cubeforge 0.3.0 → 0.3.1

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package/dist/index.d.mts CHANGED
@@ -1,7 +1,7 @@
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  import * as react_jsx_runtime from 'react/jsx-runtime';
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  import * as React from 'react';
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  import React__default, { CSSProperties, ReactNode } from 'react';
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- import { Plugin, EntityId, System, ECSWorld, ScriptUpdateFn, NavGrid, WorldSnapshot, EventBus } from '@cubeforge/core';
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+ import { Plugin, EntityId, ECSWorld, ScriptUpdateFn, NavGrid, WorldSnapshot, EventBus } from '@cubeforge/core';
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  export { AssetProgress, Component, ECSWorld, Ease, EntityId, GameTimer, NavGrid, Plugin, PreloadManifest, ScriptUpdateFn, TransformComponent, TweenHandle, Vec2Like, WorldSnapshot, arrive, createTag, createTimer, createTransform, definePlugin, findByTag, flee, patrol, preloadManifest, seek, tween, wander } from '@cubeforge/core';
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  import { InputManager, ActionBindings, InputContextName, PlayerInput, InputRecorderControls } from '@cubeforge/input';
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  export { ActionBindings, AxisBinding, InputContextName, InputManager, InputMap, InputRecorderControls, InputRecording, InputRecording as InputRecordingData, PlayerInput, createInputMap, createInputRecorder, createPlayerInput, globalInputContext } from '@cubeforge/input';
@@ -10,8 +10,7 @@ export { EngineState, useCircleEnter, useCircleExit, useCircleStay, useCollision
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  export { AISteering, AnimationClip, AnimationControllerResult, BindingControls, GameState as GameStateDefinition, GameStateMachineResult, HealthControls, HealthOptions, KinematicBodyControls, LevelTransitionControls, PathfindingControls, PlatformerControllerOptions, RestartControls, SaveControls, SaveOptions, TopDownMovementOptions, TransitionOptions, TransitionType, useAISteering, useAnimationController, useDamageZone, useDropThrough, useGameStateMachine, useHealth, useKinematicBody, useLevelTransition, usePathfinding, usePersistedBindings, usePlatformerController, useRestart, useSave, useTopDownMovement } from '@cubeforge/gameplay';
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  export { AudioGroup, SoundControls, duck, getGroupVolume, setGroupMute, setGroupVolume, setMasterVolume, stopGroup, useSound } from '@cubeforge/audio';
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  export { DevToolsHandle } from '@cubeforge/devtools';
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- export { AnimationStateComponent, RenderSystem as Canvas2DRenderSystem, ParallaxLayerComponent, Particle, ParticlePoolComponent, SpriteComponent, SquashStretchComponent, TextComponent, TrailComponent, createSprite } from '@cubeforge/renderer';
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- export { WebGLRenderSystem } from '@cubeforge/webgl-renderer';
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+ export { AnimationStateComponent, ParallaxLayerComponent, Particle, ParticlePoolComponent, RenderSystem, SpriteComponent, SquashStretchComponent, TextComponent, TrailComponent, createSprite } from '@cubeforge/renderer';
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  export { BoxColliderComponent, CapsuleColliderComponent, CircleColliderComponent, RaycastHit, RigidBodyComponent, overlapBox, overlapCircle, raycast, raycastAll, sweepBox } from '@cubeforge/physics';
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  interface GameControls {
@@ -50,18 +49,11 @@ interface GameProps {
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  asyncAssets?: boolean;
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  /** Custom plugins to register after core systems. Each plugin's systems run after Render. */
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  plugins?: Plugin[];
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- /**
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- * Renderer to use (default: WebGL2).
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- * - omit or undefined — WebGL2 instanced renderer (default)
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- * - 'canvas2d' — Canvas2D renderer (opt-in for compatibility or pixel art)
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- * - CustomClass — any class implementing System with (canvas, entityIds) constructor
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- */
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- renderer?: 'canvas2d' | (new (canvas: HTMLCanvasElement, entityIds: Map<string, EntityId>) => System);
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  style?: CSSProperties;
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  className?: string;
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  children?: React__default.ReactNode;
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  }
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- declare function Game({ width, height, gravity, debug, devtools, scale, deterministic, seed, asyncAssets, onReady, plugins, renderer: CustomRenderer, style, className, children, }: GameProps): react_jsx_runtime.JSX.Element;
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+ declare function Game({ width, height, gravity, debug, devtools, scale, deterministic, seed, asyncAssets, onReady, plugins, style, className, children, }: GameProps): react_jsx_runtime.JSX.Element;
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  interface WorldProps {
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  /** Gravitational acceleration in pixels/s² (default inherited from Game) */