@waica/engine 0.13.0 → 0.14.1
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/README.md +41 -0
- package/dist/animation/clip-player.js +6 -1
- package/dist/collision-body.d.ts +5 -0
- package/dist/collision-body.js +11 -0
- package/dist/fixed-step-test-support.d.ts +9 -0
- package/dist/fixed-step-test-support.js +9 -0
- package/dist/fixed-step.d.ts +93 -0
- package/dist/fixed-step.js +109 -0
- package/dist/game.d.ts +58 -1
- package/dist/game.js +149 -57
- package/dist/index.d.ts +2 -0
- package/dist/index.js +1 -0
- package/dist/runtime-bridge.d.ts +16 -7
- package/dist/runtime-bridge.js +18 -14
- package/dist/spatial-query-geometry.d.ts +20 -0
- package/dist/spatial-query-geometry.js +291 -0
- package/dist/spatial-query.d.ts +92 -0
- package/dist/spatial-query.js +162 -0
- package/dist/state/state-machine.js +10 -2
- package/package.json +1 -1
package/README.md
CHANGED
|
@@ -6,6 +6,47 @@ Waica's public engine core: entities and components, the game loop, scene and pr
|
|
|
6
6
|
import { Component, Game, loadScene } from '@waica/engine'
|
|
7
7
|
```
|
|
8
8
|
|
|
9
|
+
## Logical spatial queries
|
|
10
|
+
|
|
11
|
+
Every `Game` owns one stable `game.query` service. Queries use logical XY coordinates, including in isometric scenes, and return typed live engine objects:
|
|
12
|
+
|
|
13
|
+
```ts
|
|
14
|
+
import { Component, type CollisionBody, type Entity, type Game } from '@waica/engine'
|
|
15
|
+
|
|
16
|
+
declare const game: Game
|
|
17
|
+
declare const player: Entity
|
|
18
|
+
|
|
19
|
+
class Faction extends Component {
|
|
20
|
+
name = 'neutral'
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
const search: CollisionBody = { x: 0, y: 0, width: 8, height: 6 }
|
|
24
|
+
const nearby = game.query.area(search, {
|
|
25
|
+
with: [Faction] as const,
|
|
26
|
+
exclude: player,
|
|
27
|
+
where: (entity) => entity.get(Faction).name !== 'friendly',
|
|
28
|
+
})
|
|
29
|
+
|
|
30
|
+
// `with` makes this non-optional at compile time.
|
|
31
|
+
nearby[0]?.get(Faction).name
|
|
32
|
+
```
|
|
33
|
+
|
|
34
|
+
| Method | Spatial domain | Result |
|
|
35
|
+
| --- | --- | --- |
|
|
36
|
+
| `area(body, filter?)` | Hitbox collision outlines | All overlapping Hitbox owners |
|
|
37
|
+
| `point(x, y, filter?)` | Hitbox collision outlines | All strict point containers |
|
|
38
|
+
| `nearest(x, y, filter?)` | Entity logical transforms | The nearest Entity or `null` |
|
|
39
|
+
| `ray(x, y, dx, dy, maxDistance, filter?)` | Direct and source-derived Solids | The first `RayHit` or `null` |
|
|
40
|
+
| `Pointer` picking | Sprite visuals in projected/render space | The front-most visual owner |
|
|
41
|
+
|
|
42
|
+
Every filter can require all classes in `with`, reject any class in `without`, exclude one Entity, a readonly Entity array, or a `ReadonlySet` by identity, and apply a final `where` predicate. `nearest` also accepts inclusive `maxDistance` and passes `{ distance }` to `where`. Filters compose conjunctively. Ray filters apply to each Solid's owner; for example, a generated Tilemap Solid can match `with: [Tilemap]`, but only an owner with a direct Solid matches `with: [Solid]`.
|
|
43
|
+
|
|
44
|
+
Calls eagerly snapshot candidates that are alive at call start. Results preserve scene/source order, and ties keep the first candidate. Later spawns do not enter a result and later destruction does not remove it. Returned Entity, Component, and Solid references remain live; a `RayHit`'s distance, point, and normal are detached query-time values.
|
|
45
|
+
|
|
46
|
+
Invalid inputs fail closed without throwing: invalid `area` bodies and non-finite point coordinates return `[]`; invalid nearest coordinates or radii return `null`; and ray returns `null` for non-finite values, a zero direction, or a negative distance. Nearest permits positive `Infinity`; ray distance must be finite and may be zero. Zero-area candidate geometry never matches.
|
|
47
|
+
|
|
48
|
+
Area and point intentionally use the collision system's polygonally approximated circle/ellipse outline. Ray queries intersect circle-shaped Solids as analytic ellipses and return their exact outward unit normal.
|
|
49
|
+
|
|
9
50
|
## Component lifecycle
|
|
10
51
|
|
|
11
52
|
Waica keeps the lifecycle boundaries distinct:
|
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { SIMULATION_TIME_EPSILON } from '../fixed-step.js';
|
|
1
2
|
/**
|
|
2
3
|
* Advances a clip through time. Pure logic (no three, no DOM) so it can
|
|
3
4
|
* be tested deterministically.
|
|
@@ -16,7 +17,11 @@ export class ClipPlayer {
|
|
|
16
17
|
/** Advances the clock and returns the sheet frame to show. */
|
|
17
18
|
advance(dt) {
|
|
18
19
|
this.t += dt;
|
|
19
|
-
|
|
20
|
+
// this.t is a sum of SIMULATION_STEP-sized dts, which float error can
|
|
21
|
+
// leave a hair under an exact multiple of a frame's duration; without
|
|
22
|
+
// the epsilon, floor(t * fps) holds some frames one step short and
|
|
23
|
+
// others one step long instead of a flat, even count per frame.
|
|
24
|
+
const idx = Math.floor((this.t + SIMULATION_TIME_EPSILON) * this.fps);
|
|
20
25
|
const n = this.frames.length;
|
|
21
26
|
const clamped = this.loop ? idx % n : Math.min(idx, n - 1);
|
|
22
27
|
return this.frames[clamped] ?? 0;
|
|
@@ -0,0 +1,5 @@
|
|
|
1
|
+
import type { CollisionBody } from './collision-shape.js';
|
|
2
|
+
import type { Hitbox } from './components/hitbox.js';
|
|
3
|
+
import type { Solid } from './components/solid.js';
|
|
4
|
+
/** Package-internal conversion shared by trigger dispatch and spatial queries. */
|
|
5
|
+
export declare function collisionBody(component: Hitbox | Solid): CollisionBody;
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
/** Package-internal conversion shared by trigger dispatch and spatial queries. */
|
|
2
|
+
export function collisionBody(component) {
|
|
3
|
+
return {
|
|
4
|
+
x: component.entity.position.x + component.offsetX,
|
|
5
|
+
y: component.entity.position.y + component.offsetY,
|
|
6
|
+
width: component.width,
|
|
7
|
+
height: component.height,
|
|
8
|
+
shape: component.shape,
|
|
9
|
+
points: component.points,
|
|
10
|
+
};
|
|
11
|
+
}
|
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Milliseconds per display frame at `hz`, for driving `Game`'s real
|
|
3
|
+
* animation-loop callback in a test. No epsilon pad: frame-rate snapping
|
|
4
|
+
* (`snapElapsedToStep`) is what makes a measured duration this close to a
|
|
5
|
+
* whole number of Simulation Steps count as exactly that many, not a float
|
|
6
|
+
* nudge chosen to dodge the exact boundary — `1000 / 60 / 1000 === 1 / 60`
|
|
7
|
+
* bit-for-bit already, before snapping even applies.
|
|
8
|
+
*/
|
|
9
|
+
export declare const frameMs: (hz: number) => number;
|
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Milliseconds per display frame at `hz`, for driving `Game`'s real
|
|
3
|
+
* animation-loop callback in a test. No epsilon pad: frame-rate snapping
|
|
4
|
+
* (`snapElapsedToStep`) is what makes a measured duration this close to a
|
|
5
|
+
* whole number of Simulation Steps count as exactly that many, not a float
|
|
6
|
+
* nudge chosen to dodge the exact boundary — `1000 / 60 / 1000 === 1 / 60`
|
|
7
|
+
* bit-for-bit already, before snapping even applies.
|
|
8
|
+
*/
|
|
9
|
+
export const frameMs = (hz) => 1000 / hz;
|
|
@@ -0,0 +1,93 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The Simulation Step (ADR 0014): the fixed slice of game time by which the
|
|
3
|
+
* engine advances every component update, however often the display
|
|
4
|
+
* refreshes. An engine constant, not a project setting — the archetypes'
|
|
5
|
+
* feel is tuned against it, and the Runtime Bridge's `step` means exactly
|
|
6
|
+
* one of these.
|
|
7
|
+
*/
|
|
8
|
+
export declare const SIMULATION_STEP: number;
|
|
9
|
+
/**
|
|
10
|
+
* The most steps one render frame may run. Beyond it the elapsed time is
|
|
11
|
+
* dropped, never repaid: a machine that cannot keep up falls behind the
|
|
12
|
+
* wall clock instead of spiralling into ever-longer frames. Six steps is
|
|
13
|
+
* 100 ms, the same ceiling the old per-frame clamp imposed.
|
|
14
|
+
*/
|
|
15
|
+
export declare const MAX_STEPS_PER_FRAME = 6;
|
|
16
|
+
/**
|
|
17
|
+
* Floating-point slack for comparing a value built by summing many
|
|
18
|
+
* SIMULATION_STEP-sized deltas (a state's `elapsed`, a countdown, a clip's
|
|
19
|
+
* playback clock) against a target duration. Each addition can leave the
|
|
20
|
+
* sum a hair under the mathematically exact value — 15 additions of 1/60
|
|
21
|
+
* give 0.24999999999999997, not 0.25 — by an error on the order of 1e-15,
|
|
22
|
+
* many orders of magnitude below this. Large enough to call a step-multiple
|
|
23
|
+
* duration exact, far too small to ever mistake a genuinely later step for
|
|
24
|
+
* an earlier one.
|
|
25
|
+
*/
|
|
26
|
+
export declare const SIMULATION_TIME_EPSILON = 1e-9;
|
|
27
|
+
/**
|
|
28
|
+
* Cap on same-tick, chained processing that could otherwise spin forever
|
|
29
|
+
* on a degenerate cycle: StateMachine settling a chain of transitions
|
|
30
|
+
* within one `onUpdate` (land → idle → run…) and Game draining a chain of
|
|
31
|
+
* `loadSceneByName` calls queued from a scene's own `onReady` within one
|
|
32
|
+
* frame. Shared so the two call sites' caps stay in lockstep instead of
|
|
33
|
+
* matching only by coincidence; eight is comfortably more hops than any
|
|
34
|
+
* real content chains in a single update.
|
|
35
|
+
*/
|
|
36
|
+
export declare const MAX_CHAINED_HOPS = 8;
|
|
37
|
+
export interface SimulationSteps {
|
|
38
|
+
/** Whole steps this frame runs, 0 through MAX_STEPS_PER_FRAME. */
|
|
39
|
+
steps: number;
|
|
40
|
+
/** Seconds carried into the next frame; 0 whenever the cap was hit. */
|
|
41
|
+
remainder: number;
|
|
42
|
+
}
|
|
43
|
+
/**
|
|
44
|
+
* Pure accumulator: from the time retained after the last frame and the
|
|
45
|
+
* seconds elapsed since it, how many whole steps to run now and what to
|
|
46
|
+
* keep. Hitting the cap discards the whole remainder (CA-2). A non-finite
|
|
47
|
+
* or negative `elapsed` (a NaN timestamp delta, a backwards clock) is
|
|
48
|
+
* treated as zero rather than poisoning the remainder or yielding negative
|
|
49
|
+
* steps — hardening against inputs a real rAF timestamp never produces.
|
|
50
|
+
*/
|
|
51
|
+
export declare function consumeSimulationSteps(remainder: number, elapsed: number): SimulationSteps;
|
|
52
|
+
/**
|
|
53
|
+
* How far a measured frame duration may sit from a whole number of
|
|
54
|
+
* Simulation Steps and still count as exactly that many (round 2
|
|
55
|
+
* correctness fix). Sized to absorb not just the sub-millisecond jitter a
|
|
56
|
+
* real 60 Hz `requestAnimationFrame` shows on Chromium — timestamp
|
|
57
|
+
* coarsening and float noise there put it at roughly 0.1-0.3 ms — but also
|
|
58
|
+
* the coarser 1-2 ms `requestAnimationFrame` timestamp rounding Firefox
|
|
59
|
+
* and Safari apply (their privacy/fingerprinting mitigation), without ever
|
|
60
|
+
* mistaking a genuine partial step for one of these snaps.
|
|
61
|
+
*/
|
|
62
|
+
export declare const STEP_SNAP_TOLERANCE = 0.0025;
|
|
63
|
+
export interface SnapResult {
|
|
64
|
+
/** The elapsed time to feed the accumulator: snapped, and possibly resynced. */
|
|
65
|
+
elapsed: number;
|
|
66
|
+
/** Time discarded by snapping so far, still owed to (or by) the wall clock. */
|
|
67
|
+
residual: number;
|
|
68
|
+
}
|
|
69
|
+
/**
|
|
70
|
+
* Frame-rate snapping (ADR 0014, round 2 correctness): a measured frame
|
|
71
|
+
* duration that lands within STEP_SNAP_TOLERANCE of an exact multiple of
|
|
72
|
+
* SIMULATION_STEP is treated as exactly that multiple. Without this, a
|
|
73
|
+
* display refreshing at exactly 60.00 Hz can measure e.g. 16.6666 ms
|
|
74
|
+
* instead of the true 16.6667 ms — `consumeSimulationSteps` then floors the
|
|
75
|
+
* whole-steps count to 0 that frame and 2 the next, a routine 0/2-step
|
|
76
|
+
* judder at the one refresh rate ADR 0014 calls exact; on Firefox and
|
|
77
|
+
* Safari the same judder shows up permanently, every frame, because their
|
|
78
|
+
* coarser timestamp rounding never lands as close to the exact multiple as
|
|
79
|
+
* a 0.25 ms tolerance required. Applied to the raw per-frame measurement
|
|
80
|
+
* before it ever reaches the accumulator, so `consumeSimulationSteps`
|
|
81
|
+
* itself — and CA-2's 0.034 s / 0.0999 s / 0.005 s examples, each well
|
|
82
|
+
* outside the tolerance — are untouched.
|
|
83
|
+
*
|
|
84
|
+
* Every snap discards `elapsed - target`, which is carried forward in
|
|
85
|
+
* `residual` (round 3 correctness) instead of vanishing: a display a hair
|
|
86
|
+
* off 60.00 Hz — 59.94 Hz, the common NTSC-derived panel rate, discards
|
|
87
|
+
* ~0.017 ms every frame — would otherwise drift from the wall clock
|
|
88
|
+
* without bound (measured: -3.6 s/h at 59.94 Hz). Once the accumulated
|
|
89
|
+
* residual reaches a whole Simulation Step, one step is repaid into
|
|
90
|
+
* `elapsed` right away and subtracted back out of the residual, so the
|
|
91
|
+
* simulation is never more than about one step away from the wall clock.
|
|
92
|
+
*/
|
|
93
|
+
export declare function snapElapsedToStep(elapsed: number, residual: number): SnapResult;
|
|
@@ -0,0 +1,109 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The Simulation Step (ADR 0014): the fixed slice of game time by which the
|
|
3
|
+
* engine advances every component update, however often the display
|
|
4
|
+
* refreshes. An engine constant, not a project setting — the archetypes'
|
|
5
|
+
* feel is tuned against it, and the Runtime Bridge's `step` means exactly
|
|
6
|
+
* one of these.
|
|
7
|
+
*/
|
|
8
|
+
export const SIMULATION_STEP = 1 / 60;
|
|
9
|
+
/**
|
|
10
|
+
* The most steps one render frame may run. Beyond it the elapsed time is
|
|
11
|
+
* dropped, never repaid: a machine that cannot keep up falls behind the
|
|
12
|
+
* wall clock instead of spiralling into ever-longer frames. Six steps is
|
|
13
|
+
* 100 ms, the same ceiling the old per-frame clamp imposed.
|
|
14
|
+
*/
|
|
15
|
+
export const MAX_STEPS_PER_FRAME = 6;
|
|
16
|
+
/**
|
|
17
|
+
* Floating-point slack for comparing a value built by summing many
|
|
18
|
+
* SIMULATION_STEP-sized deltas (a state's `elapsed`, a countdown, a clip's
|
|
19
|
+
* playback clock) against a target duration. Each addition can leave the
|
|
20
|
+
* sum a hair under the mathematically exact value — 15 additions of 1/60
|
|
21
|
+
* give 0.24999999999999997, not 0.25 — by an error on the order of 1e-15,
|
|
22
|
+
* many orders of magnitude below this. Large enough to call a step-multiple
|
|
23
|
+
* duration exact, far too small to ever mistake a genuinely later step for
|
|
24
|
+
* an earlier one.
|
|
25
|
+
*/
|
|
26
|
+
export const SIMULATION_TIME_EPSILON = 1e-9;
|
|
27
|
+
/**
|
|
28
|
+
* Cap on same-tick, chained processing that could otherwise spin forever
|
|
29
|
+
* on a degenerate cycle: StateMachine settling a chain of transitions
|
|
30
|
+
* within one `onUpdate` (land → idle → run…) and Game draining a chain of
|
|
31
|
+
* `loadSceneByName` calls queued from a scene's own `onReady` within one
|
|
32
|
+
* frame. Shared so the two call sites' caps stay in lockstep instead of
|
|
33
|
+
* matching only by coincidence; eight is comfortably more hops than any
|
|
34
|
+
* real content chains in a single update.
|
|
35
|
+
*/
|
|
36
|
+
export const MAX_CHAINED_HOPS = 8;
|
|
37
|
+
/**
|
|
38
|
+
* Pure accumulator: from the time retained after the last frame and the
|
|
39
|
+
* seconds elapsed since it, how many whole steps to run now and what to
|
|
40
|
+
* keep. Hitting the cap discards the whole remainder (CA-2). A non-finite
|
|
41
|
+
* or negative `elapsed` (a NaN timestamp delta, a backwards clock) is
|
|
42
|
+
* treated as zero rather than poisoning the remainder or yielding negative
|
|
43
|
+
* steps — hardening against inputs a real rAF timestamp never produces.
|
|
44
|
+
*/
|
|
45
|
+
export function consumeSimulationSteps(remainder, elapsed) {
|
|
46
|
+
const safeElapsed = Number.isFinite(elapsed) && elapsed > 0 ? elapsed : 0;
|
|
47
|
+
const available = remainder + safeElapsed;
|
|
48
|
+
const whole = Math.floor(available / SIMULATION_STEP);
|
|
49
|
+
if (whole >= MAX_STEPS_PER_FRAME)
|
|
50
|
+
return { steps: MAX_STEPS_PER_FRAME, remainder: 0 };
|
|
51
|
+
return { steps: whole, remainder: available - whole * SIMULATION_STEP };
|
|
52
|
+
}
|
|
53
|
+
/**
|
|
54
|
+
* How far a measured frame duration may sit from a whole number of
|
|
55
|
+
* Simulation Steps and still count as exactly that many (round 2
|
|
56
|
+
* correctness fix). Sized to absorb not just the sub-millisecond jitter a
|
|
57
|
+
* real 60 Hz `requestAnimationFrame` shows on Chromium — timestamp
|
|
58
|
+
* coarsening and float noise there put it at roughly 0.1-0.3 ms — but also
|
|
59
|
+
* the coarser 1-2 ms `requestAnimationFrame` timestamp rounding Firefox
|
|
60
|
+
* and Safari apply (their privacy/fingerprinting mitigation), without ever
|
|
61
|
+
* mistaking a genuine partial step for one of these snaps.
|
|
62
|
+
*/
|
|
63
|
+
export const STEP_SNAP_TOLERANCE = 0.0025; // seconds (2.5 ms)
|
|
64
|
+
/**
|
|
65
|
+
* Snapping considers only these small step counts: a display sitting
|
|
66
|
+
* exactly on one of the first few Simulation Step boundaries (60 Hz → 1,
|
|
67
|
+
* 30 Hz → 2, and so on) is the case timestamp jitter can push a hair off:
|
|
68
|
+
* higher counts already mean a hitch, where a fraction of a millisecond
|
|
69
|
+
* doesn't matter and forcing a snap would be presumptuous.
|
|
70
|
+
*/
|
|
71
|
+
const SNAPPABLE_STEPS = 4;
|
|
72
|
+
/**
|
|
73
|
+
* Frame-rate snapping (ADR 0014, round 2 correctness): a measured frame
|
|
74
|
+
* duration that lands within STEP_SNAP_TOLERANCE of an exact multiple of
|
|
75
|
+
* SIMULATION_STEP is treated as exactly that multiple. Without this, a
|
|
76
|
+
* display refreshing at exactly 60.00 Hz can measure e.g. 16.6666 ms
|
|
77
|
+
* instead of the true 16.6667 ms — `consumeSimulationSteps` then floors the
|
|
78
|
+
* whole-steps count to 0 that frame and 2 the next, a routine 0/2-step
|
|
79
|
+
* judder at the one refresh rate ADR 0014 calls exact; on Firefox and
|
|
80
|
+
* Safari the same judder shows up permanently, every frame, because their
|
|
81
|
+
* coarser timestamp rounding never lands as close to the exact multiple as
|
|
82
|
+
* a 0.25 ms tolerance required. Applied to the raw per-frame measurement
|
|
83
|
+
* before it ever reaches the accumulator, so `consumeSimulationSteps`
|
|
84
|
+
* itself — and CA-2's 0.034 s / 0.0999 s / 0.005 s examples, each well
|
|
85
|
+
* outside the tolerance — are untouched.
|
|
86
|
+
*
|
|
87
|
+
* Every snap discards `elapsed - target`, which is carried forward in
|
|
88
|
+
* `residual` (round 3 correctness) instead of vanishing: a display a hair
|
|
89
|
+
* off 60.00 Hz — 59.94 Hz, the common NTSC-derived panel rate, discards
|
|
90
|
+
* ~0.017 ms every frame — would otherwise drift from the wall clock
|
|
91
|
+
* without bound (measured: -3.6 s/h at 59.94 Hz). Once the accumulated
|
|
92
|
+
* residual reaches a whole Simulation Step, one step is repaid into
|
|
93
|
+
* `elapsed` right away and subtracted back out of the residual, so the
|
|
94
|
+
* simulation is never more than about one step away from the wall clock.
|
|
95
|
+
*/
|
|
96
|
+
export function snapElapsedToStep(elapsed, residual) {
|
|
97
|
+
for (let steps = 1; steps <= SNAPPABLE_STEPS; steps += 1) {
|
|
98
|
+
const target = steps * SIMULATION_STEP;
|
|
99
|
+
if (Math.abs(elapsed - target) < STEP_SNAP_TOLERANCE) {
|
|
100
|
+
const pending = residual + (elapsed - target);
|
|
101
|
+
if (Math.abs(pending) >= SIMULATION_STEP) {
|
|
102
|
+
const repaid = Math.sign(pending) * SIMULATION_STEP;
|
|
103
|
+
return { elapsed: target + repaid, residual: pending - repaid };
|
|
104
|
+
}
|
|
105
|
+
return { elapsed: target, residual: pending };
|
|
106
|
+
}
|
|
107
|
+
}
|
|
108
|
+
return { elapsed, residual };
|
|
109
|
+
}
|
package/dist/game.d.ts
CHANGED
|
@@ -8,6 +8,7 @@ import { Emitter } from './events.js';
|
|
|
8
8
|
import { Input, type InputBindings } from './input.js';
|
|
9
9
|
import { Pointer } from './pointer.js';
|
|
10
10
|
import { type SceneJson, type SceneRegistry, type SceneRenderJson } from './scene.js';
|
|
11
|
+
import { type SpatialQuery } from './spatial-query.js';
|
|
11
12
|
import { Stats, type StatValue } from './stats.js';
|
|
12
13
|
import { GameUi } from './ui.js';
|
|
13
14
|
/** Fixed game resolution: the view keeps this aspect, letterboxed. */
|
|
@@ -58,6 +59,7 @@ export declare class Game {
|
|
|
58
59
|
readonly camera: THREE.OrthographicCamera;
|
|
59
60
|
readonly input: Input;
|
|
60
61
|
readonly pointer: Pointer;
|
|
62
|
+
readonly query: SpatialQuery;
|
|
61
63
|
readonly entities: Entity[];
|
|
62
64
|
readonly events: Emitter;
|
|
63
65
|
readonly stats: Stats;
|
|
@@ -77,6 +79,14 @@ export declare class Game {
|
|
|
77
79
|
private readonly resizeObserver;
|
|
78
80
|
private readonly updateFns;
|
|
79
81
|
private readonly invalidUpdateCompositions;
|
|
82
|
+
/**
|
|
83
|
+
* componentUpdateSchedule's result for the last composition signature seen
|
|
84
|
+
* per entity: the resolve (Tarjan SCC + Kahn sort) it's built from is pure
|
|
85
|
+
* for a fixed composition, so a signature match skips it entirely. Only
|
|
86
|
+
* ever holds a successful resolution — an invalid composition is never
|
|
87
|
+
* cached, since invalidUpdateCompositions already dedupes its console.error.
|
|
88
|
+
*/
|
|
89
|
+
private readonly updateScheduleCache;
|
|
80
90
|
private readonly resolution;
|
|
81
91
|
/** The constructor's viewHeight — unloadScene() restores it. */
|
|
82
92
|
private readonly baseViewHeight;
|
|
@@ -84,7 +94,12 @@ export declare class Game {
|
|
|
84
94
|
private sceneCamera;
|
|
85
95
|
private renderSort;
|
|
86
96
|
private sceneProjection;
|
|
97
|
+
/** Timestamp of the last animation frame; null until the loop's first frame seeds it. */
|
|
87
98
|
private lastTime;
|
|
99
|
+
/** Seconds of elapsed time not yet worth a whole Simulation Step (ADR 0014). */
|
|
100
|
+
private stepRemainder;
|
|
101
|
+
/** Seconds discarded by frame-rate snapping, not yet repaid (round 3 correctness). */
|
|
102
|
+
private snapResidual;
|
|
88
103
|
private runtimeBridge;
|
|
89
104
|
/** Host-registered scenes by name, resolved by loadSceneByName. Session-scoped. */
|
|
90
105
|
private sceneCatalog;
|
|
@@ -134,7 +149,12 @@ export declare class Game {
|
|
|
134
149
|
loadParams(url: string): Promise<void>;
|
|
135
150
|
/** Applies persisted overrides to a freshly added component. */
|
|
136
151
|
applyParamOverrides(entity: Entity, component: Component): void;
|
|
137
|
-
/**
|
|
152
|
+
/**
|
|
153
|
+
* Registers a function that runs once per Simulation Step, with the step
|
|
154
|
+
* as its dt (ADR 0014). While the Game is not simulating (the editor's edit
|
|
155
|
+
* mode) it runs once per render frame instead, so a host can keep drawing
|
|
156
|
+
* its overlays. Returns the unsubscribe.
|
|
157
|
+
*/
|
|
138
158
|
onUpdate(fn: UpdateFn): () => void;
|
|
139
159
|
/**
|
|
140
160
|
* Adopts a scene's render block. Called by loadScene; without a block the
|
|
@@ -157,9 +177,46 @@ export declare class Game {
|
|
|
157
177
|
setViewHeight(value: number): void;
|
|
158
178
|
/** Shuts the game down completely (loop, input, GPU). */
|
|
159
179
|
dispose(): void;
|
|
180
|
+
/**
|
|
181
|
+
* Real-time playback for the Runtime Bridge: the same clock-driven loop
|
|
182
|
+
* as start(), sharing the accumulator, with `onStep` told after every
|
|
183
|
+
* Simulation Step so the bridge counts frames exactly as paused stepping
|
|
184
|
+
* does (CA-7). No wall-clock catch-up: the first frame only seeds the
|
|
185
|
+
* clock (CA-3).
|
|
186
|
+
*/
|
|
160
187
|
private resumeRuntime;
|
|
188
|
+
/** Forgets the clock and any partial step, so the next frame runs no burst. */
|
|
189
|
+
private resetClock;
|
|
190
|
+
/**
|
|
191
|
+
* One animation frame (ADR 0014): the elapsed wall-clock time joins the
|
|
192
|
+
* retained remainder, and as many whole Simulation Steps as it holds run
|
|
193
|
+
* — capped, with the excess dropped, so a hitch can neither spiral nor
|
|
194
|
+
* play in slow motion. Not simulating: no time accrues at all. The
|
|
195
|
+
* measured duration is frame-rate-snapped first (round 2 correctness) so
|
|
196
|
+
* sub-millisecond timestamp jitter at an exact cadence like 60 Hz can't
|
|
197
|
+
* flip the whole-steps floor and judder 0/2/0/2.
|
|
198
|
+
*/
|
|
161
199
|
private tick;
|
|
200
|
+
/**
|
|
201
|
+
* Runs `steps` Simulation Steps back to back, then the once-per-frame
|
|
202
|
+
* tail: audio activity and placements, the UI overlay and the render
|
|
203
|
+
* (CA-5). A queued scene swap flushes at the very start of the frame —
|
|
204
|
+
* loadSceneByName's contract — and again before every step after the
|
|
205
|
+
* first (CA-4), so two steps in one frame never see the same press
|
|
206
|
+
* twice or the outgoing scene once too often; a frame that runs zero
|
|
207
|
+
* steps (round 2 correctness) still flushes, so it never renders/
|
|
208
|
+
* audio-places the outgoing scene one frame longer than it should.
|
|
209
|
+
*/
|
|
162
210
|
private runFrame;
|
|
211
|
+
/**
|
|
212
|
+
* One Simulation Step: the Component Update Schedule (ADR 0004) in full,
|
|
213
|
+
* collisions, the scene camera and the host's callbacks, every one of
|
|
214
|
+
* them handed exactly SIMULATION_STEP (CA-1); then the input frame ends.
|
|
215
|
+
*/
|
|
216
|
+
private simulateStep;
|
|
217
|
+
/** Closes a step (real or the non-simulating stand-in): host callbacks, then the input frame. */
|
|
218
|
+
private finishStep;
|
|
219
|
+
private runHostUpdates;
|
|
163
220
|
private flushPendingSceneLoad;
|
|
164
221
|
private unregisterRuntimeBridge;
|
|
165
222
|
/** Under y-sort, re-derives every participant's z from layer band + entity Y. */
|