@zylem/behaviors 0.4.1 → 0.5.2

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Files changed (148) hide show
  1. package/README.md +13 -1
  2. package/dist/{behavior-system-y8SGrGWy.d.ts → behavior-system-CldqNUgr.d.ts} +334 -19
  3. package/dist/{chunk-GFARAJV2.js → chunk-2PAHQZZD.js} +44 -73
  4. package/dist/chunk-2PAHQZZD.js.map +1 -0
  5. package/dist/chunk-4CEW64HO.js +210 -0
  6. package/dist/chunk-4CEW64HO.js.map +1 -0
  7. package/dist/chunk-4LLK2FJI.js +344 -0
  8. package/dist/chunk-4LLK2FJI.js.map +1 -0
  9. package/dist/chunk-4MZ57HPD.js +323 -0
  10. package/dist/chunk-4MZ57HPD.js.map +1 -0
  11. package/dist/chunk-52FJIDGL.js +30 -0
  12. package/dist/chunk-52FJIDGL.js.map +1 -0
  13. package/dist/{chunk-UYFOLI2X.js → chunk-5A5AYP2C.js} +1 -1
  14. package/dist/{chunk-UYFOLI2X.js.map → chunk-5A5AYP2C.js.map} +1 -1
  15. package/dist/chunk-5WRI5ZAA.js +31 -0
  16. package/dist/chunk-5WRI5ZAA.js.map +1 -0
  17. package/dist/{chunk-ZRQWSURL.js → chunk-5XPPLTC7.js} +2 -2
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  19. package/dist/{chunk-VMQHNJJI.js → chunk-7DGXUAPV.js} +17 -23
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  22. package/dist/{chunk-QDCJLJUV.js → chunk-7W3KY55G.js} +22 -13
  23. package/dist/chunk-7W3KY55G.js.map +1 -0
  24. package/dist/chunk-AS3HR7AS.js +188 -0
  25. package/dist/chunk-AS3HR7AS.js.map +1 -0
  26. package/dist/chunk-BAXJ7XHJ.js +155 -0
  27. package/dist/chunk-BAXJ7XHJ.js.map +1 -0
  28. package/dist/chunk-DZ4LLQON.js +867 -0
  29. package/dist/chunk-DZ4LLQON.js.map +1 -0
  30. package/dist/{chunk-4L36OPY2.js → chunk-G2KUXVU6.js} +81 -135
  31. package/dist/chunk-G2KUXVU6.js.map +1 -0
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  34. package/dist/{chunk-ZA43LPRM.js → chunk-KIYUUSPK.js} +2 -2
  35. package/dist/chunk-LZIHSJZR.js +191 -0
  36. package/dist/chunk-LZIHSJZR.js.map +1 -0
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  41. package/dist/{chunk-XP3ASVGJ.js → chunk-NW4SE5XW.js} +2 -2
  42. package/dist/{chunk-KDY5N6J4.js → chunk-OPZ2LVS2.js} +1 -22
  43. package/dist/{chunk-KDY5N6J4.js.map → chunk-OPZ2LVS2.js.map} +1 -1
  44. package/dist/{chunk-5XZWTFGF.js → chunk-PLIXVF7B.js} +3 -3
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  46. package/dist/{chunk-27UPCP5B.js → chunk-QS3VXWVO.js} +22 -13
  47. package/dist/chunk-QS3VXWVO.js.map +1 -0
  48. package/dist/{chunk-Y7YIAWPW.js → chunk-SGHIGTVZ.js} +1 -11
  49. package/dist/{chunk-Y7YIAWPW.js.map → chunk-SGHIGTVZ.js.map} +1 -1
  50. package/dist/{chunk-UL6Q5HDP.js → chunk-TBUKJKY6.js} +3 -25
  51. package/dist/chunk-TBUKJKY6.js.map +1 -0
  52. package/dist/{chunk-Z72F2ENM.js → chunk-WU6XXL3D.js} +17 -26
  53. package/dist/chunk-WU6XXL3D.js.map +1 -0
  54. package/dist/{chunk-A4CA35DQ.js → chunk-Y4PHT2HG.js} +25 -45
  55. package/dist/chunk-Y4PHT2HG.js.map +1 -0
  56. package/dist/components-BmievOxF.d.ts +30 -0
  57. package/dist/cooldown.d.ts +2 -2
  58. package/dist/cooldown.js +2 -1
  59. package/dist/coordinators/boundary-ricochet-3d.d.ts +4 -4
  60. package/dist/coordinators/boundary-ricochet-3d.js +1 -0
  61. package/dist/coordinators/boundary-ricochet.d.ts +4 -4
  62. package/dist/coordinators/boundary-ricochet.js +3 -2
  63. package/dist/coordinators/first-person-shooter.js +1 -0
  64. package/dist/coordinators/multidirectional-space-shooter.d.ts +3 -3
  65. package/dist/coordinators/multidirectional-space-shooter.js +5 -3
  66. package/dist/coordinators/top-down-shooter.d.ts +3 -3
  67. package/dist/coordinators/top-down-shooter.js +5 -3
  68. package/dist/core.d.ts +298 -8
  69. package/dist/core.js +502 -14
  70. package/dist/core.js.map +1 -1
  71. package/dist/destructible-3d.d.ts +32 -4
  72. package/dist/destructible-3d.js +2 -1
  73. package/dist/destructible-prebake.js +1 -0
  74. package/dist/{entity-types-CmtQ-IBp.d.ts → entity-types-DhfsZbSK.d.ts} +5 -3
  75. package/dist/first-person.d.ts +27 -38
  76. package/dist/first-person.js +8 -8
  77. package/dist/index.d.ts +14 -15
  78. package/dist/index.js +38 -53
  79. package/dist/jumper-2d.d.ts +3 -17
  80. package/dist/jumper-2d.js +4 -9
  81. package/dist/jumper-3d.d.ts +5 -39
  82. package/dist/jumper-3d.js +5 -10
  83. package/dist/{moveable-Cl9h-_w7.d.ts → moveable-rdIvWiak.d.ts} +21 -4
  84. package/dist/particle-emitter/presets.js +1 -0
  85. package/dist/particle-emitter.d.ts +3 -3
  86. package/dist/particle-emitter.js +3 -2
  87. package/dist/platformer-2d.d.ts +21 -82
  88. package/dist/platformer-2d.js +4 -5
  89. package/dist/platformer-3d.d.ts +21 -78
  90. package/dist/platformer-3d.js +4 -5
  91. package/dist/ricochet-2d.d.ts +3 -3
  92. package/dist/ricochet-2d.js +4 -3
  93. package/dist/ricochet-3d.d.ts +3 -3
  94. package/dist/ricochet-3d.js +4 -3
  95. package/dist/runtime-2d.d.ts +2 -2
  96. package/dist/runtime-2d.js +1 -0
  97. package/dist/runtime-2d.js.map +1 -1
  98. package/dist/screen-visibility.d.ts +2 -2
  99. package/dist/screen-visibility.js +1 -0
  100. package/dist/screen-wrap.d.ts +2 -2
  101. package/dist/screen-wrap.js +4 -3
  102. package/dist/shooter-2d.d.ts +3 -3
  103. package/dist/shooter-2d.js +4 -3
  104. package/dist/thruster.d.ts +5 -34
  105. package/dist/thruster.js +4 -6
  106. package/dist/top-down-movement.d.ts +9 -27
  107. package/dist/top-down-movement.js +6 -6
  108. package/dist/{vector-Bm65-FOG.d.ts → vector-DjhLUrak.d.ts} +2 -4
  109. package/dist/world-boundary-2d.d.ts +2 -2
  110. package/dist/world-boundary-2d.js +5 -4
  111. package/dist/world-boundary-3d.d.ts +2 -2
  112. package/dist/world-boundary-3d.js +4 -3
  113. package/package.json +4 -5
  114. package/dist/chunk-27UPCP5B.js.map +0 -1
  115. package/dist/chunk-4L36OPY2.js.map +0 -1
  116. package/dist/chunk-4URF65BR.js +0 -44
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  143. package/dist/chunk-ZRQWSURL.js.map +0 -1
  144. package/dist/components-BWG1GkZA.d.ts +0 -20
  145. package/dist/use-behavior-B85d5u7-.d.ts +0 -13
  146. /package/dist/{chunk-5SM5SH5O.js.map → chunk-7JLWZXPA.js.map} +0 -0
  147. /package/dist/{chunk-ZA43LPRM.js.map → chunk-KIYUUSPK.js.map} +0 -0
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@@ -1,536 +0,0 @@
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- import {
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- SyncStateMachine,
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- t
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- } from "./chunk-4URF65BR.js";
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- import {
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- STAGE_INPUT_BUTTON_JUMP,
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- STAGE_INPUT_BUTTON_RUN,
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- readBehaviorSnapshot
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- } from "./chunk-Q75LKHDF.js";
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- import {
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- defineBehavior
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- } from "./chunk-EZNCCO4L.js";
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-
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- // src/lib/behaviors/platformer-3d/components.ts
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- function createPlatformer3DMovementComponent(options = {}) {
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- return {
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- walkSpeed: options.walkSpeed ?? 12,
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- runSpeed: options.runSpeed ?? 24,
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- jumpForce: options.jumpForce ?? 12,
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- maxJumps: options.maxJumps ?? 1,
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- gravity: options.gravity ?? 9.82,
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- coyoteTime: options.coyoteTime ?? 0.1,
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- jumpBufferTime: options.jumpBufferTime ?? 0.1,
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- jumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,
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- multiJumpWindowTime: options.multiJumpWindowTime ?? 0.15,
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- // 150ms default
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- slopeClimbAngle: options.slopeClimbAngle ?? 50,
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- slopeSlideAngle: options.slopeSlideAngle ?? 40,
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- autostep: options.autostep ?? { maxHeight: 0.3, minWidth: 0.1 },
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- snapToGroundDistance: options.snapToGroundDistance ?? 0.3,
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- characterOffset: options.characterOffset ?? 0.05
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- };
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- }
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- function createPlatformer3DInputComponent() {
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- return {
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- moveX: 0,
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- moveZ: 0,
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- jump: false,
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- run: false
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- };
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- }
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- function createPlatformer3DStateComponent() {
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- return {
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- grounded: false,
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- jumping: false,
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- falling: false,
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- jumpCount: 0,
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- jumpStartHeight: 0,
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- currentSpeed: 0,
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- lastGroundedY: 0,
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- jumpPressedLastFrame: false,
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- collisionGrounded: false,
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- groundedCollisionTime: 0,
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- timeSinceGrounded: 0,
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- jumpBuffered: false,
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- jumpBufferTimer: 0,
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- jumpHeld: false,
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- jumpCutApplied: false,
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- jumpReleasedSinceLastJump: true,
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- timeSinceJump: 0,
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- jumpedThisFrame: false,
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- jumpCutRampTimer: 0,
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- verticalVelocity: 0
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- };
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- }
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-
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- // src/lib/behaviors/platformer-3d/platformer-3d-fsm.ts
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- var Platformer3DState = /* @__PURE__ */ ((Platformer3DState2) => {
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- Platformer3DState2["Idle"] = "idle";
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- Platformer3DState2["Walking"] = "walking";
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- Platformer3DState2["Running"] = "running";
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- Platformer3DState2["Jumping"] = "jumping";
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- Platformer3DState2["Falling"] = "falling";
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- Platformer3DState2["Landing"] = "landing";
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- return Platformer3DState2;
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- })(Platformer3DState || {});
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- var Platformer3DEvent = /* @__PURE__ */ ((Platformer3DEvent2) => {
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- Platformer3DEvent2["Walk"] = "walk";
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- Platformer3DEvent2["Run"] = "run";
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- Platformer3DEvent2["Jump"] = "jump";
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- Platformer3DEvent2["Fall"] = "fall";
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- Platformer3DEvent2["Land"] = "land";
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- Platformer3DEvent2["Stop"] = "stop";
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- return Platformer3DEvent2;
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- })(Platformer3DEvent || {});
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- var Platformer3DFSM = class {
87
- constructor(ctx) {
88
- this.ctx = ctx;
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- this.machine = new SyncStateMachine(
90
- "idle" /* Idle */,
91
- [
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- // Idle transitions
93
- t("idle" /* Idle */, "walk" /* Walk */, "walking" /* Walking */),
94
- t("idle" /* Idle */, "run" /* Run */, "running" /* Running */),
95
- t("idle" /* Idle */, "jump" /* Jump */, "jumping" /* Jumping */),
96
- t("idle" /* Idle */, "fall" /* Fall */, "falling" /* Falling */),
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- // Walking transitions
98
- t("walking" /* Walking */, "run" /* Run */, "running" /* Running */),
99
- t("walking" /* Walking */, "jump" /* Jump */, "jumping" /* Jumping */),
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- t("walking" /* Walking */, "stop" /* Stop */, "idle" /* Idle */),
101
- t("walking" /* Walking */, "fall" /* Fall */, "falling" /* Falling */),
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- // Running transitions
103
- t("running" /* Running */, "walk" /* Walk */, "walking" /* Walking */),
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- t("running" /* Running */, "jump" /* Jump */, "jumping" /* Jumping */),
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- t("running" /* Running */, "stop" /* Stop */, "idle" /* Idle */),
106
- t("running" /* Running */, "fall" /* Fall */, "falling" /* Falling */),
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- // Jumping transitions
108
- t("jumping" /* Jumping */, "fall" /* Fall */, "falling" /* Falling */),
109
- t("jumping" /* Jumping */, "land" /* Land */, "landing" /* Landing */),
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- t("jumping" /* Jumping */, "jump" /* Jump */, "jumping" /* Jumping */),
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- // Multi-jump
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- // Falling transitions
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- t("falling" /* Falling */, "land" /* Land */, "landing" /* Landing */),
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- // Landing transitions
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- t("landing" /* Landing */, "walk" /* Walk */, "walking" /* Walking */),
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- t("landing" /* Landing */, "run" /* Run */, "running" /* Running */),
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- t("landing" /* Landing */, "stop" /* Stop */, "idle" /* Idle */),
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- // Self-transitions (no-ops)
119
- t("idle" /* Idle */, "stop" /* Stop */, "idle" /* Idle */)
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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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- /**
126
- * Get the current state
127
- */
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- getState() {
129
- return this.machine.getState();
130
- }
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- /**
132
- * Dispatch an event to the FSM
133
- */
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- dispatch(event) {
135
- if (this.machine.can(event)) {
136
- this.machine.syncDispatch(event);
137
- }
138
- }
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- /**
140
- * Check if grounded
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- */
142
- isGrounded() {
143
- const state = this.getState();
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- return state === "idle" /* Idle */ || state === "walking" /* Walking */ || state === "running" /* Running */ || state === "landing" /* Landing */;
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- }
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- /**
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- * Get current jump count from context
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- */
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- getJumpCount() {
150
- return this.ctx.state.jumpCount;
151
- }
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- /**
153
- * Handle collision event to update ground state
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- */
155
- handleCollision(ctx) {
156
- if (ctx.contact.normal.y > 0.5) {
157
- this.ctx.state.collisionGrounded = true;
158
- this.ctx.state.groundedCollisionTime = performance.now();
159
- }
160
- }
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- /**
162
- * Update FSM based on current state
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- */
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- update(input, state) {
165
- this.ctx.input = input;
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- this.ctx.state = state;
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- const currentState = this.getState();
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- const hasInput = Math.abs(input.moveX) > 0.1 || Math.abs(input.moveZ) > 0.1;
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- const isRunning = input.run;
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- if (currentState === "falling" /* Falling */ && state.grounded) {
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- this.dispatch("land" /* Land */);
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- }
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- if (state.grounded) {
174
- if (hasInput) {
175
- if (isRunning) {
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- this.dispatch("run" /* Run */);
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- } else {
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- this.dispatch("walk" /* Walk */);
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- }
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- } else {
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- this.dispatch("stop" /* Stop */);
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- }
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- } else {
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- if (state.falling) {
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- this.dispatch("fall" /* Fall */);
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- }
187
- }
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- if (input.jump && !state.jumpPressedLastFrame) {
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- this.dispatch("jump" /* Jump */);
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- }
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- }
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- };
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-
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- // src/lib/behaviors/platformer-3d/platformer-3d.system.ts
195
- import { RigidBodyType, QueryFilterFlags } from "@dimforge/rapier3d-compat";
196
- var JUMP_CUT_RAMP_DURATION = 0.05;
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- var GROUND_STICK_SPEED = 2;
198
- var FALL_VELOCITY_THRESHOLD = -0.1;
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- var DEG_TO_RAD = Math.PI / 180;
200
- var _desired = { x: 0, y: 0, z: 0 };
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- var Platformer3DSystem = class {
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- world;
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- /** Per-entity character controllers, keyed by entity uuid. */
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- controllers = /* @__PURE__ */ new Map();
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- constructor(world) {
206
- this.world = world;
207
- }
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- /**
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- * One-time per-entity physics setup: convert the body to a
210
- * position-based kinematic body and create its character controller.
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- * Done lazily on the first update because the body isn't always
212
- * available at construction time.
213
- */
214
- ensurePhysicsConfigured(entity) {
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- const existing = this.controllers.get(entity.uuid);
216
- if (existing) return existing;
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- const physicsWorld = this.world?.world;
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- if (!physicsWorld || !entity.body) return null;
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- if (entity.body.bodyType() !== RigidBodyType.KinematicPositionBased) {
220
- entity.body.setBodyType(RigidBodyType.KinematicPositionBased, true);
221
- }
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- const movement = entity.platformer;
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- const controller = physicsWorld.createCharacterController(movement.characterOffset);
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- controller.setUp({ x: 0, y: 1, z: 0 });
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- controller.setMaxSlopeClimbAngle(movement.slopeClimbAngle * DEG_TO_RAD);
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- controller.setMinSlopeSlideAngle(movement.slopeSlideAngle * DEG_TO_RAD);
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- if (movement.autostep) {
228
- controller.enableAutostep(movement.autostep.maxHeight, movement.autostep.minWidth, true);
229
- } else {
230
- controller.disableAutostep();
231
- }
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- controller.enableSnapToGround(movement.snapToGroundDistance);
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- controller.setApplyImpulsesToDynamicBodies(true);
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- this.controllers.set(entity.uuid, controller);
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- return controller;
236
- }
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- /**
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- * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut
239
- * ramp. All vertical motion is written to `state.verticalVelocity`.
240
- */
241
- handleJump(entity, delta) {
242
- const input = entity.$platformer;
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- const movement = entity.platformer;
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- const state = entity.platformerState;
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- if (state.jumping || state.falling) {
246
- state.timeSinceJump += delta;
247
- }
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- if (!input.jump && state.jumpHeld) {
249
- state.jumpReleasedSinceLastJump = true;
250
- }
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- if (input.jump && !state.jumpPressedLastFrame) {
252
- state.jumpBuffered = true;
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- state.jumpBufferTimer = movement.jumpBufferTime;
254
- }
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- state.jumpPressedLastFrame = input.jump;
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- state.jumpHeld = input.jump;
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- if (state.jumpBuffered) {
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- state.jumpBufferTimer -= delta;
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- if (state.jumpBufferTimer <= 0) {
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- state.jumpBuffered = false;
261
- }
262
- }
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- const minTimeBeforeCut = 0.1;
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- const canApplyCut = state.timeSinceJump >= minTimeBeforeCut;
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- if (!input.jump && state.jumping && !state.jumpCutApplied && canApplyCut) {
266
- state.jumpCutApplied = true;
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- state.jumpCutRampTimer = JUMP_CUT_RAMP_DURATION;
268
- }
269
- if (state.jumpCutRampTimer > 0) {
270
- if (state.verticalVelocity > 0) {
271
- const stepT = Math.min(delta / state.jumpCutRampTimer, 1);
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- const targetY = state.verticalVelocity * movement.jumpCutMultiplier;
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- state.verticalVelocity += (targetY - state.verticalVelocity) * stepT;
274
- }
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- state.jumpCutRampTimer = Math.max(0, state.jumpCutRampTimer - delta);
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- }
277
- if (!state.jumpBuffered) return;
278
- const inCoyoteWindow = !state.grounded && state.timeSinceGrounded <= movement.coyoteTime;
279
- const isFirstJump = state.grounded || inCoyoteWindow && state.jumpCount === 0;
280
- const hasJumpsRemaining = state.jumpCount < movement.maxJumps;
281
- const buttonReleased = state.jumpReleasedSinceLastJump;
282
- const inMultiJumpWindow = state.timeSinceJump >= movement.multiJumpWindowTime;
283
- const canMultiJump = !state.grounded && hasJumpsRemaining && buttonReleased && inMultiJumpWindow;
284
- if (isFirstJump || canMultiJump) {
285
- state.jumpBuffered = false;
286
- state.jumpCount++;
287
- state.jumpReleasedSinceLastJump = false;
288
- state.timeSinceJump = 0;
289
- state.jumpStartHeight = entity.body.translation().y;
290
- state.jumping = true;
291
- state.falling = false;
292
- state.jumpCutApplied = false;
293
- state.jumpCutRampTimer = 0;
294
- state.verticalVelocity = movement.jumpForce;
295
- state.jumpedThisFrame = true;
296
- }
297
- }
298
- /**
299
- * Integrate gravity into `state.verticalVelocity`.
300
- *
301
- * While grounded (and not on the jump frame) vertical velocity is held at
302
- * a small constant downward speed so the controller stays pressed into
303
- * the ground. Skipped entirely on the frame a jump was applied — the
304
- * grounded flag is still stale-true then and would clobber the jump.
305
- */
306
- applyGravity(entity, delta) {
307
- const movement = entity.platformer;
308
- const state = entity.platformerState;
309
- if (state.jumpedThisFrame) {
310
- state.jumpedThisFrame = false;
311
- return;
312
- }
313
- if (state.grounded) {
314
- state.verticalVelocity = -GROUND_STICK_SPEED;
315
- return;
316
- }
317
- state.verticalVelocity -= movement.gravity * delta;
318
- }
319
- /**
320
- * Update entity state from the controller's grounded result.
321
- */
322
- updateState(entity, delta, computedGrounded) {
323
- const state = entity.platformerState;
324
- const wasGrounded = state.grounded;
325
- const isAirborne = state.jumping || state.falling;
326
- let isGrounded;
327
- if (isAirborne) {
328
- const canLand = state.falling && !state.jumping;
329
- isGrounded = computedGrounded && canLand;
330
- } else {
331
- isGrounded = computedGrounded;
332
- }
333
- state.grounded = isGrounded;
334
- if (state.grounded) {
335
- state.timeSinceGrounded = 0;
336
- state.lastGroundedY = entity.body.translation().y;
337
- } else {
338
- state.timeSinceGrounded += delta;
339
- }
340
- if (!wasGrounded && state.grounded) {
341
- state.jumpCount = 0;
342
- state.jumping = false;
343
- state.falling = false;
344
- state.jumpCutApplied = false;
345
- state.jumpCutRampTimer = 0;
346
- if (state.verticalVelocity < 0) {
347
- state.verticalVelocity = 0;
348
- }
349
- }
350
- if (state.verticalVelocity < FALL_VELOCITY_THRESHOLD && !state.grounded) {
351
- if (state.jumping) {
352
- state.jumping = false;
353
- state.falling = true;
354
- } else if (!state.jumping) {
355
- state.falling = true;
356
- }
357
- }
358
- }
359
- /**
360
- * Update one platformer entity. Invoked per linked entity by the
361
- * Platformer3DBehaviorSystem adapter.
362
- */
363
- updateEntity(entity, delta) {
364
- if (!entity.platformer || !entity.$platformer || !entity.platformerState) {
365
- return;
366
- }
367
- const controller = this.ensurePhysicsConfigured(entity);
368
- const collider = entity.collider;
369
- if (!controller || !collider) return;
370
- const input = entity.$platformer;
371
- const movement = entity.platformer;
372
- const state = entity.platformerState;
373
- this.handleJump(entity, delta);
374
- this.applyGravity(entity, delta);
375
- const speed = input.run ? movement.runSpeed : movement.walkSpeed;
376
- state.currentSpeed = speed;
377
- _desired.x = input.moveX * speed * delta;
378
- _desired.y = state.verticalVelocity * delta;
379
- _desired.z = input.moveZ * speed * delta;
380
- controller.computeColliderMovement(collider, _desired, QueryFilterFlags.EXCLUDE_SENSORS);
381
- const corrected = controller.computedMovement();
382
- if (_desired.y > 1e-9 && corrected.y < _desired.y * 0.5) {
383
- state.verticalVelocity = 0;
384
- }
385
- const translation = entity.body.translation();
386
- entity.body.setNextKinematicTranslation({
387
- x: translation.x + corrected.x,
388
- y: translation.y + corrected.y,
389
- z: translation.z + corrected.z
390
- });
391
- this.updateState(entity, delta, controller.computedGrounded());
392
- }
393
- destroy() {
394
- const physicsWorld = this.world?.world;
395
- if (physicsWorld) {
396
- for (const controller of this.controllers.values()) {
397
- physicsWorld.removeCharacterController(controller);
398
- }
399
- }
400
- this.controllers.clear();
401
- }
402
- };
403
-
404
- // src/lib/behaviors/platformer-3d/platformer-3d.descriptor.ts
405
- var FSM_STATE_BY_INDEX = [
406
- "idle" /* Idle */,
407
- "walking" /* Walking */,
408
- "running" /* Running */,
409
- "jumping" /* Jumping */,
410
- "falling" /* Falling */,
411
- "landing" /* Landing */
412
- ];
413
- var defaultOptions = {
414
- walkSpeed: 12,
415
- runSpeed: 24,
416
- jumpForce: 12,
417
- maxJumps: 1,
418
- gravity: 9.82,
419
- slopeClimbAngle: 50,
420
- slopeSlideAngle: 40,
421
- autostep: { maxHeight: 0.3, minWidth: 0.1 },
422
- snapToGroundDistance: 0.3,
423
- characterOffset: 0.05
424
- };
425
- var PLATFORMER_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:platformer-3d");
426
- var Platformer3DBehaviorSystem = class {
427
- constructor(world, wasmStage, getBehaviorLinks) {
428
- this.wasmStage = wasmStage;
429
- this.getBehaviorLinks = getBehaviorLinks;
430
- this.movementBehavior = new Platformer3DSystem(world);
431
- }
432
- wasmStage;
433
- getBehaviorLinks;
434
- movementBehavior;
435
- attachedRuntimeSlots = /* @__PURE__ */ new Set();
436
- update(_ecs, delta) {
437
- const links = this.getBehaviorLinks?.(PLATFORMER_BEHAVIOR_KEY);
438
- if (!links) return;
439
- for (const link of links) {
440
- const gameEntity = link.entity;
441
- const platformerRef = link.ref;
442
- const options = platformerRef.options;
443
- if (!gameEntity.platformer) {
444
- gameEntity.platformer = createPlatformer3DMovementComponent(options);
445
- }
446
- if (!gameEntity.$platformer) {
447
- gameEntity.$platformer = createPlatformer3DInputComponent();
448
- }
449
- if (!gameEntity.platformerState) {
450
- gameEntity.platformerState = createPlatformer3DStateComponent();
451
- }
452
- const handle = gameEntity.runtimeHandle ?? -1;
453
- if (this.wasmStage && handle >= 0) {
454
- this.ensureWasmAttached(handle, options);
455
- platformerRef.__wasmStage = this.wasmStage;
456
- platformerRef.__entity = gameEntity;
457
- const input = gameEntity.$platformer;
458
- if (input) {
459
- this.wasmStage.writeInputAxes(handle, input.moveX ?? 0, input.moveZ ?? 0);
460
- this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, !!input.jump);
461
- this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_RUN, !!input.run);
462
- }
463
- continue;
464
- }
465
- if (!platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {
466
- platformerRef.fsm = new Platformer3DFSM({
467
- input: gameEntity.$platformer,
468
- state: gameEntity.platformerState
469
- });
470
- }
471
- if (platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {
472
- platformerRef.fsm.update(gameEntity.$platformer, gameEntity.platformerState);
473
- }
474
- if (!gameEntity.body) continue;
475
- this.movementBehavior.updateEntity(gameEntity, delta);
476
- }
477
- }
478
- ensureWasmAttached(handle, options) {
479
- if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
480
- const autostep = options.autostep ?? defaultOptions.autostep;
481
- this.wasmStage.attachPlatformer3D(handle, {
482
- halfHeight: 0.9,
483
- radius: 0.4,
484
- walkSpeed: options.walkSpeed ?? defaultOptions.walkSpeed,
485
- runSpeed: options.runSpeed ?? defaultOptions.runSpeed,
486
- jumpForce: options.jumpForce ?? defaultOptions.jumpForce,
487
- maxJumps: options.maxJumps ?? defaultOptions.maxJumps,
488
- gravity: options.gravity ?? defaultOptions.gravity,
489
- slopeClimbAngle: options.slopeClimbAngle ?? defaultOptions.slopeClimbAngle,
490
- slopeSlideAngle: options.slopeSlideAngle ?? defaultOptions.slopeSlideAngle,
491
- autostepHeight: autostep ? autostep.maxHeight : 0,
492
- autostepMinWidth: autostep ? autostep.minWidth : 0.1,
493
- snapToGroundDistance: options.snapToGroundDistance ?? defaultOptions.snapToGroundDistance,
494
- characterOffset: options.characterOffset ?? defaultOptions.characterOffset
495
- });
496
- this.attachedRuntimeSlots.add(handle);
497
- }
498
- destroy(_ecs) {
499
- this.movementBehavior.destroy();
500
- this.attachedRuntimeSlots.clear();
501
- }
502
- };
503
- var Platformer3DBehavior = defineBehavior({
504
- name: "platformer-3d",
505
- defaultOptions,
506
- systemFactory: (ctx) => new Platformer3DBehaviorSystem(
507
- ctx.world ?? null,
508
- ctx.wasmStage ?? null,
509
- ctx.getBehaviorLinks
510
- ),
511
- // On the wasm fast path the handle reads the runtime snapshot buffer
512
- // (values are from the end of the previous step — one-frame lag); the TS
513
- // FSM only backs the no-wasm fallback path.
514
- createHandle: (ref) => ({
515
- getState: () => {
516
- const snapshot = readBehaviorSnapshot(ref);
517
- if (snapshot) return FSM_STATE_BY_INDEX[snapshot.fsmState] ?? "idle" /* Idle */;
518
- return ref.fsm?.getState() ?? "idle" /* Idle */;
519
- },
520
- isGrounded: () => readBehaviorSnapshot(ref)?.grounded ?? ref.fsm?.isGrounded() ?? false,
521
- getJumpCount: () => readBehaviorSnapshot(ref)?.jumpCount ?? ref.fsm?.getJumpCount() ?? 0,
522
- onPlatformCollision: (ctx) => ref.fsm?.handleCollision(ctx)
523
- })
524
- });
525
-
526
- export {
527
- createPlatformer3DMovementComponent,
528
- createPlatformer3DInputComponent,
529
- createPlatformer3DStateComponent,
530
- Platformer3DState,
531
- Platformer3DEvent,
532
- Platformer3DFSM,
533
- Platformer3DSystem,
534
- Platformer3DBehavior
535
- };
536
- //# sourceMappingURL=chunk-67XLJ26X.js.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/lib/behaviors/platformer-3d/components.ts","../src/lib/behaviors/platformer-3d/platformer-3d-fsm.ts","../src/lib/behaviors/platformer-3d/platformer-3d.system.ts","../src/lib/behaviors/platformer-3d/platformer-3d.descriptor.ts"],"sourcesContent":["/**\n * Platformer 3D ECS Components\n * \n * Components for 3D platformer movement system including walking, running,\n * jumping with multi-jump support, and falling/landing states.\n */\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer3DMovementComponent (capability / configuration)\n// Defines the movement capabilities and physics parameters\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer3DMovementComponent {\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 (optional override) */\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 small ledges, 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 createPlatformer3DMovementComponent(\n\toptions: Partial<Platformer3DMovementComponent> = {}\n): Platformer3DMovementComponent {\n\treturn {\n\t\twalkSpeed: options.walkSpeed ?? 12,\n\t\trunSpeed: options.runSpeed ?? 24,\n\t\tjumpForce: options.jumpForce ?? 12,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tgravity: options.gravity ?? 9.82,\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, // 150ms default\n\t\tslopeClimbAngle: options.slopeClimbAngle ?? 50,\n\t\tslopeSlideAngle: options.slopeSlideAngle ?? 40,\n\t\tautostep: options.autostep ?? { maxHeight: 0.3, minWidth: 0.1 },\n\t\tsnapToGroundDistance: options.snapToGroundDistance ?? 0.3,\n\t\tcharacterOffset: options.characterOffset ?? 0.05,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer3DInputComponent (intent)\n// Written by: Player controller, AI controller\n// Read by: Platformer3DBehavior\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer3DInputComponent {\n\t/** Horizontal movement input (-1 to 1) */\n\tmoveX: number;\n\t/** Forward/backward movement input (-1 to 1) */\n\tmoveZ: number;\n\t/** Jump button pressed */\n\tjump: boolean;\n\t/** Run/sprint button held */\n\trun: boolean;\n}\n\nexport function createPlatformer3DInputComponent(): Platformer3DInputComponent {\n\treturn {\n\t\tmoveX: 0,\n\t\tmoveZ: 0,\n\t\tjump: false,\n\t\trun: false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer3DStateComponent (runtime state)\n// Tracks the current state of the platformer entity\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer3DStateComponent {\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\n\t// -- New fields --\n\t/** Is currently colliding with ground (from physics collision callback) */\n\tcollisionGrounded: boolean;\n\t/** Timestamp of last ground collision */\n\tgroundedCollisionTime: number;\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 createPlatformer3DStateComponent(): Platformer3DStateComponent {\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\tcollisionGrounded: false,\n\t\tgroundedCollisionTime: 0,\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 3D Finite State Machine\n * \n * Manages state transitions for 3D 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 { Platformer3DInputComponent, Platformer3DStateComponent } from './components';\n\n/**\n * Simplified Collision Context interface\n */\nexport interface PlatformerCollisionContext {\n\tcontact: {\n\t\tnormal: { x: number; y: number; z?: number };\n\t};\n}\n\n/**\n * Platformer states\n */\nexport enum Platformer3DState {\n\tIdle = 'idle',\n\tWalking = 'walking',\n\tRunning = 'running',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n\tLanding = 'landing',\n}\n\n/**\n * Events that trigger state transitions\n */\nexport enum Platformer3DEvent {\n\tWalk = 'walk',\n\tRun = 'run',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n\tStop = 'stop',\n}\n\n/**\n * Context for the FSM\n */\nexport interface Platformer3DContext {\n\tinput: Platformer3DInputComponent;\n\tstate: Platformer3DStateComponent;\n}\n\n/**\n * Platformer 3D FSM\n */\nexport class Platformer3DFSM {\n\tmachine: SyncStateMachine<Platformer3DState, Platformer3DEvent, never>;\n\n\tconstructor(private ctx: Platformer3DContext) {\n\t\tthis.machine = new SyncStateMachine<Platformer3DState, Platformer3DEvent, never>(\n\t\t\tPlatformer3DState.Idle,\n\t\t\t[\n\t\t\t\t// Idle transitions\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Walk, Platformer3DState.Walking),\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Run, Platformer3DState.Running),\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Jump, Platformer3DState.Jumping),\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\t\n\t\t\t\t// Walking transitions\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Run, Platformer3DState.Running),\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Jump, Platformer3DState.Jumping),\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\t\n\t\t\t\t// Running transitions\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Walk, Platformer3DState.Walking),\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Jump, Platformer3DState.Jumping),\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\t\n\t\t\t\t// Jumping transitions\n\t\t\t\tt(Platformer3DState.Jumping, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\tt(Platformer3DState.Jumping, Platformer3DEvent.Land, Platformer3DState.Landing),\n\t\t\t\tt(Platformer3DState.Jumping, Platformer3DEvent.Jump, Platformer3DState.Jumping), // Multi-jump\n\t\t\t\t\n\t\t\t\t// Falling transitions\n\t\t\t\tt(Platformer3DState.Falling, Platformer3DEvent.Land, Platformer3DState.Landing),\n\t\t\t\t\n\t\t\t\t// Landing transitions\n\t\t\t\tt(Platformer3DState.Landing, Platformer3DEvent.Walk, Platformer3DState.Walking),\n\t\t\t\tt(Platformer3DState.Landing, Platformer3DEvent.Run, Platformer3DState.Running),\n\t\t\t\tt(Platformer3DState.Landing, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t\t\n\t\t\t\t// Self-transitions (no-ops)\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t]\n\t\t);\n\t}\n\n\t/**\n\t * Get the current state\n\t */\n\tgetState(): Platformer3DState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Dispatch an event to the FSM\n\t */\n\tdispatch(event: Platformer3DEvent): 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 * Check if grounded\n\t */\n\tisGrounded(): boolean {\n\t\tconst state = this.getState();\n\t\treturn state === Platformer3DState.Idle || \n\t\t state === Platformer3DState.Walking || \n\t\t state === Platformer3DState.Running || \n\t\t state === Platformer3DState.Landing;\n\t}\n\n\t/**\n\t * Get current jump count from context\n\t */\n\tgetJumpCount(): number {\n\t\treturn this.ctx.state.jumpCount;\n\t}\n\n\t/**\n\t * Handle collision event to update ground state\n\t */\n\thandleCollision(ctx: PlatformerCollisionContext): void {\n\t\t// Check if collision is ground (normal pointing up)\n\t\t// Y normal > 0.5 means roughly within 60 degrees of up\n\t\tif (ctx.contact.normal.y > 0.5) {\n\t\t\tthis.ctx.state.collisionGrounded = true;\n\t\t\tthis.ctx.state.groundedCollisionTime = performance.now();\n\t\t}\n\t}\n\n\t/**\n\t * Update FSM based on current state\n\t */\n\tupdate(input: Platformer3DInputComponent, state: Platformer3DStateComponent): void {\n\t\t// Update context\n\t\tthis.ctx.input = input;\n\t\tthis.ctx.state = state;\n\n\t\t// Get current FSM state\n\t\tconst currentState = this.getState();\n\n\t\t// Determine movement state\n\t\tconst hasInput = Math.abs(input.moveX) > 0.1 || Math.abs(input.moveZ) > 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 === Platformer3DState.Falling && state.grounded) {\n\t\t\tthis.dispatch(Platformer3DEvent.Land);\n\t\t\t// Don't return - allow immediate transition to movement state\n\t\t}\n\n\t\t// Send appropriate events based on state\n\t\tif (state.grounded) {\n\t\t\tif (hasInput) {\n\t\t\t\tif (isRunning) {\n\t\t\t\t\tthis.dispatch(Platformer3DEvent.Run);\n\t\t\t\t} else {\n\t\t\t\t\tthis.dispatch(Platformer3DEvent.Walk);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis.dispatch(Platformer3DEvent.Stop);\n\t\t\t}\n\t\t} else {\n\t\t\t// Not grounded - check if we should be falling\n\t\t\t// Transition to falling if: We're in jumping state and now falling, \n\t\t\t// OR we walked off a ledge (idle/walking/running and now falling)\n\t\t\tif (state.falling) {\n\t\t\t\tthis.dispatch(Platformer3DEvent.Fall);\n\t\t\t}\n\t\t}\n\n\t\t// Handle jump input (edge detection handled in behavior)\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tthis.dispatch(Platformer3DEvent.Jump);\n\t\t}\n\t}\n}\n","/**\n * Platformer 3D System\n *\n * Kinematic character controller (N64-style): the controller owns all motion\n * and physics is only a collision database.\n *\n * - The entity's body is converted to `KinematicPositionBased` on first\n * update; Rapier never applies forces to it.\n * - Each tick, desired displacement (horizontal input + integrated vertical\n * velocity) is run through Rapier's `KinematicCharacterController`\n * (collide-and-slide with autostep, slope limits, and snap-to-ground) and\n * the corrected movement is applied via `setNextKinematicTranslation`.\n * - Grounded comes from `controller.computedGrounded()` — no contact-pair or\n * raycast probing.\n * - Vertical velocity lives in `state.verticalVelocity` (`linvel()` is\n * meaningless on kinematic bodies). Jump buffering, coyote time,\n * multi-jump, and the jump-cut ramp all operate on that field.\n */\n\nimport { RigidBodyType, QueryFilterFlags } from '@dimforge/rapier3d-compat';\nimport type { Collider, KinematicCharacterController, RigidBody } from '@dimforge/rapier3d-compat';\nimport type { ZylemWorld } from '../../collision/world';\nimport type {\n\tPlatformer3DMovementComponent,\n\tPlatformer3DInputComponent,\n\tPlatformer3DStateComponent,\n} from './components';\n\n/**\n * Duration of the jump-cut velocity ramp in seconds.\n * Instead of halving vertical velocity in a single frame (which produces a\n * visible camera pop), we lerp toward the cut velocity across roughly 3\n * physics steps at 60 Hz.\n */\nconst JUMP_CUT_RAMP_DURATION = 0.05;\n\n/**\n * Constant downward speed applied while grounded (units/second). Keeps the\n * controller pressed into the ground so `computedGrounded()` stays engaged on\n * flat ground and going downhill (snap-to-ground handles larger drops).\n */\nconst GROUND_STICK_SPEED = 2;\n\n/** Vertical speed below which the airborne state flips from jumping to falling. */\nconst FALL_VELOCITY_THRESHOLD = -0.1;\n\nconst DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Entity with platformer components\n */\nexport interface Platformer3DEntity {\n\tuuid: string;\n\tbody: RigidBody;\n\tcollider?: Collider | null;\n\tplatformer: Platformer3DMovementComponent;\n\t$platformer: Platformer3DInputComponent;\n\tplatformerState: Platformer3DStateComponent;\n}\n\n/** Scratch vector reused for the desired per-tick displacement. */\nconst _desired = { x: 0, y: 0, z: 0 };\n\n/**\n * Platformer 3D movement system.\n *\n * Core kinematic controller for 3D platformer movement. Requires a live\n * `ZylemWorld` with the raw Rapier `World` exposed on `.world` — without it\n * the system is a no-op (the WASM fast path handles that case upstream).\n */\nexport class Platformer3DSystem {\n\tprivate world: ZylemWorld | null;\n\t/** Per-entity character controllers, keyed by entity uuid. */\n\tprivate controllers = new Map<string, KinematicCharacterController>();\n\n\tconstructor(world: ZylemWorld | null) {\n\t\tthis.world = world;\n\t}\n\n\t/**\n\t * One-time per-entity physics setup: convert the body to a\n\t * position-based kinematic body and create its character controller.\n\t * Done lazily on the first update because the body isn't always\n\t * available at construction time.\n\t */\n\tprivate ensurePhysicsConfigured(entity: Platformer3DEntity): KinematicCharacterController | null {\n\t\tconst existing = this.controllers.get(entity.uuid);\n\t\tif (existing) return existing;\n\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (!physicsWorld || !entity.body) return null;\n\n\t\tif (entity.body.bodyType() !== RigidBodyType.KinematicPositionBased) {\n\t\t\tentity.body.setBodyType(RigidBodyType.KinematicPositionBased, true);\n\t\t}\n\n\t\tconst movement = entity.platformer;\n\t\tconst controller = physicsWorld.createCharacterController(movement.characterOffset);\n\t\tcontroller.setUp({ x: 0, y: 1, z: 0 });\n\t\tcontroller.setMaxSlopeClimbAngle(movement.slopeClimbAngle * DEG_TO_RAD);\n\t\tcontroller.setMinSlopeSlideAngle(movement.slopeSlideAngle * DEG_TO_RAD);\n\t\tif (movement.autostep) {\n\t\t\tcontroller.enableAutostep(movement.autostep.maxHeight, movement.autostep.minWidth, true);\n\t\t} else {\n\t\t\tcontroller.disableAutostep();\n\t\t}\n\t\tcontroller.enableSnapToGround(movement.snapToGroundDistance);\n\t\tcontroller.setApplyImpulsesToDynamicBodies(true);\n\n\t\tthis.controllers.set(entity.uuid, controller);\n\t\treturn controller;\n\t}\n\n\t/**\n\t * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut\n\t * ramp. All vertical motion is written to `state.verticalVelocity`.\n\t */\n\tprivate handleJump(entity: Platformer3DEntity, delta: number): void {\n\t\tconst input = entity.$platformer;\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\t// Track time since last jump (for multi-jump window)\n\t\tif (state.jumping || state.falling) {\n\t\t\tstate.timeSinceJump += delta;\n\t\t}\n\n\t\t// Track jump button release (required for multi-jump)\n\t\tif (!input.jump && state.jumpHeld) {\n\t\t\tstate.jumpReleasedSinceLastJump = true;\n\t\t}\n\n\t\t// 1. Jump Buffering - queue on new press\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tstate.jumpBuffered = true;\n\t\t\tstate.jumpBufferTimer = movement.jumpBufferTime;\n\t\t}\n\n\t\tstate.jumpPressedLastFrame = input.jump;\n\t\tstate.jumpHeld = input.jump;\n\n\t\t// Decrement buffer timer\n\t\tif (state.jumpBuffered) {\n\t\t\tstate.jumpBufferTimer -= delta;\n\t\t\tif (state.jumpBufferTimer <= 0) {\n\t\t\t\tstate.jumpBuffered = false;\n\t\t\t}\n\t\t}\n\n\t\t// 2. Variable Jump Height (Jump Cut)\n\t\t// Only trigger a cut if we've been jumping for a bit (prevents cutting multi-jump immediately).\n\t\tconst minTimeBeforeCut = 0.1;\n\t\tconst canApplyCut = state.timeSinceJump >= minTimeBeforeCut;\n\t\tif (!input.jump && state.jumping && !state.jumpCutApplied && canApplyCut) {\n\t\t\tstate.jumpCutApplied = true;\n\t\t\tstate.jumpCutRampTimer = JUMP_CUT_RAMP_DURATION;\n\t\t}\n\n\t\t// 2a. Ramp verticalVelocity toward verticalVelocity * jumpCutMultiplier\n\t\t// across the ramp window so the change isn't a single-frame discontinuity.\n\t\tif (state.jumpCutRampTimer > 0) {\n\t\t\tif (state.verticalVelocity > 0) {\n\t\t\t\tconst stepT = Math.min(delta / state.jumpCutRampTimer, 1);\n\t\t\t\tconst targetY = state.verticalVelocity * movement.jumpCutMultiplier;\n\t\t\t\tstate.verticalVelocity += (targetY - state.verticalVelocity) * stepT;\n\t\t\t}\n\t\t\tstate.jumpCutRampTimer = Math.max(0, state.jumpCutRampTimer - delta);\n\t\t}\n\n\t\t// Execute Jump (if buffered input exists)\n\t\tif (!state.jumpBuffered) return;\n\n\t\t// 3. Jump eligibility check\n\t\tconst inCoyoteWindow = !state.grounded && state.timeSinceGrounded <= movement.coyoteTime;\n\t\tconst isFirstJump = state.grounded || (inCoyoteWindow && state.jumpCount === 0);\n\n\t\t// Multi-jump requirements:\n\t\t// 1. Not grounded\n\t\t// 2. Have jumps remaining\n\t\t// 3. Button was released since last jump (no holding for double jump)\n\t\t// 4. Within the jump window (after multiJumpWindowTime has passed)\n\t\tconst hasJumpsRemaining = state.jumpCount < movement.maxJumps;\n\t\tconst buttonReleased = state.jumpReleasedSinceLastJump;\n\t\tconst inMultiJumpWindow = state.timeSinceJump >= movement.multiJumpWindowTime;\n\t\tconst canMultiJump = !state.grounded && hasJumpsRemaining && buttonReleased && inMultiJumpWindow;\n\n\t\tif (isFirstJump || canMultiJump) {\n\t\t\t// Consume buffered input\n\t\t\tstate.jumpBuffered = false;\n\n\t\t\t// Increment jump count and reset tracking\n\t\t\tstate.jumpCount++;\n\t\t\tstate.jumpReleasedSinceLastJump = false; // Must release again for next jump\n\t\t\tstate.timeSinceJump = 0; // Reset window timer\n\n\t\t\t// Record jump start height\n\t\t\tstate.jumpStartHeight = entity.body.translation().y;\n\n\t\t\t// Apply jump force\n\t\t\tstate.jumping = true;\n\t\t\tstate.falling = false;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tstate.jumpCutRampTimer = 0;\n\n\t\t\tstate.verticalVelocity = movement.jumpForce;\n\n\t\t\t// Flag this frame so applyGravity skips exactly one grounded\n\t\t\t// clamp/gravity step (the jump velocity is authoritative).\n\t\t\tstate.jumpedThisFrame = true;\n\t\t}\n\t}\n\n\t/**\n\t * Integrate gravity into `state.verticalVelocity`.\n\t *\n\t * While grounded (and not on the jump frame) vertical velocity is held at\n\t * a small constant downward speed so the controller stays pressed into\n\t * the ground. Skipped entirely on the frame a jump was applied — the\n\t * grounded flag is still stale-true then and would clobber the jump.\n\t */\n\tprivate applyGravity(entity: Platformer3DEntity, delta: number): void {\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\tif (state.jumpedThisFrame) {\n\t\t\tstate.jumpedThisFrame = false;\n\t\t\treturn;\n\t\t}\n\n\t\tif (state.grounded) {\n\t\t\tstate.verticalVelocity = -GROUND_STICK_SPEED;\n\t\t\treturn;\n\t\t}\n\n\t\tstate.verticalVelocity -= movement.gravity * delta;\n\t}\n\n\t/**\n\t * Update entity state from the controller's grounded result.\n\t */\n\tprivate updateState(entity: Platformer3DEntity, delta: number, computedGrounded: boolean): void {\n\t\tconst state = entity.platformerState;\n\t\tconst wasGrounded = state.grounded;\n\n\t\tconst isAirborne = state.jumping || state.falling;\n\t\tlet isGrounded: boolean;\n\t\tif (isAirborne) {\n\t\t\t// Never land while still moving upward in a jump arc.\n\t\t\tconst canLand = state.falling && !state.jumping;\n\t\t\tisGrounded = computedGrounded && canLand;\n\t\t} else {\n\t\t\tisGrounded = computedGrounded;\n\t\t}\n\n\t\tstate.grounded = isGrounded;\n\n\t\tif (state.grounded) {\n\t\t\tstate.timeSinceGrounded = 0;\n\t\t\tstate.lastGroundedY = entity.body.translation().y;\n\t\t} else {\n\t\t\tstate.timeSinceGrounded += delta;\n\t\t}\n\n\t\tif (!wasGrounded && state.grounded) {\n\t\t\tstate.jumpCount = 0;\n\t\t\tstate.jumping = false;\n\t\t\tstate.falling = false;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tstate.jumpCutRampTimer = 0;\n\t\t\tif (state.verticalVelocity < 0) {\n\t\t\t\tstate.verticalVelocity = 0;\n\t\t\t}\n\t\t}\n\n\t\tif (state.verticalVelocity < FALL_VELOCITY_THRESHOLD && !state.grounded) {\n\t\t\tif (state.jumping) {\n\t\t\t\tstate.jumping = false;\n\t\t\t\tstate.falling = true;\n\t\t\t} else if (!state.jumping) {\n\t\t\t\tstate.falling = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Update one platformer entity. Invoked per linked entity by the\n\t * Platformer3DBehaviorSystem adapter.\n\t */\n\tupdateEntity(entity: Platformer3DEntity, delta: number): void {\n\t\tif (!entity.platformer || !entity.$platformer || !entity.platformerState) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst controller = this.ensurePhysicsConfigured(entity);\n\t\tconst collider = entity.collider;\n\t\tif (!controller || !collider) return;\n\n\t\tconst input = entity.$platformer;\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\t// 1. Jump logic (may set verticalVelocity = jumpForce this frame)\n\t\tthis.handleJump(entity, delta);\n\n\t\t// 2. Gravity / grounded stick on verticalVelocity\n\t\tthis.applyGravity(entity, delta);\n\n\t\t// 3. Desired displacement for this tick\n\t\tconst speed = input.run ? movement.runSpeed : movement.walkSpeed;\n\t\tstate.currentSpeed = speed;\n\t\t_desired.x = input.moveX * speed * delta;\n\t\t_desired.y = state.verticalVelocity * delta;\n\t\t_desired.z = input.moveZ * speed * delta;\n\n\t\t// 4. Collide-and-slide\n\t\tcontroller.computeColliderMovement(collider, _desired, QueryFilterFlags.EXCLUDE_SENSORS);\n\t\tconst corrected = controller.computedMovement();\n\n\t\t// Head bump: upward motion was blocked, so kill the remaining ascent\n\t\t// instead of hanging under the ceiling for the rest of the arc.\n\t\tif (_desired.y > 1e-9 && corrected.y < _desired.y * 0.5) {\n\t\t\tstate.verticalVelocity = 0;\n\t\t}\n\n\t\tconst translation = entity.body.translation();\n\t\tentity.body.setNextKinematicTranslation({\n\t\t\tx: translation.x + corrected.x,\n\t\t\ty: translation.y + corrected.y,\n\t\t\tz: translation.z + corrected.z,\n\t\t});\n\n\t\t// 5. State transitions from the controller's grounded result\n\t\tthis.updateState(entity, delta, controller.computedGrounded());\n\t}\n\n\tdestroy(): void {\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (physicsWorld) {\n\t\t\tfor (const controller of this.controllers.values()) {\n\t\t\t\tphysicsWorld.removeCharacterController(controller);\n\t\t\t}\n\t\t}\n\t\tthis.controllers.clear();\n\t}\n}\n","/**\n * Platformer 3D Behavior Descriptor\n * \n * Type-safe descriptor for the platformer 3D behavior system.\n * Provides entity.use() API for 3D platformer movement.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { Platformer3DSystem, Platformer3DEntity } from './platformer-3d.system';\nimport type { ZylemWorld } from '../../collision/world';\nimport { Platformer3DFSM, Platformer3DState, PlatformerCollisionContext } from './platformer-3d-fsm';\nimport {\n\tcreatePlatformer3DMovementComponent,\n\tcreatePlatformer3DInputComponent,\n\tcreatePlatformer3DStateComponent,\n} from './components';\nimport {\n\tSTAGE_INPUT_BUTTON_JUMP,\n\tSTAGE_INPUT_BUTTON_RUN,\n\treadBehaviorSnapshot,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\n/** Rust `Platformer3DFsmState` index → TS state (see `platformer_3d/fsm.rs`). */\nconst FSM_STATE_BY_INDEX: readonly Platformer3DState[] = [\n\tPlatformer3DState.Idle,\n\tPlatformer3DState.Walking,\n\tPlatformer3DState.Running,\n\tPlatformer3DState.Jumping,\n\tPlatformer3DState.Falling,\n\tPlatformer3DState.Landing,\n];\n\n/**\n * Platformer behavior options (typed for entity.use() autocomplete)\n */\nexport interface Platformer3DBehaviorOptions {\n\t/** Base walking speed (default: 12) */\n\twalkSpeed?: number;\n\t/** Sprint/run speed (default: 24) */\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: 9.82) */\n\tgravity?: 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 ledges, or false to disable (default: { maxHeight: 0.3, minWidth: 0.1 }) */\n\tautostep?: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance for downhill/step-down stability (default: 0.3) */\n\tsnapToGroundDistance?: number;\n\t/** Character controller collision offset (default: 0.05) */\n\tcharacterOffset?: number;\n}\n\nconst defaultOptions: Platformer3DBehaviorOptions = {\n\twalkSpeed: 12,\n\trunSpeed: 24,\n\tjumpForce: 12,\n\tmaxJumps: 1,\n\tgravity: 9.82,\n\tslopeClimbAngle: 50,\n\tslopeSlideAngle: 40,\n\tautostep: { maxHeight: 0.3, minWidth: 0.1 },\n\tsnapToGroundDistance: 0.3,\n\tcharacterOffset: 0.05,\n};\n\nconst PLATFORMER_BEHAVIOR_KEY = Symbol.for('zylem:behavior:platformer-3d');\n\n/**\n * Adapter that wraps Platformer3DSystem as a BehaviorSystem\n */\nclass Platformer3DBehaviorSystem implements BehaviorSystem {\n\tprivate movementBehavior: Platformer3DSystem;\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tworld: ZylemWorld | null,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.movementBehavior = new Platformer3DSystem(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(PLATFORMER_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst platformerRef = link.ref as any;\n\n\t\t\tconst options = platformerRef.options as Platformer3DBehaviorOptions;\n\n\t\t\tif (!gameEntity.platformer) {\n\t\t\t\tgameEntity.platformer = createPlatformer3DMovementComponent(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$platformer) {\n\t\t\t\tgameEntity.$platformer = createPlatformer3DInputComponent();\n\t\t\t}\n\t\t\tif (!gameEntity.platformerState) {\n\t\t\t\tgameEntity.platformerState = createPlatformer3DStateComponent();\n\t\t\t}\n\n\t\t\t// Wasm fast path: forward input into the batched buffer and let\n\t\t\t// handles read the Rust FSM via the snapshot buffer — the TS FSM\n\t\t\t// is never created (single source of truth in the runtime).\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\tplatformerRef.__wasmStage = this.wasmStage;\n\t\t\t\tplatformerRef.__entity = gameEntity;\n\t\t\t\tconst input = gameEntity.$platformer;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.writeInputAxes(handle, input.moveX ?? 0, input.moveZ ?? 0);\n\t\t\t\t\tthis.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, !!input.jump);\n\t\t\t\t\tthis.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_RUN, !!input.run);\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {\n\t\t\t\tplatformerRef.fsm = new Platformer3DFSM({\n\t\t\t\t\tinput: gameEntity.$platformer,\n\t\t\t\t\tstate: gameEntity.platformerState,\n\t\t\t\t});\n\t\t\t}\n\t\t\tif (platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {\n\t\t\t\tplatformerRef.fsm.update(gameEntity.$platformer, gameEntity.platformerState);\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tthis.movementBehavior.updateEntity(gameEntity, delta);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Platformer3DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst autostep = options.autostep ?? defaultOptions.autostep!;\n\t\tthis.wasmStage.attachPlatformer3D(handle, {\n\t\t\thalfHeight: 0.9,\n\t\t\tradius: 0.4,\n\t\t\twalkSpeed: options.walkSpeed ?? defaultOptions.walkSpeed!,\n\t\t\trunSpeed: options.runSpeed ?? defaultOptions.runSpeed!,\n\t\t\tjumpForce: options.jumpForce ?? defaultOptions.jumpForce!,\n\t\t\tmaxJumps: options.maxJumps ?? defaultOptions.maxJumps!,\n\t\t\tgravity: options.gravity ?? defaultOptions.gravity!,\n\t\t\tslopeClimbAngle: options.slopeClimbAngle ?? defaultOptions.slopeClimbAngle!,\n\t\t\tslopeSlideAngle: options.slopeSlideAngle ?? defaultOptions.slopeSlideAngle!,\n\t\t\tautostepHeight: autostep ? autostep.maxHeight : 0,\n\t\t\tautostepMinWidth: autostep ? autostep.minWidth : 0.1,\n\t\t\tsnapToGroundDistance: options.snapToGroundDistance ?? defaultOptions.snapToGroundDistance!,\n\t\t\tcharacterOffset: options.characterOffset ?? defaultOptions.characterOffset!,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.movementBehavior.destroy();\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n/**\n * Platformer3DBehavior - typed descriptor for 3D platformer movement\n * \n * Provides complete 3D platformer physics including:\n * - Walking and running\n * - Jumping with multi-jump support\n * - Gravity and falling\n * - Ground detection\n * \n * @example\n * ```typescript\n * import { Platformer3DBehavior } from \"@zylem/game-lib/behavior\";\n * \n * const player = await playgroundActor('player');\n * const platformer = player.use(Platformer3DBehavior, {\n * walkSpeed: 12,\n * runSpeed: 24,\n * jumpForce: 12,\n * maxJumps: 2, // Double jump!\n * });\n * \n * // In update loop\n * player.onUpdate(({ inputs }) => {\n * player.$platformer.moveX = inputs.p1.axes.Horizontal.value;\n * player.$platformer.moveZ = inputs.p1.axes.Vertical.value;\n * player.$platformer.jump = inputs.p1.buttons.A.held > 0;\n * player.$platformer.run = inputs.p1.shoulders.LTrigger.held > 0;\n * \n * const state = platformer.getState();\n * const grounded = platformer.isGrounded();\n * });\n * ```\n */\nexport const Platformer3DBehavior = defineBehavior<\n\tPlatformer3DBehaviorOptions,\n\t{\n\t\tgetState: () => Platformer3DState;\n\t\tisGrounded: () => boolean;\n\t\tgetJumpCount: () => number;\n\t\tonPlatformCollision: (ctx: PlatformerCollisionContext) => void;\n\t},\n\tPlatformer3DEntity\n>({\n\tname: 'platformer-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Platformer3DBehaviorSystem(\n\t\t\tctx.world ?? null,\n\t\t\tctx.wasmStage ?? null,\n\t\t\tctx.getBehaviorLinks,\n\t\t),\n\t// On the wasm fast path the handle reads the runtime snapshot buffer\n\t// (values are from the end of the previous step — one-frame lag); the TS\n\t// FSM only backs the no-wasm fallback path.\n\tcreateHandle: (ref) => ({\n\t\tgetState: () => {\n\t\t\tconst snapshot = readBehaviorSnapshot(ref);\n\t\t\tif (snapshot) return FSM_STATE_BY_INDEX[snapshot.fsmState] ?? Platformer3DState.Idle;\n\t\t\treturn ref.fsm?.getState() ?? 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