being pushed back by an impact
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*
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* @example
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* ```ts
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* // Knockback player to the left with force 8 for 300ms
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* movementManager.add('player1', new Knockback({ x: -1, y: 0 }, 8, 300));
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*
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* // Knockback with decay (resistance)
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* movementManager.add('enemy1', new Knockback({ x: 0, y: 1 }, 5, 200, 0.9));
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* ```
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*/
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export declare class Knockback implements MovementStrategy {
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private direction;
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private force;
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private duration;
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private decayFactor;
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private elapsed;
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private currentSpeed;
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/**
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* Create a knockback movement
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* @param direction - Normalized direction vector { x, y }
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* @param force - Initial force of the knockback
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* @param duration - Duration in milliseconds
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* @param decayFactor - Speed decay multiplier per frame (0.8-0.95 typical)
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*/
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constructor(direction: {
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x: number;
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y: number;
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}, force: number, duration: number, decayFactor?: number);
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/**
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* Apply knockback movement with decreasing force
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*
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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*/
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update(body: Matter.Body, dt: number): void;
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/**
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* Check if knockback duration has elapsed
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*
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* @returns True if knockback is complete
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*/
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isFinished(): boolean;
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}
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Applies constant velocity movement in a specified direction
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* Used for simple linear movement at a constant speed
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* @example
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* ```ts
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* // Move entity right at 5 pixels per frame
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* movementManager.add('entity1', new LinearMove(5, 0));
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*
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* // Move diagonally
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* movementManager.add('entity1', new LinearMove(3, 3));
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* ```
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*/
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export declare class LinearMove implements MovementStrategy {
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private vx;
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private vy;
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private duration?;
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/**
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* Create a linear movement
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*
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* @param vx - X velocity component
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* @param vy - Y velocity component
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* @param duration - Optional duration in milliseconds (if not set, movement continues indefinitely)
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*/
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constructor(vx: number, vy: number, duration?: number | undefined);
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private elapsed;
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/**
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* Apply velocity to the body
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*
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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update(body: Matter.Body, dt: number): void;
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/**
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* Check if movement duration has elapsed
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* @returns True if movement should stop
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isFinished(): boolean;
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}
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import { RpgCommonPhysic } from '../../Physic';
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Implements a seek behavior with linear obstacle avoidance
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* Similar to SeekAvoid but uses a linear repulsion model instead of inverse square.
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* This creates a smoother avoidance field with gradual transitions.
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* @example
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* ```ts
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* // Make enemy follow player with smooth avoidance
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* const playerPosition = () => Matter.Vector.create(player.x(), player.y());
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* movementManager.add('enemy1', new LinearRepulsion(physics, playerPosition, 3, 50, 5));
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* ```
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*/
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export declare class LinearRepulsion implements MovementStrategy {
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private phys;
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private target;
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private maxSpeed;
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private repulseRadius;
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private repulseWeight;
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private repulseRadius2;
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/**
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* Create a seeking movement with linear obstacle avoidance
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* @param phys - Physics system to query for nearby obstacles
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* @param target - Function returning the current target position
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* @param maxSpeed - Maximum movement speed
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* @param repulseRadius - Radius around entity to check for obstacles
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* @param repulseWeight - Strength of repulsion from obstacles
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*/
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constructor(phys: RpgCommonPhysic, target: () => Matter.Vector, maxSpeed?: number, repulseRadius?: number, repulseWeight?: number);
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/**
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* Update seek and avoid behavior with linear repulsion
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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*/
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update(body: Matter.Body, dt: number): void;
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/**
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* Update the target to follow
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* @param newTarget - Function returning the new target position
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*/
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setTarget(newTarget: () => Matter.Vector): void;
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/**
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* Update movement parameters
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* @param maxSpeed - New maximum speed
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* @param repulseRadius - New repulsion radius
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* @param repulseWeight - New repulsion weight
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*/
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setParameters(maxSpeed?: number, repulseRadius?: number, repulseWeight?: number): void;
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}
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Implements an oscillating movement pattern
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*
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* Entity moves back and forth along a single axis or in a pattern
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* like sine wave, useful for patrols or ambient movements
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*
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* @example
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* ```ts
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* // Horizontal oscillation with amplitude 100 and period 3000ms
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* movementManager.add('entity1', new Oscillate({ x: 1, y: 0 }, 100, 3000));
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*
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* // Vertical oscillation
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* movementManager.add('entity1', new Oscillate({ x: 0, y: 1 }, 50, 2000));
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*
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* // Circular oscillation
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* movementManager.add('entity1', new Oscillate({ x: 1, y: 0 }, 100, 4000, 'circular'));
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* ```
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*/
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export declare class Oscillate implements MovementStrategy {
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private direction;
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private amplitude;
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private period;
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private type;
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private duration?;
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private elapsed;
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private startPosition;
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private positionSet;
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/**
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* Create an oscillating movement
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*
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* @param direction - Primary axis of oscillation (normalized)
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* @param amplitude - Maximum distance from center position
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* @param period - Time in ms for a complete cycle
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* @param type - Oscillation pattern type ('linear', 'sine', 'circular')
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* @param duration - Optional total duration in ms (undefined for infinite)
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*/
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constructor(direction: {
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x: number;
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y: number;
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}, amplitude: number, period: number, type?: 'linear' | 'sine' | 'circular', duration?: number | undefined);
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/**
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* Apply oscillating movement
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*
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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*/
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update(body: Matter.Body, dt: number): void;
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/**
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* Check if oscillation duration has elapsed
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*
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* @returns True if movement is finished
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*/
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isFinished(): boolean;
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/**
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* Reset the oscillation to start from the current position
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*/
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reset(): void;
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}
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@@ -1,78 +0,0 @@
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import { MovementStrategy } from '../MovementStrategy';
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import * as Matter from 'matter-js';
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/**
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* Implements a path following movement that navigates through waypoints
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*
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* The entity will follow a sequence of waypoints at a specified speed,
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* with optional looping behavior.
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*
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* @example
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* ```ts
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* // Create a patrol path for an NPC
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* const waypoints = [
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* { x: 100, y: 100 },
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* { x: 300, y: 100 },
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* { x: 300, y: 300 },
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* { x: 100, y: 300 }
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* ];
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*
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* // Follow path once
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* movementManager.add('npc1', new PathFollow(waypoints, 3));
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*
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* // Loop indefinitely (patrol)
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* movementManager.add('npc1', new PathFollow(waypoints, 3, true));
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* ```
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*/
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export declare class PathFollow implements MovementStrategy {
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private waypoints;
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private speed;
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private loop;
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private pauseAtWaypoints;
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private currentWaypoint;
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private finished;
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private direction;
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private waypointThreshold;
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/**
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* Create a path following movement
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|
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*
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|
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* @param waypoints - Array of x,y positions to follow
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|
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* @param speed - Movement speed in pixels per frame
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|
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* @param loop - Whether to loop back to start after reaching final waypoint
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|
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* @param pauseAtWaypoints - Optional time in ms to pause at each waypoint
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|
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*/
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|
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constructor(waypoints: Array<{
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x: number;
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|
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y: number;
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}>, speed: number, loop?: boolean, pauseAtWaypoints?: number);
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|
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private pauseTimer;
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|
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private isPaused;
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|
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/**
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* Update path following logic
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*
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* @param body - Matter.js body to move
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* @param dt - Time delta in milliseconds
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*/
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update(body: Matter.Body, dt: number): void;
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|
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/**
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|
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* Check if path has been fully traversed
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*
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|
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* @returns True if path following is complete
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|
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*/
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|
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isFinished(): boolean;
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|
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/**
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63
|
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* Get current waypoint index
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|
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*
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|
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* @returns The index of the current target waypoint
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|
-
*/
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|
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getCurrentWaypoint(): number;
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|
68
|
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/**
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|
69
|
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* Set a new path of waypoints
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70
|
-
*
|
|
71
|
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* @param waypoints - New waypoints to follow
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|
72
|
-
* @param resetProgress - Whether to start from the first waypoint
|
|
73
|
-
*/
|
|
74
|
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setWaypoints(waypoints: Array<{
|
|
75
|
-
x: number;
|
|
76
|
-
y: number;
|
|
77
|
-
}>, resetProgress?: boolean): void;
|
|
78
|
-
}
|
|
@@ -1,138 +0,0 @@
|
|
|
1
|
-
import { MovementStrategy } from '../MovementStrategy';
|
|
2
|
-
import * as Matter from 'matter-js';
|
|
3
|
-
/**
|
|
4
|
-
* Type of projectile trajectory
|
|
5
|
-
*/
|
|
6
|
-
export declare enum ProjectileType {
|
|
7
|
-
/** Straight line movement (arrows, bullets) */
|
|
8
|
-
Straight = "straight",
|
|
9
|
-
/** Parabolic arc (grenades, bombs) */
|
|
10
|
-
Arc = "arc",
|
|
11
|
-
/** Bouncing projectile (bouncing bombs, coins) */
|
|
12
|
-
Bounce = "bounce"
|
|
13
|
-
}
|
|
14
|
-
/**
|
|
15
|
-
* Projectile configuration options
|
|
16
|
-
*/
|
|
17
|
-
export interface ProjectileOptions {
|
|
18
|
-
/** Initial velocity in pixels per second */
|
|
19
|
-
speed: number;
|
|
20
|
-
/** Direction vector (will be normalized) */
|
|
21
|
-
direction: {
|
|
22
|
-
x: number;
|
|
23
|
-
y: number;
|
|
24
|
-
};
|
|
25
|
-
/** Maximum range in pixels before projectile disappears */
|
|
26
|
-
maxRange?: number;
|
|
27
|
-
/** Maximum lifetime in milliseconds */
|
|
28
|
-
lifetime?: number;
|
|
29
|
-
/** Initial height (Z coordinate) */
|
|
30
|
-
initialHeight?: number;
|
|
31
|
-
/** Maximum height of arc trajectory */
|
|
32
|
-
maxHeight?: number;
|
|
33
|
-
/** Gravity strength (pixels/second²) */
|
|
34
|
-
gravity?: number;
|
|
35
|
-
/** Number of bounces allowed (for bouncing projectiles) */
|
|
36
|
-
maxBounces?: number;
|
|
37
|
-
/** Energy retained after each bounce (0-1) */
|
|
38
|
-
bounciness?: number;
|
|
39
|
-
/** Air resistance/drag (0-1) */
|
|
40
|
-
drag?: number;
|
|
41
|
-
}
|
|
42
|
-
/**
|
|
43
|
-
* Implements projectile movement with various trajectory types
|
|
44
|
-
*
|
|
45
|
-
* Supports:
|
|
46
|
-
* - Straight movement (arrows, bullets)
|
|
47
|
-
* - Parabolic arcs (thrown objects, grenades)
|
|
48
|
-
* - Bouncing projectiles (coins, bouncing bombs)
|
|
49
|
-
*
|
|
50
|
-
* The z-coordinate represents height above ground for 3D effects
|
|
51
|
-
*
|
|
52
|
-
* @example
|
|
53
|
-
* ```ts
|
|
54
|
-
* // Create an arrow (straight projectile)
|
|
55
|
-
* const arrow = new ProjectileMovement(ProjectileType.Straight, {
|
|
56
|
-
* speed: 300,
|
|
57
|
-
* direction: { x: 1, y: 0 },
|
|
58
|
-
* maxRange: 500
|
|
59
|
-
* });
|
|
60
|
-
*
|
|
61
|
-
* // Create a thrown bomb (arc projectile)
|
|
62
|
-
* const bomb = new ProjectileMovement(ProjectileType.Arc, {
|
|
63
|
-
* speed: 150,
|
|
64
|
-
* direction: { x: 0.7, y: 0.7 },
|
|
65
|
-
* maxHeight: 100,
|
|
66
|
-
* gravity: 400
|
|
67
|
-
* });
|
|
68
|
-
*
|
|
69
|
-
* // Create bouncing coins (random directions with bounce)
|
|
70
|
-
* function spawnCoin(x, y) {
|
|
71
|
-
* const randomAngle = Math.random() * Math.PI * 2;
|
|
72
|
-
* const coin = new ProjectileMovement(ProjectileType.Bounce, {
|
|
73
|
-
* speed: 80 + Math.random() * 40,
|
|
74
|
-
* direction: {
|
|
75
|
-
* x: Math.cos(randomAngle),
|
|
76
|
-
* y: Math.sin(randomAngle)
|
|
77
|
-
* },
|
|
78
|
-
* initialHeight: 0,
|
|
79
|
-
* maxHeight: 20 + Math.random() * 30,
|
|
80
|
-
* gravity: 500,
|
|
81
|
-
* maxBounces: 2,
|
|
82
|
-
* bounciness: 0.6
|
|
83
|
-
* });
|
|
84
|
-
*
|
|
85
|
-
* // Create coin entity and add to the world
|
|
86
|
-
* // movementManager.add(coinId, coin);
|
|
87
|
-
* }
|
|
88
|
-
* ```
|
|
89
|
-
*/
|
|
90
|
-
export declare class ProjectileMovement implements MovementStrategy {
|
|
91
|
-
private type;
|
|
92
|
-
private options;
|
|
93
|
-
private elapsed;
|
|
94
|
-
private distanceTraveled;
|
|
95
|
-
private startPosition;
|
|
96
|
-
private bounceCount;
|
|
97
|
-
private stage;
|
|
98
|
-
private finished;
|
|
99
|
-
private currentHeight;
|
|
100
|
-
private verticalVelocity;
|
|
101
|
-
private normalizedDirection;
|
|
102
|
-
private readonly defaultOptions;
|
|
103
|
-
/**
|
|
104
|
-
* Create a projectile movement
|
|
105
|
-
*
|
|
106
|
-
* @param type - Type of projectile trajectory
|
|
107
|
-
* @param options - Projectile configuration
|
|
108
|
-
*/
|
|
109
|
-
constructor(type: ProjectileType, options: ProjectileOptions);
|
|
110
|
-
/**
|
|
111
|
-
* Update projectile movement
|
|
112
|
-
*
|
|
113
|
-
* @param body - Matter.js body to move
|
|
114
|
-
* @param dt - Time delta in milliseconds
|
|
115
|
-
*/
|
|
116
|
-
update(body: Matter.Body, dt: number): void;
|
|
117
|
-
/**
|
|
118
|
-
* Update projectile while in flying stage
|
|
119
|
-
*/
|
|
120
|
-
private updateFlying;
|
|
121
|
-
/**
|
|
122
|
-
* Update projectile while in bouncing stage (rolling/sliding)
|
|
123
|
-
*/
|
|
124
|
-
private updateBouncing;
|
|
125
|
-
/**
|
|
126
|
-
* Check if projectile has completed its trajectory
|
|
127
|
-
*/
|
|
128
|
-
isFinished(): boolean;
|
|
129
|
-
/**
|
|
130
|
-
* Get current height of projectile above ground
|
|
131
|
-
*/
|
|
132
|
-
getHeight(): number;
|
|
133
|
-
/**
|
|
134
|
-
* Get position along trajectory (0 to 1)
|
|
135
|
-
* Useful for animation progress
|
|
136
|
-
*/
|
|
137
|
-
getProgress(): number;
|
|
138
|
-
}
|
|
@@ -1,27 +0,0 @@
|
|
|
1
|
-
import { RpgCommonPhysic } from '../../Physic';
|
|
2
|
-
import { MovementStrategy } from '../MovementStrategy';
|
|
3
|
-
import * as Matter from 'matter-js';
|
|
4
|
-
export declare class SeekAvoid implements MovementStrategy {
|
|
5
|
-
private phys;
|
|
6
|
-
private targetBody?;
|
|
7
|
-
private maxSpeed;
|
|
8
|
-
private repulseRadius;
|
|
9
|
-
private repulseWeight;
|
|
10
|
-
private arriveRadius;
|
|
11
|
-
private repulseRadius2;
|
|
12
|
-
private arriveRadius2;
|
|
13
|
-
/** (4 px)² : plancher pour éviter les divisions par 0 */
|
|
14
|
-
private readonly EPS2;
|
|
15
|
-
/**
|
|
16
|
-
* @param phys Monde physique
|
|
17
|
-
* @param target Fonction → position à suivre
|
|
18
|
-
* @param maxSpeed Vitesse max (px / ms)
|
|
19
|
-
* @param repulseRadius Rayon de répulsion
|
|
20
|
-
* @param repulseWeight Intensité de la répulsion
|
|
21
|
-
* @param arriveRadius Rayon dans lequel on “arrive” (≃ taille hitbox)
|
|
22
|
-
* @param getTargetBody (optionnel) fonction → body de la cible pour l’ignorer
|
|
23
|
-
*/
|
|
24
|
-
constructor(phys: RpgCommonPhysic, targetBody?: Matter.Body, maxSpeed?: number, repulseRadius?: number, repulseWeight?: number, arriveRadius?: number);
|
|
25
|
-
update(body: Matter.Body, dt: number): void;
|
|
26
|
-
setParameters(max?: number, repR?: number, repW?: number, arrR?: number): void;
|
|
27
|
-
}
|