@zylem/behaviors 0.2.0

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Files changed (175) hide show
  1. package/README.md +26 -0
  2. package/dist/behavior-system-DYbx-x_-.d.ts +307 -0
  3. package/dist/chunk-2C3Z5GE7.js +176 -0
  4. package/dist/chunk-2C3Z5GE7.js.map +1 -0
  5. package/dist/chunk-2CLT36VB.js +241 -0
  6. package/dist/chunk-2CLT36VB.js.map +1 -0
  7. package/dist/chunk-3PYGRHAL.js +35 -0
  8. package/dist/chunk-3PYGRHAL.js.map +1 -0
  9. package/dist/chunk-4I6E6DGV.js +212 -0
  10. package/dist/chunk-4I6E6DGV.js.map +1 -0
  11. package/dist/chunk-4URF65BR.js +44 -0
  12. package/dist/chunk-4URF65BR.js.map +1 -0
  13. package/dist/chunk-6C6NXNEW.js +38 -0
  14. package/dist/chunk-6C6NXNEW.js.map +1 -0
  15. package/dist/chunk-ARJWUNRE.js +431 -0
  16. package/dist/chunk-ARJWUNRE.js.map +1 -0
  17. package/dist/chunk-BXP4K7RF.js +1205 -0
  18. package/dist/chunk-BXP4K7RF.js.map +1 -0
  19. package/dist/chunk-DYLH6K7B.js +44 -0
  20. package/dist/chunk-DYLH6K7B.js.map +1 -0
  21. package/dist/chunk-EIWQM6U3.js +27 -0
  22. package/dist/chunk-EIWQM6U3.js.map +1 -0
  23. package/dist/chunk-EZNCCO4L.js +14 -0
  24. package/dist/chunk-EZNCCO4L.js.map +1 -0
  25. package/dist/chunk-F3KRX2V4.js +457 -0
  26. package/dist/chunk-F3KRX2V4.js.map +1 -0
  27. package/dist/chunk-FPTWVCPN.js +53 -0
  28. package/dist/chunk-FPTWVCPN.js.map +1 -0
  29. package/dist/chunk-GCNRXAKH.js +37 -0
  30. package/dist/chunk-GCNRXAKH.js.map +1 -0
  31. package/dist/chunk-GYURWCIQ.js +1985 -0
  32. package/dist/chunk-GYURWCIQ.js.map +1 -0
  33. package/dist/chunk-HZMY3TT4.js +244 -0
  34. package/dist/chunk-HZMY3TT4.js.map +1 -0
  35. package/dist/chunk-ID5QJYF5.js +50 -0
  36. package/dist/chunk-ID5QJYF5.js.map +1 -0
  37. package/dist/chunk-JAN34G6S.js +552 -0
  38. package/dist/chunk-JAN34G6S.js.map +1 -0
  39. package/dist/chunk-K3UNLQ7W.js +118 -0
  40. package/dist/chunk-K3UNLQ7W.js.map +1 -0
  41. package/dist/chunk-KDY5N6J4.js +82 -0
  42. package/dist/chunk-KDY5N6J4.js.map +1 -0
  43. package/dist/chunk-KOZUNIIE.js +413 -0
  44. package/dist/chunk-KOZUNIIE.js.map +1 -0
  45. package/dist/chunk-KS72RZHX.js +30 -0
  46. package/dist/chunk-KS72RZHX.js.map +1 -0
  47. package/dist/chunk-LD5SMIB3.js +32 -0
  48. package/dist/chunk-LD5SMIB3.js.map +1 -0
  49. package/dist/chunk-OHCPV2NT.js +86 -0
  50. package/dist/chunk-OHCPV2NT.js.map +1 -0
  51. package/dist/chunk-OYWFPIHF.js +115 -0
  52. package/dist/chunk-OYWFPIHF.js.map +1 -0
  53. package/dist/chunk-POZER3MQ.js +407 -0
  54. package/dist/chunk-POZER3MQ.js.map +1 -0
  55. package/dist/chunk-RTRVBEIB.js +56 -0
  56. package/dist/chunk-RTRVBEIB.js.map +1 -0
  57. package/dist/chunk-RTVRUNYR.js +29 -0
  58. package/dist/chunk-RTVRUNYR.js.map +1 -0
  59. package/dist/chunk-SS7ELMJ7.js +406 -0
  60. package/dist/chunk-SS7ELMJ7.js.map +1 -0
  61. package/dist/chunk-STCCNLPC.js +160 -0
  62. package/dist/chunk-STCCNLPC.js.map +1 -0
  63. package/dist/chunk-SVLNF434.js +261 -0
  64. package/dist/chunk-SVLNF434.js.map +1 -0
  65. package/dist/chunk-UYFOLI2X.js +24 -0
  66. package/dist/chunk-UYFOLI2X.js.map +1 -0
  67. package/dist/chunk-VAN4WW3F.js +67 -0
  68. package/dist/chunk-VAN4WW3F.js.map +1 -0
  69. package/dist/chunk-WOMHL23C.js +369 -0
  70. package/dist/chunk-WOMHL23C.js.map +1 -0
  71. package/dist/chunk-WWVD5DR5.js +120 -0
  72. package/dist/chunk-WWVD5DR5.js.map +1 -0
  73. package/dist/chunk-XG2YMCJW.js +201 -0
  74. package/dist/chunk-XG2YMCJW.js.map +1 -0
  75. package/dist/chunk-XIJNE67Y.js +210 -0
  76. package/dist/chunk-XIJNE67Y.js.map +1 -0
  77. package/dist/chunk-Y6UJOUE5.js +44 -0
  78. package/dist/chunk-Y6UJOUE5.js.map +1 -0
  79. package/dist/chunk-YUO6SKJD.js +348 -0
  80. package/dist/chunk-YUO6SKJD.js.map +1 -0
  81. package/dist/components--hjBMTnz.d.ts +120 -0
  82. package/dist/components-B29WHGQN.d.ts +39 -0
  83. package/dist/components-BWG1GkZA.d.ts +20 -0
  84. package/dist/components-XCpL6IYt.d.ts +18 -0
  85. package/dist/components-qWwOsvwh.d.ts +43 -0
  86. package/dist/cooldown.d.ts +116 -0
  87. package/dist/cooldown.js +20 -0
  88. package/dist/cooldown.js.map +1 -0
  89. package/dist/coordinators/boundary-ricochet-3d.d.ts +19 -0
  90. package/dist/coordinators/boundary-ricochet-3d.js +8 -0
  91. package/dist/coordinators/boundary-ricochet-3d.js.map +1 -0
  92. package/dist/coordinators/boundary-ricochet.d.ts +34 -0
  93. package/dist/coordinators/boundary-ricochet.js +8 -0
  94. package/dist/coordinators/boundary-ricochet.js.map +1 -0
  95. package/dist/coordinators/first-person-shooter.d.ts +35 -0
  96. package/dist/coordinators/first-person-shooter.js +9 -0
  97. package/dist/coordinators/first-person-shooter.js.map +1 -0
  98. package/dist/coordinators/multidirectional-space-shooter.d.ts +27 -0
  99. package/dist/coordinators/multidirectional-space-shooter.js +10 -0
  100. package/dist/coordinators/multidirectional-space-shooter.js.map +1 -0
  101. package/dist/coordinators/top-down-shooter.d.ts +27 -0
  102. package/dist/coordinators/top-down-shooter.js +10 -0
  103. package/dist/coordinators/top-down-shooter.js.map +1 -0
  104. package/dist/core.d.ts +25 -0
  105. package/dist/core.js +327 -0
  106. package/dist/core.js.map +1 -0
  107. package/dist/destructible-3d.d.ts +42 -0
  108. package/dist/destructible-3d.js +13 -0
  109. package/dist/destructible-3d.js.map +1 -0
  110. package/dist/destructible-prebake.d.ts +28 -0
  111. package/dist/destructible-prebake.js +23 -0
  112. package/dist/destructible-prebake.js.map +1 -0
  113. package/dist/entity-types-CmtQ-IBp.d.ts +15 -0
  114. package/dist/first-person-perspective-C9Mptl0-.d.ts +23 -0
  115. package/dist/first-person.d.ts +204 -0
  116. package/dist/first-person.js +27 -0
  117. package/dist/first-person.js.map +1 -0
  118. package/dist/index.d.ts +40 -0
  119. package/dist/index.js +263 -0
  120. package/dist/index.js.map +1 -0
  121. package/dist/jumper-2d.d.ts +113 -0
  122. package/dist/jumper-2d.js +27 -0
  123. package/dist/jumper-2d.js.map +1 -0
  124. package/dist/jumper-3d.d.ts +164 -0
  125. package/dist/jumper-3d.js +29 -0
  126. package/dist/jumper-3d.js.map +1 -0
  127. package/dist/moveable-BCRpjAQb.d.ts +176 -0
  128. package/dist/particle-emitter/presets.d.ts +46 -0
  129. package/dist/particle-emitter/presets.js +15 -0
  130. package/dist/particle-emitter/presets.js.map +1 -0
  131. package/dist/particle-emitter.d.ts +78 -0
  132. package/dist/particle-emitter.js +15 -0
  133. package/dist/particle-emitter.js.map +1 -0
  134. package/dist/payload-BQzu-oY_.d.ts +89 -0
  135. package/dist/platformer-3d.d.ts +347 -0
  136. package/dist/platformer-3d.js +23 -0
  137. package/dist/platformer-3d.js.map +1 -0
  138. package/dist/ricochet-2d.d.ts +274 -0
  139. package/dist/ricochet-2d.js +16 -0
  140. package/dist/ricochet-2d.js.map +1 -0
  141. package/dist/ricochet-3d.d.ts +116 -0
  142. package/dist/ricochet-3d.js +16 -0
  143. package/dist/ricochet-3d.js.map +1 -0
  144. package/dist/runtime-2d.d.ts +2 -0
  145. package/dist/runtime-2d.js +32 -0
  146. package/dist/runtime-2d.js.map +1 -0
  147. package/dist/runtime-pong.d.ts +92 -0
  148. package/dist/runtime-pong.js +38 -0
  149. package/dist/runtime-pong.js.map +1 -0
  150. package/dist/screen-visibility.d.ts +74 -0
  151. package/dist/screen-visibility.js +10 -0
  152. package/dist/screen-visibility.js.map +1 -0
  153. package/dist/screen-wrap.d.ts +86 -0
  154. package/dist/screen-wrap.js +16 -0
  155. package/dist/screen-wrap.js.map +1 -0
  156. package/dist/shooter-2d.d.ts +77 -0
  157. package/dist/shooter-2d.js +12 -0
  158. package/dist/shooter-2d.js.map +1 -0
  159. package/dist/spark-DDlIg1nM.d.ts +148 -0
  160. package/dist/sync-state-machine-CZyspBpj.d.ts +16 -0
  161. package/dist/thruster.d.ts +132 -0
  162. package/dist/thruster.js +26 -0
  163. package/dist/thruster.js.map +1 -0
  164. package/dist/top-down-movement.d.ts +40 -0
  165. package/dist/top-down-movement.js +20 -0
  166. package/dist/top-down-movement.js.map +1 -0
  167. package/dist/use-behavior-D_82jAL3.d.ts +13 -0
  168. package/dist/vector-Bm65-FOG.d.ts +45 -0
  169. package/dist/world-boundary-2d.d.ts +141 -0
  170. package/dist/world-boundary-2d.js +21 -0
  171. package/dist/world-boundary-2d.js.map +1 -0
  172. package/dist/world-boundary-3d.d.ts +75 -0
  173. package/dist/world-boundary-3d.js +21 -0
  174. package/dist/world-boundary-3d.js.map +1 -0
  175. package/package.json +161 -0
@@ -0,0 +1,406 @@
1
+ import {
2
+ GroundProbe3D,
3
+ getGroundAnchorOffsetY,
4
+ getGroundSnapTargetY
5
+ } from "./chunk-SVLNF434.js";
6
+ import {
7
+ setVelocityIntent
8
+ } from "./chunk-RTVRUNYR.js";
9
+ import {
10
+ SyncStateMachine,
11
+ t
12
+ } from "./chunk-4URF65BR.js";
13
+ import {
14
+ defineBehavior
15
+ } from "./chunk-EZNCCO4L.js";
16
+
17
+ // src/lib/behaviors/jumper-2d/components.ts
18
+ function createJumpConfig2D(options = {}) {
19
+ return {
20
+ jumpHeight: options.jumpHeight ?? 2.5,
21
+ gravity: options.gravity ?? 20,
22
+ maxFallSpeed: options.maxFallSpeed,
23
+ maxJumps: options.maxJumps ?? 1,
24
+ resetJumpsOnGround: options.resetJumpsOnGround ?? true,
25
+ coyoteTimeMs: options.coyoteTimeMs ?? 100,
26
+ jumpBufferMs: options.jumpBufferMs ?? 80,
27
+ minTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,
28
+ variableJump: options.variableJump
29
+ };
30
+ }
31
+ function createJumpInput2D() {
32
+ return {
33
+ jumpPressed: false,
34
+ jumpHeld: false,
35
+ jumpReleased: false,
36
+ fastFall: false
37
+ };
38
+ }
39
+ function createJumpState2D() {
40
+ return {
41
+ jumpsUsed: 0,
42
+ lastJumpTimeMs: 0,
43
+ bufferedJumpMs: 0,
44
+ coyoteMs: 0,
45
+ isJumping: false,
46
+ jumpHoldMs: 0,
47
+ jumpCutApplied: false
48
+ };
49
+ }
50
+
51
+ // src/lib/behaviors/jumper-2d/jumper-2d.behavior.ts
52
+ function jumpVelocityFromHeight(gravity, height) {
53
+ return Math.sqrt(2 * gravity * height);
54
+ }
55
+ var Jumper2DTickEvent = /* @__PURE__ */ ((Jumper2DTickEvent3) => {
56
+ Jumper2DTickEvent3["None"] = "none";
57
+ Jumper2DTickEvent3["Jump"] = "jump";
58
+ Jumper2DTickEvent3["Fall"] = "fall";
59
+ Jumper2DTickEvent3["Land"] = "land";
60
+ return Jumper2DTickEvent3;
61
+ })(Jumper2DTickEvent || {});
62
+ var Jumper2DBehavior = class {
63
+ tick(config, input, ctx, state) {
64
+ const dtMs = ctx.dt * 1e3;
65
+ const now = performance.now();
66
+ let event = "none" /* None */;
67
+ let jumpedThisFrame = false;
68
+ if (ctx.isGrounded) {
69
+ state.coyoteMs = config.coyoteTimeMs;
70
+ if (config.resetJumpsOnGround) {
71
+ state.jumpsUsed = 0;
72
+ }
73
+ if (state.isJumping) {
74
+ state.isJumping = false;
75
+ state.jumpCutApplied = false;
76
+ event = "land" /* Land */;
77
+ }
78
+ } else {
79
+ state.coyoteMs = Math.max(0, state.coyoteMs - dtMs);
80
+ }
81
+ if (input.jumpPressed) {
82
+ state.bufferedJumpMs = config.jumpBufferMs;
83
+ } else {
84
+ state.bufferedJumpMs = Math.max(0, state.bufferedJumpMs - dtMs);
85
+ }
86
+ if (state.isJumping && input.jumpHeld) {
87
+ state.jumpHoldMs += dtMs;
88
+ }
89
+ const wantsJump = state.bufferedJumpMs > 0;
90
+ const isFirstJump = ctx.isGrounded || state.coyoteMs > 0 && state.jumpsUsed === 0;
91
+ const hasAirJumps = state.jumpsUsed > 0 && state.jumpsUsed < config.maxJumps;
92
+ const canJump = isFirstJump || hasAirJumps;
93
+ const cooldownOk = config.minTimeBetweenJumpsMs == null || now - state.lastJumpTimeMs >= config.minTimeBetweenJumpsMs;
94
+ if (wantsJump && canJump && cooldownOk) {
95
+ ctx.setVerticalVelocity(jumpVelocityFromHeight(config.gravity, config.jumpHeight));
96
+ jumpedThisFrame = true;
97
+ state.jumpsUsed++;
98
+ state.lastJumpTimeMs = now;
99
+ state.bufferedJumpMs = 0;
100
+ state.coyoteMs = 0;
101
+ state.isJumping = true;
102
+ state.jumpHoldMs = 0;
103
+ state.jumpCutApplied = false;
104
+ event = "jump" /* Jump */;
105
+ }
106
+ if (!ctx.isGrounded || jumpedThisFrame) {
107
+ let gravityMul = 1;
108
+ const isFalling = ctx.velocityY < 0;
109
+ if (isFalling) {
110
+ gravityMul = input.fastFall ? 1.75 : 1;
111
+ if (event !== "land" /* Land */) {
112
+ event = "fall" /* Fall */;
113
+ }
114
+ } else if (state.isJumping) {
115
+ const variableJump = config.variableJump;
116
+ if (variableJump?.enabled && !state.jumpCutApplied) {
117
+ const holdExpired = variableJump.maxHoldMs != null && state.jumpHoldMs >= variableJump.maxHoldMs;
118
+ if (!input.jumpHeld || holdExpired) {
119
+ gravityMul = variableJump.cutGravityMultiplier;
120
+ state.jumpCutApplied = true;
121
+ }
122
+ }
123
+ }
124
+ let newVelocityY = ctx.velocityY - config.gravity * gravityMul * ctx.dt;
125
+ if (config.maxFallSpeed != null) {
126
+ newVelocityY = Math.max(-config.maxFallSpeed, newVelocityY);
127
+ }
128
+ ctx.setVerticalVelocity(newVelocityY);
129
+ } else {
130
+ ctx.setVerticalVelocity(0);
131
+ }
132
+ return { event };
133
+ }
134
+ };
135
+
136
+ // src/lib/behaviors/jumper-2d/jumper-2d-fsm.ts
137
+ var Jumper2DState = /* @__PURE__ */ ((Jumper2DState2) => {
138
+ Jumper2DState2["Grounded"] = "grounded";
139
+ Jumper2DState2["Jumping"] = "jumping";
140
+ Jumper2DState2["Falling"] = "falling";
141
+ return Jumper2DState2;
142
+ })(Jumper2DState || {});
143
+ var Jumper2DEvent = /* @__PURE__ */ ((Jumper2DEvent2) => {
144
+ Jumper2DEvent2["Jump"] = "jump";
145
+ Jumper2DEvent2["Fall"] = "fall";
146
+ Jumper2DEvent2["Land"] = "land";
147
+ return Jumper2DEvent2;
148
+ })(Jumper2DEvent || {});
149
+ var Jumper2DFSM = class {
150
+ constructor(ctx) {
151
+ this.ctx = ctx;
152
+ this.machine = new SyncStateMachine(
153
+ "grounded" /* Grounded */,
154
+ [
155
+ t("grounded" /* Grounded */, "jump" /* Jump */, "jumping" /* Jumping */),
156
+ t("grounded" /* Grounded */, "fall" /* Fall */, "falling" /* Falling */),
157
+ t("grounded" /* Grounded */, "land" /* Land */, "grounded" /* Grounded */),
158
+ t("jumping" /* Jumping */, "fall" /* Fall */, "falling" /* Falling */),
159
+ t("jumping" /* Jumping */, "land" /* Land */, "grounded" /* Grounded */),
160
+ t("jumping" /* Jumping */, "jump" /* Jump */, "jumping" /* Jumping */),
161
+ t("falling" /* Falling */, "land" /* Land */, "grounded" /* Grounded */),
162
+ t("falling" /* Falling */, "jump" /* Jump */, "jumping" /* Jumping */),
163
+ t("falling" /* Falling */, "fall" /* Fall */, "falling" /* Falling */)
164
+ ]
165
+ );
166
+ }
167
+ ctx;
168
+ machine;
169
+ getState() {
170
+ return this.machine.getState();
171
+ }
172
+ dispatch(event) {
173
+ if (this.machine.can(event)) {
174
+ this.machine.syncDispatch(event);
175
+ }
176
+ }
177
+ isJumping() {
178
+ return this.getState() === "jumping" /* Jumping */;
179
+ }
180
+ isGrounded() {
181
+ return this.getState() === "grounded" /* Grounded */;
182
+ }
183
+ getJumpsUsed() {
184
+ return this.ctx.state.jumpsUsed;
185
+ }
186
+ applyTickEvent(tickEvent, isGrounded) {
187
+ switch (tickEvent) {
188
+ case "jump":
189
+ this.dispatch("jump" /* Jump */);
190
+ break;
191
+ case "fall":
192
+ this.dispatch("fall" /* Fall */);
193
+ break;
194
+ case "land":
195
+ this.dispatch("land" /* Land */);
196
+ break;
197
+ default:
198
+ if (!isGrounded && this.getState() === "grounded" /* Grounded */) {
199
+ this.dispatch("fall" /* Fall */);
200
+ }
201
+ if (isGrounded && this.getState() !== "grounded" /* Grounded */) {
202
+ this.dispatch("land" /* Land */);
203
+ }
204
+ break;
205
+ }
206
+ }
207
+ };
208
+
209
+ // src/lib/behaviors/jumper-2d/jumper-2d.descriptor.ts
210
+ var defaultOptions = {
211
+ jumpHeight: 2.5,
212
+ gravity: 20,
213
+ maxJumps: 1,
214
+ resetJumpsOnGround: true,
215
+ coyoteTimeMs: 100,
216
+ jumpBufferMs: 80,
217
+ groundRayLength: 1,
218
+ debugGroundProbe: false
219
+ };
220
+ var JUMPER_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:jumper-2d");
221
+ var JUMPER_2D_OFFSETS = [
222
+ { x: 0, z: 0 },
223
+ { x: 0.35, z: 0 },
224
+ { x: -0.35, z: 0 }
225
+ ];
226
+ function isJumper2DGrounded(params) {
227
+ if (params.velocityY > 0) {
228
+ return false;
229
+ }
230
+ if (params.snapToGroundDistance != null) {
231
+ return params.supportToi != null && params.supportToi <= params.snapToGroundDistance;
232
+ }
233
+ return params.nearGround === true;
234
+ }
235
+ function shouldSnapJumper2DToGround(support, options, velocityY) {
236
+ return support != null && options.snapToGroundDistance != null && velocityY <= 0 && support.toi <= options.snapToGroundDistance;
237
+ }
238
+ var Jumper2DBehaviorSystem = class {
239
+ constructor(world, scene, wasmStage, getBehaviorLinks) {
240
+ this.world = world;
241
+ this.scene = scene;
242
+ this.wasmStage = wasmStage;
243
+ this.getBehaviorLinks = getBehaviorLinks;
244
+ this.groundProbe = new GroundProbe3D(world);
245
+ }
246
+ world;
247
+ scene;
248
+ wasmStage;
249
+ getBehaviorLinks;
250
+ behavior = new Jumper2DBehavior();
251
+ groundProbe;
252
+ initializedEntities = /* @__PURE__ */ new Set();
253
+ timeSinceGroundedMs = /* @__PURE__ */ new Map();
254
+ wasJumpHeld = /* @__PURE__ */ new Map();
255
+ attachedRuntimeSlots = /* @__PURE__ */ new Set();
256
+ update(_ecs, delta) {
257
+ const links = this.getBehaviorLinks?.(JUMPER_2D_BEHAVIOR_KEY);
258
+ if (!links) return;
259
+ for (const link of links) {
260
+ const gameEntity = link.entity;
261
+ const jumperRef = link.ref;
262
+ const options = jumperRef.options;
263
+ const handle = gameEntity.runtimeHandle ?? -1;
264
+ if (this.wasmStage && handle >= 0) {
265
+ this.ensureWasmAttached(handle, options);
266
+ const input2 = gameEntity.$jumper2d;
267
+ const jumpPressed = !!(input2?.jumpPressed || input2?.jumpHeld);
268
+ this.wasmStage.setJumper2DInput(handle, jumpPressed);
269
+ continue;
270
+ }
271
+ if (!gameEntity.body) continue;
272
+ if (!gameEntity.jumper2d) {
273
+ gameEntity.jumper2d = createJumpConfig2D(options);
274
+ }
275
+ if (!gameEntity.$jumper2d) {
276
+ gameEntity.$jumper2d = createJumpInput2D();
277
+ }
278
+ if (!gameEntity.jumper2dState) {
279
+ gameEntity.jumper2dState = createJumpState2D();
280
+ }
281
+ if (!this.initializedEntities.has(gameEntity.uuid)) {
282
+ this.initializedEntities.add(gameEntity.uuid);
283
+ gameEntity.body.setGravityScale(0, true);
284
+ }
285
+ if (!jumperRef.fsm && gameEntity.jumper2dState) {
286
+ jumperRef.fsm = new Jumper2DFSM({
287
+ state: gameEntity.jumper2dState
288
+ });
289
+ }
290
+ const rayLength = options.groundRayLength ?? 1;
291
+ const bodyVelocity = gameEntity.body.linvel();
292
+ const probeOriginYOffset = 0.05 - getGroundAnchorOffsetY(gameEntity);
293
+ const support = this.groundProbe.probeSupport(gameEntity, {
294
+ rayLength,
295
+ offsets: JUMPER_2D_OFFSETS,
296
+ mode: "any",
297
+ debug: options.debugGroundProbe ?? false,
298
+ scene: this.scene,
299
+ originYOffset: probeOriginYOffset
300
+ });
301
+ const nearGround = support != null;
302
+ const isGrounded = isJumper2DGrounded({
303
+ nearGround,
304
+ velocityY: bodyVelocity.y,
305
+ supportToi: support?.toi ?? null,
306
+ snapToGroundDistance: options.snapToGroundDistance
307
+ });
308
+ if (shouldSnapJumper2DToGround(support, options, bodyVelocity.y)) {
309
+ const currentPosition = gameEntity.body.translation();
310
+ gameEntity.body.setTranslation(
311
+ {
312
+ x: currentPosition.x,
313
+ y: getGroundSnapTargetY(gameEntity, support),
314
+ z: currentPosition.z
315
+ },
316
+ true
317
+ );
318
+ }
319
+ let timeSinceGroundedMs = this.timeSinceGroundedMs.get(gameEntity.uuid) ?? 0;
320
+ if (isGrounded) {
321
+ timeSinceGroundedMs = 0;
322
+ } else {
323
+ timeSinceGroundedMs += delta * 1e3;
324
+ }
325
+ this.timeSinceGroundedMs.set(gameEntity.uuid, timeSinceGroundedMs);
326
+ const config = gameEntity.jumper2d;
327
+ const input = gameEntity.$jumper2d;
328
+ const state = gameEntity.jumper2dState;
329
+ const previousHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;
330
+ const held = input.jumpHeld === true;
331
+ const effectiveInput = {
332
+ ...input,
333
+ jumpPressed: input.jumpPressed || held && !previousHeld,
334
+ jumpReleased: input.jumpReleased || !held && previousHeld
335
+ };
336
+ const store = gameEntity.transformStore;
337
+ const ctx = {
338
+ dt: delta,
339
+ velocityY: bodyVelocity.y,
340
+ isGrounded,
341
+ timeSinceGroundedMs,
342
+ setVerticalVelocity: (y) => {
343
+ setVelocityIntent(
344
+ store,
345
+ "jumper-2d",
346
+ { y },
347
+ { mode: "replace", priority: 20 }
348
+ );
349
+ ctx.velocityY = y;
350
+ }
351
+ };
352
+ const result = this.behavior.tick(config, effectiveInput, ctx, state);
353
+ this.wasJumpHeld.set(gameEntity.uuid, held);
354
+ if (jumperRef.fsm) {
355
+ jumperRef.fsm.applyTickEvent(result.event, isGrounded);
356
+ }
357
+ }
358
+ }
359
+ ensureWasmAttached(handle, options) {
360
+ if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
361
+ const jumpForce = Math.sqrt(2 * (options.gravity ?? 20) * (options.jumpHeight ?? 2.5));
362
+ this.wasmStage.attachJumper2D(handle, {
363
+ jumpForce,
364
+ maxJumps: options.maxJumps ?? 1,
365
+ jumpBufferTime: (options.jumpBufferMs ?? 80) / 1e3,
366
+ coyoteTime: (options.coyoteTimeMs ?? 100) / 1e3,
367
+ gravity: options.gravity ?? 20
368
+ });
369
+ this.attachedRuntimeSlots.add(handle);
370
+ }
371
+ destroy(_ecs) {
372
+ this.groundProbe.destroy();
373
+ this.initializedEntities.clear();
374
+ this.timeSinceGroundedMs.clear();
375
+ this.wasJumpHeld.clear();
376
+ this.attachedRuntimeSlots.clear();
377
+ }
378
+ };
379
+ var Jumper2D = defineBehavior({
380
+ name: "jumper-2d",
381
+ defaultOptions,
382
+ systemFactory: (ctx) => new Jumper2DBehaviorSystem(ctx.world, ctx.scene, ctx.wasmStage ?? null, ctx.getBehaviorLinks),
383
+ createHandle: (ref) => ({
384
+ getState: () => ref.fsm?.getState() ?? "grounded" /* Grounded */,
385
+ isJumping: () => ref.fsm?.isJumping() ?? false,
386
+ getJumpsUsed: () => ref.fsm?.getJumpsUsed() ?? 0,
387
+ getJumpsRemaining: () => {
388
+ const maxJumps = ref.options.maxJumps ?? 1;
389
+ const used = ref.fsm?.getJumpsUsed() ?? 0;
390
+ return maxJumps - used;
391
+ }
392
+ })
393
+ });
394
+
395
+ export {
396
+ createJumpConfig2D,
397
+ createJumpInput2D,
398
+ createJumpState2D,
399
+ Jumper2DTickEvent,
400
+ Jumper2DBehavior,
401
+ Jumper2DState,
402
+ Jumper2DEvent,
403
+ Jumper2DFSM,
404
+ Jumper2D
405
+ };
406
+ //# sourceMappingURL=chunk-SS7ELMJ7.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/jumper-2d/components.ts","../src/lib/behaviors/jumper-2d/jumper-2d.behavior.ts","../src/lib/behaviors/jumper-2d/jumper-2d-fsm.ts","../src/lib/behaviors/jumper-2d/jumper-2d.descriptor.ts"],"sourcesContent":["export interface JumpConfig2D {\n\tjumpHeight: number;\n\tgravity: number;\n\tmaxFallSpeed?: number;\n\tmaxJumps: number;\n\tresetJumpsOnGround: boolean;\n\tcoyoteTimeMs: number;\n\tjumpBufferMs: number;\n\tminTimeBetweenJumpsMs?: number;\n\tvariableJump?: {\n\t\tenabled: boolean;\n\t\tcutGravityMultiplier: number;\n\t\tmaxHoldMs?: number;\n\t};\n}\n\nexport function createJumpConfig2D(\n\toptions: Partial<JumpConfig2D> = {},\n): JumpConfig2D {\n\treturn {\n\t\tjumpHeight: options.jumpHeight ?? 2.5,\n\t\tgravity: options.gravity ?? 20,\n\t\tmaxFallSpeed: options.maxFallSpeed,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tresetJumpsOnGround: options.resetJumpsOnGround ?? true,\n\t\tcoyoteTimeMs: options.coyoteTimeMs ?? 100,\n\t\tjumpBufferMs: options.jumpBufferMs ?? 80,\n\t\tminTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,\n\t\tvariableJump: options.variableJump,\n\t};\n}\n\nexport interface JumpInput2D {\n\tjumpPressed: boolean;\n\tjumpHeld: boolean;\n\tjumpReleased: boolean;\n\tfastFall?: boolean;\n}\n\nexport function createJumpInput2D(): JumpInput2D {\n\treturn {\n\t\tjumpPressed: false,\n\t\tjumpHeld: false,\n\t\tjumpReleased: false,\n\t\tfastFall: false,\n\t};\n}\n\nexport interface JumpContext2D {\n\tdt: number;\n\tvelocityY: number;\n\tisGrounded: boolean;\n\ttimeSinceGroundedMs: number;\n\tsetVerticalVelocity(y: number): void;\n}\n\nexport interface JumpState2D {\n\tjumpsUsed: number;\n\tlastJumpTimeMs: number;\n\tbufferedJumpMs: number;\n\tcoyoteMs: number;\n\tisJumping: boolean;\n\tjumpHoldMs: number;\n\tjumpCutApplied: boolean;\n}\n\nexport function createJumpState2D(): JumpState2D {\n\treturn {\n\t\tjumpsUsed: 0,\n\t\tlastJumpTimeMs: 0,\n\t\tbufferedJumpMs: 0,\n\t\tcoyoteMs: 0,\n\t\tisJumping: false,\n\t\tjumpHoldMs: 0,\n\t\tjumpCutApplied: false,\n\t};\n}\n","import type {\n\tJumpConfig2D,\n\tJumpContext2D,\n\tJumpInput2D,\n\tJumpState2D,\n} from './components';\n\nfunction jumpVelocityFromHeight(gravity: number, height: number): number {\n\treturn Math.sqrt(2 * gravity * height);\n}\n\nexport enum Jumper2DTickEvent {\n\tNone = 'none',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper2DTickResult {\n\tevent: Jumper2DTickEvent;\n}\n\nexport class Jumper2DBehavior {\n\ttick(\n\t\tconfig: JumpConfig2D,\n\t\tinput: JumpInput2D,\n\t\tctx: JumpContext2D,\n\t\tstate: JumpState2D,\n\t): Jumper2DTickResult {\n\t\tconst dtMs = ctx.dt * 1000;\n\t\tconst now = performance.now();\n\t\tlet event = Jumper2DTickEvent.None;\n\t\tlet jumpedThisFrame = false;\n\n\t\tif (ctx.isGrounded) {\n\t\t\tstate.coyoteMs = config.coyoteTimeMs;\n\t\t\tif (config.resetJumpsOnGround) {\n\t\t\t\tstate.jumpsUsed = 0;\n\t\t\t}\n\t\t\tif (state.isJumping) {\n\t\t\t\tstate.isJumping = false;\n\t\t\t\tstate.jumpCutApplied = false;\n\t\t\t\tevent = Jumper2DTickEvent.Land;\n\t\t\t}\n\t\t} else {\n\t\t\tstate.coyoteMs = Math.max(0, state.coyoteMs - dtMs);\n\t\t}\n\n\t\tif (input.jumpPressed) {\n\t\t\tstate.bufferedJumpMs = config.jumpBufferMs;\n\t\t} else {\n\t\t\tstate.bufferedJumpMs = Math.max(0, state.bufferedJumpMs - dtMs);\n\t\t}\n\n\t\tif (state.isJumping && input.jumpHeld) {\n\t\t\tstate.jumpHoldMs += dtMs;\n\t\t}\n\n\t\tconst wantsJump = state.bufferedJumpMs > 0;\n\t\tconst isFirstJump =\n\t\t\tctx.isGrounded || (state.coyoteMs > 0 && state.jumpsUsed === 0);\n\t\tconst hasAirJumps = state.jumpsUsed > 0 && state.jumpsUsed < config.maxJumps;\n\t\tconst canJump = isFirstJump || hasAirJumps;\n\t\tconst cooldownOk =\n\t\t\tconfig.minTimeBetweenJumpsMs == null ||\n\t\t\tnow - state.lastJumpTimeMs >= config.minTimeBetweenJumpsMs;\n\n\t\tif (wantsJump && canJump && cooldownOk) {\n\t\t\tctx.setVerticalVelocity(jumpVelocityFromHeight(config.gravity, config.jumpHeight));\n\t\t\tjumpedThisFrame = true;\n\t\t\tstate.jumpsUsed++;\n\t\t\tstate.lastJumpTimeMs = now;\n\t\t\tstate.bufferedJumpMs = 0;\n\t\t\tstate.coyoteMs = 0;\n\t\t\tstate.isJumping = true;\n\t\t\tstate.jumpHoldMs = 0;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tevent = Jumper2DTickEvent.Jump;\n\t\t}\n\n\t\tif (!ctx.isGrounded || jumpedThisFrame) {\n\t\t\tlet gravityMul = 1;\n\t\t\tconst isFalling = ctx.velocityY < 0;\n\n\t\t\tif (isFalling) {\n\t\t\t\tgravityMul = input.fastFall ? 1.75 : 1;\n\t\t\t\tif (event !== Jumper2DTickEvent.Land) {\n\t\t\t\t\tevent = Jumper2DTickEvent.Fall;\n\t\t\t\t}\n\t\t\t} else if (state.isJumping) {\n\t\t\t\tconst variableJump = config.variableJump;\n\t\t\t\tif (variableJump?.enabled && !state.jumpCutApplied) {\n\t\t\t\t\tconst holdExpired =\n\t\t\t\t\t\tvariableJump.maxHoldMs != null &&\n\t\t\t\t\t\tstate.jumpHoldMs >= variableJump.maxHoldMs;\n\t\t\t\t\tif (!input.jumpHeld || holdExpired) {\n\t\t\t\t\t\tgravityMul = variableJump.cutGravityMultiplier;\n\t\t\t\t\t\tstate.jumpCutApplied = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet newVelocityY = ctx.velocityY - config.gravity * gravityMul * ctx.dt;\n\t\t\tif (config.maxFallSpeed != null) {\n\t\t\t\tnewVelocityY = Math.max(-config.maxFallSpeed, newVelocityY);\n\t\t\t}\n\t\t\tctx.setVerticalVelocity(newVelocityY);\n\t\t} else {\n\t\t\tctx.setVerticalVelocity(0);\n\t\t}\n\n\t\treturn { event };\n\t}\n}\n","import { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { JumpState2D } from './components';\n\nexport enum Jumper2DState {\n\tGrounded = 'grounded',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n}\n\nexport enum Jumper2DEvent {\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper2DFSMContext {\n\tstate: JumpState2D;\n}\n\nexport class Jumper2DFSM {\n\tmachine: SyncStateMachine<Jumper2DState, Jumper2DEvent, never>;\n\n\tconstructor(private ctx: Jumper2DFSMContext) {\n\t\tthis.machine = new SyncStateMachine<Jumper2DState, Jumper2DEvent, never>(\n\t\t\tJumper2DState.Grounded,\n\t\t\t[\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Jumper2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Jumper2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\tisJumping(): boolean {\n\t\treturn this.getState() === Jumper2DState.Jumping;\n\t}\n\n\tisGrounded(): boolean {\n\t\treturn this.getState() === Jumper2DState.Grounded;\n\t}\n\n\tgetJumpsUsed(): number {\n\t\treturn this.ctx.state.jumpsUsed;\n\t}\n\n\tapplyTickEvent(tickEvent: string, isGrounded: boolean): void {\n\t\tswitch (tickEvent) {\n\t\t\tcase 'jump':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Jump);\n\t\t\t\tbreak;\n\t\t\tcase 'fall':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Fall);\n\t\t\t\tbreak;\n\t\t\tcase 'land':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Land);\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tif (!isGrounded && this.getState() === Jumper2DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper2DEvent.Fall);\n\t\t\t\t}\n\t\t\t\tif (isGrounded && this.getState() !== Jumper2DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper2DEvent.Land);\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\t}\n}\n","import { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { setVelocityIntent } from '../../actions/capabilities/velocity-intents';\nimport {\n\tGroundProbe3D,\n\tgetGroundAnchorOffsetY,\n\tgetGroundSnapTargetY,\n\ttype GroundProbeSupportHit,\n} from '../shared/ground-probe-3d';\nimport {\n\tcreateJumpConfig2D,\n\tcreateJumpInput2D,\n\tcreateJumpState2D,\n\ttype JumpConfig2D,\n\ttype JumpContext2D,\n\ttype JumpInput2D,\n\ttype JumpState2D,\n} from './components';\nimport {\n\tJumper2DBehavior,\n\tJumper2DTickEvent,\n} from './jumper-2d.behavior';\nimport { Jumper2DFSM, Jumper2DState } from './jumper-2d-fsm';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\nexport interface Jumper2DBehaviorOptions {\n\tjumpHeight?: number;\n\tgravity?: number;\n\tmaxFallSpeed?: number;\n\tmaxJumps?: number;\n\tresetJumpsOnGround?: boolean;\n\tcoyoteTimeMs?: number;\n\tjumpBufferMs?: number;\n\tminTimeBetweenJumpsMs?: number;\n\tvariableJump?: JumpConfig2D['variableJump'];\n\tgroundRayLength?: number;\n\tsnapToGroundDistance?: number;\n\tdebugGroundProbe?: boolean;\n}\n\nconst defaultOptions: Jumper2DBehaviorOptions = {\n\tjumpHeight: 2.5,\n\tgravity: 20,\n\tmaxJumps: 1,\n\tresetJumpsOnGround: true,\n\tcoyoteTimeMs: 100,\n\tjumpBufferMs: 80,\n\tgroundRayLength: 1,\n\tdebugGroundProbe: false,\n};\n\nconst JUMPER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:jumper-2d');\nconst JUMPER_2D_OFFSETS = [\n\t{ x: 0, z: 0 },\n\t{ x: 0.35, z: 0 },\n\t{ x: -0.35, z: 0 },\n] as const;\n\nexport function isJumper2DGrounded(params: {\n\tnearGround?: boolean;\n\tvelocityY: number;\n\tsupportToi?: number | null;\n\tsnapToGroundDistance?: number;\n}): boolean {\n\tif (params.velocityY > 0) {\n\t\treturn false;\n\t}\n\n\tif (params.snapToGroundDistance != null) {\n\t\treturn (\n\t\t\tparams.supportToi != null &&\n\t\t\tparams.supportToi <= params.snapToGroundDistance\n\t\t);\n\t}\n\n\treturn params.nearGround === true;\n}\n\nfunction shouldSnapJumper2DToGround(\n\tsupport: GroundProbeSupportHit | null,\n\toptions: Jumper2DBehaviorOptions,\n\tvelocityY: number,\n): support is GroundProbeSupportHit {\n\treturn (\n\t\tsupport != null &&\n\t\toptions.snapToGroundDistance != null &&\n\t\tvelocityY <= 0 &&\n\t\tsupport.toi <= options.snapToGroundDistance\n\t);\n}\n\nexport interface Jumper2DEntity {\n\tuuid: string;\n\tbody: any;\n\ttransformStore: any;\n\tjumper2d: JumpConfig2D;\n\t$jumper2d: JumpInput2D;\n\tjumper2dState: JumpState2D;\n}\n\nclass Jumper2DBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new Jumper2DBehavior();\n\tprivate groundProbe: GroundProbe3D;\n\tprivate initializedEntities = new Set<string>();\n\tprivate timeSinceGroundedMs = new Map<string, number>();\n\tprivate wasJumpHeld = new Map<string, boolean>();\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate world: any,\n\t\tprivate scene: any,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.groundProbe = new GroundProbe3D(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(JUMPER_2D_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst jumperRef = link.ref as any;\n\n\t\t\tconst options = jumperRef.options as Jumper2DBehaviorOptions;\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\t\tconst input = gameEntity.$jumper2d as JumpInput2D | undefined;\n\t\t\t\tconst jumpPressed = !!(input?.jumpPressed || input?.jumpHeld);\n\t\t\t\tthis.wasmStage.setJumper2DInput(handle, jumpPressed);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\n\t\t\tif (!gameEntity.jumper2d) {\n\t\t\t\tgameEntity.jumper2d = createJumpConfig2D(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$jumper2d) {\n\t\t\t\tgameEntity.$jumper2d = createJumpInput2D();\n\t\t\t}\n\t\t\tif (!gameEntity.jumper2dState) {\n\t\t\t\tgameEntity.jumper2dState = createJumpState2D();\n\t\t\t}\n\t\t\tif (!this.initializedEntities.has(gameEntity.uuid)) {\n\t\t\t\tthis.initializedEntities.add(gameEntity.uuid);\n\t\t\t\tgameEntity.body.setGravityScale(0, true);\n\t\t\t}\n\t\t\tif (!jumperRef.fsm && gameEntity.jumper2dState) {\n\t\t\t\tjumperRef.fsm = new Jumper2DFSM({\n\t\t\t\t\tstate: gameEntity.jumper2dState,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tconst rayLength = options.groundRayLength ?? 1;\n\t\t\tconst bodyVelocity = gameEntity.body.linvel();\n\t\t\tconst probeOriginYOffset = 0.05 - getGroundAnchorOffsetY(gameEntity);\n\t\t\tconst support = this.groundProbe.probeSupport(gameEntity, {\n\t\t\t\trayLength,\n\t\t\t\toffsets: JUMPER_2D_OFFSETS,\n\t\t\t\tmode: 'any',\n\t\t\t\tdebug: options.debugGroundProbe ?? false,\n\t\t\t\tscene: this.scene,\n\t\t\t\toriginYOffset: probeOriginYOffset,\n\t\t\t});\n\t\t\tconst nearGround = support != null;\n\t\t\tconst isGrounded = isJumper2DGrounded({\n\t\t\t\tnearGround,\n\t\t\t\tvelocityY: bodyVelocity.y,\n\t\t\t\tsupportToi: support?.toi ?? null,\n\t\t\t\tsnapToGroundDistance: options.snapToGroundDistance,\n\t\t\t});\n\t\t\tif (shouldSnapJumper2DToGround(support, options, bodyVelocity.y)) {\n\t\t\t\tconst currentPosition = gameEntity.body.translation();\n\t\t\t\tgameEntity.body.setTranslation(\n\t\t\t\t\t{\n\t\t\t\t\t\tx: currentPosition.x,\n\t\t\t\t\t\ty: getGroundSnapTargetY(gameEntity, support),\n\t\t\t\t\t\tz: currentPosition.z,\n\t\t\t\t\t},\n\t\t\t\t\ttrue,\n\t\t\t\t);\n\t\t\t}\n\n\t\t\tlet timeSinceGroundedMs = this.timeSinceGroundedMs.get(gameEntity.uuid) ?? 0;\n\t\t\tif (isGrounded) {\n\t\t\t\ttimeSinceGroundedMs = 0;\n\t\t\t} else {\n\t\t\t\ttimeSinceGroundedMs += delta * 1000;\n\t\t\t}\n\t\t\tthis.timeSinceGroundedMs.set(gameEntity.uuid, timeSinceGroundedMs);\n\n\t\t\tconst config: JumpConfig2D = gameEntity.jumper2d;\n\t\t\tconst input: JumpInput2D = gameEntity.$jumper2d;\n\t\t\tconst state: JumpState2D = gameEntity.jumper2dState;\n\t\t\tconst previousHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;\n\t\t\tconst held = input.jumpHeld === true;\n\t\t\tconst effectiveInput: JumpInput2D = {\n\t\t\t\t...input,\n\t\t\t\tjumpPressed: input.jumpPressed || (held && !previousHeld),\n\t\t\t\tjumpReleased: input.jumpReleased || (!held && previousHeld),\n\t\t\t};\n\n\t\t\tconst store = gameEntity.transformStore;\n\t\t\tconst ctx: JumpContext2D = {\n\t\t\t\tdt: delta,\n\t\t\t\tvelocityY: bodyVelocity.y,\n\t\t\t\tisGrounded,\n\t\t\t\ttimeSinceGroundedMs,\n\t\t\t\tsetVerticalVelocity: (y: number) => {\n\t\t\t\t\tsetVelocityIntent(\n\t\t\t\t\t\tstore,\n\t\t\t\t\t\t'jumper-2d',\n\t\t\t\t\t\t{ y },\n\t\t\t\t\t\t{ mode: 'replace', priority: 20 },\n\t\t\t\t\t);\n\t\t\t\t\tctx.velocityY = y;\n\t\t\t\t},\n\t\t\t};\n\n\t\t\tconst result = this.behavior.tick(config, effectiveInput, ctx, state);\n\t\t\tthis.wasJumpHeld.set(gameEntity.uuid, held);\n\n\t\t\tif (jumperRef.fsm) {\n\t\t\t\t(jumperRef.fsm as Jumper2DFSM).applyTickEvent(result.event, isGrounded);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Jumper2DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst jumpForce = Math.sqrt(2 * (options.gravity ?? 20) * (options.jumpHeight ?? 2.5));\n\t\tthis.wasmStage.attachJumper2D(handle, {\n\t\t\tjumpForce,\n\t\t\tmaxJumps: options.maxJumps ?? 1,\n\t\t\tjumpBufferTime: (options.jumpBufferMs ?? 80) / 1000,\n\t\t\tcoyoteTime: (options.coyoteTimeMs ?? 100) / 1000,\n\t\t\tgravity: options.gravity ?? 20,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void 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@@ -0,0 +1,160 @@
1
+ import {
2
+ angleFromDirection2D,
3
+ directionFromAngle2D,
4
+ getRotationAngle2D,
5
+ normalizeDirection2D,
6
+ rotateLocalOffset2D
7
+ } from "./chunk-ID5QJYF5.js";
8
+ import {
9
+ normalizeVec3
10
+ } from "./chunk-WWVD5DR5.js";
11
+ import {
12
+ defineBehavior
13
+ } from "./chunk-EZNCCO4L.js";
14
+
15
+ // src/lib/behaviors/shooter-2d/components.ts
16
+ function createShooter2DStateComponent() {
17
+ return {
18
+ cooldownRemainingMs: 0
19
+ };
20
+ }
21
+
22
+ // src/lib/behaviors/shooter-2d/shooter-2d.descriptor.ts
23
+ var defaultOptions = {
24
+ projectileFactory: () => {
25
+ throw new Error("Shooter2DBehavior requires a projectileFactory.");
26
+ },
27
+ projectileSpeed: 12,
28
+ cooldownMs: 0,
29
+ spawnOffset: { x: 0, y: 1 },
30
+ rotateProjectile: true
31
+ };
32
+ var SHOOTER_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:shooter-2d");
33
+ function ensureShooterState(entity) {
34
+ if (!entity.shooter2dState) {
35
+ entity.shooter2dState = createShooter2DStateComponent();
36
+ }
37
+ return entity.shooter2dState;
38
+ }
39
+ function getEntityPosition(entity) {
40
+ if (entity.body?.translation) {
41
+ return entity.body.translation();
42
+ }
43
+ const position = entity.options?.position;
44
+ if (!position) {
45
+ return null;
46
+ }
47
+ return normalizeVec3(position);
48
+ }
49
+ function getEntityFacingAngle(entity) {
50
+ if (entity.topDownMovementState) {
51
+ return entity.topDownMovementState.facingAngle;
52
+ }
53
+ if (entity.body?.rotation) {
54
+ return getRotationAngle2D(entity.body.rotation());
55
+ }
56
+ return entity._rotation2DAngle ?? 0;
57
+ }
58
+ function createShooter2DHandle(ref) {
59
+ return {
60
+ isReady: (source) => ensureShooterState(source).cooldownRemainingMs <= 0,
61
+ fire: async ({
62
+ source,
63
+ stage,
64
+ target
65
+ }) => {
66
+ const state = ensureShooterState(source);
67
+ if (state.cooldownRemainingMs > 0) {
68
+ return null;
69
+ }
70
+ const sourcePosition = getEntityPosition(source);
71
+ if (!sourcePosition) {
72
+ return null;
73
+ }
74
+ const options = ref.options;
75
+ const aimDirection = normalizeDirection2D(
76
+ target.x - sourcePosition.x,
77
+ target.y - sourcePosition.y
78
+ );
79
+ const angle = aimDirection ? angleFromDirection2D(aimDirection) : getEntityFacingAngle(source);
80
+ const direction = aimDirection ?? directionFromAngle2D(angle);
81
+ const offset = rotateLocalOffset2D(
82
+ options.spawnOffset ?? defaultOptions.spawnOffset,
83
+ angle
84
+ );
85
+ const spawnPosition = {
86
+ x: sourcePosition.x + offset.x,
87
+ y: sourcePosition.y + offset.y,
88
+ z: sourcePosition.z
89
+ };
90
+ const projectile = await Promise.resolve(options.projectileFactory());
91
+ projectile.prependSetup(({ me }) => {
92
+ me.setPosition(spawnPosition.x, spawnPosition.y, spawnPosition.z);
93
+ if (options.rotateProjectile ?? true) {
94
+ me.setRotationZ(angle);
95
+ }
96
+ me.transformStore.velocity.x = direction.x * options.projectileSpeed;
97
+ me.transformStore.velocity.y = direction.y * options.projectileSpeed;
98
+ me.transformStore.velocity.z = 0;
99
+ me.transformStore.dirty.velocity = true;
100
+ });
101
+ stage.add(projectile);
102
+ state.cooldownRemainingMs = Math.max(0, options.cooldownMs ?? 0);
103
+ return projectile;
104
+ }
105
+ };
106
+ }
107
+ var Shooter2DBehaviorSystem = class {
108
+ constructor(wasmStage, getBehaviorLinks) {
109
+ this.wasmStage = wasmStage;
110
+ this.getBehaviorLinks = getBehaviorLinks;
111
+ }
112
+ wasmStage;
113
+ getBehaviorLinks;
114
+ attachedRuntimeSlots = /* @__PURE__ */ new Set();
115
+ update(_ecs, delta) {
116
+ const links = this.getBehaviorLinks?.(SHOOTER_2D_BEHAVIOR_KEY);
117
+ if (!links) return;
118
+ for (const link of links) {
119
+ const entity = link.entity;
120
+ const ref = link.ref;
121
+ const state = ensureShooterState(entity);
122
+ state.cooldownRemainingMs = Math.max(
123
+ 0,
124
+ state.cooldownRemainingMs - delta * 1e3
125
+ );
126
+ ref.__entity = entity;
127
+ const handle = entity.runtimeHandle ?? -1;
128
+ if (this.wasmStage && handle >= 0) {
129
+ this.ensureWasmAttached(handle, ref.options);
130
+ }
131
+ }
132
+ }
133
+ ensureWasmAttached(handle, options) {
134
+ if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
135
+ const offset = options.spawnOffset ?? defaultOptions.spawnOffset;
136
+ const fireRateHz = options.cooldownMs && options.cooldownMs > 0 ? 1e3 / options.cooldownMs : 0;
137
+ this.wasmStage.attachShooter2D(handle, {
138
+ fireRateHz,
139
+ muzzleOffsetX: offset.x,
140
+ muzzleOffsetY: offset.y,
141
+ muzzleSpeed: options.projectileSpeed
142
+ });
143
+ this.attachedRuntimeSlots.add(handle);
144
+ }
145
+ destroy(_ecs) {
146
+ this.attachedRuntimeSlots.clear();
147
+ }
148
+ };
149
+ var Shooter2DBehavior = defineBehavior({
150
+ name: "shooter-2d",
151
+ defaultOptions,
152
+ systemFactory: (ctx) => new Shooter2DBehaviorSystem(ctx.wasmStage ?? null, ctx.getBehaviorLinks),
153
+ createHandle: createShooter2DHandle
154
+ });
155
+
156
+ export {
157
+ createShooter2DStateComponent,
158
+ Shooter2DBehavior
159
+ };
160
+ //# sourceMappingURL=chunk-STCCNLPC.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/shooter-2d/components.ts","../src/lib/behaviors/shooter-2d/shooter-2d.descriptor.ts"],"sourcesContent":["export interface Shooter2DStateComponent {\n\tcooldownRemainingMs: number;\n}\n\nexport function createShooter2DStateComponent(): Shooter2DStateComponent {\n\treturn {\n\t\tcooldownRemainingMs: 0,\n\t};\n}\n","import { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { normalizeVec3, type Vec3Input } from '../../core/vector';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\nimport {\n\tangleFromDirection2D,\n\tdirectionFromAngle2D,\n\tgetRotationAngle2D,\n\tnormalizeDirection2D,\n\trotateLocalOffset2D,\n} from '../shared/direction-2d';\nimport {\n\tcreateShooter2DStateComponent,\n\ttype Shooter2DStateComponent,\n} from './components';\n\nexport interface Shooter2DTarget {\n\tx: number;\n\ty: number;\n}\n\nexport interface Shooter2DStageLike {\n\tadd(...inputs: any[]): void;\n}\n\nexport interface Shooter2DProjectileEntity {\n\ttransformStore: {\n\t\tvelocity: { x: number; y: number; z: number };\n\t\tdirty: { velocity: boolean };\n\t};\n\tprependSetup(\n\t\tcallback: (params: { me: Shooter2DProjectileEntity }) => void,\n\t): unknown;\n\tsetPosition(x: number, y: number, z: number): void;\n\tsetRotationZ(angle: number): void;\n}\n\nexport type Shooter2DProjectileFactory = () =>\n\t| Shooter2DProjectileEntity\n\t| Promise<Shooter2DProjectileEntity>;\n\nexport interface Shooter2DBehaviorOptions {\n\tprojectileFactory: Shooter2DProjectileFactory;\n\tprojectileSpeed: number;\n\tcooldownMs?: number;\n\tspawnOffset?: Shooter2DTarget;\n\trotateProjectile?: boolean;\n}\n\nexport interface Shooter2DSourceEntity {\n\tbody?: {\n\t\ttranslation(): { x: number; y: number; z: number };\n\t\trotation?: () => { x: number; y: number; z: number; w: number };\n\t} | null;\n\toptions?: {\n\t\tposition?: Vec3Input;\n\t};\n\ttopDownMovementState?: {\n\t\tfacingAngle: number;\n\t};\n\tshooter2dState?: Shooter2DStateComponent;\n\t_rotation2DAngle?: number;\n}\n\nexport interface Shooter2DFireArgs {\n\tsource: Shooter2DSourceEntity;\n\tstage: Shooter2DStageLike;\n\ttarget: Shooter2DTarget;\n}\n\nexport interface Shooter2DHandle {\n\tisReady(source: Shooter2DSourceEntity): boolean;\n\tfire(args: Shooter2DFireArgs): Promise<Shooter2DProjectileEntity | null>;\n}\n\nconst defaultOptions: Shooter2DBehaviorOptions = {\n\tprojectileFactory: () => {\n\t\tthrow new Error('Shooter2DBehavior requires a projectileFactory.');\n\t},\n\tprojectileSpeed: 12,\n\tcooldownMs: 0,\n\tspawnOffset: { x: 0, y: 1 },\n\trotateProjectile: true,\n};\n\nconst SHOOTER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:shooter-2d');\n\nfunction ensureShooterState(entity: Shooter2DSourceEntity): Shooter2DStateComponent {\n\tif (!entity.shooter2dState) {\n\t\tentity.shooter2dState = createShooter2DStateComponent();\n\t}\n\treturn entity.shooter2dState;\n}\n\nfunction getEntityPosition(\n\tentity: Shooter2DSourceEntity,\n): { x: number; y: number; z: number } | null {\n\tif (entity.body?.translation) {\n\t\treturn entity.body.translation();\n\t}\n\n\tconst position = entity.options?.position;\n\tif (!position) {\n\t\treturn null;\n\t}\n\n\treturn normalizeVec3(position);\n}\n\nfunction getEntityFacingAngle(entity: Shooter2DSourceEntity): number {\n\tif (entity.topDownMovementState) {\n\t\treturn entity.topDownMovementState.facingAngle;\n\t}\n\n\tif (entity.body?.rotation) {\n\t\treturn getRotationAngle2D(entity.body.rotation());\n\t}\n\n\treturn entity._rotation2DAngle ?? 0;\n}\n\nfunction createShooter2DHandle(\n\tref: BehaviorRef<Shooter2DBehaviorOptions>,\n): Shooter2DHandle {\n\treturn {\n\t\tisReady: (source: Shooter2DSourceEntity) =>\n\t\t\tensureShooterState(source).cooldownRemainingMs <= 0,\n\t\tfire: async ({\n\t\t\tsource,\n\t\t\tstage,\n\t\t\ttarget,\n\t\t}: Shooter2DFireArgs): Promise<Shooter2DProjectileEntity | null> => {\n\t\t\tconst state = ensureShooterState(source);\n\t\t\tif (state.cooldownRemainingMs > 0) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tconst sourcePosition = getEntityPosition(source);\n\t\t\tif (!sourcePosition) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tconst options = ref.options;\n\t\t\tconst aimDirection = normalizeDirection2D(\n\t\t\t\ttarget.x - sourcePosition.x,\n\t\t\t\ttarget.y - sourcePosition.y,\n\t\t\t);\n\t\t\tconst angle = aimDirection\n\t\t\t\t? angleFromDirection2D(aimDirection)\n\t\t\t\t: getEntityFacingAngle(source);\n\t\t\tconst direction = aimDirection ?? directionFromAngle2D(angle);\n\t\t\tconst offset = rotateLocalOffset2D(\n\t\t\t\toptions.spawnOffset ?? defaultOptions.spawnOffset!,\n\t\t\t\tangle,\n\t\t\t);\n\t\t\tconst spawnPosition = {\n\t\t\t\tx: sourcePosition.x + offset.x,\n\t\t\t\ty: sourcePosition.y + offset.y,\n\t\t\t\tz: sourcePosition.z,\n\t\t\t};\n\t\t\tconst projectile = await Promise.resolve(options.projectileFactory());\n\t\t\tprojectile.prependSetup(({ me }) => {\n\t\t\t\tme.setPosition(spawnPosition.x, spawnPosition.y, spawnPosition.z);\n\t\t\t\tif (options.rotateProjectile ?? true) {\n\t\t\t\t\tme.setRotationZ(angle);\n\t\t\t\t}\n\t\t\t\tme.transformStore.velocity.x = direction.x * options.projectileSpeed;\n\t\t\t\tme.transformStore.velocity.y = direction.y * options.projectileSpeed;\n\t\t\t\tme.transformStore.velocity.z = 0;\n\t\t\t\tme.transformStore.dirty.velocity = true;\n\t\t\t});\n\n\t\t\tstage.add(projectile);\n\t\t\tstate.cooldownRemainingMs = Math.max(0, options.cooldownMs ?? 0);\n\t\t\treturn projectile;\n\t\t},\n\t};\n}\n\nclass Shooter2DBehaviorSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(SHOOTER_2D_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as Shooter2DSourceEntity & { runtimeHandle?: number };\n\t\t\tconst ref = link.ref as any;\n\t\t\tconst state = ensureShooterState(entity);\n\t\t\tstate.cooldownRemainingMs = Math.max(\n\t\t\t\t0,\n\t\t\t\tstate.cooldownRemainingMs - delta * 1000,\n\t\t\t);\n\t\t\tref.__entity = entity;\n\n\t\t\tconst handle = (entity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, ref.options as Shooter2DBehaviorOptions);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Shooter2DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst offset = options.spawnOffset ?? defaultOptions.spawnOffset!;\n\t\tconst fireRateHz = options.cooldownMs && options.cooldownMs > 0\n\t\t\t? 1000 / options.cooldownMs\n\t\t\t: 0;\n\t\tthis.wasmStage.attachShooter2D(handle, {\n\t\t\tfireRateHz,\n\t\t\tmuzzleOffsetX: offset.x,\n\t\t\tmuzzleOffsetY: offset.y,\n\t\t\tmuzzleSpeed: options.projectileSpeed,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\nexport const Shooter2DBehavior = defineBehavior<\n\tShooter2DBehaviorOptions,\n\tShooter2DHandle,\n\tShooter2DSourceEntity\n>({\n\tname: 'shooter-2d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) => new Shooter2DBehaviorSystem(ctx.wasmStage ?? 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