@volter/game-editor 0.5.65

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 (653) hide show
  1. package/BUNDLED_NOTICES +11228 -0
  2. package/LICENSE +686 -0
  3. package/LICENSE-BLENDER +1409 -0
  4. package/LICENSE-MCP +21 -0
  5. package/NOTICE +21 -0
  6. package/catalog/entries/audio.json +14 -0
  7. package/catalog/entries/bake.json +36 -0
  8. package/catalog/entries/blender.json +17 -0
  9. package/catalog/entries/react-root.json +24 -0
  10. package/catalog/entries/reflections.json +29 -0
  11. package/catalog/entries/static-batch.json +25 -0
  12. package/catalog/project-source/LICENSE +37 -0
  13. package/catalog/project-source/src/contributions/bake.kind.ts +40 -0
  14. package/catalog/project-source/src/contributions/builder-document.tsx +65 -0
  15. package/catalog/project-source/src/contributions/builder-state.ts +27 -0
  16. package/catalog/project-source/src/contributions/builder-ui.tsx +61 -0
  17. package/catalog/project-source/src/contributions/module-source.ts +502 -0
  18. package/catalog/project-source/src/contributions/pages.finder.ts +61 -0
  19. package/catalog/project-source/src/lib/audio/sfx.ts +255 -0
  20. package/catalog/project-source/src/lib/bake/asset-seed.ts +128 -0
  21. package/catalog/project-source/src/lib/bake/bake-schema.ts +65 -0
  22. package/catalog/project-source/src/lib/bake/clip-layering.ts +203 -0
  23. package/catalog/project-source/src/lib/bake/gltf-bake.ts +657 -0
  24. package/catalog/project-source/src/lib/bake/mesh-slice.ts +157 -0
  25. package/catalog/project-source/src/lib/bake/node-image.ts +463 -0
  26. package/catalog/project-source/src/lib/bake/object3d-bake.ts +121 -0
  27. package/catalog/project-source/src/lib/bake/object3d-lifecycle.ts +15 -0
  28. package/catalog/project-source/src/lib/bake/object3d-source.ts +8 -0
  29. package/catalog/project-source/src/lib/bake/params.ts +75 -0
  30. package/catalog/project-source/src/lib/bake/rest-relative-animation.ts +217 -0
  31. package/catalog/project-source/src/lib/bake/use-model.ts +95 -0
  32. package/catalog/project-source/src/lib/react-root/index.ts +20 -0
  33. package/catalog/project-source/src/lib/react-root/react-root-adapter.tsx +57 -0
  34. package/catalog/project-source/src/lib/reflections/ReflectionProbe.tsx +201 -0
  35. package/catalog/project-source/src/lib/reflections/index.ts +19 -0
  36. package/catalog/project-source/src/lib/reflections/probe-controller.ts +75 -0
  37. package/catalog/project-source/src/lib/reflections/reflection-probe-registry.ts +402 -0
  38. package/catalog/project-source/src/lib/reflections/volume-reflection-material.ts +416 -0
  39. package/catalog/project-source/src/lib/static-batch/Frozen.tsx +91 -0
  40. package/catalog/project-source/src/lib/static-batch/freeze.ts +579 -0
  41. package/catalog/project-source/src/lib/static-batch/index.ts +44 -0
  42. package/catalog/project-source/src/lib/static-batch/mutation-watch.ts +149 -0
  43. package/catalog/project-source/src/lib/static-batch/shadow-cache.ts +171 -0
  44. package/catalog/project-source/src/tools/bake-module.tool.ts +139 -0
  45. package/catalog/project-source/src/tools/bake-preview.tool.ts +475 -0
  46. package/dist/.vite/manifest.json +8304 -0
  47. package/dist/assets/AssetBudgetPanel-J9--TZPU.js +23 -0
  48. package/dist/assets/AudioViewer-CR7333fe.js +1 -0
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  51. package/dist/assets/CCDIKSolver-CD7vLpsK.js +1 -0
  52. package/dist/assets/CSS3DRenderer-CL7ABLVK.js +1 -0
  53. package/dist/assets/CanvasSceneViewport-Bpi6gVTC.js +1 -0
  54. package/dist/assets/ColladaLoader-aVOPIsCh.js +3 -0
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  62. package/dist/assets/EntityModelDocument-Ccvw66N9.js +1 -0
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  67. package/dist/assets/GLTFExporter-HgrCle4L.js +1 -0
  68. package/dist/assets/GameplaySessionTimeline-B52W3FVZ.js +1 -0
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  93. package/dist/assets/RenderPass-DPrn-Uky.js +1 -0
  94. package/dist/assets/ResolutionPicker-C67vs1F3.js +1 -0
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  96. package/dist/assets/RoundedBox-BDGBg6QZ.js +1 -0
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  98. package/dist/assets/STLLoader-Dyv3lsxY.js +1 -0
  99. package/dist/assets/SelectionBox-D_75KrNW.js +1 -0
  100. package/dist/assets/ShaderPass-QYRpPuFJ.js +1 -0
  101. package/dist/assets/ShadowEditor-DkImwu1Y.js +1 -0
  102. package/dist/assets/SimplifyModifier-C8ayvRzd.js +1 -0
  103. package/dist/assets/SkeletonUtils-Cps8GOC6.js +1 -0
  104. package/dist/assets/Sky-CQKCgYDs.js +154 -0
  105. package/dist/assets/SourceAssetViewer-2SWQoUut.js +12 -0
  106. package/dist/assets/StageHost-BN-IoTef.js +2 -0
  107. package/dist/assets/StoryPreviewMount-DjyxRCXu.js +1 -0
  108. package/dist/assets/TDSLoader-D_T8XJ81.js +1 -0
  109. package/dist/assets/TextGeometry-DOWAEUV0.js +1 -0
  110. package/dist/assets/ThreeBoardDocument-CVncZyIq.js +2 -0
  111. package/dist/assets/ThreeIsolationSceneContent-C8C8whSF.js +1 -0
  112. package/dist/assets/ToolObject3DPreview-BRoDWe4Q.js +1 -0
  113. package/dist/assets/TrackballControls-DfznuQTh.js +1 -0
  114. package/dist/assets/TransientHint-BB1fwrvK.js +1 -0
  115. package/dist/assets/UnrealBloomPass-CR-cS_K5.js +83 -0
  116. package/dist/assets/VideoViewer-C6kocgIU.js +1 -0
  117. package/dist/assets/_commonjsHelpers-D6-XlEtG.js +1 -0
  118. package/dist/assets/active-ingest-CT6jSGhr.js +3 -0
  119. package/dist/assets/adapter-surface-Y37Nzcyw.js +1 -0
  120. package/dist/assets/after-paint-CB4bz1-e.js +1 -0
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  125. package/dist/assets/asset-budget-asset.menu-Di3KiQCd.js +1 -0
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  129. package/dist/assets/asset-editor-persistence-BBaONOJt.js +1 -0
  130. package/dist/assets/asset-loaders-BOy5Ss8k.js +2 -0
  131. package/dist/assets/asset-parse-error-BHMwBRU3.js +3 -0
  132. package/dist/assets/assets-BuSoGjBX.js +1 -0
  133. package/dist/assets/audio-meter-CyiToeUW.js +1 -0
  134. package/dist/assets/audio-unlock.service-CfUgUQVy.js +1 -0
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  137. package/dist/assets/autoplay.service-BZBGNSvt.js +1 -0
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  586. package/template/public/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  587. package/template/public/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  588. package/template/public/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  589. package/template/public/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  590. package/template/public/shaders/daylight-sky.frag.glsl +15 -0
  591. package/template/public/shaders/daylight-sky.vert.glsl +7 -0
  592. package/template/scripts/patch-drei-stats-gl.mjs +35 -0
  593. package/template/server/colyseus-setup.ts +111 -0
  594. package/template/server/loopback.ts +76 -0
  595. package/template/server/main.ts +78 -0
  596. package/template/server/rooms/arena-room.ts +488 -0
  597. package/template/server/rooms/game-room.ts +274 -0
  598. package/template/server/rooms.ts +15 -0
  599. package/template/server/tsconfig.json +19 -0
  600. package/template/src/bot/QaTester.tsx +35 -0
  601. package/template/src/bot/behaviors.ts +203 -0
  602. package/template/src/bot/bot-station.ts +192 -0
  603. package/template/src/bot/tester-run.ts +238 -0
  604. package/template/src/bot/tester-station.ts +193 -0
  605. package/template/src/components/environment/DaylightSky.tsx +54 -0
  606. package/template/src/components/environment/Ground.tsx +129 -0
  607. package/template/src/components/environment/SceneAtmosphere.tsx +14 -0
  608. package/template/src/components/environment/SoftGroundShadow.tsx +62 -0
  609. package/template/src/components/environment/SunShadowFit.tsx +141 -0
  610. package/template/src/contributions/README.md +98 -0
  611. package/template/src/contributions/analytics.analytics.tsx +26 -0
  612. package/template/src/contributions/data.document.tsx +35 -0
  613. package/template/src/contributions/pages.finder.ts +61 -0
  614. package/template/src/contributions/tester.inspector.tsx +64 -0
  615. package/template/src/contributions/use-game-modules.ts +80 -0
  616. package/template/src/data/README.md +17 -0
  617. package/template/src/input.ts +97 -0
  618. package/template/src/lib/audio/capability.json +4 -0
  619. package/template/src/lib/audio/sfx.ts +255 -0
  620. package/template/src/lib/react-root/capability.json +4 -0
  621. package/template/src/lib/react-root/index.ts +20 -0
  622. package/template/src/lib/react-root/react-root-adapter.tsx +57 -0
  623. package/template/src/lib/reflections/ReflectionProbe.tsx +201 -0
  624. package/template/src/lib/reflections/capability.json +4 -0
  625. package/template/src/lib/reflections/index.ts +19 -0
  626. package/template/src/lib/reflections/probe-controller.ts +75 -0
  627. package/template/src/lib/reflections/reflection-probe-registry.ts +402 -0
  628. package/template/src/lib/reflections/volume-reflection-material.ts +416 -0
  629. package/template/src/lib/static-batch/Frozen.tsx +91 -0
  630. package/template/src/lib/static-batch/capability.json +4 -0
  631. package/template/src/lib/static-batch/freeze.ts +579 -0
  632. package/template/src/lib/static-batch/index.ts +44 -0
  633. package/template/src/lib/static-batch/mutation-watch.ts +149 -0
  634. package/template/src/lib/static-batch/shadow-cache.ts +171 -0
  635. package/template/src/main.ts +63 -0
  636. package/template/src/manifest-entry-modules.d.ts +3 -0
  637. package/template/src/prefabs/HeroBox.stories.tsx +23 -0
  638. package/template/src/prefabs/HeroBox.tsx +35 -0
  639. package/template/src/scenes/MainScene.tsx +77 -0
  640. package/template/src/world.tsx +87 -0
  641. package/template/tsconfig.json +35 -0
  642. package/template/tsconfig.node.json +32 -0
  643. package/template/tsconfig.tools.json +22 -0
  644. package/template/validate-asset-content.ts +27 -0
  645. package/template/validate-assets.ts +60 -0
  646. package/template/validate-manifest.ts +55 -0
  647. package/template/vgai.adapter.ts +76 -0
  648. package/template/vgai.project.json +24 -0
  649. package/template/vite.config.ts +247 -0
  650. package/template-dotfiles/gitignore +63 -0
  651. package/workbench/src/media/game-cover.css +83 -0
  652. package/workbench/src/product.contribution.ts +188 -0
  653. package/workbench/src/vgaiGameSkew.ts +276 -0
@@ -0,0 +1,80 @@
1
+ /**
2
+ * THE ONE HOOK an editor contribution needs: this game's RUNNING module
3
+ * instances. Everything else about a dev surface is yours to imagine.
4
+ *
5
+ * The method (owner ruling: as native as possible, no imposed system):
6
+ * imagine what THIS game's studio would hang on its wall — the readings,
7
+ * the setup cheats, the dials, the charts — then write each surface as a
8
+ * plain TSX contribution in this folder (`*.inspector.tsx`,
9
+ * `*.utility.tsx`, `*.document.tsx`), in the game's own vocabulary, added
10
+ * when there is something to show. A contribution is ordinary React
11
+ * reading the game's own exported modules through this hook; agents reach
12
+ * the same modules through `vgai eval`'s
13
+ * `game.run(async ({ modules }) => await modules('src/sim/host.ts'))` — `modules` is an
14
+ * ASYNC RESOLVER taking a served path, never a table: the `await` is not
15
+ * optional, and reading a member off the unawaited promise throws a message
16
+ * saying so. `modules.loaded` lists the paths the running mount can hand you.
17
+ * There is no registry, no declaration call, and no prescribed sections.
18
+ * The worked reference is the datacenter-tycoon game's `src/tools/`.
19
+ *
20
+ * Why the hook exists at all: contributions load under the EDITOR's
21
+ * importer while the game's modules load under the mount's stamped URLs —
22
+ * a direct `import '../sim/host'` from a contribution would be a phantom
23
+ * second copy. `importGameModule` resolves the VERBATIM url the running
24
+ * graph loaded, so what a contribution reads IS the game. It takes
25
+ * `play.instanceId` EXPLICITLY: in a packaged editor the shell bundle and
26
+ * this source-served module are two copies of `game-module-access`, so
27
+ * injected module state cannot cross — the id the SDK already hands every
28
+ * contribution is the one channel that works in both hosts.
29
+ */
30
+ import { importGameModule } from '@editor/game-module-access';
31
+ import { useEffect, useState } from 'react';
32
+
33
+ /** Load the running mount's instances of the named modules. `null` until
34
+ * loaded; `error` when the mount refuses (not playing, module never
35
+ * imported by the game). Re-resolves when `play` identity changes.
36
+ *
37
+ * `play.instanceId` is passed to `importGameModule` EXPLICITLY: in a
38
+ * packaged editor the shell bundle and this source-served module are two
39
+ * copies of `game-module-access`, so the shell's injected focused-instance
40
+ * provider is invisible here — the id the SDK already hands the face is
41
+ * the one channel that works in both hosts. */
42
+ export function useGameModules<T extends Record<string, string>>(
43
+ play: { readonly instanceId: string } | null,
44
+ paths: T,
45
+ ): { mods: { [K in keyof T]: Record<string, unknown> } | null; error: string | null } {
46
+ const [state, setState] = useState<{
47
+ mods: { [K in keyof T]: Record<string, unknown> } | null;
48
+ error: string | null;
49
+ }>({ mods: null, error: null });
50
+ const key = JSON.stringify(paths);
51
+ useEffect(() => {
52
+ if (!play) {
53
+ setState({ mods: null, error: null });
54
+ return;
55
+ }
56
+ let cancelled = false;
57
+ void (async () => {
58
+ try {
59
+ const entries = await Promise.all(
60
+ Object.entries(paths).map(async ([name, path]) => [
61
+ name,
62
+ await importGameModule(path, play.instanceId),
63
+ ]),
64
+ );
65
+ if (!cancelled) {
66
+ setState({ mods: Object.fromEntries(entries) as never, error: null });
67
+ }
68
+ } catch (error) {
69
+ if (!cancelled) {
70
+ setState({ mods: null, error: error instanceof Error ? error.message : String(error) });
71
+ }
72
+ }
73
+ })();
74
+ return () => {
75
+ cancelled = true;
76
+ };
77
+ // eslint-disable-next-line react-hooks/exhaustive-deps
78
+ }, [play, key]);
79
+ return state;
80
+ }
@@ -0,0 +1,17 @@
1
+ # src/data — game data
2
+
3
+ Rules and content live here as ordinary TypeScript literals, in modules
4
+ named for the game concept: `player.ts`, `weapons.ts`, `levels.ts`.
5
+ Create them when the brief supplies data. TypeScript checks their structure;
6
+ editor panels read the data without determining how it is organized.
7
+
8
+ - **Reading:** import the literal and read fields directly from the
9
+ mechanic that cares. Read per frame if you want live edits to land.
10
+ - **Live dials:** write an ordinary editor contribution over the module
11
+ (`src/contributions/use-game-modules.ts` is the hook; writes on the running
12
+ module's object are live for the play).
13
+ - **Committing a number:** edit the file. Vite HMR delivers it.
14
+
15
+ Adding a table: write the literal, export its row type
16
+ (`export type Row = (typeof rows)[keyof typeof rows];`), read it from the
17
+ game. Nothing to register anywhere.
@@ -0,0 +1,97 @@
1
+ /**
2
+ * THIS GAME'S OWN INPUT STORE — the one place its actions are declared and
3
+ * held. Mechanics read it directly ({@link actionPressed}); the QA tester
4
+ * actuates it ({@link setVirtualAction}); the session input door
5
+ * reaches the SAME store by importing this running module through
6
+ * `game.run(({ modules }) => ...)`. No vgai import anywhere — input is
7
+ * application state, and the host merely gives the developer access to the
8
+ * module instance the game already uses.
9
+ *
10
+ * The neutral scaffold declares NO actions yet: a game should not inherit a
11
+ * control scheme before its brief supplies one. Add your actions to
12
+ * {@link gameActions}, map keys in {@link keyActions}, and read
13
+ * `actionPressed('jump')` from the mechanic that cares.
14
+ */
15
+
16
+ /** Every input action this game declares. Empty until the game earns one. */
17
+ export const gameActions = [] as const satisfies readonly string[];
18
+ export type GameAction = (typeof gameActions)[number];
19
+
20
+ export type ActionValue = boolean | number | { readonly x: number; readonly y: number };
21
+
22
+ const virtual = new Map<string, ActionValue>();
23
+ const keysDown = new Set<string>();
24
+
25
+ /** Physical key code → action. Empty until {@link gameActions} has entries. */
26
+ const keyActions: Readonly<Record<string, GameAction>> = {};
27
+
28
+ export function isGameAction(value: string): value is GameAction {
29
+ return (gameActions as readonly string[]).includes(value);
30
+ }
31
+
32
+ function requireAction(action: string): GameAction {
33
+ if (!isGameAction(action)) {
34
+ throw new Error(
35
+ `Unknown input action "${action}" — this game declares ${
36
+ gameActions.length === 0 ? 'none yet (add yours in src/input.ts)' : gameActions.join(', ')
37
+ }.`,
38
+ );
39
+ }
40
+ return action;
41
+ }
42
+
43
+ /** The tester's and the session door's write path. */
44
+ export function setVirtualAction(action: string, value: ActionValue): void {
45
+ virtual.set(requireAction(action), value);
46
+ }
47
+
48
+ /** Let go of everything virtual — a human taking the seat back never inherits
49
+ * a held key. */
50
+ export function clearVirtualActions(): void {
51
+ virtual.clear();
52
+ }
53
+
54
+ /** What a mechanic reads each frame: virtual actuation OR the real keyboard. */
55
+ export function actionPressed(action: GameAction): boolean {
56
+ const held = virtual.get(action);
57
+ if (held === true) return true;
58
+ for (const [code, mapped] of Object.entries(keyActions)) {
59
+ if (mapped === action && keysDown.has(code)) return true;
60
+ }
61
+ return false;
62
+ }
63
+
64
+ /**
65
+ * Attach the physical keyboard half of the store, and hand back the detach.
66
+ *
67
+ * The caller is `<GameKeyboard/>` in `src/world.tsx`, whose effect cleanup runs
68
+ * the returned function when the world unmounts. That lifetime is the whole
69
+ * point: this used to attach at MODULE LOAD and nothing ever called the detach,
70
+ * so every Play→stop left three window listeners behind and the editor's realm
71
+ * audit reclaimed them with a standing console warning
72
+ * (`Instance 1 stopped without releasing 3 window/document listeners`). A
73
+ * listener whose owner cannot end it is a leak however small its handler is —
74
+ * attach it from the thing that unmounts.
75
+ *
76
+ * `target` is a parameter (not a captured `window`) so a test can attach a fake.
77
+ */
78
+ export function attachKeyboard(target: Window): () => void {
79
+ const onKeyDown = (event: KeyboardEvent) => {
80
+ if (keyActions[event.code]) keysDown.add(event.code);
81
+ };
82
+ const onKeyUp = (event: KeyboardEvent) => {
83
+ keysDown.delete(event.code);
84
+ };
85
+ const onBlur = () => {
86
+ keysDown.clear();
87
+ };
88
+ target.addEventListener('keydown', onKeyDown);
89
+ target.addEventListener('keyup', onKeyUp);
90
+ target.addEventListener('blur', onBlur);
91
+ return () => {
92
+ target.removeEventListener('keydown', onKeyDown);
93
+ target.removeEventListener('keyup', onKeyUp);
94
+ target.removeEventListener('blur', onBlur);
95
+ keysDown.clear();
96
+ };
97
+ }
@@ -0,0 +1,4 @@
1
+ {
2
+ "id": "audio",
3
+ "version": "0.1.1"
4
+ }
@@ -0,0 +1,255 @@
1
+ /**
2
+ * The game's own SFX voice: a small Web Audio graph this project owns, and the
3
+ * `SystemAdapters.audio` registration that lets the host silence it.
4
+ *
5
+ * ## Why the game owns the context
6
+ *
7
+ * This world is an R3F root. An R3F root renders through react-three-fiber
8
+ * against the HOST's renderer, and the host supplies no mixer of its own —
9
+ * audio is the game's, built with Web Audio directly inside the tree. That is
10
+ * the seam doctrine working as designed: an absent capability is absent, not
11
+ * faked by the host.
12
+ *
13
+ * ## Why it is still mutable from the editor
14
+ *
15
+ * A game-owned context is only orphaned if nothing can see it. `SystemAdapters`
16
+ * is the seam for exactly this: the game DECLARES what it implements through
17
+ * its entry's `systems` export (`export const systems = { audio:
18
+ * sfxAudioSystem() }` in `src/systems.ts`), and from the moment the host
19
+ * installs it the editor's mute button, the Audio debugger tab and
20
+ * `Game.play.pause()`'s silence-on-pause all reach this graph — without the
21
+ * host fabricating a mixer it does not have, and without a component calling
22
+ * a host registration.
23
+ *
24
+ * The graph is deliberately tiny: one gain node (the game's whole "sfx bus")
25
+ * into the destination. Mute rides that node, so muting composes with the
26
+ * per-voice envelopes below instead of fighting them.
27
+ */
28
+
29
+ import type { AudioAdapter, AudioGraphNode } from '@volter/editor-project/adapter';
30
+
31
+ /** A one-shot blip: a falling/rising saw with an exponential decay. Frequencies
32
+ * in Hz, `duration` in seconds, `volume` linear (0–1), `end` the frequency to
33
+ * glide to (defaults to a steady tone). A no-op when this environment has no
34
+ * Web Audio at all — headless CI, an SSR pass — which is why callers never
35
+ * guard. */
36
+ export type PlayTone = (frequency: number, duration: number, volume: number, end?: number) => void;
37
+
38
+ export interface GainDuckOptions {
39
+ /** Gain while ducked, in linear amplitude. */
40
+ duckGain?: number;
41
+ /** Seconds to reach the ducked level. */
42
+ attack?: number;
43
+ /** Seconds to remain ducked before restoring. */
44
+ hold?: number;
45
+ /** Seconds to restore the resting gain. */
46
+ release?: number;
47
+ }
48
+
49
+ /**
50
+ * Coordinate ducking on an ordinary Web Audio gain parameter. The project
51
+ * keeps the native AudioParam — this helper only owns the easy-to-get-wrong
52
+ * cancel/hold/restore automation for repeated triggers.
53
+ */
54
+ export function createGainDucker(
55
+ context: BaseAudioContext,
56
+ gain: AudioParam,
57
+ options: GainDuckOptions = {},
58
+ ): { trigger(): void; dispose(): void } {
59
+ const restingGain = gain.value;
60
+ const duckGain = Math.max(0, options.duckGain ?? 0.35);
61
+ const attack = Math.max(0, options.attack ?? 0.02);
62
+ const hold = Math.max(0, options.hold ?? 0.12);
63
+ const release = Math.max(0, options.release ?? 0.25);
64
+
65
+ return {
66
+ trigger(): void {
67
+ const now = context.currentTime;
68
+ gain.cancelAndHoldAtTime(now);
69
+ gain.linearRampToValueAtTime(duckGain, now + attack);
70
+ gain.setValueAtTime(duckGain, now + attack + hold);
71
+ gain.linearRampToValueAtTime(restingGain, now + attack + hold + release);
72
+ },
73
+ dispose(): void {
74
+ const now = context.currentTime;
75
+ gain.cancelScheduledValues(now);
76
+ gain.setValueAtTime(restingGain, now);
77
+ },
78
+ };
79
+ }
80
+
81
+ /** What {@link createGameSfx} hands back: the voice, the adapter to register,
82
+ * and the teardown the mounting component owns. */
83
+ export interface GameSfx {
84
+ readonly tone: PlayTone;
85
+ /** Expose this through the root entry's `systems.audio` so
86
+ * host mute/pause reach the graph. `null` when there is no real context to
87
+ * silence — registering a no-op adapter would tell the host this world's
88
+ * audio is under control when there is no audio at all. */
89
+ readonly adapter: AudioAdapter | null;
90
+ /** Close the context. Nothing else owns it. */
91
+ dispose(): void;
92
+ }
93
+
94
+ /** The silent stand-in for an environment with no Web Audio (jsdom, a headless
95
+ * bot run). It reports no adapter, so `Game.play.pause()` says out loud that
96
+ * this world has no audio seam rather than pretending it silenced one. */
97
+ const SILENT: GameSfx = {
98
+ tone: () => {},
99
+ adapter: null,
100
+ dispose: () => {},
101
+ };
102
+
103
+ export function createGameSfx({ maxVoices = 24 }: { maxVoices?: number } = {}): GameSfx {
104
+ const Ctor: typeof AudioContext | undefined =
105
+ typeof AudioContext !== 'undefined' ? AudioContext : undefined;
106
+ if (!Ctor) return SILENT;
107
+
108
+ const context = new Ctor();
109
+ const bus = context.createGain();
110
+ bus.gain.value = 1;
111
+ bus.connect(context.destination);
112
+
113
+ let muted = false;
114
+ let priorGain = bus.gain.value;
115
+ let voiceSequence = 0;
116
+ const voiceLimit = Math.max(1, Math.floor(maxVoices));
117
+ const voices: Array<{
118
+ id: number;
119
+ oscillator: OscillatorNode;
120
+ gain: GainNode;
121
+ }> = [];
122
+
123
+ const releaseVoice = (voice: (typeof voices)[number]): void => {
124
+ const index = voices.indexOf(voice);
125
+ if (index >= 0) voices.splice(index, 1);
126
+ voice.oscillator.disconnect();
127
+ voice.gain.disconnect();
128
+ };
129
+
130
+ const stopVoice = (voice: (typeof voices)[number]): void => {
131
+ voice.oscillator.onended = null;
132
+ try {
133
+ voice.oscillator.stop();
134
+ } catch {
135
+ // It ended between the pool check and the stop call.
136
+ }
137
+ releaseVoice(voice);
138
+ };
139
+
140
+ const adapter: AudioAdapter = {
141
+ resume: () => {
142
+ if (context.state === 'suspended') void context.resume();
143
+ },
144
+ setMuted(next: boolean): void {
145
+ if (next === muted) return;
146
+ muted = next;
147
+ // Restore to whatever the bus held before muting, never a hardcoded 1 —
148
+ // so a pause taken while already user-muted resumes muted.
149
+ if (next) {
150
+ priorGain = bus.gain.value;
151
+ bus.gain.value = 0;
152
+ } else {
153
+ bus.gain.value = priorGain;
154
+ }
155
+ },
156
+ isMuted: () => muted,
157
+ graphSnapshot(): AudioGraphNode[] {
158
+ return [
159
+ {
160
+ id: 'destination',
161
+ type: 'AudioDestinationNode',
162
+ label: 'Output',
163
+ outputs: [],
164
+ state: context.state,
165
+ },
166
+ { id: 'sfx', type: 'GainNode', label: 'Game SFX', outputs: ['destination'] },
167
+ ...voices.map((voice) => ({
168
+ id: `voice-${voice.id}`,
169
+ type: 'OscillatorNode',
170
+ label: `One-shot voice ${voice.id} (${voices.length}/${voiceLimit})`,
171
+ outputs: ['sfx'],
172
+ state: 'started',
173
+ })),
174
+ ];
175
+ },
176
+ };
177
+
178
+ return {
179
+ tone(frequency, duration, volume, end = frequency): void {
180
+ // Autoplay policy starts every context suspended; the page has had user
181
+ // activation long before a shot is fired, so this is the cheap unlock.
182
+ if (context.state === 'suspended') void context.resume();
183
+ while (voices.length >= voiceLimit) stopVoice(voices[0]!);
184
+ const now = context.currentTime;
185
+ const oscillator = context.createOscillator();
186
+ const gain = context.createGain();
187
+ const voice = { id: ++voiceSequence, oscillator, gain };
188
+ voices.push(voice);
189
+ oscillator.onended = () => releaseVoice(voice);
190
+ oscillator.type = 'sawtooth';
191
+ oscillator.frequency.setValueAtTime(frequency, now);
192
+ oscillator.frequency.exponentialRampToValueAtTime(Math.max(20, end), now + duration);
193
+ gain.gain.setValueAtTime(volume, now);
194
+ gain.gain.exponentialRampToValueAtTime(0.0001, now + duration);
195
+ oscillator.connect(gain).connect(bus);
196
+ oscillator.start(now);
197
+ oscillator.stop(now + duration);
198
+ },
199
+ adapter,
200
+ dispose(): void {
201
+ for (const voice of [...voices]) stopVoice(voice);
202
+ bus.disconnect();
203
+ void context.close();
204
+ },
205
+ };
206
+ }
207
+
208
+ // --- The one voice, module-owned ---------------------------------------------
209
+ //
210
+ // Created on first use, kept for the page's lifetime: browsers cap live
211
+ // AudioContexts, an Edit→Play remount reuses the same graph, and the entry's
212
+ // `systems` export needs the adapter to exist when the host installs it —
213
+ // which is right after mount, long before the first gunshot.
214
+
215
+ let active: GameSfx | null = null;
216
+
217
+ /** The game's one voice. */
218
+ export function gameSfx(): GameSfx {
219
+ active ??= createGameSfx();
220
+ return active;
221
+ }
222
+
223
+ /** Play one tone through the game's voice — the call every mechanic makes. */
224
+ export const gameTone: PlayTone = (frequency, duration, volume, end) => {
225
+ gameSfx().tone(frequency, duration, volume, end);
226
+ };
227
+
228
+ /**
229
+ * The entry `systems` export's audio slot: a LAZY forwarding adapter over the
230
+ * voice (constructed on first actual call, so importing the entry in Edit
231
+ * mode builds no AudioContext), or the positive absence for an environment
232
+ * with no Web Audio at all (jsdom, a headless bot run) — decided without
233
+ * constructing anything, stated, never simulated.
234
+ */
235
+ export function sfxAudioSystem(): AudioAdapter | { present: false; evidence: string } {
236
+ if (typeof AudioContext === 'undefined') {
237
+ return {
238
+ present: false,
239
+ evidence:
240
+ 'no Web Audio in this environment — `typeof AudioContext === "undefined"` ' +
241
+ '(src/lib/audio/sfx.ts)',
242
+ };
243
+ }
244
+ const live = (): AudioAdapter => {
245
+ const adapter = gameSfx().adapter;
246
+ if (!adapter) throw new Error('sfx: the Web Audio voice failed to construct.');
247
+ return adapter;
248
+ };
249
+ return {
250
+ resume: () => live().resume?.(),
251
+ setMuted: (next) => live().setMuted(next),
252
+ isMuted: () => live().isMuted(),
253
+ graphSnapshot: () => live().graphSnapshot?.() ?? [],
254
+ };
255
+ }
@@ -0,0 +1,4 @@
1
+ {
2
+ "id": "react-root",
3
+ "version": "0.2.5"
4
+ }
@@ -0,0 +1,20 @@
1
+ /**
2
+ * React as the implementer of this project's `dom` roots.
3
+ *
4
+ * A `dom` root is one of the three things the host can hand you: an
5
+ * `HTMLElement` (the others being a `<canvas>` and a shared `three`
6
+ * instance). What mounts into that element is entirely your choice — the
7
+ * engine has no opinion and ships no default, which is why this file lives in
8
+ * your project rather than in the engine.
9
+ *
10
+ * React is the shipped choice because the editor's JSX authoring
11
+ * (OID-addressed hierarchy, style/className write-back to source) is built on
12
+ * it. Nothing forces it: register your own factory for `'dom'` and the same
13
+ * root mounts Vue, Svelte, or plain DOM. You lose the JSX authoring panels
14
+ * until that stack supplies its own authoring adapter — the panel is the
15
+ * reward for implementing the adapter, and the game runs regardless.
16
+ *
17
+ * Thirty lines, and every one of them is React's own API — `createRoot`,
18
+ * `flushSync`, `unmount`. Copied in, yours to edit.
19
+ */
20
+ export { createReactRootAdapter, registerReactAdapter } from './react-root-adapter';
@@ -0,0 +1,57 @@
1
+ import { WorldProvider } from '@volter/game-runtime/react/world-state';
2
+ import type { GameDomHostContext } from '@volter/game-runtime/runtime/host-context';
3
+ import type { MountedReactGame, ReactRootAdapter } from '@volter/game-runtime/runtime/create-runtime';
4
+ import { isAdapterRegistered, registerAdapter } from '@volter/game-runtime/runtime/mount-game';
5
+ import { type ComponentType, createElement } from 'react';
6
+ import { flushSync } from 'react-dom';
7
+ import { createRoot } from 'react-dom/client';
8
+
9
+ interface ReactEntryModule {
10
+ readonly default?: ComponentType;
11
+ }
12
+
13
+ /** Construct one canonical React root adapter for direct host composition. */
14
+ export function createReactRootAdapter(id: string, Entry: ComponentType): ReactRootAdapter {
15
+ return {
16
+ id,
17
+ async mount(host: GameDomHostContext): Promise<MountedReactGame> {
18
+ if (!host.game) throw new Error(`React root "${id}" requires a Game host.`);
19
+ const reactRoot = createRoot(host.container);
20
+ flushSync(() => {
21
+ reactRoot.render(createElement(WorldProvider, { game: host.game! }, createElement(Entry)));
22
+ });
23
+ return {
24
+ kind: 'dom',
25
+ container: host.container,
26
+ drivesOwnLoop: false,
27
+ dispose: () => reactRoot.unmount(),
28
+ };
29
+ },
30
+ };
31
+ }
32
+
33
+ /**
34
+ * Register React as the factory for this project's `dom` roots. Call once at
35
+ * module load, before mounting — ADD the call to your `src/main.ts` yourself:
36
+ * the scaffold's main.ts registers only `three`, and installing this
37
+ * capability does not edit it.
38
+ *
39
+ * Registration is what makes a `dom` root mount at all; the engine ships no
40
+ * default. Swap React out by not calling this and registering your own
41
+ * factory for `'dom'` instead — the host hands that factory an `HTMLElement`
42
+ * and asks for a dispose, which is all `createApp().mount(el)` or
43
+ * `new Svelte({ target })` needs.
44
+ */
45
+ export function registerReactAdapter(): void {
46
+ if (isAdapterRegistered('dom')) return;
47
+ registerAdapter('dom', (root, { entryModule }) => {
48
+ const Entry = (entryModule as ReactEntryModule | undefined)?.default;
49
+ if (!Entry) {
50
+ throw new Error(
51
+ `React root "${root.id}" entry "${root.entry ?? '(missing)'}" must default-export a component.`,
52
+ );
53
+ }
54
+
55
+ return { kind: 'dom', adapter: createReactRootAdapter(root.id, Entry) };
56
+ });
57
+ }