@zylem/behaviors 0.3.1 → 0.4.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/behavior-system-y8SGrGWy.d.ts +580 -0
- package/dist/{chunk-ARJWUNRE.js → chunk-27UPCP5B.js} +10 -10
- package/dist/{chunk-ARJWUNRE.js.map → chunk-27UPCP5B.js.map} +1 -1
- package/dist/{chunk-YUO6SKJD.js → chunk-4L36OPY2.js} +33 -23
- package/dist/chunk-4L36OPY2.js.map +1 -0
- package/dist/{chunk-DYLH6K7B.js → chunk-4WH2ZN7P.js} +1 -1
- package/dist/{chunk-DYLH6K7B.js.map → chunk-4WH2ZN7P.js.map} +1 -1
- package/dist/{chunk-ZPSAXX73.js → chunk-5SM5SH5O.js} +26 -26
- package/dist/chunk-5SM5SH5O.js.map +1 -0
- package/dist/{chunk-STCCNLPC.js → chunk-5XZWTFGF.js} +5 -3
- package/dist/chunk-5XZWTFGF.js.map +1 -0
- package/dist/{chunk-JAN34G6S.js → chunk-67XLJ26X.js} +152 -168
- package/dist/chunk-67XLJ26X.js.map +1 -0
- package/dist/{chunk-2CLT36VB.js → chunk-75FJIUIG.js} +22 -23
- package/dist/chunk-75FJIUIG.js.map +1 -0
- package/dist/{chunk-OYWFPIHF.js → chunk-A4CA35DQ.js} +20 -17
- package/dist/chunk-A4CA35DQ.js.map +1 -0
- package/dist/{chunk-SS7ELMJ7.js → chunk-F72WX4MH.js} +49 -33
- package/dist/chunk-F72WX4MH.js.map +1 -0
- package/dist/{chunk-RTRVBEIB.js → chunk-FTDZAKZW.js} +5 -18
- package/dist/chunk-FTDZAKZW.js.map +1 -0
- package/dist/{chunk-XIJNE67Y.js → chunk-GFARAJV2.js} +3 -5
- package/dist/{chunk-XIJNE67Y.js.map → chunk-GFARAJV2.js.map} +1 -1
- package/dist/{chunk-VAN4WW3F.js → chunk-H4TJ7X4O.js} +4 -7
- package/dist/chunk-H4TJ7X4O.js.map +1 -0
- package/dist/{chunk-KS72RZHX.js → chunk-IZJFUAXB.js} +1 -1
- package/dist/{chunk-KS72RZHX.js.map → chunk-IZJFUAXB.js.map} +1 -1
- package/dist/{chunk-SVLNF434.js → chunk-JXMF4NUI.js} +51 -3
- package/dist/chunk-JXMF4NUI.js.map +1 -0
- package/dist/chunk-KFFETUAL.js +40 -0
- package/dist/chunk-KFFETUAL.js.map +1 -0
- package/dist/chunk-LL4FLHIY.js +12 -0
- package/dist/chunk-LL4FLHIY.js.map +1 -0
- package/dist/{chunk-RTVRUNYR.js → chunk-OTLSUYQQ.js} +2 -2
- package/dist/chunk-OTLSUYQQ.js.map +1 -0
- package/dist/{chunk-Y6UJOUE5.js → chunk-Q75LKHDF.js} +14 -2
- package/dist/chunk-Q75LKHDF.js.map +1 -0
- package/dist/{chunk-KOZUNIIE.js → chunk-QDCJLJUV.js} +10 -10
- package/dist/{chunk-KOZUNIIE.js.map → chunk-QDCJLJUV.js.map} +1 -1
- package/dist/{chunk-LD5SMIB3.js → chunk-QVCMJ4Q2.js} +1 -1
- package/dist/{chunk-LD5SMIB3.js.map → chunk-QVCMJ4Q2.js.map} +1 -1
- package/dist/{chunk-F3KRX2V4.js → chunk-RDHSHEZM.js} +46 -24
- package/dist/chunk-RDHSHEZM.js.map +1 -0
- package/dist/chunk-UIG7MWS2.js +518 -0
- package/dist/chunk-UIG7MWS2.js.map +1 -0
- package/dist/{chunk-6C6NXNEW.js → chunk-UL6Q5HDP.js} +25 -3
- package/dist/chunk-UL6Q5HDP.js.map +1 -0
- package/dist/{chunk-XG2YMCJW.js → chunk-VMQHNJJI.js} +6 -8
- package/dist/{chunk-XG2YMCJW.js.map → chunk-VMQHNJJI.js.map} +1 -1
- package/dist/{chunk-GCNRXAKH.js → chunk-XP3ASVGJ.js} +13 -10
- package/dist/chunk-XP3ASVGJ.js.map +1 -0
- package/dist/{chunk-ID5QJYF5.js → chunk-Y7YIAWPW.js} +11 -1
- package/dist/chunk-Y7YIAWPW.js.map +1 -0
- package/dist/{chunk-4I6E6DGV.js → chunk-Z72F2ENM.js} +6 -8
- package/dist/{chunk-4I6E6DGV.js.map → chunk-Z72F2ENM.js.map} +1 -1
- package/dist/{chunk-FPTWVCPN.js → chunk-ZA43LPRM.js} +4 -24
- package/dist/chunk-ZA43LPRM.js.map +1 -0
- package/dist/{chunk-K3UNLQ7W.js → chunk-ZRQWSURL.js} +2 -2
- package/dist/chunk-ZRQWSURL.js.map +1 -0
- package/dist/cooldown.d.ts +2 -1
- package/dist/cooldown.js +1 -1
- package/dist/coordinators/boundary-ricochet-3d.d.ts +12 -5
- package/dist/coordinators/boundary-ricochet-3d.js +2 -1
- package/dist/coordinators/boundary-ricochet.d.ts +9 -7
- package/dist/coordinators/boundary-ricochet.js +2 -1
- package/dist/coordinators/first-person-shooter.d.ts +9 -8
- package/dist/coordinators/first-person-shooter.js +3 -3
- package/dist/coordinators/multidirectional-space-shooter.d.ts +12 -9
- package/dist/coordinators/multidirectional-space-shooter.js +4 -4
- package/dist/coordinators/top-down-shooter.d.ts +9 -8
- package/dist/coordinators/top-down-shooter.js +3 -3
- package/dist/core.d.ts +4 -4
- package/dist/core.js +17 -39
- package/dist/core.js.map +1 -1
- package/dist/destructible-3d.d.ts +2 -1
- package/dist/first-person.d.ts +12 -12
- package/dist/first-person.js +9 -8
- package/dist/index.d.ts +37 -14
- package/dist/index.js +73 -44
- package/dist/jumper-2d.d.ts +7 -6
- package/dist/jumper-2d.js +6 -5
- package/dist/jumper-3d.d.ts +12 -11
- package/dist/jumper-3d.js +7 -6
- package/dist/{moveable-BCRpjAQb.d.ts → moveable-Cl9h-_w7.d.ts} +2 -78
- package/dist/particle-emitter.d.ts +1 -1
- package/dist/particle-emitter.js +1 -1
- package/dist/platformer-2d.d.ts +306 -0
- package/dist/platformer-2d.js +24 -0
- package/dist/platformer-3d.d.ts +74 -87
- package/dist/platformer-3d.js +5 -4
- package/dist/ricochet-2d.d.ts +1 -1
- package/dist/ricochet-2d.js +2 -2
- package/dist/ricochet-3d.d.ts +1 -1
- package/dist/ricochet-3d.js +2 -2
- package/dist/runtime-2d.d.ts +93 -2
- package/dist/runtime-2d.js +145 -22
- package/dist/runtime-2d.js.map +1 -1
- package/dist/screen-visibility.d.ts +2 -1
- package/dist/screen-wrap.d.ts +2 -1
- package/dist/screen-wrap.js +1 -1
- package/dist/shooter-2d.d.ts +5 -3
- package/dist/shooter-2d.js +2 -2
- package/dist/shooter-fire-DGripl0z.d.ts +55 -0
- package/dist/thruster.d.ts +8 -18
- package/dist/thruster.js +6 -6
- package/dist/top-down-movement.d.ts +7 -4
- package/dist/top-down-movement.js +5 -5
- package/dist/{use-behavior-D_82jAL3.d.ts → use-behavior-B85d5u7-.d.ts} +1 -1
- package/dist/world-boundary-2d.d.ts +2 -1
- package/dist/world-boundary-2d.js +2 -2
- package/dist/world-boundary-3d.d.ts +2 -1
- package/dist/world-boundary-3d.js +2 -2
- package/package.json +7 -5
- package/dist/behavior-system-DYbx-x_-.d.ts +0 -307
- package/dist/chunk-2C3Z5GE7.js +0 -176
- package/dist/chunk-2C3Z5GE7.js.map +0 -1
- package/dist/chunk-2CLT36VB.js.map +0 -1
- package/dist/chunk-3PYGRHAL.js +0 -35
- package/dist/chunk-3PYGRHAL.js.map +0 -1
- package/dist/chunk-6C6NXNEW.js.map +0 -1
- package/dist/chunk-F3KRX2V4.js.map +0 -1
- package/dist/chunk-FPTWVCPN.js.map +0 -1
- package/dist/chunk-GCNRXAKH.js.map +0 -1
- package/dist/chunk-ID5QJYF5.js.map +0 -1
- package/dist/chunk-JAN34G6S.js.map +0 -1
- package/dist/chunk-K3UNLQ7W.js.map +0 -1
- package/dist/chunk-OYWFPIHF.js.map +0 -1
- package/dist/chunk-RTRVBEIB.js.map +0 -1
- package/dist/chunk-RTVRUNYR.js.map +0 -1
- package/dist/chunk-SS7ELMJ7.js.map +0 -1
- package/dist/chunk-STCCNLPC.js.map +0 -1
- package/dist/chunk-SVLNF434.js.map +0 -1
- package/dist/chunk-VAN4WW3F.js.map +0 -1
- package/dist/chunk-Y6UJOUE5.js.map +0 -1
- package/dist/chunk-YUO6SKJD.js.map +0 -1
- package/dist/chunk-ZPSAXX73.js.map +0 -1
- package/dist/runtime-pong.d.ts +0 -92
- package/dist/runtime-pong.js +0 -38
- /package/dist/{runtime-pong.js.map → platformer-2d.js.map} +0 -0
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{"version":3,"sources":["../src/lib/coordinators/shared/top-down-aim.ts","../src/lib/coordinators/shared/shooter-fire.ts"],"sourcesContent":["import {\n\tangleFromDirection2D,\n\tdirectionFromAngle2D,\n\tgetRotationAngle2D,\n\tnormalizeDirection2D,\n} from '../../behaviors/shared/direction-2d';\n\nexport interface ResolvedAim2D {\n\tangle: number;\n\tdirection: { x: number; y: number };\n\thasAimInput: boolean;\n}\n\n/**\n * Minimal entity slice needed to derive a 2D facing angle. Structurally\n * satisfied by `Shooter2DSourceEntity` and the engine entity.\n */\nexport interface FacingAngle2DEntity {\n\ttopDownMovementState?: { facingAngle: number };\n\tbody?: {\n\t\trotation?: () => { x: number; y: number; z: number; w: number };\n\t} | null;\n\t/** Cached Z rotation maintained by 2D rotation helpers. */\n\t_rotation2DAngle?: number;\n}\n\nexport function getEntityFacingAngle2D(entity: FacingAngle2DEntity): number {\n\tif (entity.topDownMovementState) {\n\t\treturn entity.topDownMovementState.facingAngle;\n\t}\n\n\tif (entity.body?.rotation) {\n\t\treturn getRotationAngle2D(entity.body.rotation());\n\t}\n\n\treturn entity._rotation2DAngle ?? 0;\n}\n\nexport function resolveAim2D(\n\taimX: number,\n\taimY: number,\n\tfallbackAngle: number,\n): ResolvedAim2D {\n\tconst direction = normalizeDirection2D(aimX, aimY);\n\tif (direction) {\n\t\treturn {\n\t\t\tangle: angleFromDirection2D(direction),\n\t\t\tdirection,\n\t\t\thasAimInput: true,\n\t\t};\n\t}\n\n\treturn {\n\t\tangle: fallbackAngle,\n\t\tdirection: directionFromAngle2D(fallbackAngle),\n\t\thasAimInput: false,\n\t};\n}\n","import type {\n\tShooter2DHandle,\n\tShooter2DSourceEntity,\n\tShooter2DStageLike,\n} from '../../behaviors/shooter-2d/shooter-2d.descriptor';\nimport {\n\tgetEntityFacingAngle2D,\n\tresolveAim2D,\n\ttype ResolvedAim2D,\n} from './top-down-aim';\n\n/**\n * Aim + fire input fields shared by the 2D shooter coordinators\n * (top-down-shooter, multidirectional-space-shooter).\n */\nexport interface Shooter2DAimFireInput {\n\taimX: number;\n\taimY: number;\n\tshootPressed: boolean;\n\tshootHeld: boolean;\n}\n\n/**\n * Fire the entity's Shooter2D behavior when the input requests it.\n *\n * Resolves the 2D aim (explicit aim axes, falling back to the entity's\n * current facing) and fires toward a point one unit along the aim direction.\n * Pass a pre-resolved `aim` to avoid recomputing when the coordinator already\n * resolved it for rotation.\n *\n * @returns true when a fire attempt was issued\n */\nexport function fireShooter2DIfRequested(\n\tentity: Shooter2DSourceEntity,\n\tshooter: Shooter2DHandle,\n\tstage: Shooter2DStageLike,\n\tinput: Shooter2DAimFireInput,\n\taim?: ResolvedAim2D,\n): boolean {\n\tif (!input.shootPressed && !input.shootHeld) {\n\t\treturn false;\n\t}\n\n\tconst sourcePosition = entity.body?.translation();\n\tif (!sourcePosition) {\n\t\treturn false;\n\t}\n\n\tconst resolved =\n\t\taim ?? resolveAim2D(input.aimX, input.aimY, getEntityFacingAngle2D(entity));\n\n\tvoid shooter.fire({\n\t\tsource: entity,\n\t\tstage,\n\t\ttarget: {\n\t\t\tx: sourcePosition.x + resolved.direction.x,\n\t\t\ty: sourcePosition.y + resolved.direction.y,\n\t\t},\n\t});\n\treturn true;\n}\n"],"mappings":";;;;;;;;AA0BO,SAAS,uBAAuB,QAAqC;AAC3E,MAAI,OAAO,sBAAsB;AAChC,WAAO,OAAO,qBAAqB;AAAA,EACpC;AAEA,MAAI,OAAO,MAAM,UAAU;AAC1B,WAAO,mBAAmB,OAAO,KAAK,SAAS,CAAC;AAAA,EACjD;AAEA,SAAO,OAAO,oBAAoB;AACnC;AAEO,SAAS,aACf,MACA,MACA,eACgB;AAChB,QAAM,YAAY,qBAAqB,MAAM,IAAI;AACjD,MAAI,WAAW;AACd,WAAO;AAAA,MACN,OAAO,qBAAqB,SAAS;AAAA,MACrC;AAAA,MACA,aAAa;AAAA,IACd;AAAA,EACD;AAEA,SAAO;AAAA,IACN,OAAO;AAAA,IACP,WAAW,qBAAqB,aAAa;AAAA,IAC7C,aAAa;AAAA,EACd;AACD;;;ACzBO,SAAS,yBACf,QACA,SACA,OACA,OACA,KACU;AACV,MAAI,CAAC,MAAM,gBAAgB,CAAC,MAAM,WAAW;AAC5C,WAAO;AAAA,EACR;AAEA,QAAM,iBAAiB,OAAO,MAAM,YAAY;AAChD,MAAI,CAAC,gBAAgB;AACpB,WAAO;AAAA,EACR;AAEA,QAAM,WACL,OAAO,aAAa,MAAM,MAAM,MAAM,MAAM,uBAAuB,MAAM,CAAC;AAE3E,OAAK,QAAQ,KAAK;AAAA,IACjB,QAAQ;AAAA,IACR;AAAA,IACA,QAAQ;AAAA,MACP,GAAG,eAAe,IAAI,SAAS,UAAU;AAAA,MACzC,GAAG,eAAe,IAAI,SAAS,UAAU;AAAA,IAC1C;AAAA,EACD,CAAC;AACD,SAAO;AACR;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/world-boundary-2d/world-boundary-2d-fsm.ts","../src/lib/behaviors/world-boundary-2d/world-boundary-2d.descriptor.ts"],"sourcesContent":["/**\n * WorldBoundary2DFSM\n *\n * Minimal FSM + extended state to track which world boundaries were hit.\n *\n * Notes:\n * - \"Hit boundaries\" is inherently a *set* (can hit left+bottom in one frame),\n * so we store it as extended state (`lastHits`) rather than a single FSM state.\n * - The FSM state is still useful for coarse status like \"inside\" vs \"touching\".\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport {\n\tcomputeBounds2DHits,\n\tconstrainMovementToBounds2D,\n\thasAnyBounds2DHit,\n} from '../shared/bounds-2d';\n\nexport type WorldBoundary2DHit = 'top' | 'bottom' | 'left' | 'right';\nexport type WorldBoundary2DHits = Record<WorldBoundary2DHit, boolean>;\n\nexport interface WorldBoundary2DPosition {\n\tx: number;\n\ty: number;\n}\n\nexport interface WorldBoundary2DBounds {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n}\n\nexport enum WorldBoundary2DState {\n\tInside = 'inside',\n\tTouching = 'touching',\n}\n\nexport enum WorldBoundary2DEvent {\n\tEnterInside = 'enter-inside',\n\tTouchBoundary = 'touch-boundary',\n}\n\n/**\n * Compute which boundaries are being hit for a position and bounds.\n * This matches the semantics of the legacy `boundary2d` behavior:\n * - left hit if x <= left\n * - right hit if x >= right\n * - bottom hit if y <= bottom\n * - top hit if y >= top\n */\nexport function computeWorldBoundary2DHits(\n\tposition: WorldBoundary2DPosition,\n\tbounds: WorldBoundary2DBounds\n): WorldBoundary2DHits {\n\treturn computeBounds2DHits(position, {\n\t\tminX: bounds.left,\n\t\tmaxX: bounds.right,\n\t\tminY: bounds.bottom,\n\t\tmaxY: bounds.top,\n\t});\n}\n\nexport function hasAnyWorldBoundary2DHit(hits: WorldBoundary2DHits): boolean {\n\treturn hasAnyBounds2DHit(hits);\n}\n\n/**\n * FSM wrapper with \"extended state\" (lastHits / lastPosition).\n * Systems should call `update(...)` once per frame.\n */\nexport class WorldBoundary2DFSM {\n\tpublic readonly machine: SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>;\n\n\tprivate lastHits: WorldBoundary2DHits = { top: false, bottom: false, left: false, right: false };\n\tprivate lastPosition: WorldBoundary2DPosition | null = null;\n\tprivate lastUpdatedAtMs: number | null = null;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>(\n\t\t\tWorldBoundary2DState.Inside,\n\t\t\t[\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\n\t\t\t\t// Self transitions (no-ops)\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): WorldBoundary2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Returns the last computed hits (always available after first update call).\n\t */\n\tgetLastHits(): WorldBoundary2DHits {\n\t\treturn this.lastHits;\n\t}\n\n\t/**\n\t * Returns adjusted movement values based on boundary hits.\n\t * If the entity is touching a boundary and trying to move further into it,\n\t * that axis component is zeroed out.\n\t *\n\t * @param moveX - The desired X movement\n\t * @param moveY - The desired Y movement\n\t * @returns Adjusted { moveX, moveY } with boundary-blocked axes zeroed\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number } {\n\t\treturn constrainMovementToBounds2D(this.lastHits, moveX, moveY);\n\t}\n\n\t/**\n\t * Returns the last position passed to `update`, if any.\n\t */\n\tgetLastPosition(): WorldBoundary2DPosition | null {\n\t\treturn this.lastPosition;\n\t}\n\n\t/**\n\t * Best-effort timestamp (ms) of the last `update(...)` call.\n\t * This is optional metadata; systems can ignore it.\n\t */\n\tgetLastUpdatedAtMs(): number | null {\n\t\treturn this.lastUpdatedAtMs;\n\t}\n\n\t/**\n\t * Update FSM + extended state based on current position and bounds.\n\t * Returns the computed hits for convenience.\n\t */\n\tupdate(position: WorldBoundary2DPosition, bounds: WorldBoundary2DBounds): WorldBoundary2DHits {\n\t\tconst hits = computeWorldBoundary2DHits(position, bounds);\n\n\t\tthis.lastHits = hits;\n\t\tthis.lastPosition = { x: position.x, y: position.y };\n\t\tthis.lastUpdatedAtMs = Date.now();\n\n\t\tif (hasAnyWorldBoundary2DHit(hits)) {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.TouchBoundary);\n\t\t} else {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.EnterInside);\n\t\t}\n\n\t\treturn hits;\n\t}\n\n\tprivate dispatch(event: WorldBoundary2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n}\n","/**\n * WorldBoundary2DBehavior\n *\n * Tracks which 2D world boundaries an entity is touching.\n * Use `getMovement()` on the behavior handle to adjust movement based on hits.\n *\n * Source of truth: `entity.body` (Rapier rigid body), consistent with other new behaviors.\n */\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tWorldBoundary2DFSM,\n\ttype WorldBoundary2DBounds,\n\ttype WorldBoundary2DHits,\n} from './world-boundary-2d-fsm';\nimport {\n\tStageBoundaryDim,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface WorldBoundary2DOptions {\n\t/**\n\t * World boundaries (in world units).\n\t * - left hit if x <= left\n\t * - right hit if x >= right\n\t * - bottom hit if y <= bottom\n\t * - top hit if y >= top\n\t */\n\tboundaries: WorldBoundary2DBounds;\n}\n\n/**\n * Handle methods provided by WorldBoundary2DBehavior\n */\nexport interface WorldBoundary2DHandle {\n\t/**\n\t * Get the last computed boundary hits.\n\t * Returns null until entity is spawned and FSM is initialized.\n\t */\n\tgetLastHits(): WorldBoundary2DHits | null;\n\n\t/**\n\t * Get adjusted movement values based on boundary hits.\n\t * Zeros out movement into boundaries the entity is touching.\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number };\n}\n\nconst defaultOptions: WorldBoundary2DOptions = {\n\tboundaries: { top: 0, bottom: 0, left: 0, right: 0 },\n};\n\nconst WORLD_BOUNDARY_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:world-boundary-2d',\n);\n\n/**\n * Creates behavior-specific handle methods for WorldBoundary2DBehavior.\n */\nfunction createWorldBoundary2DHandle(\n\tref: BehaviorRef<WorldBoundary2DOptions>\n): WorldBoundary2DHandle {\n\treturn {\n\t\tgetLastHits: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getLastHits() ?? null;\n\t\t},\n\t\tgetMovement: (moveX: number, moveY: number) => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getMovement(moveX, moveY) ?? { moveX, moveY };\n\t\t},\n\t};\n}\n\n/**\n * WorldBoundary2DSystem\n *\n * Stage-level system that:\n * - finds entities with this behavior attached\n * - computes and tracks boundary hits using the FSM\n *\n * When a {@link WasmStageRuntime} is present in `BehaviorSystemContext` and the\n * entity has been registered with the unified Stage (`runtimeHandle >= 0`), the\n * system uses the Rust `world_boundary` behavior as the source of truth and\n * mirrors its query into the local FSM so handle methods (`getLastHits`,\n * `getMovement`) return the same shape as the legacy code path.\n */\nclass WorldBoundary2DSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate world: any,\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?.(WORLD_BOUNDARY_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 boundaryRef = link.ref as any;\n\t\t\tconst options = boundaryRef.options as WorldBoundary2DOptions;\n\n\t\t\tif (!boundaryRef.fsm) {\n\t\t\t\tboundaryRef.fsm = new WorldBoundary2DFSM();\n\t\t\t}\n\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.boundaries);\n\t\t\t\tconst query = this.wasmStage.queryWorldBoundary(handle);\n\t\t\t\tif (query) {\n\t\t\t\t\tboundaryRef.fsm.update(\n\t\t\t\t\t\t{ x: query.clamped[0], y: query.clamped[1] },\n\t\t\t\t\t\toptions.boundaries,\n\t\t\t\t\t);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tconst body = gameEntity.body;\n\t\t\tconst pos = body.translation();\n\t\t\tboundaryRef.fsm.update({ x: pos.x, y: pos.y }, options.boundaries);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, bounds: WorldBoundary2DBounds): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachWorldBoundary(handle, StageBoundaryDim.Two, {\n\t\t\ttop: bounds.top,\n\t\t\tbottom: bounds.bottom,\n\t\t\tleft: bounds.left,\n\t\t\tright: bounds.right,\n\t\t\tfront: 0,\n\t\t\tback: 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 * WorldBoundary2DBehavior\n *\n * @example\n * ```ts\n * import { WorldBoundary2DBehavior } from \"@zylem/game-lib/behavior\";\n *\n * const ship = createSprite({ ... });\n * const boundary = ship.use(WorldBoundary2DBehavior, {\n * boundaries: { left: -10, right: 10, bottom: -7.5, top: 7.5 },\n * });\n *\n * ship.onUpdate(({ me }) => {\n * let moveX = ..., moveY = ...;\n * const hits = boundary.getLastHits(); 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{"version":3,"sources":["../src/lib/behaviors/world-boundary-2d/world-boundary-2d-fsm.ts","../src/lib/behaviors/world-boundary-2d/world-boundary-2d.descriptor.ts"],"sourcesContent":["/**\n * WorldBoundary2DFSM\n *\n * Minimal FSM + extended state to track which world boundaries were hit.\n *\n * Notes:\n * - \"Hit boundaries\" is inherently a *set* (can hit left+bottom in one frame),\n * so we store it as extended state (`lastHits`) rather than a single FSM state.\n * - The FSM state is still useful for coarse status like \"inside\" vs \"touching\".\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport {\n\tcomputeBounds2DHits,\n\tconstrainMovementToBounds2D,\n\thasAnyBounds2DHit,\n} from '../shared/bounds-2d';\n\nexport type WorldBoundary2DHit = 'top' | 'bottom' | 'left' | 'right';\nexport type WorldBoundary2DHits = Record<WorldBoundary2DHit, boolean>;\n\nexport interface WorldBoundary2DPosition {\n\tx: number;\n\ty: number;\n}\n\nexport interface WorldBoundary2DBounds {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n}\n\nexport enum WorldBoundary2DState {\n\tInside = 'inside',\n\tTouching = 'touching',\n}\n\nexport enum WorldBoundary2DEvent {\n\tEnterInside = 'enter-inside',\n\tTouchBoundary = 'touch-boundary',\n}\n\n/**\n * Compute which boundaries are being hit for a position and bounds.\n * This matches the semantics of the legacy `boundary2d` behavior:\n * - left hit if x <= left\n * - right hit if x >= right\n * - bottom hit if y <= bottom\n * - top hit if y >= top\n */\nexport function computeWorldBoundary2DHits(\n\tposition: WorldBoundary2DPosition,\n\tbounds: WorldBoundary2DBounds\n): WorldBoundary2DHits {\n\treturn computeBounds2DHits(position, {\n\t\tminX: bounds.left,\n\t\tmaxX: bounds.right,\n\t\tminY: bounds.bottom,\n\t\tmaxY: bounds.top,\n\t});\n}\n\nexport function hasAnyWorldBoundary2DHit(hits: WorldBoundary2DHits): boolean {\n\treturn hasAnyBounds2DHit(hits);\n}\n\n/**\n * FSM wrapper with \"extended state\" (lastHits / lastPosition).\n * Systems should call `update(...)` once per frame.\n */\nexport class WorldBoundary2DFSM {\n\tpublic readonly machine: SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>;\n\n\tprivate lastHits: WorldBoundary2DHits = { top: false, bottom: false, left: false, right: false };\n\tprivate lastPosition: WorldBoundary2DPosition | null = null;\n\tprivate lastUpdatedAtMs: number | null = null;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>(\n\t\t\tWorldBoundary2DState.Inside,\n\t\t\t[\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\n\t\t\t\t// Self transitions (no-ops)\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): WorldBoundary2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Returns the last computed hits (always available after first update call).\n\t */\n\tgetLastHits(): WorldBoundary2DHits {\n\t\treturn this.lastHits;\n\t}\n\n\t/**\n\t * Returns adjusted movement values based on boundary hits.\n\t * If the entity is touching a boundary and trying to move further into it,\n\t * that axis component is zeroed out.\n\t *\n\t * @param moveX - The desired X movement\n\t * @param moveY - The desired Y movement\n\t * @returns Adjusted { moveX, moveY } with boundary-blocked axes zeroed\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number } {\n\t\treturn constrainMovementToBounds2D(this.lastHits, moveX, moveY);\n\t}\n\n\t/**\n\t * Returns the last position passed to `update`, if any.\n\t */\n\tgetLastPosition(): WorldBoundary2DPosition | null {\n\t\treturn this.lastPosition;\n\t}\n\n\t/**\n\t * Best-effort timestamp (ms) of the last `update(...)` call.\n\t * This is optional metadata; systems can ignore it.\n\t */\n\tgetLastUpdatedAtMs(): number | null {\n\t\treturn this.lastUpdatedAtMs;\n\t}\n\n\t/**\n\t * Update FSM + extended state based on current position and bounds.\n\t * Returns the computed hits for convenience.\n\t */\n\tupdate(position: WorldBoundary2DPosition, bounds: WorldBoundary2DBounds): WorldBoundary2DHits {\n\t\tconst hits = computeWorldBoundary2DHits(position, bounds);\n\n\t\tthis.lastHits = hits;\n\t\tthis.lastPosition = { x: position.x, y: position.y };\n\t\tthis.lastUpdatedAtMs = Date.now();\n\n\t\tif (hasAnyWorldBoundary2DHit(hits)) {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.TouchBoundary);\n\t\t} else {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.EnterInside);\n\t\t}\n\n\t\treturn hits;\n\t}\n\n\tprivate dispatch(event: WorldBoundary2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n}\n","/**\n * WorldBoundary2DBehavior\n *\n * Tracks which 2D world boundaries an entity is touching.\n * Use `getMovement()` on the behavior handle to adjust movement based on hits.\n *\n * Source of truth: `entity.body` (Rapier rigid body), consistent with other new behaviors.\n */\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tWorldBoundary2DFSM,\n\ttype WorldBoundary2DBounds,\n\ttype WorldBoundary2DHits,\n} from './world-boundary-2d-fsm';\nimport {\n\tStageBoundaryDim,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface WorldBoundary2DOptions {\n\t/**\n\t * World boundaries (in world units).\n\t * - left hit if x <= left\n\t * - right hit if x >= right\n\t * - bottom hit if y <= bottom\n\t * - top hit if y >= top\n\t */\n\tboundaries: WorldBoundary2DBounds;\n}\n\n/**\n * Handle methods provided by WorldBoundary2DBehavior\n */\nexport interface WorldBoundary2DHandle {\n\t/**\n\t * Get the last computed boundary hits.\n\t * Returns null until entity is spawned and FSM is initialized.\n\t */\n\tgetLastHits(): WorldBoundary2DHits | null;\n\n\t/**\n\t * Get adjusted movement values based on boundary hits.\n\t * Zeros out movement into boundaries the entity is touching.\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number };\n}\n\nconst defaultOptions: WorldBoundary2DOptions = {\n\tboundaries: { top: 0, bottom: 0, left: 0, right: 0 },\n};\n\nconst WORLD_BOUNDARY_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:world-boundary-2d',\n);\n\n/**\n * Creates behavior-specific handle methods for WorldBoundary2DBehavior.\n */\nfunction createWorldBoundary2DHandle(\n\tref: BehaviorRef<WorldBoundary2DOptions>\n): WorldBoundary2DHandle {\n\treturn {\n\t\tgetLastHits: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getLastHits() ?? null;\n\t\t},\n\t\tgetMovement: (moveX: number, moveY: number) => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getMovement(moveX, moveY) ?? { moveX, moveY };\n\t\t},\n\t};\n}\n\n/**\n * WorldBoundary2DSystem\n *\n * Stage-level system that:\n * - finds entities with this behavior attached\n * - computes and tracks boundary hits using the FSM\n *\n * When a {@link WasmStageRuntime} is present in `BehaviorSystemContext` and the\n * entity has been registered with the unified Stage (`runtimeHandle >= 0`), the\n * system uses the Rust `world_boundary` behavior as the source of truth and\n * mirrors its query into the local FSM so handle methods (`getLastHits`,\n * `getMovement`) return the same shape as the legacy code path.\n */\nclass WorldBoundary2DSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(WORLD_BOUNDARY_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 boundaryRef = link.ref as any;\n\t\t\tconst options = boundaryRef.options as WorldBoundary2DOptions;\n\n\t\t\tif (!boundaryRef.fsm) {\n\t\t\t\tboundaryRef.fsm = new WorldBoundary2DFSM();\n\t\t\t}\n\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.boundaries);\n\t\t\t\tconst query = this.wasmStage.queryWorldBoundary(handle);\n\t\t\t\tif (query) {\n\t\t\t\t\tboundaryRef.fsm.update(\n\t\t\t\t\t\t{ x: query.clamped[0], y: query.clamped[1] },\n\t\t\t\t\t\toptions.boundaries,\n\t\t\t\t\t);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tconst body = gameEntity.body;\n\t\t\tconst pos = body.translation();\n\t\t\tboundaryRef.fsm.update({ x: pos.x, y: pos.y }, options.boundaries);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, bounds: WorldBoundary2DBounds): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachWorldBoundary(handle, StageBoundaryDim.Two, {\n\t\t\ttop: bounds.top,\n\t\t\tbottom: bounds.bottom,\n\t\t\tleft: bounds.left,\n\t\t\tright: bounds.right,\n\t\t\tfront: 0,\n\t\t\tback: 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 * WorldBoundary2DBehavior\n *\n * @example\n * ```ts\n * import { WorldBoundary2DBehavior } from \"@zylem/game-lib/behavior\";\n *\n * const ship = createSprite({ ... });\n * const boundary = ship.use(WorldBoundary2DBehavior, {\n * boundaries: { left: -10, right: 10, bottom: -7.5, top: 7.5 },\n * });\n *\n * ship.onUpdate(({ me }) => {\n * let moveX = ..., moveY = ...;\n * const hits = boundary.getLastHits(); 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{"version":3,"sources":["../src/lib/coordinators/boundary-ricochet.coordinator.ts"],"sourcesContent":["import type { Ricochet2DHandle } from '../behaviors/ricochet-2d/ricochet-2d.descriptor';\nimport type { WorldBoundary2DHandle } from '../behaviors/world-boundary-2d/world-boundary-2d.descriptor';\nimport type { MoveableEntity } from '../capabilities/moveable';\nimport type { BaseEntityInterface } from '../types/entity-types';\nimport { getBounds2DNormalFromHits } from '../behaviors/shared/bounds-2d';\nimport { updateBoundaryRicochet } from './shared/boundary-ricochet';\n\n/** Entity shape required by the 2D boundary-ricochet coordinator. */\nexport type BoundaryRicochetEntity = BaseEntityInterface & MoveableEntity;\n\n/**\n * Coordinator that bridges WorldBoundary2DBehavior and Ricochet2DBehavior.\n *\n * Automatically handles:\n * 1. Checking boundary hits\n * 2. Computing collision normals\n * 3. Requesting ricochet result\n * 4. Applying movement\n */\nexport class BoundaryRicochetCoordinator {\n\tconstructor(\n\t\tprivate entity: BoundaryRicochetEntity,\n\t\tprivate boundary: WorldBoundary2DHandle,\n\t\tprivate ricochet: Ricochet2DHandle,\n\t) {}\n\n\t/**\n\t * Update loop - call this every frame.\n\t * Applies ricochet via transformStore and notifies listeners.\n\t *\n\t * @returns true if ricochet was applied, false otherwise\n\t */\n\tpublic update(): boolean {\n\t\treturn updateBoundaryRicochet({\n\t\t\tgetLastHits: () => this.boundary.getLastHits(),\n\t\t\thasAnyHit: (hits) => hits.left || hits.right || hits.top || hits.bottom,\n\t\t\tgetNormal: (hits) => getBounds2DNormalFromHits(hits),\n\t\t\tapplyRicochet: (normal) =>\n\t\t\t\tthis.ricochet.applyRicochet({\n\t\t\t\t\tentity: this.entity,\n\t\t\t\t\tcontact: { normal: { x: normal.x, y: normal.y } },\n\t\t\t\t}),\n\t\t});\n\t}\n}\n"],"mappings":";;;;;;;;AAmBO,IAAM,8BAAN,MAAkC;AAAA,EACxC,YACS,QACA,UACA,UACP;AAHO;AACA;AACA;AAAA,EACN;AAAA,EAHM;AAAA,EACA;AAAA,EACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASF,SAAkB;AACxB,WAAO,uBAAuB;AAAA,MAC7B,aAAa,MAAM,KAAK,SAAS,YAAY;AAAA,MAC7C,WAAW,CAAC,SAAS,KAAK,QAAQ,KAAK,SAAS,KAAK,OAAO,KAAK;AAAA,MACjE,WAAW,CAAC,SAAS,0BAA0B,IAAI;AAAA,MACnD,eAAe,CAAC,WACf,KAAK,SAAS,cAAc;AAAA,QAC3B,QAAQ,KAAK;AAAA,QACb,SAAS,EAAE,QAAQ,EAAE,GAAG,OAAO,GAAG,GAAG,OAAO,EAAE,EAAE;AAAA,MACjD,CAAC;AAAA,IACH,CAAC;AAAA,EACF;AACD;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/shared/direction-2d.ts"],"sourcesContent":["export interface Direction2D {\n\tx: number;\n\ty: number;\n}\n\nconst DIRECTION_EPSILON = 1e-6;\n\nexport function normalizeDirection2D(x: number, y: number): Direction2D | null {\n\tconst length = Math.hypot(x, y);\n\tif (length <= DIRECTION_EPSILON) {\n\t\treturn null;\n\t}\n\n\treturn {\n\t\tx: x / length,\n\t\ty: y / length,\n\t};\n}\n\n/**\n * Allocation-free variant of {@link normalizeDirection2D} for per-frame paths.\n * Writes the normalized direction into `out` and returns true, or returns\n * false (leaving `out` untouched) when the input is effectively zero-length.\n */\nexport function normalizeDirection2DInto(\n\tx: number,\n\ty: number,\n\tout: Direction2D,\n): boolean {\n\tconst length = Math.hypot(x, y);\n\tif (length <= DIRECTION_EPSILON) {\n\t\treturn false;\n\t}\n\n\tout.x = x / length;\n\tout.y = y / length;\n\treturn true;\n}\n\nexport function angleFromDirection2D(direction: Direction2D): number {\n\treturn Math.atan2(-direction.x, direction.y);\n}\n\nexport function directionFromAngle2D(angle: number): Direction2D {\n\treturn {\n\t\tx: Math.sin(-angle),\n\t\ty: Math.cos(-angle),\n\t};\n}\n\nexport function rightFromAngle2D(angle: number): Direction2D {\n\treturn {\n\t\tx: Math.cos(angle),\n\t\ty: Math.sin(angle),\n\t};\n}\n\nexport function rotateLocalOffset2D(\n\toffset: Direction2D,\n\tangle: number,\n): Direction2D {\n\tconst right = rightFromAngle2D(angle);\n\tconst forward = directionFromAngle2D(angle);\n\treturn {\n\t\tx: right.x * offset.x + forward.x * offset.y,\n\t\ty: right.y * offset.x + forward.y * offset.y,\n\t};\n}\n\nexport function getRotationAngle2D(\n\trotation: { x: number; y: number; z: number; w: number },\n): number {\n\treturn Math.atan2(\n\t\t2 * (rotation.w * rotation.z + rotation.x * rotation.y),\n\t\t1 - 2 * (rotation.y * rotation.y + rotation.z * rotation.z),\n\t);\n}\n"],"mappings":";AAKA,IAAM,oBAAoB;AAEnB,SAAS,qBAAqB,GAAW,GAA+B;AAC9E,QAAM,SAAS,KAAK,MAAM,GAAG,CAAC;AAC9B,MAAI,UAAU,mBAAmB;AAChC,WAAO;AAAA,EACR;AAEA,SAAO;AAAA,IACN,GAAG,IAAI;AAAA,IACP,GAAG,IAAI;AAAA,EACR;AACD;AAOO,SAAS,yBACf,GACA,GACA,KACU;AACV,QAAM,SAAS,KAAK,MAAM,GAAG,CAAC;AAC9B,MAAI,UAAU,mBAAmB;AAChC,WAAO;AAAA,EACR;AAEA,MAAI,IAAI,IAAI;AACZ,MAAI,IAAI,IAAI;AACZ,SAAO;AACR;AAEO,SAAS,qBAAqB,WAAgC;AACpE,SAAO,KAAK,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;AAC5C;AAEO,SAAS,qBAAqB,OAA4B;AAChE,SAAO;AAAA,IACN,GAAG,KAAK,IAAI,CAAC,KAAK;AAAA,IAClB,GAAG,KAAK,IAAI,CAAC,KAAK;AAAA,EACnB;AACD;AAEO,SAAS,iBAAiB,OAA4B;AAC5D,SAAO;AAAA,IACN,GAAG,KAAK,IAAI,KAAK;AAAA,IACjB,GAAG,KAAK,IAAI,KAAK;AAAA,EAClB;AACD;AAEO,SAAS,oBACf,QACA,OACc;AACd,QAAM,QAAQ,iBAAiB,KAAK;AACpC,QAAM,UAAU,qBAAqB,KAAK;AAC1C,SAAO;AAAA,IACN,GAAG,MAAM,IAAI,OAAO,IAAI,QAAQ,IAAI,OAAO;AAAA,IAC3C,GAAG,MAAM,IAAI,OAAO,IAAI,QAAQ,IAAI,OAAO;AAAA,EAC5C;AACD;AAEO,SAAS,mBACf,UACS;AACT,SAAO,KAAK;AAAA,IACX,KAAK,SAAS,IAAI,SAAS,IAAI,SAAS,IAAI,SAAS;AAAA,IACrD,IAAI,KAAK,SAAS,IAAI,SAAS,IAAI,SAAS,IAAI,SAAS;AAAA,EAC1D;AACD;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/world-boundary-3d/world-boundary-3d-fsm.ts","../src/lib/behaviors/world-boundary-3d/world-boundary-3d.descriptor.ts"],"sourcesContent":["import { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport {\n\tclampPointToBounds3D,\n\tcomputeBounds3DHits,\n\tconstrainMovementToBounds3D,\n\thasAnyBounds3DHit,\n\tinsetBounds3D,\n\ttype Bounds3DPaddingInput,\n\ttype Bounds3DPoint,\n} from '../shared/bounds-3d';\n\nexport type WorldBoundary3DHit =\n\t| 'top'\n\t| 'bottom'\n\t| 'left'\n\t| 'right'\n\t| 'back'\n\t| 'front';\n\nexport type WorldBoundary3DHits = Record<WorldBoundary3DHit, boolean>;\n\nexport interface WorldBoundary3DPosition extends Bounds3DPoint {}\n\nexport interface WorldBoundary3DBounds {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n\tback: number;\n\tfront: number;\n}\n\nexport enum WorldBoundary3DState {\n\tInside = 'inside',\n\tTouching = 'touching',\n}\n\nexport enum WorldBoundary3DEvent {\n\tEnterInside = 'enter-inside',\n\tTouchBoundary = 'touch-boundary',\n}\n\nexport function computeWorldBoundary3DHits(\n\tposition: WorldBoundary3DPosition,\n\tbounds: WorldBoundary3DBounds,\n\tpadding?: Bounds3DPaddingInput,\n): WorldBoundary3DHits {\n\treturn computeBounds3DHits(position, insetBounds3D({\n\t\tminX: bounds.left,\n\t\tmaxX: bounds.right,\n\t\tminY: bounds.bottom,\n\t\tmaxY: bounds.top,\n\t\tminZ: bounds.back,\n\t\tmaxZ: bounds.front,\n\t}, padding));\n}\n\nexport function hasAnyWorldBoundary3DHit(hits: WorldBoundary3DHits): boolean {\n\treturn hasAnyBounds3DHit(hits);\n}\n\nexport class WorldBoundary3DFSM {\n\tpublic readonly machine: SyncStateMachine<WorldBoundary3DState, WorldBoundary3DEvent, never>;\n\n\tprivate lastHits: WorldBoundary3DHits = {\n\t\ttop: false,\n\t\tbottom: false,\n\t\tleft: false,\n\t\tright: false,\n\t\tback: false,\n\t\tfront: false,\n\t};\n\tprivate lastPosition: WorldBoundary3DPosition | null = null;\n\tprivate lastClampedPosition: WorldBoundary3DPosition | null = null;\n\tprivate lastUpdatedAtMs: number | null = null;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<WorldBoundary3DState, WorldBoundary3DEvent, never>(\n\t\t\tWorldBoundary3DState.Inside,\n\t\t\t[\n\t\t\t\tt(WorldBoundary3DState.Inside, WorldBoundary3DEvent.TouchBoundary, WorldBoundary3DState.Touching),\n\t\t\t\tt(WorldBoundary3DState.Touching, WorldBoundary3DEvent.EnterInside, WorldBoundary3DState.Inside),\n\t\t\t\tt(WorldBoundary3DState.Inside, WorldBoundary3DEvent.EnterInside, WorldBoundary3DState.Inside),\n\t\t\t\tt(WorldBoundary3DState.Touching, WorldBoundary3DEvent.TouchBoundary, WorldBoundary3DState.Touching),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): WorldBoundary3DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tgetLastHits(): WorldBoundary3DHits {\n\t\treturn this.lastHits;\n\t}\n\n\tgetMovement(\n\t\tmoveX: number,\n\t\tmoveY: number,\n\t\tmoveZ: number,\n\t): { moveX: number; moveY: number; moveZ: number } {\n\t\treturn constrainMovementToBounds3D(this.lastHits, moveX, moveY, moveZ);\n\t}\n\n\tgetLastPosition(): WorldBoundary3DPosition | null {\n\t\treturn this.lastPosition;\n\t}\n\n\tgetLastClampedPosition(): WorldBoundary3DPosition | null {\n\t\treturn this.lastClampedPosition;\n\t}\n\n\tgetLastUpdatedAtMs(): number | null {\n\t\treturn this.lastUpdatedAtMs;\n\t}\n\n\tupdate(\n\t\tposition: WorldBoundary3DPosition,\n\t\tbounds: WorldBoundary3DBounds,\n\t\tpadding?: Bounds3DPaddingInput,\n\t): WorldBoundary3DHits {\n\t\tconst effectiveBounds = insetBounds3D({\n\t\t\tminX: bounds.left,\n\t\t\tmaxX: bounds.right,\n\t\t\tminY: bounds.bottom,\n\t\t\tmaxY: bounds.top,\n\t\t\tminZ: bounds.back,\n\t\t\tmaxZ: bounds.front,\n\t\t}, padding);\n\n\t\tconst hits = computeBounds3DHits(position, effectiveBounds);\n\t\tthis.lastHits = hits;\n\t\tthis.lastPosition = { x: position.x, y: position.y, z: position.z };\n\t\tthis.lastClampedPosition = clampPointToBounds3D(position, effectiveBounds);\n\t\tthis.lastUpdatedAtMs = Date.now();\n\n\t\tif (hasAnyWorldBoundary3DHit(hits)) {\n\t\t\tthis.dispatch(WorldBoundary3DEvent.TouchBoundary);\n\t\t} else {\n\t\t\tthis.dispatch(WorldBoundary3DEvent.EnterInside);\n\t\t}\n\n\t\treturn hits;\n\t}\n\n\tprivate dispatch(event: WorldBoundary3DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n}\n","import { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport type { Bounds3DPaddingInput } from '../shared/bounds-3d';\nimport {\n\tWorldBoundary3DFSM,\n\ttype WorldBoundary3DBounds,\n\ttype WorldBoundary3DHits,\n\ttype WorldBoundary3DPosition,\n} from './world-boundary-3d-fsm';\nimport {\n\tStageBoundaryDim,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface WorldBoundary3DOptions {\n\tboundaries: WorldBoundary3DBounds;\n\tpadding?: Bounds3DPaddingInput;\n}\n\nexport interface WorldBoundary3DHandle {\n\tgetLastHits(): WorldBoundary3DHits | null;\n\tgetMovement(\n\t\tmoveX: number,\n\t\tmoveY: number,\n\t\tmoveZ: number,\n\t): { moveX: number; moveY: number; moveZ: number };\n\tgetLastClampedPosition(): WorldBoundary3DPosition | null;\n}\n\nconst defaultOptions: WorldBoundary3DOptions = {\n\tboundaries: { top: 0, bottom: 0, left: 0, right: 0, back: 0, front: 0 },\n\tpadding: 0,\n};\n\nconst WORLD_BOUNDARY_3D_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:world-boundary-3d',\n);\n\nfunction createWorldBoundary3DHandle(\n\tref: BehaviorRef<WorldBoundary3DOptions>,\n): WorldBoundary3DHandle {\n\treturn {\n\t\tgetLastHits: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary3DFSM | undefined;\n\t\t\treturn fsm?.getLastHits() ?? null;\n\t\t},\n\t\tgetMovement: (moveX: number, moveY: number, moveZ: number) => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary3DFSM | undefined;\n\t\t\treturn fsm?.getMovement(moveX, moveY, moveZ) ?? { moveX, moveY, moveZ };\n\t\t},\n\t\tgetLastClampedPosition: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary3DFSM | undefined;\n\t\t\treturn fsm?.getLastClampedPosition() ?? null;\n\t\t},\n\t};\n}\n\nclass WorldBoundary3DSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate world: any,\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?.(WORLD_BOUNDARY_3D_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 boundaryRef = link.ref as any;\n\t\t\tconst options = boundaryRef.options as WorldBoundary3DOptions;\n\t\t\tif (!boundaryRef.fsm) {\n\t\t\t\tboundaryRef.fsm = new WorldBoundary3DFSM();\n\t\t\t}\n\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 query = this.wasmStage.queryWorldBoundary(handle);\n\t\t\t\tif (query) {\n\t\t\t\t\tboundaryRef.fsm.update(\n\t\t\t\t\t\t{ x: query.clamped[0], y: query.clamped[1], z: query.clamped[2] },\n\t\t\t\t\t\toptions.boundaries,\n\t\t\t\t\t\toptions.padding,\n\t\t\t\t\t);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tconst pos = gameEntity.body.translation();\n\t\t\tboundaryRef.fsm.update(\n\t\t\t\t{ x: pos.x, y: pos.y, z: pos.z },\n\t\t\t\toptions.boundaries,\n\t\t\t\toptions.padding,\n\t\t\t);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: WorldBoundary3DOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst padding = typeof options.padding === 'number' ? options.padding : 0;\n\t\tthis.wasmStage.attachWorldBoundary(handle, StageBoundaryDim.Three, {\n\t\t\ttop: options.boundaries.top,\n\t\t\tbottom: options.boundaries.bottom,\n\t\t\tleft: options.boundaries.left,\n\t\t\tright: options.boundaries.right,\n\t\t\tfront: options.boundaries.front,\n\t\t\tback: options.boundaries.back,\n\t\t\tpadding,\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 WorldBoundary3DBehavior = defineBehavior({\n\tname: 'world-boundary-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew WorldBoundary3DSystem(ctx.world, ctx.wasmStage ?? null, ctx.getBehaviorLinks),\n\tcreateHandle: 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{"version":3,"sources":["../src/lib/behaviors/world-boundary-3d/world-boundary-3d-fsm.ts","../src/lib/behaviors/world-boundary-3d/world-boundary-3d.descriptor.ts"],"sourcesContent":["import { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport {\n\tclampPointToBounds3D,\n\tcomputeBounds3DHits,\n\tconstrainMovementToBounds3D,\n\thasAnyBounds3DHit,\n\tinsetBounds3D,\n\ttype Bounds3DPaddingInput,\n\ttype Bounds3DPoint,\n} from '../shared/bounds-3d';\n\nexport type WorldBoundary3DHit =\n\t| 'top'\n\t| 'bottom'\n\t| 'left'\n\t| 'right'\n\t| 'back'\n\t| 'front';\n\nexport type WorldBoundary3DHits = Record<WorldBoundary3DHit, boolean>;\n\nexport interface WorldBoundary3DPosition extends Bounds3DPoint {}\n\nexport interface WorldBoundary3DBounds {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n\tback: number;\n\tfront: number;\n}\n\nexport enum WorldBoundary3DState {\n\tInside = 'inside',\n\tTouching = 'touching',\n}\n\nexport enum WorldBoundary3DEvent {\n\tEnterInside = 'enter-inside',\n\tTouchBoundary = 'touch-boundary',\n}\n\nexport function computeWorldBoundary3DHits(\n\tposition: WorldBoundary3DPosition,\n\tbounds: WorldBoundary3DBounds,\n\tpadding?: Bounds3DPaddingInput,\n): WorldBoundary3DHits {\n\treturn computeBounds3DHits(position, insetBounds3D({\n\t\tminX: bounds.left,\n\t\tmaxX: bounds.right,\n\t\tminY: bounds.bottom,\n\t\tmaxY: bounds.top,\n\t\tminZ: bounds.back,\n\t\tmaxZ: bounds.front,\n\t}, padding));\n}\n\nexport function hasAnyWorldBoundary3DHit(hits: WorldBoundary3DHits): boolean {\n\treturn hasAnyBounds3DHit(hits);\n}\n\nexport class WorldBoundary3DFSM {\n\tpublic readonly machine: SyncStateMachine<WorldBoundary3DState, WorldBoundary3DEvent, never>;\n\n\tprivate lastHits: WorldBoundary3DHits = {\n\t\ttop: false,\n\t\tbottom: false,\n\t\tleft: false,\n\t\tright: false,\n\t\tback: false,\n\t\tfront: false,\n\t};\n\tprivate lastPosition: WorldBoundary3DPosition | null = null;\n\tprivate lastClampedPosition: WorldBoundary3DPosition | null = null;\n\tprivate lastUpdatedAtMs: number | null = null;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<WorldBoundary3DState, WorldBoundary3DEvent, never>(\n\t\t\tWorldBoundary3DState.Inside,\n\t\t\t[\n\t\t\t\tt(WorldBoundary3DState.Inside, WorldBoundary3DEvent.TouchBoundary, WorldBoundary3DState.Touching),\n\t\t\t\tt(WorldBoundary3DState.Touching, WorldBoundary3DEvent.EnterInside, WorldBoundary3DState.Inside),\n\t\t\t\tt(WorldBoundary3DState.Inside, WorldBoundary3DEvent.EnterInside, WorldBoundary3DState.Inside),\n\t\t\t\tt(WorldBoundary3DState.Touching, WorldBoundary3DEvent.TouchBoundary, WorldBoundary3DState.Touching),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): WorldBoundary3DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tgetLastHits(): WorldBoundary3DHits {\n\t\treturn this.lastHits;\n\t}\n\n\tgetMovement(\n\t\tmoveX: number,\n\t\tmoveY: number,\n\t\tmoveZ: number,\n\t): { moveX: number; moveY: number; moveZ: number } {\n\t\treturn constrainMovementToBounds3D(this.lastHits, moveX, moveY, moveZ);\n\t}\n\n\tgetLastPosition(): WorldBoundary3DPosition | null {\n\t\treturn this.lastPosition;\n\t}\n\n\tgetLastClampedPosition(): WorldBoundary3DPosition | null {\n\t\treturn this.lastClampedPosition;\n\t}\n\n\tgetLastUpdatedAtMs(): number | null {\n\t\treturn this.lastUpdatedAtMs;\n\t}\n\n\tupdate(\n\t\tposition: WorldBoundary3DPosition,\n\t\tbounds: WorldBoundary3DBounds,\n\t\tpadding?: Bounds3DPaddingInput,\n\t): WorldBoundary3DHits {\n\t\tconst effectiveBounds = insetBounds3D({\n\t\t\tminX: bounds.left,\n\t\t\tmaxX: bounds.right,\n\t\t\tminY: bounds.bottom,\n\t\t\tmaxY: bounds.top,\n\t\t\tminZ: bounds.back,\n\t\t\tmaxZ: bounds.front,\n\t\t}, padding);\n\n\t\tconst hits = computeBounds3DHits(position, effectiveBounds);\n\t\tthis.lastHits = hits;\n\t\tthis.lastPosition = { x: position.x, y: position.y, z: position.z };\n\t\tthis.lastClampedPosition = clampPointToBounds3D(position, effectiveBounds);\n\t\tthis.lastUpdatedAtMs = Date.now();\n\n\t\tif (hasAnyWorldBoundary3DHit(hits)) {\n\t\t\tthis.dispatch(WorldBoundary3DEvent.TouchBoundary);\n\t\t} else {\n\t\t\tthis.dispatch(WorldBoundary3DEvent.EnterInside);\n\t\t}\n\n\t\treturn hits;\n\t}\n\n\tprivate dispatch(event: WorldBoundary3DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n}\n","import { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport type { Bounds3DPaddingInput } from '../shared/bounds-3d';\nimport {\n\tWorldBoundary3DFSM,\n\ttype WorldBoundary3DBounds,\n\ttype WorldBoundary3DHits,\n\ttype WorldBoundary3DPosition,\n} from './world-boundary-3d-fsm';\nimport {\n\tStageBoundaryDim,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface WorldBoundary3DOptions {\n\tboundaries: WorldBoundary3DBounds;\n\tpadding?: Bounds3DPaddingInput;\n}\n\nexport interface WorldBoundary3DHandle {\n\tgetLastHits(): WorldBoundary3DHits | null;\n\tgetMovement(\n\t\tmoveX: number,\n\t\tmoveY: number,\n\t\tmoveZ: number,\n\t): { moveX: number; moveY: number; moveZ: number };\n\tgetLastClampedPosition(): WorldBoundary3DPosition | null;\n}\n\nconst defaultOptions: WorldBoundary3DOptions = {\n\tboundaries: { top: 0, bottom: 0, left: 0, right: 0, back: 0, front: 0 },\n\tpadding: 0,\n};\n\nconst WORLD_BOUNDARY_3D_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:world-boundary-3d',\n);\n\nfunction createWorldBoundary3DHandle(\n\tref: BehaviorRef<WorldBoundary3DOptions>,\n): WorldBoundary3DHandle {\n\treturn {\n\t\tgetLastHits: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary3DFSM | undefined;\n\t\t\treturn fsm?.getLastHits() ?? null;\n\t\t},\n\t\tgetMovement: (moveX: number, moveY: number, moveZ: number) => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary3DFSM | undefined;\n\t\t\treturn fsm?.getMovement(moveX, moveY, moveZ) ?? { moveX, moveY, moveZ };\n\t\t},\n\t\tgetLastClampedPosition: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary3DFSM | undefined;\n\t\t\treturn fsm?.getLastClampedPosition() ?? null;\n\t\t},\n\t};\n}\n\nclass WorldBoundary3DSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(WORLD_BOUNDARY_3D_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 boundaryRef = link.ref as any;\n\t\t\tconst options = boundaryRef.options as WorldBoundary3DOptions;\n\t\t\tif (!boundaryRef.fsm) {\n\t\t\t\tboundaryRef.fsm = new WorldBoundary3DFSM();\n\t\t\t}\n\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 query = this.wasmStage.queryWorldBoundary(handle);\n\t\t\t\tif (query) {\n\t\t\t\t\tboundaryRef.fsm.update(\n\t\t\t\t\t\t{ x: query.clamped[0], y: query.clamped[1], z: query.clamped[2] },\n\t\t\t\t\t\toptions.boundaries,\n\t\t\t\t\t\toptions.padding,\n\t\t\t\t\t);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tconst pos = gameEntity.body.translation();\n\t\t\tboundaryRef.fsm.update(\n\t\t\t\t{ x: pos.x, y: pos.y, z: pos.z },\n\t\t\t\toptions.boundaries,\n\t\t\t\toptions.padding,\n\t\t\t);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: WorldBoundary3DOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst padding = typeof options.padding === 'number' ? options.padding : 0;\n\t\tthis.wasmStage.attachWorldBoundary(handle, StageBoundaryDim.Three, {\n\t\t\ttop: options.boundaries.top,\n\t\t\tbottom: options.boundaries.bottom,\n\t\t\tleft: options.boundaries.left,\n\t\t\tright: options.boundaries.right,\n\t\t\tfront: options.boundaries.front,\n\t\t\tback: options.boundaries.back,\n\t\t\tpadding,\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 WorldBoundary3DBehavior = defineBehavior({\n\tname: 'world-boundary-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew WorldBoundary3DSystem(ctx.wasmStage ?? null, ctx.getBehaviorLinks),\n\tcreateHandle: 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{"version":3,"sources":["../src/lib/coordinators/top-down-shooter.coordinator.ts"],"sourcesContent":["import {\n\tcreateTopDownMovementInputComponent,\n\ttype TopDownMovementInputComponent,\n} from '../behaviors/top-down-movement/components';\nimport type {\n\tShooter2DHandle,\n\tShooter2DSourceEntity,\n\tShooter2DStageLike,\n} from '../behaviors/shooter-2d/shooter-2d.descriptor';\nimport {\n\tfireShooter2DIfRequested,\n\ttype Shooter2DAimFireInput,\n} from './shared/shooter-fire';\n\nexport interface TopDownShooterInput extends Shooter2DAimFireInput {\n\tmoveX: number;\n\tmoveY: number;\n}\n\nexport type TopDownShooterEntity = Shooter2DSourceEntity & {\n\t$topDownMovement?: TopDownMovementInputComponent;\n};\n\n/**\n * Coordinator that fans a single input snapshot out to the top-down movement\n * behavior (move + face axes) and the Shooter2D behavior (fire requests).\n */\nexport class TopDownShooterCoordinator {\n\tconstructor(\n\t\tprivate entity: TopDownShooterEntity,\n\t\tprivate shooter: Shooter2DHandle,\n\t\tprivate stage: Shooter2DStageLike,\n\t) {}\n\n\tpublic update(input: TopDownShooterInput): void {\n\t\tif (!this.entity.$topDownMovement) {\n\t\t\tthis.entity.$topDownMovement = createTopDownMovementInputComponent();\n\t\t}\n\n\t\tthis.entity.$topDownMovement.moveX = input.moveX;\n\t\tthis.entity.$topDownMovement.moveY = input.moveY;\n\t\tthis.entity.$topDownMovement.faceX = input.aimX;\n\t\tthis.entity.$topDownMovement.faceY = input.aimY;\n\n\t\tfireShooter2DIfRequested(this.entity, this.shooter, this.stage, input);\n\t}\n}\n"],"mappings":";;;;;;;;AA2BO,IAAM,4BAAN,MAAgC;AAAA,EACtC,YACS,QACA,SACA,OACP;AAHO;AACA;AACA;AAAA,EACN;AAAA,EAHM;AAAA,EACA;AAAA,EACA;AAAA,EAGF,OAAO,OAAkC;AAC/C,QAAI,CAAC,KAAK,OAAO,kBAAkB;AAClC,WAAK,OAAO,mBAAmB,oCAAoC;AAAA,IACpE;AAEA,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAC3C,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAC3C,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAC3C,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAE3C,6BAAyB,KAAK,QAAQ,KAAK,SAAS,KAAK,OAAO,KAAK;AAAA,EACtE;AACD;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/cooldown/cooldown-store.ts","../src/lib/behaviors/cooldown/cooldown.descriptor.ts"],"sourcesContent":["import { proxy } from 'valtio';\n\n/**\n * A single cooldown entry in the global store.\n */\nexport interface CooldownEntry {\n\t/** Identifier for this cooldown */\n\tname: string;\n\t/** Total cooldown time in seconds */\n\tduration: number;\n\t/** Time accumulated since last fire */\n\telapsed: number;\n\t/** Whether the cooldown is ready (elapsed >= duration) */\n\tready: boolean;\n\t/** Normalized progress 0..1 (0 = just fired, 1 = ready) */\n\tprogress: number;\n\t/** Whether this cooldown is currently counting down */\n\tactive: boolean;\n}\n\n/**\n * Global reactive cooldown registry (valtio proxy).\n * Accessible from entities, behaviors, and UI components.\n */\nconst cooldownStore = proxy<Record<string, CooldownEntry>>({});\n\n/**\n * Register a named cooldown in the global store.\n * If a cooldown with the same name already exists, it is overwritten.\n *\n * @param name Unique cooldown identifier\n * @param duration Cooldown duration in seconds\n * @param immediate If true, the cooldown starts ready (default: true)\n */\nexport function registerCooldown(\n\tname: string,\n\tduration: number,\n\timmediate: boolean = true,\n): void {\n\tcooldownStore[name] = {\n\t\tname,\n\t\tduration,\n\t\telapsed: immediate ? duration : 0,\n\t\tready: immediate,\n\t\tprogress: immediate ? 1 : 0,\n\t\tactive: !immediate,\n\t};\n}\n\n/**\n * Get a cooldown entry by name.\n * Returns undefined if the cooldown has not been registered.\n */\nexport function getCooldown(name: string): CooldownEntry | undefined {\n\treturn cooldownStore[name];\n}\n\n/**\n * Fire (trigger) a cooldown, resetting its timer.\n * Sets the cooldown to not-ready and starts the countdown.\n */\nexport function fireCooldown(name: string): void {\n\tconst entry = cooldownStore[name];\n\tif (!entry) return;\n\tentry.elapsed = 0;\n\tentry.ready = false;\n\tentry.progress = 0;\n\tentry.active = true;\n}\n\n/**\n * Force a cooldown to ready immediately.\n */\nexport function resetCooldown(name: string): void {\n\tconst entry = cooldownStore[name];\n\tif (!entry) return;\n\tentry.elapsed = entry.duration;\n\tentry.ready = true;\n\tentry.progress = 1;\n\tentry.active = false;\n}\n\n/**\n * Advance all active cooldowns by delta seconds.\n * Called once per frame by the CooldownBehavior system.\n */\nexport function tickCooldowns(delta: number): void {\n\tfor (const name in cooldownStore) {\n\t\tconst entry = cooldownStore[name];\n\t\tif (!entry.active) continue;\n\n\t\tentry.elapsed += delta;\n\t\tif (entry.elapsed >= entry.duration) {\n\t\t\tentry.elapsed = entry.duration;\n\t\t\tentry.ready = true;\n\t\t\tentry.progress = 1;\n\t\t\tentry.active = false;\n\t\t} else {\n\t\t\tentry.progress = entry.duration > 0 ? entry.elapsed / entry.duration : 1;\n\t\t}\n\t}\n}\n\n/**\n * Get the raw cooldown store (for advanced/debugging use).\n */\nexport function getCooldownStore(): Record<string, CooldownEntry> {\n\treturn cooldownStore;\n}\n","/**\n * CooldownBehavior\n *\n * A stage-scoped behavior that manages named cooldowns via the global CooldownStore.\n * Entities use this to register, check, and fire cooldowns.\n * UI components (CooldownIcon) can read from the same store.\n */\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tregisterCooldown,\n\tgetCooldown,\n\tfireCooldown,\n\tresetCooldown,\n\ttickCooldowns,\n} from './cooldown-store';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Options\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface CooldownConfig {\n\t/** Duration in seconds */\n\tduration: number;\n\t/** Whether the cooldown starts ready (default: true) */\n\timmediate?: boolean;\n}\n\nexport interface CooldownOptions {\n\t/**\n\t * Named cooldowns to register.\n\t * Keys are the cooldown names, values are their config.\n\t */\n\tcooldowns: Record<string, CooldownConfig>;\n}\n\ninterface CompiledCooldownEntry {\n\tname: string;\n\tduration: number;\n\timmediate: boolean;\n}\n\nconst COOLDOWN_BEHAVIOR_KEY = Symbol.for('zylem:behavior:cooldown');\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Handle\n// ─────────────────────────────────────────────────────────────────────────────\n\n/**\n * Handle methods returned by entity.use(CooldownBehavior, ...).\n */\nexport interface CooldownHandle {\n\t/** Check if a named cooldown is ready */\n\tisReady(name: string): boolean;\n\t/** Fire (trigger) a named cooldown, resetting its timer */\n\tfire(name: string): void;\n\t/** Force a cooldown to ready immediately */\n\treset(name: string): void;\n\t/** Get cooldown progress 0..1 (0 = just fired, 1 = ready) */\n\tgetProgress(name: string): number;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// System\n// ─────────────────────────────────────────────────────────────────────────────\n\nclass CooldownSystem implements BehaviorSystem {\n\tconstructor(\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) { }\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(COOLDOWN_BEHAVIOR_KEY);\n\t\tif (links) {\n\t\t\tfor (const link of links) {\n\t\t\t\tensureCooldownEntriesRegistered(link.ref as BehaviorRef<CooldownOptions>);\n\t\t\t}\n\t\t}\n\n\t\ttickCooldowns(delta);\n\t}\n\n\tdestroy(_ecs: unknown): void { }\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Handle factory\n// ─────────────────────────────────────────────────────────────────────────────\n\nfunction createCooldownHandle(ref: BehaviorRef<CooldownOptions>): CooldownHandle {\n\tensureCooldownEntriesRegistered(ref);\n\n\treturn {\n\t\tisReady: (name: string) => getCooldown(name)?.ready ?? false,\n\t\tfire: (name: string) => fireCooldown(name),\n\t\treset: (name: string) => resetCooldown(name),\n\t\tgetProgress: (name: string) => getCooldown(name)?.progress ?? 1,\n\t};\n}\n\nfunction getCompiledCooldownEntries(\n\tref: BehaviorRef<CooldownOptions>,\n): CompiledCooldownEntry[] {\n\tconst compiled = (ref as any).__compiledCooldownEntries as CompiledCooldownEntry[] | undefined;\n\tif (compiled) return compiled;\n\n\tconst entries = Object.entries(ref.options.cooldowns).map(([name, config]) => ({\n\t\tname,\n\t\tduration: config.duration,\n\t\timmediate: config.immediate ?? true,\n\t}));\n\t(ref as any).__compiledCooldownEntries = entries;\n\treturn entries;\n}\n\nfunction ensureCooldownEntriesRegistered(ref: BehaviorRef<CooldownOptions>): void {\n\tif ((ref as any).__cooldownsRegistered) return;\n\n\tfor (const entry of getCompiledCooldownEntries(ref)) {\n\t\tregisterCooldown(entry.name, entry.duration, entry.immediate);\n\t}\n\n\t(ref as any).__cooldownsRegistered = true;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Behavior Definition\n// ─────────────────────────────────────────────────────────────────────────────\n\n/**\n * CooldownBehavior\n *\n * @example\n * ```ts\n * import { CooldownBehavior } from '@zylem/game-lib/behavior';\n * import { moveBy } from '@zylem/game-lib/actions';\n *\n * const hero = createBox({ ... });\n * const cd = hero.use(CooldownBehavior, {\n * cooldowns: {\n * attack: { duration: 5 },\n * dash: { duration: 2, immediate: false },\n * },\n * });\n *\n * hero.onUpdate(({ me, inputs }) => {\n * if (cd.isReady('attack') && inputs.p1.buttons.A.pressed) {\n * cd.fire('attack');\n * // perform attack\n * }\n * if (cd.isReady('dash') && inputs.p1.buttons.B.pressed) {\n * cd.fire('dash');\n * me.runAction(moveBy({ x: 10, duration: 0.3 }));\n * }\n * });\n * ```\n */\nexport const CooldownBehavior = defineBehavior<CooldownOptions, CooldownHandle>({\n\tname: 'cooldown',\n\tdefaultOptions: { cooldowns: {} },\n\tsystemFactory: (ctx) =>\n\t\tnew CooldownSystem(ctx.getBehaviorLinks),\n\tcreateHandle: createCooldownHandle,\n});\n"],"mappings":";;;;;AAAA,SAAS,aAAa;AAwBtB,IAAM,gBAAgB,MAAqC,CAAC,CAAC;AAUtD,SAAS,iBACf,MACA,UACA,YAAqB,MACd;AACP,gBAAc,IAAI,IAAI;AAAA,IACrB;AAAA,IACA;AAAA,IACA,SAAS,YAAY,WAAW;AAAA,IAChC,OAAO;AAAA,IACP,UAAU,YAAY,IAAI;AAAA,IAC1B,QAAQ,CAAC;AAAA,EACV;AACD;AAMO,SAAS,YAAY,MAAyC;AACpE,SAAO,cAAc,IAAI;AAC1B;AAMO,SAAS,aAAa,MAAoB;AAChD,QAAM,QAAQ,cAAc,IAAI;AAChC,MAAI,CAAC,MAAO;AACZ,QAAM,UAAU;AAChB,QAAM,QAAQ;AACd,QAAM,WAAW;AACjB,QAAM,SAAS;AAChB;AAKO,SAAS,cAAc,MAAoB;AACjD,QAAM,QAAQ,cAAc,IAAI;AAChC,MAAI,CAAC,MAAO;AACZ,QAAM,UAAU,MAAM;AACtB,QAAM,QAAQ;AACd,QAAM,WAAW;AACjB,QAAM,SAAS;AAChB;AAMO,SAAS,cAAc,OAAqB;AAClD,aAAW,QAAQ,eAAe;AACjC,UAAM,QAAQ,cAAc,IAAI;AAChC,QAAI,CAAC,MAAM,OAAQ;AAEnB,UAAM,WAAW;AACjB,QAAI,MAAM,WAAW,MAAM,UAAU;AACpC,YAAM,UAAU,MAAM;AACtB,YAAM,QAAQ;AACd,YAAM,WAAW;AACjB,YAAM,SAAS;AAAA,IAChB,OAAO;AACN,YAAM,WAAW,MAAM,WAAW,IAAI,MAAM,UAAU,MAAM,WAAW;AAAA,IACxE;AAAA,EACD;AACD;AAKO,SAAS,mBAAkD;AACjE,SAAO;AACR;;;ACjEA,IAAM,wBAAwB,uBAAO,IAAI,yBAAyB;AAwBlE,IAAM,iBAAN,MAA+C;AAAA,EAC9C,YACS,kBACP;AADO;AAAA,EACL;AAAA,EADK;AAAA,EAGT,OAAO,MAAe,OAAqB;AAC1C,UAAM,QAAQ,KAAK,mBAAmB,qBAAqB;AAC3D,QAAI,OAAO;AACV,iBAAW,QAAQ,OAAO;AACzB,wCAAgC,KAAK,GAAmC;AAAA,MACzE;AAAA,IACD;AAEA,kBAAc,KAAK;AAAA,EACpB;AAAA,EAEA,QAAQ,MAAqB;AAAA,EAAE;AAChC;AAMA,SAAS,qBAAqB,KAAmD;AAChF,kCAAgC,GAAG;AAEnC,SAAO;AAAA,IACN,SAAS,CAAC,SAAiB,YAAY,IAAI,GAAG,SAAS;AAAA,IACvD,MAAM,CAAC,SAAiB,aAAa,IAAI;AAAA,IACzC,OAAO,CAAC,SAAiB,cAAc,IAAI;AAAA,IAC3C,aAAa,CAAC,SAAiB,YAAY,IAAI,GAAG,YAAY;AAAA,EAC/D;AACD;AAEA,SAAS,2BACR,KAC0B;AAC1B,QAAM,WAAY,IAAY;AAC9B,MAAI,SAAU,QAAO;AAErB,QAAM,UAAU,OAAO,QAAQ,IAAI,QAAQ,SAAS,EAAE,IAAI,CAAC,CAAC,MAAM,MAAM,OAAO;AAAA,IAC9E;AAAA,IACA,UAAU,OAAO;AAAA,IACjB,WAAW,OAAO,aAAa;AAAA,EAChC,EAAE;AACF,EAAC,IAAY,4BAA4B;AACzC,SAAO;AACR;AAEA,SAAS,gCAAgC,KAAyC;AACjF,MAAK,IAAY,sBAAuB;AAExC,aAAW,SAAS,2BAA2B,GAAG,GAAG;AACpD,qBAAiB,MAAM,MAAM,MAAM,UAAU,MAAM,SAAS;AAAA,EAC7D;AAEA,EAAC,IAAY,wBAAwB;AACtC;AAkCO,IAAM,mBAAmB,eAAgD;AAAA,EAC/E,MAAM;AAAA,EACN,gBAAgB,EAAE,WAAW,CAAC,EAAE;AAAA,EAChC,eAAe,CAAC,QACf,IAAI,eAAe,IAAI,gBAAgB;AAAA,EACxC,cAAc;AACf,CAAC;","names":[]}
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package/dist/cooldown.d.ts
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package/dist/cooldown.js
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@@ -1,19 +1,26 @@
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import {
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import {
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import { M as MoveableEntity } from '../moveable-Cl9h-_w7.js';
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import { B as BaseEntityInterface } from '../entity-types-CmtQ-IBp.js';
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import { Ricochet3DHandle } from '../ricochet-3d.js';
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import { WorldBoundary3DHandle } from '../world-boundary-3d.js';
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import 'three';
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import '@dimforge/rapier3d-compat';
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import '../behavior-system-y8SGrGWy.js';
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import '../sync-state-machine-CZyspBpj.js';
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import 'typescript-fsm';
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import '../entity-types-CmtQ-IBp.js';
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/** Entity shape required by the 3D boundary-ricochet coordinator. */
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type BoundaryRicochet3DEntity = BaseEntityInterface & MoveableEntity;
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/**
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* Coordinator that bridges WorldBoundary3DBehavior and Ricochet3DBehavior.
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* Snaps the body back to the boundary's clamped position before reflecting,
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* so fast entities can't tunnel outside the box between frames.
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*/
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declare class BoundaryRicochet3DCoordinator {
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private entity;
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private boundary;
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private ricochet;
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constructor(entity:
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constructor(entity: BoundaryRicochet3DEntity, boundary: WorldBoundary3DHandle, ricochet: Ricochet3DHandle);
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update(): boolean;
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}
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export { BoundaryRicochet3DCoordinator };
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export { BoundaryRicochet3DCoordinator, type BoundaryRicochet3DEntity };
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import { G as GameEntity } from '../behavior-system-DYbx-x_-.js';
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import { Ricochet2DHandle } from '../ricochet-2d.js';
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import { WorldBoundary2DHandle } from '../world-boundary-2d.js';
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import { M as MoveableEntity } from '../moveable-
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import '../entity-types-CmtQ-IBp.js';
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import 'three';
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import '@dimforge/rapier3d-compat';
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import { M as MoveableEntity } from '../moveable-Cl9h-_w7.js';
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import { B as BaseEntityInterface } from '../entity-types-CmtQ-IBp.js';
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import '../sync-state-machine-CZyspBpj.js';
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import 'typescript-fsm';
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import '../behavior-system-y8SGrGWy.js';
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import '@dimforge/rapier3d-compat';
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import 'three';
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/** Entity shape required by the 2D boundary-ricochet coordinator. */
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type BoundaryRicochetEntity = BaseEntityInterface & MoveableEntity;
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/**
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*
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constructor(entity:
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constructor(entity: BoundaryRicochetEntity, boundary: WorldBoundary2DHandle, ricochet: Ricochet2DHandle);
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/**
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* Update loop - call this every frame.
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export { BoundaryRicochetCoordinator };
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export { BoundaryRicochetCoordinator, type BoundaryRicochetEntity };
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import { G as GameEntity } from '../behavior-system-DYbx-x_-.js';
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import { F as FirstPersonInputComponent } from '../components-qWwOsvwh.js';
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interface FirstPersonShooterControllerHandle {
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getYaw(): number;
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getState(): unknown;
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}
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type FirstPersonShooterEntity = GameEntity<any> & {
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type FirstPersonShooterEntity = {
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$fps?: FirstPersonInputComponent;
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$jumper?: JumpInput3D;
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};
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/**
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* Coordinator that fans a single input snapshot out to the first-person
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* behavior (`$fps`) and the Jumper3D behavior (`$jumper`), converting local
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* move axes into the camera-relative world direction the jumper uses for
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* air control.
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*/
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declare class FirstPersonShooterCoordinator {
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private entity;
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private fpsController;
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constructor(entity: FirstPersonShooterEntity, fpsController: FirstPersonShooterControllerHandle, jumper: FirstPersonShooterJumperHandle);
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constructor(entity: FirstPersonShooterEntity, fpsController: FirstPersonShooterControllerHandle);
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32
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update(input: FirstPersonShooterInput): void;
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private getMoveDirWorld;
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34
|
}
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35
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|
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35
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-
export { FirstPersonShooterCoordinator, type FirstPersonShooterInput };
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export { FirstPersonShooterCoordinator, type FirstPersonShooterEntity, type FirstPersonShooterInput };
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@@ -1,8 +1,8 @@
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1
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import {
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2
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FirstPersonShooterCoordinator
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3
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-
} from "../chunk-
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-
import "../chunk-
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-
import "../chunk-
|
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+
} from "../chunk-H4TJ7X4O.js";
|
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import "../chunk-QVCMJ4Q2.js";
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+
import "../chunk-4WH2ZN7P.js";
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export {
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FirstPersonShooterCoordinator
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8
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};
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@@ -1,21 +1,24 @@
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import { G as GameEntity } from '../behavior-system-DYbx-x_-.js';
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2
1
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import { T as ThrusterInputComponent } from '../components-B29WHGQN.js';
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3
2
|
import { Shooter2DSourceEntity, Shooter2DHandle, Shooter2DStageLike } from '../shooter-2d.js';
|
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3
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+
import { S as Shooter2DAimFireInput } from '../shooter-fire-DGripl0z.js';
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import '../behavior-system-y8SGrGWy.js';
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import '@dimforge/rapier3d-compat';
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6
|
import '../vector-Bm65-FOG.js';
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import 'three';
|
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-
import '@dimforge/rapier3d-compat';
|
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-
interface MultidirectionalSpaceShooterInput {
|
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|
+
interface MultidirectionalSpaceShooterInput extends Shooter2DAimFireInput {
|
|
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|
moveX: number;
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10
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moveY: number;
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-
aimX: number;
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-
aimY: number;
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-
shootPressed: boolean;
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-
shootHeld: boolean;
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15
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|
}
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-
type MultidirectionalSpaceShooterEntity =
|
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+
type MultidirectionalSpaceShooterEntity = Shooter2DSourceEntity & {
|
|
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14
|
$thruster?: ThrusterInputComponent;
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|
+
setRotationZ(angle: number): void;
|
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18
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};
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+
/**
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* Coordinator that fans a single input snapshot out to the thruster behavior
|
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19
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+
* (vector thrust), entity rotation (aim), and the Shooter2D behavior (fire
|
|
20
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+
* requests).
|
|
21
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+
*/
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|
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22
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declare class MultidirectionalSpaceShooterCoordinator {
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|
private entity;
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|
private shooter;
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@@ -24,4 +27,4 @@ declare class MultidirectionalSpaceShooterCoordinator {
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update(input: MultidirectionalSpaceShooterInput): void;
|
|
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28
|
}
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29
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27
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-
export { MultidirectionalSpaceShooterCoordinator, type MultidirectionalSpaceShooterInput };
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30
|
+
export { MultidirectionalSpaceShooterCoordinator, type MultidirectionalSpaceShooterEntity, type MultidirectionalSpaceShooterInput };
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@@ -1,9 +1,9 @@
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import {
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MultidirectionalSpaceShooterCoordinator
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-
} from "../chunk-
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import "../chunk-
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-
import "../chunk-
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6
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-
import "../chunk-
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|
+
} from "../chunk-FTDZAKZW.js";
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import "../chunk-UL6Q5HDP.js";
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+
import "../chunk-IZJFUAXB.js";
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+
import "../chunk-Y7YIAWPW.js";
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7
|
export {
|
|
8
8
|
MultidirectionalSpaceShooterCoordinator
|
|
9
9
|
};
|