castle-web-cli 0.4.119 → 0.4.121

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Files changed (44) hide show
  1. package/dist/api.js +13 -2
  2. package/dist/castle-host/host.d.ts +16 -0
  3. package/dist/castle-host/host.js +249 -11
  4. package/dist/castle-host/leaderboardPanel.d.ts +73 -0
  5. package/dist/castle-host/leaderboardPanel.js +714 -0
  6. package/dist/ide.d.ts +3 -0
  7. package/dist/ide.js +79 -0
  8. package/dist/index.js +1 -6
  9. package/dist/init.js +1 -1
  10. package/dist/preview.d.ts +0 -1
  11. package/dist/preview.js +18 -23
  12. package/dist/save-deck.js +33 -2
  13. package/dist/serve.js +9 -4
  14. package/dist/shell/assets/index-BkJ87APM.css +1 -0
  15. package/dist/shell/assets/index-UEwjXWKI.js +434 -0
  16. package/dist/shell/index.html +2 -2
  17. package/kits/physics-2d/CLAUDE.md +64 -9
  18. package/kits/physics-2d/behaviors/AnalogStick.jsx +40 -9
  19. package/kits/physics-2d/behaviors/Collider.jsx +12 -0
  20. package/kits/physics-2d/behaviors/Draggable.jsx +67 -23
  21. package/kits/physics-2d/behaviors/Goal.jsx +2 -0
  22. package/kits/physics-2d/behaviors/Joints.jsx +5 -0
  23. package/kits/physics-2d/behaviors/RigidBody.jsx +16 -0
  24. package/kits/physics-2d/behaviors/Slingshot.jsx +48 -16
  25. package/kits/physics-2d/behaviors/Sound.jsx +11 -0
  26. package/kits/physics-2d/behaviors/Sprite.jsx +7 -0
  27. package/kits/physics-2d/behaviors/Tone.jsx +12 -0
  28. package/kits/physics-2d/behaviors/Video.jsx +6 -0
  29. package/kits/physics-2d/castle.json +1 -1
  30. package/kits/physics-2d/editors/SceneEditor.jsx +53 -8
  31. package/kits/physics-2d/editors/pixelInspector.jsx +30 -9
  32. package/kits/physics-2d/editors/pxArtTimeline.jsx +147 -18
  33. package/kits/physics-2d/engine/ScenePlayer.jsx +9 -3
  34. package/kits/physics-2d/engine/autoInspector.jsx +28 -3
  35. package/kits/physics-2d/engine/physics/PhysicsSystem.js +117 -0
  36. package/kits/physics-2d/engine/physics/controls.js +43 -19
  37. package/kits/physics-2d/engine/propertyRanges.js +27 -0
  38. package/kits/physics-2d/engine/scene.js +86 -4
  39. package/kits/physics-2d/engine/ui.jsx +14 -1
  40. package/kits/physics-2d/engine/ui.module.css +1 -0
  41. package/kits/physics-2d/package-lock.json +1 -1
  42. package/package.json +2 -1
  43. package/dist/shell/assets/index-WtgFx1s8.js +0 -144
  44. package/dist/shell/assets/index-Y6cJRRCX.css +0 -1
@@ -5,6 +5,21 @@
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  // through scene.physics. (Controls are touch/pointer-first; keyboard, when
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  // added, should only DUPLICATE an on-screen control, never be the only input.)
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7
 
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+ // Authored Draggable `stiffness` (0..1, 0 = floppy .. 1 = rigid) -> the matter
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+ // constraint values that hold the object. Geometric, like joints.js's rope map
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+ // and for the same reason: matter's useful range here is ~0.001 (slack) to ~0.4
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+ // (tight), and everything above that is indistinguishably rigid -- so a linear
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+ // prop spends nearly all of its travel in "stiff" and never reaches the loose
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+ // end at all.
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+ //
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+ // Damping rides along rather than being its own knob: a slack band should be
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+ // free to oscillate and a tight one shouldn't, so one control moves the whole
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+ // feel together.
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+ export function dragHold(stiffness) {
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+ const s = Math.min(1, Math.max(0, stiffness ?? 0.3));
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+ return { stiffness: 0.001 * Math.pow(400, s), damping: 0.02 + 0.25 * s };
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+ }
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+
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  export function centerOf(layout) {
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  return { x: layout.x + layout.width / 2, y: layout.y + layout.height / 2 };
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  }
@@ -21,26 +36,35 @@ export function clampLength(v, max) {
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  return { x: v.x * s, y: v.y * s };
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  }
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24
- // Springy chase velocity toward a target point (Draggable): a fraction of the
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- // gap per step, so the body accelerates toward the pointer and still collides.
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- export function chaseVelocity(target, layout, props = {}) {
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- const stiffness = props.stiffness ?? 0.5;
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- const c = centerOf(layout);
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- return { x: (target.x - c.x) * stiffness, y: (target.y - c.y) * stiffness };
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- }
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-
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  // --- Touch ownership -------------------------------------------------------
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- // Hierarchy: a press that lands ON a Draggable object is CONSUMED by that drag,
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- // so Slingshot/AnalogStick ignore it. A press anywhere else is shared -- both
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- // Slingshot and AnalogStick act (no fair way to rank them). So the only gate the
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- // non-drag controls need is this: did the current press land on a draggable?
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- // Stateless -- a pure per-press query (the controls only ask on their press
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- // edge), so there's no owner to latch and nothing to reset.
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- export function pressOnDraggable(scene) {
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- const p = scene.pointer;
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- if (!p.down) return false;
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- const hit = scene.actorAt(p.x, p.y);
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- return !!hit && !!hit.components.Draggable;
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+ // Each control claims the pointer it started on (scene.claimPointer), so a
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+ // finger drives exactly one thing and the others leave it alone. Two priorities
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+ // are all this needs:
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+ //
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+ // TARGETED the press landed on THIS actor's collider, so the intent is
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+ // unambiguous -- a Draggable being grabbed, a Slingshot pressed on
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+ // its own body.
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+ // GREEDY the control takes any press anywhere (a Slingshot with
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+ // grabAnywhere, an AnalogStick), so it must yield to a targeted one.
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+ //
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+ // Ranking them explicitly is what makes the outcome independent of actor order.
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+ // Previously this was a `pressOnDraggable` query that hardcoded one behavior's
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+ // name into shared code and had no answer at all once two fingers were down.
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+ export const TARGETED_CLAIM = 10;
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+ export const GREEDY_CLAIM = 0;
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+
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+ // Take the first fresh press this frame that `actorId` is allowed to have, and
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+ // claim it. `priorityFor(pointer)` returns the claim priority to bid, or null to
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+ // pass on that pointer -- which is the only part that differs between controls.
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+ // Returns the claimed pointer, or null if there was nothing to take.
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+ export function acquirePress(scene, actorId, priorityFor) {
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+ for (const p of scene.pointers.values()) {
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+ if (!p.justPressed) continue;
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+ const priority = priorityFor(p);
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+ if (priority == null) continue;
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+ if (scene.claimPointer(p.id, actorId, priority)) return p;
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+ }
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+ return null;
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  }
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  // Run `draw(ctx)` in world space, undoing the actor's Layout rotation that the
@@ -0,0 +1,27 @@
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+ // Named inspector ranges for behaviors' `static propertyMeta`.
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+ //
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+ // A numeric prop with no meta renders as an unbounded scrubber stepping by whole
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+ // numbers, which is wrong for anything living in 0..1. The recurring shapes get a
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+ // name here so "a normalized level" is defined once instead of restated in every
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+ // behavior -- and so a range change lands everywhere at once.
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+ //
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+ // A `max` is a hard authoring ceiling, not just a slider bound: typed entry is
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+ // clamped to it too (see NumberField's `commit`). So only give something a max
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+ // when exceeding it is meaningless or actively breaks the simulation.
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+
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+ // A normalized 0..1 level: volume, and anything else expressed as a fraction.
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+ export const UNIT = { min: 0, max: 1, step: 0.05 };
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+
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+ // Stereo position, -1 (left) .. +1 (right). Hard-bounded by definition.
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+ export const PAN = { min: -1, max: 1, step: 0.05 };
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+
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+ // Open-ended and non-negative -- a floor, but no ceiling, for quantities matter
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+ // or the browser treats as unbounded (restitution, friction, seconds).
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+ export const POSITIVE = { min: 0, step: 0.05 };
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+
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+ // Matter's air/angular friction. Above 1 it flips the velocity sign and the body
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+ // destabilizes, so 1 is a real ceiling. Finer step: the useful values are small.
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+ export const DAMPING = { min: 0, max: 1, step: 0.01 };
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+
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+ // A distance in card units (px).
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+ export const PIXELS = { min: 0, step: 5 };
@@ -41,6 +41,12 @@ export class SceneRuntime {
41
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  this.files = files ?? {};
42
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  this.time = 0;
43
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  this.keys = new Set();
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+ // Every active pointer (finger / mouse / stylus), keyed by the browser's
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+ // pointerId. A control that starts a gesture latches the id it started on
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+ // and follows THAT pointer, so a second finger landing can't steal or drop
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+ // an in-progress drag. `pointer` stays the primary (first-down) pointer for
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+ // single-touch behaviors and for decks reading the documented API.
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+ this.pointers = new Map();
44
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  this.pointer = { x: 0, y: 0, down: false };
45
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  this.data = { actors: [] };
46
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  this.actors = new Map();
@@ -210,11 +216,85 @@ export class SceneRuntime {
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  // input path -- the standalone ScenePlayer and the editor's play mode --
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  // agree on it; behaviors read `scene.pointer` in world coordinates. Pass
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  // `down` to also update the press state.
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- setPointerFromScreen(canvas, clientX, clientY, down) {
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+ // `pointerId` identifies which finger/device this event came from; the
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+ // browser reuses it for every event of one contact, press through release.
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+ setPointerFromScreen(canvas, clientX, clientY, down, pointerId = 0) {
214
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  const point = screenToCard(canvas, clientX, clientY);
215
- this.pointer.x = point.x + (this.camera?.x ?? 0);
216
- this.pointer.y = point.y + (this.camera?.y ?? 0);
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- if (down !== undefined) this.pointer.down = down;
223
+ const x = point.x + (this.camera?.x ?? 0);
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+ const y = point.y + (this.camera?.y ?? 0);
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+ let p = this.pointers.get(pointerId);
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+ if (!p) {
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+ // Only a press creates a pointer. A move with no press is a mouse hover,
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+ // and a stray event after release must not resurrect a finished contact.
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+ if (down !== true) return this.syncPrimaryPointer(x, y);
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+ p = { id: pointerId, x, y, down: false, justPressed: false, claimedBy: null, claimPriority: 0 };
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+ this.pointers.set(pointerId, p);
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+ }
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+ p.x = x;
234
+ p.y = y;
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+ // The press edge is per-pointer, so a finger landing while another is
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+ // already held still registers as a new press (a shared `down` flag would
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+ // show no rising edge and the second press would be invisible).
238
+ if (down === true && !p.down) p.justPressed = true;
239
+ if (down !== undefined) p.down = down;
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+ this.syncPrimaryPointer(x, y);
241
+ }
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+
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+ // Claim a pointer for one gesture, so two controls can't both act on the same
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+ // finger. Returns whether `ownerId` holds it afterwards.
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+ //
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+ // `priority` resolves the case that actor order otherwise decides arbitrarily:
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+ // a TARGETED control (a Draggable whose collider was actually pressed) must
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+ // beat a GREEDY one (a Slingshot set to grab anywhere, an AnalogStick that
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+ // takes any press), no matter which actor updates first. A higher priority
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+ // takes the pointer from a lower one; equal or lower leaves it alone.
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+ //
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+ // Losing a claim is how the greedy control learns to stand down, and it costs
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+ // nothing visible: on the press frame its own displacement from its origin is
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+ // still zero, so it has commanded no velocity yet.
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+ claimPointer(pointerId, ownerId, priority = 0) {
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+ const p = this.pointers.get(pointerId);
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+ if (!p) return false;
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+ if (p.claimedBy == null || p.claimedBy === ownerId || priority > p.claimPriority) {
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+ p.claimedBy = ownerId;
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+ p.claimPriority = priority;
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+ }
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+ return p.claimedBy === ownerId;
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+ }
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+
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+ // True while `ownerId` still holds this pointer. A control that latched a
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+ // pointer checks this each frame so it releases when outranked. Claims need no
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+ // cleanup: they live on the pointer entry, which disappears when it lifts.
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+ ownsPointer(pointerId, ownerId) {
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+ return this.pointers.get(pointerId)?.claimedBy === ownerId;
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+ }
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+
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+ // Released pointers are reaped at the end of the frame rather than on the
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+ // event, so a tap that begins and ends between two frames is still seen once
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+ // -- and so a control latched to a pointer observes `down: false` before the
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+ // entry disappears.
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+ reapPointers() {
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+ for (const [id, p] of this.pointers) {
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+ p.justPressed = false;
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+ if (!p.down) this.pointers.delete(id);
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+ }
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+ this.syncPrimaryPointer();
282
+ }
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+
284
+ // `pointer` mirrors the primary -- the oldest pointer still held (Map keeps
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+ // insertion order) -- so single-touch behaviors and decks reading the
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+ // documented `scene.pointer` API behave exactly as before.
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+ syncPrimaryPointer(fallbackX, fallbackY) {
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+ for (const p of this.pointers.values()) {
289
+ if (!p.down) continue;
290
+ this.pointer.x = p.x;
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+ this.pointer.y = p.y;
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+ this.pointer.down = true;
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+ return;
294
+ }
295
+ if (fallbackX !== undefined) this.pointer.x = fallbackX;
296
+ if (fallbackY !== undefined) this.pointer.y = fallbackY;
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+ this.pointer.down = false;
218
298
  }
219
299
 
220
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  update(dt) {
@@ -228,6 +308,8 @@ export class SceneRuntime {
228
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  for (const system of this.systems) {
229
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  system.afterBehaviors?.(this, dt);
230
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  }
311
+ // Every behavior and system has now seen this frame's presses and releases.
312
+ this.reapPointers();
231
313
  }
232
314
 
233
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  forEachBehavior(actor, callback) {
@@ -458,6 +458,19 @@ function NumberInlineInput({ value, min, max, step, onCommit, onDone }) {
458
458
  );
459
459
  }
460
460
 
461
+ // Snap to a multiple of `step`. `Math.round(v / step) * step` alone reintroduces
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+ // binary error the moment `step` isn't representable in base 2 -- 0.05 x 14 is
463
+ // 0.7000000000000001, which then gets stored and rendered in full -- so re-round
464
+ // to the decimal places the step itself implies.
465
+ function snapToStep(v, step) {
466
+ const snapped = Math.round(v / step) * step;
467
+ const text = String(step);
468
+ const decimals = text.includes('e-')
469
+ ? Number(text.split('e-')[1])
470
+ : (text.split('.')[1] ?? '').length;
471
+ return Number(snapped.toFixed(Math.min(decimals, 100)));
472
+ }
473
+
461
474
  export function NumberField({ label, value, onChange, min, max, step = 1, overridden, defaultValue, onReset }) {
462
475
  const current = Number.isFinite(value) ? (value ?? 0) : 0;
463
476
  // A field with BOTH a min and max is a true slider (fill + thumb), the pointer's X
@@ -481,7 +494,7 @@ export function NumberField({ label, value, onChange, min, max, step = 1, overri
481
494
  return v;
482
495
  }
483
496
  function scrubTo(v) {
484
- if (step) v = Math.round(v / step) * step;
497
+ if (step) v = snapToStep(v, step);
485
498
  v = clampVal(v);
486
499
  if (v !== current) onChange(v);
487
500
  }
@@ -1797,6 +1797,7 @@
1797
1797
  z-index: 200;
1798
1798
  width: min(280px, calc(100vw - 16px));
1799
1799
  max-height: min(420px, calc(100vh - 16px));
1800
+ box-sizing: border-box;
1800
1801
  overflow: auto;
1801
1802
  padding: 12px 14px 14px;
1802
1803
  border: 1px solid var(--castle-inspector-border);
@@ -28,7 +28,7 @@
28
28
  },
29
29
  "../../sdk": {
30
30
  "name": "castle-web-sdk",
31
- "version": "0.4.12",
31
+ "version": "0.4.13",
32
32
  "devDependencies": {
33
33
  "eslint": "^9.0.0",
34
34
  "jscpd": "^4.0.5",
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "castle-web-cli",
3
- "version": "0.4.119",
3
+ "version": "0.4.121",
4
4
  "type": "module",
5
5
  "bin": {
6
6
  "castle-web": "./dist/index.js"
@@ -37,6 +37,7 @@
37
37
  "@xterm/xterm": "^6.0.0",
38
38
  "codemirror": "^6.0.2",
39
39
  "dockview": "^4.13.1",
40
+ "html2canvas": "^1.4.1",
40
41
  "marked": "^18.0.5",
41
42
  "nanoid": "^5.1.7",
42
43
  "open": "^10.0.0",