@zylem/behaviors 0.4.0 → 0.5.1

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Files changed (146) hide show
  1. package/README.md +13 -1
  2. package/dist/behavior-system-CeJXzNvr.d.ts +868 -0
  3. package/dist/{chunk-GFARAJV2.js → chunk-2PAHQZZD.js} +44 -73
  4. package/dist/chunk-2PAHQZZD.js.map +1 -0
  5. package/dist/chunk-52FJIDGL.js +30 -0
  6. package/dist/chunk-52FJIDGL.js.map +1 -0
  7. package/dist/{chunk-UYFOLI2X.js → chunk-5A5AYP2C.js} +1 -1
  8. package/dist/{chunk-UYFOLI2X.js.map → chunk-5A5AYP2C.js.map} +1 -1
  9. package/dist/{chunk-64HKCSXD.js → chunk-5EBIIYZD.js} +25 -45
  10. package/dist/chunk-5EBIIYZD.js.map +1 -0
  11. package/dist/{chunk-WXXXJ22R.js → chunk-5NJGASUJ.js} +87 -129
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  18. package/dist/{chunk-HNESASBB.js → chunk-AEBDZWCP.js} +19 -28
  19. package/dist/chunk-AEBDZWCP.js.map +1 -0
  20. package/dist/chunk-AS3HR7AS.js +188 -0
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  22. package/dist/chunk-E4X4YJZB.js +841 -0
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  24. package/dist/{chunk-PWF757B6.js → chunk-F6ESSHQK.js} +19 -25
  25. package/dist/chunk-F6ESSHQK.js.map +1 -0
  26. package/dist/chunk-GQAPBNGT.js +210 -0
  27. package/dist/chunk-GQAPBNGT.js.map +1 -0
  28. package/dist/chunk-JGXRQUTC.js +191 -0
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  30. package/dist/{chunk-BXP4K7RF.js → chunk-JVADRLWX.js} +57 -186
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  40. package/dist/{chunk-KDY5N6J4.js → chunk-OPZ2LVS2.js} +1 -22
  41. package/dist/{chunk-KDY5N6J4.js.map → chunk-OPZ2LVS2.js.map} +1 -1
  42. package/dist/{chunk-5XZWTFGF.js → chunk-PLIXVF7B.js} +3 -3
  43. package/dist/chunk-PLIXVF7B.js.map +1 -0
  44. package/dist/{chunk-Y7YIAWPW.js → chunk-SGHIGTVZ.js} +1 -11
  45. package/dist/{chunk-Y7YIAWPW.js.map → chunk-SGHIGTVZ.js.map} +1 -1
  46. package/dist/{chunk-UL6Q5HDP.js → chunk-TBUKJKY6.js} +3 -25
  47. package/dist/chunk-TBUKJKY6.js.map +1 -0
  48. package/dist/chunk-VFDUKGRZ.js +155 -0
  49. package/dist/chunk-VFDUKGRZ.js.map +1 -0
  50. package/dist/chunk-VT3H43QA.js +288 -0
  51. package/dist/chunk-VT3H43QA.js.map +1 -0
  52. package/dist/chunk-W26PHBME.js +309 -0
  53. package/dist/chunk-W26PHBME.js.map +1 -0
  54. package/dist/components-BANNjAZP.d.ts +30 -0
  55. package/dist/cooldown.d.ts +2 -2
  56. package/dist/cooldown.js +1 -0
  57. package/dist/coordinators/boundary-ricochet-3d.d.ts +4 -4
  58. package/dist/coordinators/boundary-ricochet-3d.js +1 -0
  59. package/dist/coordinators/boundary-ricochet.d.ts +4 -4
  60. package/dist/coordinators/boundary-ricochet.js +3 -2
  61. package/dist/coordinators/first-person-shooter.js +1 -0
  62. package/dist/coordinators/multidirectional-space-shooter.d.ts +3 -3
  63. package/dist/coordinators/multidirectional-space-shooter.js +5 -3
  64. package/dist/coordinators/top-down-shooter.d.ts +3 -3
  65. package/dist/coordinators/top-down-shooter.js +5 -3
  66. package/dist/core.d.ts +288 -8
  67. package/dist/core.js +492 -19
  68. package/dist/core.js.map +1 -1
  69. package/dist/destructible-3d.d.ts +32 -4
  70. package/dist/destructible-3d.js +2 -1
  71. package/dist/destructible-prebake.js +1 -0
  72. package/dist/{entity-types-CmtQ-IBp.d.ts → entity-types-DhfsZbSK.d.ts} +5 -3
  73. package/dist/first-person.d.ts +27 -38
  74. package/dist/first-person.js +8 -7
  75. package/dist/index.d.ts +14 -15
  76. package/dist/index.js +37 -52
  77. package/dist/jumper-2d.d.ts +3 -17
  78. package/dist/jumper-2d.js +4 -8
  79. package/dist/jumper-3d.d.ts +5 -39
  80. package/dist/jumper-3d.js +5 -9
  81. package/dist/{moveable-BLTHO7Jq.d.ts → moveable-XhzWPAw5.d.ts} +21 -4
  82. package/dist/particle-emitter/presets.js +1 -0
  83. package/dist/particle-emitter.d.ts +3 -3
  84. package/dist/particle-emitter.js +3 -2
  85. package/dist/platformer-2d.d.ts +13 -82
  86. package/dist/platformer-2d.js +4 -4
  87. package/dist/platformer-3d.d.ts +13 -78
  88. package/dist/platformer-3d.js +4 -4
  89. package/dist/ricochet-2d.d.ts +3 -3
  90. package/dist/ricochet-2d.js +4 -3
  91. package/dist/ricochet-3d.d.ts +3 -3
  92. package/dist/ricochet-3d.js +4 -3
  93. package/dist/runtime-2d.d.ts +2 -2
  94. package/dist/runtime-2d.js +1 -0
  95. package/dist/runtime-2d.js.map +1 -1
  96. package/dist/screen-visibility.d.ts +2 -2
  97. package/dist/screen-visibility.js +1 -0
  98. package/dist/screen-wrap.d.ts +2 -2
  99. package/dist/screen-wrap.js +4 -3
  100. package/dist/shooter-2d.d.ts +3 -3
  101. package/dist/shooter-2d.js +4 -3
  102. package/dist/thruster.d.ts +5 -34
  103. package/dist/thruster.js +4 -6
  104. package/dist/top-down-movement.d.ts +9 -27
  105. package/dist/top-down-movement.js +6 -6
  106. package/dist/{vector-Bm65-FOG.d.ts → vector-DjhLUrak.d.ts} +2 -4
  107. package/dist/world-boundary-2d.d.ts +2 -2
  108. package/dist/world-boundary-2d.js +5 -4
  109. package/dist/world-boundary-3d.d.ts +2 -2
  110. package/dist/world-boundary-3d.js +4 -3
  111. package/package.json +4 -3
  112. package/dist/behavior-system-DSNek0W9.d.ts +0 -483
  113. package/dist/chunk-4URF65BR.js +0 -44
  114. package/dist/chunk-4URF65BR.js.map +0 -1
  115. package/dist/chunk-4V7TIRO2.js +0 -44
  116. package/dist/chunk-4V7TIRO2.js.map +0 -1
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  122. package/dist/chunk-GFARAJV2.js.map +0 -1
  123. package/dist/chunk-GTLA6LOJ.js +0 -400
  124. package/dist/chunk-GTLA6LOJ.js.map +0 -1
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  126. package/dist/chunk-JXMF4NUI.js +0 -309
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  128. package/dist/chunk-MJFMNRMZ.js +0 -240
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  140. package/dist/chunk-WXXXJ22R.js.map +0 -1
  141. package/dist/chunk-XLUJDKCT.js.map +0 -1
  142. package/dist/components-BWG1GkZA.d.ts +0 -20
  143. package/dist/use-behavior-h9-T5FSv.d.ts +0 -13
  144. /package/dist/{chunk-5SM5SH5O.js.map → chunk-7JLWZXPA.js.map} +0 -0
  145. /package/dist/{chunk-ZA43LPRM.js.map → chunk-KIYUUSPK.js.map} +0 -0
  146. /package/dist/{chunk-XP3ASVGJ.js.map → chunk-NW4SE5XW.js.map} +0 -0
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/lib/coordinators/shared/top-down-aim.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"],"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;","names":[]}
@@ -0,0 +1,155 @@
1
+ import {
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+ createThrusterInputComponent,
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+ createThrusterMovementComponent
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+ } from "./chunk-IZJFUAXB.js";
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+ import {
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+ SyncStateMachine,
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+ import_typescript_fsm
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+ } from "./chunk-AS3HR7AS.js";
9
+ import {
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+ defineBehavior
11
+ } from "./chunk-EZNCCO4L.js";
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+
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+ // src/lib/behaviors/thruster/thruster-fsm.ts
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+ var ThrusterState = /* @__PURE__ */ ((ThrusterState2) => {
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+ ThrusterState2["Idle"] = "idle";
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+ ThrusterState2["Active"] = "active";
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+ ThrusterState2["Boosting"] = "boosting";
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+ ThrusterState2["Disabled"] = "disabled";
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+ ThrusterState2["Docked"] = "docked";
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+ return ThrusterState2;
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+ })(ThrusterState || {});
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+ var ThrusterEvent = /* @__PURE__ */ ((ThrusterEvent2) => {
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+ ThrusterEvent2["Activate"] = "activate";
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+ ThrusterEvent2["Deactivate"] = "deactivate";
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+ ThrusterEvent2["Boost"] = "boost";
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+ ThrusterEvent2["EndBoost"] = "endBoost";
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+ ThrusterEvent2["Disable"] = "disable";
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+ ThrusterEvent2["Enable"] = "enable";
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+ ThrusterEvent2["Dock"] = "dock";
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+ ThrusterEvent2["Undock"] = "undock";
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+ return ThrusterEvent2;
32
+ })(ThrusterEvent || {});
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+ var ThrusterFSM = class {
34
+ constructor(ctx) {
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+ this.ctx = ctx;
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+ this.machine = new SyncStateMachine(
37
+ "idle" /* Idle */,
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+ [
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+ // Core transitions
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+ (0, import_typescript_fsm.t)("idle" /* Idle */, "activate" /* Activate */, "active" /* Active */),
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+ (0, import_typescript_fsm.t)("active" /* Active */, "deactivate" /* Deactivate */, "idle" /* Idle */),
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+ (0, import_typescript_fsm.t)("active" /* Active */, "boost" /* Boost */, "boosting" /* Boosting */),
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+ (0, import_typescript_fsm.t)("active" /* Active */, "disable" /* Disable */, "disabled" /* Disabled */),
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+ (0, import_typescript_fsm.t)("active" /* Active */, "dock" /* Dock */, "docked" /* Docked */),
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+ (0, import_typescript_fsm.t)("boosting" /* Boosting */, "endBoost" /* EndBoost */, "active" /* Active */),
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+ (0, import_typescript_fsm.t)("boosting" /* Boosting */, "disable" /* Disable */, "disabled" /* Disabled */),
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+ (0, import_typescript_fsm.t)("disabled" /* Disabled */, "enable" /* Enable */, "idle" /* Idle */),
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+ (0, import_typescript_fsm.t)("docked" /* Docked */, "undock" /* Undock */, "idle" /* Idle */),
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+ // Self-transitions (no-ops for redundant events)
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+ (0, import_typescript_fsm.t)("idle" /* Idle */, "deactivate" /* Deactivate */, "idle" /* Idle */),
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+ (0, import_typescript_fsm.t)("active" /* Active */, "activate" /* Activate */, "active" /* Active */)
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+ ]
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+ );
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+ }
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+ ctx;
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+ machine;
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+ /**
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+ * Get current state
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+ */
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+ getState() {
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+ return this.machine.getState();
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+ }
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+ /**
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+ * Dispatch an event to transition state
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+ */
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+ dispatch(event) {
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+ if (this.machine.can(event)) {
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+ this.machine.syncDispatch(event);
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+ }
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+ }
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+ /**
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+ * Update FSM state based on player input.
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+ * Auto-transitions between Idle/Active to report current state.
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+ * Does NOT modify input - just observes and reports.
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+ */
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+ update(playerInput) {
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+ const state = this.machine.getState();
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+ const hasInput = Math.abs(playerInput.thrust) > 0.01 || Math.abs(playerInput.rotate) > 0.01 || Math.abs(playerInput.thrustX ?? 0) > 0.01 || Math.abs(playerInput.thrustY ?? 0) > 0.01;
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+ if (hasInput && state === "idle" /* Idle */) {
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+ this.dispatch("activate" /* Activate */);
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+ } else if (!hasInput && state === "active" /* Active */) {
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+ this.dispatch("deactivate" /* Deactivate */);
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+ }
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+ }
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+ };
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+
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+ // src/lib/behaviors/thruster/thruster.descriptor.ts
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+ var defaultOptions = {
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+ linearThrust: 10,
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+ angularThrust: 5,
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+ linearDamping: void 0
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+ };
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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(wasmStage, getBehaviorLinks) {
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+ this.wasmStage = wasmStage;
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+ this.getBehaviorLinks = getBehaviorLinks;
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+ }
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+ wasmStage;
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+ getBehaviorLinks;
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+ attachedRuntimeSlots = /* @__PURE__ */ new Set();
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+ update(_ecs, _delta) {
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+ const links = this.getBehaviorLinks?.(THRUSTER_BEHAVIOR_KEY);
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+ if (!links) return;
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+ for (const link of links) {
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+ const gameEntity = link.entity;
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+ const thrusterRef = link.ref;
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+ const options = thrusterRef.options;
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+ if (!gameEntity.thruster) {
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+ gameEntity.thruster = createThrusterMovementComponent(
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+ options.linearThrust,
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+ options.angularThrust,
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+ { linearDamping: options.linearDamping }
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+ );
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+ }
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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) continue;
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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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+ this.wasmStage.writeInputReserved(handle, input.thrustX, input.thrustY);
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+ }
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+ }
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+ }
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+ ensureWasmAttached(handle, options) {
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+ if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
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+ this.wasmStage.attachThruster(handle, {
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+ maxSpeed: 50,
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+ acceleration: options.linearThrust,
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+ turnRateRadPerSec: options.angularThrust,
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+ linearDamping: options.linearDamping ?? 0
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+ });
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+ this.attachedRuntimeSlots.add(handle);
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+ }
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+ destroy(_ecs) {
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+ this.attachedRuntimeSlots.clear();
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+ }
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+ };
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+ var ThrusterBehavior = defineBehavior({
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+ name: "thruster",
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+ defaultOptions,
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+ systemFactory: (ctx) => new ThrusterBehaviorSystem(ctx.wasmStage ?? null, ctx.getBehaviorLinks)
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+ });
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+
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+ export {
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+ ThrusterState,
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+ ThrusterEvent,
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+ ThrusterFSM,
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+ ThrusterBehavior
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+ };
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+ //# sourceMappingURL=chunk-VFDUKGRZ.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/thruster/thruster-fsm.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 * Thruster Behavior Descriptor\n *\n * Type-safe descriptor for the thruster behavior using the entity.use() API.\n * The wasm runtime owns the thruster simulation; this system attaches the\n * Rust behavior and forwards input into the batched input buffer.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tcreateThrusterInputComponent,\n\tcreateThrusterMovementComponent,\n\ttype ThrusterMovementComponent,\n\ttype ThrusterInputComponent,\n} from './components';\nimport type { BehaviorRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * Entity with thruster components (input written by the game, state owned by\n * the wasm runtime).\n */\nexport interface ThrusterEntity {\n\tthruster: ThrusterMovementComponent;\n\t$thruster: ThrusterInputComponent;\n}\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 forwards thruster input into the wasm runtime.\n *\n * The Rust `thruster` Stage behavior is the single simulation path: this\n * system attaches it once per entity and writes `$thruster` input into the\n * batched input buffer each frame.\n */\nclass ThrusterBehaviorSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: BehaviorRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(THRUSTER_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst thrusterRef = link.ref as any;\n\n\t\t\tconst options = thrusterRef.options as ThrusterBehaviorOptions;\n\n\t\t\tif (!gameEntity.thruster) {\n\t\t\t\tgameEntity.thruster = createThrusterMovementComponent(\n\t\t\t\t\toptions.linearThrust,\n\t\t\t\t\toptions.angularThrust,\n\t\t\t\t\t{ linearDamping: options.linearDamping },\n\t\t\t\t) as ThrusterMovementComponent;\n\t\t\t}\n\n\t\t\tif (!gameEntity.$thruster) {\n\t\t\t\tgameEntity.$thruster = createThrusterInputComponent() as ThrusterInputComponent;\n\t\t\t}\n\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (!this.wasmStage || handle < 0) continue;\n\n\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\tconst input = gameEntity.$thruster as ThrusterInputComponent | undefined;\n\t\t\tif (input) {\n\t\t\t\tthis.wasmStage.writeInputAxes(handle, input.thrust, input.rotate);\n\t\t\t\tthis.wasmStage.writeInputReserved(handle, input.thrustX, input.thrustY);\n\t\t\t}\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 * @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 = defineBehavior<ThrusterBehaviorOptions, Record<string, never>, ThrusterEntity>({\n\tname: 'thruster',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew ThrusterBehaviorSystem(ctx.wasmStage ?? 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@@ -0,0 +1,288 @@
1
+ import {
2
+ SyncStateMachine,
3
+ import_typescript_fsm
4
+ } from "./chunk-AS3HR7AS.js";
5
+ import {
6
+ STAGE_INPUT_BUTTON_JUMP,
7
+ STAGE_INPUT_BUTTON_RUN,
8
+ readBehaviorSnapshot
9
+ } from "./chunk-E4X4YJZB.js";
10
+ import {
11
+ defineBehavior
12
+ } from "./chunk-EZNCCO4L.js";
13
+
14
+ // src/lib/behaviors/platformer-2d/components.ts
15
+ function createPlatformer2DMovementComponent(options = {}) {
16
+ return {
17
+ walkSpeed: options.walkSpeed ?? 8,
18
+ runSpeed: options.runSpeed ?? 14,
19
+ jumpForce: options.jumpForce ?? 12,
20
+ maxJumps: options.maxJumps ?? 1,
21
+ gravity: options.gravity ?? 20,
22
+ coyoteTime: options.coyoteTime ?? 0.1,
23
+ jumpBufferTime: options.jumpBufferTime ?? 0.1,
24
+ jumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,
25
+ multiJumpWindowTime: options.multiJumpWindowTime ?? 0.15,
26
+ slopeClimbAngle: options.slopeClimbAngle ?? 50,
27
+ slopeSlideAngle: options.slopeSlideAngle ?? 40,
28
+ autostep: options.autostep ?? { maxHeight: 0.25, minWidth: 0.05 },
29
+ snapToGroundDistance: options.snapToGroundDistance ?? 0.2,
30
+ characterOffset: options.characterOffset ?? 0.05
31
+ };
32
+ }
33
+ function createPlatformer2DInputComponent() {
34
+ return {
35
+ moveX: 0,
36
+ jump: false,
37
+ run: false
38
+ };
39
+ }
40
+ function createPlatformer2DStateComponent() {
41
+ return {
42
+ grounded: false,
43
+ jumping: false,
44
+ falling: false,
45
+ jumpCount: 0,
46
+ jumpStartHeight: 0,
47
+ currentSpeed: 0,
48
+ lastGroundedY: 0,
49
+ jumpPressedLastFrame: false,
50
+ timeSinceGrounded: 0,
51
+ jumpBuffered: false,
52
+ jumpBufferTimer: 0,
53
+ jumpHeld: false,
54
+ jumpCutApplied: false,
55
+ jumpReleasedSinceLastJump: true,
56
+ timeSinceJump: 0,
57
+ jumpedThisFrame: false,
58
+ jumpCutRampTimer: 0,
59
+ verticalVelocity: 0
60
+ };
61
+ }
62
+
63
+ // src/lib/behaviors/platformer-2d/platformer-2d-fsm.ts
64
+ var Platformer2DState = /* @__PURE__ */ ((Platformer2DState2) => {
65
+ Platformer2DState2["Idle"] = "idle";
66
+ Platformer2DState2["Walking"] = "walking";
67
+ Platformer2DState2["Running"] = "running";
68
+ Platformer2DState2["Jumping"] = "jumping";
69
+ Platformer2DState2["Falling"] = "falling";
70
+ Platformer2DState2["Landing"] = "landing";
71
+ return Platformer2DState2;
72
+ })(Platformer2DState || {});
73
+ var Platformer2DEvent = /* @__PURE__ */ ((Platformer2DEvent2) => {
74
+ Platformer2DEvent2["Walk"] = "walk";
75
+ Platformer2DEvent2["Run"] = "run";
76
+ Platformer2DEvent2["Jump"] = "jump";
77
+ Platformer2DEvent2["Fall"] = "fall";
78
+ Platformer2DEvent2["Land"] = "land";
79
+ Platformer2DEvent2["Stop"] = "stop";
80
+ return Platformer2DEvent2;
81
+ })(Platformer2DEvent || {});
82
+ var Platformer2DFSM = class {
83
+ constructor(ctx) {
84
+ this.ctx = ctx;
85
+ this.machine = new SyncStateMachine(
86
+ "idle" /* Idle */,
87
+ [
88
+ // Idle transitions
89
+ (0, import_typescript_fsm.t)("idle" /* Idle */, "walk" /* Walk */, "walking" /* Walking */),
90
+ (0, import_typescript_fsm.t)("idle" /* Idle */, "run" /* Run */, "running" /* Running */),
91
+ (0, import_typescript_fsm.t)("idle" /* Idle */, "jump" /* Jump */, "jumping" /* Jumping */),
92
+ (0, import_typescript_fsm.t)("idle" /* Idle */, "fall" /* Fall */, "falling" /* Falling */),
93
+ // Walking transitions
94
+ (0, import_typescript_fsm.t)("walking" /* Walking */, "run" /* Run */, "running" /* Running */),
95
+ (0, import_typescript_fsm.t)("walking" /* Walking */, "jump" /* Jump */, "jumping" /* Jumping */),
96
+ (0, import_typescript_fsm.t)("walking" /* Walking */, "stop" /* Stop */, "idle" /* Idle */),
97
+ (0, import_typescript_fsm.t)("walking" /* Walking */, "fall" /* Fall */, "falling" /* Falling */),
98
+ // Running transitions
99
+ (0, import_typescript_fsm.t)("running" /* Running */, "walk" /* Walk */, "walking" /* Walking */),
100
+ (0, import_typescript_fsm.t)("running" /* Running */, "jump" /* Jump */, "jumping" /* Jumping */),
101
+ (0, import_typescript_fsm.t)("running" /* Running */, "stop" /* Stop */, "idle" /* Idle */),
102
+ (0, import_typescript_fsm.t)("running" /* Running */, "fall" /* Fall */, "falling" /* Falling */),
103
+ // Jumping transitions
104
+ (0, import_typescript_fsm.t)("jumping" /* Jumping */, "fall" /* Fall */, "falling" /* Falling */),
105
+ (0, import_typescript_fsm.t)("jumping" /* Jumping */, "land" /* Land */, "landing" /* Landing */),
106
+ (0, import_typescript_fsm.t)("jumping" /* Jumping */, "jump" /* Jump */, "jumping" /* Jumping */),
107
+ // Multi-jump
108
+ // Falling transitions
109
+ (0, import_typescript_fsm.t)("falling" /* Falling */, "land" /* Land */, "landing" /* Landing */),
110
+ (0, import_typescript_fsm.t)("falling" /* Falling */, "jump" /* Jump */, "jumping" /* Jumping */),
111
+ // Air jump
112
+ // Landing transitions
113
+ (0, import_typescript_fsm.t)("landing" /* Landing */, "walk" /* Walk */, "walking" /* Walking */),
114
+ (0, import_typescript_fsm.t)("landing" /* Landing */, "run" /* Run */, "running" /* Running */),
115
+ (0, import_typescript_fsm.t)("landing" /* Landing */, "stop" /* Stop */, "idle" /* Idle */),
116
+ // Self-transitions (no-ops)
117
+ (0, import_typescript_fsm.t)("idle" /* Idle */, "stop" /* Stop */, "idle" /* Idle */)
118
+ ]
119
+ );
120
+ }
121
+ ctx;
122
+ machine;
123
+ getState() {
124
+ return this.machine.getState();
125
+ }
126
+ dispatch(event) {
127
+ if (this.machine.can(event)) {
128
+ this.machine.syncDispatch(event);
129
+ }
130
+ }
131
+ isGrounded() {
132
+ const state = this.getState();
133
+ return state === "idle" /* Idle */ || state === "walking" /* Walking */ || state === "running" /* Running */ || state === "landing" /* Landing */;
134
+ }
135
+ getJumpCount() {
136
+ return this.ctx.state.jumpCount;
137
+ }
138
+ /**
139
+ * Update FSM based on current component state.
140
+ */
141
+ update(input, state) {
142
+ this.ctx.input = input;
143
+ this.ctx.state = state;
144
+ const currentState = this.getState();
145
+ const hasInput = Math.abs(input.moveX) > 0.1;
146
+ const isRunning = input.run;
147
+ if (currentState === "falling" /* Falling */ && state.grounded) {
148
+ this.dispatch("land" /* Land */);
149
+ }
150
+ if (state.grounded) {
151
+ if (hasInput) {
152
+ if (isRunning) {
153
+ this.dispatch("run" /* Run */);
154
+ } else {
155
+ this.dispatch("walk" /* Walk */);
156
+ }
157
+ } else {
158
+ this.dispatch("stop" /* Stop */);
159
+ }
160
+ } else if (state.falling) {
161
+ this.dispatch("fall" /* Fall */);
162
+ }
163
+ if (input.jump && !state.jumpPressedLastFrame) {
164
+ this.dispatch("jump" /* Jump */);
165
+ }
166
+ }
167
+ };
168
+
169
+ // src/lib/behaviors/platformer-2d/platformer-2d.descriptor.ts
170
+ var FSM_STATE_BY_INDEX = [
171
+ "idle" /* Idle */,
172
+ "walking" /* Walking */,
173
+ "running" /* Running */,
174
+ "jumping" /* Jumping */,
175
+ "falling" /* Falling */,
176
+ "landing" /* Landing */
177
+ ];
178
+ var defaultOptions = {
179
+ walkSpeed: 8,
180
+ runSpeed: 14,
181
+ jumpForce: 12,
182
+ maxJumps: 1,
183
+ gravity: 20,
184
+ coyoteTime: 0.1,
185
+ jumpBufferTime: 0.1,
186
+ jumpCutMultiplier: 0.5,
187
+ slopeClimbAngle: 50,
188
+ slopeSlideAngle: 40,
189
+ autostep: { maxHeight: 0.25, minWidth: 0.05 },
190
+ snapToGroundDistance: 0.2,
191
+ characterOffset: 0.05
192
+ };
193
+ var PLATFORMER_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:platformer-2d");
194
+ var Platformer2DBehaviorSystem = class {
195
+ constructor(wasmStage, getBehaviorLinks) {
196
+ this.wasmStage = wasmStage;
197
+ this.getBehaviorLinks = getBehaviorLinks;
198
+ }
199
+ wasmStage;
200
+ getBehaviorLinks;
201
+ attachedRuntimeSlots = /* @__PURE__ */ new Set();
202
+ update(_ecs, _delta) {
203
+ const links = this.getBehaviorLinks?.(PLATFORMER_2D_BEHAVIOR_KEY);
204
+ if (!links) return;
205
+ for (const link of links) {
206
+ const gameEntity = link.entity;
207
+ const platformerRef = link.ref;
208
+ const options = platformerRef.options;
209
+ if (!gameEntity.platformer2D) {
210
+ gameEntity.platformer2D = createPlatformer2DMovementComponent(options);
211
+ }
212
+ if (!gameEntity.$platformer2D) {
213
+ gameEntity.$platformer2D = createPlatformer2DInputComponent();
214
+ }
215
+ if (!gameEntity.platformer2DState) {
216
+ gameEntity.platformer2DState = createPlatformer2DStateComponent();
217
+ }
218
+ const handle = gameEntity.runtimeHandle ?? -1;
219
+ if (!this.wasmStage || handle < 0) continue;
220
+ this.ensureWasmAttached(handle, options);
221
+ platformerRef.__wasmStage = this.wasmStage;
222
+ platformerRef.__entity = gameEntity;
223
+ const input = gameEntity.$platformer2D;
224
+ if (input) {
225
+ this.wasmStage.writeInputAxes(handle, input.moveX ?? 0, 0);
226
+ this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, !!input.jump);
227
+ this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_RUN, !!input.run);
228
+ }
229
+ }
230
+ }
231
+ ensureWasmAttached(handle, options) {
232
+ if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
233
+ const autostep = options.autostep ?? defaultOptions.autostep;
234
+ this.wasmStage.attachPlatformer2D(handle, {
235
+ halfHeight: 0.9,
236
+ radius: 0.4,
237
+ walkSpeed: options.walkSpeed ?? defaultOptions.walkSpeed,
238
+ runSpeed: options.runSpeed ?? defaultOptions.runSpeed,
239
+ jumpForce: options.jumpForce ?? defaultOptions.jumpForce,
240
+ maxJumps: options.maxJumps ?? defaultOptions.maxJumps,
241
+ gravity: options.gravity ?? defaultOptions.gravity,
242
+ coyoteTime: options.coyoteTime ?? defaultOptions.coyoteTime,
243
+ jumpBufferTime: options.jumpBufferTime ?? defaultOptions.jumpBufferTime,
244
+ jumpCutMultiplier: options.jumpCutMultiplier ?? defaultOptions.jumpCutMultiplier,
245
+ slopeClimbAngle: options.slopeClimbAngle ?? defaultOptions.slopeClimbAngle,
246
+ slopeSlideAngle: options.slopeSlideAngle ?? defaultOptions.slopeSlideAngle,
247
+ autostepHeight: autostep ? autostep.maxHeight : 0,
248
+ autostepMinWidth: autostep ? autostep.minWidth : 0.05,
249
+ snapToGroundDistance: options.snapToGroundDistance ?? defaultOptions.snapToGroundDistance,
250
+ characterOffset: options.characterOffset ?? defaultOptions.characterOffset
251
+ });
252
+ this.attachedRuntimeSlots.add(handle);
253
+ }
254
+ destroy(_ecs) {
255
+ this.attachedRuntimeSlots.clear();
256
+ }
257
+ };
258
+ var Platformer2DBehavior = defineBehavior({
259
+ name: "platformer-2d",
260
+ defaultOptions,
261
+ systemFactory: (ctx) => new Platformer2DBehaviorSystem(
262
+ ctx.wasmStage ?? null,
263
+ ctx.getBehaviorLinks
264
+ ),
265
+ // Handles read the runtime snapshot buffer (values are from the end of
266
+ // the previous step — one-frame lag). The Rust FSM is the single source
267
+ // of truth.
268
+ createHandle: (ref) => ({
269
+ getState: () => {
270
+ const snapshot = readBehaviorSnapshot(ref);
271
+ if (snapshot) return FSM_STATE_BY_INDEX[snapshot.fsmState] ?? "idle" /* Idle */;
272
+ return "idle" /* Idle */;
273
+ },
274
+ isGrounded: () => readBehaviorSnapshot(ref)?.grounded ?? false,
275
+ getJumpCount: () => readBehaviorSnapshot(ref)?.jumpCount ?? 0
276
+ })
277
+ });
278
+
279
+ export {
280
+ createPlatformer2DMovementComponent,
281
+ createPlatformer2DInputComponent,
282
+ createPlatformer2DStateComponent,
283
+ Platformer2DState,
284
+ Platformer2DEvent,
285
+ Platformer2DFSM,
286
+ Platformer2DBehavior
287
+ };
288
+ //# sourceMappingURL=chunk-VT3H43QA.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/platformer-2d/components.ts","../src/lib/behaviors/platformer-2d/platformer-2d-fsm.ts","../src/lib/behaviors/platformer-2d/platformer-2d.descriptor.ts"],"sourcesContent":["/**\n * Platformer 2D Components\n *\n * Components for 2D platformer movement on the X/Y plane: walking/running on\n * X, jumping with multi-jump support, and falling/landing states.\n */\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer2DMovementComponent (capability / configuration)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer2DMovementComponent {\n\t/** Base walking speed */\n\twalkSpeed: number;\n\t/** Sprint/run speed */\n\trunSpeed: number;\n\t/** Initial jump force/velocity */\n\tjumpForce: number;\n\t/** Maximum number of jumps (1 = single jump, 2 = double jump, etc.) */\n\tmaxJumps: number;\n\t/** Gravity force */\n\tgravity: number;\n\t/** Coyote time in seconds (grace period after leaving ground) */\n\tcoyoteTime: number;\n\t/** Jump buffer time in seconds (queue jump input before landing) */\n\tjumpBufferTime: number;\n\t/** Velocity multiplier when releasing jump button early (0-1) */\n\tjumpCutMultiplier: number;\n\t/** Time in seconds before multi-jump becomes available (0 = after button release) */\n\tmultiJumpWindowTime: number;\n\t/** Maximum slope angle (degrees) the character can walk up */\n\tslopeClimbAngle: number;\n\t/** Slope angle (degrees) past which the character slides down */\n\tslopeSlideAngle: number;\n\t/** Autostep configuration for SNES-style step-ups, or false to disable */\n\tautostep: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance (keeps the character glued going downhill) */\n\tsnapToGroundDistance: number;\n\t/** Character controller offset (small gap kept between collider and environment) */\n\tcharacterOffset: number;\n}\n\nexport function createPlatformer2DMovementComponent(\n\toptions: Partial<Platformer2DMovementComponent> = {},\n): Platformer2DMovementComponent {\n\treturn {\n\t\twalkSpeed: options.walkSpeed ?? 8,\n\t\trunSpeed: options.runSpeed ?? 14,\n\t\tjumpForce: options.jumpForce ?? 12,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tgravity: options.gravity ?? 20,\n\t\tcoyoteTime: options.coyoteTime ?? 0.1,\n\t\tjumpBufferTime: options.jumpBufferTime ?? 0.1,\n\t\tjumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,\n\t\tmultiJumpWindowTime: options.multiJumpWindowTime ?? 0.15,\n\t\tslopeClimbAngle: options.slopeClimbAngle ?? 50,\n\t\tslopeSlideAngle: options.slopeSlideAngle ?? 40,\n\t\tautostep: options.autostep ?? { maxHeight: 0.25, minWidth: 0.05 },\n\t\tsnapToGroundDistance: options.snapToGroundDistance ?? 0.2,\n\t\tcharacterOffset: options.characterOffset ?? 0.05,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer2DInputComponent (intent)\n// Written by: Player controller, AI controller\n// Read by: Platformer2DBehavior\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer2DInputComponent {\n\t/** Horizontal movement input (-1 to 1) */\n\tmoveX: number;\n\t/** Jump button pressed */\n\tjump: boolean;\n\t/** Run/sprint button held */\n\trun: boolean;\n}\n\nexport function createPlatformer2DInputComponent(): Platformer2DInputComponent {\n\treturn {\n\t\tmoveX: 0,\n\t\tjump: false,\n\t\trun: false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer2DStateComponent (runtime state)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer2DStateComponent {\n\t/** Is the entity on the ground */\n\tgrounded: boolean;\n\t/** Is currently in a jump arc */\n\tjumping: boolean;\n\t/** Is falling (not jumping) */\n\tfalling: boolean;\n\t/** Current jump count (for multi-jump) */\n\tjumpCount: number;\n\t/** Y position when jump started */\n\tjumpStartHeight: number;\n\t/** Current movement speed being applied */\n\tcurrentSpeed: number;\n\t/** Last known ground Y position */\n\tlastGroundedY: number;\n\t/** Was jump button pressed last frame (for edge detection) */\n\tjumpPressedLastFrame: boolean;\n\t/** Time in seconds since last grounded */\n\ttimeSinceGrounded: number;\n\t/** Is a jump allowed due to buffer? */\n\tjumpBuffered: boolean;\n\t/** Time remaining in jump buffer */\n\tjumpBufferTimer: number;\n\t/** Is jump button currently held */\n\tjumpHeld: boolean;\n\t/** Has the jump cut been applied for this jump? */\n\tjumpCutApplied: boolean;\n\t/** Has jump button been released since last jump (required for multi-jump) */\n\tjumpReleasedSinceLastJump: boolean;\n\t/** Time since current jump started (for multi-jump window) */\n\ttimeSinceJump: number;\n\t/** True for the single frame on which a jump impulse was applied; prevents gravity from clobbering jump velocity. */\n\tjumpedThisFrame: boolean;\n\t/** Remaining seconds of jump-cut velocity ramp; while > 0, verticalVelocity lerps toward verticalVelocity * jumpCutMultiplier. */\n\tjumpCutRampTimer: number;\n\t/**\n\t * Controller-owned vertical velocity (units/second).\n\t * The body is kinematic, so `linvel()` is meaningless — this field is the\n\t * single source of truth for jump/gravity motion on the Y axis.\n\t */\n\tverticalVelocity: number;\n}\n\nexport function createPlatformer2DStateComponent(): Platformer2DStateComponent {\n\treturn {\n\t\tgrounded: false,\n\t\tjumping: false,\n\t\tfalling: false,\n\t\tjumpCount: 0,\n\t\tjumpStartHeight: 0,\n\t\tcurrentSpeed: 0,\n\t\tlastGroundedY: 0,\n\t\tjumpPressedLastFrame: false,\n\t\ttimeSinceGrounded: 0,\n\t\tjumpBuffered: false,\n\t\tjumpBufferTimer: 0,\n\t\tjumpHeld: false,\n\t\tjumpCutApplied: false,\n\t\tjumpReleasedSinceLastJump: true,\n\t\ttimeSinceJump: 0,\n\t\tjumpedThisFrame: false,\n\t\tjumpCutRampTimer: 0,\n\t\tverticalVelocity: 0,\n\t};\n}\n","/**\n * Platformer 2D Finite State Machine\n *\n * Manages state transitions for 2D platformer movement:\n * - Idle: Standing still on ground\n * - Walking: Moving on ground (slow)\n * - Running: Moving on ground (fast)\n * - Jumping: Ascending from jump\n * - Falling: Descending (gravity)\n * - Landing: Just touched ground\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { Platformer2DInputComponent, Platformer2DStateComponent } from './components';\n\n/**\n * Simplified collision context (normal in the X/Y plane).\n */\nexport interface Platformer2DCollisionContext {\n\tcontact: {\n\t\tnormal: { x: number; y: number };\n\t};\n}\n\nexport enum Platformer2DState {\n\tIdle = 'idle',\n\tWalking = 'walking',\n\tRunning = 'running',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n\tLanding = 'landing',\n}\n\nexport enum Platformer2DEvent {\n\tWalk = 'walk',\n\tRun = 'run',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n\tStop = 'stop',\n}\n\nexport interface Platformer2DContext {\n\tinput: Platformer2DInputComponent;\n\tstate: Platformer2DStateComponent;\n}\n\nexport class Platformer2DFSM {\n\tmachine: SyncStateMachine<Platformer2DState, Platformer2DEvent, never>;\n\n\tconstructor(private ctx: Platformer2DContext) {\n\t\tthis.machine = new SyncStateMachine<Platformer2DState, Platformer2DEvent, never>(\n\t\t\tPlatformer2DState.Idle,\n\t\t\t[\n\t\t\t\t// Idle transitions\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Walk, Platformer2DState.Walking),\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Run, Platformer2DState.Running),\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Jump, Platformer2DState.Jumping),\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\n\t\t\t\t// Walking transitions\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Run, Platformer2DState.Running),\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Jump, Platformer2DState.Jumping),\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\t\t\t\tt(Platformer2DState.Walking, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\n\t\t\t\t// Running transitions\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Walk, Platformer2DState.Walking),\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Jump, Platformer2DState.Jumping),\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\t\t\t\tt(Platformer2DState.Running, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\n\t\t\t\t// Jumping transitions\n\t\t\t\tt(Platformer2DState.Jumping, Platformer2DEvent.Fall, Platformer2DState.Falling),\n\t\t\t\tt(Platformer2DState.Jumping, Platformer2DEvent.Land, Platformer2DState.Landing),\n\t\t\t\tt(Platformer2DState.Jumping, Platformer2DEvent.Jump, Platformer2DState.Jumping), // Multi-jump\n\n\t\t\t\t// Falling transitions\n\t\t\t\tt(Platformer2DState.Falling, Platformer2DEvent.Land, Platformer2DState.Landing),\n\t\t\t\tt(Platformer2DState.Falling, Platformer2DEvent.Jump, Platformer2DState.Jumping), // Air jump\n\n\t\t\t\t// Landing transitions\n\t\t\t\tt(Platformer2DState.Landing, Platformer2DEvent.Walk, Platformer2DState.Walking),\n\t\t\t\tt(Platformer2DState.Landing, Platformer2DEvent.Run, Platformer2DState.Running),\n\t\t\t\tt(Platformer2DState.Landing, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\n\t\t\t\t// Self-transitions (no-ops)\n\t\t\t\tt(Platformer2DState.Idle, Platformer2DEvent.Stop, Platformer2DState.Idle),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Platformer2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Platformer2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\tisGrounded(): boolean {\n\t\tconst state = this.getState();\n\t\treturn (\n\t\t\tstate === Platformer2DState.Idle ||\n\t\t\tstate === Platformer2DState.Walking ||\n\t\t\tstate === Platformer2DState.Running ||\n\t\t\tstate === Platformer2DState.Landing\n\t\t);\n\t}\n\n\tgetJumpCount(): number {\n\t\treturn this.ctx.state.jumpCount;\n\t}\n\n\t/**\n\t * Update FSM based on current component state.\n\t */\n\tupdate(input: Platformer2DInputComponent, state: Platformer2DStateComponent): void {\n\t\tthis.ctx.input = input;\n\t\tthis.ctx.state = state;\n\n\t\tconst currentState = this.getState();\n\t\tconst hasInput = Math.abs(input.moveX) > 0.1;\n\t\tconst isRunning = input.run;\n\n\t\t// Handle landing: if we're in falling state and now grounded, land\n\t\tif (currentState === Platformer2DState.Falling && state.grounded) {\n\t\t\tthis.dispatch(Platformer2DEvent.Land);\n\t\t\t// Don't return - allow immediate transition to movement state\n\t\t}\n\n\t\tif (state.grounded) {\n\t\t\tif (hasInput) {\n\t\t\t\tif (isRunning) {\n\t\t\t\t\tthis.dispatch(Platformer2DEvent.Run);\n\t\t\t\t} else {\n\t\t\t\t\tthis.dispatch(Platformer2DEvent.Walk);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis.dispatch(Platformer2DEvent.Stop);\n\t\t\t}\n\t\t} else if (state.falling) {\n\t\t\tthis.dispatch(Platformer2DEvent.Fall);\n\t\t}\n\n\t\t// Handle jump input (edge detection handled in the system)\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tthis.dispatch(Platformer2DEvent.Jump);\n\t\t}\n\t}\n}\n","/**\n * Platformer 2D Behavior Descriptor\n *\n * Type-safe descriptor for the platformer 2D behavior system.\n * Provides entity.use() API for 2D platformer movement on the X/Y plane.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { Platformer2DState } from './platformer-2d-fsm';\nimport {\n\tcreatePlatformer2DMovementComponent,\n\tcreatePlatformer2DInputComponent,\n\tcreatePlatformer2DStateComponent,\n\ttype Platformer2DMovementComponent,\n\ttype Platformer2DInputComponent,\n\ttype Platformer2DStateComponent,\n} from './components';\nimport {\n\tSTAGE_INPUT_BUTTON_JUMP,\n\tSTAGE_INPUT_BUTTON_RUN,\n\treadBehaviorSnapshot,\n\ttype BehaviorRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\n/** Rust FSM index → TS state (shared `platformer_3d/fsm.rs` ordering). */\nconst FSM_STATE_BY_INDEX: readonly Platformer2DState[] = [\n\tPlatformer2DState.Idle,\n\tPlatformer2DState.Walking,\n\tPlatformer2DState.Running,\n\tPlatformer2DState.Jumping,\n\tPlatformer2DState.Falling,\n\tPlatformer2DState.Landing,\n];\n\n/**\n * Platformer 2D behavior options (typed for entity.use() autocomplete)\n */\nexport interface Platformer2DBehaviorOptions {\n\t/** Base walking speed (default: 8) */\n\twalkSpeed?: number;\n\t/** Sprint/run speed (default: 14) */\n\trunSpeed?: number;\n\t/** Initial jump force (default: 12) */\n\tjumpForce?: number;\n\t/** Maximum number of jumps (default: 1) */\n\tmaxJumps?: number;\n\t/** Gravity force (default: 20) */\n\tgravity?: number;\n\t/** Coyote time in seconds (default: 0.1) */\n\tcoyoteTime?: number;\n\t/** Jump buffer time in seconds (default: 0.1) */\n\tjumpBufferTime?: number;\n\t/** Velocity multiplier when releasing jump early (default: 0.5) */\n\tjumpCutMultiplier?: number;\n\t/** Maximum slope angle in degrees the character can walk up (default: 50) */\n\tslopeClimbAngle?: number;\n\t/** Slope angle in degrees past which the character slides (default: 40) */\n\tslopeSlideAngle?: number;\n\t/** Autostep over small step-ups, or false to disable (default: { maxHeight: 0.25, minWidth: 0.05 }) */\n\tautostep?: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance for downhill/step-down stability (default: 0.2) */\n\tsnapToGroundDistance?: number;\n\t/** Character controller collision offset (default: 0.05) */\n\tcharacterOffset?: number;\n}\n\nconst defaultOptions: Platformer2DBehaviorOptions = {\n\twalkSpeed: 8,\n\trunSpeed: 14,\n\tjumpForce: 12,\n\tmaxJumps: 1,\n\tgravity: 20,\n\tcoyoteTime: 0.1,\n\tjumpBufferTime: 0.1,\n\tjumpCutMultiplier: 0.5,\n\tslopeClimbAngle: 50,\n\tslopeSlideAngle: 40,\n\tautostep: { maxHeight: 0.25, minWidth: 0.05 },\n\tsnapToGroundDistance: 0.2,\n\tcharacterOffset: 0.05,\n};\n\nconst PLATFORMER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:platformer-2d');\n\n/**\n * Entity with 2D platformer components (input written by the game; the wasm\n * runtime owns the kinematic character controller and FSM).\n */\nexport interface Platformer2DEntity {\n\tuuid: string;\n\tplatformer2D: Platformer2DMovementComponent;\n\t$platformer2D: Platformer2DInputComponent;\n\tplatformer2DState: Platformer2DStateComponent;\n}\n\n/**\n * Forwards 2D platformer input into the wasm runtime. 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