@zylem/behaviors 0.5.8 → 0.5.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{behavior-system-HEt67el5.d.ts → behavior-system-DkFAwLb_.d.ts} +6 -0
- package/dist/{chunk-2PAHQZZD.js → chunk-MUBU2DIB.js} +41 -14
- package/dist/{chunk-2PAHQZZD.js.map → chunk-MUBU2DIB.js.map} +1 -1
- package/dist/{components-JZQoO2sU.d.ts → components--RTwuT4S.d.ts} +1 -1
- package/dist/cooldown.d.ts +1 -1
- package/dist/coordinators/boundary-ricochet-3d.d.ts +2 -2
- package/dist/coordinators/boundary-ricochet.d.ts +2 -2
- package/dist/coordinators/multidirectional-space-shooter.d.ts +1 -1
- package/dist/coordinators/top-down-shooter.d.ts +1 -1
- package/dist/core.d.ts +4 -4
- package/dist/destructible-3d.d.ts +1 -1
- package/dist/first-person.d.ts +1 -1
- package/dist/index.d.ts +3 -3
- package/dist/index.js +1 -1
- package/dist/jumper-2d.d.ts +1 -1
- package/dist/jumper-3d.d.ts +1 -1
- package/dist/{moveable-BdFmI3s1.d.ts → moveable-CFOHmblC.d.ts} +1 -1
- package/dist/particle-emitter.d.ts +1 -1
- package/dist/platformer-2d.d.ts +1 -1
- package/dist/platformer-3d.d.ts +1 -1
- package/dist/ricochet-2d.d.ts +1 -1
- package/dist/ricochet-3d.d.ts +1 -1
- package/dist/runtime-2d.d.ts +1 -1
- package/dist/screen-visibility.d.ts +1 -1
- package/dist/screen-wrap.d.ts +1 -1
- package/dist/screen-wrap.js +1 -1
- package/dist/shooter-2d.d.ts +1 -1
- package/dist/thruster.d.ts +1 -1
- package/dist/top-down-movement.d.ts +1 -1
- package/dist/world-boundary-2d.d.ts +1 -1
- package/dist/world-boundary-3d.d.ts +1 -1
- package/package.json +2 -3
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@@ -854,6 +854,12 @@ interface BehaviorSystem {
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attach?(link: BehaviorEntityLink): void;
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/** Called once per frame. The first argument is always `undefined` (reserved legacy slot). */
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update(ecs: unknown, delta: number): void;
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/**
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* Called once per frame after the simulation has stepped and before the
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* host syncs render poses. Systems that need this frame's post-step state
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* (e.g. wasm-side teleports) run here instead of in `update`.
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*/
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postUpdate?(ecs: unknown, delta: number): void;
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/** Optional cleanup when a behavior link is detached from a live entity */
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detach?(link: BehaviorEntityLink): void;
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/** Optional cleanup when stage is destroyed */
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@@ -131,22 +131,49 @@ var ScreenWrapSystem = class {
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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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}
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}
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/**
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* Runs after the simulation step so the queried wrap state describes this
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* frame's step rather than the previous one.
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*
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* The runtime wraps by teleporting the rigid body, which the host's render
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* interpolation cannot see: it would blend the pre-wrap edge pose with the
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* post-wrap opposite edge and sweep the entity across the screen. Flagging
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* the discontinuity here — before render poses are synced — suppresses that
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* blend for the frames where the buffers straddle the wrap.
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*/
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postUpdate(_ecs, _delta) {
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const links = this.getBehaviorLinks?.(SCREEN_WRAP_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 wrapRef = link.ref;
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const options = wrapRef.options;
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if (!wrapRef.fsm) {
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wrapRef.fsm = new ScreenWrapFSM();
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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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const pose = this.wasmStage.getPose(handle);
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const query = this.wasmStage.queryScreenWrap(handle);
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if (pose
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{
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minX: bounds.minX,
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maxX: bounds.maxX,
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minY: bounds.minY,
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maxY: bounds.maxY,
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edgeThreshold: options.edgeThreshold
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},
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query.lastWrappedAxes !== 0
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);
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if (!pose || !query) continue;
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const wrapped = query.lastWrappedAxes !== 0;
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if (wrapped) {
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gameEntity.body?.markPoseDiscontinuity?.();
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}
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const bounds = createBounds2DRect(options);
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wrapRef.fsm.update(
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{ x: pose.position[0], y: pose.position[1] },
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{
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minX: bounds.minX,
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maxX: bounds.maxX,
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minY: bounds.minY,
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maxY: bounds.maxY,
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edgeThreshold: options.edgeThreshold
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},
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wrapped
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);
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}
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}
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ensureWasmAttached(handle, options) {
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@@ -176,4 +203,4 @@ export {
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ScreenWrapFSM,
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ScreenWrapBehavior
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};
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//# sourceMappingURL=chunk-
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//# sourceMappingURL=chunk-MUBU2DIB.js.map
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@@ -1 +1 @@
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{"version":3,"sources":["../src/lib/behaviors/screen-wrap/screen-wrap-fsm.ts","../src/lib/behaviors/screen-wrap/screen-wrap.descriptor.ts"],"sourcesContent":["/**\n * ScreenWrapFSM\n * \n * State machine for screen wrap behavior.\n * Reports position relative to bounds edges.\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM State Model\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ScreenWrapState {\n\tCenter = 'center',\n\tNearEdgeLeft = 'near-edge-left',\n\tNearEdgeRight = 'near-edge-right',\n\tNearEdgeTop = 'near-edge-top',\n\tNearEdgeBottom = 'near-edge-bottom',\n\tWrapped = 'wrapped',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM Events\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ScreenWrapEvent {\n\tEnterCenter = 'enter-center',\n\tApproachLeft = 'approach-left',\n\tApproachRight = 'approach-right',\n\tApproachTop = 'approach-top',\n\tApproachBottom = 'approach-bottom',\n\tWrap = 'wrap',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// ScreenWrapFSM\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport class ScreenWrapFSM {\n\tmachine: SyncStateMachine<ScreenWrapState, ScreenWrapEvent, never>;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<ScreenWrapState, ScreenWrapEvent, never>(\n\t\t\tScreenWrapState.Center,\n\t\t\t[\n\t\t\t\t// From Center\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\t\t\t\t\n\t\t\t\t// From NearEdge to Wrapped\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\n\t\t\t\t// From NearEdge back to Center\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\n\t\t\t\t// From Wrapped back to Center\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\n\t\t\t\t// From Wrapped to NearEdge (landed near opposite edge)\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\n\t\t\t\t// Self-transitions (no-ops for redundant events)\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): ScreenWrapState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: ScreenWrapEvent): 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 based on entity position relative to bounds\n\t */\n\tupdate(position: { x: number; y: number }, bounds: {\n\t\tminX: number; maxX: number; minY: number; maxY: number;\n\t\tedgeThreshold: number;\n\t}, wrapped: boolean): void {\n\t\tconst { x, y } = position;\n\t\tconst { minX, maxX, minY, maxY, edgeThreshold } = bounds;\n\n\t\tif (wrapped) {\n\t\t\tthis.dispatch(ScreenWrapEvent.Wrap);\n\t\t\treturn;\n\t\t}\n\n\t\t// Check if near edges\n\t\tconst nearLeft = x < minX + edgeThreshold;\n\t\tconst nearRight = x > maxX - edgeThreshold;\n\t\tconst nearBottom = y < minY + edgeThreshold;\n\t\tconst nearTop = y > maxY - edgeThreshold;\n\n\t\tif (nearLeft) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachLeft);\n\t\t} else if (nearRight) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachRight);\n\t\t} else if (nearTop) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachTop);\n\t\t} else if (nearBottom) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachBottom);\n\t\t} else {\n\t\t\tthis.dispatch(ScreenWrapEvent.EnterCenter);\n\t\t}\n\t}\n}\n","/**\n * ScreenWrapBehavior\n * \n * When an entity exits the defined 2D bounds, it wraps around to the opposite edge.\n * Asteroids-style screen wrapping with FSM for edge detection.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { ScreenWrapFSM } from './screen-wrap-fsm';\nimport { createBounds2DRect } from '../shared/bounds-2d';\nimport type { BehaviorRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * Screen wrap options (typed for entity.use() autocomplete)\n */\nexport interface ScreenWrapOptions {\n\t/** Width of the wrapping area (default: 20) */\n\twidth: number;\n\t/** Height of the wrapping area (default: 15) */\n\theight: number;\n\t/** Center X position (default: 0) */\n\tcenterX: number;\n\t/** Center Y position (default: 0) */\n\tcenterY: number;\n\t/** Distance from edge to trigger NearEdge state (default: 2) */\n\tedgeThreshold: number;\n}\n\nconst defaultOptions: ScreenWrapOptions = {\n\twidth: 20,\n\theight: 15,\n\tcenterX: 0,\n\tcenterY: 0,\n\tedgeThreshold: 2,\n};\n\nconst SCREEN_WRAP_BEHAVIOR_KEY = Symbol.for('zylem:behavior:screen-wrap');\n\n/**\n * ScreenWrapSystem - Wraps entities around 2D bounds\n *\n * The Rust `screen_wrap` Stage behavior owns the wrap; this system attaches\n * it and mirrors the queried state into the local FSM so handles can observe\n * edge/wrap states.\n */\nclass ScreenWrapSystem 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?.(SCREEN_WRAP_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 wrapRef = link.ref as any;\n\t\t\tconst options = wrapRef.options as ScreenWrapOptions;\n\n\t\t\tif (!wrapRef.fsm) {\n\t\t\t\twrapRef.fsm = new ScreenWrapFSM();\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 pose = this.wasmStage.getPose(handle);\n\t\t\tconst query = this.wasmStage.queryScreenWrap(handle);\n\t\t\tif (pose && query) {\n\t\t\t\tconst bounds = createBounds2DRect(options);\n\t\t\t\twrapRef.fsm.update(\n\t\t\t\t\t{ x: pose.position[0], y: pose.position[1] },\n\t\t\t\t\t{\n\t\t\t\t\t\tminX: bounds.minX,\n\t\t\t\t\t\tmaxX: bounds.maxX,\n\t\t\t\t\t\tminY: bounds.minY,\n\t\t\t\t\t\tmaxY: bounds.maxY,\n\t\t\t\t\t\tedgeThreshold: options.edgeThreshold,\n\t\t\t\t\t},\n\t\t\t\t\tquery.lastWrappedAxes !== 0,\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: ScreenWrapOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachScreenWrap(handle, {\n\t\t\twidth: options.width,\n\t\t\theight: options.height,\n\t\t\tcenterX: options.centerX,\n\t\t\tcenterY: options.centerY,\n\t\t\tedgeThreshold: options.edgeThreshold,\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 * ScreenWrapBehavior - Wraps entities around 2D bounds\n * \n * @example\n * ```typescript\n * import { ScreenWrapBehavior } from \"@zylem/game-lib/behavior\";\n * \n * const ship = createSprite({ ... });\n * const wrapRef = ship.use(ScreenWrapBehavior, { width: 20, height: 15 });\n * \n * // Access FSM to observe edge state\n * const fsm = wrapRef.getFSM();\n * console.log(fsm?.getState()); 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{"version":3,"sources":["../src/lib/behaviors/screen-wrap/screen-wrap-fsm.ts","../src/lib/behaviors/screen-wrap/screen-wrap.descriptor.ts"],"sourcesContent":["/**\n * ScreenWrapFSM\n * \n * State machine for screen wrap behavior.\n * Reports position relative to bounds edges.\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM State Model\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ScreenWrapState {\n\tCenter = 'center',\n\tNearEdgeLeft = 'near-edge-left',\n\tNearEdgeRight = 'near-edge-right',\n\tNearEdgeTop = 'near-edge-top',\n\tNearEdgeBottom = 'near-edge-bottom',\n\tWrapped = 'wrapped',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM Events\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ScreenWrapEvent {\n\tEnterCenter = 'enter-center',\n\tApproachLeft = 'approach-left',\n\tApproachRight = 'approach-right',\n\tApproachTop = 'approach-top',\n\tApproachBottom = 'approach-bottom',\n\tWrap = 'wrap',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// ScreenWrapFSM\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport class ScreenWrapFSM {\n\tmachine: SyncStateMachine<ScreenWrapState, ScreenWrapEvent, never>;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<ScreenWrapState, ScreenWrapEvent, never>(\n\t\t\tScreenWrapState.Center,\n\t\t\t[\n\t\t\t\t// From Center\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\t\t\t\t\n\t\t\t\t// From NearEdge to Wrapped\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\n\t\t\t\t// From NearEdge back to Center\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\n\t\t\t\t// From Wrapped back to Center\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\n\t\t\t\t// From Wrapped to NearEdge (landed near opposite edge)\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\n\t\t\t\t// Self-transitions (no-ops for redundant events)\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): ScreenWrapState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: ScreenWrapEvent): 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 based on entity position relative to bounds\n\t */\n\tupdate(position: { x: number; y: number }, bounds: {\n\t\tminX: number; maxX: number; minY: number; maxY: number;\n\t\tedgeThreshold: number;\n\t}, wrapped: boolean): void {\n\t\tconst { x, y } = position;\n\t\tconst { minX, maxX, minY, maxY, edgeThreshold } = bounds;\n\n\t\tif (wrapped) {\n\t\t\tthis.dispatch(ScreenWrapEvent.Wrap);\n\t\t\treturn;\n\t\t}\n\n\t\t// Check if near edges\n\t\tconst nearLeft = x < minX + edgeThreshold;\n\t\tconst nearRight = x > maxX - edgeThreshold;\n\t\tconst nearBottom = y < minY + edgeThreshold;\n\t\tconst nearTop = y > maxY - edgeThreshold;\n\n\t\tif (nearLeft) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachLeft);\n\t\t} else if (nearRight) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachRight);\n\t\t} else if (nearTop) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachTop);\n\t\t} else if (nearBottom) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachBottom);\n\t\t} else {\n\t\t\tthis.dispatch(ScreenWrapEvent.EnterCenter);\n\t\t}\n\t}\n}\n","/**\n * ScreenWrapBehavior\n * \n * When an entity exits the defined 2D bounds, it wraps around to the opposite edge.\n * Asteroids-style screen wrapping with FSM for edge detection.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { ScreenWrapFSM } from './screen-wrap-fsm';\nimport { createBounds2DRect } from '../shared/bounds-2d';\nimport type { BehaviorRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * Screen wrap options (typed for entity.use() autocomplete)\n */\nexport interface ScreenWrapOptions {\n\t/** Width of the wrapping area (default: 20) */\n\twidth: number;\n\t/** Height of the wrapping area (default: 15) */\n\theight: number;\n\t/** Center X position (default: 0) */\n\tcenterX: number;\n\t/** Center Y position (default: 0) */\n\tcenterY: number;\n\t/** Distance from edge to trigger NearEdge state (default: 2) */\n\tedgeThreshold: number;\n}\n\nconst defaultOptions: ScreenWrapOptions = {\n\twidth: 20,\n\theight: 15,\n\tcenterX: 0,\n\tcenterY: 0,\n\tedgeThreshold: 2,\n};\n\nconst SCREEN_WRAP_BEHAVIOR_KEY = Symbol.for('zylem:behavior:screen-wrap');\n\n/**\n * ScreenWrapSystem - Wraps entities around 2D bounds\n *\n * The Rust `screen_wrap` Stage behavior owns the wrap; this system attaches\n * it and mirrors the queried state into the local FSM so handles can observe\n * edge/wrap states.\n */\nclass ScreenWrapSystem 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?.(SCREEN_WRAP_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 wrapRef = link.ref as any;\n\t\t\tconst options = wrapRef.options as ScreenWrapOptions;\n\n\t\t\tif (!wrapRef.fsm) {\n\t\t\t\twrapRef.fsm = new ScreenWrapFSM();\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}\n\t}\n\n\t/**\n\t * Runs after the simulation step so the queried wrap state describes this\n\t * frame's step rather than the previous one.\n\t *\n\t * The runtime wraps by teleporting the rigid body, which the host's render\n\t * interpolation cannot see: it would blend the pre-wrap edge pose with the\n\t * post-wrap opposite edge and sweep the entity across the screen. Flagging\n\t * the discontinuity here — before render poses are synced — suppresses that\n\t * blend for the frames where the buffers straddle the wrap.\n\t */\n\tpostUpdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(SCREEN_WRAP_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 wrapRef = link.ref as any;\n\t\t\tconst options = wrapRef.options as ScreenWrapOptions;\n\n\t\t\tif (!wrapRef.fsm) {\n\t\t\t\twrapRef.fsm = new ScreenWrapFSM();\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\tconst pose = this.wasmStage.getPose(handle);\n\t\t\tconst query = this.wasmStage.queryScreenWrap(handle);\n\t\t\tif (!pose || !query) continue;\n\n\t\t\tconst wrapped = query.lastWrappedAxes !== 0;\n\t\t\tif (wrapped) {\n\t\t\t\tgameEntity.body?.markPoseDiscontinuity?.();\n\t\t\t}\n\n\t\t\tconst bounds = createBounds2DRect(options);\n\t\t\twrapRef.fsm.update(\n\t\t\t\t{ x: pose.position[0], y: pose.position[1] },\n\t\t\t\t{\n\t\t\t\t\tminX: bounds.minX,\n\t\t\t\t\tmaxX: bounds.maxX,\n\t\t\t\t\tminY: bounds.minY,\n\t\t\t\t\tmaxY: bounds.maxY,\n\t\t\t\t\tedgeThreshold: options.edgeThreshold,\n\t\t\t\t},\n\t\t\t\twrapped,\n\t\t\t);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: ScreenWrapOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachScreenWrap(handle, {\n\t\t\twidth: options.width,\n\t\t\theight: options.height,\n\t\t\tcenterX: options.centerX,\n\t\t\tcenterY: options.centerY,\n\t\t\tedgeThreshold: options.edgeThreshold,\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 * ScreenWrapBehavior - Wraps entities around 2D bounds\n * \n * @example\n * ```typescript\n * import { ScreenWrapBehavior } from \"@zylem/game-lib/behavior\";\n * \n * const ship = createSprite({ ... });\n * const wrapRef = ship.use(ScreenWrapBehavior, { width: 20, height: 15 });\n * \n * // Access FSM to observe edge state\n * const fsm = wrapRef.getFSM();\n * console.log(fsm?.getState()); // 'center', 'near-edge-left', 'wrapped', etc.\n * ```\n */\nexport const ScreenWrapBehavior = defineBehavior({\n\tname: 'screen-wrap',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew ScreenWrapSystem(ctx.wasmStage ?? 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package/dist/cooldown.d.ts
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@@ -1,9 +1,9 @@
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import { a as MoveableEntity } from '../moveable-
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import { a as MoveableEntity } from '../moveable-CFOHmblC.js';
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import { B as BaseEntityInterface } from '../entity-types-DhfsZbSK.js';
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import { Ricochet3DHandle } from '../ricochet-3d.js';
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import { WorldBoundary3DHandle } from '../world-boundary-3d.js';
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import 'three';
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import '../behavior-system-
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import '../behavior-system-DkFAwLb_.js';
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import '@zylem/runtime';
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import '../sync-state-machine-CZyspBpj.js';
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import 'typescript-fsm';
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@@ -1,10 +1,10 @@
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import { Ricochet2DHandle } from '../ricochet-2d.js';
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import { WorldBoundary2DHandle } from '../world-boundary-2d.js';
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-
import { a as MoveableEntity } from '../moveable-
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+
import { a as MoveableEntity } from '../moveable-CFOHmblC.js';
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4
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import { B as BaseEntityInterface } from '../entity-types-DhfsZbSK.js';
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import '../sync-state-machine-CZyspBpj.js';
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import 'typescript-fsm';
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import '../behavior-system-
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+
import '../behavior-system-DkFAwLb_.js';
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import '@zylem/runtime';
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import 'three';
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10
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1
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import { T as ThrusterInputComponent } from '../components-B29WHGQN.js';
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2
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import { Shooter2DSourceEntity, Shooter2DHandle, Shooter2DStageLike } from '../shooter-2d.js';
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import { S as Shooter2DAimFireInput } from '../shooter-fire-DGripl0z.js';
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import '../behavior-system-
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import '../behavior-system-DkFAwLb_.js';
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import '@zylem/runtime';
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import 'three';
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import { a as TopDownMovementInputComponent } from '../components-XCpL6IYt.js';
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import { Shooter2DSourceEntity, Shooter2DHandle, Shooter2DStageLike } from '../shooter-2d.js';
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import { S as Shooter2DAimFireInput } from '../shooter-fire-DGripl0z.js';
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import '../behavior-system-
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import '../behavior-system-DkFAwLb_.js';
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import '@zylem/runtime';
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import '../vector-DjhLUrak.js';
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import 'three';
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package/dist/core.d.ts
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@@ -1,7 +1,7 @@
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1
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-
import { $ as VelocityIntentMode, Z as TransformState, e as BehaviorRuntime, J as StagePose, l as StageBehaviorSnapshot, U as StageThrusterOptions, V as StageTopDownOptions, T as StageShooter2DOptions, R as StageScreenWrapOptions, r as StageBoundaryDimValue, Y as StageWorldBoundaryOptions, N as StageRicochetDimValue, O as StageRicochetOptions, H as StagePlatformer3DOptions, F as StagePlatformer2DOptions, z as StageFirstPersonOptions, y as StageFirstPersonInput, A as StageJumper2DOptions, E as StageJumper3DOptions, a1 as WasmStageRuntime, a2 as WasmStageRuntimeOptions, p as StageBodyKindValue, t as StageColliderShape, L as StageRenderSlot, K as StageRaycastHit, n as StageBodyInfo, u as StageDebugRender } from './behavior-system-
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export { B as BaseBehaviorHandle, a as BehaviorDescriptor, b as BehaviorEntityLink, c as BehaviorHandle, d as BehaviorRef, f as BehaviorSystem, g as BehaviorSystemContext, h as BehaviorSystemFactory, C as CreateEntityFn, D as DefineBehaviorConfig, G as GameEntity, i as GameEntityOptions, S as STAGE_INPUT_BUTTON_JUMP, j as STAGE_INPUT_BUTTON_RUN, k as STAGE_INVALID_SLOT, m as StageBodyConfig, o as StageBodyKind, q as StageBoundaryDim, s as StageColliderConfig, v as StageEvent, w as StageEventType, x as StageEventTypeValue, I as StagePlatformerShapeSource, M as StageRicochetDim, P as StageRicochetReflection, Q as StageRicochetReflectionValue, W as StageTopDownPlane, X as StageTopDownPlaneValue, _ as VelocityIntent, a0 as WasmSnapshotBackref, a3 as createTransformStore, a4 as createWasmStageRuntime, a5 as defineBehavior, a6 as readBehaviorSnapshot, a7 as readStageRenderSlot } from './behavior-system-
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export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components
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export { E as EntityWithBody, M as MoveableBodyLike, a as MoveableEntity, V as Vector, g as getPosition, b as getVelocity, m as makeMoveable, c as move, d as moveForwardXY, e as moveX, f as moveXY, h as moveXZ, i as moveY, j as moveZ, r as resetVelocity, s as setPosition, k as setPositionX, l as setPositionY, n as setPositionZ, w as wrapAround3D, o as wrapAroundXY } from './moveable-
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+
import { $ as VelocityIntentMode, Z as TransformState, e as BehaviorRuntime, J as StagePose, l as StageBehaviorSnapshot, U as StageThrusterOptions, V as StageTopDownOptions, T as StageShooter2DOptions, R as StageScreenWrapOptions, r as StageBoundaryDimValue, Y as StageWorldBoundaryOptions, N as StageRicochetDimValue, O as StageRicochetOptions, H as StagePlatformer3DOptions, F as StagePlatformer2DOptions, z as StageFirstPersonOptions, y as StageFirstPersonInput, A as StageJumper2DOptions, E as StageJumper3DOptions, a1 as WasmStageRuntime, a2 as WasmStageRuntimeOptions, p as StageBodyKindValue, t as StageColliderShape, L as StageRenderSlot, K as StageRaycastHit, n as StageBodyInfo, u as StageDebugRender } from './behavior-system-DkFAwLb_.js';
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2
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+
export { B as BaseBehaviorHandle, a as BehaviorDescriptor, b as BehaviorEntityLink, c as BehaviorHandle, d as BehaviorRef, f as BehaviorSystem, g as BehaviorSystemContext, h as BehaviorSystemFactory, C as CreateEntityFn, D as DefineBehaviorConfig, G as GameEntity, i as GameEntityOptions, S as STAGE_INPUT_BUTTON_JUMP, j as STAGE_INPUT_BUTTON_RUN, k as STAGE_INVALID_SLOT, m as StageBodyConfig, o as StageBodyKind, q as StageBoundaryDim, s as StageColliderConfig, v as StageEvent, w as StageEventType, x as StageEventTypeValue, I as StagePlatformerShapeSource, M as StageRicochetDim, P as StageRicochetReflection, Q as StageRicochetReflectionValue, W as StageTopDownPlane, X as StageTopDownPlaneValue, _ as VelocityIntent, a0 as WasmSnapshotBackref, a3 as createTransformStore, a4 as createWasmStageRuntime, a5 as defineBehavior, a6 as readBehaviorSnapshot, a7 as readStageRenderSlot } from './behavior-system-DkFAwLb_.js';
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+
export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components--RTwuT4S.js';
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4
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+
export { E as EntityWithBody, M as MoveableBodyLike, a as MoveableEntity, V as Vector, g as getPosition, b as getVelocity, m as makeMoveable, c as move, d as moveForwardXY, e as moveX, f as moveXY, h as moveXZ, i as moveY, j as moveZ, r as resetVelocity, s as setPosition, k as setPositionX, l as setPositionY, n as setPositionZ, w as wrapAround3D, o as wrapAroundXY } from './moveable-CFOHmblC.js';
|
|
5
5
|
export { V as VEC2_ONE, a as VEC2_ZERO, b as VEC3_ONE, c as VEC3_ZERO, d as Vec2, e as Vec2Components, f as Vec2Input, g as Vec3, h as Vec3Components, i as Vec3Input, j as isVec2Input, k as isVec3Input, n as normalizeVec2, l as normalizeVec3, t as toThreeVector2, m as toThreeVector3 } from './vector-DjhLUrak.js';
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|
6
6
|
export { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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7
7
|
export { F as FirstPersonPerspective } from './first-person-perspective-BxFHgFln.js';
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@@ -1,4 +1,4 @@
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|
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1
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-
import { a as BehaviorDescriptor } from './behavior-system-
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+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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2
2
|
import { Material } from 'three';
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3
3
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import { FractureOptions, DestructibleMesh } from '@dgreenheck/three-pinata';
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|
4
4
|
export { DestructibleMesh, FractureOptions, VoronoiOptions } from '@dgreenheck/three-pinata';
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package/dist/first-person.d.ts
CHANGED
|
@@ -3,7 +3,7 @@ export { c as createFirstPersonInputComponent, d as createFirstPersonMovementCom
|
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|
3
3
|
import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
|
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4
4
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import { Vector3, Euler, Object3D } from 'three';
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|
5
5
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import { F as FirstPersonPerspective } from './first-person-perspective-BxFHgFln.js';
|
|
6
|
-
import { Z as TransformState, e as BehaviorRuntime, a as BehaviorDescriptor } from './behavior-system-
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6
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+
import { Z as TransformState, e as BehaviorRuntime, a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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7
7
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import { i as Vec3Input } from './vector-DjhLUrak.js';
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8
8
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import 'typescript-fsm';
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9
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import '@zylem/runtime';
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package/dist/index.d.ts
CHANGED
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@@ -1,5 +1,5 @@
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export { a as BehaviorDescriptor, c as BehaviorHandle, d as BehaviorRef, f as BehaviorSystem, h as BehaviorSystemFactory, D as DefineBehaviorConfig, a5 as defineBehavior } from './behavior-system-
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-
export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components
|
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1
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+
export { a as BehaviorDescriptor, c as BehaviorHandle, d as BehaviorRef, f as BehaviorSystem, h as BehaviorSystemFactory, D as DefineBehaviorConfig, a5 as defineBehavior } from './behavior-system-DkFAwLb_.js';
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|
2
|
+
export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components--RTwuT4S.js';
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3
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export { T as ThrusterInputComponent, a as ThrusterMovementComponent, b as ThrusterStateComponent, c as createThrusterInputComponent, d as createThrusterMovementComponent, e as createThrusterStateComponent } from './components-B29WHGQN.js';
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4
4
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export { PlayerInput, ThrusterBehavior, ThrusterBehaviorOptions, ThrusterEntity, ThrusterEvent, ThrusterFSM, ThrusterFSMContext, ThrusterState } from './thruster.js';
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5
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export { T as TopDownMovementComponent, a as TopDownMovementInputComponent, b as TopDownMovementStateComponent, c as createTopDownMovementComponent, d as createTopDownMovementInputComponent, e as createTopDownMovementStateComponent } from './components-XCpL6IYt.js';
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@@ -37,7 +37,7 @@ import 'typescript-fsm';
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import './vector-DjhLUrak.js';
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import './entity-types-DhfsZbSK.js';
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import './first-person-perspective-BxFHgFln.js';
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-
import './moveable-
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+
import './moveable-CFOHmblC.js';
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import 'three/webgpu';
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/**
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package/dist/index.js
CHANGED
package/dist/jumper-2d.d.ts
CHANGED
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@@ -1,5 +1,5 @@
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import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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-
import { a as BehaviorDescriptor, Z as TransformState } from './behavior-system-
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+
import { a as BehaviorDescriptor, Z as TransformState } from './behavior-system-DkFAwLb_.js';
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import 'typescript-fsm';
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import '@zylem/runtime';
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package/dist/jumper-3d.d.ts
CHANGED
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@@ -1,7 +1,7 @@
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import { c as JumpState3D, J as JumpConfig3D, b as JumpInput3D } from './components--hjBMTnz.js';
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export { a as JumpContext3D, V as Vec3Like, d as createJumpConfig3D, e as createJumpInput3D, f as createJumpState3D } from './components--hjBMTnz.js';
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import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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4
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-
import { a as BehaviorDescriptor, Z as TransformState } from './behavior-system-
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+
import { a as BehaviorDescriptor, Z as TransformState } from './behavior-system-DkFAwLb_.js';
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import 'typescript-fsm';
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import '@zylem/runtime';
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@@ -1,4 +1,4 @@
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1
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-
import { a as BehaviorDescriptor } from './behavior-system-
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1
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+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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2
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import { i as Vec3Input } from './vector-DjhLUrak.js';
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3
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import { h as ParticlePresetMaterialOptions, P as ParticleEffectDefinition, C as spark, o as ember, p as flamelet, l as blaze, A as smolder, t as mist, E as spray, D as splash, n as drizzle, H as torrent, I as vapor, z as smoke, q as haze, w as plume, s as miasma, B as spark$1, j as arc, G as surge, y as pulse, F as storm, k as arcane, r as holy, m as corrupted, u as nature, J as voidMagic, x as psychic, i as Particles } from './spark-C4Tp-52_.js';
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4
4
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export { a as ParticleMagicAgency, b as ParticleMagicAlignment, c as ParticleMagicModifierInput, d as ParticleMagicModifierOptions, e as ParticleMagicOrder, f as ParticleMagicRealityEffect, g as ParticleMagicTemperament, S as SemanticParticlePresetOptions, v as particleEffect } from './spark-C4Tp-52_.js';
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package/dist/platformer-2d.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
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1
1
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import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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-
import { a as BehaviorDescriptor } from './behavior-system-
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+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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import 'typescript-fsm';
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import '@zylem/runtime';
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5
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package/dist/platformer-3d.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
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1
1
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import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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2
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-
import { a as BehaviorDescriptor } from './behavior-system-
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2
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+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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3
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import 'typescript-fsm';
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4
4
|
import '@zylem/runtime';
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5
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package/dist/ricochet-2d.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
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1
1
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import { B as BaseEntityInterface } from './entity-types-DhfsZbSK.js';
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import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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3
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-
import { a as BehaviorDescriptor } from './behavior-system-
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3
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+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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4
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import 'three';
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5
5
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import 'typescript-fsm';
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import '@zylem/runtime';
|
package/dist/ricochet-3d.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
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1
1
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import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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2
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import { B as BaseEntityInterface } from './entity-types-DhfsZbSK.js';
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3
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-
import { a as BehaviorDescriptor } from './behavior-system-
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3
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+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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4
4
|
import 'typescript-fsm';
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5
|
import 'three';
|
|
6
6
|
import '@zylem/runtime';
|
package/dist/runtime-2d.d.ts
CHANGED
package/dist/screen-wrap.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { a as BehaviorDescriptor } from './behavior-system-
|
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1
|
+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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2
2
|
import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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|
3
3
|
import '@zylem/runtime';
|
|
4
4
|
import 'typescript-fsm';
|
package/dist/screen-wrap.js
CHANGED
package/dist/shooter-2d.d.ts
CHANGED
package/dist/thruster.d.ts
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { T as ThrusterInputComponent, a as ThrusterMovementComponent } from './components-B29WHGQN.js';
|
|
2
2
|
export { b as ThrusterStateComponent, c as createThrusterInputComponent, d as createThrusterMovementComponent, e as createThrusterStateComponent } from './components-B29WHGQN.js';
|
|
3
3
|
import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
|
|
4
|
-
import { a as BehaviorDescriptor } from './behavior-system-
|
|
4
|
+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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|
5
5
|
import 'typescript-fsm';
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6
6
|
import '@zylem/runtime';
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|
7
7
|
|
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@@ -1,6 +1,6 @@
|
|
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1
1
|
import { T as TopDownMovementComponent, a as TopDownMovementInputComponent, b as TopDownMovementStateComponent } from './components-XCpL6IYt.js';
|
|
2
2
|
export { c as createTopDownMovementComponent, d as createTopDownMovementInputComponent, e as createTopDownMovementStateComponent } from './components-XCpL6IYt.js';
|
|
3
|
-
import { a as BehaviorDescriptor } from './behavior-system-
|
|
3
|
+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
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|
4
4
|
import '@zylem/runtime';
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5
5
|
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|
6
6
|
/**
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { a as BehaviorDescriptor } from './behavior-system-
|
|
1
|
+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
|
|
2
2
|
import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
|
|
3
3
|
import '@zylem/runtime';
|
|
4
4
|
import 'typescript-fsm';
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { a as BehaviorDescriptor } from './behavior-system-
|
|
1
|
+
import { a as BehaviorDescriptor } from './behavior-system-DkFAwLb_.js';
|
|
2
2
|
import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
|
|
3
3
|
import '@zylem/runtime';
|
|
4
4
|
import 'typescript-fsm';
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@zylem/behaviors",
|
|
3
|
-
"version": "0.5.
|
|
3
|
+
"version": "0.5.11",
|
|
4
4
|
"type": "module",
|
|
5
5
|
"description": "Tree-shakable Zylem behavior descriptors, systems, coordinators, and runtime-agnostic behavior helpers.",
|
|
6
6
|
"license": "MIT",
|
|
@@ -128,7 +128,6 @@
|
|
|
128
128
|
"./package.json": "./package.json"
|
|
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|
},
|
|
130
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|
"scripts": {
|
|
131
|
-
"zylem": "node --experimental-strip-types ./scripts/zylem-runner.ts",
|
|
132
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|
"build": "tsup",
|
|
133
132
|
"dev": "tsup --watch",
|
|
134
133
|
"typecheck": "tsc --noEmit",
|
|
@@ -137,7 +136,7 @@
|
|
|
137
136
|
},
|
|
138
137
|
"dependencies": {
|
|
139
138
|
"@dgreenheck/three-pinata": "^2.0.1",
|
|
140
|
-
"@zylem/runtime": "
|
|
139
|
+
"@zylem/runtime": "link:../runtime",
|
|
141
140
|
"comlink": "^4.4.2",
|
|
142
141
|
"typescript-fsm": "^1.6.0",
|
|
143
142
|
"valtio": "^2.1.7"
|