@zylem/behaviors 0.3.1 → 0.4.1

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Files changed (139) hide show
  1. package/dist/behavior-system-y8SGrGWy.d.ts +580 -0
  2. package/dist/{chunk-ARJWUNRE.js → chunk-27UPCP5B.js} +10 -10
  3. package/dist/{chunk-ARJWUNRE.js.map → chunk-27UPCP5B.js.map} +1 -1
  4. package/dist/{chunk-YUO6SKJD.js → chunk-4L36OPY2.js} +33 -23
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  27. package/dist/{chunk-KS72RZHX.js.map → chunk-IZJFUAXB.js.map} +1 -1
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  30. package/dist/chunk-KFFETUAL.js +40 -0
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  32. package/dist/chunk-LL4FLHIY.js +12 -0
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  44. package/dist/chunk-UIG7MWS2.js +518 -0
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  48. package/dist/{chunk-XG2YMCJW.js → chunk-VMQHNJJI.js} +6 -8
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  56. package/dist/{chunk-FPTWVCPN.js → chunk-ZA43LPRM.js} +4 -24
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  58. package/dist/{chunk-K3UNLQ7W.js → chunk-ZRQWSURL.js} +2 -2
  59. package/dist/chunk-ZRQWSURL.js.map +1 -0
  60. package/dist/cooldown.d.ts +2 -1
  61. package/dist/cooldown.js +1 -1
  62. package/dist/coordinators/boundary-ricochet-3d.d.ts +12 -5
  63. package/dist/coordinators/boundary-ricochet-3d.js +2 -1
  64. package/dist/coordinators/boundary-ricochet.d.ts +9 -7
  65. package/dist/coordinators/boundary-ricochet.js +2 -1
  66. package/dist/coordinators/first-person-shooter.d.ts +9 -8
  67. package/dist/coordinators/first-person-shooter.js +3 -3
  68. package/dist/coordinators/multidirectional-space-shooter.d.ts +12 -9
  69. package/dist/coordinators/multidirectional-space-shooter.js +4 -4
  70. package/dist/coordinators/top-down-shooter.d.ts +9 -8
  71. package/dist/coordinators/top-down-shooter.js +3 -3
  72. package/dist/core.d.ts +4 -4
  73. package/dist/core.js +17 -39
  74. package/dist/core.js.map +1 -1
  75. package/dist/destructible-3d.d.ts +2 -1
  76. package/dist/first-person.d.ts +12 -12
  77. package/dist/first-person.js +9 -8
  78. package/dist/index.d.ts +37 -14
  79. package/dist/index.js +73 -44
  80. package/dist/jumper-2d.d.ts +7 -6
  81. package/dist/jumper-2d.js +6 -5
  82. package/dist/jumper-3d.d.ts +12 -11
  83. package/dist/jumper-3d.js +7 -6
  84. package/dist/{moveable-BCRpjAQb.d.ts → moveable-Cl9h-_w7.d.ts} +2 -78
  85. package/dist/particle-emitter.d.ts +1 -1
  86. package/dist/particle-emitter.js +1 -1
  87. package/dist/platformer-2d.d.ts +306 -0
  88. package/dist/platformer-2d.js +24 -0
  89. package/dist/platformer-3d.d.ts +74 -87
  90. package/dist/platformer-3d.js +5 -4
  91. package/dist/ricochet-2d.d.ts +1 -1
  92. package/dist/ricochet-2d.js +2 -2
  93. package/dist/ricochet-3d.d.ts +1 -1
  94. package/dist/ricochet-3d.js +2 -2
  95. package/dist/runtime-2d.d.ts +93 -2
  96. package/dist/runtime-2d.js +145 -22
  97. package/dist/runtime-2d.js.map +1 -1
  98. package/dist/screen-visibility.d.ts +2 -1
  99. package/dist/screen-wrap.d.ts +2 -1
  100. package/dist/screen-wrap.js +1 -1
  101. package/dist/shooter-2d.d.ts +5 -3
  102. package/dist/shooter-2d.js +2 -2
  103. package/dist/shooter-fire-DGripl0z.d.ts +55 -0
  104. package/dist/thruster.d.ts +8 -18
  105. package/dist/thruster.js +6 -6
  106. package/dist/top-down-movement.d.ts +7 -4
  107. package/dist/top-down-movement.js +5 -5
  108. package/dist/{use-behavior-D_82jAL3.d.ts → use-behavior-B85d5u7-.d.ts} +1 -1
  109. package/dist/world-boundary-2d.d.ts +2 -1
  110. package/dist/world-boundary-2d.js +2 -2
  111. package/dist/world-boundary-3d.d.ts +2 -1
  112. package/dist/world-boundary-3d.js +2 -2
  113. package/package.json +7 -5
  114. package/dist/behavior-system-DYbx-x_-.d.ts +0 -307
  115. package/dist/chunk-2C3Z5GE7.js +0 -176
  116. package/dist/chunk-2C3Z5GE7.js.map +0 -1
  117. package/dist/chunk-2CLT36VB.js.map +0 -1
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  127. package/dist/chunk-OYWFPIHF.js.map +0 -1
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  132. package/dist/chunk-SVLNF434.js.map +0 -1
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  134. package/dist/chunk-Y6UJOUE5.js.map +0 -1
  135. package/dist/chunk-YUO6SKJD.js.map +0 -1
  136. package/dist/chunk-ZPSAXX73.js.map +0 -1
  137. package/dist/runtime-pong.d.ts +0 -92
  138. package/dist/runtime-pong.js +0 -38
  139. /package/dist/{runtime-pong.js.map → platformer-2d.js.map} +0 -0
@@ -1,11 +1,11 @@
1
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  import {
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  createThrusterInputComponent,
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  createThrusterMovementComponent
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- } from "./chunk-KS72RZHX.js";
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+ } from "./chunk-IZJFUAXB.js";
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  import {
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  getRotationAngle2D,
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- normalizeDirection2D
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- } from "./chunk-ID5QJYF5.js";
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+ normalizeDirection2DInto
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+ } from "./chunk-Y7YIAWPW.js";
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  import {
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  SyncStateMachine,
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  t
@@ -88,8 +88,9 @@ var ThrusterFSM = class {
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  }
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  };
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- // src/lib/behaviors/thruster/thruster-movement.behavior.ts
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- var ThrusterMovementBehavior = class {
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+ // src/lib/behaviors/thruster/thruster.system.ts
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+ var _thrustDirection = { x: 0, y: 0 };
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+ var ThrusterSystem = class {
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  constructor(world) {
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  this.world = world;
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  }
@@ -114,13 +115,13 @@ var ThrusterMovementBehavior = class {
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  }
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  const rotationZ = getRotationAngle2D(body.rotation());
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  const currentVel = body.linvel();
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- const vectorThrust = normalizeDirection2D(input.thrustX, input.thrustY);
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- if (vectorThrust) {
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+ const hasVectorThrust = normalizeDirection2DInto(input.thrustX, input.thrustY, _thrustDirection);
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+ if (hasVectorThrust) {
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  const thrustScale = Math.min(1, Math.hypot(input.thrustX, input.thrustY));
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  const thrustAmount = thruster.linearThrust * thrustScale * 0.1;
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  body.setLinvel({
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- x: currentVel.x + vectorThrust.x * thrustAmount,
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- y: currentVel.y + vectorThrust.y * thrustAmount,
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+ x: currentVel.x + _thrustDirection.x * thrustAmount,
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+ y: currentVel.y + _thrustDirection.y * thrustAmount,
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  z: currentVel.z
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  }, true);
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  } else if (input.thrust !== 0) {
@@ -157,12 +158,10 @@ var defaultOptions = {
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  var THRUSTER_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:thruster");
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  var ThrusterBehaviorSystem = class {
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  constructor(world, wasmStage, getBehaviorLinks) {
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- this.world = world;
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  this.wasmStage = wasmStage;
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  this.getBehaviorLinks = getBehaviorLinks;
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- this.movementBehavior = new ThrusterMovementBehavior(world);
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+ this.movementBehavior = new ThrusterSystem(world);
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  }
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- world;
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  wasmStage;
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  getBehaviorLinks;
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  movementBehavior;
@@ -184,6 +183,15 @@ var ThrusterBehaviorSystem = class {
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  if (!gameEntity.$thruster) {
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  gameEntity.$thruster = createThrusterInputComponent();
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  }
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+ const handle = gameEntity.runtimeHandle ?? -1;
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+ if (this.wasmStage && handle >= 0) {
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+ this.ensureWasmAttached(handle, options);
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+ const input = gameEntity.$thruster;
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+ if (input) {
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+ this.wasmStage.writeInputAxes(handle, input.thrust, input.rotate);
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+ }
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+ continue;
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+ }
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  if (!thrusterRef.fsm && gameEntity.$thruster) {
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  thrusterRef.fsm = new ThrusterFSM({ input: gameEntity.$thruster });
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  }
@@ -195,15 +203,6 @@ var ThrusterBehaviorSystem = class {
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  thrustY: gameEntity.$thruster.thrustY
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  });
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  }
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- const handle = gameEntity.runtimeHandle ?? -1;
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- if (this.wasmStage && handle >= 0) {
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- this.ensureWasmAttached(handle, options);
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- const input = gameEntity.$thruster;
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- if (input) {
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- this.wasmStage.setThrusterInput(handle, input.thrust, input.rotate);
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- }
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- continue;
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- }
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  if (!gameEntity.body) continue;
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  if (!gameEntity.physics) {
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  gameEntity.physics = { body: gameEntity.body };
@@ -235,7 +234,7 @@ export {
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  ThrusterState,
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  ThrusterEvent,
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  ThrusterFSM,
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- ThrusterMovementBehavior,
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+ ThrusterSystem,
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  ThrusterBehavior
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  };
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- //# sourceMappingURL=chunk-2CLT36VB.js.map
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+ //# sourceMappingURL=chunk-75FJIUIG.js.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/lib/behaviors/thruster/thruster-fsm.ts","../src/lib/behaviors/thruster/thruster.system.ts","../src/lib/behaviors/thruster/thruster.descriptor.ts"],"sourcesContent":["/**\n * ThrusterFSM\n * \n * State machine controller for thruster behavior.\n * FSM does NOT touch physics or ThrusterSystem - it only writes ThrusterInputComponent.\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { ThrusterInputComponent } from './components';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM State Model\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ThrusterState {\n\tIdle = 'idle',\n\tActive = 'active',\n\tBoosting = 'boosting',\n\tDisabled = 'disabled',\n\tDocked = 'docked',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM Events\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ThrusterEvent {\n\tActivate = 'activate',\n\tDeactivate = 'deactivate',\n\tBoost = 'boost',\n\tEndBoost = 'endBoost',\n\tDisable = 'disable',\n\tEnable = 'enable',\n\tDock = 'dock',\n\tUndock = 'undock',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM Context Object\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface ThrusterFSMContext {\n\tinput: ThrusterInputComponent;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Player Input (raw input from controller/keyboard)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface PlayerInput {\n\tthrust: number;\n\trotate: number;\n\tthrustX?: number;\n\tthrustY?: number;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// ThrusterFSM Controller\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport class ThrusterFSM {\n\tmachine: SyncStateMachine<ThrusterState, ThrusterEvent, never>;\n\n\tconstructor(private ctx: ThrusterFSMContext) {\n\t\tthis.machine = new SyncStateMachine<ThrusterState, ThrusterEvent, never>(\n\t\t\tThrusterState.Idle,\n\t\t\t[\n\t\t\t\t// Core transitions\n\t\t\t\tt(ThrusterState.Idle, ThrusterEvent.Activate, ThrusterState.Active),\n\t\t\t\tt(ThrusterState.Active, ThrusterEvent.Deactivate, ThrusterState.Idle),\n\t\t\t\tt(ThrusterState.Active, ThrusterEvent.Boost, ThrusterState.Boosting),\n\t\t\t\tt(ThrusterState.Active, ThrusterEvent.Disable, ThrusterState.Disabled),\n\t\t\t\tt(ThrusterState.Active, ThrusterEvent.Dock, ThrusterState.Docked),\n\t\t\t\tt(ThrusterState.Boosting, ThrusterEvent.EndBoost, ThrusterState.Active),\n\t\t\t\tt(ThrusterState.Boosting, ThrusterEvent.Disable, ThrusterState.Disabled),\n\t\t\t\tt(ThrusterState.Disabled, ThrusterEvent.Enable, ThrusterState.Idle),\n\t\t\t\tt(ThrusterState.Docked, ThrusterEvent.Undock, ThrusterState.Idle),\n\t\t\t\t// Self-transitions (no-ops for redundant events)\n\t\t\t\tt(ThrusterState.Idle, ThrusterEvent.Deactivate, ThrusterState.Idle),\n\t\t\t\tt(ThrusterState.Active, ThrusterEvent.Activate, ThrusterState.Active),\n\t\t\t]\n\t\t);\n\t}\n\n\t/**\n\t * Get current state\n\t */\n\tgetState(): ThrusterState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Dispatch an event to transition state\n\t */\n\tdispatch(event: ThrusterEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\t/**\n\t * Update FSM state based on player input.\n\t * Auto-transitions between Idle/Active to report current state.\n\t * Does NOT modify input - just observes and reports.\n\t */\n\tupdate(playerInput: PlayerInput): void {\n\t\tconst state = this.machine.getState();\n\t\tconst hasInput =\n\t\t\tMath.abs(playerInput.thrust) > 0.01\n\t\t\t|| Math.abs(playerInput.rotate) > 0.01\n\t\t\t|| Math.abs(playerInput.thrustX ?? 0) > 0.01\n\t\t\t|| Math.abs(playerInput.thrustY ?? 0) > 0.01;\n\n\t\t// Auto-transition to report state based on input\n\t\tif (hasInput && state === ThrusterState.Idle) {\n\t\t\tthis.dispatch(ThrusterEvent.Activate);\n\t\t} else if (!hasInput && state === ThrusterState.Active) {\n\t\t\tthis.dispatch(ThrusterEvent.Deactivate);\n\t\t}\n\t}\n}\n","/**\n * ThrusterSystem\n * \n * This is the heart of the thruster movement system - a pure, stateless force generator.\n * Works identically for player, AI, and replay.\n */\n\nimport type { ZylemWorld } from '../../collision/world';\nimport type { PhysicsBodyComponent } from '../components';\nimport type { ThrusterMovementComponent, ThrusterInputComponent } from './components';\nimport {\n\tgetRotationAngle2D,\n\tnormalizeDirection2DInto,\n\ttype Direction2D,\n} from '../shared/direction-2d';\n\n// Per-frame scratch; normalizeDirection2DInto writes here instead of\n// allocating a fresh direction object per entity per frame.\nconst _thrustDirection: Direction2D = { x: 0, y: 0 };\n\n/**\n * Entity with thruster components\n */\nexport interface ThrusterEntity {\n\tphysics: PhysicsBodyComponent;\n\tthruster: ThrusterMovementComponent;\n\t$thruster: ThrusterInputComponent;\n}\n\n/**\n * ThrusterSystem - Force generator for thruster-equipped entities\n * \n * Responsibilities:\n * - Query entities with PhysicsBody, ThrusterMovement, and ThrusterInput components\n * - Apply velocities based on thrust input (2D mode)\n * - Apply angular velocity based on rotation input\n */\nexport class ThrusterSystem {\n\tconstructor(private world: ZylemWorld | null) {}\n\n\t/**\n\t * Update a single thruster-enabled entity.\n\t */\n\tupdateEntity(gameEntity: any, _dt: number): void {\n\t\tif (!gameEntity.physics?.body || !gameEntity.thruster || !gameEntity.$thruster) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst e: ThrusterEntity = {\n\t\t\tphysics: gameEntity.physics,\n\t\t\tthruster: gameEntity.thruster,\n\t\t\t$thruster: gameEntity.$thruster,\n\t\t};\n\n\t\tconst body = e.physics.body;\n\t\tconst thruster = e.thruster;\n\t\tconst input = e.$thruster;\n\n\t\tif (thruster.linearDamping != null && typeof body.setLinearDamping === 'function') {\n\t\t\tbody.setLinearDamping(thruster.linearDamping);\n\t\t}\n\n\t\t// Get Z rotation from quaternion (for 2D sprites)\n\t\tconst rotationZ = getRotationAngle2D(body.rotation());\n\t\tconst currentVel = body.linvel();\n\t\tconst hasVectorThrust = normalizeDirection2DInto(input.thrustX, input.thrustY, _thrustDirection);\n\n\t\t// --- Linear thrust ---\n\t\tif (hasVectorThrust) {\n\t\t\tconst thrustScale = Math.min(1, Math.hypot(input.thrustX, input.thrustY));\n\t\t\tconst thrustAmount = thruster.linearThrust * thrustScale * 0.1;\n\t\t\tbody.setLinvel({\n\t\t\t\tx: currentVel.x + _thrustDirection.x * thrustAmount,\n\t\t\t\ty: currentVel.y + _thrustDirection.y * thrustAmount,\n\t\t\t\tz: currentVel.z,\n\t\t\t}, true);\n\t\t} else if (input.thrust !== 0) {\n\t\t\tconst forwardX = Math.sin(-rotationZ);\n\t\t\tconst forwardY = Math.cos(-rotationZ);\n\t\t\tconst thrustAmount = thruster.linearThrust * input.thrust * 0.1;\n\t\t\tbody.setLinvel({\n\t\t\t\tx: currentVel.x + forwardX * thrustAmount,\n\t\t\t\ty: currentVel.y + forwardY * thrustAmount,\n\t\t\t\tz: currentVel.z\n\t\t\t}, true);\n\t\t}\n\n\t\t// --- Angular thrust (Z-axis for 2D) ---\n\t\tif (input.rotate !== 0) {\n\t\t\tbody.setAngvel({ x: 0, y: 0, z: -thruster.angularThrust * input.rotate }, true);\n\t\t} else {\n\t\t\t// Stop rotation when no input\n\t\t\tconst angVel = body.angvel();\n\t\t\tbody.setAngvel({ x: angVel.x, y: angVel.y, z: 0 }, true);\n\t\t}\n\t}\n\n\tupdate(dt: number): void {\n\t\tif (!this.world?.collisionMap) return;\n\t\tfor (const [, entity] of this.world.collisionMap) {\n\t\t\tthis.updateEntity(entity, dt);\n\t\t}\n\t}\n}\n","/**\n * Thruster Behavior Descriptor\n * \n * Type-safe descriptor for the thruster behavior system using the new entity.use() API.\n * This wraps the existing ThrusterSystem and components.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { ThrusterSystem, ThrusterEntity } from './thruster.system';\nimport { ThrusterFSM } from './thruster-fsm';\nimport {\n\tcreateThrusterInputComponent,\n\tcreateThrusterMovementComponent,\n\ttype ThrusterMovementComponent,\n\ttype ThrusterInputComponent,\n} from './components';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * Thruster behavior options (typed for entity.use() autocomplete)\n */\nexport interface ThrusterBehaviorOptions {\n\t/** Forward thrust force (default: 10) */\n\tlinearThrust: number;\n\t/** Rotation torque (default: 5) */\n\tangularThrust: number;\n\t/** Optional linear damping override */\n\tlinearDamping?: number;\n}\n\nconst defaultOptions: ThrusterBehaviorOptions = {\n\tlinearThrust: 10,\n\tangularThrust: 5,\n\tlinearDamping: undefined,\n};\n\nconst THRUSTER_BEHAVIOR_KEY = Symbol.for('zylem:behavior:thruster');\n\n/**\n * Adapter that wraps ThrusterSystem as a BehaviorSystem.\n * \n * This bridges the entity.use() pattern with the ECS component-based approach:\n * - Reads options from entity behaviorRefs\n * - Initializes ThrusterMovementComponent and ThrusterInputComponent on entities\n * - Creates FSM lazily and attaches to BehaviorRef for access via handle.getFSM()\n * - Delegates physics to ThrusterSystem\n * \n * NOTE: Input is controlled by the user via entity.onUpdate() - set entity.input.thrust/rotate\n */\nclass ThrusterBehaviorSystem implements BehaviorSystem {\n\tprivate movementBehavior: ThrusterSystem;\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tworld: import('../../collision/world').ZylemWorld | null,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.movementBehavior = new ThrusterSystem(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(THRUSTER_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 thrusterRef = link.ref as any;\n\n\t\t\tconst options = thrusterRef.options as ThrusterBehaviorOptions;\n\n\t\t\tif (!gameEntity.thruster) {\n\t\t\t\tgameEntity.thruster = createThrusterMovementComponent(\n\t\t\t\t\toptions.linearThrust,\n\t\t\t\t\toptions.angularThrust,\n\t\t\t\t\t{ linearDamping: options.linearDamping },\n\t\t\t\t) as ThrusterMovementComponent;\n\t\t\t}\n\n\t\t\tif (!gameEntity.$thruster) {\n\t\t\t\tgameEntity.$thruster = createThrusterInputComponent() as ThrusterInputComponent;\n\t\t\t}\n\n\t\t\t// Wasm fast path: the Rust runtime owns the thruster simulation;\n\t\t\t// skip the (input-mirroring) TS FSM entirely.\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.$thruster as ThrusterInputComponent | undefined;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.writeInputAxes(handle, input.thrust, input.rotate);\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!thrusterRef.fsm && gameEntity.$thruster) {\n\t\t\t\tthrusterRef.fsm = new ThrusterFSM({ input: gameEntity.$thruster });\n\t\t\t}\n\n\t\t\tif (thrusterRef.fsm && gameEntity.$thruster) {\n\t\t\t\tthrusterRef.fsm.update({\n\t\t\t\t\tthrust: gameEntity.$thruster.thrust,\n\t\t\t\t\trotate: gameEntity.$thruster.rotate,\n\t\t\t\t\tthrustX: gameEntity.$thruster.thrustX,\n\t\t\t\t\tthrustY: gameEntity.$thruster.thrustY,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tif (!gameEntity.physics) {\n\t\t\t\tgameEntity.physics = { body: gameEntity.body };\n\t\t\t}\n\t\t\tthis.movementBehavior.updateEntity(gameEntity, delta);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: ThrusterBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachThruster(handle, {\n\t\t\tmaxSpeed: 50,\n\t\t\tacceleration: options.linearThrust,\n\t\t\tturnRateRadPerSec: options.angularThrust,\n\t\t\tlinearDamping: options.linearDamping ?? 0,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n/**\n * ThrusterBehavior - typed descriptor for thruster movement.\n * \n * Uses the existing ThrusterSystem under the hood.\n * \n * @example\n * ```typescript\n * import { ThrusterBehavior } from \"@zylem/game-lib/behavior\";\n * \n * const ship = createSprite({ ... });\n * ship.use(ThrusterBehavior, { linearThrust: 15, angularThrust: 8 });\n * ```\n */\nexport const ThrusterBehavior = 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@@ -5,17 +5,19 @@ import {
5
5
  } from "./chunk-EIWQM6U3.js";
6
6
  import {
7
7
  angleFromDirection2D,
8
- normalizeDirection2D
9
- } from "./chunk-ID5QJYF5.js";
8
+ normalizeDirection2DInto
9
+ } from "./chunk-Y7YIAWPW.js";
10
10
  import {
11
11
  StageTopDownPlane
12
- } from "./chunk-Y6UJOUE5.js";
12
+ } from "./chunk-Q75LKHDF.js";
13
13
  import {
14
14
  defineBehavior
15
15
  } from "./chunk-EZNCCO4L.js";
16
16
 
17
- // src/lib/behaviors/top-down-movement/top-down-movement.behavior.ts
18
- var TopDownMovementRuntimeBehavior = class {
17
+ // src/lib/behaviors/top-down-movement/top-down-movement.system.ts
18
+ var _moveDirection = { x: 0, y: 0 };
19
+ var _facingDirection = { x: 0, y: 0 };
20
+ var TopDownMovementSystem = class {
19
21
  updateEntity(entity, _delta) {
20
22
  if (!entity.body || !entity.transformStore || !entity.topDownMovement || !entity.$topDownMovement || !entity.topDownMovementState) {
21
23
  return;
@@ -23,16 +25,17 @@ var TopDownMovementRuntimeBehavior = class {
23
25
  const movement = entity.topDownMovement;
24
26
  const input = entity.$topDownMovement;
25
27
  const state = entity.topDownMovementState;
26
- const moveDirection = normalizeDirection2D(input.moveX, input.moveY);
28
+ const isMoving = normalizeDirection2DInto(input.moveX, input.moveY, _moveDirection);
27
29
  const velocity = entity.body.linvel();
28
- state.moving = moveDirection !== null;
29
- entity.transformStore.velocity.x = (moveDirection?.x ?? 0) * movement.moveSpeed;
30
- entity.transformStore.velocity.y = (moveDirection?.y ?? 0) * movement.moveSpeed;
30
+ state.moving = isMoving;
31
+ entity.transformStore.velocity.x = isMoving ? _moveDirection.x * movement.moveSpeed : 0;
32
+ entity.transformStore.velocity.y = isMoving ? _moveDirection.y * movement.moveSpeed : 0;
31
33
  entity.transformStore.velocity.z = velocity.z;
32
- entity.transformStore.dirty.velocity = true;
33
- const facingDirection = normalizeDirection2D(input.faceX, input.faceY);
34
- if (facingDirection) {
35
- state.facingAngle = angleFromDirection2D(facingDirection);
34
+ entity.transformStore.dirty.velocityX = true;
35
+ entity.transformStore.dirty.velocityY = true;
36
+ entity.transformStore.dirty.velocityZ = true;
37
+ if (normalizeDirection2DInto(input.faceX, input.faceY, _facingDirection)) {
38
+ state.facingAngle = angleFromDirection2D(_facingDirection);
36
39
  }
37
40
  entity.setRotationZ?.(state.facingAngle);
38
41
  }
@@ -57,7 +60,7 @@ var TopDownMovementBehaviorSystem = class {
57
60
  }
58
61
  wasmStage;
59
62
  getBehaviorLinks;
60
- behavior = new TopDownMovementRuntimeBehavior();
63
+ behavior = new TopDownMovementSystem();
61
64
  attachedRuntimeSlots = /* @__PURE__ */ new Set();
62
65
  update(_ecs, delta) {
63
66
  const links = this.getBehaviorLinks?.(TOP_DOWN_MOVEMENT_BEHAVIOR_KEY);
@@ -80,7 +83,7 @@ var TopDownMovementBehaviorSystem = class {
80
83
  this.ensureWasmAttached(handle, ref.options);
81
84
  const input = entity.$topDownMovement;
82
85
  if (input) {
83
- this.wasmStage.setTopDownInput(handle, input.moveX ?? 0, input.moveY ?? input.moveZ ?? 0);
86
+ this.wasmStage.writeInputAxes(handle, input.moveX ?? 0, input.moveY ?? input.moveZ ?? 0);
84
87
  }
85
88
  continue;
86
89
  }
@@ -109,7 +112,7 @@ var TopDownMovementBehavior = defineBehavior({
109
112
  });
110
113
 
111
114
  export {
112
- TopDownMovementRuntimeBehavior,
115
+ TopDownMovementSystem,
113
116
  TopDownMovementBehavior
114
117
  };
115
- //# sourceMappingURL=chunk-OYWFPIHF.js.map
118
+ //# sourceMappingURL=chunk-A4CA35DQ.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/top-down-movement/top-down-movement.system.ts","../src/lib/behaviors/top-down-movement/top-down-movement.descriptor.ts"],"sourcesContent":["import {\n\tangleFromDirection2D,\n\tnormalizeDirection2DInto,\n\ttype Direction2D,\n} from '../shared/direction-2d';\nimport type {\n\tTopDownMovementComponent,\n\tTopDownMovementInputComponent,\n\tTopDownMovementStateComponent,\n} from './components';\n\n// Per-frame scratch objects; normalizeDirection2DInto writes here instead of\n// allocating fresh direction objects per entity per frame.\nconst _moveDirection: Direction2D = { x: 0, y: 0 };\nconst _facingDirection: Direction2D = { x: 0, y: 0 };\n\nexport interface TopDownMovementEntity {\n\tbody: {\n\t\tlinvel(): { x: number; y: number; z: number };\n\t};\n\ttransformStore?: {\n\t\tvelocity: { x: number; y: number; z: number };\n\t\tdirty: { velocityX: boolean; velocityY: boolean; velocityZ: boolean };\n\t};\n\tsetRotationZ?: (angle: number) => void;\n\ttopDownMovement: TopDownMovementComponent;\n\t$topDownMovement: TopDownMovementInputComponent;\n\ttopDownMovementState: TopDownMovementStateComponent;\n}\n\nexport class TopDownMovementSystem {\n\tupdateEntity(entity: TopDownMovementEntity, _delta: number): void {\n\t\tif (\n\t\t\t!entity.body\n\t\t\t|| !entity.transformStore\n\t\t\t|| !entity.topDownMovement\n\t\t\t|| !entity.$topDownMovement\n\t\t\t|| !entity.topDownMovementState\n\t\t) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst movement = entity.topDownMovement;\n\t\tconst input = entity.$topDownMovement;\n\t\tconst state = entity.topDownMovementState;\n\t\tconst isMoving = normalizeDirection2DInto(input.moveX, input.moveY, _moveDirection);\n\t\tconst velocity = entity.body.linvel();\n\n\t\tstate.moving = isMoving;\n\t\tentity.transformStore.velocity.x = isMoving ? _moveDirection.x * movement.moveSpeed : 0;\n\t\tentity.transformStore.velocity.y = isMoving ? _moveDirection.y * movement.moveSpeed : 0;\n\t\tentity.transformStore.velocity.z = velocity.z;\n\t\tentity.transformStore.dirty.velocityX = true;\n\t\tentity.transformStore.dirty.velocityY = true;\n\t\tentity.transformStore.dirty.velocityZ = true;\n\n\t\tif (normalizeDirection2DInto(input.faceX, input.faceY, _facingDirection)) {\n\t\t\tstate.facingAngle = angleFromDirection2D(_facingDirection);\n\t\t}\n\n\t\tentity.setRotationZ?.(state.facingAngle);\n\t}\n}\n","import { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tcreateTopDownMovementComponent,\n\tcreateTopDownMovementInputComponent,\n\tcreateTopDownMovementStateComponent,\n} from './components';\nimport {\n\tTopDownMovementSystem,\n\ttype TopDownMovementEntity,\n} from './top-down-movement.system';\nimport {\n\tStageTopDownPlane,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface TopDownMovementBehaviorOptions {\n\tmoveSpeed?: number;\n}\n\nexport interface TopDownMovementHandle {\n\tgetFacingAngle(): number;\n}\n\nconst defaultOptions: TopDownMovementBehaviorOptions = {\n\tmoveSpeed: 8,\n};\n\nconst TOP_DOWN_MOVEMENT_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:top-down-movement',\n);\n\nfunction createTopDownMovementHandle(\n\tref: BehaviorRef<TopDownMovementBehaviorOptions>,\n): TopDownMovementHandle {\n\treturn {\n\t\tgetFacingAngle: () =>\n\t\t\t(ref as any).__entity?.topDownMovementState?.facingAngle ?? 0,\n\t};\n}\n\nclass TopDownMovementBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new TopDownMovementSystem();\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(TOP_DOWN_MOVEMENT_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as any;\n\t\t\tconst ref = link.ref as any;\n\n\t\t\tif (!entity.topDownMovement) {\n\t\t\t\tentity.topDownMovement = createTopDownMovementComponent(ref.options);\n\t\t\t}\n\t\t\tif (!entity.$topDownMovement) {\n\t\t\t\tentity.$topDownMovement = createTopDownMovementInputComponent();\n\t\t\t}\n\t\t\tif (!entity.topDownMovementState) {\n\t\t\t\tentity.topDownMovementState = createTopDownMovementStateComponent();\n\t\t\t}\n\n\t\t\tref.__entity = entity;\n\n\t\t\tconst handle = (entity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, ref.options as TopDownMovementBehaviorOptions);\n\t\t\t\tconst input = entity.$topDownMovement;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.writeInputAxes(handle, input.moveX ?? 0, input.moveY ?? input.moveZ ?? 0);\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!entity.body || !entity.transformStore) continue;\n\t\t\tthis.behavior.updateEntity(entity, delta);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: TopDownMovementBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachTopDown(handle, {\n\t\t\tplane: StageTopDownPlane.Xy,\n\t\t\tspeed: options.moveSpeed ?? defaultOptions.moveSpeed!,\n\t\t\tfaceMovement: true,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\nexport const TopDownMovementBehavior = defineBehavior<\n\tTopDownMovementBehaviorOptions,\n\tTopDownMovementHandle,\n\tTopDownMovementEntity\n>({\n\tname: 'top-down-movement',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew TopDownMovementBehaviorSystem(ctx.wasmStage ?? 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@@ -2,14 +2,18 @@ import {
2
2
  GroundProbe3D,
3
3
  getGroundAnchorOffsetY,
4
4
  getGroundSnapTargetY
5
- } from "./chunk-SVLNF434.js";
5
+ } from "./chunk-JXMF4NUI.js";
6
6
  import {
7
7
  setVelocityIntent
8
- } from "./chunk-RTVRUNYR.js";
8
+ } from "./chunk-OTLSUYQQ.js";
9
9
  import {
10
10
  SyncStateMachine,
11
11
  t
12
12
  } from "./chunk-4URF65BR.js";
13
+ import {
14
+ STAGE_INPUT_BUTTON_JUMP,
15
+ readBehaviorSnapshot
16
+ } from "./chunk-Q75LKHDF.js";
13
17
  import {
14
18
  defineBehavior
15
19
  } from "./chunk-EZNCCO4L.js";
@@ -48,7 +52,7 @@ function createJumpState2D() {
48
52
  };
49
53
  }
50
54
 
51
- // src/lib/behaviors/jumper-2d/jumper-2d.behavior.ts
55
+ // src/lib/behaviors/jumper-2d/jumper-2d.system.ts
52
56
  function jumpVelocityFromHeight(gravity, height) {
53
57
  return Math.sqrt(2 * gravity * height);
54
58
  }
@@ -59,7 +63,7 @@ var Jumper2DTickEvent = /* @__PURE__ */ ((Jumper2DTickEvent3) => {
59
63
  Jumper2DTickEvent3["Land"] = "land";
60
64
  return Jumper2DTickEvent3;
61
65
  })(Jumper2DTickEvent || {});
62
- var Jumper2DBehavior = class {
66
+ var Jumper2DSystem = class {
63
67
  tick(config, input, ctx, state) {
64
68
  const dtMs = ctx.dt * 1e3;
65
69
  const now = performance.now();
@@ -218,11 +222,6 @@ var defaultOptions = {
218
222
  debugGroundProbe: false
219
223
  };
220
224
  var JUMPER_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:jumper-2d");
221
- var JUMPER_2D_OFFSETS = [
222
- { x: 0, z: 0 },
223
- { x: 0.35, z: 0 },
224
- { x: -0.35, z: 0 }
225
- ];
226
225
  function isJumper2DGrounded(params) {
227
226
  if (params.velocityY > 0) {
228
227
  return false;
@@ -237,22 +236,22 @@ function shouldSnapJumper2DToGround(support, options, velocityY) {
237
236
  }
238
237
  var Jumper2DBehaviorSystem = class {
239
238
  constructor(world, scene, wasmStage, getBehaviorLinks) {
240
- this.world = world;
241
239
  this.scene = scene;
242
240
  this.wasmStage = wasmStage;
243
241
  this.getBehaviorLinks = getBehaviorLinks;
244
242
  this.groundProbe = new GroundProbe3D(world);
245
243
  }
246
- world;
247
244
  scene;
248
245
  wasmStage;
249
246
  getBehaviorLinks;
250
- behavior = new Jumper2DBehavior();
247
+ behavior = new Jumper2DSystem();
251
248
  groundProbe;
252
249
  initializedEntities = /* @__PURE__ */ new Set();
253
250
  timeSinceGroundedMs = /* @__PURE__ */ new Map();
254
251
  wasJumpHeld = /* @__PURE__ */ new Map();
255
252
  attachedRuntimeSlots = /* @__PURE__ */ new Set();
253
+ /** Reused per-entity per-frame instead of spreading a fresh input object. */
254
+ effectiveInput = createJumpInput2D();
256
255
  update(_ecs, delta) {
257
256
  const links = this.getBehaviorLinks?.(JUMPER_2D_BEHAVIOR_KEY);
258
257
  if (!links) return;
@@ -263,9 +262,11 @@ var Jumper2DBehaviorSystem = class {
263
262
  const handle = gameEntity.runtimeHandle ?? -1;
264
263
  if (this.wasmStage && handle >= 0) {
265
264
  this.ensureWasmAttached(handle, options);
265
+ jumperRef.__wasmStage = this.wasmStage;
266
+ jumperRef.__entity = gameEntity;
266
267
  const input2 = gameEntity.$jumper2d;
267
268
  const jumpPressed = !!(input2?.jumpPressed || input2?.jumpHeld);
268
- this.wasmStage.setJumper2DInput(handle, jumpPressed);
269
+ this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, jumpPressed);
269
270
  continue;
270
271
  }
271
272
  if (!gameEntity.body) continue;
@@ -292,7 +293,6 @@ var Jumper2DBehaviorSystem = class {
292
293
  const probeOriginYOffset = 0.05 - getGroundAnchorOffsetY(gameEntity);
293
294
  const support = this.groundProbe.probeSupport(gameEntity, {
294
295
  rayLength,
295
- offsets: JUMPER_2D_OFFSETS,
296
296
  mode: "any",
297
297
  debug: options.debugGroundProbe ?? false,
298
298
  scene: this.scene,
@@ -328,11 +328,11 @@ var Jumper2DBehaviorSystem = class {
328
328
  const state = gameEntity.jumper2dState;
329
329
  const previousHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;
330
330
  const held = input.jumpHeld === true;
331
- const effectiveInput = {
332
- ...input,
333
- jumpPressed: input.jumpPressed || held && !previousHeld,
334
- jumpReleased: input.jumpReleased || !held && previousHeld
335
- };
331
+ const effectiveInput = this.effectiveInput;
332
+ effectiveInput.jumpPressed = input.jumpPressed || held && !previousHeld;
333
+ effectiveInput.jumpHeld = held;
334
+ effectiveInput.jumpReleased = input.jumpReleased || !held && previousHeld;
335
+ effectiveInput.fastFall = input.fastFall;
336
336
  const store = gameEntity.transformStore;
337
337
  const ctx = {
338
338
  dt: delta,
@@ -376,20 +376,36 @@ var Jumper2DBehaviorSystem = class {
376
376
  this.attachedRuntimeSlots.clear();
377
377
  }
378
378
  };
379
- var Jumper2D = defineBehavior({
379
+ var Jumper2DBehavior = defineBehavior({
380
380
  name: "jumper-2d",
381
381
  defaultOptions,
382
382
  systemFactory: (ctx) => new Jumper2DBehaviorSystem(ctx.world, ctx.scene, ctx.wasmStage ?? null, ctx.getBehaviorLinks),
383
- createHandle: (ref) => ({
384
- getState: () => ref.fsm?.getState() ?? "grounded" /* Grounded */,
385
- isJumping: () => ref.fsm?.isJumping() ?? false,
386
- getJumpsUsed: () => ref.fsm?.getJumpsUsed() ?? 0,
387
- getJumpsRemaining: () => {
388
- const maxJumps = ref.options.maxJumps ?? 1;
389
- const used = ref.fsm?.getJumpsUsed() ?? 0;
390
- return maxJumps - used;
391
- }
392
- })
383
+ // On the wasm fast path the handle reads the runtime snapshot buffer
384
+ // (previous-step values); the TS FSM only backs the no-wasm fallback.
385
+ createHandle: (ref) => {
386
+ const jumpsUsed = () => {
387
+ const snapshot = readBehaviorSnapshot(ref);
388
+ if (snapshot) return snapshot.jumpCount;
389
+ return ref.fsm?.getJumpsUsed() ?? 0;
390
+ };
391
+ return {
392
+ getState: () => {
393
+ const snapshot = readBehaviorSnapshot(ref);
394
+ if (snapshot) {
395
+ if (snapshot.grounded) return "grounded" /* Grounded */;
396
+ return snapshot.verticalVelocity > 0 ? "jumping" /* Jumping */ : "falling" /* Falling */;
397
+ }
398
+ return ref.fsm?.getState() ?? "grounded" /* Grounded */;
399
+ },
400
+ isJumping: () => {
401
+ const snapshot = readBehaviorSnapshot(ref);
402
+ if (snapshot) return !snapshot.grounded && snapshot.verticalVelocity > 0;
403
+ return ref.fsm?.isJumping() ?? false;
404
+ },
405
+ getJumpsUsed: jumpsUsed,
406
+ getJumpsRemaining: () => (ref.options.maxJumps ?? 1) - jumpsUsed()
407
+ };
408
+ }
393
409
  });
394
410
 
395
411
  export {
@@ -397,10 +413,10 @@ export {
397
413
  createJumpInput2D,
398
414
  createJumpState2D,
399
415
  Jumper2DTickEvent,
400
- Jumper2DBehavior,
416
+ Jumper2DSystem,
401
417
  Jumper2DState,
402
418
  Jumper2DEvent,
403
419
  Jumper2DFSM,
404
- Jumper2D
420
+ Jumper2DBehavior
405
421
  };
406
- //# sourceMappingURL=chunk-SS7ELMJ7.js.map
422
+ //# sourceMappingURL=chunk-F72WX4MH.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/jumper-2d/components.ts","../src/lib/behaviors/jumper-2d/jumper-2d.system.ts","../src/lib/behaviors/jumper-2d/jumper-2d-fsm.ts","../src/lib/behaviors/jumper-2d/jumper-2d.descriptor.ts"],"sourcesContent":["export interface JumpConfig2D {\n\tjumpHeight: number;\n\tgravity: number;\n\tmaxFallSpeed?: number;\n\tmaxJumps: number;\n\tresetJumpsOnGround: boolean;\n\tcoyoteTimeMs: number;\n\tjumpBufferMs: number;\n\tminTimeBetweenJumpsMs?: number;\n\tvariableJump?: {\n\t\tenabled: boolean;\n\t\tcutGravityMultiplier: number;\n\t\tmaxHoldMs?: number;\n\t};\n}\n\nexport function createJumpConfig2D(\n\toptions: Partial<JumpConfig2D> = {},\n): JumpConfig2D {\n\treturn {\n\t\tjumpHeight: options.jumpHeight ?? 2.5,\n\t\tgravity: options.gravity ?? 20,\n\t\tmaxFallSpeed: options.maxFallSpeed,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tresetJumpsOnGround: options.resetJumpsOnGround ?? true,\n\t\tcoyoteTimeMs: options.coyoteTimeMs ?? 100,\n\t\tjumpBufferMs: options.jumpBufferMs ?? 80,\n\t\tminTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,\n\t\tvariableJump: options.variableJump,\n\t};\n}\n\nexport interface JumpInput2D {\n\tjumpPressed: boolean;\n\tjumpHeld: boolean;\n\tjumpReleased: boolean;\n\tfastFall?: boolean;\n}\n\nexport function createJumpInput2D(): JumpInput2D {\n\treturn {\n\t\tjumpPressed: false,\n\t\tjumpHeld: false,\n\t\tjumpReleased: false,\n\t\tfastFall: false,\n\t};\n}\n\nexport interface JumpContext2D {\n\tdt: number;\n\tvelocityY: number;\n\tisGrounded: boolean;\n\ttimeSinceGroundedMs: number;\n\tsetVerticalVelocity(y: number): void;\n}\n\nexport interface JumpState2D {\n\tjumpsUsed: number;\n\tlastJumpTimeMs: number;\n\tbufferedJumpMs: number;\n\tcoyoteMs: number;\n\tisJumping: boolean;\n\tjumpHoldMs: number;\n\tjumpCutApplied: boolean;\n}\n\nexport function createJumpState2D(): JumpState2D {\n\treturn {\n\t\tjumpsUsed: 0,\n\t\tlastJumpTimeMs: 0,\n\t\tbufferedJumpMs: 0,\n\t\tcoyoteMs: 0,\n\t\tisJumping: false,\n\t\tjumpHoldMs: 0,\n\t\tjumpCutApplied: false,\n\t};\n}\n","import type {\n\tJumpConfig2D,\n\tJumpContext2D,\n\tJumpInput2D,\n\tJumpState2D,\n} from './components';\n\nfunction jumpVelocityFromHeight(gravity: number, height: number): number {\n\treturn Math.sqrt(2 * gravity * height);\n}\n\nexport enum Jumper2DTickEvent {\n\tNone = 'none',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper2DTickResult {\n\tevent: Jumper2DTickEvent;\n}\n\nexport class Jumper2DSystem {\n\ttick(\n\t\tconfig: JumpConfig2D,\n\t\tinput: JumpInput2D,\n\t\tctx: JumpContext2D,\n\t\tstate: JumpState2D,\n\t): Jumper2DTickResult {\n\t\tconst dtMs = ctx.dt * 1000;\n\t\tconst now = performance.now();\n\t\tlet event = Jumper2DTickEvent.None;\n\t\tlet jumpedThisFrame = false;\n\n\t\tif (ctx.isGrounded) {\n\t\t\tstate.coyoteMs = config.coyoteTimeMs;\n\t\t\tif (config.resetJumpsOnGround) {\n\t\t\t\tstate.jumpsUsed = 0;\n\t\t\t}\n\t\t\tif (state.isJumping) {\n\t\t\t\tstate.isJumping = false;\n\t\t\t\tstate.jumpCutApplied = false;\n\t\t\t\tevent = Jumper2DTickEvent.Land;\n\t\t\t}\n\t\t} else {\n\t\t\tstate.coyoteMs = Math.max(0, state.coyoteMs - dtMs);\n\t\t}\n\n\t\tif (input.jumpPressed) {\n\t\t\tstate.bufferedJumpMs = config.jumpBufferMs;\n\t\t} else {\n\t\t\tstate.bufferedJumpMs = Math.max(0, state.bufferedJumpMs - dtMs);\n\t\t}\n\n\t\tif (state.isJumping && input.jumpHeld) {\n\t\t\tstate.jumpHoldMs += dtMs;\n\t\t}\n\n\t\tconst wantsJump = state.bufferedJumpMs > 0;\n\t\tconst isFirstJump =\n\t\t\tctx.isGrounded || (state.coyoteMs > 0 && state.jumpsUsed === 0);\n\t\tconst hasAirJumps = state.jumpsUsed > 0 && state.jumpsUsed < config.maxJumps;\n\t\tconst canJump = isFirstJump || hasAirJumps;\n\t\tconst cooldownOk =\n\t\t\tconfig.minTimeBetweenJumpsMs == null ||\n\t\t\tnow - state.lastJumpTimeMs >= config.minTimeBetweenJumpsMs;\n\n\t\tif (wantsJump && canJump && cooldownOk) {\n\t\t\tctx.setVerticalVelocity(jumpVelocityFromHeight(config.gravity, config.jumpHeight));\n\t\t\tjumpedThisFrame = true;\n\t\t\tstate.jumpsUsed++;\n\t\t\tstate.lastJumpTimeMs = now;\n\t\t\tstate.bufferedJumpMs = 0;\n\t\t\tstate.coyoteMs = 0;\n\t\t\tstate.isJumping = true;\n\t\t\tstate.jumpHoldMs = 0;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tevent = Jumper2DTickEvent.Jump;\n\t\t}\n\n\t\tif (!ctx.isGrounded || jumpedThisFrame) {\n\t\t\tlet gravityMul = 1;\n\t\t\tconst isFalling = ctx.velocityY < 0;\n\n\t\t\tif (isFalling) {\n\t\t\t\tgravityMul = input.fastFall ? 1.75 : 1;\n\t\t\t\tif (event !== Jumper2DTickEvent.Land) {\n\t\t\t\t\tevent = Jumper2DTickEvent.Fall;\n\t\t\t\t}\n\t\t\t} else if (state.isJumping) {\n\t\t\t\tconst variableJump = config.variableJump;\n\t\t\t\tif (variableJump?.enabled && !state.jumpCutApplied) {\n\t\t\t\t\tconst holdExpired =\n\t\t\t\t\t\tvariableJump.maxHoldMs != null &&\n\t\t\t\t\t\tstate.jumpHoldMs >= variableJump.maxHoldMs;\n\t\t\t\t\tif (!input.jumpHeld || holdExpired) {\n\t\t\t\t\t\tgravityMul = variableJump.cutGravityMultiplier;\n\t\t\t\t\t\tstate.jumpCutApplied = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet newVelocityY = ctx.velocityY - config.gravity * gravityMul * ctx.dt;\n\t\t\tif (config.maxFallSpeed != null) {\n\t\t\t\tnewVelocityY = Math.max(-config.maxFallSpeed, newVelocityY);\n\t\t\t}\n\t\t\tctx.setVerticalVelocity(newVelocityY);\n\t\t} else {\n\t\t\tctx.setVerticalVelocity(0);\n\t\t}\n\n\t\treturn { event };\n\t}\n}\n","import { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { JumpState2D } from './components';\n\nexport enum Jumper2DState {\n\tGrounded = 'grounded',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n}\n\nexport enum Jumper2DEvent {\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper2DFSMContext {\n\tstate: JumpState2D;\n}\n\nexport class Jumper2DFSM {\n\tmachine: SyncStateMachine<Jumper2DState, Jumper2DEvent, never>;\n\n\tconstructor(private ctx: Jumper2DFSMContext) {\n\t\tthis.machine = new SyncStateMachine<Jumper2DState, Jumper2DEvent, never>(\n\t\t\tJumper2DState.Grounded,\n\t\t\t[\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Jumper2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Jumper2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\tisJumping(): boolean {\n\t\treturn this.getState() === Jumper2DState.Jumping;\n\t}\n\n\tisGrounded(): boolean {\n\t\treturn this.getState() === Jumper2DState.Grounded;\n\t}\n\n\tgetJumpsUsed(): number {\n\t\treturn this.ctx.state.jumpsUsed;\n\t}\n\n\tapplyTickEvent(tickEvent: string, isGrounded: boolean): void {\n\t\tswitch (tickEvent) {\n\t\t\tcase 'jump':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Jump);\n\t\t\t\tbreak;\n\t\t\tcase 'fall':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Fall);\n\t\t\t\tbreak;\n\t\t\tcase 'land':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Land);\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tif (!isGrounded && this.getState() === Jumper2DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper2DEvent.Fall);\n\t\t\t\t}\n\t\t\t\tif (isGrounded && this.getState() !== Jumper2DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper2DEvent.Land);\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\t}\n}\n","import { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { setVelocityIntent } from '../../capabilities/velocity-intents';\nimport {\n\tGroundProbe3D,\n\tgetGroundAnchorOffsetY,\n\tgetGroundSnapTargetY,\n\ttype GroundProbeSupportHit,\n} from '../shared/ground-probe-3d';\nimport {\n\tcreateJumpConfig2D,\n\tcreateJumpInput2D,\n\tcreateJumpState2D,\n\ttype JumpConfig2D,\n\ttype JumpContext2D,\n\ttype JumpInput2D,\n\ttype JumpState2D,\n} from './components';\nimport {\n\tJumper2DSystem,\n\tJumper2DTickEvent,\n} from './jumper-2d.system';\nimport { Jumper2DFSM, Jumper2DState } from './jumper-2d-fsm';\nimport {\n\tSTAGE_INPUT_BUTTON_JUMP,\n\treadBehaviorSnapshot,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface Jumper2DBehaviorOptions {\n\tjumpHeight?: number;\n\tgravity?: number;\n\tmaxFallSpeed?: number;\n\tmaxJumps?: number;\n\tresetJumpsOnGround?: boolean;\n\tcoyoteTimeMs?: number;\n\tjumpBufferMs?: number;\n\tminTimeBetweenJumpsMs?: number;\n\tvariableJump?: JumpConfig2D['variableJump'];\n\tgroundRayLength?: number;\n\tsnapToGroundDistance?: number;\n\tdebugGroundProbe?: boolean;\n}\n\nconst defaultOptions: Jumper2DBehaviorOptions = {\n\tjumpHeight: 2.5,\n\tgravity: 20,\n\tmaxJumps: 1,\n\tresetJumpsOnGround: true,\n\tcoyoteTimeMs: 100,\n\tjumpBufferMs: 80,\n\tgroundRayLength: 1,\n\tdebugGroundProbe: false,\n};\n\nconst JUMPER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:jumper-2d');\n\nexport function isJumper2DGrounded(params: {\n\tnearGround?: boolean;\n\tvelocityY: number;\n\tsupportToi?: number | null;\n\tsnapToGroundDistance?: number;\n}): boolean {\n\tif (params.velocityY > 0) {\n\t\treturn false;\n\t}\n\n\tif (params.snapToGroundDistance != null) {\n\t\treturn (\n\t\t\tparams.supportToi != null &&\n\t\t\tparams.supportToi <= params.snapToGroundDistance\n\t\t);\n\t}\n\n\treturn params.nearGround === true;\n}\n\nfunction shouldSnapJumper2DToGround(\n\tsupport: GroundProbeSupportHit | null,\n\toptions: Jumper2DBehaviorOptions,\n\tvelocityY: number,\n): support is GroundProbeSupportHit {\n\treturn (\n\t\tsupport != null &&\n\t\toptions.snapToGroundDistance != null &&\n\t\tvelocityY <= 0 &&\n\t\tsupport.toi <= options.snapToGroundDistance\n\t);\n}\n\nexport interface Jumper2DEntity {\n\tuuid: string;\n\tbody: import('@dimforge/rapier3d-compat').RigidBody | null;\n\ttransformStore: import('../../capabilities/transform-store').TransformState;\n\tjumper2d: JumpConfig2D;\n\t$jumper2d: JumpInput2D;\n\tjumper2dState: JumpState2D;\n}\n\nclass Jumper2DBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new Jumper2DSystem();\n\tprivate groundProbe: GroundProbe3D;\n\tprivate initializedEntities = new Set<string>();\n\tprivate timeSinceGroundedMs = new Map<string, number>();\n\tprivate wasJumpHeld = new Map<string, boolean>();\n\tprivate attachedRuntimeSlots = new Set<number>();\n\t/** Reused per-entity per-frame instead of spreading a fresh input object. */\n\tprivate effectiveInput: JumpInput2D = createJumpInput2D();\n\n\tconstructor(\n\t\tworld: import('../../collision/world').ZylemWorld | null,\n\t\tprivate scene: any,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.groundProbe = new GroundProbe3D(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(JUMPER_2D_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst jumperRef = link.ref as any;\n\n\t\t\tconst options = jumperRef.options as Jumper2DBehaviorOptions;\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\t\tjumperRef.__wasmStage = this.wasmStage;\n\t\t\t\tjumperRef.__entity = gameEntity;\n\t\t\t\tconst input = gameEntity.$jumper2d as JumpInput2D | undefined;\n\t\t\t\tconst jumpPressed = !!(input?.jumpPressed || input?.jumpHeld);\n\t\t\t\tthis.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, jumpPressed);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\n\t\t\tif (!gameEntity.jumper2d) {\n\t\t\t\tgameEntity.jumper2d = createJumpConfig2D(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$jumper2d) {\n\t\t\t\tgameEntity.$jumper2d = createJumpInput2D();\n\t\t\t}\n\t\t\tif (!gameEntity.jumper2dState) {\n\t\t\t\tgameEntity.jumper2dState = createJumpState2D();\n\t\t\t}\n\t\t\tif (!this.initializedEntities.has(gameEntity.uuid)) {\n\t\t\t\tthis.initializedEntities.add(gameEntity.uuid);\n\t\t\t\tgameEntity.body.setGravityScale(0, true);\n\t\t\t}\n\t\t\tif (!jumperRef.fsm && gameEntity.jumper2dState) {\n\t\t\t\tjumperRef.fsm = new Jumper2DFSM({\n\t\t\t\t\tstate: gameEntity.jumper2dState,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tconst rayLength = options.groundRayLength ?? 1;\n\t\t\tconst bodyVelocity = gameEntity.body.linvel();\n\t\t\tconst probeOriginYOffset = 0.05 - getGroundAnchorOffsetY(gameEntity);\n\t\t\tconst support = this.groundProbe.probeSupport(gameEntity, {\n\t\t\t\trayLength,\n\t\t\t\tmode: 'any',\n\t\t\t\tdebug: options.debugGroundProbe ?? false,\n\t\t\t\tscene: this.scene,\n\t\t\t\toriginYOffset: probeOriginYOffset,\n\t\t\t});\n\t\t\tconst nearGround = support != null;\n\t\t\tconst isGrounded = isJumper2DGrounded({\n\t\t\t\tnearGround,\n\t\t\t\tvelocityY: bodyVelocity.y,\n\t\t\t\tsupportToi: support?.toi ?? null,\n\t\t\t\tsnapToGroundDistance: options.snapToGroundDistance,\n\t\t\t});\n\t\t\tif (shouldSnapJumper2DToGround(support, options, bodyVelocity.y)) {\n\t\t\t\tconst currentPosition = gameEntity.body.translation();\n\t\t\t\tgameEntity.body.setTranslation(\n\t\t\t\t\t{\n\t\t\t\t\t\tx: currentPosition.x,\n\t\t\t\t\t\ty: getGroundSnapTargetY(gameEntity, support),\n\t\t\t\t\t\tz: currentPosition.z,\n\t\t\t\t\t},\n\t\t\t\t\ttrue,\n\t\t\t\t);\n\t\t\t}\n\n\t\t\tlet timeSinceGroundedMs = this.timeSinceGroundedMs.get(gameEntity.uuid) ?? 0;\n\t\t\tif (isGrounded) {\n\t\t\t\ttimeSinceGroundedMs = 0;\n\t\t\t} else {\n\t\t\t\ttimeSinceGroundedMs += delta * 1000;\n\t\t\t}\n\t\t\tthis.timeSinceGroundedMs.set(gameEntity.uuid, timeSinceGroundedMs);\n\n\t\t\tconst config: JumpConfig2D = gameEntity.jumper2d;\n\t\t\tconst input: JumpInput2D = gameEntity.$jumper2d;\n\t\t\tconst state: JumpState2D = gameEntity.jumper2dState;\n\t\t\tconst previousHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;\n\t\t\tconst held = input.jumpHeld === true;\n\t\t\tconst effectiveInput = this.effectiveInput;\n\t\t\teffectiveInput.jumpPressed = input.jumpPressed || (held && !previousHeld);\n\t\t\teffectiveInput.jumpHeld = held;\n\t\t\teffectiveInput.jumpReleased = input.jumpReleased || (!held && previousHeld);\n\t\t\teffectiveInput.fastFall = input.fastFall;\n\n\t\t\tconst store = gameEntity.transformStore;\n\t\t\tconst ctx: JumpContext2D = {\n\t\t\t\tdt: delta,\n\t\t\t\tvelocityY: bodyVelocity.y,\n\t\t\t\tisGrounded,\n\t\t\t\ttimeSinceGroundedMs,\n\t\t\t\tsetVerticalVelocity: (y: number) => {\n\t\t\t\t\tsetVelocityIntent(\n\t\t\t\t\t\tstore,\n\t\t\t\t\t\t'jumper-2d',\n\t\t\t\t\t\t{ y },\n\t\t\t\t\t\t{ mode: 'replace', priority: 20 },\n\t\t\t\t\t);\n\t\t\t\t\tctx.velocityY = y;\n\t\t\t\t},\n\t\t\t};\n\n\t\t\tconst result = this.behavior.tick(config, effectiveInput, ctx, state);\n\t\t\tthis.wasJumpHeld.set(gameEntity.uuid, held);\n\n\t\t\tif (jumperRef.fsm) {\n\t\t\t\t(jumperRef.fsm as Jumper2DFSM).applyTickEvent(result.event, isGrounded);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Jumper2DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst jumpForce = Math.sqrt(2 * (options.gravity ?? 20) * (options.jumpHeight ?? 2.5));\n\t\tthis.wasmStage.attachJumper2D(handle, {\n\t\t\tjumpForce,\n\t\t\tmaxJumps: options.maxJumps ?? 1,\n\t\t\tjumpBufferTime: (options.jumpBufferMs ?? 80) / 1000,\n\t\t\tcoyoteTime: (options.coyoteTimeMs ?? 100) / 1000,\n\t\t\tgravity: options.gravity ?? 20,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\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\nexport const Jumper2DBehavior = defineBehavior<\n\tJumper2DBehaviorOptions,\n\t{\n\t\tgetState: () => Jumper2DState;\n\t\tisJumping: () => boolean;\n\t\tgetJumpsUsed: () => number;\n\t\tgetJumpsRemaining: () => number;\n\t},\n\tJumper2DEntity\n>({\n\tname: 'jumper-2d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Jumper2DBehaviorSystem(ctx.world, ctx.scene, ctx.wasmStage ?? null, ctx.getBehaviorLinks),\n\t// On the wasm fast path the handle reads the runtime snapshot buffer\n\t// (previous-step values); the TS FSM only backs the no-wasm fallback.\n\tcreateHandle: (ref) => {\n\t\tconst jumpsUsed = () => {\n\t\t\tconst snapshot = readBehaviorSnapshot(ref);\n\t\t\tif (snapshot) return snapshot.jumpCount;\n\t\t\treturn (ref.fsm as Jumper2DFSM | undefined)?.getJumpsUsed() ?? 0;\n\t\t};\n\t\treturn {\n\t\t\tgetState: () => {\n\t\t\t\tconst snapshot = readBehaviorSnapshot(ref);\n\t\t\t\tif (snapshot) {\n\t\t\t\t\tif (snapshot.grounded) return Jumper2DState.Grounded;\n\t\t\t\t\treturn snapshot.verticalVelocity > 0\n\t\t\t\t\t\t? Jumper2DState.Jumping\n\t\t\t\t\t\t: Jumper2DState.Falling;\n\t\t\t\t}\n\t\t\t\treturn (\n\t\t\t\t\t(ref.fsm as Jumper2DFSM | undefined)?.getState() ??\n\t\t\t\t\tJumper2DState.Grounded\n\t\t\t\t);\n\t\t\t},\n\t\t\tisJumping: () => {\n\t\t\t\tconst snapshot = readBehaviorSnapshot(ref);\n\t\t\t\tif (snapshot) return !snapshot.grounded && snapshot.verticalVelocity > 0;\n\t\t\t\treturn (ref.fsm as Jumper2DFSM | undefined)?.isJumping() ?? false;\n\t\t\t},\n\t\t\tgetJumpsUsed: jumpsUsed,\n\t\t\tgetJumpsRemaining: () => (ref.options.maxJumps ?? 1) - 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@@ -1,10 +1,11 @@
1
1
  import {
2
+ fireShooter2DIfRequested,
2
3
  getEntityFacingAngle2D,
3
4
  resolveAim2D
4
- } from "./chunk-6C6NXNEW.js";
5
+ } from "./chunk-UL6Q5HDP.js";
5
6
  import {
6
7
  createThrusterInputComponent
7
- } from "./chunk-KS72RZHX.js";
8
+ } from "./chunk-IZJFUAXB.js";
8
9
 
9
10
  // src/lib/coordinators/multidirectional-space-shooter.coordinator.ts
10
11
  var MultidirectionalSpaceShooterCoordinator = class {
@@ -32,25 +33,11 @@ var MultidirectionalSpaceShooterCoordinator = class {
32
33
  if (aim.hasAimInput) {
33
34
  this.entity.setRotationZ(aim.angle);
34
35
  }
35
- if (!input.shootPressed && !input.shootHeld) {
36
- return;
37
- }
38
- const sourcePosition = this.entity.body?.translation();
39
- if (!sourcePosition) {
40
- return;
41
- }
42
- void this.shooter.fire({
43
- source: this.entity,
44
- stage: this.stage,
45
- target: {
46
- x: sourcePosition.x + aim.direction.x,
47
- y: sourcePosition.y + aim.direction.y
48
- }
49
- });
36
+ fireShooter2DIfRequested(this.entity, this.shooter, this.stage, input, aim);
50
37
  }
51
38
  };
52
39
 
53
40
  export {
54
41
  MultidirectionalSpaceShooterCoordinator
55
42
  };
56
- //# sourceMappingURL=chunk-RTRVBEIB.js.map
43
+ //# sourceMappingURL=chunk-FTDZAKZW.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/coordinators/multidirectional-space-shooter.coordinator.ts"],"sourcesContent":["import {\n\tcreateThrusterInputComponent,\n\ttype ThrusterInputComponent,\n} from '../behaviors/thruster/components';\nimport type {\n\tShooter2DHandle,\n\tShooter2DSourceEntity,\n\tShooter2DStageLike,\n} from '../behaviors/shooter-2d/shooter-2d.descriptor';\nimport { getEntityFacingAngle2D, resolveAim2D } from './shared/top-down-aim';\nimport {\n\tfireShooter2DIfRequested,\n\ttype Shooter2DAimFireInput,\n} from './shared/shooter-fire';\n\nexport interface MultidirectionalSpaceShooterInput extends Shooter2DAimFireInput {\n\tmoveX: number;\n\tmoveY: number;\n}\n\nexport type MultidirectionalSpaceShooterEntity = Shooter2DSourceEntity & {\n\t$thruster?: ThrusterInputComponent;\n\tsetRotationZ(angle: number): void;\n};\n\n/**\n * Coordinator that fans a single input snapshot out to the thruster behavior\n * (vector thrust), entity rotation (aim), and the Shooter2D behavior (fire\n * requests).\n */\nexport class MultidirectionalSpaceShooterCoordinator {\n\tconstructor(\n\t\tprivate entity: MultidirectionalSpaceShooterEntity,\n\t\tprivate shooter: Shooter2DHandle,\n\t\tprivate stage: Shooter2DStageLike,\n\t) {}\n\n\tpublic update(input: MultidirectionalSpaceShooterInput): void {\n\t\tif (!this.entity.$thruster) {\n\t\t\tthis.entity.$thruster = createThrusterInputComponent();\n\t\t}\n\n\t\tthis.entity.$thruster.thrustX = input.moveX;\n\t\tthis.entity.$thruster.thrustY = input.moveY;\n\t\tthis.entity.$thruster.thrust = 0;\n\t\tthis.entity.$thruster.rotate = 0;\n\n\t\tconst aim = resolveAim2D(\n\t\t\tinput.aimX,\n\t\t\tinput.aimY,\n\t\t\tgetEntityFacingAngle2D(this.entity),\n\t\t);\n\t\tif (aim.hasAimInput) {\n\t\t\tthis.entity.setRotationZ(aim.angle);\n\t\t}\n\n\t\tfireShooter2DIfRequested(this.entity, this.shooter, this.stage, input, aim);\n\t}\n}\n"],"mappings":";;;;;;;;;;AA8BO,IAAM,0CAAN,MAA8C;AAAA,EACpD,YACS,QACA,SACA,OACP;AAHO;AACA;AACA;AAAA,EACN;AAAA,EAHM;AAAA,EACA;AAAA,EACA;AAAA,EAGF,OAAO,OAAgD;AAC7D,QAAI,CAAC,KAAK,OAAO,WAAW;AAC3B,WAAK,OAAO,YAAY,6BAA6B;AAAA,IACtD;AAEA,SAAK,OAAO,UAAU,UAAU,MAAM;AACtC,SAAK,OAAO,UAAU,UAAU,MAAM;AACtC,SAAK,OAAO,UAAU,SAAS;AAC/B,SAAK,OAAO,UAAU,SAAS;AAE/B,UAAM,MAAM;AAAA,MACX,MAAM;AAAA,MACN,MAAM;AAAA,MACN,uBAAuB,KAAK,MAAM;AAAA,IACnC;AACA,QAAI,IAAI,aAAa;AACpB,WAAK,OAAO,aAAa,IAAI,KAAK;AAAA,IACnC;AAEA,6BAAyB,KAAK,QAAQ,KAAK,SAAS,KAAK,OAAO,OAAO,GAAG;AAAA,EAC3E;AACD;","names":[]}
@@ -112,12 +112,10 @@ var defaultOptions = {
112
112
  };
113
113
  var SCREEN_WRAP_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:screen-wrap");
114
114
  var ScreenWrapSystem = class {
115
- constructor(world, wasmStage, getBehaviorLinks) {
116
- this.world = world;
115
+ constructor(wasmStage, getBehaviorLinks) {
117
116
  this.wasmStage = wasmStage;
118
117
  this.getBehaviorLinks = getBehaviorLinks;
119
118
  }
120
- world;
121
119
  wasmStage;
122
120
  getBehaviorLinks;
123
121
  attachedRuntimeSlots = /* @__PURE__ */ new Set();
@@ -198,7 +196,7 @@ var ScreenWrapSystem = class {
198
196
  var ScreenWrapBehavior = defineBehavior({
199
197
  name: "screen-wrap",
200
198
  defaultOptions,
201
- systemFactory: (ctx) => new ScreenWrapSystem(ctx.world, ctx.wasmStage ?? null, ctx.getBehaviorLinks)
199
+ systemFactory: (ctx) => new ScreenWrapSystem(ctx.wasmStage ?? null, ctx.getBehaviorLinks)
202
200
  });
203
201
 
204
202
  export {
@@ -207,4 +205,4 @@ export {
207
205
  ScreenWrapFSM,
208
206
  ScreenWrapBehavior
209
207
  };
210
- //# sourceMappingURL=chunk-XIJNE67Y.js.map
208
+ //# sourceMappingURL=chunk-GFARAJV2.js.map