@zylem/game-lib 0.6.4 → 0.7.0

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.
Files changed (122) hide show
  1. package/README.md +3 -1
  2. package/dist/actions.d.ts +255 -8
  3. package/dist/actions.js +1 -936
  4. package/dist/audio.d.ts +13 -0
  5. package/dist/audio.js +1 -0
  6. package/dist/base-node-life-cycle-CnJ-7zX-.d.ts +143 -0
  7. package/dist/behavior.d.ts +3 -0
  8. package/dist/behavior.js +1 -0
  9. package/dist/chunk-4QLJUQSJ.js +1 -0
  10. package/dist/chunk-73VZQZUL.js +1 -0
  11. package/dist/chunk-A34ZG3L4.js +1 -0
  12. package/dist/chunk-CDPY4VOQ.js +1 -0
  13. package/dist/chunk-DR6XXZE7.js +19 -0
  14. package/dist/chunk-FM5TBEPO.js +1 -0
  15. package/dist/chunk-G2IIMSUH.js +1 -0
  16. package/dist/chunk-MSC2BEO5.js +1 -0
  17. package/dist/chunk-NIH5CONO.js +1 -0
  18. package/dist/chunk-ONWXGBWB.js +1 -0
  19. package/dist/chunk-QEDQDR27.js +1 -0
  20. package/dist/chunk-QXVH6POE.js +1 -0
  21. package/dist/chunk-RXDTAWI2.js +29 -0
  22. package/dist/chunk-WKHW2QO2.js +1 -0
  23. package/dist/chunk-XRP4JJXL.js +1 -0
  24. package/dist/chunk-YHEWKN7N.js +1 -0
  25. package/dist/chunk-YHKXQ2ZN.js +1 -0
  26. package/dist/core.d.ts +206 -14
  27. package/dist/core.js +24 -12424
  28. package/dist/debug.d.ts +24 -0
  29. package/dist/debug.js +1 -0
  30. package/dist/default-controls-BGc61yYl.d.ts +111 -0
  31. package/dist/{entity-vj-HTjzU.d.ts → entity-DNkYKfdp.d.ts} +452 -578
  32. package/dist/entity-type-map-C94h2TDW.d.ts +781 -0
  33. package/dist/entity.d.ts +265 -0
  34. package/dist/entity.js +1 -0
  35. package/dist/events.d.ts +172 -0
  36. package/dist/events.js +1 -0
  37. package/dist/game-Cuj5gy7U.d.ts +1590 -0
  38. package/dist/game-default-PZLLHYL7.js +1 -0
  39. package/dist/game-interfaces-tfpM5NBk.d.ts +90 -0
  40. package/dist/globals.d.ts +104 -0
  41. package/dist/globals.js +1 -0
  42. package/dist/graphics.d.ts +83 -0
  43. package/dist/graphics.js +1 -0
  44. package/dist/input-ui.d.ts +34 -0
  45. package/dist/input-ui.js +1 -0
  46. package/dist/input.d.ts +72 -0
  47. package/dist/input.js +1 -0
  48. package/dist/material-Wz83vTTp.d.ts +151 -0
  49. package/dist/runtime.d.ts +433 -0
  50. package/dist/runtime.js +1 -0
  51. package/dist/web-components.d.ts +67 -0
  52. package/dist/web-components.js +9 -0
  53. package/dist/world-C9zdyl5d.d.ts +103 -0
  54. package/dist/{camera-4XO5gbQH.d.ts → zylem-stage-runtime-Cs-UDEVU.d.ts} +201 -329
  55. package/package.json +52 -63
  56. package/dist/actions.js.map +0 -1
  57. package/dist/behavior/jumper-2d.d.ts +0 -114
  58. package/dist/behavior/jumper-2d.js +0 -711
  59. package/dist/behavior/jumper-2d.js.map +0 -1
  60. package/dist/behavior/platformer-3d.d.ts +0 -296
  61. package/dist/behavior/platformer-3d.js +0 -761
  62. package/dist/behavior/platformer-3d.js.map +0 -1
  63. package/dist/behavior/ricochet-2d.d.ts +0 -275
  64. package/dist/behavior/ricochet-2d.js +0 -425
  65. package/dist/behavior/ricochet-2d.js.map +0 -1
  66. package/dist/behavior/ricochet-3d.d.ts +0 -117
  67. package/dist/behavior/ricochet-3d.js +0 -443
  68. package/dist/behavior/ricochet-3d.js.map +0 -1
  69. package/dist/behavior/screen-visibility.d.ts +0 -79
  70. package/dist/behavior/screen-visibility.js +0 -358
  71. package/dist/behavior/screen-visibility.js.map +0 -1
  72. package/dist/behavior/screen-wrap.d.ts +0 -87
  73. package/dist/behavior/screen-wrap.js +0 -246
  74. package/dist/behavior/screen-wrap.js.map +0 -1
  75. package/dist/behavior/shooter-2d.d.ts +0 -79
  76. package/dist/behavior/shooter-2d.js +0 -180
  77. package/dist/behavior/shooter-2d.js.map +0 -1
  78. package/dist/behavior/thruster.d.ts +0 -11
  79. package/dist/behavior/thruster.js +0 -292
  80. package/dist/behavior/thruster.js.map +0 -1
  81. package/dist/behavior/top-down-movement.d.ts +0 -56
  82. package/dist/behavior/top-down-movement.js +0 -125
  83. package/dist/behavior/top-down-movement.js.map +0 -1
  84. package/dist/behavior/world-boundary-2d.d.ts +0 -142
  85. package/dist/behavior/world-boundary-2d.js +0 -235
  86. package/dist/behavior/world-boundary-2d.js.map +0 -1
  87. package/dist/behavior/world-boundary-3d.d.ts +0 -76
  88. package/dist/behavior/world-boundary-3d.js +0 -274
  89. package/dist/behavior/world-boundary-3d.js.map +0 -1
  90. package/dist/behavior-descriptor-BXnVR8Ki.d.ts +0 -159
  91. package/dist/blueprints-DmbK2dki.d.ts +0 -26
  92. package/dist/camera.d.ts +0 -6
  93. package/dist/camera.js +0 -1993
  94. package/dist/camera.js.map +0 -1
  95. package/dist/composition-BASvMKrW.d.ts +0 -218
  96. package/dist/core-CARRaS55.d.ts +0 -541
  97. package/dist/core.js.map +0 -1
  98. package/dist/entities-ChFirVL9.d.ts +0 -410
  99. package/dist/entities.d.ts +0 -9
  100. package/dist/entities.js +0 -4986
  101. package/dist/entities.js.map +0 -1
  102. package/dist/entity-Bq_eNEDI.d.ts +0 -28
  103. package/dist/entity-types-DAu8sGJH.d.ts +0 -26
  104. package/dist/global-change-2JvMaz44.d.ts +0 -25
  105. package/dist/main.d.ts +0 -1353
  106. package/dist/main.js +0 -19525
  107. package/dist/main.js.map +0 -1
  108. package/dist/physics-pose-DCc4oE44.d.ts +0 -25
  109. package/dist/physics-protocol-BDD3P5W2.d.ts +0 -200
  110. package/dist/physics-worker.d.ts +0 -21
  111. package/dist/physics-worker.js +0 -306
  112. package/dist/physics-worker.js.map +0 -1
  113. package/dist/physics.d.ts +0 -205
  114. package/dist/physics.js +0 -577
  115. package/dist/physics.js.map +0 -1
  116. package/dist/stage-types-C19IhuzA.d.ts +0 -731
  117. package/dist/stage.d.ts +0 -52
  118. package/dist/stage.js +0 -8479
  119. package/dist/stage.js.map +0 -1
  120. package/dist/sync-state-machine-CZyspBpj.d.ts +0 -16
  121. package/dist/thruster-23lzoPZd.d.ts +0 -180
  122. package/dist/world-DfgxoNMt.d.ts +0 -105
@@ -1,16 +0,0 @@
1
- import { SyncCallback, StateMachine, ITransition, ILogger } from 'typescript-fsm';
2
-
3
- /**
4
- * Local wrapper around typescript-fsm's SyncStateMachine.
5
- *
6
- * typescript-fsm@1.6.0 incorrectly reports callback-less transitions as
7
- * unhandled even after moving to the next state, which causes noisy
8
- * `No transition...` console errors for valid FSM dispatches.
9
- */
10
- declare class SyncStateMachine<STATE extends string | number | symbol, EVENT extends string | number | symbol, CALLBACK extends Record<EVENT, SyncCallback> = Record<EVENT, SyncCallback>> extends StateMachine<STATE, EVENT, CALLBACK> {
11
- constructor(init: STATE, transitions?: ITransition<STATE, EVENT, CALLBACK[EVENT]>[], logger?: ILogger);
12
- dispatch<E extends EVENT>(_event: E, ..._args: unknown[]): Promise<void>;
13
- syncDispatch<E extends EVENT>(event: E, ...args: unknown[]): boolean;
14
- }
15
-
16
- export { SyncStateMachine as S };
@@ -1,180 +0,0 @@
1
- import { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
2
- import { Z as ZylemWorld } from './world-DfgxoNMt.js';
3
- import { RigidBody } from '@dimforge/rapier3d-compat';
4
- import { Vector3, Quaternion } from 'three';
5
- import { c as BehaviorDescriptor } from './behavior-descriptor-BXnVR8Ki.js';
6
-
7
- /**
8
- * Core ECS Components
9
- *
10
- * These are pure data interfaces with no logic.
11
- * They work alongside the existing bitecs components in transformable.system.ts
12
- */
13
-
14
- interface TransformComponent {
15
- position: Vector3;
16
- rotation: Quaternion;
17
- }
18
- declare function createTransformComponent(): TransformComponent;
19
- interface PhysicsBodyComponent {
20
- body: RigidBody;
21
- }
22
- declare function createPhysicsBodyComponent(body: RigidBody): PhysicsBodyComponent;
23
-
24
- /**
25
- * Thruster-specific ECS Components
26
- *
27
- * These components are specific to the thruster movement system.
28
- */
29
- interface ThrusterMovementComponent {
30
- /** Linear thrust force in Newtons (or scaled units) */
31
- linearThrust: number;
32
- /** Angular thrust torque scalar */
33
- angularThrust: number;
34
- /** Optional linear damping override */
35
- linearDamping?: number;
36
- /** Optional angular damping override */
37
- angularDamping?: number;
38
- }
39
- declare function createThrusterMovementComponent(linearThrust: number, angularThrust: number, options?: {
40
- linearDamping?: number;
41
- angularDamping?: number;
42
- }): ThrusterMovementComponent;
43
- interface ThrusterInputComponent {
44
- /** Forward thrust intent: 0..1 */
45
- thrust: number;
46
- /** Rotation intent: -1..1 */
47
- rotate: number;
48
- /** World-space X thrust intent: -1..1 */
49
- thrustX: number;
50
- /** World-space Y thrust intent: -1..1 */
51
- thrustY: number;
52
- }
53
- declare function createThrusterInputComponent(): ThrusterInputComponent;
54
- interface ThrusterStateComponent {
55
- /** Whether the thruster is enabled */
56
- enabled: boolean;
57
- /** Current thrust after FSM/gating */
58
- currentThrust: number;
59
- }
60
- declare function createThrusterStateComponent(): ThrusterStateComponent;
61
-
62
- /**
63
- * ThrusterFSM
64
- *
65
- * State machine controller for thruster behavior.
66
- * FSM does NOT touch physics or ThrusterMovementBehavior - it only writes ThrusterInputComponent.
67
- */
68
-
69
- declare enum ThrusterState {
70
- Idle = "idle",
71
- Active = "active",
72
- Boosting = "boosting",
73
- Disabled = "disabled",
74
- Docked = "docked"
75
- }
76
- declare enum ThrusterEvent {
77
- Activate = "activate",
78
- Deactivate = "deactivate",
79
- Boost = "boost",
80
- EndBoost = "endBoost",
81
- Disable = "disable",
82
- Enable = "enable",
83
- Dock = "dock",
84
- Undock = "undock"
85
- }
86
- interface ThrusterFSMContext {
87
- input: ThrusterInputComponent;
88
- }
89
- interface PlayerInput {
90
- thrust: number;
91
- rotate: number;
92
- thrustX?: number;
93
- thrustY?: number;
94
- }
95
- declare class ThrusterFSM {
96
- private ctx;
97
- machine: SyncStateMachine<ThrusterState, ThrusterEvent, never>;
98
- constructor(ctx: ThrusterFSMContext);
99
- /**
100
- * Get current state
101
- */
102
- getState(): ThrusterState;
103
- /**
104
- * Dispatch an event to transition state
105
- */
106
- dispatch(event: ThrusterEvent): void;
107
- /**
108
- * Update FSM state based on player input.
109
- * Auto-transitions between Idle/Active to report current state.
110
- * Does NOT modify input - just observes and reports.
111
- */
112
- update(playerInput: PlayerInput): void;
113
- }
114
-
115
- /**
116
- * ThrusterMovementBehavior
117
- *
118
- * This is the heart of the thruster movement system - a pure, stateless force generator.
119
- * Works identically for player, AI, and replay.
120
- */
121
-
122
- /**
123
- * Zylem-style Behavior interface
124
- */
125
- interface Behavior {
126
- update(dt: number): void;
127
- }
128
- /**
129
- * Entity with thruster components
130
- */
131
- interface ThrusterEntity {
132
- physics: PhysicsBodyComponent;
133
- thruster: ThrusterMovementComponent;
134
- $thruster: ThrusterInputComponent;
135
- }
136
- /**
137
- * ThrusterMovementBehavior - Force generator for thruster-equipped entities
138
- *
139
- * Responsibilities:
140
- * - Query entities with PhysicsBody, ThrusterMovement, and ThrusterInput components
141
- * - Apply velocities based on thrust input (2D mode)
142
- * - Apply angular velocity based on rotation input
143
- */
144
- declare class ThrusterMovementBehavior implements Behavior {
145
- private world;
146
- constructor(world: ZylemWorld);
147
- /**
148
- * Update a single thruster-enabled entity.
149
- */
150
- updateEntity(gameEntity: any, _dt: number): void;
151
- update(dt: number): void;
152
- }
153
-
154
- /**
155
- * Thruster behavior options (typed for entity.use() autocomplete)
156
- */
157
- interface ThrusterBehaviorOptions {
158
- /** Forward thrust force (default: 10) */
159
- linearThrust: number;
160
- /** Rotation torque (default: 5) */
161
- angularThrust: number;
162
- /** Optional linear damping override */
163
- linearDamping?: number;
164
- }
165
- /**
166
- * ThrusterBehavior - typed descriptor for thruster movement.
167
- *
168
- * Uses the existing ThrusterMovementBehavior under the hood.
169
- *
170
- * @example
171
- * ```typescript
172
- * import { ThrusterBehavior } from "@zylem/game-lib";
173
- *
174
- * const ship = createSprite({ ... });
175
- * ship.use(ThrusterBehavior, { linearThrust: 15, angularThrust: 8 });
176
- * ```
177
- */
178
- declare const ThrusterBehavior: BehaviorDescriptor<ThrusterBehaviorOptions, Record<string, never>, ThrusterEntity>;
179
-
180
- export { type Behavior as B, type PhysicsBodyComponent as P, type ThrusterInputComponent as T, type TransformComponent as a, createPhysicsBodyComponent as b, createTransformComponent as c, type ThrusterMovementComponent as d, type ThrusterStateComponent as e, createThrusterMovementComponent as f, createThrusterInputComponent as g, createThrusterStateComponent as h, ThrusterState as i, ThrusterEvent as j, ThrusterFSM as k, type ThrusterFSMContext as l, type PlayerInput as m, ThrusterMovementBehavior as n, type ThrusterEntity as o, ThrusterBehavior as p, type ThrusterBehaviorOptions as q };
@@ -1,105 +0,0 @@
1
- import { Vector3 } from 'three';
2
- import RAPIER__default, { World } from '@dimforge/rapier3d-compat';
3
- import { E as Entity } from './entity-Bq_eNEDI.js';
4
- import { I as GameEntity, U as UpdateContext } from './entity-vj-HTjzU.js';
5
-
6
- /**
7
- * Interface for entities that handle collision events.
8
- */
9
- interface CollisionHandlerDelegate {
10
- handlePostCollision(params: any): boolean;
11
- handleIntersectionEvent(params: any): void;
12
- }
13
- /**
14
- * Physics world wrapper supporting two modes:
15
- *
16
- * - **Direct mode** (default): Rapier world lives on the main thread.
17
- * This is the original behavior with the Phase-1 fixed-timestep accumulator.
18
- *
19
- * - **Worker mode**: Physics runs in a Web Worker via {@link PhysicsProxy}.
20
- * Entity bodies are replaced with {@link PhysicsBodyHandle} instances that
21
- * cache transforms and queue write commands. Collision events are delivered
22
- * asynchronously (one frame latency).
23
- */
24
- declare class ZylemWorld implements Entity<ZylemWorld> {
25
- type: string;
26
- /** Rapier world instance (null in worker mode). */
27
- world: World;
28
- collisionMap: Map<string, GameEntity<any>>;
29
- collisionBehaviorMap: Map<string, GameEntity<any>>;
30
- _removalMap: Map<string, GameEntity<any>>;
31
- private activeCollisionPairs;
32
- private currentCollisionTimeMs;
33
- /** Fixed timestep in seconds used for each physics step. */
34
- readonly fixedTimestep: number;
35
- /** Unprocessed time carried over between frames. */
36
- private accumulator;
37
- /** Maximum number of physics steps allowed per frame to prevent spiral-of-death. */
38
- private static readonly MAX_STEPS_PER_FRAME;
39
- /**
40
- * Interpolation alpha (0..1) representing the fraction of an unprocessed
41
- * timestep remaining after the last physics step. Can be used to interpolate
42
- * rendering transforms between the previous and current physics state.
43
- */
44
- interpolationAlpha: number;
45
- /** When true, physics runs in a Web Worker via the proxy. */
46
- readonly workerMode: boolean;
47
- /** Physics worker proxy (only set in worker mode). */
48
- private proxy;
49
- /** Pending step promise (worker mode). */
50
- private _pendingStep;
51
- private readonly trackedDirectBodies;
52
- static loadPhysics(gravity: Vector3): Promise<RAPIER__default.World>;
53
- /**
54
- * Initialize physics in worker mode. Returns a ZylemWorld that
55
- * delegates all physics to a Web Worker.
56
- *
57
- * @param gravity World gravity.
58
- * @param physicsRate Physics tick rate in Hz.
59
- * @param workerUrl Optional URL to the worker script.
60
- */
61
- static loadPhysicsWorker(gravity: Vector3, physicsRate?: number, workerUrl?: URL): Promise<ZylemWorld>;
62
- /**
63
- * @param world The Rapier physics world instance (null in worker mode).
64
- * @param physicsRate Physics update rate in Hz (default 60).
65
- * @param useWorker Whether to use worker mode (default false).
66
- */
67
- constructor(world: World, physicsRate?: number, useWorker?: boolean);
68
- addEntity(entity: any): void;
69
- setForRemoval(entity: any): void;
70
- destroyEntity(entity: GameEntity<any>): void;
71
- setup(): void;
72
- /**
73
- * Advance the physics simulation.
74
- *
75
- * In direct mode, uses the fixed-timestep accumulator on the main thread.
76
- * In worker mode, sends a step command and awaits the result.
77
- */
78
- update(params: UpdateContext<any>): void;
79
- /**
80
- * In worker mode, the step is async. Call this to await the
81
- * pending step before reading transform data.
82
- */
83
- awaitStep(): Promise<void>;
84
- private addEntityDirect;
85
- private destroyEntityDirect;
86
- private updateDirect;
87
- private captureDirectBodyPreviousPoses;
88
- private captureDirectBodyCurrentPoses;
89
- private patchDirectBodyPoseTracking;
90
- private addEntityWorker;
91
- private destroyEntityWorker;
92
- private updateWorker;
93
- updatePostCollisionBehaviors(delta: number): void;
94
- private processPendingRemovals;
95
- private removeEntityFromTracking;
96
- private pruneActiveCollisionPairs;
97
- private collectCollisionPairsFromWorld;
98
- private processCollisionPairs;
99
- private dispatchCollisionPhase;
100
- private dispatchIntersectionDelegates;
101
- destroy(): void;
102
- private clearEntityPhysicsState;
103
- }
104
-
105
- export { type CollisionHandlerDelegate as C, ZylemWorld as Z };