@zylem/behaviors 0.3.0 → 0.4.0

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Files changed (169) hide show
  1. package/LICENSE +21 -0
  2. package/dist/{behavior-system-DYbx-x_-.d.ts → behavior-system-DSNek0W9.d.ts} +205 -29
  3. package/dist/{chunk-RER2IDPW.js → chunk-4URF65BR.js} +1 -0
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  43. package/dist/chunk-KFFETUAL.js +40 -0
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  67. package/dist/{chunk-ERS6SNA5.js → chunk-WOMHL23C.js} +2 -1
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  82. package/dist/chunk-ZRQWSURL.js.map +1 -0
  83. package/dist/cooldown.d.ts +2 -1
  84. package/dist/cooldown.js +3 -2
  85. package/dist/cooldown.js.map +1 -0
  86. package/dist/coordinators/boundary-ricochet-3d.d.ts +12 -5
  87. package/dist/coordinators/boundary-ricochet-3d.js +4 -2
  88. package/dist/coordinators/boundary-ricochet-3d.js.map +1 -0
  89. package/dist/coordinators/boundary-ricochet.d.ts +9 -7
  90. package/dist/coordinators/boundary-ricochet.js +4 -2
  91. package/dist/coordinators/boundary-ricochet.js.map +1 -0
  92. package/dist/coordinators/first-person-shooter.d.ts +9 -8
  93. package/dist/coordinators/first-person-shooter.js +4 -3
  94. package/dist/coordinators/first-person-shooter.js.map +1 -0
  95. package/dist/coordinators/multidirectional-space-shooter.d.ts +12 -9
  96. package/dist/coordinators/multidirectional-space-shooter.js +5 -4
  97. package/dist/coordinators/multidirectional-space-shooter.js.map +1 -0
  98. package/dist/coordinators/top-down-shooter.d.ts +9 -8
  99. package/dist/coordinators/top-down-shooter.js +5 -4
  100. package/dist/coordinators/top-down-shooter.js.map +1 -0
  101. package/dist/core.d.ts +4 -4
  102. package/dist/core.js +9 -36
  103. package/dist/core.js.map +1 -0
  104. package/dist/destructible-3d.d.ts +2 -1
  105. package/dist/destructible-3d.js +4 -3
  106. package/dist/destructible-3d.js.map +1 -0
  107. package/dist/destructible-prebake.js +2 -1
  108. package/dist/destructible-prebake.js.map +1 -0
  109. package/dist/first-person.d.ts +12 -12
  110. package/dist/first-person.js +12 -11
  111. package/dist/first-person.js.map +1 -0
  112. package/dist/index.d.ts +37 -14
  113. package/dist/index.js +85 -55
  114. package/dist/index.js.map +1 -0
  115. package/dist/jumper-2d.d.ts +7 -6
  116. package/dist/jumper-2d.js +8 -7
  117. package/dist/jumper-2d.js.map +1 -0
  118. package/dist/jumper-3d.d.ts +12 -11
  119. package/dist/jumper-3d.js +9 -8
  120. package/dist/jumper-3d.js.map +1 -0
  121. package/dist/{moveable-BCRpjAQb.d.ts → moveable-BLTHO7Jq.d.ts} +2 -78
  122. package/dist/particle-emitter/presets.js +2 -1
  123. package/dist/particle-emitter/presets.js.map +1 -0
  124. package/dist/particle-emitter.d.ts +1 -1
  125. package/dist/particle-emitter.js +5 -4
  126. package/dist/particle-emitter.js.map +1 -0
  127. package/dist/platformer-2d.d.ts +306 -0
  128. package/dist/platformer-2d.js +23 -0
  129. package/dist/platformer-2d.js.map +1 -0
  130. package/dist/platformer-3d.d.ts +74 -87
  131. package/dist/platformer-3d.js +7 -6
  132. package/dist/platformer-3d.js.map +1 -0
  133. package/dist/ricochet-2d.d.ts +1 -1
  134. package/dist/ricochet-2d.js +5 -4
  135. package/dist/ricochet-2d.js.map +1 -0
  136. package/dist/ricochet-3d.d.ts +1 -1
  137. package/dist/ricochet-3d.js +5 -4
  138. package/dist/ricochet-3d.js.map +1 -0
  139. package/dist/runtime-2d.d.ts +93 -2
  140. package/dist/runtime-2d.js +146 -22
  141. package/dist/runtime-2d.js.map +1 -0
  142. package/dist/screen-visibility.d.ts +2 -1
  143. package/dist/screen-visibility.js +3 -2
  144. package/dist/screen-visibility.js.map +1 -0
  145. package/dist/screen-wrap.d.ts +2 -1
  146. package/dist/screen-wrap.js +5 -4
  147. package/dist/screen-wrap.js.map +1 -0
  148. package/dist/shooter-2d.d.ts +5 -3
  149. package/dist/shooter-2d.js +5 -4
  150. package/dist/shooter-2d.js.map +1 -0
  151. package/dist/shooter-fire-DGripl0z.d.ts +55 -0
  152. package/dist/thruster.d.ts +8 -18
  153. package/dist/thruster.js +9 -8
  154. package/dist/thruster.js.map +1 -0
  155. package/dist/top-down-movement.d.ts +7 -4
  156. package/dist/top-down-movement.js +8 -7
  157. package/dist/top-down-movement.js.map +1 -0
  158. package/dist/{use-behavior-D_82jAL3.d.ts → use-behavior-h9-T5FSv.d.ts} +1 -1
  159. package/dist/world-boundary-2d.d.ts +2 -1
  160. package/dist/world-boundary-2d.js +6 -5
  161. package/dist/world-boundary-2d.js.map +1 -0
  162. package/dist/world-boundary-3d.d.ts +2 -1
  163. package/dist/world-boundary-3d.js +6 -5
  164. package/dist/world-boundary-3d.js.map +1 -0
  165. package/package.json +8 -7
  166. package/dist/chunk-23HQH3GJ.js +0 -34
  167. package/dist/chunk-K4UBXSZL.js +0 -175
  168. package/dist/runtime-pong.d.ts +0 -92
  169. package/dist/runtime-pong.js +0 -37
@@ -1,5 +1,6 @@
1
1
  import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
2
- import { a as BehaviorDescriptor } from './behavior-system-DYbx-x_-.js';
2
+ import { RigidBody, Collider } from '@dimforge/rapier3d-compat';
3
+ import { Z as ZylemWorld, a as BehaviorDescriptor } from './behavior-system-DSNek0W9.js';
3
4
  import 'typescript-fsm';
4
5
 
5
6
  /**
@@ -19,8 +20,6 @@ interface Platformer3DMovementComponent {
19
20
  maxJumps: number;
20
21
  /** Gravity force (optional override) */
21
22
  gravity: number;
22
- /** Ray length for ground detection */
23
- groundRayLength: number;
24
23
  /** Coyote time in seconds (grace period after leaving ground) */
25
24
  coyoteTime: number;
26
25
  /** Jump buffer time in seconds (queue jump input before landing) */
@@ -29,8 +28,19 @@ interface Platformer3DMovementComponent {
29
28
  jumpCutMultiplier: number;
30
29
  /** Time in seconds before multi-jump becomes available (0 = after button release) */
31
30
  multiJumpWindowTime: number;
32
- /** Enable ground-ray debug visualization */
33
- debugGroundProbe: boolean;
31
+ /** Maximum slope angle (degrees) the character can walk up */
32
+ slopeClimbAngle: number;
33
+ /** Slope angle (degrees) past which the character slides down */
34
+ slopeSlideAngle: number;
35
+ /** Autostep configuration for small ledges, or false to disable */
36
+ autostep: {
37
+ maxHeight: number;
38
+ minWidth: number;
39
+ } | false;
40
+ /** Snap-to-ground distance (keeps the character glued going downhill) */
41
+ snapToGroundDistance: number;
42
+ /** Character controller offset (small gap kept between collider and environment) */
43
+ characterOffset: number;
34
44
  }
35
45
  declare function createPlatformer3DMovementComponent(options?: Partial<Platformer3DMovementComponent>): Platformer3DMovementComponent;
36
46
  interface Platformer3DInputComponent {
@@ -81,10 +91,14 @@ interface Platformer3DStateComponent {
81
91
  timeSinceJump: number;
82
92
  /** True for the single frame on which a jump impulse was applied; prevents gravity from clobbering jump velocity. */
83
93
  jumpedThisFrame: boolean;
84
- /** Remaining seconds of jump-cut velocity ramp; while > 0, velocity.y lerps toward velocity.y * jumpCutMultiplier. */
94
+ /** Remaining seconds of jump-cut velocity ramp; while > 0, verticalVelocity lerps toward verticalVelocity * jumpCutMultiplier. */
85
95
  jumpCutRampTimer: number;
86
- /** Remaining seconds of grounded-hysteresis grace (keeps `grounded` true briefly after ground probe misses, to absorb edge/ray flicker). */
87
- groundedGraceTimer: number;
96
+ /**
97
+ * Controller-owned vertical velocity (units/second).
98
+ * The body is kinematic, so `linvel()` is meaningless — this field is the
99
+ * single source of truth for jump/gravity motion on the Y axis.
100
+ */
101
+ verticalVelocity: number;
88
102
  }
89
103
  declare function createPlatformer3DStateComponent(): Platformer3DStateComponent;
90
104
 
@@ -175,18 +189,22 @@ declare class Platformer3DFSM {
175
189
  }
176
190
 
177
191
  /**
178
- * Platformer 3D Behavior System
192
+ * Platformer 3D System
179
193
  *
180
- * Handles 3D platformer physics including:
181
- * - Contact-based ground detection (uses the actual capsule collider — no
182
- * raycast/shapecast probe). The bottom of the body's collider is the
183
- * single source of truth for "is grounded".
184
- * - Horizontal movement (walk/run)
185
- * - Jumping with multi-jump support
186
- * - Gravity application (Rapier's internal gravity is disabled per-body so
187
- * `movement.gravity` is the only fall acceleration — previously the two
188
- * stacked, doubling the airborne fall rate).
189
- * - State synchronization with FSM
194
+ * Kinematic character controller (N64-style): the controller owns all motion
195
+ * and physics is only a collision database.
196
+ *
197
+ * - The entity's body is converted to `KinematicPositionBased` on first
198
+ * update; Rapier never applies forces to it.
199
+ * - Each tick, desired displacement (horizontal input + integrated vertical
200
+ * velocity) is run through Rapier's `KinematicCharacterController`
201
+ * (collide-and-slide with autostep, slope limits, and snap-to-ground) and
202
+ * the corrected movement is applied via `setNextKinematicTranslation`.
203
+ * - Grounded comes from `controller.computedGrounded()` — no contact-pair or
204
+ * raycast probing.
205
+ * - Vertical velocity lives in `state.verticalVelocity` (`linvel()` is
206
+ * meaningless on kinematic bodies). Jump buffering, coyote time,
207
+ * multi-jump, and the jump-cut ramp all operate on that field.
190
208
  */
191
209
 
192
210
  /**
@@ -194,94 +212,54 @@ declare class Platformer3DFSM {
194
212
  */
195
213
  interface Platformer3DEntity {
196
214
  uuid: string;
197
- body: any;
215
+ body: RigidBody;
216
+ collider?: Collider | null;
198
217
  platformer: Platformer3DMovementComponent;
199
218
  $platformer: Platformer3DInputComponent;
200
219
  platformerState: Platformer3DStateComponent;
201
- transformStore?: any;
202
220
  }
203
221
  /**
204
- * Platformer 3D Movement Behavior
222
+ * Platformer 3D movement system.
205
223
  *
206
- * Core physics system for 3D platformer movement.
207
- *
208
- * Ground detection uses Rapier's narrow-phase contacts on the entity's
209
- * collider (`world.contactsWith` + `contactPair`). This eliminates the old
210
- * shape/ray probe and aligns "grounded" with the same surface the body
211
- * physically rests on, which removes the jitter that happened on heightmap
212
- * terrain (the probe and the contact resolver could disagree by a frame).
224
+ * Core kinematic controller for 3D platformer movement. Requires a live
225
+ * `ZylemWorld` with the raw Rapier `World` exposed on `.world` — without it
226
+ * the system is a no-op (the WASM fast path handles that case upstream).
213
227
  */
214
- declare class Platformer3DBehavior$1 {
228
+ declare class Platformer3DSystem {
215
229
  private world;
216
- private scene;
217
- /**
218
- * Tracks entities whose Rapier `gravityScale` has been zeroed so that
219
- * `applyGravity` is the sole writer of vertical velocity. We do this
220
- * lazily on the first update because the body isn't always available at
221
- * construction time.
222
- */
223
- private gravityConfiguredUUIDs;
224
- constructor(world: any, scene: any);
230
+ /** Per-entity character controllers, keyed by entity uuid. */
231
+ private controllers;
232
+ constructor(world: ZylemWorld | null);
225
233
  /**
226
- * Detect "grounded" using the actual capsule collider's contact pairs.
227
- *
228
- * A contact is treated as ground when its solver point lies below the
229
- * body center (i.e., it sits on the bottom hemisphere/cylinder). We
230
- * deliberately don't filter by normal direction: the contact point's
231
- * position alone is robust against the various normal-flip conventions
232
- * Rapier uses for `flipped` manifolds and against rolling-bottom edges
233
- * on heightmap terrain.
234
- */
235
- private detectGroundedFromContacts;
236
- /**
237
- * One-time per-entity physics setup: take over gravity from Rapier's
238
- * world so that `applyGravity` controls the entire airborne fall curve.
239
- * Without this, gravity was effectively doubled (Rapier's world gravity
240
- * + this behavior's explicit gravity were both pulling the body down).
234
+ * One-time per-entity physics setup: convert the body to a
235
+ * position-based kinematic body and create its character controller.
236
+ * Done lazily on the first update because the body isn't always
237
+ * available at construction time.
241
238
  */
242
239
  private ensurePhysicsConfigured;
243
240
  /**
244
- * Apply horizontal movement based on input.
245
- *
246
- * Only writes X/Z axes — Y is left untouched so Rapier's contact resolution
247
- * can damp vertical motion correctly while grounded. Jump and gravity are
248
- * the sole writers of Y velocity (see handleJump / applyGravity).
249
- */
250
- private applyMovement;
251
- /**
252
- * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut ramp.
241
+ * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut
242
+ * ramp. All vertical motion is written to `state.verticalVelocity`.
253
243
  */
254
244
  private handleJump;
255
245
  /**
256
- * Apply gravity when not grounded.
246
+ * Integrate gravity into `state.verticalVelocity`.
257
247
  *
258
- * Skipped on the single frame immediately after a jump impulse is applied
259
- * (tracked via `state.jumpedThisFrame`) so gravity never overwrites a
260
- * just-applied jump velocity. The flag is cleared here regardless, so it
261
- * only suppresses exactly one gravity step — independent of frame rate.
248
+ * While grounded (and not on the jump frame) vertical velocity is held at
249
+ * a small constant downward speed so the controller stays pressed into
250
+ * the ground. Skipped entirely on the frame a jump was applied — the
251
+ * grounded flag is still stale-true then and would clobber the jump.
262
252
  */
263
253
  private applyGravity;
264
254
  /**
265
- * Update entity state based on physics.
266
- *
267
- * Grounded is determined purely by Rapier's contact pairs on the entity's
268
- * collider. This removes a whole class of slope/heightmap jitter caused
269
- * by the previous shape probe disagreeing with the contact resolver — the
270
- * probe could report grounded while a contact impulse had just nudged the
271
- * body off the ground, producing visible micro-bouncing.
272
- *
273
- * While grounded, vertical velocity is held at 0 each frame. This stops
274
- * residual upward kicks from slope-contact resolution from accumulating
275
- * across frames (which previously caused the character to "ride up"
276
- * slopes and lose contact briefly, then fall back, then re-contact, in a
277
- * tight oscillation).
255
+ * Update entity state from the controller's grounded result.
278
256
  */
279
257
  private updateState;
280
258
  /**
281
259
  * Update one platformer entity. Invoked per linked entity by the
282
260
  * Platformer3DBehaviorSystem adapter.
283
261
  */
284
- updateEntity(entity: any, delta: number): void;
262
+ updateEntity(entity: Platformer3DEntity, delta: number): void;
285
263
  destroy(): void;
286
264
  }
287
265
 
@@ -299,10 +277,19 @@ interface Platformer3DBehaviorOptions {
299
277
  maxJumps?: number;
300
278
  /** Gravity force (default: 9.82) */
301
279
  gravity?: number;
302
- /** Ray length for ground detection (default: 1.0) */
303
- groundRayLength?: number;
304
- /** Enable debug visualization for ground probe rays (default: false) */
305
- debugGroundProbe?: boolean;
280
+ /** Maximum slope angle in degrees the character can walk up (default: 50) */
281
+ slopeClimbAngle?: number;
282
+ /** Slope angle in degrees past which the character slides (default: 40) */
283
+ slopeSlideAngle?: number;
284
+ /** Autostep over small ledges, or false to disable (default: { maxHeight: 0.3, minWidth: 0.1 }) */
285
+ autostep?: {
286
+ maxHeight: number;
287
+ minWidth: number;
288
+ } | false;
289
+ /** Snap-to-ground distance for downhill/step-down stability (default: 0.3) */
290
+ snapToGroundDistance?: number;
291
+ /** Character controller collision offset (default: 0.05) */
292
+ characterOffset?: number;
306
293
  }
307
294
  /**
308
295
  * Platformer3DBehavior - typed descriptor for 3D platformer movement
@@ -344,4 +331,4 @@ declare const Platformer3DBehavior: BehaviorDescriptor<Platformer3DBehaviorOptio
344
331
  onPlatformCollision: (ctx: PlatformerCollisionContext) => void;
345
332
  }, Platformer3DEntity>;
346
333
 
347
- export { Platformer3DBehavior, type Platformer3DBehaviorOptions, type Platformer3DContext, type Platformer3DEntity, Platformer3DEvent, Platformer3DFSM, type Platformer3DInputComponent, Platformer3DBehavior$1 as Platformer3DMovementBehavior, type Platformer3DMovementComponent, Platformer3DState, type Platformer3DStateComponent, type PlatformerCollisionContext, createPlatformer3DInputComponent, createPlatformer3DMovementComponent, createPlatformer3DStateComponent };
334
+ export { Platformer3DBehavior, type Platformer3DBehaviorOptions, type Platformer3DContext, type Platformer3DEntity, Platformer3DEvent, Platformer3DFSM, type Platformer3DInputComponent, type Platformer3DMovementComponent, Platformer3DState, type Platformer3DStateComponent, Platformer3DSystem, type PlatformerCollisionContext, createPlatformer3DInputComponent, createPlatformer3DMovementComponent, createPlatformer3DStateComponent };
@@ -1,22 +1,23 @@
1
1
  import {
2
2
  Platformer3DBehavior,
3
- Platformer3DBehavior2,
4
3
  Platformer3DEvent,
5
4
  Platformer3DFSM,
6
5
  Platformer3DState,
6
+ Platformer3DSystem,
7
7
  createPlatformer3DInputComponent,
8
8
  createPlatformer3DMovementComponent,
9
9
  createPlatformer3DStateComponent
10
- } from "./chunk-T2P4JTQN.js";
11
- import "./chunk-RER2IDPW.js";
12
- import "./chunk-YDLO5M7S.js";
10
+ } from "./chunk-FRJDQM23.js";
11
+ import "./chunk-4URF65BR.js";
12
+ import "./chunk-EZNCCO4L.js";
13
13
  export {
14
- Platformer3DBehavior2 as Platformer3DBehavior,
14
+ Platformer3DBehavior,
15
15
  Platformer3DEvent,
16
16
  Platformer3DFSM,
17
- Platformer3DBehavior as Platformer3DMovementBehavior,
18
17
  Platformer3DState,
18
+ Platformer3DSystem,
19
19
  createPlatformer3DInputComponent,
20
20
  createPlatformer3DMovementComponent,
21
21
  createPlatformer3DStateComponent
22
22
  };
23
+ //# sourceMappingURL=platformer-3d.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -1,6 +1,6 @@
1
1
  import { B as BaseEntityInterface } from './entity-types-CmtQ-IBp.js';
2
2
  import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
3
- import { a as BehaviorDescriptor } from './behavior-system-DYbx-x_-.js';
3
+ import { a as BehaviorDescriptor } from './behavior-system-DSNek0W9.js';
4
4
  import 'three';
5
5
  import '@dimforge/rapier3d-compat';
6
6
  import 'typescript-fsm';
@@ -3,13 +3,14 @@ import {
3
3
  Ricochet2DEvent,
4
4
  Ricochet2DFSM,
5
5
  Ricochet2DState
6
- } from "./chunk-RD2YTTXY.js";
7
- import "./chunk-YYJP62QD.js";
8
- import "./chunk-RER2IDPW.js";
9
- import "./chunk-YDLO5M7S.js";
6
+ } from "./chunk-V74N7D6Q.js";
7
+ import "./chunk-4V7TIRO2.js";
8
+ import "./chunk-4URF65BR.js";
9
+ import "./chunk-EZNCCO4L.js";
10
10
  export {
11
11
  Ricochet2DBehavior,
12
12
  Ricochet2DEvent,
13
13
  Ricochet2DFSM,
14
14
  Ricochet2DState
15
15
  };
16
+ //# sourceMappingURL=ricochet-2d.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -1,6 +1,6 @@
1
1
  import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
2
2
  import { B as BaseEntityInterface } from './entity-types-CmtQ-IBp.js';
3
- import { a as BehaviorDescriptor } from './behavior-system-DYbx-x_-.js';
3
+ import { a as BehaviorDescriptor } from './behavior-system-DSNek0W9.js';
4
4
  import 'typescript-fsm';
5
5
  import 'three';
6
6
  import '@dimforge/rapier3d-compat';
@@ -3,13 +3,14 @@ import {
3
3
  Ricochet3DEvent,
4
4
  Ricochet3DFSM,
5
5
  Ricochet3DState
6
- } from "./chunk-6Y3GB76J.js";
7
- import "./chunk-YYJP62QD.js";
8
- import "./chunk-RER2IDPW.js";
9
- import "./chunk-YDLO5M7S.js";
6
+ } from "./chunk-XLUJDKCT.js";
7
+ import "./chunk-4V7TIRO2.js";
8
+ import "./chunk-4URF65BR.js";
9
+ import "./chunk-EZNCCO4L.js";
10
10
  export {
11
11
  Ricochet3DBehavior,
12
12
  Ricochet3DEvent,
13
13
  Ricochet3DFSM,
14
14
  Ricochet3DState
15
15
  };
16
+ //# sourceMappingURL=ricochet-3d.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -1,2 +1,93 @@
1
- export { RUNTIME_WORLD_BOUNDARY_2D_BEHAVIOR_KEY as RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY, RUNTIME_PONG_BALL_BEHAVIOR_KEY as RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY, RUNTIME_PADDLE_INPUT_2D_BEHAVIOR_KEY as RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY, RUNTIME_RICOCHET_2D_BEHAVIOR_KEY, RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY, RuntimeWorldBoundary2DBehavior as RuntimeBoundary2DBehavior, RuntimeWorldBoundary2DOptions as RuntimeBoundary2DOptions, RuntimePongBallBehavior as RuntimeDynamicCircleBody2DBehavior, RuntimePongBallHandle as RuntimeDynamicCircleBody2DHandle, RuntimePongBallOptions as RuntimeDynamicCircleBody2DOptions, RuntimePaddleInput2DBehavior as RuntimePlayerInput2DBehavior, RuntimePaddleInput2DOptions as RuntimePlayerInput2DOptions, RuntimeRicochet2DBehavior, RuntimeRicochet2DEvent, RuntimeRicochet2DHandle, RuntimeRicochet2DOptions, RuntimeTriggerRegion2DBehavior, RuntimeTriggerRegion2DEvent, RuntimeTriggerRegion2DHandle, RuntimeTriggerRegion2DOptions, bindRuntimePongBallHandle as bindRuntimeDynamicCircleBody2DHandle, emitRuntimeRicochet, emitRuntimeTriggerRegionEnter } from './runtime-pong.js';
2
- import './behavior-system-DYbx-x_-.js';
1
+ import { a as BehaviorDescriptor, d as BehaviorRef } from './behavior-system-DSNek0W9.js';
2
+ import '@dimforge/rapier3d-compat';
3
+
4
+ interface RuntimeDynamicCircleBody2DOptions {
5
+ initialVelocity: readonly [number, number];
6
+ }
7
+ interface RuntimeDynamicCircleBody2DHandle {
8
+ setRuntimePosition(x: number, y: number, z?: number): void;
9
+ setRuntimeVelocity(x: number, y: number): void;
10
+ getRuntimePosition(): {
11
+ x: number;
12
+ y: number;
13
+ z: number;
14
+ } | null;
15
+ }
16
+ interface RuntimePlayerInput2DOptions {
17
+ player: 'p1' | 'p2';
18
+ speed: number;
19
+ }
20
+ interface RuntimeBoundary2DOptions {
21
+ boundaries: {
22
+ left: number;
23
+ right: number;
24
+ bottom: number;
25
+ top: number;
26
+ };
27
+ }
28
+ interface RuntimeRicochet2DOptions {
29
+ minSpeed: number;
30
+ maxSpeed: number;
31
+ speedMultiplier: number;
32
+ reflectionMode: 'simple' | 'angled';
33
+ maxAngleDeg: number;
34
+ }
35
+ interface RuntimeRicochet2DEvent {
36
+ kind: 'wall' | 'paddle';
37
+ }
38
+ interface RuntimeRicochet2DHandle {
39
+ onRicochet(callback: (event: RuntimeRicochet2DEvent) => void): () => void;
40
+ }
41
+ /** Registers a gameplay2d trigger AABB (sensor); wasm reports overlap via {@link emitRuntimeTriggerRegionEnter}. */
42
+ interface RuntimeTriggerRegion2DOptions {
43
+ triggerId: number;
44
+ halfExtents: readonly [number, number];
45
+ }
46
+ interface RuntimeTriggerRegion2DEvent {
47
+ triggerId: number;
48
+ }
49
+ interface RuntimeTriggerRegion2DHandle {
50
+ onRegionEnter(callback: (event: RuntimeTriggerRegion2DEvent) => void): () => void;
51
+ }
52
+ interface RuntimeGoalZone2DOptions {
53
+ scorer: 'p1' | 'p2';
54
+ }
55
+ interface RuntimeGoalZone2DEvent {
56
+ scorer: 'p1' | 'p2';
57
+ }
58
+ interface RuntimeGoalZone2DHandle {
59
+ onGoal(callback: (event: RuntimeGoalZone2DEvent) => void): () => void;
60
+ }
61
+ declare const RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY: unique symbol;
62
+ declare const RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY: unique symbol;
63
+ declare const RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY: unique symbol;
64
+ declare const RUNTIME_RICOCHET_2D_BEHAVIOR_KEY: unique symbol;
65
+ declare const RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY: unique symbol;
66
+ declare const RUNTIME_GOAL_ZONE_2D_BEHAVIOR_KEY: unique symbol;
67
+ declare const RuntimeDynamicCircleBody2DBehavior: BehaviorDescriptor<RuntimeDynamicCircleBody2DOptions, RuntimeDynamicCircleBody2DHandle, unknown>;
68
+ declare const RuntimePlayerInput2DBehavior: BehaviorDescriptor<RuntimePlayerInput2DOptions, Record<string, never>, unknown>;
69
+ declare const RuntimeBoundary2DBehavior: BehaviorDescriptor<{
70
+ boundaries: {
71
+ left: number;
72
+ right: number;
73
+ bottom: number;
74
+ top: number;
75
+ };
76
+ }, Record<string, never>, unknown>;
77
+ declare const RuntimeRicochet2DBehavior: BehaviorDescriptor<RuntimeRicochet2DOptions, RuntimeRicochet2DHandle, unknown>;
78
+ declare const RuntimeTriggerRegion2DBehavior: BehaviorDescriptor<RuntimeTriggerRegion2DOptions, RuntimeTriggerRegion2DHandle, unknown>;
79
+ declare const RuntimeGoalZone2DBehavior: BehaviorDescriptor<RuntimeGoalZone2DOptions, RuntimeGoalZone2DHandle, unknown>;
80
+ declare function emitRuntimeRicochet(ref: BehaviorRef<RuntimeRicochet2DOptions>, event: RuntimeRicochet2DEvent): void;
81
+ declare function emitRuntimeTriggerRegionEnter(ref: BehaviorRef<RuntimeTriggerRegion2DOptions>, event: RuntimeTriggerRegion2DEvent): void;
82
+ declare function emitRuntimeGoal(ref: BehaviorRef<RuntimeGoalZone2DOptions>, event: RuntimeGoalZone2DEvent): void;
83
+ declare function bindRuntimeDynamicCircleBody2DHandle(ref: BehaviorRef<RuntimeDynamicCircleBody2DOptions>, controls: {
84
+ setPosition: (x: number, y: number, z: number) => void;
85
+ setVelocity: (x: number, y: number) => void;
86
+ getPosition: () => {
87
+ x: number;
88
+ y: number;
89
+ z: number;
90
+ } | null;
91
+ }): void;
92
+
93
+ export { RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY, RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY, RUNTIME_GOAL_ZONE_2D_BEHAVIOR_KEY, RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY, RUNTIME_RICOCHET_2D_BEHAVIOR_KEY, RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY, RuntimeBoundary2DBehavior, type RuntimeBoundary2DOptions, RuntimeDynamicCircleBody2DBehavior, type RuntimeDynamicCircleBody2DHandle, type RuntimeDynamicCircleBody2DOptions, RuntimeGoalZone2DBehavior, type RuntimeGoalZone2DEvent, type RuntimeGoalZone2DHandle, type RuntimeGoalZone2DOptions, RuntimePlayerInput2DBehavior, type RuntimePlayerInput2DOptions, RuntimeRicochet2DBehavior, type RuntimeRicochet2DEvent, type RuntimeRicochet2DHandle, type RuntimeRicochet2DOptions, RuntimeTriggerRegion2DBehavior, type RuntimeTriggerRegion2DEvent, type RuntimeTriggerRegion2DHandle, type RuntimeTriggerRegion2DOptions, bindRuntimeDynamicCircleBody2DHandle, emitRuntimeGoal, emitRuntimeRicochet, emitRuntimeTriggerRegionEnter };
@@ -1,31 +1,155 @@
1
1
  import {
2
- RUNTIME_PADDLE_INPUT_2D_BEHAVIOR_KEY,
3
- RUNTIME_PONG_BALL_BEHAVIOR_KEY,
4
- RUNTIME_RICOCHET_2D_BEHAVIOR_KEY,
5
- RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY,
6
- RUNTIME_WORLD_BOUNDARY_2D_BEHAVIOR_KEY,
7
- RuntimePaddleInput2DBehavior,
8
- RuntimePongBallBehavior,
9
- RuntimeRicochet2DBehavior,
10
- RuntimeTriggerRegion2DBehavior,
11
- RuntimeWorldBoundary2DBehavior,
12
- bindRuntimePongBallHandle,
13
- emitRuntimeRicochet,
14
- emitRuntimeTriggerRegionEnter
15
- } from "./chunk-K4UBXSZL.js";
16
- import "./chunk-YDLO5M7S.js";
2
+ defineBehavior
3
+ } from "./chunk-EZNCCO4L.js";
4
+
5
+ // src/lib/behaviors/runtime-2d/runtime-2d.descriptor.ts
6
+ var runtimeNoopSystemFactory = () => ({
7
+ update(_ecs, _delta) {
8
+ }
9
+ });
10
+ var RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:runtime-dynamic-circle-body-2d");
11
+ var RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:runtime-player-input-2d");
12
+ var RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:runtime-boundary-2d");
13
+ var RUNTIME_RICOCHET_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:runtime-ricochet-2d");
14
+ var RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:runtime-trigger-region-2d");
15
+ var RUNTIME_GOAL_ZONE_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:runtime-goal-zone-2d");
16
+ var RICOCHET_LISTENERS = /* @__PURE__ */ Symbol("runtime-ricochet-listeners");
17
+ var TRIGGER_REGION_LISTENERS = /* @__PURE__ */ Symbol("runtime-trigger-region-listeners");
18
+ var GOAL_LISTENERS = /* @__PURE__ */ Symbol("runtime-goal-listeners");
19
+ var CIRCLE_BODY_SET_POSITION = /* @__PURE__ */ Symbol("runtime-circle-body-set-position");
20
+ var CIRCLE_BODY_SET_VELOCITY = /* @__PURE__ */ Symbol("runtime-circle-body-set-velocity");
21
+ var CIRCLE_BODY_GET_POSITION = /* @__PURE__ */ Symbol("runtime-circle-body-get-position");
22
+ function getListeners(ref, slot) {
23
+ let listeners = ref[slot];
24
+ if (!listeners) {
25
+ listeners = [];
26
+ ref[slot] = listeners;
27
+ }
28
+ return listeners;
29
+ }
30
+ function addListener(ref, slot, callback) {
31
+ const listeners = getListeners(ref, slot);
32
+ listeners.push(callback);
33
+ return () => {
34
+ const index = listeners.indexOf(callback);
35
+ if (index >= 0) {
36
+ listeners.splice(index, 1);
37
+ }
38
+ };
39
+ }
40
+ function emit(ref, slot, event) {
41
+ const listeners = ref[slot];
42
+ if (!listeners) return;
43
+ for (const listener of listeners) {
44
+ listener(event);
45
+ }
46
+ }
47
+ var RuntimeDynamicCircleBody2DBehavior = defineBehavior({
48
+ name: "runtime-dynamic-circle-body-2d",
49
+ defaultOptions: {
50
+ initialVelocity: [0, 0]
51
+ },
52
+ systemFactory: runtimeNoopSystemFactory,
53
+ createHandle: (ref) => ({
54
+ setRuntimePosition(x, y, z = 0) {
55
+ const callback = ref[CIRCLE_BODY_SET_POSITION];
56
+ callback?.(x, y, z);
57
+ },
58
+ setRuntimeVelocity(x, y) {
59
+ const callback = ref[CIRCLE_BODY_SET_VELOCITY];
60
+ callback?.(x, y);
61
+ },
62
+ getRuntimePosition() {
63
+ const callback = ref[CIRCLE_BODY_GET_POSITION];
64
+ return callback?.() ?? null;
65
+ }
66
+ })
67
+ });
68
+ var RuntimePlayerInput2DBehavior = defineBehavior({
69
+ name: "runtime-player-input-2d",
70
+ defaultOptions: {
71
+ player: "p1",
72
+ speed: 5
73
+ },
74
+ systemFactory: runtimeNoopSystemFactory
75
+ });
76
+ var RuntimeBoundary2DBehavior = defineBehavior({
77
+ name: "runtime-boundary-2d",
78
+ defaultOptions: {
79
+ boundaries: {
80
+ left: 0,
81
+ right: 0,
82
+ bottom: 0,
83
+ top: 0
84
+ }
85
+ },
86
+ systemFactory: runtimeNoopSystemFactory
87
+ });
88
+ var RuntimeRicochet2DBehavior = defineBehavior({
89
+ name: "runtime-ricochet-2d",
90
+ defaultOptions: {
91
+ minSpeed: 2,
92
+ maxSpeed: 20,
93
+ speedMultiplier: 1.05,
94
+ reflectionMode: "angled",
95
+ maxAngleDeg: 60
96
+ },
97
+ systemFactory: runtimeNoopSystemFactory,
98
+ createHandle: (ref) => ({
99
+ onRicochet: (callback) => addListener(ref, RICOCHET_LISTENERS, callback)
100
+ })
101
+ });
102
+ var RuntimeTriggerRegion2DBehavior = defineBehavior({
103
+ name: "runtime-trigger-region-2d",
104
+ defaultOptions: {
105
+ triggerId: 0,
106
+ halfExtents: [0.5, 2.5]
107
+ },
108
+ systemFactory: runtimeNoopSystemFactory,
109
+ createHandle: (ref) => ({
110
+ onRegionEnter: (callback) => addListener(ref, TRIGGER_REGION_LISTENERS, callback)
111
+ })
112
+ });
113
+ var RuntimeGoalZone2DBehavior = defineBehavior({
114
+ name: "runtime-goal-zone-2d",
115
+ defaultOptions: {
116
+ scorer: "p1"
117
+ },
118
+ systemFactory: runtimeNoopSystemFactory,
119
+ createHandle: (ref) => ({
120
+ onGoal: (callback) => addListener(ref, GOAL_LISTENERS, callback)
121
+ })
122
+ });
123
+ function emitRuntimeRicochet(ref, event) {
124
+ emit(ref, RICOCHET_LISTENERS, event);
125
+ }
126
+ function emitRuntimeTriggerRegionEnter(ref, event) {
127
+ emit(ref, TRIGGER_REGION_LISTENERS, event);
128
+ }
129
+ function emitRuntimeGoal(ref, event) {
130
+ emit(ref, GOAL_LISTENERS, event);
131
+ }
132
+ function bindRuntimeDynamicCircleBody2DHandle(ref, controls) {
133
+ ref[CIRCLE_BODY_SET_POSITION] = controls.setPosition;
134
+ ref[CIRCLE_BODY_SET_VELOCITY] = controls.setVelocity;
135
+ ref[CIRCLE_BODY_GET_POSITION] = controls.getPosition;
136
+ }
17
137
  export {
18
- RUNTIME_WORLD_BOUNDARY_2D_BEHAVIOR_KEY as RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY,
19
- RUNTIME_PONG_BALL_BEHAVIOR_KEY as RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY,
20
- RUNTIME_PADDLE_INPUT_2D_BEHAVIOR_KEY as RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY,
138
+ RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY,
139
+ RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY,
140
+ RUNTIME_GOAL_ZONE_2D_BEHAVIOR_KEY,
141
+ RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY,
21
142
  RUNTIME_RICOCHET_2D_BEHAVIOR_KEY,
22
143
  RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY,
23
- RuntimeWorldBoundary2DBehavior as RuntimeBoundary2DBehavior,
24
- RuntimePongBallBehavior as RuntimeDynamicCircleBody2DBehavior,
25
- RuntimePaddleInput2DBehavior as RuntimePlayerInput2DBehavior,
144
+ RuntimeBoundary2DBehavior,
145
+ RuntimeDynamicCircleBody2DBehavior,
146
+ RuntimeGoalZone2DBehavior,
147
+ RuntimePlayerInput2DBehavior,
26
148
  RuntimeRicochet2DBehavior,
27
149
  RuntimeTriggerRegion2DBehavior,
28
- bindRuntimePongBallHandle as bindRuntimeDynamicCircleBody2DHandle,
150
+ bindRuntimeDynamicCircleBody2DHandle,
151
+ emitRuntimeGoal,
29
152
  emitRuntimeRicochet,
30
153
  emitRuntimeTriggerRegionEnter
31
154
  };
155
+ //# sourceMappingURL=runtime-2d.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/runtime-2d/runtime-2d.descriptor.ts"],"sourcesContent":["/**\n * Runtime 2D Behavior Descriptors\n *\n * Marker descriptors for entities managed entirely by the wasm gameplay-2d\n * runtime (paddle-and-ball style games, boundaries, trigger regions, goal\n * zones). The descriptors carry configuration and event wiring only — all\n * per-frame simulation happens inside the wasm runtime, so their systems are\n * no-ops. The host runtime binds concrete callbacks onto the behavior refs\n * (see {@link bindRuntimeDynamicCircleBody2DHandle} and the emit helpers).\n */\n\nimport {\n\tdefineBehavior,\n\ttype BehaviorRef,\n} from '../behavior-descriptor';\nimport type { BehaviorSystem } from '../behavior-system';\n\nexport interface RuntimeDynamicCircleBody2DOptions {\n\tinitialVelocity: readonly [number, number];\n}\n\nexport interface RuntimeDynamicCircleBody2DHandle {\n\tsetRuntimePosition(x: number, y: number, z?: number): void;\n\tsetRuntimeVelocity(x: number, y: number): void;\n\tgetRuntimePosition(): { x: number; y: number; z: number } | null;\n}\n\nexport interface RuntimePlayerInput2DOptions {\n\tplayer: 'p1' | 'p2';\n\tspeed: number;\n}\n\nexport interface RuntimeBoundary2DOptions {\n\tboundaries: {\n\t\tleft: number;\n\t\tright: number;\n\t\tbottom: number;\n\t\ttop: number;\n\t};\n}\n\nexport interface RuntimeRicochet2DOptions {\n\tminSpeed: number;\n\tmaxSpeed: number;\n\tspeedMultiplier: number;\n\treflectionMode: 'simple' | 'angled';\n\tmaxAngleDeg: number;\n}\n\nexport interface RuntimeRicochet2DEvent {\n\tkind: 'wall' | 'paddle';\n}\n\nexport interface RuntimeRicochet2DHandle {\n\tonRicochet(callback: (event: RuntimeRicochet2DEvent) => void): () => void;\n}\n\n/** Registers a gameplay2d trigger AABB (sensor); wasm reports overlap via {@link emitRuntimeTriggerRegionEnter}. */\nexport interface RuntimeTriggerRegion2DOptions {\n\ttriggerId: number;\n\thalfExtents: readonly [number, number];\n}\n\nexport interface RuntimeTriggerRegion2DEvent {\n\ttriggerId: number;\n}\n\nexport interface RuntimeTriggerRegion2DHandle {\n\tonRegionEnter(callback: (event: RuntimeTriggerRegion2DEvent) => void): () => void;\n}\n\nexport interface RuntimeGoalZone2DOptions {\n\tscorer: 'p1' | 'p2';\n}\n\nexport interface RuntimeGoalZone2DEvent {\n\tscorer: 'p1' | 'p2';\n}\n\nexport interface RuntimeGoalZone2DHandle {\n\tonGoal(callback: (event: RuntimeGoalZone2DEvent) => void): () => void;\n}\n\nconst runtimeNoopSystemFactory = (): BehaviorSystem => ({\n\tupdate(_ecs: unknown, _delta: number) {},\n});\n\nexport const RUNTIME_DYNAMIC_CIRCLE_BODY_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:runtime-dynamic-circle-body-2d');\nexport const RUNTIME_PLAYER_INPUT_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:runtime-player-input-2d');\nexport const RUNTIME_BOUNDARY_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:runtime-boundary-2d');\nexport const RUNTIME_RICOCHET_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:runtime-ricochet-2d');\nexport const RUNTIME_TRIGGER_REGION_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:runtime-trigger-region-2d');\nexport const RUNTIME_GOAL_ZONE_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:runtime-goal-zone-2d');\n\nconst RICOCHET_LISTENERS = Symbol('runtime-ricochet-listeners');\nconst TRIGGER_REGION_LISTENERS = Symbol('runtime-trigger-region-listeners');\nconst GOAL_LISTENERS = Symbol('runtime-goal-listeners');\nconst CIRCLE_BODY_SET_POSITION = Symbol('runtime-circle-body-set-position');\nconst CIRCLE_BODY_SET_VELOCITY = Symbol('runtime-circle-body-set-velocity');\nconst CIRCLE_BODY_GET_POSITION = Symbol('runtime-circle-body-get-position');\n\nfunction getListeners<E>(ref: BehaviorRef<any>, slot: symbol): Array<(event: E) => void> {\n\tlet listeners = (ref as any)[slot] as Array<(event: E) => void> | undefined;\n\tif (!listeners) {\n\t\tlisteners = [];\n\t\t(ref as any)[slot] = listeners;\n\t}\n\treturn listeners;\n}\n\nfunction addListener<E>(ref: BehaviorRef<any>, slot: symbol, callback: (event: E) => void): () => void {\n\tconst listeners = getListeners<E>(ref, slot);\n\tlisteners.push(callback);\n\treturn () => {\n\t\tconst index = listeners.indexOf(callback);\n\t\tif (index >= 0) {\n\t\t\tlisteners.splice(index, 1);\n\t\t}\n\t};\n}\n\nfunction emit<E>(ref: BehaviorRef<any>, slot: symbol, event: E): void {\n\tconst listeners = (ref as any)[slot] as Array<(event: E) => void> | undefined;\n\tif (!listeners) return;\n\tfor (const listener of listeners) {\n\t\tlistener(event);\n\t}\n}\n\nexport const RuntimeDynamicCircleBody2DBehavior = defineBehavior<\n\tRuntimeDynamicCircleBody2DOptions,\n\tRuntimeDynamicCircleBody2DHandle\n>({\n\tname: 'runtime-dynamic-circle-body-2d',\n\tdefaultOptions: {\n\t\tinitialVelocity: [0, 0] as [number, number],\n\t},\n\tsystemFactory: runtimeNoopSystemFactory,\n\tcreateHandle: (ref: BehaviorRef<RuntimeDynamicCircleBody2DOptions>) => ({\n\t\tsetRuntimePosition(x: number, y: number, z: number = 0): void {\n\t\t\tconst callback = (ref as any)[CIRCLE_BODY_SET_POSITION] as\n\t\t\t\t| ((x: number, y: number, z: number) => void)\n\t\t\t\t| undefined;\n\t\t\tcallback?.(x, y, z);\n\t\t},\n\t\tsetRuntimeVelocity(x: number, y: number): void {\n\t\t\tconst callback = (ref as any)[CIRCLE_BODY_SET_VELOCITY] as\n\t\t\t\t| ((x: number, y: number) => void)\n\t\t\t\t| undefined;\n\t\t\tcallback?.(x, y);\n\t\t},\n\t\tgetRuntimePosition(): { x: number; y: number; z: number } | null {\n\t\t\tconst callback = (ref as any)[CIRCLE_BODY_GET_POSITION] as\n\t\t\t\t| (() => { x: number; y: number; z: number } | null)\n\t\t\t\t| undefined;\n\t\t\treturn callback?.() ?? null;\n\t\t},\n\t}),\n});\n\nexport const RuntimePlayerInput2DBehavior = defineBehavior<RuntimePlayerInput2DOptions>({\n\tname: 'runtime-player-input-2d',\n\tdefaultOptions: {\n\t\tplayer: 'p1',\n\t\tspeed: 5,\n\t} as RuntimePlayerInput2DOptions,\n\tsystemFactory: runtimeNoopSystemFactory,\n});\n\nexport const RuntimeBoundary2DBehavior = defineBehavior({\n\tname: 'runtime-boundary-2d',\n\tdefaultOptions: {\n\t\tboundaries: {\n\t\t\tleft: 0,\n\t\t\tright: 0,\n\t\t\tbottom: 0,\n\t\t\ttop: 0,\n\t\t},\n\t},\n\tsystemFactory: runtimeNoopSystemFactory,\n});\n\nexport const RuntimeRicochet2DBehavior = defineBehavior<\n\tRuntimeRicochet2DOptions,\n\tRuntimeRicochet2DHandle\n>({\n\tname: 'runtime-ricochet-2d',\n\tdefaultOptions: {\n\t\tminSpeed: 2,\n\t\tmaxSpeed: 20,\n\t\tspeedMultiplier: 1.05,\n\t\treflectionMode: 'angled' as const,\n\t\tmaxAngleDeg: 60,\n\t},\n\tsystemFactory: runtimeNoopSystemFactory,\n\tcreateHandle: (ref: BehaviorRef<RuntimeRicochet2DOptions>) => ({\n\t\tonRicochet: (callback: (event: RuntimeRicochet2DEvent) => void) =>\n\t\t\taddListener(ref, RICOCHET_LISTENERS, callback),\n\t}),\n});\n\nexport const RuntimeTriggerRegion2DBehavior = defineBehavior<\n\tRuntimeTriggerRegion2DOptions,\n\tRuntimeTriggerRegion2DHandle\n>({\n\tname: 'runtime-trigger-region-2d',\n\tdefaultOptions: {\n\t\ttriggerId: 0,\n\t\thalfExtents: [0.5, 2.5] as [number, number],\n\t},\n\tsystemFactory: runtimeNoopSystemFactory,\n\tcreateHandle: (ref: BehaviorRef<RuntimeTriggerRegion2DOptions>) => ({\n\t\tonRegionEnter: (callback: (event: RuntimeTriggerRegion2DEvent) => void) =>\n\t\t\taddListener(ref, TRIGGER_REGION_LISTENERS, callback),\n\t}),\n});\n\nexport const RuntimeGoalZone2DBehavior = defineBehavior<\n\tRuntimeGoalZone2DOptions,\n\tRuntimeGoalZone2DHandle\n>({\n\tname: 'runtime-goal-zone-2d',\n\tdefaultOptions: {\n\t\tscorer: 'p1',\n\t} as RuntimeGoalZone2DOptions,\n\tsystemFactory: runtimeNoopSystemFactory,\n\tcreateHandle: (ref: BehaviorRef<RuntimeGoalZone2DOptions>) => ({\n\t\tonGoal: (callback: (event: RuntimeGoalZone2DEvent) => void) =>\n\t\t\taddListener(ref, GOAL_LISTENERS, callback),\n\t}),\n});\n\nexport function emitRuntimeRicochet(\n\tref: BehaviorRef<RuntimeRicochet2DOptions>,\n\tevent: RuntimeRicochet2DEvent,\n): void {\n\temit(ref, RICOCHET_LISTENERS, event);\n}\n\nexport function emitRuntimeTriggerRegionEnter(\n\tref: BehaviorRef<RuntimeTriggerRegion2DOptions>,\n\tevent: RuntimeTriggerRegion2DEvent,\n): void {\n\temit(ref, TRIGGER_REGION_LISTENERS, event);\n}\n\nexport function emitRuntimeGoal(\n\tref: BehaviorRef<RuntimeGoalZone2DOptions>,\n\tevent: RuntimeGoalZone2DEvent,\n): void {\n\temit(ref, GOAL_LISTENERS, event);\n}\n\nexport function bindRuntimeDynamicCircleBody2DHandle(\n\tref: BehaviorRef<RuntimeDynamicCircleBody2DOptions>,\n\tcontrols: {\n\t\tsetPosition: (x: number, y: number, z: number) => void;\n\t\tsetVelocity: (x: number, y: number) => void;\n\t\tgetPosition: () => { x: number; 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@@ -1,4 +1,5 @@
1
- import { a as BehaviorDescriptor, G as GameEntity } from './behavior-system-DYbx-x_-.js';
1
+ import { a as BehaviorDescriptor, G as GameEntity } from './behavior-system-DSNek0W9.js';
2
+ import '@dimforge/rapier3d-compat';
2
3
 
3
4
  interface ScreenVisibilitySnapshot {
4
5
  initialized: boolean;