@rune-kit/rune 2.10.0 → 2.12.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -21
- package/README.md +65 -6
- package/commands/rune.md +168 -168
- package/compiler/__tests__/detect-invariants.test.js +136 -0
- package/compiler/__tests__/doctor-mesh.test.js +229 -0
- package/compiler/__tests__/hook-dispatch.test.js +91 -0
- package/compiler/__tests__/hooks-antigravity.test.js +118 -0
- package/compiler/__tests__/hooks-cursor.test.js +139 -0
- package/compiler/__tests__/hooks-install.test.js +305 -0
- package/compiler/__tests__/hooks-merge.test.js +204 -0
- package/compiler/__tests__/hooks-tiers.test.js +519 -0
- package/compiler/__tests__/hooks-windsurf.test.js +115 -0
- package/compiler/__tests__/inject-claude-md.test.js +152 -0
- package/compiler/__tests__/load-invariants.test.js +408 -0
- package/compiler/__tests__/onboard-invariants.test.js +240 -0
- package/compiler/adapters/hooks/antigravity.js +140 -0
- package/compiler/adapters/hooks/claude.js +166 -0
- package/compiler/adapters/hooks/cursor.js +191 -0
- package/compiler/adapters/hooks/index.js +82 -0
- package/compiler/adapters/hooks/tier-emitter.js +182 -0
- package/compiler/adapters/hooks/windsurf.js +202 -0
- package/compiler/bin/rune.js +196 -6
- package/compiler/commands/hook-dispatch.js +87 -0
- package/compiler/commands/hooks/install.js +120 -0
- package/compiler/commands/hooks/merge.js +211 -0
- package/compiler/commands/hooks/presets.js +116 -0
- package/compiler/commands/hooks/status.js +112 -0
- package/compiler/commands/hooks/tiers.js +221 -0
- package/compiler/commands/hooks/uninstall.js +94 -0
- package/compiler/doctor.js +236 -0
- package/contexts/dev.md +34 -34
- package/contexts/research.md +43 -43
- package/contexts/review.md +55 -55
- package/extensions/ai-ml/PACK.md +88 -88
- package/extensions/ai-ml/skills/ai-agents.md +172 -172
- package/extensions/ai-ml/skills/code-sandbox.md +187 -187
- package/extensions/ai-ml/skills/deep-research.md +146 -146
- package/extensions/ai-ml/skills/embedding-search.md +66 -66
- package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
- package/extensions/ai-ml/skills/llm-architect.md +125 -125
- package/extensions/ai-ml/skills/llm-integration.md +64 -64
- package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
- package/extensions/ai-ml/skills/rag-patterns.md +66 -66
- package/extensions/ai-ml/skills/web-extraction.md +114 -114
- package/extensions/analytics/PACK.md +92 -92
- package/extensions/analytics/skills/ab-testing.md +72 -72
- package/extensions/analytics/skills/dashboard-patterns.md +83 -83
- package/extensions/analytics/skills/data-validation.md +68 -68
- package/extensions/analytics/skills/funnel-analysis.md +81 -81
- package/extensions/analytics/skills/sql-patterns.md +57 -57
- package/extensions/analytics/skills/statistical-analysis.md +79 -79
- package/extensions/analytics/skills/tracking-setup.md +71 -71
- package/extensions/backend/PACK.md +104 -104
- package/extensions/backend/skills/api-patterns.md +84 -84
- package/extensions/backend/skills/async-pipeline.md +193 -193
- package/extensions/backend/skills/auth-patterns.md +97 -97
- package/extensions/backend/skills/background-jobs.md +133 -133
- package/extensions/backend/skills/caching-patterns.md +108 -108
- package/extensions/backend/skills/cli-generation.md +133 -133
- package/extensions/backend/skills/database-patterns.md +87 -87
- package/extensions/backend/skills/middleware-patterns.md +104 -104
- package/extensions/chrome-ext/PACK.md +93 -93
- package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
- package/extensions/chrome-ext/skills/cws-publish.md +104 -104
- package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
- package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
- package/extensions/chrome-ext/skills/ext-storage.md +133 -133
- package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
- package/extensions/content/PACK.md +96 -96
- package/extensions/content/skills/blog-patterns.md +88 -88
- package/extensions/content/skills/cms-integration.md +131 -131
- package/extensions/content/skills/content-scoring.md +107 -107
- package/extensions/content/skills/i18n.md +83 -83
- package/extensions/content/skills/mdx-authoring.md +137 -137
- package/extensions/content/skills/reference.md +1014 -1014
- package/extensions/content/skills/seo-patterns.md +67 -67
- package/extensions/content/skills/video-repurpose.md +153 -153
- package/extensions/devops/PACK.md +101 -101
- package/extensions/devops/skills/chaos-testing.md +67 -67
- package/extensions/devops/skills/ci-cd.md +75 -75
- package/extensions/devops/skills/docker.md +58 -58
- package/extensions/devops/skills/edge-serverless.md +163 -163
- package/extensions/devops/skills/infra-as-code.md +158 -158
- package/extensions/devops/skills/kubernetes.md +110 -110
- package/extensions/devops/skills/monitoring.md +57 -57
- package/extensions/devops/skills/server-setup.md +64 -64
- package/extensions/devops/skills/ssl-domain.md +42 -42
- package/extensions/ecommerce/PACK.md +116 -116
- package/extensions/ecommerce/skills/cart-system.md +79 -79
- package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
- package/extensions/ecommerce/skills/order-management.md +126 -126
- package/extensions/ecommerce/skills/payment-integration.md +472 -472
- package/extensions/ecommerce/skills/shopify-dev.md +69 -69
- package/extensions/ecommerce/skills/subscription-billing.md +93 -93
- package/extensions/ecommerce/skills/tax-compliance.md +117 -117
- package/extensions/gamedev/PACK.md +142 -142
- package/extensions/gamedev/skills/asset-pipeline.md +74 -74
- package/extensions/gamedev/skills/audio-system.md +129 -129
- package/extensions/gamedev/skills/camera-system.md +87 -87
- package/extensions/gamedev/skills/ecs.md +98 -98
- package/extensions/gamedev/skills/game-loops.md +72 -72
- package/extensions/gamedev/skills/input-system.md +199 -199
- package/extensions/gamedev/skills/multiplayer.md +180 -180
- package/extensions/gamedev/skills/particles.md +105 -105
- package/extensions/gamedev/skills/physics-engine.md +89 -89
- package/extensions/gamedev/skills/scene-management.md +146 -146
- package/extensions/gamedev/skills/threejs-patterns.md +90 -90
- package/extensions/gamedev/skills/webgl.md +71 -71
- package/extensions/mobile/PACK.md +106 -106
- package/extensions/mobile/skills/app-store-connect.md +152 -152
- package/extensions/mobile/skills/app-store-prep.md +66 -66
- package/extensions/mobile/skills/deep-linking.md +109 -109
- package/extensions/mobile/skills/flutter.md +60 -60
- package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
- package/extensions/mobile/skills/native-bridge.md +66 -66
- package/extensions/mobile/skills/ota-updates.md +97 -97
- package/extensions/mobile/skills/push-notifications.md +111 -111
- package/extensions/mobile/skills/react-native.md +82 -82
- package/extensions/saas/PACK.md +116 -116
- package/extensions/saas/skills/billing-integration.md +200 -200
- package/extensions/saas/skills/feature-flags.md +130 -130
- package/extensions/saas/skills/multi-tenant.md +103 -103
- package/extensions/saas/skills/onboarding-flow.md +139 -139
- package/extensions/saas/skills/subscription-flow.md +95 -95
- package/extensions/saas/skills/team-management.md +144 -144
- package/extensions/security/PACK.md +99 -99
- package/extensions/security/skills/api-security.md +140 -140
- package/extensions/security/skills/compliance.md +68 -68
- package/extensions/security/skills/owasp-audit.md +64 -64
- package/extensions/security/skills/pentest-patterns.md +77 -77
- package/extensions/security/skills/secret-mgmt.md +65 -65
- package/extensions/security/skills/supply-chain.md +65 -65
- package/extensions/trading/PACK.md +80 -80
- package/extensions/trading/skills/chart-components.md +55 -55
- package/extensions/trading/skills/experiment-loop.md +125 -125
- package/extensions/trading/skills/fintech-patterns.md +47 -47
- package/extensions/trading/skills/indicator-library.md +58 -58
- package/extensions/trading/skills/quant-analysis.md +111 -111
- package/extensions/trading/skills/realtime-data.md +58 -58
- package/extensions/trading/skills/trade-logic.md +104 -104
- package/extensions/ui/PACK.md +130 -130
- package/extensions/ui/skills/a11y-audit.md +91 -91
- package/extensions/ui/skills/animation-patterns.md +127 -127
- package/extensions/ui/skills/component-patterns.md +100 -100
- package/extensions/ui/skills/design-decision.md +108 -108
- package/extensions/ui/skills/design-system.md +68 -68
- package/extensions/ui/skills/landing-patterns.md +155 -155
- package/extensions/ui/skills/palette-picker.md +173 -173
- package/extensions/ui/skills/react-health.md +90 -90
- package/extensions/ui/skills/type-system.md +125 -125
- package/extensions/ui/skills/web-vitals.md +153 -153
- package/extensions/zalo/PACK.md +145 -145
- package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
- package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
- package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
- package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
- package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
- package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
- package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
- package/hooks/auto-format/index.cjs +48 -48
- package/hooks/hooks.json +111 -111
- package/hooks/post-session-reflect/index.cjs +189 -189
- package/hooks/pre-compact/index.cjs +95 -95
- package/hooks/run-hook.cmd +1 -1
- package/hooks/secrets-scan/index.cjs +100 -100
- package/hooks/session-start/index.cjs +71 -71
- package/hooks/typecheck/index.cjs +65 -65
- package/package.json +63 -63
- package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
- package/references/ui-pro-max-data/charts.csv +26 -26
- package/references/ui-pro-max-data/colors.csv +161 -161
- package/references/ui-pro-max-data/styles.csv +68 -68
- package/references/ui-pro-max-data/typography.csv +74 -74
- package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
- package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
- package/skills/adversary/SKILL.md +283 -283
- package/skills/asset-creator/SKILL.md +157 -157
- package/skills/audit/SKILL.md +147 -2
- package/skills/autopsy/SKILL.md +335 -335
- package/skills/ba/SKILL.md +85 -1
- package/skills/brainstorm/SKILL.md +380 -342
- package/skills/browser-pilot/SKILL.md +169 -168
- package/skills/constraint-check/SKILL.md +165 -165
- package/skills/context-engine/SKILL.md +408 -404
- package/skills/cook/SKILL.md +917 -863
- package/skills/db/SKILL.md +273 -273
- package/skills/debug/SKILL.md +465 -465
- package/skills/dependency-doctor/SKILL.md +265 -235
- package/skills/deploy/SKILL.md +274 -231
- package/skills/design/DESIGN-REFERENCE.md +365 -365
- package/skills/design/SKILL.md +590 -589
- package/skills/doc-processor/SKILL.md +254 -254
- package/skills/docs/SKILL.md +374 -374
- package/skills/docs-seeker/SKILL.md +178 -177
- package/skills/fix/SKILL.md +332 -330
- package/skills/git/SKILL.md +339 -339
- package/skills/hallucination-guard/SKILL.md +220 -219
- package/skills/incident/SKILL.md +254 -253
- package/skills/integrity-check/SKILL.md +169 -169
- package/skills/journal/SKILL.md +241 -240
- package/skills/launch/SKILL.md +344 -344
- package/skills/logic-guardian/SKILL.md +269 -251
- package/skills/marketing/SKILL.md +351 -289
- package/skills/mcp-builder/SKILL.md +425 -425
- package/skills/neural-memory/SKILL.md +359 -362
- package/skills/onboard/SKILL.md +432 -403
- package/skills/onboard/references/invariants-template.md +76 -0
- package/skills/onboard/scripts/detect-invariants.js +439 -0
- package/skills/onboard/scripts/inject-claude-md.js +150 -0
- package/skills/onboard/scripts/onboard-invariants.js +194 -0
- package/skills/perf/SKILL.md +347 -346
- package/skills/plan/SKILL.md +435 -428
- package/skills/preflight/SKILL.md +415 -415
- package/skills/problem-solver/SKILL.md +380 -284
- package/skills/rescue/SKILL.md +474 -474
- package/skills/research/SKILL.md +4 -0
- package/skills/retro/SKILL.md +3 -1
- package/skills/review/SKILL.md +614 -588
- package/skills/review-intake/SKILL.md +249 -249
- package/skills/safeguard/SKILL.md +200 -200
- package/skills/sast/SKILL.md +190 -190
- package/skills/scaffold/SKILL.md +328 -287
- package/skills/scope-guard/SKILL.md +183 -180
- package/skills/scout/SKILL.md +269 -263
- package/skills/sentinel/SKILL.md +384 -381
- package/skills/sentinel-env/SKILL.md +254 -254
- package/skills/sequential-thinking/SKILL.md +234 -234
- package/skills/session-bridge/SKILL.md +595 -543
- package/skills/session-bridge/scripts/load-invariants.js +397 -0
- package/skills/skill-forge/SKILL.md +581 -581
- package/skills/skill-router/SKILL.md +3 -0
- package/skills/slides/SKILL.md +19 -0
- package/skills/surgeon/SKILL.md +215 -215
- package/skills/team/SKILL.md +557 -537
- package/skills/test/SKILL.md +620 -614
- package/skills/trend-scout/SKILL.md +145 -145
- package/skills/verification/SKILL.md +334 -326
- package/skills/video-creator/SKILL.md +201 -201
- package/skills/watchdog/SKILL.md +168 -168
- package/skills/worktree/SKILL.md +140 -140
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---
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name: "game-loops"
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pack: "@rune/gamedev"
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description: "Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS."
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model: sonnet
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tools: [Read, Edit, Write, Grep, Glob, Bash]
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---
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# game-loops
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Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS.
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#### Workflow
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**Step 1 — Detect game loop pattern**
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Use Grep to find loop code: `requestAnimationFrame`, `setInterval.*16`, `update`, `fixedUpdate`, `deltaTime`, `gameLoop`. Read the main loop to understand: timestep strategy, update/render separation, and input handling.
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**Step 2 — Audit loop correctness**
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Check for: variable timestep physics (non-deterministic), no accumulator for fixed update (physics tied to framerate), input polled inside render (inconsistent), missing interpolation between fixed steps (visual stuttering), and no frame budget monitoring.
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**Step 3 — Emit fixed timestep loop**
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Emit: fixed timestep (60Hz) with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring.
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#### Example
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```typescript
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// Fixed timestep game loop with interpolation
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const TICK_RATE = 60;
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const TICK_DURATION = 1000 / TICK_RATE;
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class GameLoop {
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private accumulator = 0;
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private previousTime = 0;
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private running = false;
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constructor(
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private update: (dt: number) => void, // fixed timestep logic
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private render: (alpha: number) => void, // interpolated rendering
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) {}
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start() {
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this.previousTime = performance.now();
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requestAnimationFrame(this.tick);
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}
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private tick = (currentTime: number) => {
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if (!this.running) return;
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const elapsed = Math.min(currentTime - this.previousTime, 250); // cap spiral of death
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this.previousTime = currentTime;
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this.accumulator += elapsed;
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while (this.accumulator >= TICK_DURATION) {
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this.accumulator -= TICK_DURATION;
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}
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const alpha = this.accumulator / TICK_DURATION; // interpolation factor [0, 1)
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this.render(alpha);
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requestAnimationFrame(this.tick);
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};
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stop() { this.running = false; }
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}
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// Usage
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const loop = new GameLoop(
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(dt) => { world.step(dt); entities.forEach(e => e.update(dt)); },
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(alpha) => { renderer.render(scene, camera, alpha); },
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);
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loop.start();
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```
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---
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name: "game-loops"
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pack: "@rune/gamedev"
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description: "Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS."
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model: sonnet
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tools: [Read, Edit, Write, Grep, Glob, Bash]
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---
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# game-loops
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Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS.
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#### Workflow
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**Step 1 — Detect game loop pattern**
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Use Grep to find loop code: `requestAnimationFrame`, `setInterval.*16`, `update`, `fixedUpdate`, `deltaTime`, `gameLoop`. Read the main loop to understand: timestep strategy, update/render separation, and input handling.
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**Step 2 — Audit loop correctness**
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Check for: variable timestep physics (non-deterministic), no accumulator for fixed update (physics tied to framerate), input polled inside render (inconsistent), missing interpolation between fixed steps (visual stuttering), and no frame budget monitoring.
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+
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**Step 3 — Emit fixed timestep loop**
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Emit: fixed timestep (60Hz) with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring.
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#### Example
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```typescript
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// Fixed timestep game loop with interpolation
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const TICK_RATE = 60;
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const TICK_DURATION = 1000 / TICK_RATE;
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class GameLoop {
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private accumulator = 0;
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private previousTime = 0;
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private running = false;
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constructor(
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private update: (dt: number) => void, // fixed timestep logic
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private render: (alpha: number) => void, // interpolated rendering
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) {}
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start() {
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this.running = true;
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this.previousTime = performance.now();
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requestAnimationFrame(this.tick);
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}
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private tick = (currentTime: number) => {
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if (!this.running) return;
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const elapsed = Math.min(currentTime - this.previousTime, 250); // cap spiral of death
|
|
50
|
+
this.previousTime = currentTime;
|
|
51
|
+
this.accumulator += elapsed;
|
|
52
|
+
|
|
53
|
+
while (this.accumulator >= TICK_DURATION) {
|
|
54
|
+
this.update(TICK_DURATION / 1000); // dt in seconds
|
|
55
|
+
this.accumulator -= TICK_DURATION;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
const alpha = this.accumulator / TICK_DURATION; // interpolation factor [0, 1)
|
|
59
|
+
this.render(alpha);
|
|
60
|
+
requestAnimationFrame(this.tick);
|
|
61
|
+
};
|
|
62
|
+
|
|
63
|
+
stop() { this.running = false; }
|
|
64
|
+
}
|
|
65
|
+
|
|
66
|
+
// Usage
|
|
67
|
+
const loop = new GameLoop(
|
|
68
|
+
(dt) => { world.step(dt); entities.forEach(e => e.update(dt)); },
|
|
69
|
+
(alpha) => { renderer.render(scene, camera, alpha); },
|
|
70
|
+
);
|
|
71
|
+
loop.start();
|
|
72
|
+
```
|
|
@@ -1,199 +1,199 @@
|
|
|
1
|
-
---
|
|
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|
-
name: "input-system"
|
|
3
|
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pack: "@rune/gamedev"
|
|
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|
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description: "Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick."
|
|
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|
-
model: sonnet
|
|
6
|
-
tools: [Read, Edit, Write, Grep, Glob, Bash]
|
|
7
|
-
---
|
|
8
|
-
|
|
9
|
-
# input-system
|
|
10
|
-
|
|
11
|
-
Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick.
|
|
12
|
-
|
|
13
|
-
#### Workflow
|
|
14
|
-
|
|
15
|
-
**Step 1 — Detect input handling**
|
|
16
|
-
Use Grep to find input code: `addEventListener.*keydown`, `addEventListener.*gamepad`, `onMouseMove`, `ontouchstart`. Read input handlers to understand: action mapping strategy, polling vs event-driven, and platform support.
|
|
17
|
-
|
|
18
|
-
**Step 2 — Audit input correctness**
|
|
19
|
-
Check for: input polled inside render loop (should be in fixed update), no gamepad support, missing touch controls for mobile, hardcoded key bindings, and no input buffering (missed jump inputs).
|
|
20
|
-
|
|
21
|
-
**Step 3 — Emit InputManager**
|
|
22
|
-
Emit: unified InputManager with keyboard/mouse/gamepad/touch, action-based API, justPressed/wasReleased one-frame flags, and runtime rebinding. Always call `flush()` at end of each fixed tick.
|
|
23
|
-
|
|
24
|
-
#### Unified Input Handler — Keyboard, Mouse, Gamepad, Touch
|
|
25
|
-
|
|
26
|
-
```typescript
|
|
27
|
-
// InputManager — supports keyboard, mouse, gamepad, touch with action mapping
|
|
28
|
-
type ActionMap = Record<string, string[]>; // action → [key1, key2, ...]
|
|
29
|
-
|
|
30
|
-
const DEFAULT_ACTIONS: ActionMap = {
|
|
31
|
-
moveUp: ['KeyW', 'ArrowUp'],
|
|
32
|
-
moveDown: ['KeyS', 'ArrowDown'],
|
|
33
|
-
moveLeft: ['KeyA', 'ArrowLeft'],
|
|
34
|
-
moveRight: ['KeyD', 'ArrowRight'],
|
|
35
|
-
jump: ['Space'],
|
|
36
|
-
attack: ['Mouse0'],
|
|
37
|
-
pause: ['Escape'],
|
|
38
|
-
};
|
|
39
|
-
|
|
40
|
-
class InputManager {
|
|
41
|
-
private held = new Set<string>();
|
|
42
|
-
private justPressed = new Set<string>();
|
|
43
|
-
private justReleased = new Set<string>();
|
|
44
|
-
private axes = { x: 0, y: 0 };
|
|
45
|
-
private gamepad: Gamepad | null = null;
|
|
46
|
-
private bindings: ActionMap;
|
|
47
|
-
|
|
48
|
-
constructor(bindings = DEFAULT_ACTIONS) {
|
|
49
|
-
this.bindings = { ...bindings };
|
|
50
|
-
window.addEventListener('keydown', e => { this.held.add(e.code); this.justPressed.add(e.code); });
|
|
51
|
-
window.addEventListener('keyup', e => { this.held.delete(e.code); this.justReleased.add(e.code); });
|
|
52
|
-
window.addEventListener('mousedown', e => this.held.add(`Mouse${e.button}`));
|
|
53
|
-
window.addEventListener('mouseup', e => this.held.delete(`Mouse${e.button}`));
|
|
54
|
-
window.addEventListener('gamepaddisconnected', () => { this.gamepad = null; });
|
|
55
|
-
}
|
|
56
|
-
|
|
57
|
-
// Call at the START of each fixed update tick, not inside render
|
|
58
|
-
pollGamepad() {
|
|
59
|
-
const pads = navigator.getGamepads();
|
|
60
|
-
this.gamepad = pads[0] ?? null;
|
|
61
|
-
if (this.gamepad) {
|
|
62
|
-
this.axes.x = this.gamepad.axes[0];
|
|
63
|
-
this.axes.y = this.gamepad.axes[1];
|
|
64
|
-
}
|
|
65
|
-
}
|
|
66
|
-
|
|
67
|
-
// Call at END of each fixed update tick to clear one-frame flags
|
|
68
|
-
flush() {
|
|
69
|
-
this.justPressed.clear();
|
|
70
|
-
this.justReleased.clear();
|
|
71
|
-
}
|
|
72
|
-
|
|
73
|
-
isDown(action: string): boolean {
|
|
74
|
-
return (this.bindings[action] ?? []).some(key => this.held.has(key));
|
|
75
|
-
}
|
|
76
|
-
|
|
77
|
-
wasPressed(action: string): boolean {
|
|
78
|
-
return (this.bindings[action] ?? []).some(key => this.justPressed.has(key));
|
|
79
|
-
}
|
|
80
|
-
|
|
81
|
-
wasReleased(action: string): boolean {
|
|
82
|
-
return (this.bindings[action] ?? []).some(key => this.justReleased.has(key));
|
|
83
|
-
}
|
|
84
|
-
|
|
85
|
-
getAxes() { return { ...this.axes }; }
|
|
86
|
-
|
|
87
|
-
// Rebind at runtime (save to localStorage)
|
|
88
|
-
rebind(action: string, keys: string[]) {
|
|
89
|
-
this.bindings[action] = keys;
|
|
90
|
-
localStorage.setItem('inputBindings', JSON.stringify(this.bindings));
|
|
91
|
-
}
|
|
92
|
-
|
|
93
|
-
loadSavedBindings() {
|
|
94
|
-
const saved = localStorage.getItem('inputBindings');
|
|
95
|
-
if (saved) this.bindings = { ...this.bindings, ...JSON.parse(saved) };
|
|
96
|
-
}
|
|
97
|
-
}
|
|
98
|
-
```
|
|
99
|
-
|
|
100
|
-
#### Input Buffering (Coyote Time + Jump Buffering)
|
|
101
|
-
|
|
102
|
-
```typescript
|
|
103
|
-
// Input buffer — remember button press for N frames to forgive missed timing
|
|
104
|
-
class InputBuffer {
|
|
105
|
-
private buffer: Map<string, number> = new Map(); // action → frames remaining
|
|
106
|
-
|
|
107
|
-
bufferAction(action: string, frames = 6) { this.buffer.set(action, frames); }
|
|
108
|
-
|
|
109
|
-
consume(action: string): boolean {
|
|
110
|
-
if ((this.buffer.get(action) ?? 0) > 0) {
|
|
111
|
-
this.buffer.set(action, 0);
|
|
112
|
-
return true;
|
|
113
|
-
}
|
|
114
|
-
return false;
|
|
115
|
-
}
|
|
116
|
-
|
|
117
|
-
tick() {
|
|
118
|
-
this.buffer.forEach((frames, action) => {
|
|
119
|
-
if (frames > 0) this.buffer.set(action, frames - 1);
|
|
120
|
-
});
|
|
121
|
-
}
|
|
122
|
-
}
|
|
123
|
-
|
|
124
|
-
// Coyote time — allow jump for N frames after walking off a ledge
|
|
125
|
-
class CoyoteTime {
|
|
126
|
-
private grounded = false;
|
|
127
|
-
private coyoteFrames = 0;
|
|
128
|
-
private readonly maxFrames = 6;
|
|
129
|
-
|
|
130
|
-
update(isGrounded: boolean) {
|
|
131
|
-
if (isGrounded) {
|
|
132
|
-
this.grounded = true;
|
|
133
|
-
this.coyoteFrames = this.maxFrames;
|
|
134
|
-
} else {
|
|
135
|
-
this.grounded = false;
|
|
136
|
-
this.coyoteFrames = Math.max(0, this.coyoteFrames - 1);
|
|
137
|
-
}
|
|
138
|
-
}
|
|
139
|
-
|
|
140
|
-
canJump(): boolean { return this.coyoteFrames > 0; }
|
|
141
|
-
}
|
|
142
|
-
```
|
|
143
|
-
|
|
144
|
-
#### Touch Virtual Joystick (Mobile)
|
|
145
|
-
|
|
146
|
-
```typescript
|
|
147
|
-
// Canvas-rendered virtual joystick for mobile
|
|
148
|
-
class VirtualJoystick {
|
|
149
|
-
private origin: { x: number; y: number } | null = null;
|
|
150
|
-
private current: { x: number; y: number } | null = null;
|
|
151
|
-
private touchId: number | null = null;
|
|
152
|
-
readonly radius = 60;
|
|
153
|
-
|
|
154
|
-
constructor(private canvas: HTMLCanvasElement) {
|
|
155
|
-
canvas.addEventListener('touchstart', this.onStart, { passive: false });
|
|
156
|
-
canvas.addEventListener('touchmove', this.onMove, { passive: false });
|
|
157
|
-
canvas.addEventListener('touchend', this.onEnd);
|
|
158
|
-
}
|
|
159
|
-
|
|
160
|
-
private onStart = (e: TouchEvent) => {
|
|
161
|
-
e.preventDefault();
|
|
162
|
-
if (this.touchId !== null) return;
|
|
163
|
-
const t = e.changedTouches[0];
|
|
164
|
-
this.touchId = t.identifier;
|
|
165
|
-
this.origin = { x: t.clientX, y: t.clientY };
|
|
166
|
-
this.current = { ...this.origin };
|
|
167
|
-
};
|
|
168
|
-
|
|
169
|
-
private onMove = (e: TouchEvent) => {
|
|
170
|
-
e.preventDefault();
|
|
171
|
-
const t = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
|
|
172
|
-
if (!t || !this.origin) return;
|
|
173
|
-
const dx = t.clientX - this.origin.x;
|
|
174
|
-
const dy = t.clientY - this.origin.y;
|
|
175
|
-
const len = Math.hypot(dx, dy);
|
|
176
|
-
const clamped = Math.min(len, this.radius);
|
|
177
|
-
const angle = Math.atan2(dy, dx);
|
|
178
|
-
this.current = {
|
|
179
|
-
x: this.origin.x + Math.cos(angle) * clamped,
|
|
180
|
-
y: this.origin.y + Math.sin(angle) * clamped,
|
|
181
|
-
};
|
|
182
|
-
};
|
|
183
|
-
|
|
184
|
-
private onEnd = (e: TouchEvent) => {
|
|
185
|
-
if (Array.from(e.changedTouches).some(t => t.identifier === this.touchId)) {
|
|
186
|
-
this.origin = this.current = null;
|
|
187
|
-
this.touchId = null;
|
|
188
|
-
}
|
|
189
|
-
};
|
|
190
|
-
|
|
191
|
-
getAxes(): { x: number; y: number } {
|
|
192
|
-
if (!this.origin || !this.current) return { x: 0, y: 0 };
|
|
193
|
-
return {
|
|
194
|
-
x: (this.current.x - this.origin.x) / this.radius,
|
|
195
|
-
y: (this.current.y - this.origin.y) / this.radius,
|
|
196
|
-
};
|
|
197
|
-
}
|
|
198
|
-
}
|
|
199
|
-
```
|
|
1
|
+
---
|
|
2
|
+
name: "input-system"
|
|
3
|
+
pack: "@rune/gamedev"
|
|
4
|
+
description: "Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick."
|
|
5
|
+
model: sonnet
|
|
6
|
+
tools: [Read, Edit, Write, Grep, Glob, Bash]
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
# input-system
|
|
10
|
+
|
|
11
|
+
Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick.
|
|
12
|
+
|
|
13
|
+
#### Workflow
|
|
14
|
+
|
|
15
|
+
**Step 1 — Detect input handling**
|
|
16
|
+
Use Grep to find input code: `addEventListener.*keydown`, `addEventListener.*gamepad`, `onMouseMove`, `ontouchstart`. Read input handlers to understand: action mapping strategy, polling vs event-driven, and platform support.
|
|
17
|
+
|
|
18
|
+
**Step 2 — Audit input correctness**
|
|
19
|
+
Check for: input polled inside render loop (should be in fixed update), no gamepad support, missing touch controls for mobile, hardcoded key bindings, and no input buffering (missed jump inputs).
|
|
20
|
+
|
|
21
|
+
**Step 3 — Emit InputManager**
|
|
22
|
+
Emit: unified InputManager with keyboard/mouse/gamepad/touch, action-based API, justPressed/wasReleased one-frame flags, and runtime rebinding. Always call `flush()` at end of each fixed tick.
|
|
23
|
+
|
|
24
|
+
#### Unified Input Handler — Keyboard, Mouse, Gamepad, Touch
|
|
25
|
+
|
|
26
|
+
```typescript
|
|
27
|
+
// InputManager — supports keyboard, mouse, gamepad, touch with action mapping
|
|
28
|
+
type ActionMap = Record<string, string[]>; // action → [key1, key2, ...]
|
|
29
|
+
|
|
30
|
+
const DEFAULT_ACTIONS: ActionMap = {
|
|
31
|
+
moveUp: ['KeyW', 'ArrowUp'],
|
|
32
|
+
moveDown: ['KeyS', 'ArrowDown'],
|
|
33
|
+
moveLeft: ['KeyA', 'ArrowLeft'],
|
|
34
|
+
moveRight: ['KeyD', 'ArrowRight'],
|
|
35
|
+
jump: ['Space'],
|
|
36
|
+
attack: ['Mouse0'],
|
|
37
|
+
pause: ['Escape'],
|
|
38
|
+
};
|
|
39
|
+
|
|
40
|
+
class InputManager {
|
|
41
|
+
private held = new Set<string>();
|
|
42
|
+
private justPressed = new Set<string>();
|
|
43
|
+
private justReleased = new Set<string>();
|
|
44
|
+
private axes = { x: 0, y: 0 };
|
|
45
|
+
private gamepad: Gamepad | null = null;
|
|
46
|
+
private bindings: ActionMap;
|
|
47
|
+
|
|
48
|
+
constructor(bindings = DEFAULT_ACTIONS) {
|
|
49
|
+
this.bindings = { ...bindings };
|
|
50
|
+
window.addEventListener('keydown', e => { this.held.add(e.code); this.justPressed.add(e.code); });
|
|
51
|
+
window.addEventListener('keyup', e => { this.held.delete(e.code); this.justReleased.add(e.code); });
|
|
52
|
+
window.addEventListener('mousedown', e => this.held.add(`Mouse${e.button}`));
|
|
53
|
+
window.addEventListener('mouseup', e => this.held.delete(`Mouse${e.button}`));
|
|
54
|
+
window.addEventListener('gamepaddisconnected', () => { this.gamepad = null; });
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
// Call at the START of each fixed update tick, not inside render
|
|
58
|
+
pollGamepad() {
|
|
59
|
+
const pads = navigator.getGamepads();
|
|
60
|
+
this.gamepad = pads[0] ?? null;
|
|
61
|
+
if (this.gamepad) {
|
|
62
|
+
this.axes.x = this.gamepad.axes[0];
|
|
63
|
+
this.axes.y = this.gamepad.axes[1];
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// Call at END of each fixed update tick to clear one-frame flags
|
|
68
|
+
flush() {
|
|
69
|
+
this.justPressed.clear();
|
|
70
|
+
this.justReleased.clear();
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
isDown(action: string): boolean {
|
|
74
|
+
return (this.bindings[action] ?? []).some(key => this.held.has(key));
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
wasPressed(action: string): boolean {
|
|
78
|
+
return (this.bindings[action] ?? []).some(key => this.justPressed.has(key));
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
wasReleased(action: string): boolean {
|
|
82
|
+
return (this.bindings[action] ?? []).some(key => this.justReleased.has(key));
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
getAxes() { return { ...this.axes }; }
|
|
86
|
+
|
|
87
|
+
// Rebind at runtime (save to localStorage)
|
|
88
|
+
rebind(action: string, keys: string[]) {
|
|
89
|
+
this.bindings[action] = keys;
|
|
90
|
+
localStorage.setItem('inputBindings', JSON.stringify(this.bindings));
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
loadSavedBindings() {
|
|
94
|
+
const saved = localStorage.getItem('inputBindings');
|
|
95
|
+
if (saved) this.bindings = { ...this.bindings, ...JSON.parse(saved) };
|
|
96
|
+
}
|
|
97
|
+
}
|
|
98
|
+
```
|
|
99
|
+
|
|
100
|
+
#### Input Buffering (Coyote Time + Jump Buffering)
|
|
101
|
+
|
|
102
|
+
```typescript
|
|
103
|
+
// Input buffer — remember button press for N frames to forgive missed timing
|
|
104
|
+
class InputBuffer {
|
|
105
|
+
private buffer: Map<string, number> = new Map(); // action → frames remaining
|
|
106
|
+
|
|
107
|
+
bufferAction(action: string, frames = 6) { this.buffer.set(action, frames); }
|
|
108
|
+
|
|
109
|
+
consume(action: string): boolean {
|
|
110
|
+
if ((this.buffer.get(action) ?? 0) > 0) {
|
|
111
|
+
this.buffer.set(action, 0);
|
|
112
|
+
return true;
|
|
113
|
+
}
|
|
114
|
+
return false;
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
tick() {
|
|
118
|
+
this.buffer.forEach((frames, action) => {
|
|
119
|
+
if (frames > 0) this.buffer.set(action, frames - 1);
|
|
120
|
+
});
|
|
121
|
+
}
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
// Coyote time — allow jump for N frames after walking off a ledge
|
|
125
|
+
class CoyoteTime {
|
|
126
|
+
private grounded = false;
|
|
127
|
+
private coyoteFrames = 0;
|
|
128
|
+
private readonly maxFrames = 6;
|
|
129
|
+
|
|
130
|
+
update(isGrounded: boolean) {
|
|
131
|
+
if (isGrounded) {
|
|
132
|
+
this.grounded = true;
|
|
133
|
+
this.coyoteFrames = this.maxFrames;
|
|
134
|
+
} else {
|
|
135
|
+
this.grounded = false;
|
|
136
|
+
this.coyoteFrames = Math.max(0, this.coyoteFrames - 1);
|
|
137
|
+
}
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
canJump(): boolean { return this.coyoteFrames > 0; }
|
|
141
|
+
}
|
|
142
|
+
```
|
|
143
|
+
|
|
144
|
+
#### Touch Virtual Joystick (Mobile)
|
|
145
|
+
|
|
146
|
+
```typescript
|
|
147
|
+
// Canvas-rendered virtual joystick for mobile
|
|
148
|
+
class VirtualJoystick {
|
|
149
|
+
private origin: { x: number; y: number } | null = null;
|
|
150
|
+
private current: { x: number; y: number } | null = null;
|
|
151
|
+
private touchId: number | null = null;
|
|
152
|
+
readonly radius = 60;
|
|
153
|
+
|
|
154
|
+
constructor(private canvas: HTMLCanvasElement) {
|
|
155
|
+
canvas.addEventListener('touchstart', this.onStart, { passive: false });
|
|
156
|
+
canvas.addEventListener('touchmove', this.onMove, { passive: false });
|
|
157
|
+
canvas.addEventListener('touchend', this.onEnd);
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
private onStart = (e: TouchEvent) => {
|
|
161
|
+
e.preventDefault();
|
|
162
|
+
if (this.touchId !== null) return;
|
|
163
|
+
const t = e.changedTouches[0];
|
|
164
|
+
this.touchId = t.identifier;
|
|
165
|
+
this.origin = { x: t.clientX, y: t.clientY };
|
|
166
|
+
this.current = { ...this.origin };
|
|
167
|
+
};
|
|
168
|
+
|
|
169
|
+
private onMove = (e: TouchEvent) => {
|
|
170
|
+
e.preventDefault();
|
|
171
|
+
const t = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
|
|
172
|
+
if (!t || !this.origin) return;
|
|
173
|
+
const dx = t.clientX - this.origin.x;
|
|
174
|
+
const dy = t.clientY - this.origin.y;
|
|
175
|
+
const len = Math.hypot(dx, dy);
|
|
176
|
+
const clamped = Math.min(len, this.radius);
|
|
177
|
+
const angle = Math.atan2(dy, dx);
|
|
178
|
+
this.current = {
|
|
179
|
+
x: this.origin.x + Math.cos(angle) * clamped,
|
|
180
|
+
y: this.origin.y + Math.sin(angle) * clamped,
|
|
181
|
+
};
|
|
182
|
+
};
|
|
183
|
+
|
|
184
|
+
private onEnd = (e: TouchEvent) => {
|
|
185
|
+
if (Array.from(e.changedTouches).some(t => t.identifier === this.touchId)) {
|
|
186
|
+
this.origin = this.current = null;
|
|
187
|
+
this.touchId = null;
|
|
188
|
+
}
|
|
189
|
+
};
|
|
190
|
+
|
|
191
|
+
getAxes(): { x: number; y: number } {
|
|
192
|
+
if (!this.origin || !this.current) return { x: 0, y: 0 };
|
|
193
|
+
return {
|
|
194
|
+
x: (this.current.x - this.origin.x) / this.radius,
|
|
195
|
+
y: (this.current.y - this.origin.y) / this.radius,
|
|
196
|
+
};
|
|
197
|
+
}
|
|
198
|
+
}
|
|
199
|
+
```
|