@zylem/behaviors 0.3.0 → 0.4.0
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- package/LICENSE +21 -0
- package/dist/{behavior-system-DYbx-x_-.d.ts → behavior-system-DSNek0W9.d.ts} +205 -29
- package/dist/{chunk-RER2IDPW.js → chunk-4URF65BR.js} +1 -0
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- package/dist/chunk-KFFETUAL.js +40 -0
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- package/dist/chunk-LL4FLHIY.js +12 -0
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- package/dist/{chunk-RD2YTTXY.js → chunk-V74N7D6Q.js} +9 -8
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- package/dist/{chunk-ERS6SNA5.js → chunk-WOMHL23C.js} +2 -1
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- package/dist/{chunk-J5XLB24H.js → chunk-ZRQWSURL.js} +3 -2
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- package/dist/cooldown.d.ts +2 -1
- package/dist/cooldown.js +3 -2
- package/dist/cooldown.js.map +1 -0
- package/dist/coordinators/boundary-ricochet-3d.d.ts +12 -5
- package/dist/coordinators/boundary-ricochet-3d.js +4 -2
- package/dist/coordinators/boundary-ricochet-3d.js.map +1 -0
- package/dist/coordinators/boundary-ricochet.d.ts +9 -7
- package/dist/coordinators/boundary-ricochet.js +4 -2
- package/dist/coordinators/boundary-ricochet.js.map +1 -0
- package/dist/coordinators/first-person-shooter.d.ts +9 -8
- package/dist/coordinators/first-person-shooter.js +4 -3
- package/dist/coordinators/first-person-shooter.js.map +1 -0
- package/dist/coordinators/multidirectional-space-shooter.d.ts +12 -9
- package/dist/coordinators/multidirectional-space-shooter.js +5 -4
- package/dist/coordinators/multidirectional-space-shooter.js.map +1 -0
- package/dist/coordinators/top-down-shooter.d.ts +9 -8
- package/dist/coordinators/top-down-shooter.js +5 -4
- package/dist/coordinators/top-down-shooter.js.map +1 -0
- package/dist/core.d.ts +4 -4
- package/dist/core.js +9 -36
- package/dist/core.js.map +1 -0
- package/dist/destructible-3d.d.ts +2 -1
- package/dist/destructible-3d.js +4 -3
- package/dist/destructible-3d.js.map +1 -0
- package/dist/destructible-prebake.js +2 -1
- package/dist/destructible-prebake.js.map +1 -0
- package/dist/first-person.d.ts +12 -12
- package/dist/first-person.js +12 -11
- package/dist/first-person.js.map +1 -0
- package/dist/index.d.ts +37 -14
- package/dist/index.js +85 -55
- package/dist/index.js.map +1 -0
- package/dist/jumper-2d.d.ts +7 -6
- package/dist/jumper-2d.js +8 -7
- package/dist/jumper-2d.js.map +1 -0
- package/dist/jumper-3d.d.ts +12 -11
- package/dist/jumper-3d.js +9 -8
- package/dist/jumper-3d.js.map +1 -0
- package/dist/{moveable-BCRpjAQb.d.ts → moveable-BLTHO7Jq.d.ts} +2 -78
- package/dist/particle-emitter/presets.js +2 -1
- package/dist/particle-emitter/presets.js.map +1 -0
- package/dist/particle-emitter.d.ts +1 -1
- package/dist/particle-emitter.js +5 -4
- package/dist/particle-emitter.js.map +1 -0
- package/dist/platformer-2d.d.ts +306 -0
- package/dist/platformer-2d.js +23 -0
- package/dist/platformer-2d.js.map +1 -0
- package/dist/platformer-3d.d.ts +74 -87
- package/dist/platformer-3d.js +7 -6
- package/dist/platformer-3d.js.map +1 -0
- package/dist/ricochet-2d.d.ts +1 -1
- package/dist/ricochet-2d.js +5 -4
- package/dist/ricochet-2d.js.map +1 -0
- package/dist/ricochet-3d.d.ts +1 -1
- package/dist/ricochet-3d.js +5 -4
- package/dist/ricochet-3d.js.map +1 -0
- package/dist/runtime-2d.d.ts +93 -2
- package/dist/runtime-2d.js +146 -22
- package/dist/runtime-2d.js.map +1 -0
- package/dist/screen-visibility.d.ts +2 -1
- package/dist/screen-visibility.js +3 -2
- package/dist/screen-visibility.js.map +1 -0
- package/dist/screen-wrap.d.ts +2 -1
- package/dist/screen-wrap.js +5 -4
- package/dist/screen-wrap.js.map +1 -0
- package/dist/shooter-2d.d.ts +5 -3
- package/dist/shooter-2d.js +5 -4
- package/dist/shooter-2d.js.map +1 -0
- package/dist/shooter-fire-DGripl0z.d.ts +55 -0
- package/dist/thruster.d.ts +8 -18
- package/dist/thruster.js +9 -8
- package/dist/thruster.js.map +1 -0
- package/dist/top-down-movement.d.ts +7 -4
- package/dist/top-down-movement.js +8 -7
- package/dist/top-down-movement.js.map +1 -0
- package/dist/{use-behavior-D_82jAL3.d.ts → use-behavior-h9-T5FSv.d.ts} +1 -1
- package/dist/world-boundary-2d.d.ts +2 -1
- package/dist/world-boundary-2d.js +6 -5
- package/dist/world-boundary-2d.js.map +1 -0
- package/dist/world-boundary-3d.d.ts +2 -1
- package/dist/world-boundary-3d.js +6 -5
- package/dist/world-boundary-3d.js.map +1 -0
- package/package.json +8 -7
- package/dist/chunk-23HQH3GJ.js +0 -34
- package/dist/chunk-K4UBXSZL.js +0 -175
- package/dist/runtime-pong.d.ts +0 -92
- package/dist/runtime-pong.js +0 -37
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{"version":3,"sources":["../src/lib/behaviors/jumper-3d/jumper-3d.system.ts","../src/lib/behaviors/jumper-3d/jumper-3d-fsm.ts","../src/lib/behaviors/jumper-3d/jumper-3d.descriptor.ts"],"sourcesContent":["/**\n * Jumper 3D Behavior — Pure Jump Physics\n *\n * A stateless tick function that receives configuration, input, context, and\n * state, then applies jump physics through the context's velocity helpers.\n *\n * Vertical velocity (Y) is owned exclusively by this behavior.\n * Horizontal velocity (X/Z) is only touched when airborne planar control\n * is configured; otherwise the movement controller owns X/Z.\n */\n\nimport type {\n\tJumpConfig3D,\n\tJumpInput3D,\n\tJumpContext3D,\n\tJumpState3D,\n} from './components';\n\n/** v = sqrt(2 * g * h) */\nfunction jumpVelocityFromHeight(gravity: number, height: number): number {\n\treturn Math.sqrt(2 * gravity * height);\n}\n\nfunction planarSpeed(x: number, z: number): number {\n\treturn Math.sqrt(x * x + z * z);\n}\n\nfunction normalizeMut(v: { x: number; y: number; z: number }): number {\n\tconst len = Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);\n\tif (len > 1e-6) {\n\t\tv.x /= len;\n\t\tv.y /= len;\n\t\tv.z /= len;\n\t}\n\treturn len;\n}\n\nexport class Jumper3DSystem {\n\t/**\n\t * Advance the jump system by one frame.\n\t *\n\t * Call order within a frame:\n\t * 1. Movement controller writes X/Z via transformStore.dirty.velocityX/Z.\n\t * 2. `tick()` writes Y via ctx.setVerticalVelocity().\n\t * (Optionally writes X/Z when airborne planar control is active.)\n\t */\n\ttick(\n\t\tconfig: JumpConfig3D,\n\t\tinput: JumpInput3D,\n\t\tctx: JumpContext3D,\n\t\tstate: JumpState3D,\n\t): JumperTickResult {\n\t\tconst dtMs = ctx.dt * 1000;\n\t\tconst now = performance.now();\n\t\tlet event: JumperTickEvent = JumperTickEvent.None;\n\t\tlet jumpedThisFrame = false;\n\n\t\t// ── 1. Ground-contact bookkeeping ──────────────────────────────────\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 = JumperTickEvent.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\t// ── 2. Jump buffer ─────────────────────────────────────────────────\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\t// ── 3. Variable-jump hold tracking ─────────────────────────────────\n\t\tif (state.isJumping && input.jumpHeld) {\n\t\t\tstate.jumpHoldMs += dtMs;\n\t\t}\n\n\t\t// ── 4. Jump eligibility & execution ────────────────────────────────\n\t\tconst wantsJump = state.bufferedJumpMs > 0;\n\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\n\t\t\tconst cooldownOk =\n\t\t\t\tconfig.minTimeBetweenJumpsMs == null ||\n\t\t\t\tnow - state.lastJumpTimeMs >= config.minTimeBetweenJumpsMs;\n\n\t\t\tif (wantsJump && canJump && cooldownOk) {\n\t\t\t\tconst vy = jumpVelocityFromHeight(config.gravity, config.jumpHeight);\n\n\t\t\t\tctx.setVerticalVelocity(vy);\n\t\t\t\tjumpedThisFrame = true;\n\n\t\t\tif (config.planar?.launchPlanarSpeed != null && !config.planar.preservePlanarSpeed) {\n\t\t\t\tconst dir = input.moveDirWorld;\n\t\t\t\tif (dir && (Math.abs(dir.x) > 1e-6 || Math.abs(dir.z) > 1e-6)) {\n\t\t\t\t\tconst d = { x: dir.x, y: 0, z: dir.z };\n\t\t\t\t\tnormalizeMut(d);\n\t\t\t\t\tctx.setHorizontalVelocity(\n\t\t\t\t\t\td.x * config.planar.launchPlanarSpeed,\n\t\t\t\t\t\td.z * config.planar.launchPlanarSpeed,\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t}\n\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\n\t\t\tevent = JumperTickEvent.Jump;\n\t\t}\n\n\t\t// ── 5. Gravity (with variable-jump and fall multipliers) ───────────\n\t\t// Treat a jump-launch frame as airborne so we don't immediately clamp\n\t\t// the freshly applied jump velocity back to zero.\n\t\tif (!ctx.isGrounded || jumpedThisFrame) {\n\t\t\tlet gravityMul = 1;\n\t\t\tconst vy = ctx.velocityY;\n\t\t\tconst isFalling = vy < 0;\n\n\t\t\tif (isFalling) {\n\t\t\t\tgravityMul = config.fall?.fallGravityMultiplier ?? 1;\n\t\t\t\tif (input.fastFall && config.fall?.fastFallMultiplier != null) {\n\t\t\t\t\tgravityMul *= config.fall.fastFallMultiplier;\n\t\t\t\t}\n\t\t\t\tif (event !== JumperTickEvent.Land) {\n\t\t\t\t\tevent = JumperTickEvent.Fall;\n\t\t\t\t}\n\t\t\t} else if (state.isJumping) {\n\t\t\t\tconst vj = config.variableJump;\n\t\t\t\tif (vj?.enabled && !state.jumpCutApplied) {\n\t\t\t\t\tconst holdExpired =\n\t\t\t\t\t\tvj.maxHoldMs != null && state.jumpHoldMs >= vj.maxHoldMs;\n\t\t\t\t\tif (!input.jumpHeld || holdExpired) {\n\t\t\t\t\t\tgravityMul = vj.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 newVy = ctx.velocityY - config.gravity * gravityMul * ctx.dt;\n\n\t\t\tif (config.maxFallSpeed != null) {\n\t\t\t\tnewVy = Math.max(-config.maxFallSpeed, newVy);\n\t\t\t}\n\n\t\t\tctx.setVerticalVelocity(newVy);\n\t\t} else {\n\t\t\t// Grounded: clamp Y to 0 so the entity doesn't drift\n\t\t\tctx.setVerticalVelocity(0);\n\t\t}\n\n\t\t// ── 6. Airborne planar control ─────────────────────────────────────\n\t\tconst airCtrl = config.planar?.airControl;\n\t\tif (airCtrl && !ctx.isGrounded) {\n\t\t\tconst dir = input.moveDirWorld;\n\t\t\tconst hasDir = dir && (Math.abs(dir.x) > 1e-6 || Math.abs(dir.z) > 1e-6);\n\n\t\t\tlet vx = ctx.horizontalVelocity.x;\n\t\t\tlet vz = ctx.horizontalVelocity.z;\n\n\t\t\tif (hasDir) {\n\t\t\t\tconst d = { x: dir!.x, y: 0, z: dir!.z };\n\t\t\t\tnormalizeMut(d);\n\n\t\t\t\tvx += d.x * airCtrl.acceleration * ctx.dt;\n\t\t\t\tvz += d.z * airCtrl.acceleration * ctx.dt;\n\n\t\t\t\tconst speed = Math.sqrt(vx * vx + vz * vz);\n\t\t\t\tif (speed > airCtrl.maxPlanarSpeed) {\n\t\t\t\t\tconst scale = airCtrl.maxPlanarSpeed / speed;\n\t\t\t\t\tvx *= scale;\n\t\t\t\t\tvz *= scale;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tconst speed = planarSpeed(vx, vz);\n\t\t\t\tif (speed > 1e-6) {\n\t\t\t\t\tconst decel = Math.min(airCtrl.deceleration * ctx.dt, speed);\n\t\t\t\t\tconst scale = (speed - decel) / speed;\n\t\t\t\t\tvx *= scale;\n\t\t\t\t\tvz *= scale;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tctx.setHorizontalVelocity(vx, vz);\n\t\t}\n\n\t\treturn { event };\n\t}\n}\n\n/** Events emitted by a single tick (used by FSM). */\nexport enum JumperTickEvent {\n\tNone = 'none',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface JumperTickResult {\n\tevent: JumperTickEvent;\n}\n","/**\n * Jumper 3D Finite State Machine\n *\n * Three high-level states driven by events emitted from the behavior tick:\n * Grounded ──Jump──▶ Jumping\n * Grounded ──Fall──▶ Falling (walked off a ledge)\n * Jumping ──Fall──▶ Falling (apex / descending)\n * Jumping ──Jump──▶ Jumping (multi-jump)\n * Jumping ──Land──▶ Grounded (rare — very short hop)\n * Falling ──Land──▶ Grounded\n * Falling ──Jump──▶ Jumping (air-jump while falling)\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { JumpState3D } from './components';\n\nexport enum Jumper3DState {\n\tGrounded = 'grounded',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n}\n\nexport enum Jumper3DEvent {\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper3DFSMContext {\n\tstate: JumpState3D;\n}\n\nexport class Jumper3DFSM {\n\tmachine: SyncStateMachine<Jumper3DState, Jumper3DEvent, never>;\n\n\tconstructor(private ctx: Jumper3DFSMContext) {\n\t\tthis.machine = new SyncStateMachine<Jumper3DState, Jumper3DEvent, never>(\n\t\t\tJumper3DState.Grounded,\n\t\t\t[\n\t\t\t\t// Grounded\n\t\t\t\tt(Jumper3DState.Grounded, Jumper3DEvent.Jump, Jumper3DState.Jumping),\n\t\t\t\tt(Jumper3DState.Grounded, Jumper3DEvent.Fall, Jumper3DState.Falling),\n\t\t\t\tt(Jumper3DState.Grounded, Jumper3DEvent.Land, Jumper3DState.Grounded),\n\n\t\t\t\t// Jumping\n\t\t\t\tt(Jumper3DState.Jumping, Jumper3DEvent.Fall, Jumper3DState.Falling),\n\t\t\t\tt(Jumper3DState.Jumping, Jumper3DEvent.Land, Jumper3DState.Grounded),\n\t\t\t\tt(Jumper3DState.Jumping, Jumper3DEvent.Jump, Jumper3DState.Jumping),\n\n\t\t\t\t// Falling\n\t\t\t\tt(Jumper3DState.Falling, Jumper3DEvent.Land, Jumper3DState.Grounded),\n\t\t\t\tt(Jumper3DState.Falling, Jumper3DEvent.Jump, Jumper3DState.Jumping),\n\t\t\t\tt(Jumper3DState.Falling, Jumper3DEvent.Fall, Jumper3DState.Falling),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Jumper3DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Jumper3DEvent): 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() === Jumper3DState.Jumping;\n\t}\n\n\tisFalling(): boolean {\n\t\treturn this.getState() === Jumper3DState.Falling;\n\t}\n\n\tisGrounded(): boolean {\n\t\treturn this.getState() === Jumper3DState.Grounded;\n\t}\n\n\tgetJumpsUsed(): number {\n\t\treturn this.ctx.state.jumpsUsed;\n\t}\n\n\t/**\n\t * Translate a tick event into an FSM dispatch.\n\t * Also handles the implicit Grounded→Falling transition when the entity\n\t * is no longer grounded but no explicit event was emitted (e.g. walked\n\t * off a ledge without jumping).\n\t */\n\tapplyTickEvent(tickEvent: string, isGrounded: boolean): void {\n\t\tswitch (tickEvent) {\n\t\t\tcase 'jump':\n\t\t\t\tthis.dispatch(Jumper3DEvent.Jump);\n\t\t\t\tbreak;\n\t\t\tcase 'fall':\n\t\t\t\tthis.dispatch(Jumper3DEvent.Fall);\n\t\t\t\tbreak;\n\t\t\tcase 'land':\n\t\t\t\tthis.dispatch(Jumper3DEvent.Land);\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\t// No explicit event — detect implicit fall\n\t\t\t\tif (!isGrounded && this.getState() === Jumper3DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper3DEvent.Fall);\n\t\t\t\t}\n\t\t\t\tif (isGrounded && this.getState() !== Jumper3DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper3DEvent.Land);\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\t}\n}\n","/**\n * Jumper 3D Behavior Descriptor\n *\n * Type-safe descriptor for the jumper-3d behavior system.\n * Provides `entity.use()` API for composable 3D jumping.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { setVelocityIntent } from '../../capabilities/velocity-intents';\nimport { Jumper3DSystem } from './jumper-3d.system';\nimport { Jumper3DFSM, Jumper3DState } from './jumper-3d-fsm';\nimport {\n\tGroundProbe3D,\n\tgetGroundAnchorOffsetY,\n\tgetGroundSnapTargetY,\n\ttype GroundProbeSupportHit,\n} from '../shared/ground-probe-3d';\nimport {\n\tcreateJumpConfig3D,\n\tcreateJumpInput3D,\n\tcreateJumpState3D,\n\ttype JumpConfig3D,\n\ttype JumpInput3D,\n\ttype JumpState3D,\n\ttype JumpContext3D,\n} from './components';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Options exposed through entity.use()\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Jumper3DBehaviorOptions {\n\t/** Desired peak height in world units (default: 2.5) */\n\tjumpHeight?: number;\n\t/** Gravity magnitude applied by the behavior (default: 20) */\n\tgravity?: number;\n\t/** Terminal fall speed (optional) */\n\tmaxFallSpeed?: number;\n\t/** Max concurrent jumps, 1 = single, 2 = double, etc. (default: 1) */\n\tmaxJumps?: number;\n\t/** Reset jump counter on ground (default: true) */\n\tresetJumpsOnGround?: boolean;\n\t/** Reset jump counter on wall contact (default: undefined) */\n\tresetJumpsOnWall?: boolean;\n\t/** Coyote time in ms (default: 100) */\n\tcoyoteTimeMs?: number;\n\t/** Jump buffer in ms (default: 80) */\n\tjumpBufferMs?: number;\n\t/** Min cooldown between jumps in ms (optional) */\n\tminTimeBetweenJumpsMs?: number;\n\t/** Variable jump height config (optional) */\n\tvariableJump?: JumpConfig3D['variableJump'];\n\t/** Planar control config (optional) */\n\tplanar?: JumpConfig3D['planar'];\n\t/** Fall tuning (optional) */\n\tfall?: JumpConfig3D['fall'];\n\t/** Ground-detection ray length (default: 1.0) */\n\tgroundRayLength?: number;\n\t/** Max support distance that counts as grounded and can snap to ground */\n\tsnapToGroundDistance?: number;\n\t/** Enable debug visualization for ground probe rays (default: false) */\n\tdebugGroundProbe?: boolean;\n}\n\nconst defaultOptions: Jumper3DBehaviorOptions = {\n\tjumpHeight: 2.5,\n\tgravity: 20,\n\tmaxJumps: 1,\n\tresetJumpsOnGround: true,\n\tcoyoteTimeMs: 100,\n\tjumpBufferMs: 80,\n\tgroundRayLength: 1.0,\n\tdebugGroundProbe: false,\n};\n\nconst JUMPER_BEHAVIOR_KEY = Symbol.for('zylem:behavior:jumper-3d');\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Entity shape expected by the system\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Jumper3DEntity {\n\tuuid: string;\n\tbody: import('@dimforge/rapier3d-compat').RigidBody | null;\n\ttransformStore: import('../../capabilities/transform-store').TransformState;\n\tjumper: JumpConfig3D;\n\t$jumper: JumpInput3D;\n\tjumperState: JumpState3D;\n}\n\nexport function isJumper3DGrounded(params: {\n\tsupportToi?: number | null;\n\tvelocityY: number;\n\tsnapToGroundDistance?: number;\n}): boolean {\n\tif (params.snapToGroundDistance != null) {\n\t\treturn (\n\t\t\tparams.supportToi != null &&\n\t\t\tparams.supportToi <= params.snapToGroundDistance &&\n\t\t\tparams.velocityY <= 0.25\n\t\t);\n\t}\n\n\treturn (\n\t\tparams.supportToi != null &&\n\t\tparams.velocityY > -2.0 &&\n\t\tparams.velocityY < 2.0\n\t);\n}\n\nfunction shouldSnapJumper3DToGround(\n\tsupport: GroundProbeSupportHit | null,\n\toptions: Jumper3DBehaviorOptions,\n\tvelocityY: number,\n): support is GroundProbeSupportHit {\n\treturn (\n\t\tsupport != null &&\n\t\toptions.snapToGroundDistance != null &&\n\t\tvelocityY <= 0.25 &&\n\t\tsupport.toi <= options.snapToGroundDistance\n\t);\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Behavior System adapter\n// ─────────────────────────────────────────────────────────────────────────────\n\nclass Jumper3DBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new Jumper3DSystem();\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\tworld: import('../../collision/world').ZylemWorld | null,\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_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 Jumper3DBehaviorOptions;\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.$jumper as JumpInput3D | undefined;\n\t\t\t\tconst jumpPressed = !!(input?.jumpPressed || input?.jumpHeld);\n\t\t\t\tthis.wasmStage.setJumper3DInput(handle, jumpPressed);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\n\t\t\t// ── Lazy component init ────────────────────────────────────────\n\t\t\tif (!gameEntity.jumper) {\n\t\t\t\tgameEntity.jumper = createJumpConfig3D(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$jumper) {\n\t\t\t\tgameEntity.$jumper = createJumpInput3D();\n\t\t\t}\n\t\t\tif (!gameEntity.jumperState) {\n\t\t\t\tgameEntity.jumperState = createJumpState3D();\n\t\t\t}\n\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\n\t\t\t// ── Lazy FSM init ──────────────────────────────────────────────\n\t\t\tif (!jumperRef.fsm && gameEntity.jumperState) {\n\t\t\t\tjumperRef.fsm = new Jumper3DFSM({\n\t\t\t\t\tstate: gameEntity.jumperState,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// ── Ground detection ───────────────────────────────────────────\n\t\t\tconst rayLength = options.groundRayLength ?? 1.0;\n\t\t\tconst bodyVel = 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\tmode: 'center',\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 isGrounded = isJumper3DGrounded({\n\t\t\t\tsupportToi: support?.toi ?? null,\n\t\t\t\tvelocityY: bodyVel.y,\n\t\t\t\tsnapToGroundDistance: options.snapToGroundDistance,\n\t\t\t});\n\t\t\tif (shouldSnapJumper3DToGround(support, options, bodyVel.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 tsg = this.timeSinceGroundedMs.get(gameEntity.uuid) ?? 0;\n\t\t\tif (isGrounded) {\n\t\t\t\ttsg = 0;\n\t\t\t} else {\n\t\t\t\ttsg += delta * 1000;\n\t\t\t}\n\t\t\tthis.timeSinceGroundedMs.set(gameEntity.uuid, tsg);\n\n\t\t\t// ── Build context ──────────────────────────────────────────────\n\t\t\t// Each behavior owns its own velocity axes. The jumper only\n\t\t\t// reads/writes Y; horizontal axes are left to the movement\n\t\t\t// controller. We read the current Y from the physics body\n\t\t\t// (post-step) so the jumper always sees the real vertical state.\n\t\t\tconst config: JumpConfig3D = gameEntity.jumper;\n\t\t\tconst input: JumpInput3D = gameEntity.$jumper;\n\t\t\tconst state: JumpState3D = gameEntity.jumperState;\n\t\t\tconst prevHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;\n\t\t\tconst held = input.jumpHeld === true;\n\n\t\t\t// Input callbacks run after behavior systems in the frame loop.\n\t\t\t// Reconstruct button edges from held-state history so one-frame\n\t\t\t// `pressed`/`released` pulses are not missed by the jumper tick.\n\t\t\tconst effectiveInput: JumpInput3D = {\n\t\t\t\t...input,\n\t\t\t\tjumpPressed: input.jumpPressed || (held && !prevHeld),\n\t\t\t\tjumpReleased: input.jumpReleased || (!held && prevHeld),\n\t\t\t};\n\n\t\t\tconst store = gameEntity.transformStore;\n\n\t\t\tconst ctx: JumpContext3D = {\n\t\t\t\tdt: delta,\n\t\t\t\tup: { x: 0, y: 1, z: 0 },\n\t\t\t\tvelocityY: bodyVel.y,\n\t\t\t\thorizontalVelocity: { x: bodyVel.x, z: bodyVel.z },\n\t\t\t\tisGrounded,\n\t\t\t\ttimeSinceGroundedMs: tsg,\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-3d',\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\tsetHorizontalVelocity: (x: number, z: number) => {\n\t\t\t\t\tsetVelocityIntent(\n\t\t\t\t\t\tstore,\n\t\t\t\t\t\t'jumper-3d',\n\t\t\t\t\t\t{ x, z },\n\t\t\t\t\t\t{ mode: 'replace', priority: 20 },\n\t\t\t\t\t);\n\t\t\t\t\tctx.horizontalVelocity.x = x;\n\t\t\t\t\tctx.horizontalVelocity.z = z;\n\t\t\t\t},\n\t\t\t};\n\n\t\t\t// ── Tick ───────────────────────────────────────────────────────\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\t// ── FSM sync ───────────────────────────────────────────────────\n\t\t\tif (jumperRef.fsm) {\n\t\t\t\t(jumperRef.fsm as Jumper3DFSM).applyTickEvent(\n\t\t\t\t\tresult.event,\n\t\t\t\t\tisGrounded,\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Jumper3DBehaviorOptions): 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.attachJumper3D(handle, {\n\t\t\tjumpForce,\n\t\t\tmaxJumps: options.maxJumps ?? 1,\n\t\t\tgravity: options.gravity ?? 20,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.groundProbe.destroy();\n\t\tthis.initializedEntities.clear();\n\t\tthis.timeSinceGroundedMs.clear();\n\t\tthis.wasJumpHeld.clear();\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Public descriptor\n// ─────────────────────────────────────────────────────────────────────────────\n\n/**\n * Jumper3DBehavior — composable 3D jump behavior.\n *\n * Provides height-based jumping, multi-jump, coyote time, jump buffering,\n * variable jump height, configurable fall gravity, and optional air control.\n *\n * Designed to compose with any movement controller (e.g. FirstPersonBehavior)\n * — the controller writes X/Z velocity and Jumper3DBehavior writes Y velocity.\n *\n * @example\n * ```typescript\n * import { Jumper3DBehavior } from \"@zylem/game-lib/behavior\";\n *\n * const jumper = player.use(Jumper3DBehavior, {\n * jumpHeight: 2.5,\n * gravity: 20,\n * maxJumps: 2,\n * coyoteTimeMs: 100,\n * jumpBufferMs: 80,\n * variableJump: { enabled: true, cutGravityMultiplier: 3 },\n * fall: { fallGravityMultiplier: 1.5 },\n * });\n *\n * player.onUpdate(({ inputs }) => {\n * player.$jumper.jumpPressed = inputs.p1.buttons.A.pressed;\n * player.$jumper.jumpHeld = inputs.p1.buttons.A.held > 0;\n * player.$jumper.jumpReleased = inputs.p1.buttons.A.released;\n *\n * const state = jumper.getState(); // Grounded | Jumping | Falling\n * });\n * ```\n */\nexport const Jumper3DBehavior = defineBehavior<\n\tJumper3DBehaviorOptions,\n\t{\n\t\tgetState: () => Jumper3DState;\n\t\tisJumping: () => boolean;\n\t\tgetJumpsUsed: () => number;\n\t\tgetJumpsRemaining: () => number;\n\t},\n\tJumper3DEntity\n>({\n\tname: 'jumper-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Jumper3DBehaviorSystem(\n\t\t\tctx.world,\n\t\t\tctx.scene,\n\t\t\tctx.wasmStage ?? null,\n\t\t\tctx.getBehaviorLinks,\n\t\t),\n\tcreateHandle: (ref) => ({\n\t\tgetState: () =>\n\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.getState() ??\n\t\t\tJumper3DState.Grounded,\n\t\tisJumping: () =>\n\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.isJumping() ?? false,\n\t\tgetJumpsUsed: () =>\n\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.getJumpsUsed() ?? 0,\n\t\tgetJumpsRemaining: () => {\n\t\t\tconst maxJumps = ref.options.maxJumps ?? 1;\n\t\t\tconst used =\n\t\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.getJumpsUsed() ?? 0;\n\t\t\treturn maxJumps - used;\n\t\t},\n\t}),\n});\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AAmBA,SAAS,uBAAuB,SAAiB,QAAwB;AACxE,SAAO,KAAK,KAAK,IAAI,UAAU,MAAM;AACtC;AAEA,SAAS,YAAY,GAAW,GAAmB;AAClD,SAAO,KAAK,KAAK,IAAI,IAAI,IAAI,CAAC;AAC/B;AAEA,SAAS,aAAa,GAAgD;AACrE,QAAM,MAAM,KAAK,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACvD,MAAI,MAAM,MAAM;AACf,MAAE,KAAK;AACP,MAAE,KAAK;AACP,MAAE,KAAK;AAAA,EACR;AACA,SAAO;AACR;AAEO,IAAM,iBAAN,MAAqB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAS3B,KACC,QACA,OACA,KACA,OACmB;AACnB,UAAM,OAAO,IAAI,KAAK;AACtB,UAAM,MAAM,YAAY,IAAI;AAC5B,QAAI,QAAyB;AAC7B,QAAI,kBAAkB;AAGtB,QAAI,IAAI,YAAY;AACnB,YAAM,WAAW,OAAO;AACxB,UAAI,OAAO,oBAAoB;AAC9B,cAAM,YAAY;AAAA,MACnB;AACA,UAAI,MAAM,WAAW;AACpB,cAAM,YAAY;AAClB,cAAM,iBAAiB;AACvB,gBAAQ;AAAA,MACT;AAAA,IACD,OAAO;AACN,YAAM,WAAW,KAAK,IAAI,GAAG,MAAM,WAAW,IAAI;AAAA,IACnD;AAGA,QAAI,MAAM,aAAa;AACtB,YAAM,iBAAiB,OAAO;AAAA,IAC/B,OAAO;AACN,YAAM,iBAAiB,KAAK,IAAI,GAAG,MAAM,iBAAiB,IAAI;AAAA,IAC/D;AAGA,QAAI,MAAM,aAAa,MAAM,UAAU;AACtC,YAAM,cAAc;AAAA,IACrB;AAGA,UAAM,YAAY,MAAM,iBAAiB;AAEzC,UAAM,cACL,IAAI,cAAe,MAAM,WAAW,KAAK,MAAM,cAAc;AAC9D,UAAM,cAAc,MAAM,YAAY,KAAK,MAAM,YAAY,OAAO;AACpE,UAAM,UAAU,eAAe;AAE9B,UAAM,aACL,OAAO,yBAAyB,QAChC,MAAM,MAAM,kBAAkB,OAAO;AAEtC,QAAI,aAAa,WAAW,YAAY;AACvC,YAAM,KAAK,uBAAuB,OAAO,SAAS,OAAO,UAAU;AAEnE,UAAI,oBAAoB,EAAE;AAC1B,wBAAkB;AAEnB,UAAI,OAAO,QAAQ,qBAAqB,QAAQ,CAAC,OAAO,OAAO,qBAAqB;AACnF,cAAM,MAAM,MAAM;AAClB,YAAI,QAAQ,KAAK,IAAI,IAAI,CAAC,IAAI,QAAQ,KAAK,IAAI,IAAI,CAAC,IAAI,OAAO;AAC9D,gBAAM,IAAI,EAAE,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG,IAAI,EAAE;AACrC,uBAAa,CAAC;AACd,cAAI;AAAA,YACH,EAAE,IAAI,OAAO,OAAO;AAAA,YACpB,EAAE,IAAI,OAAO,OAAO;AAAA,UACrB;AAAA,QACD;AAAA,MACD;AAEA,YAAM;AACN,YAAM,iBAAiB;AACvB,YAAM,iBAAiB;AACvB,YAAM,WAAW;AACjB,YAAM,YAAY;AAClB,YAAM,aAAa;AACnB,YAAM,iBAAiB;AAEvB,cAAQ;AAAA,IACT;AAKA,QAAI,CAAC,IAAI,cAAc,iBAAiB;AACvC,UAAI,aAAa;AACjB,YAAM,KAAK,IAAI;AACf,YAAM,YAAY,KAAK;AAEvB,UAAI,WAAW;AACd,qBAAa,OAAO,MAAM,yBAAyB;AACnD,YAAI,MAAM,YAAY,OAAO,MAAM,sBAAsB,MAAM;AAC9D,wBAAc,OAAO,KAAK;AAAA,QAC3B;AACA,YAAI,UAAU,mBAAsB;AACnC,kBAAQ;AAAA,QACT;AAAA,MACD,WAAW,MAAM,WAAW;AAC3B,cAAM,KAAK,OAAO;AAClB,YAAI,IAAI,WAAW,CAAC,MAAM,gBAAgB;AACzC,gBAAM,cACL,GAAG,aAAa,QAAQ,MAAM,cAAc,GAAG;AAChD,cAAI,CAAC,MAAM,YAAY,aAAa;AACnC,yBAAa,GAAG;AAChB,kBAAM,iBAAiB;AAAA,UACxB;AAAA,QACD;AAAA,MACD;AAEA,UAAI,QAAQ,IAAI,YAAY,OAAO,UAAU,aAAa,IAAI;AAE9D,UAAI,OAAO,gBAAgB,MAAM;AAChC,gBAAQ,KAAK,IAAI,CAAC,OAAO,cAAc,KAAK;AAAA,MAC7C;AAEA,UAAI,oBAAoB,KAAK;AAAA,IAC9B,OAAO;AAEN,UAAI,oBAAoB,CAAC;AAAA,IAC1B;AAGA,UAAM,UAAU,OAAO,QAAQ;AAC/B,QAAI,WAAW,CAAC,IAAI,YAAY;AAC/B,YAAM,MAAM,MAAM;AAClB,YAAM,SAAS,QAAQ,KAAK,IAAI,IAAI,CAAC,IAAI,QAAQ,KAAK,IAAI,IAAI,CAAC,IAAI;AAEnE,UAAI,KAAK,IAAI,mBAAmB;AAChC,UAAI,KAAK,IAAI,mBAAmB;AAEhC,UAAI,QAAQ;AACX,cAAM,IAAI,EAAE,GAAG,IAAK,GAAG,GAAG,GAAG,GAAG,IAAK,EAAE;AACvC,qBAAa,CAAC;AAEd,cAAM,EAAE,IAAI,QAAQ,eAAe,IAAI;AACvC,cAAM,EAAE,IAAI,QAAQ,eAAe,IAAI;AAEvC,cAAM,QAAQ,KAAK,KAAK,KAAK,KAAK,KAAK,EAAE;AACzC,YAAI,QAAQ,QAAQ,gBAAgB;AACnC,gBAAM,QAAQ,QAAQ,iBAAiB;AACvC,gBAAM;AACN,gBAAM;AAAA,QACP;AAAA,MACD,OAAO;AACN,cAAM,QAAQ,YAAY,IAAI,EAAE;AAChC,YAAI,QAAQ,MAAM;AACjB,gBAAM,QAAQ,KAAK,IAAI,QAAQ,eAAe,IAAI,IAAI,KAAK;AAC3D,gBAAM,SAAS,QAAQ,SAAS;AAChC,gBAAM;AACN,gBAAM;AAAA,QACP;AAAA,MACD;AAEA,UAAI,sBAAsB,IAAI,EAAE;AAAA,IACjC;AAEA,WAAO,EAAE,MAAM;AAAA,EAChB;AACD;AAGO,IAAK,kBAAL,kBAAKA,qBAAL;AACN,EAAAA,iBAAA,UAAO;AACP,EAAAA,iBAAA,UAAO;AACP,EAAAA,iBAAA,UAAO;AACP,EAAAA,iBAAA,UAAO;AAJI,SAAAA;AAAA,GAAA;;;AC7LL,IAAK,gBAAL,kBAAKC,mBAAL;AACN,EAAAA,eAAA,cAAW;AACX,EAAAA,eAAA,aAAU;AACV,EAAAA,eAAA,aAAU;AAHC,SAAAA;AAAA,GAAA;AAML,IAAK,gBAAL,kBAAKC,mBAAL;AACN,EAAAA,eAAA,UAAO;AACP,EAAAA,eAAA,UAAO;AACP,EAAAA,eAAA,UAAO;AAHI,SAAAA;AAAA,GAAA;AAUL,IAAM,cAAN,MAAkB;AAAA,EAGxB,YAAoB,KAAyB;AAAzB;AACnB,SAAK,UAAU,IAAI;AAAA,MAClB;AAAA,MACA;AAAA;AAAA,QAEC,EAAE,2BAAwB,mBAAoB,uBAAqB;AAAA,QACnE,EAAE,2BAAwB,mBAAoB,uBAAqB;AAAA,QACnE,EAAE,2BAAwB,mBAAoB,yBAAsB;AAAA;AAAA,QAGpE,EAAE,yBAAuB,mBAAoB,uBAAqB;AAAA,QAClE,EAAE,yBAAuB,mBAAoB,yBAAsB;AAAA,QACnE,EAAE,yBAAuB,mBAAoB,uBAAqB;AAAA;AAAA,QAGlE,EAAE,yBAAuB,mBAAoB,yBAAsB;AAAA,QACnE,EAAE,yBAAuB,mBAAoB,uBAAqB;AAAA,QAClE,EAAE,yBAAuB,mBAAoB,uBAAqB;AAAA,MACnE;AAAA,IACD;AAAA,EACD;AAAA,EApBoB;AAAA,EAFpB;AAAA,EAwBA,WAA0B;AACzB,WAAO,KAAK,QAAQ,SAAS;AAAA,EAC9B;AAAA,EAEA,SAAS,OAA4B;AACpC,QAAI,KAAK,QAAQ,IAAI,KAAK,GAAG;AAC5B,WAAK,QAAQ,aAAa,KAAK;AAAA,IAChC;AAAA,EACD;AAAA,EAEA,YAAqB;AACpB,WAAO,KAAK,SAAS,MAAM;AAAA,EAC5B;AAAA,EAEA,YAAqB;AACpB,WAAO,KAAK,SAAS,MAAM;AAAA,EAC5B;AAAA,EAEA,aAAsB;AACrB,WAAO,KAAK,SAAS,MAAM;AAAA,EAC5B;AAAA,EAEA,eAAuB;AACtB,WAAO,KAAK,IAAI,MAAM;AAAA,EACvB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQA,eAAe,WAAmB,YAA2B;AAC5D,YAAQ,WAAW;AAAA,MAClB,KAAK;AACJ,aAAK,SAAS,iBAAkB;AAChC;AAAA,MACD,KAAK;AACJ,aAAK,SAAS,iBAAkB;AAChC;AAAA,MACD,KAAK;AACJ,aAAK,SAAS,iBAAkB;AAChC;AAAA,MACD;AAEC,YAAI,CAAC,cAAc,KAAK,SAAS,MAAM,2BAAwB;AAC9D,eAAK,SAAS,iBAAkB;AAAA,QACjC;AACA,YAAI,cAAc,KAAK,SAAS,MAAM,2BAAwB;AAC7D,eAAK,SAAS,iBAAkB;AAAA,QACjC;AACA;AAAA,IACF;AAAA,EACD;AACD;;;AC7CA,IAAM,iBAA0C;AAAA,EAC/C,YAAY;AAAA,EACZ,SAAS;AAAA,EACT,UAAU;AAAA,EACV,oBAAoB;AAAA,EACpB,cAAc;AAAA,EACd,cAAc;AAAA,EACd,iBAAiB;AAAA,EACjB,kBAAkB;AA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@@ -0,0 +1,454 @@
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1
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+
import {
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2
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+
SyncStateMachine,
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3
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+
t
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4
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+
} from "./chunk-4URF65BR.js";
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5
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+
import {
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6
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+
defineBehavior
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7
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+
} from "./chunk-EZNCCO4L.js";
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8
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+
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9
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+
// src/lib/behaviors/platformer-2d/components.ts
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10
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+
function createPlatformer2DMovementComponent(options = {}) {
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11
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+
return {
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12
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+
walkSpeed: options.walkSpeed ?? 8,
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13
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+
runSpeed: options.runSpeed ?? 14,
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14
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jumpForce: options.jumpForce ?? 12,
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15
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maxJumps: options.maxJumps ?? 1,
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16
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gravity: options.gravity ?? 20,
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17
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coyoteTime: options.coyoteTime ?? 0.1,
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18
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jumpBufferTime: options.jumpBufferTime ?? 0.1,
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19
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+
jumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,
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20
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+
multiJumpWindowTime: options.multiJumpWindowTime ?? 0.15,
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21
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slopeClimbAngle: options.slopeClimbAngle ?? 50,
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22
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+
slopeSlideAngle: options.slopeSlideAngle ?? 40,
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23
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+
autostep: options.autostep ?? { maxHeight: 0.25, minWidth: 0.05 },
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24
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+
snapToGroundDistance: options.snapToGroundDistance ?? 0.2,
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25
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characterOffset: options.characterOffset ?? 0.05
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+
};
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27
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+
}
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28
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+
function createPlatformer2DInputComponent() {
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29
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+
return {
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|
30
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+
moveX: 0,
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31
|
+
jump: false,
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32
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+
run: false
|
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33
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+
};
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34
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+
}
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35
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+
function createPlatformer2DStateComponent() {
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36
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+
return {
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|
37
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+
grounded: false,
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38
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+
jumping: false,
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|
39
|
+
falling: false,
|
|
40
|
+
jumpCount: 0,
|
|
41
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+
jumpStartHeight: 0,
|
|
42
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+
currentSpeed: 0,
|
|
43
|
+
lastGroundedY: 0,
|
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44
|
+
jumpPressedLastFrame: false,
|
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45
|
+
timeSinceGrounded: 0,
|
|
46
|
+
jumpBuffered: false,
|
|
47
|
+
jumpBufferTimer: 0,
|
|
48
|
+
jumpHeld: false,
|
|
49
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+
jumpCutApplied: false,
|
|
50
|
+
jumpReleasedSinceLastJump: true,
|
|
51
|
+
timeSinceJump: 0,
|
|
52
|
+
jumpedThisFrame: false,
|
|
53
|
+
jumpCutRampTimer: 0,
|
|
54
|
+
verticalVelocity: 0
|
|
55
|
+
};
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
// src/lib/behaviors/platformer-2d/platformer-2d-fsm.ts
|
|
59
|
+
var Platformer2DState = /* @__PURE__ */ ((Platformer2DState2) => {
|
|
60
|
+
Platformer2DState2["Idle"] = "idle";
|
|
61
|
+
Platformer2DState2["Walking"] = "walking";
|
|
62
|
+
Platformer2DState2["Running"] = "running";
|
|
63
|
+
Platformer2DState2["Jumping"] = "jumping";
|
|
64
|
+
Platformer2DState2["Falling"] = "falling";
|
|
65
|
+
Platformer2DState2["Landing"] = "landing";
|
|
66
|
+
return Platformer2DState2;
|
|
67
|
+
})(Platformer2DState || {});
|
|
68
|
+
var Platformer2DEvent = /* @__PURE__ */ ((Platformer2DEvent2) => {
|
|
69
|
+
Platformer2DEvent2["Walk"] = "walk";
|
|
70
|
+
Platformer2DEvent2["Run"] = "run";
|
|
71
|
+
Platformer2DEvent2["Jump"] = "jump";
|
|
72
|
+
Platformer2DEvent2["Fall"] = "fall";
|
|
73
|
+
Platformer2DEvent2["Land"] = "land";
|
|
74
|
+
Platformer2DEvent2["Stop"] = "stop";
|
|
75
|
+
return Platformer2DEvent2;
|
|
76
|
+
})(Platformer2DEvent || {});
|
|
77
|
+
var Platformer2DFSM = class {
|
|
78
|
+
constructor(ctx) {
|
|
79
|
+
this.ctx = ctx;
|
|
80
|
+
this.machine = new SyncStateMachine(
|
|
81
|
+
"idle" /* Idle */,
|
|
82
|
+
[
|
|
83
|
+
// Idle transitions
|
|
84
|
+
t("idle" /* Idle */, "walk" /* Walk */, "walking" /* Walking */),
|
|
85
|
+
t("idle" /* Idle */, "run" /* Run */, "running" /* Running */),
|
|
86
|
+
t("idle" /* Idle */, "jump" /* Jump */, "jumping" /* Jumping */),
|
|
87
|
+
t("idle" /* Idle */, "fall" /* Fall */, "falling" /* Falling */),
|
|
88
|
+
// Walking transitions
|
|
89
|
+
t("walking" /* Walking */, "run" /* Run */, "running" /* Running */),
|
|
90
|
+
t("walking" /* Walking */, "jump" /* Jump */, "jumping" /* Jumping */),
|
|
91
|
+
t("walking" /* Walking */, "stop" /* Stop */, "idle" /* Idle */),
|
|
92
|
+
t("walking" /* Walking */, "fall" /* Fall */, "falling" /* Falling */),
|
|
93
|
+
// Running transitions
|
|
94
|
+
t("running" /* Running */, "walk" /* Walk */, "walking" /* Walking */),
|
|
95
|
+
t("running" /* Running */, "jump" /* Jump */, "jumping" /* Jumping */),
|
|
96
|
+
t("running" /* Running */, "stop" /* Stop */, "idle" /* Idle */),
|
|
97
|
+
t("running" /* Running */, "fall" /* Fall */, "falling" /* Falling */),
|
|
98
|
+
// Jumping transitions
|
|
99
|
+
t("jumping" /* Jumping */, "fall" /* Fall */, "falling" /* Falling */),
|
|
100
|
+
t("jumping" /* Jumping */, "land" /* Land */, "landing" /* Landing */),
|
|
101
|
+
t("jumping" /* Jumping */, "jump" /* Jump */, "jumping" /* Jumping */),
|
|
102
|
+
// Multi-jump
|
|
103
|
+
// Falling transitions
|
|
104
|
+
t("falling" /* Falling */, "land" /* Land */, "landing" /* Landing */),
|
|
105
|
+
t("falling" /* Falling */, "jump" /* Jump */, "jumping" /* Jumping */),
|
|
106
|
+
// Air jump
|
|
107
|
+
// Landing transitions
|
|
108
|
+
t("landing" /* Landing */, "walk" /* Walk */, "walking" /* Walking */),
|
|
109
|
+
t("landing" /* Landing */, "run" /* Run */, "running" /* Running */),
|
|
110
|
+
t("landing" /* Landing */, "stop" /* Stop */, "idle" /* Idle */),
|
|
111
|
+
// Self-transitions (no-ops)
|
|
112
|
+
t("idle" /* Idle */, "stop" /* Stop */, "idle" /* Idle */)
|
|
113
|
+
]
|
|
114
|
+
);
|
|
115
|
+
}
|
|
116
|
+
ctx;
|
|
117
|
+
machine;
|
|
118
|
+
getState() {
|
|
119
|
+
return this.machine.getState();
|
|
120
|
+
}
|
|
121
|
+
dispatch(event) {
|
|
122
|
+
if (this.machine.can(event)) {
|
|
123
|
+
this.machine.syncDispatch(event);
|
|
124
|
+
}
|
|
125
|
+
}
|
|
126
|
+
isGrounded() {
|
|
127
|
+
const state = this.getState();
|
|
128
|
+
return state === "idle" /* Idle */ || state === "walking" /* Walking */ || state === "running" /* Running */ || state === "landing" /* Landing */;
|
|
129
|
+
}
|
|
130
|
+
getJumpCount() {
|
|
131
|
+
return this.ctx.state.jumpCount;
|
|
132
|
+
}
|
|
133
|
+
/**
|
|
134
|
+
* Update FSM based on current component state.
|
|
135
|
+
*/
|
|
136
|
+
update(input, state) {
|
|
137
|
+
this.ctx.input = input;
|
|
138
|
+
this.ctx.state = state;
|
|
139
|
+
const currentState = this.getState();
|
|
140
|
+
const hasInput = Math.abs(input.moveX) > 0.1;
|
|
141
|
+
const isRunning = input.run;
|
|
142
|
+
if (currentState === "falling" /* Falling */ && state.grounded) {
|
|
143
|
+
this.dispatch("land" /* Land */);
|
|
144
|
+
}
|
|
145
|
+
if (state.grounded) {
|
|
146
|
+
if (hasInput) {
|
|
147
|
+
if (isRunning) {
|
|
148
|
+
this.dispatch("run" /* Run */);
|
|
149
|
+
} else {
|
|
150
|
+
this.dispatch("walk" /* Walk */);
|
|
151
|
+
}
|
|
152
|
+
} else {
|
|
153
|
+
this.dispatch("stop" /* Stop */);
|
|
154
|
+
}
|
|
155
|
+
} else if (state.falling) {
|
|
156
|
+
this.dispatch("fall" /* Fall */);
|
|
157
|
+
}
|
|
158
|
+
if (input.jump && !state.jumpPressedLastFrame) {
|
|
159
|
+
this.dispatch("jump" /* Jump */);
|
|
160
|
+
}
|
|
161
|
+
}
|
|
162
|
+
};
|
|
163
|
+
|
|
164
|
+
// src/lib/behaviors/platformer-2d/platformer-2d.system.ts
|
|
165
|
+
import { RigidBodyType, QueryFilterFlags } from "@dimforge/rapier3d-compat";
|
|
166
|
+
var JUMP_CUT_RAMP_DURATION = 0.05;
|
|
167
|
+
var GROUND_STICK_SPEED = 2;
|
|
168
|
+
var FALL_VELOCITY_THRESHOLD = -0.1;
|
|
169
|
+
var DEG_TO_RAD = Math.PI / 180;
|
|
170
|
+
var _desired = { x: 0, y: 0, z: 0 };
|
|
171
|
+
var Platformer2DSystem = class {
|
|
172
|
+
world;
|
|
173
|
+
/** Per-entity character controllers, keyed by entity uuid. */
|
|
174
|
+
controllers = /* @__PURE__ */ new Map();
|
|
175
|
+
/** Spawn-time z per entity; re-pinned every tick to hold the 2D plane. */
|
|
176
|
+
planeZ = /* @__PURE__ */ new Map();
|
|
177
|
+
constructor(world) {
|
|
178
|
+
this.world = world;
|
|
179
|
+
}
|
|
180
|
+
/**
|
|
181
|
+
* One-time per-entity physics setup: convert the body to a
|
|
182
|
+
* position-based kinematic body, record the plane z, and create the
|
|
183
|
+
* entity's character controller. Done lazily on the first update because
|
|
184
|
+
* the body isn't always available at construction time.
|
|
185
|
+
*/
|
|
186
|
+
ensurePhysicsConfigured(entity) {
|
|
187
|
+
const existing = this.controllers.get(entity.uuid);
|
|
188
|
+
if (existing) return existing;
|
|
189
|
+
const physicsWorld = this.world?.world;
|
|
190
|
+
if (!physicsWorld || !entity.body) return null;
|
|
191
|
+
if (entity.body.bodyType() !== RigidBodyType.KinematicPositionBased) {
|
|
192
|
+
entity.body.setBodyType(RigidBodyType.KinematicPositionBased, true);
|
|
193
|
+
}
|
|
194
|
+
this.planeZ.set(entity.uuid, entity.body.translation().z);
|
|
195
|
+
const movement = entity.platformer2D;
|
|
196
|
+
const controller = physicsWorld.createCharacterController(movement.characterOffset);
|
|
197
|
+
controller.setUp({ x: 0, y: 1, z: 0 });
|
|
198
|
+
controller.setMaxSlopeClimbAngle(movement.slopeClimbAngle * DEG_TO_RAD);
|
|
199
|
+
controller.setMinSlopeSlideAngle(movement.slopeSlideAngle * DEG_TO_RAD);
|
|
200
|
+
if (movement.autostep) {
|
|
201
|
+
controller.enableAutostep(movement.autostep.maxHeight, movement.autostep.minWidth, true);
|
|
202
|
+
} else {
|
|
203
|
+
controller.disableAutostep();
|
|
204
|
+
}
|
|
205
|
+
controller.enableSnapToGround(movement.snapToGroundDistance);
|
|
206
|
+
controller.setApplyImpulsesToDynamicBodies(true);
|
|
207
|
+
this.controllers.set(entity.uuid, controller);
|
|
208
|
+
return controller;
|
|
209
|
+
}
|
|
210
|
+
/**
|
|
211
|
+
* Handle jump logic with multi-jump, coyote time, buffering, and jump-cut
|
|
212
|
+
* ramp. All vertical motion is written to `state.verticalVelocity`.
|
|
213
|
+
*/
|
|
214
|
+
handleJump(entity, delta) {
|
|
215
|
+
const input = entity.$platformer2D;
|
|
216
|
+
const movement = entity.platformer2D;
|
|
217
|
+
const state = entity.platformer2DState;
|
|
218
|
+
if (state.jumping || state.falling) {
|
|
219
|
+
state.timeSinceJump += delta;
|
|
220
|
+
}
|
|
221
|
+
if (!input.jump && state.jumpHeld) {
|
|
222
|
+
state.jumpReleasedSinceLastJump = true;
|
|
223
|
+
}
|
|
224
|
+
if (input.jump && !state.jumpPressedLastFrame) {
|
|
225
|
+
state.jumpBuffered = true;
|
|
226
|
+
state.jumpBufferTimer = movement.jumpBufferTime;
|
|
227
|
+
}
|
|
228
|
+
state.jumpPressedLastFrame = input.jump;
|
|
229
|
+
state.jumpHeld = input.jump;
|
|
230
|
+
if (state.jumpBuffered) {
|
|
231
|
+
state.jumpBufferTimer -= delta;
|
|
232
|
+
if (state.jumpBufferTimer <= 0) {
|
|
233
|
+
state.jumpBuffered = false;
|
|
234
|
+
}
|
|
235
|
+
}
|
|
236
|
+
const minTimeBeforeCut = 0.1;
|
|
237
|
+
const canApplyCut = state.timeSinceJump >= minTimeBeforeCut;
|
|
238
|
+
if (!input.jump && state.jumping && !state.jumpCutApplied && canApplyCut) {
|
|
239
|
+
state.jumpCutApplied = true;
|
|
240
|
+
state.jumpCutRampTimer = JUMP_CUT_RAMP_DURATION;
|
|
241
|
+
}
|
|
242
|
+
if (state.jumpCutRampTimer > 0) {
|
|
243
|
+
if (state.verticalVelocity > 0) {
|
|
244
|
+
const stepT = Math.min(delta / state.jumpCutRampTimer, 1);
|
|
245
|
+
const targetY = state.verticalVelocity * movement.jumpCutMultiplier;
|
|
246
|
+
state.verticalVelocity += (targetY - state.verticalVelocity) * stepT;
|
|
247
|
+
}
|
|
248
|
+
state.jumpCutRampTimer = Math.max(0, state.jumpCutRampTimer - delta);
|
|
249
|
+
}
|
|
250
|
+
if (!state.jumpBuffered) return;
|
|
251
|
+
const inCoyoteWindow = !state.grounded && state.timeSinceGrounded <= movement.coyoteTime;
|
|
252
|
+
const isFirstJump = state.grounded || inCoyoteWindow && state.jumpCount === 0;
|
|
253
|
+
const hasJumpsRemaining = state.jumpCount < movement.maxJumps;
|
|
254
|
+
const buttonReleased = state.jumpReleasedSinceLastJump;
|
|
255
|
+
const inMultiJumpWindow = state.timeSinceJump >= movement.multiJumpWindowTime;
|
|
256
|
+
const canMultiJump = !state.grounded && hasJumpsRemaining && buttonReleased && inMultiJumpWindow;
|
|
257
|
+
if (isFirstJump || canMultiJump) {
|
|
258
|
+
state.jumpBuffered = false;
|
|
259
|
+
state.jumpCount++;
|
|
260
|
+
state.jumpReleasedSinceLastJump = false;
|
|
261
|
+
state.timeSinceJump = 0;
|
|
262
|
+
state.jumpStartHeight = entity.body.translation().y;
|
|
263
|
+
state.jumping = true;
|
|
264
|
+
state.falling = false;
|
|
265
|
+
state.jumpCutApplied = false;
|
|
266
|
+
state.jumpCutRampTimer = 0;
|
|
267
|
+
state.verticalVelocity = movement.jumpForce;
|
|
268
|
+
state.jumpedThisFrame = true;
|
|
269
|
+
}
|
|
270
|
+
}
|
|
271
|
+
/**
|
|
272
|
+
* Integrate gravity into `state.verticalVelocity`.
|
|
273
|
+
*
|
|
274
|
+
* While grounded (and not on the jump frame) vertical velocity is held at
|
|
275
|
+
* a small constant downward speed so the controller stays pressed into
|
|
276
|
+
* the ground. Skipped entirely on the frame a jump was applied — the
|
|
277
|
+
* grounded flag is still stale-true then and would clobber the jump.
|
|
278
|
+
*/
|
|
279
|
+
applyGravity(entity, delta) {
|
|
280
|
+
const movement = entity.platformer2D;
|
|
281
|
+
const state = entity.platformer2DState;
|
|
282
|
+
if (state.jumpedThisFrame) {
|
|
283
|
+
state.jumpedThisFrame = false;
|
|
284
|
+
return;
|
|
285
|
+
}
|
|
286
|
+
if (state.grounded) {
|
|
287
|
+
state.verticalVelocity = -GROUND_STICK_SPEED;
|
|
288
|
+
return;
|
|
289
|
+
}
|
|
290
|
+
state.verticalVelocity -= movement.gravity * delta;
|
|
291
|
+
}
|
|
292
|
+
/**
|
|
293
|
+
* Update entity state from the controller's grounded result.
|
|
294
|
+
*/
|
|
295
|
+
updateState(entity, delta, computedGrounded) {
|
|
296
|
+
const state = entity.platformer2DState;
|
|
297
|
+
const wasGrounded = state.grounded;
|
|
298
|
+
const isAirborne = state.jumping || state.falling;
|
|
299
|
+
let isGrounded;
|
|
300
|
+
if (isAirborne) {
|
|
301
|
+
const canLand = state.falling && !state.jumping;
|
|
302
|
+
isGrounded = computedGrounded && canLand;
|
|
303
|
+
} else {
|
|
304
|
+
isGrounded = computedGrounded;
|
|
305
|
+
}
|
|
306
|
+
state.grounded = isGrounded;
|
|
307
|
+
if (state.grounded) {
|
|
308
|
+
state.timeSinceGrounded = 0;
|
|
309
|
+
state.lastGroundedY = entity.body.translation().y;
|
|
310
|
+
} else {
|
|
311
|
+
state.timeSinceGrounded += delta;
|
|
312
|
+
}
|
|
313
|
+
if (!wasGrounded && state.grounded) {
|
|
314
|
+
state.jumpCount = 0;
|
|
315
|
+
state.jumping = false;
|
|
316
|
+
state.falling = false;
|
|
317
|
+
state.jumpCutApplied = false;
|
|
318
|
+
state.jumpCutRampTimer = 0;
|
|
319
|
+
if (state.verticalVelocity < 0) {
|
|
320
|
+
state.verticalVelocity = 0;
|
|
321
|
+
}
|
|
322
|
+
}
|
|
323
|
+
if (state.verticalVelocity < FALL_VELOCITY_THRESHOLD && !state.grounded) {
|
|
324
|
+
if (state.jumping) {
|
|
325
|
+
state.jumping = false;
|
|
326
|
+
state.falling = true;
|
|
327
|
+
} else if (!state.jumping) {
|
|
328
|
+
state.falling = true;
|
|
329
|
+
}
|
|
330
|
+
}
|
|
331
|
+
}
|
|
332
|
+
/**
|
|
333
|
+
* Update one platformer entity. Invoked per linked entity by the
|
|
334
|
+
* Platformer2DBehaviorSystem adapter.
|
|
335
|
+
*/
|
|
336
|
+
updateEntity(entity, delta) {
|
|
337
|
+
if (!entity.platformer2D || !entity.$platformer2D || !entity.platformer2DState) {
|
|
338
|
+
return;
|
|
339
|
+
}
|
|
340
|
+
const controller = this.ensurePhysicsConfigured(entity);
|
|
341
|
+
const collider = entity.collider;
|
|
342
|
+
if (!controller || !collider) return;
|
|
343
|
+
const input = entity.$platformer2D;
|
|
344
|
+
const movement = entity.platformer2D;
|
|
345
|
+
const state = entity.platformer2DState;
|
|
346
|
+
this.handleJump(entity, delta);
|
|
347
|
+
this.applyGravity(entity, delta);
|
|
348
|
+
const speed = input.run ? movement.runSpeed : movement.walkSpeed;
|
|
349
|
+
state.currentSpeed = speed;
|
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350
|
+
_desired.x = input.moveX * speed * delta;
|
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351
|
+
_desired.y = state.verticalVelocity * delta;
|
|
352
|
+
_desired.z = 0;
|
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353
|
+
controller.computeColliderMovement(collider, _desired, QueryFilterFlags.EXCLUDE_SENSORS);
|
|
354
|
+
const corrected = controller.computedMovement();
|
|
355
|
+
if (_desired.y > 1e-9 && corrected.y < _desired.y * 0.5) {
|
|
356
|
+
state.verticalVelocity = 0;
|
|
357
|
+
}
|
|
358
|
+
const translation = entity.body.translation();
|
|
359
|
+
entity.body.setNextKinematicTranslation({
|
|
360
|
+
x: translation.x + corrected.x,
|
|
361
|
+
y: translation.y + corrected.y,
|
|
362
|
+
z: this.planeZ.get(entity.uuid) ?? translation.z
|
|
363
|
+
});
|
|
364
|
+
this.updateState(entity, delta, controller.computedGrounded());
|
|
365
|
+
}
|
|
366
|
+
destroy() {
|
|
367
|
+
const physicsWorld = this.world?.world;
|
|
368
|
+
if (physicsWorld) {
|
|
369
|
+
for (const controller of this.controllers.values()) {
|
|
370
|
+
physicsWorld.removeCharacterController(controller);
|
|
371
|
+
}
|
|
372
|
+
}
|
|
373
|
+
this.controllers.clear();
|
|
374
|
+
this.planeZ.clear();
|
|
375
|
+
}
|
|
376
|
+
};
|
|
377
|
+
|
|
378
|
+
// src/lib/behaviors/platformer-2d/platformer-2d.descriptor.ts
|
|
379
|
+
var defaultOptions = {
|
|
380
|
+
walkSpeed: 8,
|
|
381
|
+
runSpeed: 14,
|
|
382
|
+
jumpForce: 12,
|
|
383
|
+
maxJumps: 1,
|
|
384
|
+
gravity: 20,
|
|
385
|
+
coyoteTime: 0.1,
|
|
386
|
+
jumpBufferTime: 0.1,
|
|
387
|
+
jumpCutMultiplier: 0.5,
|
|
388
|
+
slopeClimbAngle: 50,
|
|
389
|
+
slopeSlideAngle: 40,
|
|
390
|
+
autostep: { maxHeight: 0.25, minWidth: 0.05 },
|
|
391
|
+
snapToGroundDistance: 0.2,
|
|
392
|
+
characterOffset: 0.05
|
|
393
|
+
};
|
|
394
|
+
var PLATFORMER_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:platformer-2d");
|
|
395
|
+
var Platformer2DBehaviorSystem = class {
|
|
396
|
+
constructor(world, getBehaviorLinks) {
|
|
397
|
+
this.getBehaviorLinks = getBehaviorLinks;
|
|
398
|
+
this.movementSystem = new Platformer2DSystem(world);
|
|
399
|
+
}
|
|
400
|
+
getBehaviorLinks;
|
|
401
|
+
movementSystem;
|
|
402
|
+
update(_ecs, delta) {
|
|
403
|
+
const links = this.getBehaviorLinks?.(PLATFORMER_2D_BEHAVIOR_KEY);
|
|
404
|
+
if (!links) return;
|
|
405
|
+
for (const link of links) {
|
|
406
|
+
const gameEntity = link.entity;
|
|
407
|
+
const platformerRef = link.ref;
|
|
408
|
+
const options = platformerRef.options;
|
|
409
|
+
if (!gameEntity.platformer2D) {
|
|
410
|
+
gameEntity.platformer2D = createPlatformer2DMovementComponent(options);
|
|
411
|
+
}
|
|
412
|
+
if (!gameEntity.$platformer2D) {
|
|
413
|
+
gameEntity.$platformer2D = createPlatformer2DInputComponent();
|
|
414
|
+
}
|
|
415
|
+
if (!gameEntity.platformer2DState) {
|
|
416
|
+
gameEntity.platformer2DState = createPlatformer2DStateComponent();
|
|
417
|
+
}
|
|
418
|
+
if (!platformerRef.fsm) {
|
|
419
|
+
platformerRef.fsm = new Platformer2DFSM({
|
|
420
|
+
input: gameEntity.$platformer2D,
|
|
421
|
+
state: gameEntity.platformer2DState
|
|
422
|
+
});
|
|
423
|
+
}
|
|
424
|
+
platformerRef.fsm.update(gameEntity.$platformer2D, gameEntity.platformer2DState);
|
|
425
|
+
if (!gameEntity.body) continue;
|
|
426
|
+
this.movementSystem.updateEntity(gameEntity, delta);
|
|
427
|
+
}
|
|
428
|
+
}
|
|
429
|
+
destroy(_ecs) {
|
|
430
|
+
this.movementSystem.destroy();
|
|
431
|
+
}
|
|
432
|
+
};
|
|
433
|
+
var Platformer2DBehavior = defineBehavior({
|
|
434
|
+
name: "platformer-2d",
|
|
435
|
+
defaultOptions,
|
|
436
|
+
systemFactory: (ctx) => new Platformer2DBehaviorSystem(ctx.world ?? null, ctx.getBehaviorLinks),
|
|
437
|
+
createHandle: (ref) => ({
|
|
438
|
+
getState: () => ref.fsm?.getState() ?? "idle" /* Idle */,
|
|
439
|
+
isGrounded: () => ref.fsm?.isGrounded() ?? false,
|
|
440
|
+
getJumpCount: () => ref.fsm?.getJumpCount() ?? 0
|
|
441
|
+
})
|
|
442
|
+
});
|
|
443
|
+
|
|
444
|
+
export {
|
|
445
|
+
createPlatformer2DMovementComponent,
|
|
446
|
+
createPlatformer2DInputComponent,
|
|
447
|
+
createPlatformer2DStateComponent,
|
|
448
|
+
Platformer2DState,
|
|
449
|
+
Platformer2DEvent,
|
|
450
|
+
Platformer2DFSM,
|
|
451
|
+
Platformer2DSystem,
|
|
452
|
+
Platformer2DBehavior
|
|
453
|
+
};
|
|
454
|
+
//# sourceMappingURL=chunk-RTRFJVCZ.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/lib/behaviors/platformer-2d/components.ts","../src/lib/behaviors/platformer-2d/platformer-2d-fsm.ts","../src/lib/behaviors/platformer-2d/platformer-2d.system.ts","../src/lib/behaviors/platformer-2d/platformer-2d.descriptor.ts"],"sourcesContent":["/**\n * Platformer 2D Components\n *\n * Components for 2D platformer movement on the X/Y plane: walking/running on\n * X, jumping with multi-jump support, and falling/landing states.\n */\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer2DMovementComponent (capability / configuration)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer2DMovementComponent {\n\t/** Base walking speed */\n\twalkSpeed: number;\n\t/** Sprint/run speed */\n\trunSpeed: number;\n\t/** Initial jump force/velocity */\n\tjumpForce: number;\n\t/** Maximum number of jumps (1 = single jump, 2 = double jump, etc.) */\n\tmaxJumps: number;\n\t/** Gravity force */\n\tgravity: number;\n\t/** Coyote time in seconds (grace period after leaving ground) */\n\tcoyoteTime: number;\n\t/** Jump buffer time in seconds (queue jump input before landing) */\n\tjumpBufferTime: number;\n\t/** Velocity multiplier when releasing jump button early (0-1) */\n\tjumpCutMultiplier: number;\n\t/** Time in seconds before multi-jump becomes available (0 = after button release) */\n\tmultiJumpWindowTime: number;\n\t/** Maximum slope angle (degrees) the character can walk up */\n\tslopeClimbAngle: number;\n\t/** Slope angle (degrees) past which the character slides down */\n\tslopeSlideAngle: number;\n\t/** Autostep configuration for SNES-style step-ups, or false to disable */\n\tautostep: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance (keeps the character glued going downhill) */\n\tsnapToGroundDistance: number;\n\t/** Character controller offset (small gap kept between collider and environment) */\n\tcharacterOffset: number;\n}\n\nexport function createPlatformer2DMovementComponent(\n\toptions: Partial<Platformer2DMovementComponent> = {},\n): Platformer2DMovementComponent {\n\treturn {\n\t\twalkSpeed: options.walkSpeed ?? 8,\n\t\trunSpeed: options.runSpeed ?? 14,\n\t\tjumpForce: options.jumpForce ?? 12,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tgravity: options.gravity ?? 20,\n\t\tcoyoteTime: options.coyoteTime ?? 0.1,\n\t\tjumpBufferTime: options.jumpBufferTime ?? 0.1,\n\t\tjumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,\n\t\tmultiJumpWindowTime: options.multiJumpWindowTime ?? 0.15,\n\t\tslopeClimbAngle: options.slopeClimbAngle ?? 50,\n\t\tslopeSlideAngle: options.slopeSlideAngle ?? 40,\n\t\tautostep: options.autostep ?? { maxHeight: 0.25, minWidth: 0.05 },\n\t\tsnapToGroundDistance: options.snapToGroundDistance ?? 0.2,\n\t\tcharacterOffset: options.characterOffset ?? 0.05,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer2DInputComponent (intent)\n// Written by: Player controller, AI controller\n// Read by: Platformer2DBehavior\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer2DInputComponent {\n\t/** Horizontal movement input (-1 to 1) */\n\tmoveX: number;\n\t/** Jump button pressed */\n\tjump: boolean;\n\t/** Run/sprint button held */\n\trun: boolean;\n}\n\nexport function createPlatformer2DInputComponent(): Platformer2DInputComponent {\n\treturn {\n\t\tmoveX: 0,\n\t\tjump: false,\n\t\trun: false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer2DStateComponent (runtime state)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer2DStateComponent {\n\t/** Is the entity on the ground */\n\tgrounded: boolean;\n\t/** Is currently in a jump arc */\n\tjumping: boolean;\n\t/** Is falling (not jumping) */\n\tfalling: boolean;\n\t/** Current jump count (for multi-jump) */\n\tjumpCount: number;\n\t/** Y position when jump started */\n\tjumpStartHeight: number;\n\t/** Current movement speed being applied */\n\tcurrentSpeed: number;\n\t/** Last known ground Y position */\n\tlastGroundedY: number;\n\t/** Was jump button pressed last frame (for edge detection) */\n\tjumpPressedLastFrame: boolean;\n\t/** Time in seconds since last grounded */\n\ttimeSinceGrounded: number;\n\t/** Is a jump allowed due to buffer? */\n\tjumpBuffered: boolean;\n\t/** Time remaining in jump buffer */\n\tjumpBufferTimer: number;\n\t/** Is jump button currently held */\n\tjumpHeld: boolean;\n\t/** Has the jump cut been applied for this jump? */\n\tjumpCutApplied: boolean;\n\t/** Has jump button been released since last jump (required for multi-jump) */\n\tjumpReleasedSinceLastJump: boolean;\n\t/** Time since current jump started (for multi-jump window) */\n\ttimeSinceJump: number;\n\t/** True for the single frame on which a jump impulse was applied; prevents gravity from clobbering jump velocity. */\n\tjumpedThisFrame: boolean;\n\t/** Remaining seconds of jump-cut velocity ramp; while > 0, verticalVelocity lerps toward verticalVelocity * jumpCutMultiplier. */\n\tjumpCutRampTimer: number;\n\t/**\n\t * Controller-owned vertical velocity (units/second).\n\t * The body is kinematic, so `linvel()` is meaningless — this field is the\n\t * single source of truth for jump/gravity motion on the Y axis.\n\t */\n\tverticalVelocity: number;\n}\n\nexport function createPlatformer2DStateComponent(): Platformer2DStateComponent {\n\treturn {\n\t\tgrounded: false,\n\t\tjumping: false,\n\t\tfalling: false,\n\t\tjumpCount: 0,\n\t\tjumpStartHeight: 0,\n\t\tcurrentSpeed: 0,\n\t\tlastGroundedY: 0,\n\t\tjumpPressedLastFrame: false,\n\t\ttimeSinceGrounded: 0,\n\t\tjumpBuffered: false,\n\t\tjumpBufferTimer: 0,\n\t\tjumpHeld: false,\n\t\tjumpCutApplied: false,\n\t\tjumpReleasedSinceLastJump: true,\n\t\ttimeSinceJump: 0,\n\t\tjumpedThisFrame: false,\n\t\tjumpCutRampTimer: 0,\n\t\tverticalVelocity: 0,\n\t};\n}\n","/**\n * Platformer 2D Finite State Machine\n *\n * Manages state transitions for 2D platformer movement:\n * - Idle: Standing still on ground\n * - Walking: Moving on ground (slow)\n * - Running: Moving on ground (fast)\n * - Jumping: Ascending from jump\n * - Falling: Descending (gravity)\n * - Landing: Just touched ground\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { Platformer2DInputComponent, Platformer2DStateComponent } from './components';\n\n/**\n * Simplified collision context (normal in the X/Y plane).\n */\nexport interface Platformer2DCollisionContext {\n\tcontact: {\n\t\tnormal: { x: number; y: number };\n\t};\n}\n\nexport enum Platformer2DState {\n\tIdle = 'idle',\n\tWalking = 'walking',\n\tRunning = 'running',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n\tLanding = 'landing',\n}\n\nexport enum Platformer2DEvent {\n\tWalk = 'walk',\n\tRun = 'run',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n\tStop = 'stop',\n}\n\nexport interface Platformer2DContext {\n\tinput: Platformer2DInputComponent;\n\tstate: Platformer2DStateComponent;\n}\n\nexport class Platformer2DFSM {\n\tmachine: SyncStateMachine<Platformer2DState, Platformer2DEvent, never>;\n\n\tconstructor(private ctx: Platformer2DContext) {\n\t\tthis.machine = new SyncStateMachine<Platformer2DState, Platformer2DEvent, never>(\n\t\t\tPlatformer2DState.Idle,\n\t\t\t[\n\t\t\t\t// Idle transitions\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Walk, Platformer2DState.Walking),\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Run, Platformer2DState.Running),\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Jump, Platformer2DState.Jumping),\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\n\t\t\t\t// Walking transitions\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Run, Platformer2DState.Running),\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Jump, Platformer2DState.Jumping),\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\n\t\t\t\t// Running transitions\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Walk, Platformer2DState.Walking),\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Jump, Platformer2DState.Jumping),\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\n\t\t\t\t// Jumping transitions\n\t\t\t\tt(Platformer2DState.Jumping, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\t\t\t\tt(Platformer2DState.Jumping, Platformer2DEvent.Land, Platformer2DState.Landing),\n\t\t\t\tt(Platformer2DState.Jumping, Platformer2DEvent.Jump, Platformer2DState.Jumping), // Multi-jump\n\n\t\t\t\t// Falling transitions\n\t\t\t\tt(Platformer2DState.Falling, Platformer2DEvent.Land, Platformer2DState.Landing),\n\t\t\t\tt(Platformer2DState.Falling, Platformer2DEvent.Jump, Platformer2DState.Jumping), // Air jump\n\n\t\t\t\t// Landing transitions\n\t\t\t\tt(Platformer2DState.Landing, Platformer2DEvent.Walk, Platformer2DState.Walking),\n\t\t\t\tt(Platformer2DState.Landing, Platformer2DEvent.Run, Platformer2DState.Running),\n\t\t\t\tt(Platformer2DState.Landing, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\n\t\t\t\t// Self-transitions (no-ops)\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Platformer2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Platformer2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\tisGrounded(): boolean {\n\t\tconst state = this.getState();\n\t\treturn (\n\t\t\tstate === Platformer2DState.Idle ||\n\t\t\tstate === Platformer2DState.Walking ||\n\t\t\tstate === Platformer2DState.Running ||\n\t\t\tstate === Platformer2DState.Landing\n\t\t);\n\t}\n\n\tgetJumpCount(): number {\n\t\treturn this.ctx.state.jumpCount;\n\t}\n\n\t/**\n\t * Update FSM based on current component state.\n\t */\n\tupdate(input: Platformer2DInputComponent, state: Platformer2DStateComponent): void {\n\t\tthis.ctx.input = input;\n\t\tthis.ctx.state = state;\n\n\t\tconst currentState = this.getState();\n\t\tconst hasInput = Math.abs(input.moveX) > 0.1;\n\t\tconst isRunning = input.run;\n\n\t\t// Handle landing: if we're in falling state and now grounded, land\n\t\tif (currentState === Platformer2DState.Falling && state.grounded) {\n\t\t\tthis.dispatch(Platformer2DEvent.Land);\n\t\t\t// Don't return - allow immediate transition to movement state\n\t\t}\n\n\t\tif (state.grounded) {\n\t\t\tif (hasInput) {\n\t\t\t\tif (isRunning) {\n\t\t\t\t\tthis.dispatch(Platformer2DEvent.Run);\n\t\t\t\t} else {\n\t\t\t\t\tthis.dispatch(Platformer2DEvent.Walk);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis.dispatch(Platformer2DEvent.Stop);\n\t\t\t}\n\t\t} else if (state.falling) {\n\t\t\tthis.dispatch(Platformer2DEvent.Fall);\n\t\t}\n\n\t\t// Handle jump input (edge detection handled in the system)\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tthis.dispatch(Platformer2DEvent.Jump);\n\t\t}\n\t}\n}\n","/**\n * Platformer 2D System\n *\n * Kinematic character controller (SNES-style) on the X/Y plane: the\n * controller owns all motion and physics is only a collision database.\n *\n * - The entity's body is converted to `KinematicPositionBased` on first\n * update; Rapier never applies forces to it.\n * - Each tick, desired displacement (X input + integrated vertical velocity,\n * z locked to 0) is run through Rapier's `KinematicCharacterController`\n * (collide-and-slide with autostep, slope limits, and snap-to-ground) and\n * the corrected movement is applied via `setNextKinematicTranslation`. The\n * z coordinate is re-pinned to its first-seen value every tick so slide\n * resolution can never drift the entity off the 2D plane.\n * - Grounded comes from `controller.computedGrounded()` — no contact-pair or\n * raycast probing.\n * - Vertical velocity lives in `state.verticalVelocity` (`linvel()` is\n * meaningless on kinematic bodies). Jump buffering, coyote time,\n * multi-jump, and the jump-cut ramp all operate on that field.\n */\n\nimport { RigidBodyType, QueryFilterFlags } from '@dimforge/rapier3d-compat';\nimport type { Collider, KinematicCharacterController, RigidBody } from '@dimforge/rapier3d-compat';\nimport type { ZylemWorld } from '../../collision/world';\nimport type {\n\tPlatformer2DMovementComponent,\n\tPlatformer2DInputComponent,\n\tPlatformer2DStateComponent,\n} from './components';\n\n/**\n * Duration of the jump-cut velocity ramp in seconds.\n * Instead of cutting vertical velocity in a single frame (which produces a\n * visible pop), we lerp toward the cut velocity across roughly 3 physics\n * steps at 60 Hz.\n */\nconst JUMP_CUT_RAMP_DURATION = 0.05;\n\n/**\n * Constant downward speed applied while grounded (units/second). Keeps the\n * controller pressed into the ground so `computedGrounded()` stays engaged on\n * flat ground and going downhill (snap-to-ground handles larger drops).\n */\nconst GROUND_STICK_SPEED = 2;\n\n/** Vertical speed below which the airborne state flips from jumping to falling. */\nconst FALL_VELOCITY_THRESHOLD = -0.1;\n\nconst DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Entity with 2D platformer components\n */\nexport interface Platformer2DEntity {\n\tuuid: string;\n\tbody: RigidBody;\n\tcollider?: Collider | null;\n\tplatformer2D: Platformer2DMovementComponent;\n\t$platformer2D: Platformer2DInputComponent;\n\tplatformer2DState: Platformer2DStateComponent;\n}\n\n/** Scratch vector reused for the desired per-tick displacement. */\nconst _desired = { x: 0, y: 0, z: 0 };\n\n/**\n * Platformer 2D movement system.\n *\n * Core kinematic controller for 2D platformer movement. Requires a live\n * `ZylemWorld` with the raw Rapier `World` exposed on `.world` — without it\n * the system is a no-op.\n */\nexport class Platformer2DSystem {\n\tprivate world: ZylemWorld | null;\n\t/** Per-entity character controllers, keyed by entity uuid. */\n\tprivate controllers = new Map<string, KinematicCharacterController>();\n\t/** Spawn-time z per entity; re-pinned every tick to hold the 2D plane. */\n\tprivate planeZ = new Map<string, number>();\n\n\tconstructor(world: ZylemWorld | null) {\n\t\tthis.world = world;\n\t}\n\n\t/**\n\t * One-time per-entity physics setup: convert the body to a\n\t * position-based kinematic body, record the plane z, and create the\n\t * entity's character controller. Done lazily on the first update because\n\t * the body isn't always available at construction time.\n\t */\n\tprivate ensurePhysicsConfigured(entity: Platformer2DEntity): KinematicCharacterController | null {\n\t\tconst existing = this.controllers.get(entity.uuid);\n\t\tif (existing) return existing;\n\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (!physicsWorld || !entity.body) return null;\n\n\t\tif (entity.body.bodyType() !== RigidBodyType.KinematicPositionBased) {\n\t\t\tentity.body.setBodyType(RigidBodyType.KinematicPositionBased, true);\n\t\t}\n\t\tthis.planeZ.set(entity.uuid, entity.body.translation().z);\n\n\t\tconst movement = entity.platformer2D;\n\t\tconst controller = physicsWorld.createCharacterController(movement.characterOffset);\n\t\tcontroller.setUp({ x: 0, y: 1, z: 0 });\n\t\tcontroller.setMaxSlopeClimbAngle(movement.slopeClimbAngle * DEG_TO_RAD);\n\t\tcontroller.setMinSlopeSlideAngle(movement.slopeSlideAngle * DEG_TO_RAD);\n\t\tif (movement.autostep) {\n\t\t\tcontroller.enableAutostep(movement.autostep.maxHeight, movement.autostep.minWidth, true);\n\t\t} else {\n\t\t\tcontroller.disableAutostep();\n\t\t}\n\t\tcontroller.enableSnapToGround(movement.snapToGroundDistance);\n\t\tcontroller.setApplyImpulsesToDynamicBodies(true);\n\n\t\tthis.controllers.set(entity.uuid, controller);\n\t\treturn controller;\n\t}\n\n\t/**\n\t * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut\n\t * ramp. All vertical motion is written to `state.verticalVelocity`.\n\t */\n\tprivate handleJump(entity: Platformer2DEntity, delta: number): void {\n\t\tconst input = entity.$platformer2D;\n\t\tconst movement = entity.platformer2D;\n\t\tconst state = entity.platformer2DState;\n\n\t\t// Track time since last jump (for multi-jump window)\n\t\tif (state.jumping || state.falling) {\n\t\t\tstate.timeSinceJump += delta;\n\t\t}\n\n\t\t// Track jump button release (required for multi-jump)\n\t\tif (!input.jump && state.jumpHeld) {\n\t\t\tstate.jumpReleasedSinceLastJump = true;\n\t\t}\n\n\t\t// 1. Jump Buffering - queue on new press\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tstate.jumpBuffered = true;\n\t\t\tstate.jumpBufferTimer = movement.jumpBufferTime;\n\t\t}\n\n\t\tstate.jumpPressedLastFrame = input.jump;\n\t\tstate.jumpHeld = input.jump;\n\n\t\t// Decrement buffer timer\n\t\tif (state.jumpBuffered) {\n\t\t\tstate.jumpBufferTimer -= delta;\n\t\t\tif (state.jumpBufferTimer <= 0) {\n\t\t\t\tstate.jumpBuffered = false;\n\t\t\t}\n\t\t}\n\n\t\t// 2. Variable Jump Height (Jump Cut)\n\t\t// Only trigger a cut if we've been jumping for a bit (prevents cutting multi-jump immediately).\n\t\tconst minTimeBeforeCut = 0.1;\n\t\tconst canApplyCut = state.timeSinceJump >= minTimeBeforeCut;\n\t\tif (!input.jump && state.jumping && !state.jumpCutApplied && canApplyCut) {\n\t\t\tstate.jumpCutApplied = true;\n\t\t\tstate.jumpCutRampTimer = JUMP_CUT_RAMP_DURATION;\n\t\t}\n\n\t\t// 2a. Ramp verticalVelocity toward verticalVelocity * jumpCutMultiplier\n\t\t// across the ramp window so the change isn't a single-frame discontinuity.\n\t\tif (state.jumpCutRampTimer > 0) {\n\t\t\tif (state.verticalVelocity > 0) {\n\t\t\t\tconst stepT = Math.min(delta / state.jumpCutRampTimer, 1);\n\t\t\t\tconst targetY = state.verticalVelocity * movement.jumpCutMultiplier;\n\t\t\t\tstate.verticalVelocity += (targetY - state.verticalVelocity) * stepT;\n\t\t\t}\n\t\t\tstate.jumpCutRampTimer = Math.max(0, state.jumpCutRampTimer - delta);\n\t\t}\n\n\t\t// Execute Jump (if buffered input exists)\n\t\tif (!state.jumpBuffered) return;\n\n\t\t// 3. Jump eligibility check\n\t\tconst inCoyoteWindow = !state.grounded && state.timeSinceGrounded <= movement.coyoteTime;\n\t\tconst isFirstJump = state.grounded || (inCoyoteWindow && state.jumpCount === 0);\n\n\t\t// Multi-jump requirements:\n\t\t// 1. Not grounded\n\t\t// 2. Have jumps remaining\n\t\t// 3. Button was released since last jump (no holding for double jump)\n\t\t// 4. Within the jump window (after multiJumpWindowTime has passed)\n\t\tconst hasJumpsRemaining = state.jumpCount < movement.maxJumps;\n\t\tconst buttonReleased = state.jumpReleasedSinceLastJump;\n\t\tconst inMultiJumpWindow = state.timeSinceJump >= movement.multiJumpWindowTime;\n\t\tconst canMultiJump = !state.grounded && hasJumpsRemaining && buttonReleased && inMultiJumpWindow;\n\n\t\tif (isFirstJump || canMultiJump) {\n\t\t\t// Consume buffered input\n\t\t\tstate.jumpBuffered = false;\n\n\t\t\t// Increment jump count and reset tracking\n\t\t\tstate.jumpCount++;\n\t\t\tstate.jumpReleasedSinceLastJump = false; // Must release again for next jump\n\t\t\tstate.timeSinceJump = 0; // Reset window timer\n\n\t\t\t// Record jump start height\n\t\t\tstate.jumpStartHeight = entity.body.translation().y;\n\n\t\t\t// Apply jump force\n\t\t\tstate.jumping = true;\n\t\t\tstate.falling = false;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tstate.jumpCutRampTimer = 0;\n\n\t\t\tstate.verticalVelocity = movement.jumpForce;\n\n\t\t\t// Flag this frame so applyGravity skips exactly one grounded\n\t\t\t// clamp/gravity step (the jump velocity is authoritative).\n\t\t\tstate.jumpedThisFrame = true;\n\t\t}\n\t}\n\n\t/**\n\t * Integrate gravity into `state.verticalVelocity`.\n\t *\n\t * While grounded (and not on the jump frame) vertical velocity is held at\n\t * a small constant downward speed so the controller stays pressed into\n\t * the ground. Skipped entirely on the frame a jump was applied — the\n\t * grounded flag is still stale-true then and would clobber the jump.\n\t */\n\tprivate applyGravity(entity: Platformer2DEntity, delta: number): void {\n\t\tconst movement = entity.platformer2D;\n\t\tconst state = entity.platformer2DState;\n\n\t\tif (state.jumpedThisFrame) {\n\t\t\tstate.jumpedThisFrame = false;\n\t\t\treturn;\n\t\t}\n\n\t\tif (state.grounded) {\n\t\t\tstate.verticalVelocity = -GROUND_STICK_SPEED;\n\t\t\treturn;\n\t\t}\n\n\t\tstate.verticalVelocity -= movement.gravity * delta;\n\t}\n\n\t/**\n\t * Update entity state from the controller's grounded result.\n\t */\n\tprivate updateState(entity: Platformer2DEntity, delta: number, computedGrounded: boolean): void {\n\t\tconst state = entity.platformer2DState;\n\t\tconst wasGrounded = state.grounded;\n\n\t\tconst isAirborne = state.jumping || state.falling;\n\t\tlet isGrounded: boolean;\n\t\tif (isAirborne) {\n\t\t\t// Never land while still moving upward in a jump arc.\n\t\t\tconst canLand = state.falling && !state.jumping;\n\t\t\tisGrounded = computedGrounded && canLand;\n\t\t} else {\n\t\t\tisGrounded = computedGrounded;\n\t\t}\n\n\t\tstate.grounded = isGrounded;\n\n\t\tif (state.grounded) {\n\t\t\tstate.timeSinceGrounded = 0;\n\t\t\tstate.lastGroundedY = entity.body.translation().y;\n\t\t} else {\n\t\t\tstate.timeSinceGrounded += delta;\n\t\t}\n\n\t\tif (!wasGrounded && state.grounded) {\n\t\t\tstate.jumpCount = 0;\n\t\t\tstate.jumping = false;\n\t\t\tstate.falling = false;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tstate.jumpCutRampTimer = 0;\n\t\t\tif (state.verticalVelocity < 0) {\n\t\t\t\tstate.verticalVelocity = 0;\n\t\t\t}\n\t\t}\n\n\t\tif (state.verticalVelocity < FALL_VELOCITY_THRESHOLD && !state.grounded) {\n\t\t\tif (state.jumping) {\n\t\t\t\tstate.jumping = false;\n\t\t\t\tstate.falling = true;\n\t\t\t} else if (!state.jumping) {\n\t\t\t\tstate.falling = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Update one platformer entity. Invoked per linked entity by the\n\t * Platformer2DBehaviorSystem adapter.\n\t */\n\tupdateEntity(entity: Platformer2DEntity, delta: number): void {\n\t\tif (!entity.platformer2D || !entity.$platformer2D || !entity.platformer2DState) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst controller = this.ensurePhysicsConfigured(entity);\n\t\tconst collider = entity.collider;\n\t\tif (!controller || !collider) return;\n\n\t\tconst input = entity.$platformer2D;\n\t\tconst movement = entity.platformer2D;\n\t\tconst state = entity.platformer2DState;\n\n\t\t// 1. Jump logic (may set verticalVelocity = jumpForce this frame)\n\t\tthis.handleJump(entity, delta);\n\n\t\t// 2. Gravity / grounded stick on verticalVelocity\n\t\tthis.applyGravity(entity, delta);\n\n\t\t// 3. Desired displacement for this tick (z locked to the plane)\n\t\tconst speed = input.run ? movement.runSpeed : movement.walkSpeed;\n\t\tstate.currentSpeed = speed;\n\t\t_desired.x = input.moveX * speed * delta;\n\t\t_desired.y = state.verticalVelocity * delta;\n\t\t_desired.z = 0;\n\n\t\t// 4. Collide-and-slide\n\t\tcontroller.computeColliderMovement(collider, _desired, QueryFilterFlags.EXCLUDE_SENSORS);\n\t\tconst corrected = controller.computedMovement();\n\n\t\t// Head bump: upward motion was blocked, so kill the remaining ascent\n\t\t// instead of hanging under the ceiling for the rest of the arc.\n\t\tif (_desired.y > 1e-9 && corrected.y < _desired.y * 0.5) {\n\t\t\tstate.verticalVelocity = 0;\n\t\t}\n\n\t\tconst translation = entity.body.translation();\n\t\tentity.body.setNextKinematicTranslation({\n\t\t\tx: translation.x + corrected.x,\n\t\t\ty: translation.y + corrected.y,\n\t\t\tz: this.planeZ.get(entity.uuid) ?? translation.z,\n\t\t});\n\n\t\t// 5. State transitions from the controller's grounded result\n\t\tthis.updateState(entity, delta, controller.computedGrounded());\n\t}\n\n\tdestroy(): void {\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (physicsWorld) {\n\t\t\tfor (const controller of this.controllers.values()) {\n\t\t\t\tphysicsWorld.removeCharacterController(controller);\n\t\t\t}\n\t\t}\n\t\tthis.controllers.clear();\n\t\tthis.planeZ.clear();\n\t}\n}\n","/**\n * Platformer 2D Behavior Descriptor\n *\n * Type-safe descriptor for the platformer 2D behavior system.\n * Provides entity.use() API for 2D platformer movement on the X/Y plane.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { Platformer2DSystem, Platformer2DEntity } from './platformer-2d.system';\nimport type { ZylemWorld } from '../../collision/world';\nimport { Platformer2DFSM, Platformer2DState } from './platformer-2d-fsm';\nimport {\n\tcreatePlatformer2DMovementComponent,\n\tcreatePlatformer2DInputComponent,\n\tcreatePlatformer2DStateComponent,\n} from './components';\n\n/**\n * Platformer 2D behavior options (typed for entity.use() autocomplete)\n */\nexport interface Platformer2DBehaviorOptions {\n\t/** Base walking speed (default: 8) */\n\twalkSpeed?: number;\n\t/** Sprint/run speed (default: 14) */\n\trunSpeed?: number;\n\t/** Initial jump force (default: 12) */\n\tjumpForce?: number;\n\t/** Maximum number of jumps (default: 1) */\n\tmaxJumps?: number;\n\t/** Gravity force (default: 20) */\n\tgravity?: number;\n\t/** Coyote time in seconds (default: 0.1) */\n\tcoyoteTime?: number;\n\t/** Jump buffer time in seconds (default: 0.1) */\n\tjumpBufferTime?: number;\n\t/** Velocity multiplier when releasing jump early (default: 0.5) */\n\tjumpCutMultiplier?: number;\n\t/** Maximum slope angle in degrees the character can walk up (default: 50) */\n\tslopeClimbAngle?: number;\n\t/** Slope angle in degrees past which the character slides (default: 40) */\n\tslopeSlideAngle?: number;\n\t/** Autostep over small step-ups, or false to disable (default: { maxHeight: 0.25, minWidth: 0.05 }) */\n\tautostep?: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance for downhill/step-down stability (default: 0.2) */\n\tsnapToGroundDistance?: number;\n\t/** Character controller collision offset (default: 0.05) */\n\tcharacterOffset?: number;\n}\n\nconst defaultOptions: Platformer2DBehaviorOptions = {\n\twalkSpeed: 8,\n\trunSpeed: 14,\n\tjumpForce: 12,\n\tmaxJumps: 1,\n\tgravity: 20,\n\tcoyoteTime: 0.1,\n\tjumpBufferTime: 0.1,\n\tjumpCutMultiplier: 0.5,\n\tslopeClimbAngle: 50,\n\tslopeSlideAngle: 40,\n\tautostep: { maxHeight: 0.25, minWidth: 0.05 },\n\tsnapToGroundDistance: 0.2,\n\tcharacterOffset: 0.05,\n};\n\nconst PLATFORMER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:platformer-2d');\n\n/**\n * Adapter that wraps Platformer2DSystem as a BehaviorSystem.\n *\n * Wasm fast-path hook point: when the unified Stage runtime gains an\n * `attachPlatformer2D` entry point, this adapter should mirror the\n * platformer-3d pattern — attach once per `runtimeHandle`, forward input via\n * the stage setters, and skip the TS `updateEntity` path for wasm-managed\n * entities. Until then all entities take the TS path below.\n */\nclass Platformer2DBehaviorSystem implements BehaviorSystem {\n\tprivate movementSystem: Platformer2DSystem;\n\n\tconstructor(\n\t\tworld: ZylemWorld | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.movementSystem = new Platformer2DSystem(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(PLATFORMER_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 platformerRef = link.ref as any;\n\n\t\t\tconst options = platformerRef.options as Platformer2DBehaviorOptions;\n\n\t\t\tif (!gameEntity.platformer2D) {\n\t\t\t\tgameEntity.platformer2D = createPlatformer2DMovementComponent(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$platformer2D) {\n\t\t\t\tgameEntity.$platformer2D = createPlatformer2DInputComponent();\n\t\t\t}\n\t\t\tif (!gameEntity.platformer2DState) {\n\t\t\t\tgameEntity.platformer2DState = createPlatformer2DStateComponent();\n\t\t\t}\n\n\t\t\tif (!platformerRef.fsm) {\n\t\t\t\tplatformerRef.fsm = new Platformer2DFSM({\n\t\t\t\t\tinput: gameEntity.$platformer2D,\n\t\t\t\t\tstate: gameEntity.platformer2DState,\n\t\t\t\t});\n\t\t\t}\n\t\t\tplatformerRef.fsm.update(gameEntity.$platformer2D, gameEntity.platformer2DState);\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tthis.movementSystem.updateEntity(gameEntity, delta);\n\t\t}\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.movementSystem.destroy();\n\t}\n}\n\n/**\n * Platformer2DBehavior - typed descriptor for 2D platformer movement\n *\n * Provides complete 2D platformer physics on the X/Y plane including:\n * - Walking and running on X\n * - Jumping with buffer, coyote time, multi-jump, and jump-cut\n * - Gravity ownership and falling\n * - Kinematic character controller (collide-and-slide, autostep, snap-to-ground)\n *\n * @example\n * ```typescript\n * import { Platformer2DBehavior } from \"@zylem/behaviors/platformer-2d\";\n *\n * const platformer = player.use(Platformer2DBehavior, {\n * walkSpeed: 8,\n * runSpeed: 14,\n * jumpForce: 12,\n * maxJumps: 2, // Double jump!\n * });\n *\n * // In update loop\n * player.onUpdate(({ inputs }) => {\n * player.$platformer2D.moveX = inputs.p1.axes.Horizontal.value;\n * player.$platformer2D.jump = inputs.p1.buttons.A.held > 0;\n * player.$platformer2D.run = inputs.p1.shoulders.LTrigger.held > 0;\n *\n * const state = platformer.getState();\n * const grounded = platformer.isGrounded();\n * });\n * ```\n */\nexport const Platformer2DBehavior = defineBehavior<\n\tPlatformer2DBehaviorOptions,\n\t{\n\t\tgetState: () => Platformer2DState;\n\t\tisGrounded: () => boolean;\n\t\tgetJumpCount: () => number;\n\t},\n\tPlatformer2DEntity\n>({\n\tname: 'platformer-2d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Platformer2DBehaviorSystem(ctx.world ?? null, ctx.getBehaviorLinks),\n\tcreateHandle: (ref) => ({\n\t\tgetState: () => ref.fsm?.getState() ?? Platformer2DState.Idle,\n\t\tisGrounded: () => ref.fsm?.isGrounded() ?? false,\n\t\tgetJumpCount: () => ref.fsm?.getJumpCount() ?? 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