@waica/behaviors 0.13.0 → 0.14.0

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package/dist/health.js CHANGED
@@ -1,4 +1,4 @@
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- import { Component, StateMachine } from '@waica/engine';
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+ import { Component, SIMULATION_TIME_EPSILON, StateMachine, } from '@waica/engine';
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  /**
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  * Below this, current is treated as exactly zero. Repeated fractional
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  * damage (e.g. ten hits of 0.1 against max: 1) can leave a floating-point
@@ -113,6 +113,12 @@ export class Health extends Component {
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  onUpdate(dt) {
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  if (this.invulnerable > 0) {
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  this.invulnerable = Math.max(0, this.invulnerable - dt);
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+ // this.invulnerable is a countdown of SIMULATION_STEP-sized dts, which
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+ // float error can leave as a tiny positive residual instead of
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+ // exactly 0 on the step that should close the window; without this,
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+ // `> 0` above stays true for one whole extra step.
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+ if (this.invulnerable <= SIMULATION_TIME_EPSILON)
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+ this.invulnerable = 0;
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  this.blink(dt);
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  }
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  if (this.deathPending) {
package/dist/lifetime.js CHANGED
@@ -1,4 +1,4 @@
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- import { Component } from '@waica/engine';
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+ import { Component, SIMULATION_TIME_EPSILON } from '@waica/engine';
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  /** Destroys its entity after a configurable amount of simulated time. */
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  export class Lifetime extends Component {
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  static componentName = 'Lifetime';
@@ -14,7 +14,10 @@ export class Lifetime extends Component {
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  if (!this.entity.alive)
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  return;
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  this.elapsed += dt;
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- if (this.elapsed >= this.seconds)
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+ // this.elapsed is a sum of SIMULATION_STEP-sized dts, which float error
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+ // can leave a hair under an exact multiple; the epsilon keeps a bare
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+ // `>=` from waiting one whole step too long to destroy.
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+ if (this.elapsed + SIMULATION_TIME_EPSILON >= this.seconds)
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  this.entity.destroy();
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  }
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  }
package/dist/patrol.js CHANGED
@@ -1,4 +1,4 @@
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- import { Component, installedDirectionalAnimation, projectIsometric, } from '@waica/engine';
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+ import { Component, installedDirectionalAnimation, projectIsometric, SIMULATION_TIME_EPSILON, } from '@waica/engine';
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  import { facingForInput } from './facing.js';
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  /** Seconds a hit stops the rail. */
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  const HURT_SECONDS = 0.25;
@@ -105,7 +105,10 @@ export const PATROLLER_ROLE = {
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  // Holds the death pose for a beat, then the body goes away for good.
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  dead: {
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  onUpdate({ entity, fsm }) {
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- if (fsm.elapsed >= DEATH_SECONDS)
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+ // fsm.elapsed is a sum of SIMULATION_STEP-sized dts, which float
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+ // error can leave a hair under an exact multiple; the epsilon keeps
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+ // a bare `>=` from waiting one whole step too long to destroy.
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+ if (fsm.elapsed + SIMULATION_TIME_EPSILON >= DEATH_SECONDS)
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  entity.destroy();
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  },
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  },
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@waica/behaviors",
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- "version": "0.13.0",
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+ "version": "0.14.0",
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  "description": "Waica built-in behaviors — the curated game-feel library",
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  "license": "MIT",
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  "type": "module",
@@ -19,6 +19,6 @@
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  }
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  },
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  "dependencies": {
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- "@waica/engine": "^0.13.0"
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+ "@waica/engine": "^0.14.0"
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  }
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  }