@waica/engine 0.14.1 → 0.16.0
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/README.md +70 -1
- package/dist/collision-category.d.ts +4 -0
- package/dist/collision-category.js +11 -0
- package/dist/collision-dispatch.d.ts +8 -0
- package/dist/collision-dispatch.js +36 -0
- package/dist/component.d.ts +3 -1
- package/dist/components/hitbox.d.ts +14 -2
- package/dist/components/hitbox.js +9 -2
- package/dist/entity.js +4 -0
- package/dist/game-time.d.ts +189 -0
- package/dist/game-time.js +401 -0
- package/dist/game.d.ts +8 -4
- package/dist/game.js +16 -28
- package/dist/index.d.ts +3 -1
- package/dist/index.js +1 -0
- package/dist/runtime-inspection.d.ts +19 -0
- package/dist/runtime-inspection.js +7 -0
- package/dist/scene.js +10 -1
- package/dist/spatial-broadphase.d.ts +38 -0
- package/dist/spatial-broadphase.js +180 -0
- package/dist/spatial-query.d.ts +11 -7
- package/dist/spatial-query.js +29 -23
- package/package.json +1 -1
|
@@ -0,0 +1,401 @@
|
|
|
1
|
+
import { SIMULATION_STEP, SIMULATION_TIME_EPSILON } from './fixed-step.js';
|
|
2
|
+
const INACTIVE_HANDLE = Object.freeze({
|
|
3
|
+
cancel() { },
|
|
4
|
+
active: false,
|
|
5
|
+
elapsed: 0,
|
|
6
|
+
remaining: 0,
|
|
7
|
+
});
|
|
8
|
+
const EASINGS = {
|
|
9
|
+
linear: (t) => t,
|
|
10
|
+
quadIn: (t) => t * t,
|
|
11
|
+
quadOut: (t) => 1 - (1 - t) * (1 - t),
|
|
12
|
+
quadInOut: (t) => (t < 0.5 ? 2 * t * t : 1 - ((-2 * t + 2) ** 2) / 2),
|
|
13
|
+
cubicIn: (t) => t * t * t,
|
|
14
|
+
cubicOut: (t) => 1 - (1 - t) ** 3,
|
|
15
|
+
cubicInOut: (t) => (t < 0.5 ? 4 * t * t * t : 1 - ((-2 * t + 2) ** 3) / 2),
|
|
16
|
+
sineInOut: (t) => -(Math.cos(Math.PI * t) - 1) / 2,
|
|
17
|
+
};
|
|
18
|
+
function resolveEasing(easing) {
|
|
19
|
+
if (easing === undefined)
|
|
20
|
+
return EASINGS.linear;
|
|
21
|
+
if (typeof easing === 'function')
|
|
22
|
+
return easing;
|
|
23
|
+
return Object.prototype.hasOwnProperty.call(EASINGS, easing) ? EASINGS[easing] : null;
|
|
24
|
+
}
|
|
25
|
+
function isValidOwner(owner) {
|
|
26
|
+
return (typeof owner === 'object' &&
|
|
27
|
+
owner !== null &&
|
|
28
|
+
typeof owner['alive'] === 'boolean');
|
|
29
|
+
}
|
|
30
|
+
/** `'session'` survives a scene change; any other value (including absent) means scene. */
|
|
31
|
+
function normalizeScope(scope) {
|
|
32
|
+
return scope === 'session' ? 'session' : 'scene';
|
|
33
|
+
}
|
|
34
|
+
/**
|
|
35
|
+
* Module-private key for the per-step advance pass. Not exported, so
|
|
36
|
+
* `time[ADVANCE]()` cannot be spelled outside this file — `advanceGameTime`
|
|
37
|
+
* (below, exported) is the only reachable entry point from project code.
|
|
38
|
+
*/
|
|
39
|
+
const ADVANCE = Symbol('waica.gameTime.advance');
|
|
40
|
+
/**
|
|
41
|
+
* The `game.time` service (CA-1..CA-9, CA-14): `after`, `every` and `tween`
|
|
42
|
+
* scheduled against Game Time (`now`), advanced only by Simulation Steps —
|
|
43
|
+
* never the wall clock, never synchronously, never while paused or not
|
|
44
|
+
* simulating. Constructible standalone, like `Stats`: a `Game` owns one via
|
|
45
|
+
* `game.time`, and a behaviors-test stub game can carry its own, advanced by
|
|
46
|
+
* the same engine-internal hook `Game` uses (`advanceGameTime`, exported
|
|
47
|
+
* below — not part of this class's documented API).
|
|
48
|
+
*/
|
|
49
|
+
export class GameTime {
|
|
50
|
+
stepCount = 0;
|
|
51
|
+
nextId = 0;
|
|
52
|
+
timers = [];
|
|
53
|
+
tweens = [];
|
|
54
|
+
/**
|
|
55
|
+
* Set whenever a timer/tween goes inactive since the matching array was
|
|
56
|
+
* last pruned, whether by firing/completing the per-step advance pass or
|
|
57
|
+
* by a plain `handle.cancel()` from outside it; consumed (and cleared) by
|
|
58
|
+
* the next `reclaim()` that actually reassigns that array (CA-3 perf: no
|
|
59
|
+
* reassignment when nothing died). Invariant: a flag is false only when
|
|
60
|
+
* its array holds no inactive entries — every path that clears a flag
|
|
61
|
+
* prunes that array first, and every path that deactivates an entry sets
|
|
62
|
+
* the matching flag. `reclaim()` relies on this to skip a prune safely.
|
|
63
|
+
*/
|
|
64
|
+
timersDirty = false;
|
|
65
|
+
tweensDirty = false;
|
|
66
|
+
/** 0 on a new GameTime; `N * SIMULATION_STEP` exactly after N steps — computed, never summed (CA-9). */
|
|
67
|
+
get now() {
|
|
68
|
+
return this.stepCount * SIMULATION_STEP;
|
|
69
|
+
}
|
|
70
|
+
/** Active timers plus active tweens across both scopes (CA-10). */
|
|
71
|
+
get pending() {
|
|
72
|
+
return this.countActive(this.timers) + this.countActive(this.tweens);
|
|
73
|
+
}
|
|
74
|
+
/** Smallest positive integer n s.t. n more steps fires/completes something; null when nothing is pending (CA-10). */
|
|
75
|
+
get nextInSteps() {
|
|
76
|
+
return this.minStepsUntilDue(this.tweens, this.minStepsUntilDue(this.timers, null));
|
|
77
|
+
}
|
|
78
|
+
/** Shared traversal for `pending`: how many entries in `entries` are active. */
|
|
79
|
+
countActive(entries) {
|
|
80
|
+
let count = 0;
|
|
81
|
+
for (const entry of entries)
|
|
82
|
+
if (entry.active)
|
|
83
|
+
count += 1;
|
|
84
|
+
return count;
|
|
85
|
+
}
|
|
86
|
+
/** Shared traversal for `nextInSteps`: folds `stepsUntilDue` over every active entry, starting from `min`. */
|
|
87
|
+
minStepsUntilDue(entries, min) {
|
|
88
|
+
for (const entry of entries) {
|
|
89
|
+
if (!entry.active)
|
|
90
|
+
continue;
|
|
91
|
+
const steps = this.stepsUntilDue(entry.dueTime);
|
|
92
|
+
min = min === null ? steps : Math.min(min, steps);
|
|
93
|
+
}
|
|
94
|
+
return min;
|
|
95
|
+
}
|
|
96
|
+
/**
|
|
97
|
+
* Runs `callback` once, `seconds` of Game Time from now (0 or a negative
|
|
98
|
+
* duration: the start of the next step). Never synchronous (CA-1).
|
|
99
|
+
*/
|
|
100
|
+
after(seconds, callback, options = {}) {
|
|
101
|
+
if (!Number.isFinite(seconds))
|
|
102
|
+
return this.invalid('after(): seconds must be finite');
|
|
103
|
+
if (typeof callback !== 'function')
|
|
104
|
+
return this.invalid('after(): callback must be a function');
|
|
105
|
+
const owner = options.owner;
|
|
106
|
+
if (owner !== undefined && !isValidOwner(owner)) {
|
|
107
|
+
return this.invalid('after(): owner must be an object with a boolean "alive" property');
|
|
108
|
+
}
|
|
109
|
+
if (owner !== undefined && !owner.alive)
|
|
110
|
+
return INACTIVE_HANDLE;
|
|
111
|
+
const effective = Math.max(0, seconds);
|
|
112
|
+
const startTime = this.now;
|
|
113
|
+
const entry = {
|
|
114
|
+
id: this.nextId++,
|
|
115
|
+
kind: 'after',
|
|
116
|
+
scope: normalizeScope(options.scope),
|
|
117
|
+
owner,
|
|
118
|
+
active: true,
|
|
119
|
+
referenceStart: startTime,
|
|
120
|
+
dueTime: startTime + effective,
|
|
121
|
+
deactivatedAt: null,
|
|
122
|
+
callback,
|
|
123
|
+
};
|
|
124
|
+
this.timers.push(entry);
|
|
125
|
+
return this.handleFor(entry);
|
|
126
|
+
}
|
|
127
|
+
/**
|
|
128
|
+
* Runs `callback` every `max(seconds, SIMULATION_STEP)` of Game Time,
|
|
129
|
+
* first one interval after creation, with no drift: each due time is
|
|
130
|
+
* `start + n * interval`, computed directly rather than by repeated
|
|
131
|
+
* addition (CA-2).
|
|
132
|
+
*/
|
|
133
|
+
every(seconds, callback, options = {}) {
|
|
134
|
+
if (!Number.isFinite(seconds))
|
|
135
|
+
return this.invalid('every(): seconds must be finite');
|
|
136
|
+
if (typeof callback !== 'function')
|
|
137
|
+
return this.invalid('every(): callback must be a function');
|
|
138
|
+
const owner = options.owner;
|
|
139
|
+
if (owner !== undefined && !isValidOwner(owner)) {
|
|
140
|
+
return this.invalid('every(): owner must be an object with a boolean "alive" property');
|
|
141
|
+
}
|
|
142
|
+
if (owner !== undefined && !owner.alive)
|
|
143
|
+
return INACTIVE_HANDLE;
|
|
144
|
+
const interval = Math.max(seconds, SIMULATION_STEP);
|
|
145
|
+
const startTime = this.now;
|
|
146
|
+
const entry = {
|
|
147
|
+
id: this.nextId++,
|
|
148
|
+
kind: 'every',
|
|
149
|
+
scope: normalizeScope(options.scope),
|
|
150
|
+
owner,
|
|
151
|
+
active: true,
|
|
152
|
+
referenceStart: startTime,
|
|
153
|
+
dueTime: startTime + interval,
|
|
154
|
+
deactivatedAt: null,
|
|
155
|
+
callback,
|
|
156
|
+
startTime,
|
|
157
|
+
intervalSeconds: interval,
|
|
158
|
+
occurrence: 1,
|
|
159
|
+
};
|
|
160
|
+
this.timers.push(entry);
|
|
161
|
+
return this.handleFor(entry);
|
|
162
|
+
}
|
|
163
|
+
/**
|
|
164
|
+
* Carries a single number from `from` to `to` over `seconds` of Game
|
|
165
|
+
* Time, reporting it through `onUpdate` on every step including creation
|
|
166
|
+
* (synchronous, before this returns — CA-7). Owner already dead, or any
|
|
167
|
+
* invalid input, skips even that first call.
|
|
168
|
+
*/
|
|
169
|
+
tween(options) {
|
|
170
|
+
const { from, to, seconds, onUpdate, onComplete } = options;
|
|
171
|
+
if (!Number.isFinite(seconds))
|
|
172
|
+
return this.invalid('tween(): seconds must be finite');
|
|
173
|
+
if (!Number.isFinite(from))
|
|
174
|
+
return this.invalid('tween(): from must be finite');
|
|
175
|
+
if (!Number.isFinite(to))
|
|
176
|
+
return this.invalid('tween(): to must be finite');
|
|
177
|
+
if (typeof onUpdate !== 'function')
|
|
178
|
+
return this.invalid('tween(): onUpdate must be a function');
|
|
179
|
+
if (onComplete !== undefined && typeof onComplete !== 'function') {
|
|
180
|
+
return this.invalid('tween(): onComplete must be a function when present');
|
|
181
|
+
}
|
|
182
|
+
const ease = resolveEasing(options.easing);
|
|
183
|
+
if (!ease)
|
|
184
|
+
return this.invalid('tween(): easing must be a known name or a function');
|
|
185
|
+
const owner = options.owner;
|
|
186
|
+
if (owner !== undefined && !isValidOwner(owner)) {
|
|
187
|
+
return this.invalid('tween(): owner must be an object with a boolean "alive" property');
|
|
188
|
+
}
|
|
189
|
+
if (owner !== undefined && !owner.alive)
|
|
190
|
+
return INACTIVE_HANDLE;
|
|
191
|
+
const effective = Math.max(0, seconds);
|
|
192
|
+
const createdAt = this.now;
|
|
193
|
+
const entry = {
|
|
194
|
+
id: this.nextId++,
|
|
195
|
+
kind: 'tween',
|
|
196
|
+
scope: normalizeScope(options.scope),
|
|
197
|
+
owner,
|
|
198
|
+
active: true,
|
|
199
|
+
referenceStart: createdAt,
|
|
200
|
+
dueTime: createdAt + effective,
|
|
201
|
+
deactivatedAt: null,
|
|
202
|
+
from,
|
|
203
|
+
to,
|
|
204
|
+
seconds: effective,
|
|
205
|
+
ease,
|
|
206
|
+
onUpdate,
|
|
207
|
+
onComplete,
|
|
208
|
+
};
|
|
209
|
+
// Registers nothing if this throws (CA-7): the entry is only pushed after.
|
|
210
|
+
onUpdate(from);
|
|
211
|
+
this.tweens.push(entry);
|
|
212
|
+
return this.handleFor(entry);
|
|
213
|
+
}
|
|
214
|
+
/**
|
|
215
|
+
* Internal: the start-of-step pass (CA-3) — advances `now`, then runs
|
|
216
|
+
* every due timer (due time, then creation order), then advances every
|
|
217
|
+
* tween that existed before this pass (creation order). Reachable only as
|
|
218
|
+
* `time[ADVANCE]()`, and `ADVANCE` is not exported, so `advanceGameTime()`
|
|
219
|
+
* (below, exported) is genuinely the only way in from project code. With
|
|
220
|
+
* nothing scheduled (the common case once a scene settles) this does no
|
|
221
|
+
* allocation beyond the step count itself; with timers but no tweens, the
|
|
222
|
+
* tween snapshot and `advanceTweens()` are skipped too.
|
|
223
|
+
*/
|
|
224
|
+
[ADVANCE]() {
|
|
225
|
+
this.stepCount += 1;
|
|
226
|
+
if (this.timers.length === 0 && this.tweens.length === 0)
|
|
227
|
+
return;
|
|
228
|
+
if (this.tweens.length === 0) {
|
|
229
|
+
this.runDueTimers();
|
|
230
|
+
}
|
|
231
|
+
else {
|
|
232
|
+
// Snapshot before any callback runs: a tween a due timer creates
|
|
233
|
+
// during this pass must not be advanced (or completed) until the
|
|
234
|
+
// next step. Skipped entirely above when there is nothing to snapshot.
|
|
235
|
+
const tweens = [...this.tweens];
|
|
236
|
+
this.runDueTimers();
|
|
237
|
+
this.advanceTweens(tweens);
|
|
238
|
+
}
|
|
239
|
+
this.reclaim();
|
|
240
|
+
}
|
|
241
|
+
/**
|
|
242
|
+
* Engine-internal by convention, like `Game.removeEntity`: a public
|
|
243
|
+
* method, not access-controlled, that `Game.unloadScene()` and every
|
|
244
|
+
* scene load are expected to call, including the first (CA-4).
|
|
245
|
+
*/
|
|
246
|
+
cancelSceneScoped() {
|
|
247
|
+
for (const timer of this.timers)
|
|
248
|
+
if (timer.scope !== 'session')
|
|
249
|
+
this.deactivate(timer);
|
|
250
|
+
for (const tween of this.tweens)
|
|
251
|
+
if (tween.scope !== 'session')
|
|
252
|
+
this.deactivate(tween);
|
|
253
|
+
this.reclaim();
|
|
254
|
+
}
|
|
255
|
+
/**
|
|
256
|
+
* Engine-internal by convention, like `Game.removeEntity`: a public
|
|
257
|
+
* method, not access-controlled, that `Entity.destroy()` (CA-5) is
|
|
258
|
+
* expected to be the only caller of. Nothing re-reads `owner.alive` on
|
|
259
|
+
* later steps; a non-`Entity` owner whose `alive` flips without ever
|
|
260
|
+
* going through a real `destroy()` call never reaches here, so its
|
|
261
|
+
* timers/tweens keep running (see `TimerOptions.owner`).
|
|
262
|
+
*/
|
|
263
|
+
cancelOwnedBy(owner) {
|
|
264
|
+
for (const timer of this.timers)
|
|
265
|
+
if (timer.owner === owner)
|
|
266
|
+
this.deactivate(timer);
|
|
267
|
+
for (const tween of this.tweens)
|
|
268
|
+
if (tween.owner === owner)
|
|
269
|
+
this.deactivate(tween);
|
|
270
|
+
this.reclaim();
|
|
271
|
+
}
|
|
272
|
+
/**
|
|
273
|
+
* Engine-internal by convention, like `Game.removeEntity`: a public
|
|
274
|
+
* method, not access-controlled, that `Game.dispose()` is expected to
|
|
275
|
+
* call (CA-4).
|
|
276
|
+
*/
|
|
277
|
+
cancelAll() {
|
|
278
|
+
for (const timer of this.timers)
|
|
279
|
+
this.deactivate(timer);
|
|
280
|
+
for (const tween of this.tweens)
|
|
281
|
+
this.deactivate(tween);
|
|
282
|
+
this.reclaim();
|
|
283
|
+
}
|
|
284
|
+
/**
|
|
285
|
+
* Prunes each array only when its dirty flag is set, then clears that
|
|
286
|
+
* flag — safe because of the invariant documented on `timersDirty`
|
|
287
|
+
* /`tweensDirty`: a false flag means the array already holds no inactive
|
|
288
|
+
* entries, so skipping the filter changes no observable behavior. Called
|
|
289
|
+
* both at the tail of the per-step advance pass and by
|
|
290
|
+
* `cancelSceneScoped`/`cancelOwnedBy`/`cancelAll`, which are also
|
|
291
|
+
* reachable with `simulate === false` (e.g. the editor's edit mode
|
|
292
|
+
* calling `loadScene` on every edit), when no step ever runs to reclaim
|
|
293
|
+
* otherwise.
|
|
294
|
+
*/
|
|
295
|
+
reclaim() {
|
|
296
|
+
if (this.timersDirty) {
|
|
297
|
+
this.timers = this.timers.filter((timer) => timer.active);
|
|
298
|
+
this.timersDirty = false;
|
|
299
|
+
}
|
|
300
|
+
if (this.tweensDirty) {
|
|
301
|
+
this.tweens = this.tweens.filter((tween) => tween.active);
|
|
302
|
+
this.tweensDirty = false;
|
|
303
|
+
}
|
|
304
|
+
}
|
|
305
|
+
runDueTimers() {
|
|
306
|
+
const due = this.timers.filter((timer) => timer.active && timer.dueTime <= this.now + SIMULATION_TIME_EPSILON);
|
|
307
|
+
if (due.length === 0)
|
|
308
|
+
return;
|
|
309
|
+
if (due.length > 1)
|
|
310
|
+
due.sort((a, b) => a.dueTime - b.dueTime || a.id - b.id);
|
|
311
|
+
for (const timer of due) {
|
|
312
|
+
if (!timer.active)
|
|
313
|
+
continue; // an earlier callback this same pass may have cancelled it
|
|
314
|
+
if (timer.kind === 'every') {
|
|
315
|
+
timer.referenceStart = timer.dueTime;
|
|
316
|
+
timer.occurrence += 1;
|
|
317
|
+
timer.dueTime = timer.startTime + timer.occurrence * timer.intervalSeconds;
|
|
318
|
+
}
|
|
319
|
+
else {
|
|
320
|
+
timer.active = false;
|
|
321
|
+
timer.deactivatedAt = timer.dueTime;
|
|
322
|
+
this.timersDirty = true;
|
|
323
|
+
}
|
|
324
|
+
timer.callback();
|
|
325
|
+
}
|
|
326
|
+
}
|
|
327
|
+
advanceTweens(tweens) {
|
|
328
|
+
for (const tween of tweens) {
|
|
329
|
+
if (!tween.active)
|
|
330
|
+
continue;
|
|
331
|
+
if (tween.dueTime <= this.now + SIMULATION_TIME_EPSILON) {
|
|
332
|
+
tween.active = false;
|
|
333
|
+
tween.deactivatedAt = tween.dueTime;
|
|
334
|
+
this.tweensDirty = true;
|
|
335
|
+
tween.onUpdate(tween.to);
|
|
336
|
+
tween.onComplete?.();
|
|
337
|
+
continue;
|
|
338
|
+
}
|
|
339
|
+
const elapsed = this.now - tween.referenceStart;
|
|
340
|
+
// Reaching 1 would mean elapsed >= seconds, i.e. now >= dueTime — the
|
|
341
|
+
// branch above always exits first in that case, so this is never
|
|
342
|
+
// clamped in practice.
|
|
343
|
+
const t = elapsed / tween.seconds;
|
|
344
|
+
tween.onUpdate(tween.from + (tween.to - tween.from) * tween.ease(t));
|
|
345
|
+
}
|
|
346
|
+
}
|
|
347
|
+
deactivate(entry) {
|
|
348
|
+
if (!entry.active)
|
|
349
|
+
return;
|
|
350
|
+
entry.active = false;
|
|
351
|
+
entry.deactivatedAt = this.now;
|
|
352
|
+
if (entry.kind === 'tween')
|
|
353
|
+
this.tweensDirty = true;
|
|
354
|
+
else
|
|
355
|
+
this.timersDirty = true;
|
|
356
|
+
}
|
|
357
|
+
/** Smallest n >= 1 such that `n` more steps reaches `dueTime`, guarding against float noise near a step boundary. */
|
|
358
|
+
stepsUntilDue(dueTime) {
|
|
359
|
+
const raw = (dueTime - this.now) / SIMULATION_STEP;
|
|
360
|
+
const n = Math.ceil(raw - SIMULATION_TIME_EPSILON / SIMULATION_STEP);
|
|
361
|
+
return Math.max(1, n);
|
|
362
|
+
}
|
|
363
|
+
invalid(message) {
|
|
364
|
+
console.warn(`[waica] ${message}`);
|
|
365
|
+
return INACTIVE_HANDLE;
|
|
366
|
+
}
|
|
367
|
+
handleFor(entry) {
|
|
368
|
+
const time = this;
|
|
369
|
+
return {
|
|
370
|
+
cancel() {
|
|
371
|
+
time.deactivate(entry);
|
|
372
|
+
},
|
|
373
|
+
get active() {
|
|
374
|
+
return entry.active;
|
|
375
|
+
},
|
|
376
|
+
get elapsed() {
|
|
377
|
+
const end = entry.deactivatedAt ?? time.now;
|
|
378
|
+
return Math.max(0, end - entry.referenceStart);
|
|
379
|
+
},
|
|
380
|
+
get remaining() {
|
|
381
|
+
if (!entry.active)
|
|
382
|
+
return 0;
|
|
383
|
+
return Math.max(0, entry.dueTime - time.now);
|
|
384
|
+
},
|
|
385
|
+
};
|
|
386
|
+
}
|
|
387
|
+
}
|
|
388
|
+
/**
|
|
389
|
+
* Engine-internal: advances `time` by exactly one Simulation Step (CA-3).
|
|
390
|
+
* `Game.simulateStep()` calls this as its very first statement, so nothing
|
|
391
|
+
* advances with `simulate === false`, on a zero-step frame, or while the
|
|
392
|
+
* Runtime Bridge is paused and not stepping. A standalone `GameTime` — a
|
|
393
|
+
* behaviors-test stub game, or this package's own game-time.test.ts (CA-14)
|
|
394
|
+
* — must call this the same way. This is the only way in: the pass itself
|
|
395
|
+
* lives behind the module-private `ADVANCE` symbol key, unreachable from
|
|
396
|
+
* outside this file, so project code has no `advanceStep()`-shaped method
|
|
397
|
+
* to call directly and desynchronize Game Time with.
|
|
398
|
+
*/
|
|
399
|
+
export function advanceGameTime(time) {
|
|
400
|
+
time[ADVANCE]();
|
|
401
|
+
}
|
package/dist/game.d.ts
CHANGED
|
@@ -5,6 +5,7 @@ import { type SceneCameraJson } from './camera.js';
|
|
|
5
5
|
import type { Component } from './component.js';
|
|
6
6
|
import { Entity } from './entity.js';
|
|
7
7
|
import { Emitter } from './events.js';
|
|
8
|
+
import { GameTime } from './game-time.js';
|
|
8
9
|
import { Input, type InputBindings } from './input.js';
|
|
9
10
|
import { Pointer } from './pointer.js';
|
|
10
11
|
import { type SceneJson, type SceneRegistry, type SceneRenderJson } from './scene.js';
|
|
@@ -49,7 +50,7 @@ export interface SceneCatalog {
|
|
|
49
50
|
registry: SceneRegistry;
|
|
50
51
|
}
|
|
51
52
|
/** Persisted overrides: entity → componentName → prop → value. */
|
|
52
|
-
export type ParamOverrides = Record<string, Record<string, Record<string, number | boolean | string>>>;
|
|
53
|
+
export type ParamOverrides = Record<string, Record<string, Record<string, number | boolean | string | string[]>>>;
|
|
53
54
|
/**
|
|
54
55
|
* Engine core: loop, unified 2D/3D three scene, orthographic camera,
|
|
55
56
|
* entities with components, and input. See DESIGN.md.
|
|
@@ -67,6 +68,8 @@ export declare class Game {
|
|
|
67
68
|
readonly ui: GameUi;
|
|
68
69
|
/** The audio mixer: channels, master, playback. See ADR 0012, ADR 0013. */
|
|
69
70
|
readonly audio: AudioSubsystem;
|
|
71
|
+
/** Simulated scheduling: `after`, `every`, `tween`, `now`. See ADR 0017. */
|
|
72
|
+
readonly time: GameTime;
|
|
70
73
|
/** Registry retained by loadScene for runtime prefab spawning. */
|
|
71
74
|
registry: SceneRegistry | null;
|
|
72
75
|
paramOverrides: ParamOverrides;
|
|
@@ -137,8 +140,8 @@ export declare class Game {
|
|
|
137
140
|
* the live scene. An unknown name warns and leaves the live scene
|
|
138
141
|
* untouched. Triggered mid-frame (e.g. from a SceneTransition's
|
|
139
142
|
* onCollide/onInteract) the swap is deferred to the very start of the
|
|
140
|
-
* next runFrame — dispatchCollisions finishes its
|
|
141
|
-
* outgoing scene, and the incoming scene's entities are present only
|
|
143
|
+
* next runFrame — dispatchCollisions finishes its frozen pair snapshot for
|
|
144
|
+
* the outgoing scene, and the incoming scene's entities are present only
|
|
142
145
|
* from the next frame. Called from outside a frame (boot, or the Runtime
|
|
143
146
|
* Bridge's `scene` control operation) it applies synchronously and wins
|
|
144
147
|
* over anything queued earlier this frame. A second mid-frame request
|
|
@@ -209,7 +212,8 @@ export declare class Game {
|
|
|
209
212
|
*/
|
|
210
213
|
private runFrame;
|
|
211
214
|
/**
|
|
212
|
-
* One Simulation Step:
|
|
215
|
+
* One Simulation Step: game.time's start-of-step pass (ADR 0017, CA-3)
|
|
216
|
+
* first, then the Component Update Schedule (ADR 0004) in full,
|
|
213
217
|
* collisions, the scene camera and the host's callbacks, every one of
|
|
214
218
|
* them handed exactly SIMULATION_STEP (CA-1); then the input frame ends.
|
|
215
219
|
*/
|
package/dist/game.js
CHANGED
|
@@ -1,13 +1,12 @@
|
|
|
1
1
|
import * as THREE from 'three';
|
|
2
2
|
import { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
3
|
-
import {
|
|
4
|
-
import { collisionOverlap } from './collision-shape.js';
|
|
3
|
+
import { dispatchCollisions as dispatchHitboxCollisions } from './collision-dispatch.js';
|
|
5
4
|
import { isCameraVelocityProvider, resolveSceneCamera, stepSceneCamera, } from './camera.js';
|
|
6
5
|
import { resolveComponentUpdateSchedule } from './component-update-schedule.js';
|
|
7
|
-
import { Hitbox } from './components/hitbox.js';
|
|
8
6
|
import { Entity } from './entity.js';
|
|
9
7
|
import { Emitter } from './events.js';
|
|
10
8
|
import { consumeSimulationSteps, MAX_CHAINED_HOPS, SIMULATION_STEP, snapElapsedToStep, } from './fixed-step.js';
|
|
9
|
+
import { advanceGameTime, GameTime } from './game-time.js';
|
|
11
10
|
import { Input } from './input.js';
|
|
12
11
|
import { Pointer } from './pointer.js';
|
|
13
12
|
import { activeRuntimeBridgeHook, EngineRuntimeBridge, } from './runtime-bridge.js';
|
|
@@ -35,6 +34,8 @@ export class Game {
|
|
|
35
34
|
ui;
|
|
36
35
|
/** The audio mixer: channels, master, playback. See ADR 0012, ADR 0013. */
|
|
37
36
|
audio;
|
|
37
|
+
/** Simulated scheduling: `after`, `every`, `tween`, `now`. See ADR 0017. */
|
|
38
|
+
time = new GameTime();
|
|
38
39
|
/** Registry retained by loadScene for runtime prefab spawning. */
|
|
39
40
|
registry = null;
|
|
40
41
|
paramOverrides = {};
|
|
@@ -150,6 +151,9 @@ export class Game {
|
|
|
150
151
|
unloadScene() {
|
|
151
152
|
this.ui.unloadScene();
|
|
152
153
|
this.audio.unloadScene();
|
|
154
|
+
// Scene-scoped timers/tweens die here too (ADR 0017): before entities are
|
|
155
|
+
// destroyed below, so an owner's own destroy() cancellation is a no-op.
|
|
156
|
+
this.time.cancelSceneScoped();
|
|
153
157
|
// An explicit unload means "no scene": a swap queued earlier this frame
|
|
154
158
|
// would otherwise flush next frame and resurrect one.
|
|
155
159
|
this.pendingSceneLoad = null;
|
|
@@ -181,8 +185,8 @@ export class Game {
|
|
|
181
185
|
* the live scene. An unknown name warns and leaves the live scene
|
|
182
186
|
* untouched. Triggered mid-frame (e.g. from a SceneTransition's
|
|
183
187
|
* onCollide/onInteract) the swap is deferred to the very start of the
|
|
184
|
-
* next runFrame — dispatchCollisions finishes its
|
|
185
|
-
* outgoing scene, and the incoming scene's entities are present only
|
|
188
|
+
* next runFrame — dispatchCollisions finishes its frozen pair snapshot for
|
|
189
|
+
* the outgoing scene, and the incoming scene's entities are present only
|
|
186
190
|
* from the next frame. Called from outside a frame (boot, or the Runtime
|
|
187
191
|
* Bridge's `scene` control operation) it applies synchronously and wins
|
|
188
192
|
* over anything queued earlier this frame. A second mid-frame request
|
|
@@ -341,6 +345,9 @@ export class Game {
|
|
|
341
345
|
this.resizeObserver.disconnect();
|
|
342
346
|
this.ui.dispose();
|
|
343
347
|
this.audio.dispose();
|
|
348
|
+
// Cancels both scopes, including session-scoped work no entity owns
|
|
349
|
+
// (entity.destroy() below only ever reaches owned work) — ADR 0017.
|
|
350
|
+
this.time.cancelAll();
|
|
344
351
|
for (const entity of [...this.entities])
|
|
345
352
|
entity.destroy();
|
|
346
353
|
this.renderer.dispose();
|
|
@@ -431,11 +438,13 @@ export class Game {
|
|
|
431
438
|
}
|
|
432
439
|
}
|
|
433
440
|
/**
|
|
434
|
-
* One Simulation Step:
|
|
441
|
+
* One Simulation Step: game.time's start-of-step pass (ADR 0017, CA-3)
|
|
442
|
+
* first, then the Component Update Schedule (ADR 0004) in full,
|
|
435
443
|
* collisions, the scene camera and the host's callbacks, every one of
|
|
436
444
|
* them handed exactly SIMULATION_STEP (CA-1); then the input frame ends.
|
|
437
445
|
*/
|
|
438
446
|
simulateStep() {
|
|
447
|
+
advanceGameTime(this.time);
|
|
439
448
|
for (const entity of [...this.entities]) {
|
|
440
449
|
const schedule = this.componentUpdateSchedule(entity);
|
|
441
450
|
if (!schedule)
|
|
@@ -595,28 +604,7 @@ export class Game {
|
|
|
595
604
|
return this.sceneProjection === 'isometric' ? unprojectIsometric(x, y) : { x, y };
|
|
596
605
|
}
|
|
597
606
|
dispatchCollisions() {
|
|
598
|
-
|
|
599
|
-
for (let i = 0; i < boxed.length; i++) {
|
|
600
|
-
for (let j = i + 1; j < boxed.length; j++) {
|
|
601
|
-
const a = boxed[i];
|
|
602
|
-
const b = boxed[j];
|
|
603
|
-
if (!a?.alive || !b?.alive)
|
|
604
|
-
continue;
|
|
605
|
-
const ha = a.get(Hitbox);
|
|
606
|
-
const hb = b.get(Hitbox);
|
|
607
|
-
if (!ha || !hb)
|
|
608
|
-
continue;
|
|
609
|
-
const hit = collisionOverlap(collisionBody(ha), collisionBody(hb));
|
|
610
|
-
if (!hit)
|
|
611
|
-
continue;
|
|
612
|
-
for (const c of [...a.components])
|
|
613
|
-
c.onCollide?.(b);
|
|
614
|
-
if (!a.alive || !b.alive)
|
|
615
|
-
continue;
|
|
616
|
-
for (const c of [...b.components])
|
|
617
|
-
c.onCollide?.(a);
|
|
618
|
-
}
|
|
619
|
-
}
|
|
607
|
+
dispatchHitboxCollisions(this);
|
|
620
608
|
}
|
|
621
609
|
resize() {
|
|
622
610
|
const canvas = this.renderer.domElement;
|
package/dist/index.d.ts
CHANGED
|
@@ -14,6 +14,8 @@ export { spritePlacement } from './sprite-placement.js';
|
|
|
14
14
|
export type { SpritePlacement, SpritePlacementInput } from './sprite-placement.js';
|
|
15
15
|
export { CAMERA_DEFAULTS, isCameraVelocityProvider, resolveSceneCamera, stepSceneCamera } from './camera.js';
|
|
16
16
|
export { SIMULATION_STEP, SIMULATION_TIME_EPSILON } from './fixed-step.js';
|
|
17
|
+
export { GameTime, advanceGameTime } from './game-time.js';
|
|
18
|
+
export type { EasingName, TimerHandle, TimerOptions, TweenOptions } from './game-time.js';
|
|
17
19
|
export type { SceneCameraJson, CameraLimitsJson, CameraVelocity, CameraVelocityProvider, ResolvedSceneCamera, } from './camera.js';
|
|
18
20
|
export { Entity } from './entity.js';
|
|
19
21
|
export { Component } from './component.js';
|
|
@@ -30,7 +32,7 @@ export type { PointerCamera, PointerDeps, PointerPick, PointerResolution } from
|
|
|
30
32
|
export { RUNTIME_BRIDGE_CAPABILITIES, RUNTIME_BRIDGE_PROTOCOL_VERSION, RUNTIME_BRIDGE_SYMBOL, RuntimeBridgeOperationError, } from './runtime-bridge.js';
|
|
31
33
|
export type { RuntimeBridge, RuntimeBridgeActivation, RuntimeControlRequest, RuntimeControlResult, RuntimeMetadata, RuntimeMode, } from './runtime-bridge.js';
|
|
32
34
|
export { RUNTIME_PROJECTION_LIMITS } from './runtime-inspection.js';
|
|
33
|
-
export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotFilters, RuntimeTransformSnapshot, } from './runtime-inspection.js';
|
|
35
|
+
export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotFilters, RuntimeSnapshotTime, RuntimeTransformSnapshot, } from './runtime-inspection.js';
|
|
34
36
|
export type { ArchetypeArt, ArchetypeManifest, BrowserArchetypeManifest, EntityTemplate, } from './archetype.js';
|
|
35
37
|
export { Stats } from './stats.js';
|
|
36
38
|
export type { StatValue } from './stats.js';
|
package/dist/index.js
CHANGED
|
@@ -6,6 +6,7 @@ export { projectIsometric, screenInputToLogical, unprojectIsometric } from './pr
|
|
|
6
6
|
export { spritePlacement } from './sprite-placement.js';
|
|
7
7
|
export { CAMERA_DEFAULTS, isCameraVelocityProvider, resolveSceneCamera, stepSceneCamera } from './camera.js';
|
|
8
8
|
export { SIMULATION_STEP, SIMULATION_TIME_EPSILON } from './fixed-step.js';
|
|
9
|
+
export { GameTime, advanceGameTime } from './game-time.js';
|
|
9
10
|
export { Entity } from './entity.js';
|
|
10
11
|
export { Component } from './component.js';
|
|
11
12
|
export { authoringDefaults } from './authoring-defaults.js';
|
|
@@ -65,6 +65,23 @@ export interface RuntimeSnapshotAudio {
|
|
|
65
65
|
channels: Record<string, AudioChannelState>;
|
|
66
66
|
playing: LiveSoundInfo[];
|
|
67
67
|
}
|
|
68
|
+
/**
|
|
69
|
+
* `game.time`'s pending work (CA-10), beside `audio`: `pending` counts
|
|
70
|
+
* active timers plus active tweens across both scopes; `nextInSteps` is the
|
|
71
|
+
* smallest positive integer n such that `step { frames: n }` makes an
|
|
72
|
+
* active timer run or an active tween complete, or null when `pending` is
|
|
73
|
+
* 0. Emitted unconditionally, like `audio` — never filtered, and never
|
|
74
|
+
* repeats `now` (metadata already carries `simulationTime`). That promise
|
|
75
|
+
* holds only while the Game is simulating: `runFrame` runs zero steps with
|
|
76
|
+
* `simulate === false` (`game.ts`), so on a Game that is paused AND not
|
|
77
|
+
* simulating, `nextInSteps` is still reported but stepping never consumes
|
|
78
|
+
* it — a Run Session starts with `simulate === true`, so this only matters
|
|
79
|
+
* if project code flips it.
|
|
80
|
+
*/
|
|
81
|
+
export interface RuntimeSnapshotTime {
|
|
82
|
+
pending: number;
|
|
83
|
+
nextInSteps: number | null;
|
|
84
|
+
}
|
|
68
85
|
export interface RuntimeSnapshot extends RuntimeMetadata {
|
|
69
86
|
stats: Record<string, StatValue>;
|
|
70
87
|
/** The live scene's name (its catalog key), or null with no scene loaded. */
|
|
@@ -72,6 +89,7 @@ export interface RuntimeSnapshot extends RuntimeMetadata {
|
|
|
72
89
|
entities: RuntimeEntitySnapshot[];
|
|
73
90
|
projectionIssues: ProjectionIssue[];
|
|
74
91
|
audio: RuntimeSnapshotAudio;
|
|
92
|
+
time: RuntimeSnapshotTime;
|
|
75
93
|
}
|
|
76
94
|
export declare const RUNTIME_PROJECTION_LIMITS: {
|
|
77
95
|
readonly depth: 5;
|
|
@@ -87,6 +105,7 @@ export declare class RuntimeInspector {
|
|
|
87
105
|
constructor(game: Game);
|
|
88
106
|
snapshot(metadata: RuntimeMetadata, filters?: RuntimeSnapshotFilters): RuntimeSnapshot;
|
|
89
107
|
private audioSnapshot;
|
|
108
|
+
private timeSnapshot;
|
|
90
109
|
private capSnapshot;
|
|
91
110
|
private idFor;
|
|
92
111
|
}
|
|
@@ -238,6 +238,7 @@ export class RuntimeInspector {
|
|
|
238
238
|
entities,
|
|
239
239
|
projectionIssues,
|
|
240
240
|
audio: this.audioSnapshot(),
|
|
241
|
+
time: this.timeSnapshot(),
|
|
241
242
|
});
|
|
242
243
|
}
|
|
243
244
|
audioSnapshot() {
|
|
@@ -251,6 +252,12 @@ export class RuntimeInspector {
|
|
|
251
252
|
playing: this.game.audio.liveSounds(),
|
|
252
253
|
};
|
|
253
254
|
}
|
|
255
|
+
timeSnapshot() {
|
|
256
|
+
return {
|
|
257
|
+
pending: this.game.time.pending,
|
|
258
|
+
nextInSteps: this.game.time.nextInSteps,
|
|
259
|
+
};
|
|
260
|
+
}
|
|
254
261
|
capSnapshot(snapshot) {
|
|
255
262
|
if (utf8Bytes(JSON.stringify(snapshot)) <= RUNTIME_PROJECTION_LIMITS.snapshotBytes) {
|
|
256
263
|
return snapshot;
|
package/dist/scene.js
CHANGED
|
@@ -85,8 +85,17 @@ export function spawnFromJson(game, json, registry) {
|
|
|
85
85
|
* at a time.
|
|
86
86
|
*/
|
|
87
87
|
export function loadScene(game, scene, registry) {
|
|
88
|
-
if (game.registry)
|
|
88
|
+
if (game.registry) {
|
|
89
89
|
game.unloadScene();
|
|
90
|
+
}
|
|
91
|
+
else {
|
|
92
|
+
// unloadScene() would otherwise be skipped on a Game's first load
|
|
93
|
+
// (F11), leaving a scene-scoped timer/tween created before it — a boot
|
|
94
|
+
// clock, say — to survive this load and die only at the next one
|
|
95
|
+
// instead. Cancel that slice of unloadScene()'s work directly; there is
|
|
96
|
+
// no scene, UI or audio yet for the rest of it to touch (ADR 0017, CA-4).
|
|
97
|
+
game.time.cancelSceneScoped();
|
|
98
|
+
}
|
|
90
99
|
game.registry = registry;
|
|
91
100
|
game.setSceneRender(scene.render);
|
|
92
101
|
for (const entityJson of scene.entities)
|