cubeforge 0.3.0 → 0.3.1
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/index.d.mts +3 -11
- package/dist/index.js +953 -1351
- package/package.json +1 -1
package/dist/index.d.mts
CHANGED
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@@ -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,
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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';
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@@ -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,
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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 {
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@@ -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,
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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) */
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