ecspresso 0.12.1 → 0.12.3

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Files changed (54) hide show
  1. package/dist/ecspresso.d.ts +21 -0
  2. package/dist/index.js +4 -0
  3. package/dist/{src/index.js.map → index.js.map} +4 -4
  4. package/dist/plugins/audio.js +4 -0
  5. package/dist/{src/plugins → plugins}/audio.js.map +2 -2
  6. package/dist/plugins/bounds.js +4 -0
  7. package/dist/{src/plugins → plugins}/bounds.js.map +2 -2
  8. package/dist/plugins/camera.js +4 -0
  9. package/dist/{src/plugins → plugins}/camera.js.map +2 -2
  10. package/dist/plugins/collision.js +4 -0
  11. package/dist/{src/plugins → plugins}/collision.js.map +2 -2
  12. package/dist/plugins/coroutine.js +4 -0
  13. package/dist/{src/plugins → plugins}/coroutine.js.map +2 -2
  14. package/dist/plugins/diagnostics.js +5 -0
  15. package/dist/{src/plugins → plugins}/diagnostics.js.map +2 -2
  16. package/dist/plugins/input.js +4 -0
  17. package/dist/{src/plugins → plugins}/input.js.map +2 -2
  18. package/dist/plugins/particles.js +4 -0
  19. package/dist/{src/plugins → plugins}/particles.js.map +2 -2
  20. package/dist/plugins/physics2D.js +4 -0
  21. package/dist/{src/plugins → plugins}/physics2D.js.map +2 -2
  22. package/dist/plugins/renderers/renderer2D.js +4 -0
  23. package/dist/{src/plugins → plugins}/renderers/renderer2D.js.map +2 -2
  24. package/dist/plugins/spatial-index.js +4 -0
  25. package/dist/{src/plugins → plugins}/spatial-index.js.map +2 -2
  26. package/dist/plugins/sprite-animation.js +4 -0
  27. package/dist/{src/plugins → plugins}/sprite-animation.js.map +2 -2
  28. package/dist/plugins/state-machine.js +4 -0
  29. package/dist/{src/plugins → plugins}/state-machine.js.map +2 -2
  30. package/dist/plugins/timers.js +4 -0
  31. package/dist/{src/plugins → plugins}/timers.js.map +2 -2
  32. package/dist/plugins/transform.js +4 -0
  33. package/dist/{src/plugins → plugins}/transform.js.map +2 -2
  34. package/dist/plugins/tween.js +4 -0
  35. package/dist/{src/plugins → plugins}/tween.js.map +2 -2
  36. package/dist/resource-manager.d.ts +16 -0
  37. package/package.json +1 -1
  38. package/dist/src/index.js +0 -4
  39. package/dist/src/plugins/audio.js +0 -4
  40. package/dist/src/plugins/bounds.js +0 -4
  41. package/dist/src/plugins/camera.js +0 -4
  42. package/dist/src/plugins/collision.js +0 -4
  43. package/dist/src/plugins/coroutine.js +0 -4
  44. package/dist/src/plugins/diagnostics.js +0 -5
  45. package/dist/src/plugins/input.js +0 -4
  46. package/dist/src/plugins/particles.js +0 -4
  47. package/dist/src/plugins/physics2D.js +0 -4
  48. package/dist/src/plugins/renderers/renderer2D.js +0 -4
  49. package/dist/src/plugins/spatial-index.js +0 -4
  50. package/dist/src/plugins/sprite-animation.js +0 -4
  51. package/dist/src/plugins/state-machine.js +0 -4
  52. package/dist/src/plugins/timers.js +0 -4
  53. package/dist/src/plugins/transform.js +0 -4
  54. package/dist/src/plugins/tween.js +0 -4
@@ -4,7 +4,7 @@
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  "sourcesContent": [
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  "/**\n * Particle System Plugin for ECSpresso\n *\n * High-performance particle system where particles live outside the ECS in\n * pre-allocated pools. Renders via PixiJS v8's ParticleContainer + Particle API.\n * Renderer2D is a required dependency.\n *\n * Follows the established plugin pattern: immutable shared config\n * (ParticleEffectConfig) + mutable per-entity state (ParticleEmitter) component,\n * side-storage Map for PixiJS objects, kit pattern for typed helpers.\n */\n\nimport { definePlugin, type Plugin, type BasePluginOptions } from 'ecspresso';\nimport type { BaseWorld } from 'ecspresso';\nimport type { WorldConfigFrom } from '../type-utils';\nimport type { TransformComponentTypes, LocalTransform } from 'ecspresso/plugins/transform';\n\n/** BaseWorld narrowed to particle components for typed access in helpers. */\ntype ParticleWorld = BaseWorld<ParticleComponentTypes>;\n\n// ==================== Value Types ====================\n\n/** Fixed value or random range [min, max] */\nexport type ParticleValue = number | readonly [number, number];\n\n/** Emission geometry */\nexport type EmissionShape = 'point' | 'circle';\n\n/** Blend modes for particle rendering */\nexport type ParticleBlendMode = 'normal' | 'add' | 'multiply' | 'screen';\n\n// ==================== Config Types ====================\n\n/**\n * User-facing config input for defining a particle effect.\n * All properties optional except maxParticles and texture.\n */\nexport interface ParticleEffectInput {\n\t/** Pool size — maximum simultaneous particles */\n\tmaxParticles: number;\n\t/** PixiJS Texture for particles */\n\ttexture: unknown;\n\t/** Particles per second (0 = burst-only, default: 10) */\n\tspawnRate?: number;\n\t/** Particles per burst (default: 0) */\n\tburstCount?: number;\n\t/** Emitter lifetime in seconds (-1 = infinite, default: -1) */\n\tduration?: number;\n\t/** Per-particle lifetime in seconds (default: 1) */\n\tlifetime?: ParticleValue;\n\t/** Initial speed in pixels/second (default: 100) */\n\tspeed?: ParticleValue;\n\t/** Emission direction in radians (default: [0, 2*PI]) */\n\tangle?: ParticleValue;\n\t/** Spawn geometry (default: 'point') */\n\temissionShape?: EmissionShape;\n\t/** Radius for 'circle' shape (default: 0) */\n\temissionRadius?: number;\n\t/** Acceleration in pixels/second^2 (default: {x: 0, y: 0}) */\n\tgravity?: { readonly x: number; readonly y: number };\n\t/** Initial scale (default: 1) */\n\tstartSize?: ParticleValue;\n\t/** Final scale (default: same as startSize) */\n\tendSize?: ParticleValue;\n\t/** Initial opacity (default: 1) */\n\tstartAlpha?: ParticleValue;\n\t/** Final opacity (default: 0) */\n\tendAlpha?: ParticleValue;\n\t/** Initial hex color (default: 0xffffff) */\n\tstartTint?: number;\n\t/** Final hex color (default: same as startTint) */\n\tendTint?: number;\n\t/** Initial rotation in radians (default: 0) */\n\tstartRotation?: ParticleValue;\n\t/** Rotation velocity in rad/s (default: 0) */\n\trotationSpeed?: ParticleValue;\n\t/** Blend mode (default: 'normal') */\n\tblendMode?: ParticleBlendMode;\n\t/** Particles in world coordinates (default: true) */\n\tworldSpace?: boolean;\n}\n\n/**\n * Frozen, fully-resolved particle effect config.\n * Output of defineParticleEffect.\n */\nexport interface ParticleEffectConfig {\n\treadonly maxParticles: number;\n\treadonly texture: unknown;\n\treadonly spawnRate: number;\n\treadonly burstCount: number;\n\treadonly duration: number;\n\treadonly lifetime: ParticleValue;\n\treadonly speed: ParticleValue;\n\treadonly angle: ParticleValue;\n\treadonly emissionShape: EmissionShape;\n\treadonly emissionRadius: number;\n\treadonly gravity: { readonly x: number; readonly y: number };\n\treadonly startSize: ParticleValue;\n\treadonly endSize: ParticleValue;\n\treadonly startAlpha: ParticleValue;\n\treadonly endAlpha: ParticleValue;\n\treadonly startTint: number;\n\treadonly endTint: number;\n\treadonly startRotation: ParticleValue;\n\treadonly rotationSpeed: ParticleValue;\n\treadonly blendMode: ParticleBlendMode;\n\treadonly worldSpace: boolean;\n}\n\n// ==================== Per-Particle Pool Element ====================\n\n/**\n * Mutable per-particle state. Pre-allocated, never GC'd.\n */\nexport interface ParticleState {\n\tactive: boolean;\n\tx: number;\n\ty: number;\n\tvx: number;\n\tvy: number;\n\tlife: number;\n\tmaxLife: number;\n\tsize: number;\n\tstartSize: number;\n\tendSize: number;\n\talpha: number;\n\tstartAlpha: number;\n\tendAlpha: number;\n\ttint: number;\n\trotation: number;\n\trotationSpeed: number;\n}\n\n// ==================== ECS Component ====================\n\n/**\n * Per-entity emitter state stored as an ECS component.\n */\nexport interface ParticleEmitter {\n\treadonly config: ParticleEffectConfig;\n\tactiveCount: number;\n\tspawnAccumulator: number;\n\telapsed: number;\n\tplaying: boolean;\n\tpendingBurst: number;\n\tfinished: boolean;\n\tonComplete?: (data: ParticleEmitterEventData) => void;\n}\n\n/**\n * Component types provided by the particle plugin.\n */\nexport interface ParticleComponentTypes {\n\tparticleEmitter: ParticleEmitter;\n}\n\n// ==================== Event Types ====================\n\n/**\n * Data published when an emitter completes.\n */\nexport interface ParticleEmitterEventData {\n\tentityId: number;\n}\n\n// ==================== Plugin Options ====================\n\nexport interface ParticlePluginOptions<G extends string = 'particles'> extends BasePluginOptions<G> {}\n\n// ==================== Pure Functions (Simulation Engine) ====================\n\n/**\n * Sample a ParticleValue: returns fixed value or random within [min, max].\n */\nexport function sampleRange(value: ParticleValue): number {\n\tif (typeof value === 'number') return value;\n\tconst [min, max] = value;\n\treturn min + Math.random() * (max - min);\n}\n\n/**\n * Linear interpolation between two hex colors (RGB channels).\n */\nexport function lerpTint(start: number, end: number, t: number): number {\n\tif (start === end) return start;\n\tconst sr = (start >> 16) & 0xff;\n\tconst sg = (start >> 8) & 0xff;\n\tconst sb = start & 0xff;\n\tconst er = (end >> 16) & 0xff;\n\tconst eg = (end >> 8) & 0xff;\n\tconst eb = end & 0xff;\n\tconst r = (sr + (er - sr) * t) | 0;\n\tconst g = (sg + (eg - sg) * t) | 0;\n\tconst b = (sb + (eb - sb) * t) | 0;\n\treturn (r << 16) | (g << 8) | b;\n}\n\n// ==================== Config Builder ====================\n\nconst TWO_PI = Math.PI * 2;\n\n/**\n * Define a particle effect config with defaults applied and frozen.\n */\nexport function defineParticleEffect(input: ParticleEffectInput): ParticleEffectConfig {\n\tconst startSize = input.startSize ?? 1;\n\tconst startTint = input.startTint ?? 0xffffff;\n\treturn Object.freeze({\n\t\tmaxParticles: input.maxParticles,\n\t\ttexture: input.texture,\n\t\tspawnRate: input.spawnRate ?? 10,\n\t\tburstCount: input.burstCount ?? 0,\n\t\tduration: input.duration ?? -1,\n\t\tlifetime: input.lifetime ?? 1,\n\t\tspeed: input.speed ?? 100,\n\t\tangle: input.angle ?? [0, TWO_PI] as const,\n\t\temissionShape: input.emissionShape ?? 'point',\n\t\temissionRadius: input.emissionRadius ?? 0,\n\t\tgravity: Object.freeze(input.gravity ?? { x: 0, y: 0 }),\n\t\tstartSize,\n\t\tendSize: input.endSize ?? startSize,\n\t\tstartAlpha: input.startAlpha ?? 1,\n\t\tendAlpha: input.endAlpha ?? 0,\n\t\tstartTint,\n\t\tendTint: input.endTint ?? startTint,\n\t\tstartRotation: input.startRotation ?? 0,\n\t\trotationSpeed: input.rotationSpeed ?? 0,\n\t\tblendMode: input.blendMode ?? 'normal',\n\t\tworldSpace: input.worldSpace ?? true,\n\t});\n}\n\n// ==================== Component Factory ====================\n\n/**\n * Create a particleEmitter component suitable for spreading into spawn().\n */\nexport function createParticleEmitter(\n\tconfig: ParticleEffectConfig,\n\toptions?: {\n\t\tplaying?: boolean;\n\t\tonComplete?: (data: ParticleEmitterEventData) => void;\n\t},\n): Pick<ParticleComponentTypes, 'particleEmitter'> {\n\treturn {\n\t\tparticleEmitter: {\n\t\t\tconfig,\n\t\t\tactiveCount: 0,\n\t\t\tspawnAccumulator: 0,\n\t\t\telapsed: 0,\n\t\t\tplaying: options?.playing ?? true,\n\t\t\tpendingBurst: 0,\n\t\t\tfinished: false,\n\t\t\tonComplete: options?.onComplete,\n\t\t},\n\t};\n}\n\n// ==================== Helper Functions ====================\n\n/**\n * Queue a burst of particles on an emitter.\n * Returns false if entity has no particleEmitter component.\n */\nexport function burstParticles(\n\tecs: ParticleWorld,\n\tentityId: number,\n\tcount?: number,\n): boolean {\n\tconst emitter = ecs.getComponent(entityId, 'particleEmitter');\n\tif (!emitter) return false;\n\temitter.pendingBurst += count ?? emitter.config.burstCount;\n\tecs.markChanged(entityId, 'particleEmitter');\n\treturn true;\n}\n\n/**\n * Stop an emitter from spawning new particles.\n * Existing particles continue their lifecycle.\n */\nexport function stopEmitter(\n\tecs: ParticleWorld,\n\tentityId: number,\n): boolean {\n\tconst emitter = ecs.getComponent(entityId, 'particleEmitter');\n\tif (!emitter) return false;\n\temitter.playing = false;\n\treturn true;\n}\n\n/**\n * Resume a stopped emitter.\n */\nexport function resumeEmitter(\n\tecs: ParticleWorld,\n\tentityId: number,\n): boolean {\n\tconst emitter = ecs.getComponent(entityId, 'particleEmitter');\n\tif (!emitter) return false;\n\temitter.playing = true;\n\treturn true;\n}\n\n// ==================== Side Storage ====================\n\n/**\n * Runtime data stored outside the ECS, keyed by entity ID.\n */\nexport interface EmitterRuntimeData {\n\tparticles: ParticleState[];\n\tpixiContainer: unknown;\n\tpixiParticles: unknown[];\n}\n\n// ==================== Spawn Logic ====================\n\nfunction spawnParticle(\n\tparticle: ParticleState,\n\tconfig: ParticleEffectConfig,\n\temitterX: number,\n\temitterY: number,\n\temitterRotation: number,\n): void {\n\tparticle.active = true;\n\tconst life = sampleRange(config.lifetime);\n\tparticle.life = life;\n\tparticle.maxLife = life;\n\n\t// Position from emission shape\n\tif (config.emissionShape === 'circle' && config.emissionRadius > 0) {\n\t\tconst angle = Math.random() * TWO_PI;\n\t\tconst radius = Math.random() * config.emissionRadius;\n\t\tparticle.x = emitterX + Math.cos(angle) * radius;\n\t\tparticle.y = emitterY + Math.sin(angle) * radius;\n\t} else {\n\t\tparticle.x = emitterX;\n\t\tparticle.y = emitterY;\n\t}\n\n\t// Velocity from speed + angle + emitter rotation\n\tconst speed = sampleRange(config.speed);\n\tconst angle = sampleRange(config.angle) + emitterRotation;\n\tparticle.vx = Math.cos(angle) * speed;\n\tparticle.vy = Math.sin(angle) * speed;\n\n\t// Visual properties\n\tparticle.startSize = sampleRange(config.startSize);\n\tparticle.endSize = sampleRange(config.endSize);\n\tparticle.size = particle.startSize;\n\tparticle.startAlpha = sampleRange(config.startAlpha);\n\tparticle.endAlpha = sampleRange(config.endAlpha);\n\tparticle.alpha = particle.startAlpha;\n\tparticle.tint = config.startTint;\n\tparticle.rotation = sampleRange(config.startRotation);\n\tparticle.rotationSpeed = sampleRange(config.rotationSpeed);\n}\n\n// ==================== Update Logic ====================\n\nfunction updateParticles(\n\temitter: ParticleEmitter,\n\tdata: EmitterRuntimeData,\n\tdt: number,\n\temitterX: number,\n\temitterY: number,\n\temitterRotation: number,\n): void {\n\tconst config = emitter.config;\n\n\t// Update emitter elapsed time\n\temitter.elapsed += dt;\n\n\t// Determine if spawning is allowed\n\tconst durationExpired = config.duration >= 0 && emitter.elapsed >= config.duration;\n\tconst canSpawn = emitter.playing && !durationExpired;\n\n\t// Continuous spawning\n\tif (canSpawn && config.spawnRate > 0) {\n\t\temitter.spawnAccumulator += config.spawnRate * dt;\n\t\tconst toSpawn = Math.floor(emitter.spawnAccumulator);\n\t\temitter.spawnAccumulator -= toSpawn;\n\n\t\tfor (let i = 0; i < toSpawn; i++) {\n\t\t\tif (emitter.activeCount >= config.maxParticles) break;\n\t\t\tconst particle = data.particles[emitter.activeCount];\n\t\t\tif (!particle) break;\n\t\t\tspawnParticle(particle, config, emitterX, emitterY, emitterRotation);\n\t\t\temitter.activeCount++;\n\t\t}\n\t}\n\n\t// Burst spawning\n\tif (emitter.pendingBurst > 0) {\n\t\tconst burstCount = Math.min(\n\t\t\temitter.pendingBurst,\n\t\t\tconfig.maxParticles - emitter.activeCount,\n\t\t);\n\t\tfor (let i = 0; i < burstCount; i++) {\n\t\t\tconst particle = data.particles[emitter.activeCount];\n\t\t\tif (!particle) break;\n\t\t\tspawnParticle(particle, config, emitterX, emitterY, emitterRotation);\n\t\t\temitter.activeCount++;\n\t\t}\n\t\temitter.pendingBurst -= burstCount;\n\t}\n\n\t// Update active particles\n\tconst gravityX = config.gravity.x;\n\tconst gravityY = config.gravity.y;\n\tconst hasGravity = gravityX !== 0 || gravityY !== 0;\n\tconst hasTintLerp = config.startTint !== config.endTint;\n\n\tlet i = 0;\n\twhile (i < emitter.activeCount) {\n\t\tconst p = data.particles[i];\n\t\tif (!p) break;\n\n\t\tp.life -= dt;\n\n\t\tif (p.life <= 0) {\n\t\t\t// Swap-and-pop: move last active particle to this slot\n\t\t\temitter.activeCount--;\n\t\t\tif (i < emitter.activeCount) {\n\t\t\t\tconst last = data.particles[emitter.activeCount];\n\t\t\t\tif (last) {\n\t\t\t\t\t// Copy last particle data to current slot\n\t\t\t\t\tdata.particles[i] = last;\n\t\t\t\t\tdata.particles[emitter.activeCount] = p;\n\t\t\t\t\t// Also swap PixiJS particle refs\n\t\t\t\t\tconst tmpPixi = data.pixiParticles[i];\n\t\t\t\t\tdata.pixiParticles[i] = data.pixiParticles[emitter.activeCount];\n\t\t\t\t\tdata.pixiParticles[emitter.activeCount] = tmpPixi;\n\t\t\t\t}\n\t\t\t}\n\t\t\tp.active = false;\n\t\t\tcontinue;\n\t\t}\n\n\t\t// Physics\n\t\tif (hasGravity) {\n\t\t\tp.vx += gravityX * dt;\n\t\t\tp.vy += gravityY * dt;\n\t\t}\n\t\tp.x += p.vx * dt;\n\t\tp.y += p.vy * dt;\n\n\t\t// Interpolation\n\t\tconst t = 1 - p.life / p.maxLife;\n\t\tp.size = p.startSize + (p.endSize - p.startSize) * t;\n\t\tp.alpha = p.startAlpha + (p.endAlpha - p.startAlpha) * t;\n\n\t\tif (hasTintLerp) {\n\t\t\tp.tint = lerpTint(config.startTint, config.endTint, t);\n\t\t}\n\n\t\t// Rotation\n\t\tp.rotation += p.rotationSpeed * dt;\n\n\t\ti++;\n\t}\n}\n\n// ==================== Pool Allocation ====================\n\nfunction createParticlePool(maxParticles: number): ParticleState[] {\n\tconst pool: ParticleState[] = new Array(maxParticles);\n\tfor (let i = 0; i < maxParticles; i++) {\n\t\tpool[i] = {\n\t\t\tactive: false,\n\t\t\tx: 0, y: 0,\n\t\t\tvx: 0, vy: 0,\n\t\t\tlife: 0, maxLife: 0,\n\t\t\tsize: 0,\n\t\t\tstartSize: 0, endSize: 0,\n\t\t\talpha: 0,\n\t\t\tstartAlpha: 0, endAlpha: 0,\n\t\t\ttint: 0xffffff,\n\t\t\trotation: 0,\n\t\t\trotationSpeed: 0,\n\t\t};\n\t}\n\treturn pool;\n}\n\n// ==================== Presets ====================\n\nexport const particlePresets = {\n\texplosion(texture: unknown, overrides?: Partial<ParticleEffectInput>): ParticleEffectConfig {\n\t\treturn defineParticleEffect({\n\t\t\tmaxParticles: 50,\n\t\t\ttexture,\n\t\t\tspawnRate: 0,\n\t\t\tburstCount: 30,\n\t\t\tduration: 1,\n\t\t\tlifetime: [0.3, 0.8],\n\t\t\tspeed: [100, 300],\n\t\t\tangle: [0, TWO_PI],\n\t\t\tstartSize: [0.5, 1.5],\n\t\t\tendSize: [0.1, 0.3],\n\t\t\tstartAlpha: 1,\n\t\t\tendAlpha: 0,\n\t\t\t...overrides,\n\t\t});\n\t},\n\n\tsmoke(texture: unknown, overrides?: Partial<ParticleEffectInput>): ParticleEffectConfig {\n\t\treturn defineParticleEffect({\n\t\t\tmaxParticles: 60,\n\t\t\ttexture,\n\t\t\tspawnRate: 15,\n\t\t\tduration: -1,\n\t\t\tlifetime: [1, 3],\n\t\t\tspeed: [20, 60],\n\t\t\tangle: [-Math.PI / 2 - 0.3, -Math.PI / 2 + 0.3],\n\t\t\tstartSize: [0.3, 0.6],\n\t\t\tendSize: [1, 2],\n\t\t\tstartAlpha: 0.4,\n\t\t\tendAlpha: 0,\n\t\t\t...overrides,\n\t\t});\n\t},\n\n\tfire(texture: unknown, overrides?: Partial<ParticleEffectInput>): ParticleEffectConfig {\n\t\treturn defineParticleEffect({\n\t\t\tmaxParticles: 80,\n\t\t\ttexture,\n\t\t\tspawnRate: 30,\n\t\t\tduration: -1,\n\t\t\tlifetime: [0.3, 1],\n\t\t\tspeed: [40, 120],\n\t\t\tangle: [-Math.PI / 2 - 0.5, -Math.PI / 2 + 0.5],\n\t\t\tstartSize: [0.5, 1],\n\t\t\tendSize: [0.1, 0.3],\n\t\t\tstartAlpha: 1,\n\t\t\tendAlpha: 0,\n\t\t\tstartTint: 0xff8800,\n\t\t\tendTint: 0xff2200,\n\t\t\tblendMode: 'add',\n\t\t\t...overrides,\n\t\t});\n\t},\n\n\tsparkle(texture: unknown, overrides?: Partial<ParticleEffectInput>): ParticleEffectConfig {\n\t\treturn defineParticleEffect({\n\t\t\tmaxParticles: 30,\n\t\t\ttexture,\n\t\t\tspawnRate: 10,\n\t\t\tduration: -1,\n\t\t\tlifetime: [0.5, 1.5],\n\t\t\tspeed: [10, 40],\n\t\t\tangle: [0, TWO_PI],\n\t\t\tstartSize: [0.2, 0.8],\n\t\t\tendSize: [0.1, 0.4],\n\t\t\tstartAlpha: [0.5, 1],\n\t\t\tendAlpha: 0,\n\t\t\t...overrides,\n\t\t});\n\t},\n\n\ttrail(texture: unknown, overrides?: Partial<ParticleEffectInput>): ParticleEffectConfig {\n\t\treturn defineParticleEffect({\n\t\t\tmaxParticles: 40,\n\t\t\ttexture,\n\t\t\tspawnRate: 20,\n\t\t\tduration: -1,\n\t\t\tlifetime: [0.3, 0.8],\n\t\t\tspeed: 0,\n\t\t\tstartSize: [0.5, 1],\n\t\t\tendSize: [0.05, 0.2],\n\t\t\tstartAlpha: 0.8,\n\t\t\tendAlpha: 0,\n\t\t\t...overrides,\n\t\t});\n\t},\n} as const;\n\n// ==================== Plugin Factory ====================\n\ntype ParticleLabels = 'particle-update' | 'particle-render-sync';\n\ntype ParticleRequires = WorldConfigFrom<TransformComponentTypes & { renderLayer: string }>;\n\n/**\n * Create a particle system plugin for ECSpresso.\n *\n * Provides:\n * - Pre-allocated particle pools outside the entity system\n * - Continuous and burst emission modes\n * - Velocity, gravity, lifetime, interpolation (size, alpha, tint, rotation)\n * - World-space and local-space particle emission\n * - PixiJS ParticleContainer rendering (via renderer2D dependency)\n * - Presets for common effects (explosion, smoke, fire, sparkle, trail)\n *\n * Renderer2D is a required dependency.\n */\nexport function createParticlePlugin<\n\tG extends string = 'particles',\n>(\n\toptions?: ParticlePluginOptions<G>,\n): Plugin<WorldConfigFrom<ParticleComponentTypes>, ParticleRequires, ParticleLabels, G, never, 'particle-emitters'> {\n\tconst {\n\t\tsystemGroup = 'particles',\n\t\tpriority = 0,\n\t\tphase = 'update',\n\t} = options ?? {};\n\n\t// Side storage for runtime particle data\n\tconst emitterData = new Map<number, EmitterRuntimeData>();\n\n\treturn definePlugin<WorldConfigFrom<ParticleComponentTypes>, ParticleRequires, ParticleLabels, G, never, 'particle-emitters'>({\n\t\tid: 'particles',\n\t\tinstall(world) {\n\t\t\t// Required component: particleEmitter needs localTransform\n\t\t\tworld.registerRequired('particleEmitter', 'localTransform', (): LocalTransform => ({\n\t\t\t\tx: 0, y: 0, rotation: 0, scaleX: 1, scaleY: 1,\n\t\t\t}));\n\n\t\t\t// Dispose: clean up side storage when particleEmitter removed\n\t\t\tworld.registerDispose('particleEmitter', ({ entityId }: { value: ParticleEmitter; entityId: number }) => {\n\t\t\t\tconst data = emitterData.get(entityId);\n\t\t\t\tif (data) {\n\t\t\t\t\t// Remove PixiJS container from scene graph\n\t\t\t\t\tconst container = data.pixiContainer as { removeFromParent?: () => void; destroy?: () => void } | null;\n\t\t\t\t\tif (container) {\n\t\t\t\t\t\tcontainer.removeFromParent?.();\n\t\t\t\t\t\tcontainer.destroy?.();\n\t\t\t\t\t}\n\t\t\t\t\temitterData.delete(entityId);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\t// ==================== Particle Update System ====================\n\t\t\tworld\n\t\t\t\t.addSystem('particle-update')\n\t\t\t\t.setPriority(priority)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('emitters', {\n\t\t\t\t\twith: ['particleEmitter'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt, ecs }) => {\n\t\t\t\t\tfor (const entity of queries.emitters) {\n\t\t\t\t\t\tconst emitter = entity.components.particleEmitter;\n\n\t\t\t\t\t\t// Lazily create particle pool on first encounter\n\t\t\t\t\t\tlet data = emitterData.get(entity.id);\n\t\t\t\t\t\tif (!data) {\n\t\t\t\t\t\t\tdata = {\n\t\t\t\t\t\t\t\tparticles: createParticlePool(emitter.config.maxParticles),\n\t\t\t\t\t\t\t\tpixiContainer: null,\n\t\t\t\t\t\t\t\tpixiParticles: [],\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t\temitterData.set(entity.id, data);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst worldTransform = ecs.getComponent(entity.id, 'worldTransform');\n\t\t\t\t\t\tconst ex = worldTransform?.x ?? 0;\n\t\t\t\t\t\tconst ey = worldTransform?.y ?? 0;\n\t\t\t\t\t\tconst erot = worldTransform?.rotation ?? 0;\n\n\t\t\t\t\t\tupdateParticles(emitter, data, dt, ex, ey, erot);\n\n\t\t\t\t\t\t// Check completion\n\t\t\t\t\t\tconst config = emitter.config;\n\t\t\t\t\t\tconst durationExpired = config.duration >= 0 && emitter.elapsed >= config.duration;\n\t\t\t\t\t\tif (durationExpired && emitter.activeCount === 0 && !emitter.finished) {\n\t\t\t\t\t\t\temitter.finished = true;\n\n\t\t\t\t\t\t\tif (emitter.onComplete) {\n\t\t\t\t\t\t\t\temitter.onComplete({ entityId: entity.id });\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tecs.commands.removeComponent(entity.id, 'particleEmitter');\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// ==================== Particle Render Sync System ====================\n\t\t\tworld\n\t\t\t\t.addSystem('particle-render-sync')\n\t\t\t\t.setPriority(400)\n\t\t\t\t.inPhase('render')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setOnInitialize(async (ecs) => {\n\t\t\t\t\t// Dynamic import PixiJS\n\t\t\t\t\tconst pixi = await import('pixi.js');\n\t\t\t\t\tconst ParticleContainerClass = pixi.ParticleContainer;\n\t\t\t\t\tconst ParticleClass = pixi.Particle;\n\n\t\t\t\t\t// Get root container\n\t\t\t\t\tconst rootContainer = ecs.tryGetResource<{ addChild(child: unknown): void }>('rootContainer');\n\n\t\t\t\t\t// Reactive query for particleEmitter component\n\t\t\t\t\tecs.addReactiveQuery('particle-emitters', {\n\t\t\t\t\t\twith: ['particleEmitter'],\n\t\t\t\t\t\tonEnter: (entity) => {\n\t\t\t\t\t\t\tconst emitter = entity.components.particleEmitter;\n\t\t\t\t\t\t\tconst config = emitter.config;\n\n\t\t\t\t\t\t\t// Create PixiJS ParticleContainer\n\t\t\t\t\t\t\tconst pixiContainer = new ParticleContainerClass({\n\t\t\t\t\t\t\t\tdynamicProperties: {\n\t\t\t\t\t\t\t\t\tposition: true,\n\t\t\t\t\t\t\t\t\trotation: true,\n\t\t\t\t\t\t\t\t\tcolor: true,\n\t\t\t\t\t\t\t\t\tvertex: true,\n\t\t\t\t\t\t\t\t},\n\t\t\t\t\t\t\t});\n\n\t\t\t\t\t\t\t// Set blend mode\n\t\t\t\t\t\t\tpixiContainer.blendMode = config.blendMode;\n\n\t\t\t\t\t\t\t// Pre-allocate Particle objects\n\t\t\t\t\t\t\tconst pixiParticles: InstanceType<typeof ParticleClass>[] = [];\n\t\t\t\t\t\t\tfor (let i = 0; i < config.maxParticles; i++) {\n\t\t\t\t\t\t\t\tconst p = new ParticleClass({\n\t\t\t\t\t\t\t\t\ttexture: config.texture,\n\t\t\t\t\t\t\t\t} as ConstructorParameters<typeof ParticleClass>[0]);\n\t\t\t\t\t\t\t\tp.alpha = 0;\n\t\t\t\t\t\t\t\tpixiParticles.push(p);\n\t\t\t\t\t\t\t\tpixiContainer.addParticle(p);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t// Create pre-allocated pool\n\t\t\t\t\t\t\tconst particles = createParticlePool(config.maxParticles);\n\n\t\t\t\t\t\t\t// Add to scene (cross-plugin structural access for renderLayer)\n\t\t\t\t\t\t\tif (rootContainer) {\n\t\t\t\t\t\t\t\tconst layerName = ecs.getComponent(entity.id, 'renderLayer');\n\t\t\t\t\t\t\t\tif (layerName) {\n\t\t\t\t\t\t\t\t\t(rootContainer as { addChild(child: unknown): void }).addChild(pixiContainer);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t(rootContainer as { addChild(child: unknown): void }).addChild(pixiContainer);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t// Store in side storage\n\t\t\t\t\t\t\temitterData.set(entity.id, {\n\t\t\t\t\t\t\t\tparticles,\n\t\t\t\t\t\t\t\tpixiContainer,\n\t\t\t\t\t\t\t\tpixiParticles,\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t},\n\t\t\t\t\t\tonExit: (entityId) => {\n\t\t\t\t\t\t\tconst data = emitterData.get(entityId);\n\t\t\t\t\t\t\tif (data) {\n\t\t\t\t\t\t\t\tconst container = data.pixiContainer as { removeFromParent?: () => void; destroy?: () => void } | null;\n\t\t\t\t\t\t\t\tif (container) {\n\t\t\t\t\t\t\t\t\tcontainer.removeFromParent?.();\n\t\t\t\t\t\t\t\t\tcontainer.destroy?.();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\temitterData.delete(entityId);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\t\t\t\t})\n\t\t\t\t.setProcess(({ ecs }) => {\n\t\t\t\t\t// Sync ParticleState -> PixiJS Particle properties\n\t\t\t\t\tfor (const [entityId, data] of emitterData) {\n\t\t\t\t\t\tconst emitter = ecs.getComponent(entityId, 'particleEmitter');\n\t\t\t\t\t\tif (!emitter) continue;\n\n\t\t\t\t\t\tconst config = emitter.config;\n\n\t\t\t\t\t\t// Local-space: sync container position to emitter's worldTransform\n\t\t\t\t\t\tif (!config.worldSpace) {\n\t\t\t\t\t\t\tconst wt = ecs.getComponent(entityId, 'worldTransform');\n\t\t\t\t\t\t\tif (wt) {\n\t\t\t\t\t\t\t\tconst container = data.pixiContainer as {\n\t\t\t\t\t\t\t\t\tposition: { set(x: number, y: number): void };\n\t\t\t\t\t\t\t\t\trotation: number;\n\t\t\t\t\t\t\t\t\tscale: { set(x: number, y: number): void };\n\t\t\t\t\t\t\t\t};\n\t\t\t\t\t\t\t\tcontainer.position.set(wt.x, wt.y);\n\t\t\t\t\t\t\t\tcontainer.rotation = wt.rotation;\n\t\t\t\t\t\t\t\tcontainer.scale.set(wt.scaleX, wt.scaleY);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Sync active particles\n\t\t\t\t\t\tfor (let i = 0; i < emitter.activeCount; i++) {\n\t\t\t\t\t\t\tconst ps = data.particles[i];\n\t\t\t\t\t\t\tconst pp = data.pixiParticles[i] as {\n\t\t\t\t\t\t\t\tx: number;\n\t\t\t\t\t\t\t\ty: number;\n\t\t\t\t\t\t\t\tscaleX: number;\n\t\t\t\t\t\t\t\tscaleY: number;\n\t\t\t\t\t\t\t\trotation: number;\n\t\t\t\t\t\t\t\ttint: number;\n\t\t\t\t\t\t\t\talpha: number;\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t\tif (!ps || !pp) continue;\n\t\t\t\t\t\t\tpp.x = ps.x;\n\t\t\t\t\t\t\tpp.y = ps.y;\n\t\t\t\t\t\t\tpp.scaleX = ps.size;\n\t\t\t\t\t\t\tpp.scaleY = ps.size;\n\t\t\t\t\t\t\tpp.rotation = ps.rotation;\n\t\t\t\t\t\t\tpp.tint = ps.tint;\n\t\t\t\t\t\t\tpp.alpha = ps.alpha;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Hide inactive particles\n\t\t\t\t\t\tfor (let i = emitter.activeCount; i < config.maxParticles; i++) {\n\t\t\t\t\t\t\tconst pp = data.pixiParticles[i] as { alpha: number } | undefined;\n\t\t\t\t\t\t\tif (pp) {\n\t\t\t\t\t\t\t\tpp.alpha = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t},\n\t});\n}\n\n/**\n * Get the runtime data for an emitter entity.\n * Useful for tests and advanced usage.\n * @internal Exported for testing only.\n */\nexport function getEmitterData(\n\temitterDataMap: Map<number, EmitterRuntimeData>,\n\tentityId: number,\n): EmitterRuntimeData | undefined {\n\treturn emitterDataMap.get(entityId);\n}\n"
6
6
  ],
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Z=z.getComponent(E,"velocity"),Q=z.getComponent(E,"rigidBody");if(!Z||!Q)return;if(Q.mass===1/0||Q.mass===0)return;Z.x+=J/Q.mass,Z.y+=O/Q.mass}function zz(z,E,J,O){let Z=z.getComponent(E,"velocity");if(!Z)return;Z.x=J,Z.y=O}function p(z,E,J,O){let Z=z.rigidBody.type==="dynamic"&&z.rigidBody.mass>0&&z.rigidBody.mass!==1/0?1/z.rigidBody.mass:0,Q=E.rigidBody.type==="dynamic"&&E.rigidBody.mass>0&&E.rigidBody.mass!==1/0?1/E.rigidBody.mass:0,K=Z+Q;if(K>0){let k=J.depth/K;if(Z>0){let F=O.getComponent(z.entityId,"localTransform");if(!F)return;F.x-=k*Z*J.normalX,F.y-=k*Z*J.normalY,z.x=F.x,O.markChanged(z.entityId,"localTransform")}if(Q>0){let F=O.getComponent(E.entityId,"localTransform");if(!F)return;F.x+=k*Q*J.normalX,F.y+=k*Q*J.normalY,O.markChanged(E.entityId,"localTransform")}let _=E.velocity.x-z.velocity.x,j=E.velocity.y-z.velocity.y,$=_*J.normalX+j*J.normalY;if($<0){let T=-(1+Math.min(z.rigidBody.restitution,E.rigidBody.restitution))*$/K;z.velocity.x-=T*Z*J.normalX,z.velocity.y-=T*Z*J.normalY,E.velocity.x+=T*Q*J.normalX,E.velocity.y+=T*Q*J.normalY;let W=_-$*J.normalX,L=j-$*J.normalY,R=Math.sqrt(W*W+L*L);if(R>0.000001){let V=W/R,U=L/R,G=Math.sqrt(z.rigidBody.friction*E.rigidBody.friction)*Math.abs(T),H=Math.min(R/K,G);z.velocity.x+=H*Z*V,z.velocity.y+=H*Z*U,E.velocity.x-=H*Q*V,E.velocity.y-=H*Q*U}}O.markChanged(z.entityId,"velocity"),O.markChanged(E.entityId,"velocity")}O.eventBus.publish("physicsCollision",{entityA:z.entityId,entityB:E.entityId,normal:{x:J.normalX,y:J.normalY},depth:J.depth})}function y(z,E,J,O){p(z,E,J,O)}function Ez(z){let{gravity:E={x:0,y:0},systemGroup:J="physics2D",collisionSystemGroup:O,integrationPriority:Z=1000,collisionPriority:Q=900,phase:K="fixedUpdate"}=z??{};return u({id:"physics2D",install(k){k.registerRequired("rigidBody","velocity",()=>({x:0,y:0})),k.registerRequired("rigidBody","force",()=>({x:0,y:0})),k.addResource("physicsConfig",{gravity:{x:E.x,y:E.y}}),k.addSystem("physics2D-integration").setPriority(Z).inPhase(K).inGroup(J).addQuery("bodies",{with:["localTransform","velocity","rigidBody","force"]}).setProcess(({queries:j,dt:$,ecs:F})=>{let T=F.getResource("physicsConfig"),W=T.gravity.x,L=T.gravity.y;for(let R of j.bodies){let{localTransform:V,velocity:U,rigidBody:D,force:G}=R.components;if(D.type==="static")continue;if(D.type==="dynamic"){if(U.x+=W*D.gravityScale*$,U.y+=L*D.gravityScale*$,D.mass>0&&D.mass!==1/0)U.x+=G.x/D.mass*$,U.y+=G.y/D.mass*$;if(D.drag>0){let H=Math.max(0,1-D.drag*$);U.x*=H,U.y*=H}}V.x+=U.x*$,V.y+=U.y*$,G.x=0,G.y=0,F.markChanged(R.id,"localTransform")}});let _=k.addSystem("physics2D-collision").setPriority(Q).inPhase(K).inGroup(J);if(O)_.inGroup(O);_.addQuery("collidables",{with:["localTransform","rigidBody","velocity","collisionLayer"]}).setProcess(({queries:j,ecs:$})=>{let F=[];for(let W of j.collidables){let{localTransform:L,rigidBody:R,velocity:V,collisionLayer:U}=W.components,D=M(W.id,L.x,L.y,U.layer,U.collidesWith,$.getComponent(W.id,"aabbCollider"),$.getComponent(W.id,"circleCollider"));if(!D)continue;F.push(Object.assign(D,{rigidBody:R,velocity:V}))}let T=S($.tryGetResource.bind($));X(F,T,y,$)})}})}export{zz as setVelocity,e as createRigidBody,Ez as createPhysics2DPlugin,c as createForce,a as applyImpulse,t as applyForce};
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+ //# debugId=2F6003A2B3E0AA1D64756E2164756E21
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+ //# sourceMappingURL=physics2D.js.map
@@ -5,7 +5,7 @@
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  "/**\n * Physics 2D Plugin for ECSpresso\n *\n * Provides ECS-native arcade physics: gravity, forces, drag, semi-implicit Euler\n * integration, and impulse-based collision response with friction.\n *\n * Reuses collider types from the collision plugin for shape definitions.\n * Has its own collision detection in fixedUpdate for physics response;\n * the existing collision plugin can still run in postUpdate for game logic events.\n */\n\nimport { definePlugin, type Plugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type { WorldConfigFrom } from '../type-utils';\nimport type { TransformComponentTypes, TransformWorldConfig } from './transform';\nimport type { CollisionComponentTypes, LayerFactories } from './collision';\nimport type { Vector2D } from 'ecspresso';\nimport { buildBaseColliderInfo, detectCollisions, tryGetSpatialIndex, type Contact, type BaseColliderInfo } from '../utils/narrowphase';\n\n// ==================== Component Types ====================\n\n/**\n * Rigid body types for physics simulation.\n * - 'dynamic': Fully simulated (gravity, forces, collisions)\n * - 'kinematic': Moves via velocity only (ignores gravity/forces, immovable in collisions)\n * - 'static': Immovable (ignores gravity, forces, and velocity)\n */\nexport type BodyType = 'dynamic' | 'kinematic' | 'static';\n\n/**\n * Rigid body component controlling physics behavior.\n */\nexport interface RigidBody {\n\ttype: BodyType;\n\t/** Mass in arbitrary units. Affects force→acceleration. Infinity = immovable. */\n\tmass: number;\n\t/** Linear velocity damping coefficient (units/sec, 0 = none) */\n\tdrag: number;\n\t/** Bounciness 0–1 (0 = no bounce, 1 = perfectly elastic) */\n\trestitution: number;\n\t/** Surface friction coefficient 0–1 */\n\tfriction: number;\n\t/** Per-entity gravity multiplier (0 = no gravity) */\n\tgravityScale: number;\n}\n\n/**\n * Component types directly provided by the physics plugin.\n */\nexport interface Physics2DOwnComponentTypes {\n\trigidBody: RigidBody;\n\tvelocity: Vector2D;\n\tforce: Vector2D;\n}\n\n/**\n * Full component types available when using the physics plugin\n * (own components + transform + collision dependencies).\n * Convenience alias for consumer code.\n */\nexport interface Physics2DComponentTypes<L extends string = never> extends TransformComponentTypes, CollisionComponentTypes<L>, Physics2DOwnComponentTypes {}\n\n// ==================== Resource Types ====================\n\n/**\n * Physics configuration resource.\n */\nexport interface Physics2DConfig {\n\tgravity: Vector2D;\n}\n\nexport interface Physics2DResourceTypes {\n\tphysicsConfig: Physics2DConfig;\n}\n\n// ==================== Event Types ====================\n\n/**\n * Event emitted for each physics collision pair.\n */\nexport interface Physics2DCollisionEvent {\n\tentityA: number;\n\tentityB: number;\n\t/** Unit normal pointing from A toward B */\n\tnormal: Vector2D;\n\t/** Penetration depth (positive) */\n\tdepth: number;\n}\n\nexport interface Physics2DEventTypes {\n\tphysicsCollision: Physics2DCollisionEvent;\n}\n\n// ==================== Plugin Options ====================\n\nexport interface Physics2DPluginOptions<G extends string = 'physics2D', CG extends string = never> {\n\t/** World gravity vector (default: {x: 0, y: 0}) */\n\tgravity?: Vector2D;\n\t/** System group name (default: 'physics2D') */\n\tsystemGroup?: G;\n\t/** Additional group for the collision system only (default: none).\n\t * When set, the collision system belongs to both `systemGroup` and this group,\n\t * allowing independent enable/disable of collision detection. */\n\tcollisionSystemGroup?: CG;\n\t/** Priority for integration system (default: 1000) */\n\tintegrationPriority?: number;\n\t/** Priority for collision system (default: 900) */\n\tcollisionPriority?: number;\n\t/** Execution phase (default: 'fixedUpdate') */\n\tphase?: SystemPhase;\n}\n\n// ==================== Helper Functions ====================\n\nexport interface RigidBodyOptions {\n\tmass?: number;\n\tdrag?: number;\n\trestitution?: number;\n\tfriction?: number;\n\tgravityScale?: number;\n}\n\n/**\n * Create a rigid body + force component pair.\n * Static bodies automatically get mass=Infinity.\n */\nexport function createRigidBody(\n\ttype: BodyType,\n\toptions?: RigidBodyOptions,\n): { rigidBody: RigidBody; force: Vector2D } {\n\treturn {\n\t\trigidBody: {\n\t\t\ttype,\n\t\t\tmass: type === 'static' ? Infinity : (options?.mass ?? 1),\n\t\t\tdrag: options?.drag ?? 0,\n\t\t\trestitution: options?.restitution ?? 0,\n\t\t\tfriction: options?.friction ?? 0,\n\t\t\tgravityScale: options?.gravityScale ?? 1,\n\t\t},\n\t\tforce: { x: 0, y: 0 },\n\t};\n}\n\n/**\n * Create a force component with initial values.\n */\nexport function createForce(x: number, y: number): { force: Vector2D } {\n\treturn { force: { x, y } };\n}\n\n/**\n * Accumulate a force onto an entity's force component.\n */\nexport function applyForce(\n\tecs: { getComponent(id: number, name: 'force'): Vector2D | undefined },\n\tentityId: number,\n\tfx: number,\n\tfy: number,\n): void {\n\tconst force = ecs.getComponent(entityId, 'force');\n\tif (!force) return;\n\tforce.x += fx;\n\tforce.y += fy;\n}\n\n/**\n * Apply an instantaneous impulse: velocity += impulse / mass.\n */\nexport function applyImpulse(\n\tecs: {\n\t\tgetComponent(id: number, name: 'velocity'): Vector2D | undefined;\n\t\tgetComponent(id: number, name: 'rigidBody'): RigidBody | undefined;\n\t},\n\tentityId: number,\n\tix: number,\n\tiy: number,\n): void {\n\tconst velocity = ecs.getComponent(entityId, 'velocity');\n\tconst rigidBody = ecs.getComponent(entityId, 'rigidBody');\n\tif (!velocity || !rigidBody) return;\n\tif (rigidBody.mass === Infinity || rigidBody.mass === 0) return;\n\tvelocity.x += ix / rigidBody.mass;\n\tvelocity.y += iy / rigidBody.mass;\n}\n\n/**\n * Directly set an entity's velocity.\n */\nexport function setVelocity(\n\tecs: { getComponent(id: number, name: 'velocity'): Vector2D | undefined },\n\tentityId: number,\n\tvx: number,\n\tvy: number,\n): void {\n\tconst velocity = ecs.getComponent(entityId, 'velocity');\n\tif (!velocity) return;\n\tvelocity.x = vx;\n\tvelocity.y = vy;\n}\n\n// ==================== Internal: Collider Info ====================\n\ninterface Physics2DColliderInfo<L extends string = string> extends BaseColliderInfo<L> {\n\trigidBody: RigidBody;\n\tvelocity: Vector2D;\n}\n\n// ==================== Collision Response ====================\n\ninterface PhysicsEcsLike {\n\tgetComponent(id: number, name: 'localTransform'): { x: number; y: number } | undefined;\n\teventBus: { publish(event: 'physicsCollision', data: Physics2DCollisionEvent): void };\n\tmarkChanged(entityId: number, componentName: 'localTransform' | 'velocity'): void;\n}\n\n/**\n * Resolve a physics collision pair: position correction, impulse response, event.\n */\nfunction resolvePhysicsContact(\n\ta: Physics2DColliderInfo,\n\tb: Physics2DColliderInfo,\n\tcontact: Contact,\n\tecs: PhysicsEcsLike,\n): void {\n\tconst invMassA = (a.rigidBody.type === 'dynamic' && a.rigidBody.mass > 0 && a.rigidBody.mass !== Infinity)\n\t\t? 1 / a.rigidBody.mass\n\t\t: 0;\n\tconst invMassB = (b.rigidBody.type === 'dynamic' && b.rigidBody.mass > 0 && b.rigidBody.mass !== Infinity)\n\t\t? 1 / b.rigidBody.mass\n\t\t: 0;\n\tconst totalInvMass = invMassA + invMassB;\n\n\t// Position correction\n\tif (totalInvMass > 0) {\n\t\tconst correctionScale = contact.depth / totalInvMass;\n\n\t\tif (invMassA > 0) {\n\t\t\tconst ltA = ecs.getComponent(a.entityId, 'localTransform');\n\t\t\tif (!ltA) return;\n\t\t\tltA.x -= correctionScale * invMassA * contact.normalX;\n\t\t\tltA.y -= correctionScale * invMassA * contact.normalY;\n\t\t\t// Update cached position for subsequent pairs (collider offset already baked in)\n\t\t\ta.x = ltA.x;\n\t\t\tecs.markChanged(a.entityId, 'localTransform');\n\t\t}\n\n\t\tif (invMassB > 0) {\n\t\t\tconst ltB = ecs.getComponent(b.entityId, 'localTransform');\n\t\t\tif (!ltB) return;\n\t\t\tltB.x += correctionScale * invMassB * contact.normalX;\n\t\t\tltB.y += correctionScale * invMassB * contact.normalY;\n\t\t\tecs.markChanged(b.entityId, 'localTransform');\n\t\t}\n\n\t\t// Velocity response (impulse-based)\n\t\tconst relVelX = b.velocity.x - a.velocity.x;\n\t\tconst relVelY = b.velocity.y - a.velocity.y;\n\t\tconst velAlongNormal = relVelX * contact.normalX + relVelY * contact.normalY;\n\n\t\tif (velAlongNormal < 0) {\n\t\t\tconst restitution = Math.min(a.rigidBody.restitution, b.rigidBody.restitution);\n\t\t\tconst normalImpulse = -(1 + restitution) * velAlongNormal / totalInvMass;\n\n\t\t\ta.velocity.x -= normalImpulse * invMassA * contact.normalX;\n\t\t\ta.velocity.y -= normalImpulse * invMassA * contact.normalY;\n\t\t\tb.velocity.x += normalImpulse * invMassB * contact.normalX;\n\t\t\tb.velocity.y += normalImpulse * invMassB * contact.normalY;\n\n\t\t\t// Friction (tangential impulse)\n\t\t\tconst tangentX = relVelX - velAlongNormal * contact.normalX;\n\t\t\tconst tangentY = relVelY - velAlongNormal * contact.normalY;\n\t\t\tconst tangentSpeed = Math.sqrt(tangentX * tangentX + tangentY * tangentY);\n\n\t\t\tif (tangentSpeed > 1e-6) {\n\t\t\t\tconst tangentNX = tangentX / tangentSpeed;\n\t\t\t\tconst tangentNY = tangentY / tangentSpeed;\n\t\t\t\tconst friction = Math.sqrt(a.rigidBody.friction * b.rigidBody.friction);\n\t\t\t\tconst maxFrictionImpulse = friction * Math.abs(normalImpulse);\n\t\t\t\tconst tangentImpulse = Math.min(tangentSpeed / totalInvMass, maxFrictionImpulse);\n\n\t\t\t\ta.velocity.x += tangentImpulse * invMassA * tangentNX;\n\t\t\t\ta.velocity.y += tangentImpulse * invMassA * tangentNY;\n\t\t\t\tb.velocity.x -= tangentImpulse * invMassB * tangentNX;\n\t\t\t\tb.velocity.y -= tangentImpulse * invMassB * tangentNY;\n\t\t\t}\n\t\t}\n\n\t\tecs.markChanged(a.entityId, 'velocity');\n\t\tecs.markChanged(b.entityId, 'velocity');\n\t}\n\n\tecs.eventBus.publish('physicsCollision', {\n\t\tentityA: a.entityId,\n\t\tentityB: b.entityId,\n\t\tnormal: { x: contact.normalX, y: contact.normalY },\n\t\tdepth: contact.depth,\n\t});\n}\n\n// ==================== Module-level Physics Callback ====================\n\nfunction onPhysicsContact(\n\ta: Physics2DColliderInfo,\n\tb: Physics2DColliderInfo,\n\tcontact: Contact,\n\tecs: PhysicsEcsLike,\n): void {\n\tresolvePhysicsContact(a, b, contact, ecs);\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a 2D physics plugin for ECSpresso.\n *\n * Provides:\n * - Semi-implicit Euler integration (gravity, forces, drag → velocity → position)\n * - Impulse-based collision response with restitution and friction\n * - physicsCollision events with contact normal and depth\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createTransformPlugin())\n * .withPlugin(createPhysics2DPlugin({ gravity: { x: 0, y: 980 } }))\n * .withFixedTimestep(1/60)\n * .build();\n *\n * ecs.spawn({\n * ...createTransform(100, 200),\n * ...createRigidBody('dynamic', { mass: 1, restitution: 0.5 }),\n * velocity: { x: 0, y: 0 },\n * ...createAABBCollider(32, 32),\n * ...createCollisionLayer('player', ['ground']),\n * });\n * ```\n */\n\ntype Physics2DProvides<L extends string = never> = Physics2DOwnComponentTypes & CollisionComponentTypes<L>;\n\nexport function createPhysics2DPlugin<L extends string = never, G extends string = 'physics2D', CG extends string = never>(\n\toptions?: Physics2DPluginOptions<G, CG> & { layers?: LayerFactories<Record<L, readonly string[]>> },\n): Plugin<WorldConfigFrom<Physics2DProvides<L>, Physics2DEventTypes, Physics2DResourceTypes>, TransformWorldConfig, 'physics2D-integration' | 'physics2D-collision', G | CG> {\n\tconst {\n\t\tgravity = { x: 0, y: 0 },\n\t\tsystemGroup = 'physics2D',\n\t\tcollisionSystemGroup,\n\t\tintegrationPriority = 1000,\n\t\tcollisionPriority = 900,\n\t\tphase = 'fixedUpdate',\n\t} = options ?? {};\n\n\treturn definePlugin<WorldConfigFrom<Physics2DProvides<L>, Physics2DEventTypes, Physics2DResourceTypes>, TransformWorldConfig, 'physics2D-integration' | 'physics2D-collision', G | CG>({\n\t\tid: 'physics2D',\n\t\tinstall(world) {\n\t\t\t// rigidBody requires velocity and force — auto-add with zero defaults\n\t\t\tworld.registerRequired('rigidBody', 'velocity', () => ({ x: 0, y: 0 }));\n\t\t\tworld.registerRequired('rigidBody', 'force', () => ({ x: 0, y: 0 }));\n\n\t\t\tworld.addResource('physicsConfig', { gravity: { x: gravity.x, y: gravity.y } });\n\n\t\t\t// ==================== Integration System ====================\n\n\t\t\tworld\n\t\t\t\t.addSystem('physics2D-integration')\n\t\t\t\t.setPriority(integrationPriority)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('bodies', {\n\t\t\t\t\twith: ['localTransform', 'velocity', 'rigidBody', 'force'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt, ecs }) => {\n\t\t\t\t\tconst config = ecs.getResource('physicsConfig');\n\t\t\t\t\tconst gx = config.gravity.x;\n\t\t\t\t\tconst gy = config.gravity.y;\n\n\t\t\t\t\tfor (const entity of queries.bodies) {\n\t\t\t\t\t\tconst { localTransform, velocity, rigidBody, force } = entity.components;\n\n\t\t\t\t\t\t// Static bodies: skip entirely\n\t\t\t\t\t\tif (rigidBody.type === 'static') continue;\n\n\t\t\t\t\t\t// Dynamic bodies: apply gravity, forces, drag\n\t\t\t\t\t\tif (rigidBody.type === 'dynamic') {\n\t\t\t\t\t\t\t// 1. Gravity\n\t\t\t\t\t\t\tvelocity.x += gx * rigidBody.gravityScale * dt;\n\t\t\t\t\t\t\tvelocity.y += gy * rigidBody.gravityScale * dt;\n\n\t\t\t\t\t\t\t// 2. Forces (F = ma → a = F/m)\n\t\t\t\t\t\t\tif (rigidBody.mass > 0 && rigidBody.mass !== Infinity) {\n\t\t\t\t\t\t\t\tvelocity.x += (force.x / rigidBody.mass) * dt;\n\t\t\t\t\t\t\t\tvelocity.y += (force.y / rigidBody.mass) * dt;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t// 3. Drag\n\t\t\t\t\t\t\tif (rigidBody.drag > 0) {\n\t\t\t\t\t\t\t\tconst damping = Math.max(0, 1 - rigidBody.drag * dt);\n\t\t\t\t\t\t\t\tvelocity.x *= damping;\n\t\t\t\t\t\t\t\tvelocity.y *= damping;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Both dynamic and kinematic: integrate position\n\t\t\t\t\t\tlocalTransform.x += velocity.x * dt;\n\t\t\t\t\t\tlocalTransform.y += velocity.y * dt;\n\n\t\t\t\t\t\t// Clear accumulated forces\n\t\t\t\t\t\tforce.x = 0;\n\t\t\t\t\t\tforce.y = 0;\n\n\t\t\t\t\t\tecs.markChanged(entity.id, 'localTransform');\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// ==================== Collision System ====================\n\n\t\t\tconst collisionSystem = world\n\t\t\t\t.addSystem('physics2D-collision')\n\t\t\t\t.setPriority(collisionPriority)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup);\n\n\t\t\tif (collisionSystemGroup) {\n\t\t\t\tcollisionSystem.inGroup(collisionSystemGroup);\n\t\t\t}\n\n\t\t\tcollisionSystem\n\t\t\t\t.addQuery('collidables', {\n\t\t\t\t\twith: ['localTransform', 'rigidBody', 'velocity', 'collisionLayer'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\tconst colliders: Physics2DColliderInfo<L>[] = [];\n\n\t\t\t\t\tfor (const entity of queries.collidables) {\n\t\t\t\t\t\tconst { localTransform, rigidBody, velocity, collisionLayer } = entity.components;\n\t\t\t\t\t\tconst base = buildBaseColliderInfo(\n\t\t\t\t\t\t\tentity.id, localTransform.x, localTransform.y,\n\t\t\t\t\t\t\tcollisionLayer.layer, collisionLayer.collidesWith,\n\t\t\t\t\t\t\tecs.getComponent(entity.id, 'aabbCollider'),\n\t\t\t\t\t\t\tecs.getComponent(entity.id, 'circleCollider'),\n\t\t\t\t\t\t);\n\t\t\t\t\t\tif (!base) continue;\n\t\t\t\t\t\tcolliders.push(Object.assign(base, { rigidBody, velocity }));\n\t\t\t\t\t}\n\n\t\t\t\t\tconst si = tryGetSpatialIndex(ecs.tryGetResource.bind(ecs));\n\t\t\t\t\tdetectCollisions(colliders, si, onPhysicsContact, ecs);\n\t\t\t\t});\n\t\t},\n\t});\n}\n",
6
6
  "/**\n * Shared Narrowphase Module\n *\n * Provides contact-computing narrowphase tests and a generic collision\n * iteration pipeline used by both the collision plugin (event-only) and\n * the physics2D plugin (impulse response).\n */\n\nimport type { SpatialIndex } from './spatial-hash';\n\n// ==================== Contact ====================\n\n/** Contact result from a narrowphase test. Normal points from A toward B. */\nexport interface Contact {\n\tnormalX: number;\n\tnormalY: number;\n\t/** Penetration depth (positive = overlapping) */\n\tdepth: number;\n}\n\n// ==================== BaseColliderInfo ====================\n\n/** Minimum collider data shared by collision and physics bundles. */\nexport interface BaseColliderInfo<L extends string = string> {\n\tentityId: number;\n\tx: number;\n\ty: number;\n\tlayer: L;\n\tcollidesWith: readonly L[];\n\taabb?: { halfWidth: number; halfHeight: number };\n\tcircle?: { radius: number };\n}\n\n// ==================== Collider Construction ====================\n\n/**\n * Build a BaseColliderInfo from raw entity/collider component data.\n * Returns null if the entity has neither an AABB nor circle collider.\n * Shared by collision plugin (event-only) and physics2D plugin (impulse response).\n */\nexport function buildBaseColliderInfo<L extends string>(\n\tentityId: number,\n\tx: number,\n\ty: number,\n\tlayer: L,\n\tcollidesWith: readonly L[],\n\taabb: { width: number; height: number; offsetX?: number; offsetY?: number } | undefined,\n\tcircle: { radius: number; offsetX?: number; offsetY?: number } | undefined,\n): BaseColliderInfo<L> | null {\n\tif (!aabb && !circle) return null;\n\n\tconst info: BaseColliderInfo<L> = { entityId, x, y, layer, collidesWith };\n\n\tif (aabb) {\n\t\tinfo.x += aabb.offsetX ?? 0;\n\t\tinfo.y += aabb.offsetY ?? 0;\n\t\tinfo.aabb = { halfWidth: aabb.width / 2, halfHeight: aabb.height / 2 };\n\t}\n\n\tif (circle) {\n\t\tinfo.x += circle.offsetX ?? 0;\n\t\tinfo.y += circle.offsetY ?? 0;\n\t\tinfo.circle = { radius: circle.radius };\n\t}\n\n\treturn info;\n}\n\n// ==================== Spatial Index Lookup ====================\n\n/**\n * Retrieve the optional spatialIndex resource, returning undefined when absent.\n * Centralizes the cross-plugin typed lookup so individual plugins don't each\n * need to import SpatialIndex or repeat the tryGetResource pattern.\n */\nexport function tryGetSpatialIndex(\n\ttryGetResource: <T>(key: string) => T | undefined,\n): SpatialIndex | undefined {\n\treturn tryGetResource<SpatialIndex>('spatialIndex');\n}\n\n// ==================== Narrowphase Tests ====================\n\nexport function computeAABBvsAABB(\n\tax: number, ay: number, ahw: number, ahh: number,\n\tbx: number, by: number, bhw: number, bhh: number,\n): Contact | null {\n\tconst dx = bx - ax;\n\tconst dy = by - ay;\n\tconst overlapX = (ahw + bhw) - Math.abs(dx);\n\tconst overlapY = (ahh + bhh) - Math.abs(dy);\n\n\tif (overlapX <= 0 || overlapY <= 0) return null;\n\n\tif (overlapX < overlapY) {\n\t\treturn {\n\t\t\tnormalX: dx >= 0 ? 1 : -1,\n\t\t\tnormalY: 0,\n\t\t\tdepth: overlapX,\n\t\t};\n\t}\n\treturn {\n\t\tnormalX: 0,\n\t\tnormalY: dy >= 0 ? 1 : -1,\n\t\tdepth: overlapY,\n\t};\n}\n\nexport function computeCircleVsCircle(\n\tax: number, ay: number, ar: number,\n\tbx: number, by: number, br: number,\n): Contact | null {\n\tconst dx = bx - ax;\n\tconst dy = by - ay;\n\tconst distSq = dx * dx + dy * dy;\n\tconst radiusSum = ar + br;\n\n\tif (distSq >= radiusSum * radiusSum) return null;\n\n\tconst dist = Math.sqrt(distSq);\n\tif (dist === 0) {\n\t\treturn { normalX: 1, normalY: 0, depth: radiusSum };\n\t}\n\treturn {\n\t\tnormalX: dx / dist,\n\t\tnormalY: dy / dist,\n\t\tdepth: radiusSum - dist,\n\t};\n}\n\nexport function computeAABBvsCircle(\n\taabbX: number, aabbY: number, ahw: number, ahh: number,\n\tcircleX: number, circleY: number, radius: number,\n): Contact | null {\n\tconst closestX = Math.max(aabbX - ahw, Math.min(circleX, aabbX + ahw));\n\tconst closestY = Math.max(aabbY - ahh, Math.min(circleY, aabbY + ahh));\n\n\tconst dx = circleX - closestX;\n\tconst dy = circleY - closestY;\n\tconst distSq = dx * dx + dy * dy;\n\n\tif (distSq >= radius * radius) return null;\n\n\t// Circle center inside AABB\n\tif (distSq === 0) {\n\t\tconst pushLeft = (circleX - (aabbX - ahw));\n\t\tconst pushRight = ((aabbX + ahw) - circleX);\n\t\tconst pushUp = (circleY - (aabbY - ahh));\n\t\tconst pushDown = ((aabbY + ahh) - circleY);\n\t\tconst minPush = Math.min(pushLeft, pushRight, pushUp, pushDown);\n\n\t\tif (minPush === pushRight) return { normalX: 1, normalY: 0, depth: pushRight + radius };\n\t\tif (minPush === pushLeft) return { normalX: -1, normalY: 0, depth: pushLeft + radius };\n\t\tif (minPush === pushDown) return { normalX: 0, normalY: 1, depth: pushDown + radius };\n\t\treturn { normalX: 0, normalY: -1, depth: pushUp + radius };\n\t}\n\n\tconst dist = Math.sqrt(distSq);\n\treturn {\n\t\tnormalX: dx / dist,\n\t\tnormalY: dy / dist,\n\t\tdepth: radius - dist,\n\t};\n}\n\n// ==================== Contact Dispatcher ====================\n\nexport function computeContact(a: BaseColliderInfo, b: BaseColliderInfo): Contact | null {\n\tif (a.aabb && b.aabb) {\n\t\treturn computeAABBvsAABB(\n\t\t\ta.x, a.y, a.aabb.halfWidth, a.aabb.halfHeight,\n\t\t\tb.x, b.y, b.aabb.halfWidth, b.aabb.halfHeight,\n\t\t);\n\t}\n\n\tif (a.circle && b.circle) {\n\t\treturn computeCircleVsCircle(\n\t\t\ta.x, a.y, a.circle.radius,\n\t\t\tb.x, b.y, b.circle.radius,\n\t\t);\n\t}\n\n\tif (a.aabb && b.circle) {\n\t\treturn computeAABBvsCircle(\n\t\t\ta.x, a.y, a.aabb.halfWidth, a.aabb.halfHeight,\n\t\t\tb.x, b.y, b.circle.radius,\n\t\t);\n\t}\n\n\tif (a.circle && b.aabb) {\n\t\tconst contact = computeAABBvsCircle(\n\t\t\tb.x, b.y, b.aabb.halfWidth, b.aabb.halfHeight,\n\t\t\ta.x, a.y, a.circle.radius,\n\t\t);\n\t\tif (!contact) return null;\n\t\treturn {\n\t\t\tnormalX: -contact.normalX,\n\t\t\tnormalY: -contact.normalY,\n\t\t\tdepth: contact.depth,\n\t\t};\n\t}\n\n\treturn null;\n}\n\n// ==================== Collision Iteration ====================\n\n/** Module-level reusable set for broadphase candidates. */\nconst _broadphaseCandidates = new Set<number>();\n\n/**\n * Generic collision detection pipeline: brute-force or broadphase,\n * with layer filtering and contact computation.\n *\n * Uses a context parameter forwarded to the callback to avoid\n * per-frame closure allocation.\n */\nexport function detectCollisions<I extends BaseColliderInfo, C>(\n\tcolliders: I[],\n\tspatialIndex: SpatialIndex | undefined,\n\tonContact: (a: I, b: I, contact: Contact, context: C) => void,\n\tcontext: C,\n): void {\n\tif (spatialIndex) {\n\t\tbroadphaseDetect(colliders, spatialIndex, onContact, context);\n\t} else {\n\t\tbruteForceDetect(colliders, onContact, context);\n\t}\n}\n\nfunction bruteForceDetect<I extends BaseColliderInfo, C>(\n\tcolliders: I[],\n\tonContact: (a: I, b: I, contact: Contact, context: C) => void,\n\tcontext: C,\n): void {\n\tfor (let i = 0; i < colliders.length; i++) {\n\t\tconst a = colliders[i];\n\t\tif (!a) continue;\n\n\t\tfor (let j = i + 1; j < colliders.length; j++) {\n\t\t\tconst b = colliders[j];\n\t\t\tif (!b) continue;\n\n\t\t\tif (!a.collidesWith.includes(b.layer) && !b.collidesWith.includes(a.layer)) continue;\n\n\t\t\tconst contact = computeContact(a, b);\n\t\t\tif (!contact) continue;\n\n\t\t\tonContact(a, b, contact, context);\n\t\t}\n\t}\n}\n\nfunction broadphaseDetect<I extends BaseColliderInfo, C>(\n\tcolliders: I[],\n\tspatialIndex: SpatialIndex,\n\tonContact: (a: I, b: I, contact: Contact, context: C) => void,\n\tcontext: C,\n): void {\n\tconst colliderMap = new Map<number, I>();\n\tfor (let i = 0; i < colliders.length; i++) {\n\t\tconst c = colliders[i];\n\t\tif (!c) continue;\n\t\tcolliderMap.set(c.entityId, c);\n\t}\n\n\tfor (let i = 0; i < colliders.length; i++) {\n\t\tconst a = colliders[i];\n\t\tif (!a) continue;\n\n\t\tconst aHalfW = a.aabb ? a.aabb.halfWidth : (a.circle ? a.circle.radius : 0);\n\t\tconst aHalfH = a.aabb ? a.aabb.halfHeight : (a.circle ? a.circle.radius : 0);\n\n\t\t_broadphaseCandidates.clear();\n\t\tspatialIndex.queryRectInto(\n\t\t\ta.x - aHalfW, a.y - aHalfH,\n\t\t\ta.x + aHalfW, a.y + aHalfH,\n\t\t\t_broadphaseCandidates,\n\t\t);\n\n\t\tfor (const bId of _broadphaseCandidates) {\n\t\t\tif (bId <= a.entityId) continue;\n\n\t\t\tconst b = colliderMap.get(bId);\n\t\t\tif (!b) continue;\n\n\t\t\tif (!a.collidesWith.includes(b.layer) && !b.collidesWith.includes(a.layer)) continue;\n\n\t\t\tconst contact = computeContact(a, b);\n\t\t\tif (!contact) continue;\n\n\t\t\tonContact(a, b, contact, context);\n\t\t}\n\t}\n}\n"
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  ],
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10
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U of J.sprites){let{sprite:_,worldTransform:$}=U.components;_.position.set($.x,$.y),_.rotation=$.rotation,_.scale.set($.scaleX,$.scaleY);let D=Q.getComponent(U.id,"visible");if(D){if(_.visible=D.visible,D.alpha!==void 0)_.alpha=D.alpha}}for(let U of J.graphics){let{graphics:_,worldTransform:$}=U.components;_.position.set($.x,$.y),_.rotation=$.rotation,_.scale.set($.scaleX,$.scaleY);let D=Q.getComponent(U.id,"visible");if(D){if(_.visible=D.visible,D.alpha!==void 0)_.alpha=D.alpha}}for(let U of J.containers){let{container:_,worldTransform:$}=U.components;_.position.set($.x,$.y),_.rotation=$.rotation,_.scale.set($.scaleX,$.scaleY);let D=Q.getComponent(U.id,"visible");if(D){if(_.visible=D.visible,D.alpha!==void 0)_.alpha=D.alpha}}}),Z.addSystem("renderer2d-scene-graph").setPriority(9999).inGroup(F).setOnInitialize(async(J)=>{let Q=J.getResource("pixiApp"),U=J.getResource("rootContainer"),{Container:_}=await import("pixi.js");f=(D)=>{let k=new _;return k.label=D,k};let $;if(q){$=new _,$.label="viewportContainer";let D=J.tryGetResource("viewportScale");if(!D)throw Error("renderer2D: viewportScale resource not found");$.position.set(D.offsetX,D.offsetY),$.scale.set(D.scaleX,D.scaleY);let k=new _;k.label="rootContainer",Q.stage.addChild($),$.addChild(k),J.updateResource("rootContainer",()=>k),U=k}for(let D of j){let k=f(`layer:${D}`);I.set(D,k),U.addChild(k)}if(J.addReactiveQuery("renderer2d-sprites",{with:["sprite"],onEnter:(D)=>{let k=D.components.sprite;R.set(D.id,k),O(D.id,k,J)},onExit:(D)=>{R.delete(D)}}),J.addReactiveQuery("renderer2d-graphics",{with:["graphics"],onEnter:(D)=>{let k=D.components.graphics;R.set(D.id,k),O(D.id,k,J)},onExit:(D)=>{R.delete(D)}}),J.addReactiveQuery("renderer2d-containers",{with:["container"],onEnter:(D)=>{let k=D.components.container;R.set(D.id,k),O(D.id,k,J)},onExit:(D)=>{R.delete(D)}}),J.on("hierarchyChanged",({entityId:D})=>{x(D,J)}),J.onComponentAdded("renderLayer",({entity:D})=>{x(D.id,J)}),J.onComponentRemoved("renderLayer",({entity:D})=>{x(D.id,J)}),X){let D=J.tryGetResource("cameraState");if(!D)throw Error("renderer2D: cameraState resource not found");D.viewportWidth=q?A:Q.screen.width,D.viewportHeight=q?L:Q.screen.height}if(Q.renderer.on("resize",(D,k)=>{if(q){let B=b(D,k,A,L,W),M=J.tryGetResource("viewportScale");if(!M)throw Error("renderer2D: viewportScale resource not found");if(M.scaleX=B.scaleX,M.scaleY=B.scaleY,M.offsetX=B.offsetX,M.offsetY=B.offsetY,M.physicalWidth=D,M.physicalHeight=k,$)$.position.set(B.offsetX,B.offsetY),$.scale.set(B.scaleX,B.scaleY)}else{let B=J.getResource("bounds");if(B.width=D,B.height=k,X){let M=J.tryGetResource("cameraState");if(!M)throw Error("renderer2D: cameraState resource not found");M.viewportWidth=D,M.viewportHeight=k}}}),V)Q.ticker.add((D)=>{J.update(D.deltaMS/1000)})}),X)Z.addSystem("renderer2d-camera-sync").setPriority(900).inPhase("render").inGroup(F).setProcess(({ecs:J})=>{let Q=J.tryGetResource("cameraState");if(!Q)throw Error("renderer2D: cameraState resource not found");let U=J.getResource("rootContainer"),[_,$]=q?[A,L]:[J.getResource("pixiApp").screen.width,J.getResource("pixiApp").screen.height];U.position.set(_/2-(Q.x+Q.shakeOffsetX)*Q.zoom,$/2-(Q.y+Q.shakeOffsetY)*Q.zoom),U.scale.set(Q.zoom),U.rotation=-(Q.rotation+Q.shakeRotation)})}})}export{Qz as physicalToLogical,Ez as createWorldTransform,$z as createTransform,Fz as createSpriteComponents,Uz as createRenderer2DPlugin,kz as createLocalTransform,Jz as createGraphicsComponents,Kz as createContainerComponents,b as computeViewportScale,Mz as DEFAULT_WORLD_TRANSFORM,Bz as DEFAULT_LOCAL_TRANSFORM};
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  "/**\n * 2D Renderer Plugin for ECSpresso\n *\n * An opt-in PixiJS-based 2D rendering plugin that automates scene graph wiring.\n * Import from 'ecspresso/plugins/renderers/renderer2D'\n *\n * This plugin includes transform propagation automatically.\n */\n\nimport type { Application, ApplicationOptions, Container, Sprite, Graphics } from 'pixi.js';\nimport { definePlugin, type Plugin } from 'ecspresso';\nimport type { WorldConfigFrom, EmptyConfig } from '../../type-utils';\nimport type ECSpresso from 'ecspresso';\nimport {\n\tcreateTransformPlugin,\n\ttype LocalTransform,\n\ttype WorldTransform,\n\ttype TransformComponentTypes,\n\ttype TransformPluginOptions,\n} from 'ecspresso/plugins/transform';\nimport { createBounds, type BoundsRect } from 'ecspresso/plugins/bounds';\nimport type { CameraResourceTypes, CameraState } from 'ecspresso/plugins/camera';\n\n// Re-export transform and bounds types for convenience\nexport type { LocalTransform, WorldTransform, TransformComponentTypes };\nexport type { BoundsRect };\nexport { createTransform, createLocalTransform, createWorldTransform, DEFAULT_LOCAL_TRANSFORM, DEFAULT_WORLD_TRANSFORM } from 'ecspresso/plugins/transform';\n\n// Dynamic import for Application to avoid requiring pixi.js at plugin creation time\n// when using managed mode (init options instead of pre-initialized app)\nasync function createPixiApplication(options: Partial<ApplicationOptions>): Promise<Application> {\n\tconst { Application } = await import('pixi.js');\n\tconst app = new Application();\n\tawait app.init(options);\n\treturn app;\n}\n\n// ==================== Component Types ====================\n\n/**\n * Visibility and alpha component\n */\nexport interface Visible {\n\tvisible: boolean;\n\talpha?: number;\n}\n\n/**\n * Aggregate component types for the 2D renderer plugin.\n * Included automatically via `.withPlugin(createRenderer2DPlugin({ ... }))`.\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createRenderer2DPlugin({ ... }))\n * .withComponentTypes<{ velocity: { x: number; y: number }; player: true }>()\n * .build();\n * ```\n */\nexport interface Renderer2DComponentTypes extends TransformComponentTypes {\n\tsprite: Sprite;\n\tgraphics: Graphics;\n\tcontainer: Container;\n\tvisible: Visible;\n\t/** Assigns the entity to a named render layer for z-ordering */\n\trenderLayer: string;\n}\n\n// ==================== Event Types ====================\n\n/**\n * Events emitted by the 2D renderer plugin\n */\nexport interface Renderer2DEventTypes {\n\thierarchyChanged: {\n\t\tentityId: number;\n\t\toldParent: number | null;\n\t\tnewParent: number | null;\n\t};\n}\n\n// ==================== Resource Types ====================\n\n/**\n * Resources provided by the 2D renderer plugin\n */\nexport interface Renderer2DResourceTypes {\n\tpixiApp: Application;\n\trootContainer: Container;\n\t/** Screen bounds derived from PixiJS screen dimensions, updated on resize */\n\tbounds: BoundsRect;\n}\n\n// ==================== Scale Mode Types ====================\n\nexport type ScaleMode = 'fit' | 'cover' | 'stretch';\n\nexport interface ScreenScaleOptions {\n\treadonly width: number;\n\treadonly height: number;\n\treadonly mode?: ScaleMode;\n}\n\nexport interface ViewportScale {\n\tscaleX: number;\n\tscaleY: number;\n\toffsetX: number;\n\toffsetY: number;\n\tphysicalWidth: number;\n\tphysicalHeight: number;\n\treadonly designWidth: number;\n\treadonly designHeight: number;\n}\n\nexport interface ViewportScaleResourceTypes {\n\tviewportScale: ViewportScale;\n}\n\n// ==================== Plugin Options ====================\n\n/**\n * Common options shared between both initialization modes\n */\ninterface Renderer2DPluginCommonOptions<G extends string = 'renderer2d'> {\n\t/** Optional custom root container (defaults to app.stage) */\n\trootContainer?: Container;\n\t/** System group name (default: 'renderer2d') */\n\tsystemGroup?: G;\n\t/** Priority for render sync system (default: 500) */\n\trenderSyncPriority?: number;\n\t/** Options for the included transform plugin */\n\ttransform?: TransformPluginOptions;\n\t/** When true, wires up pixiApp.ticker to drive ecs.update() automatically (default: true) */\n\tstartLoop?: boolean;\n\t/** Ordered render layer names (back-to-front). Entities with a renderLayer component are placed in the corresponding container. */\n\trenderLayers?: string[];\n\t/** Automatically apply cameraState resource to rootContainer each frame.\n\t * Requires the camera plugin to be installed. (default: false) */\n\tcamera?: boolean;\n\t/** Enforce a logical design resolution with automatic aspect-ratio-aware scaling.\n\t * When set, systems work in design-resolution coordinate space. */\n\tscreenScale?: ScreenScaleOptions;\n}\n\n/**\n * Options when providing a pre-initialized PixiJS Application\n */\nexport interface Renderer2DPluginAppOptions<G extends string = 'renderer2d'> extends Renderer2DPluginCommonOptions<G> {\n\t/** The PixiJS Application instance (already initialized) */\n\tapp: Application;\n\tinit?: never;\n\tcontainer?: never;\n}\n\n/**\n * Options when letting the plugin create and manage the PixiJS Application\n */\nexport interface Renderer2DPluginManagedOptions<G extends string = 'renderer2d'> extends Renderer2DPluginCommonOptions<G> {\n\tapp?: never;\n\t/** PixiJS ApplicationOptions - plugin will create and initialize the Application */\n\tinit: Partial<ApplicationOptions>;\n\t/** Container element to append the canvas to, or CSS selector string */\n\tcontainer?: HTMLElement | string;\n}\n\n/**\n * Configuration options for the 2D renderer plugin.\n *\n * Supports two modes:\n * 1. **Pre-initialized**: Pass an already-initialized Application via `app`\n * 2. **Managed**: Pass `init` options and the plugin creates the Application during `ecs.initialize()`\n *\n * This plugin includes transform propagation automatically - no need to add createTransformPlugin() separately.\n *\n * @example Pre-initialized mode (full control)\n * ```typescript\n * const app = new Application();\n * await app.init({ resizeTo: window });\n * const ecs = ECSpresso.create()\n * .withPlugin(createRenderer2DPlugin({ app }))\n * .withComponentTypes<{ player: true }>()\n * .build();\n * ```\n *\n * @example Managed mode (convenience)\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createRenderer2DPlugin({\n * init: { background: '#1099bb', resizeTo: window },\n * container: document.body,\n * }))\n * .withComponentTypes<{ player: true }>()\n * .build();\n * await ecs.initialize(); // Application created here\n * ```\n */\nexport type Renderer2DPluginOptions<G extends string = 'renderer2d'> = Renderer2DPluginAppOptions<G> | Renderer2DPluginManagedOptions<G>;\n\n// ==================== Helper Utilities ====================\n\ninterface PositionOption {\n\tx?: number;\n\ty?: number;\n}\n\ninterface TransformOptions {\n\trotation?: number;\n\tscale?: number | { x: number; y: number };\n\tvisible?: boolean;\n\talpha?: number;\n}\n\nfunction createLocalTransformInternal(\n\tposition?: PositionOption,\n\toptions?: TransformOptions\n): LocalTransform {\n\tconst scaleValue = options?.scale;\n\tconst scaleX = typeof scaleValue === 'number'\n\t\t? scaleValue\n\t\t: scaleValue?.x ?? 1;\n\tconst scaleY = typeof scaleValue === 'number'\n\t\t? scaleValue\n\t\t: scaleValue?.y ?? 1;\n\n\treturn {\n\t\tx: position?.x ?? 0,\n\t\ty: position?.y ?? 0,\n\t\trotation: options?.rotation ?? 0,\n\t\tscaleX,\n\t\tscaleY,\n\t};\n}\n\nfunction createWorldTransformInternal(\n\tposition?: PositionOption,\n\toptions?: TransformOptions\n): WorldTransform {\n\tconst scaleValue = options?.scale;\n\tconst scaleX = typeof scaleValue === 'number'\n\t\t? scaleValue\n\t\t: scaleValue?.x ?? 1;\n\tconst scaleY = typeof scaleValue === 'number'\n\t\t? scaleValue\n\t\t: scaleValue?.y ?? 1;\n\n\treturn {\n\t\tx: position?.x ?? 0,\n\t\ty: position?.y ?? 0,\n\t\trotation: options?.rotation ?? 0,\n\t\tscaleX,\n\t\tscaleY,\n\t};\n}\n\nfunction createVisibleComponent(options?: TransformOptions): Visible {\n\treturn {\n\t\tvisible: options?.visible ?? true,\n\t\talpha: options?.alpha,\n\t};\n}\n\n/**\n * Create components for a sprite entity.\n * Returns an object suitable for spreading into spawn().\n *\n * @example\n * ```typescript\n * const player = ecs.spawn({\n * ...createSpriteComponents(new Sprite(texture), { x: 100, y: 100 }),\n * velocity: { x: 0, y: 0 },\n * });\n * ```\n */\nexport function createSpriteComponents(\n\tsprite: Sprite,\n\tposition?: PositionOption,\n\toptions?: TransformOptions & { anchor?: { x: number; y: number } }\n): Pick<Renderer2DComponentTypes, 'sprite' | 'localTransform' | 'worldTransform' | 'visible'> {\n\tif (options?.anchor) {\n\t\tsprite.anchor.set(options.anchor.x, options.anchor.y);\n\t}\n\treturn {\n\t\tsprite,\n\t\tlocalTransform: createLocalTransformInternal(position, options),\n\t\tworldTransform: createWorldTransformInternal(position, options),\n\t\tvisible: createVisibleComponent(options),\n\t};\n}\n\n/**\n * Create components for a graphics entity.\n * Returns an object suitable for spreading into spawn().\n *\n * @example\n * ```typescript\n * const rect = ecs.spawn({\n * ...createGraphicsComponents(graphics, { x: 50, y: 50 }),\n * });\n * ```\n */\nexport function createGraphicsComponents(\n\tgraphics: Graphics,\n\tposition?: PositionOption,\n\toptions?: TransformOptions\n): Pick<Renderer2DComponentTypes, 'graphics' | 'localTransform' | 'worldTransform' | 'visible'> {\n\treturn {\n\t\tgraphics,\n\t\tlocalTransform: createLocalTransformInternal(position, options),\n\t\tworldTransform: createWorldTransformInternal(position, options),\n\t\tvisible: createVisibleComponent(options),\n\t};\n}\n\n/**\n * Create components for a container entity.\n * Returns an object suitable for spreading into spawn().\n *\n * @example\n * ```typescript\n * const group = ecs.spawn({\n * ...createContainerComponents(new Container(), { x: 0, y: 0 }),\n * });\n * ```\n */\nexport function createContainerComponents(\n\tcontainer: Container,\n\tposition?: PositionOption,\n\toptions?: TransformOptions\n): Pick<Renderer2DComponentTypes, 'container' | 'localTransform' | 'worldTransform' | 'visible'> {\n\treturn {\n\t\tcontainer,\n\t\tlocalTransform: createLocalTransformInternal(position, options),\n\t\tworldTransform: createWorldTransformInternal(position, options),\n\t\tvisible: createVisibleComponent(options),\n\t};\n}\n\n// ==================== Viewport Scale Utilities ====================\n\nconst scaleModeStrategy: Record<ScaleMode, (ratioX: number, ratioY: number) => { scaleX: number; scaleY: number }> = {\n\tfit: (ratioX, ratioY) => {\n\t\tconst s = Math.min(ratioX, ratioY);\n\t\treturn { scaleX: s, scaleY: s };\n\t},\n\tcover: (ratioX, ratioY) => {\n\t\tconst s = Math.max(ratioX, ratioY);\n\t\treturn { scaleX: s, scaleY: s };\n\t},\n\tstretch: (ratioX, ratioY) => ({ scaleX: ratioX, scaleY: ratioY }),\n};\n\nexport function computeViewportScale(\n\tphysicalW: number,\n\tphysicalH: number,\n\tdesignW: number,\n\tdesignH: number,\n\tmode: ScaleMode,\n): ViewportScale {\n\tconst ratioX = physicalW / designW;\n\tconst ratioY = physicalH / designH;\n\tconst { scaleX, scaleY } = scaleModeStrategy[mode](ratioX, ratioY);\n\n\treturn {\n\t\tscaleX,\n\t\tscaleY,\n\t\toffsetX: (physicalW - designW * scaleX) / 2,\n\t\toffsetY: (physicalH - designH * scaleY) / 2,\n\t\tphysicalWidth: physicalW,\n\t\tphysicalHeight: physicalH,\n\t\tdesignWidth: designW,\n\t\tdesignHeight: designH,\n\t};\n}\n\n/**\n * Convert physical canvas pixel coordinates to design-resolution (logical) coordinates.\n * Compose with camera `screenToWorld()` for full physical→world conversion.\n */\nexport function physicalToLogical(\n\tphysicalX: number,\n\tphysicalY: number,\n\tviewport: ViewportScale,\n): { x: number; y: number } {\n\treturn {\n\t\tx: (physicalX - viewport.offsetX) / viewport.scaleX,\n\t\ty: (physicalY - viewport.offsetY) / viewport.scaleY,\n\t};\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a 2D rendering plugin for ECSpresso.\n *\n * This plugin provides:\n * - Transform propagation (localTransform -> worldTransform)\n * - Render sync system (updates PixiJS objects from ECS components)\n * - Scene graph management (mirrors ECS hierarchy in PixiJS scene graph)\n *\n * @example Pre-initialized mode\n * ```typescript\n * const app = new Application();\n * await app.init({ resizeTo: window });\n *\n * const ecs = ECSpresso.create<GameComponents, {}, {}>()\n * .withPlugin(createRenderer2DPlugin({ app }))\n * .build();\n * ```\n *\n * @example Managed mode\n * ```typescript\n * const ecs = ECSpresso.create<GameComponents, {}, {}>()\n * .withPlugin(createRenderer2DPlugin({\n * init: { background: '#1099bb', resizeTo: window },\n * container: document.body,\n * }))\n * .build();\n * await ecs.initialize();\n * ```\n */\ntype Renderer2DLabels = 'renderer2d-sync' | 'renderer2d-scene-graph' | 'renderer2d-camera-sync' | 'transform-propagation';\ntype Renderer2DReactiveQueryNames = 'renderer2d-sprites' | 'renderer2d-graphics' | 'renderer2d-containers';\n\nexport function createRenderer2DPlugin<G extends string = 'renderer2d'>(\n\toptions: Renderer2DPluginOptions<G> & { screenScale: ScreenScaleOptions; camera: true }\n): Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes & ViewportScaleResourceTypes & CameraResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>;\nexport function createRenderer2DPlugin<G extends string = 'renderer2d'>(\n\toptions: Renderer2DPluginOptions<G> & { screenScale: ScreenScaleOptions }\n): Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes & ViewportScaleResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>;\nexport function createRenderer2DPlugin<G extends string = 'renderer2d'>(\n\toptions: Renderer2DPluginOptions<G> & { camera: true }\n): Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes & CameraResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>;\nexport function createRenderer2DPlugin<G extends string = 'renderer2d'>(\n\toptions: Renderer2DPluginOptions<G>\n): Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>;\nexport function createRenderer2DPlugin<G extends string = 'renderer2d'>(\n\toptions: Renderer2DPluginOptions<G> & { camera?: boolean; screenScale?: ScreenScaleOptions }\n): Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>\n| Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes & CameraResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>\n| Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes & ViewportScaleResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>\n| Plugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, Renderer2DResourceTypes & ViewportScaleResourceTypes & CameraResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames> {\n\tconst {\n\t\trootContainer: customRootContainer,\n\t\tsystemGroup = 'renderer2d',\n\t\trenderSyncPriority = 500,\n\t\ttransform: transformOptions,\n\t\tstartLoop = true,\n\t\trenderLayers = [],\n\t\tcamera = false,\n\t\tscreenScale,\n\t} = options;\n\n\tconst hasScreenScale = screenScale !== undefined;\n\tconst designWidth = screenScale?.width ?? 0;\n\tconst designHeight = screenScale?.height ?? 0;\n\tconst screenScaleMode: ScaleMode = screenScale?.mode ?? 'fit';\n\n\t// Entity ID -> PixiJS Container mapping for scene graph management\n\tconst entityToPixiObject = new Map<number, Container>();\n\n\t// Render layer name -> PixiJS Container mapping\n\tconst layerContainers = new Map<string, Container>();\n\n\t// Container constructor captured during initialization via dynamic import\n\t// Used by getOrCreateLayerContainer for lazy layer creation\n\tlet createLayerContainer: (label: string) => Container = () => {\n\t\tthrow new Error('renderer2D: createLayerContainer called before initialization');\n\t};\n\n\t// Helper to get or create a render layer container\n\tfunction getOrCreateLayerContainer(\n\t\tlayerName: string,\n\t\trootCont: Container\n\t): Container {\n\t\tconst existing = layerContainers.get(layerName);\n\t\tif (existing) return existing;\n\n\t\t// Lazy-create for undeclared layers, appended to end\n\t\tconst cont = createLayerContainer(`layer:${layerName}`);\n\t\tlayerContainers.set(layerName, cont);\n\t\trootCont.addChild(cont);\n\t\treturn cont;\n\t}\n\n\t// Helper to resolve the target container for an entity.\n\t// Scene graph stays flat (rootContainer or render layer) because the render\n\t// sync positions objects using absolute worldTransform. Nesting under a\n\t// parent's display object would double-apply the parent's transform.\n\ttype PluginResourceTypes = Renderer2DResourceTypes & ViewportScaleResourceTypes;\n\ttype PluginECS = ECSpresso<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, PluginResourceTypes>>;\n\n\tfunction resolveTargetContainer(\n\t\tentityId: number,\n\t\tecs: PluginECS\n\t): Container {\n\t\tconst rootCont = ecs.getResource('rootContainer');\n\n\t\t// 1. Check render layer component\n\t\tconst layerName = ecs.getComponent(entityId, 'renderLayer');\n\t\tif (layerName) return getOrCreateLayerContainer(layerName, rootCont);\n\n\t\t// 2. Fall back to root container\n\t\treturn rootCont;\n\t}\n\n\t// Helper to add a PixiJS object to the scene graph\n\tfunction addToSceneGraph(\n\t\tentityId: number,\n\t\tpixiObject: Container,\n\t\tecs: PluginECS\n\t): void {\n\t\tconst targetContainer = resolveTargetContainer(entityId, ecs);\n\n\t\t// Only add if not already a child\n\t\tif (pixiObject.parent !== targetContainer) {\n\t\t\ttargetContainer.addChild(pixiObject);\n\t\t}\n\t}\n\n\t// Helper to update parent in scene graph\n\tfunction updateSceneGraphParent(\n\t\tentityId: number,\n\t\tecs: PluginECS\n\t): void {\n\t\tconst pixiObject = entityToPixiObject.get(entityId);\n\t\tif (!pixiObject) return;\n\n\t\tconst targetContainer = resolveTargetContainer(entityId, ecs);\n\n\t\tif (pixiObject.parent !== targetContainer) {\n\t\t\tpixiObject.removeFromParent();\n\t\t\ttargetContainer.addChild(pixiObject);\n\t\t}\n\t}\n\n\t// Determine mode and set up resource registration closures\n\tconst isManaged = 'init' in options && options.init !== undefined;\n\n\treturn definePlugin<WorldConfigFrom<Renderer2DComponentTypes, Renderer2DEventTypes, PluginResourceTypes>, EmptyConfig, Renderer2DLabels, G, never, Renderer2DReactiveQueryNames>({\n\t\tid: 'renderer2d',\n\t\tinstall(world) {\n\t\t\t// Install transform plugin (deduplicates if already installed)\n\t\t\tworld.installPlugin(createTransformPlugin(transformOptions));\n\n\t\t\t// Register resources based on mode\n\t\t\tif (isManaged) {\n\t\t\t\tconst initOptions = (options as Renderer2DPluginManagedOptions<G>).init;\n\t\t\t\tconst containerOption = (options as Renderer2DPluginManagedOptions<G>).container;\n\n\t\t\t\tworld.addResource('pixiApp', async () => {\n\t\t\t\t\tconst app = await createPixiApplication(initOptions);\n\n\t\t\t\t\tif (containerOption) {\n\t\t\t\t\t\tconst containerEl = typeof containerOption === 'string'\n\t\t\t\t\t\t\t? document.querySelector(containerOption)\n\t\t\t\t\t\t\t: containerOption;\n\n\t\t\t\t\t\tif (containerEl) {\n\t\t\t\t\t\t\tcontainerEl.appendChild(app.canvas);\n\t\t\t\t\t\t} else if (typeof containerOption === 'string') {\n\t\t\t\t\t\t\tconsole.warn(`Renderer2D plugin: container selector \"${containerOption}\" not found`);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\treturn app;\n\t\t\t\t});\n\n\t\t\t\tworld.addResource('rootContainer', {\n\t\t\t\t\tdependsOn: ['pixiApp'],\n\t\t\t\t\tfactory: (ecs) => customRootContainer ?? ecs.getResource('pixiApp').stage,\n\t\t\t\t});\n\n\t\t\t\tworld.addResource('bounds', {\n\t\t\t\t\tdependsOn: ['pixiApp'],\n\t\t\t\t\tfactory: (ecs) => {\n\t\t\t\t\t\tif (hasScreenScale) return createBounds(designWidth, designHeight);\n\t\t\t\t\t\tconst pixiApp = ecs.getResource('pixiApp');\n\t\t\t\t\t\treturn createBounds(pixiApp.screen.width, pixiApp.screen.height);\n\t\t\t\t\t},\n\t\t\t\t});\n\n\t\t\t\tif (hasScreenScale) {\n\t\t\t\t\tworld.addResource('viewportScale', {\n\t\t\t\t\t\tdependsOn: ['pixiApp'],\n\t\t\t\t\t\tfactory: (ecs) => {\n\t\t\t\t\t\t\tconst pixiApp = ecs.getResource('pixiApp');\n\t\t\t\t\t\t\treturn computeViewportScale(pixiApp.screen.width, pixiApp.screen.height, designWidth, designHeight, screenScaleMode);\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tconst app = (options as Renderer2DPluginAppOptions<G>).app;\n\t\t\t\tworld.addResource('pixiApp', app);\n\t\t\t\tworld.addResource('rootContainer', customRootContainer ?? app.stage);\n\t\t\t\tworld.addResource('bounds', hasScreenScale\n\t\t\t\t\t? createBounds(designWidth, designHeight)\n\t\t\t\t\t: createBounds(app.screen.width, app.screen.height));\n\n\t\t\t\tif (hasScreenScale) {\n\t\t\t\t\tworld.addResource('viewportScale',\n\t\t\t\t\t\tcomputeViewportScale(app.screen.width, app.screen.height, designWidth, designHeight, screenScaleMode));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Register dispose callbacks for display object components\n\t\t\tworld.registerDispose('sprite', ({ value: sprite }) => {\n\t\t\t\tsprite.removeFromParent();\n\t\t\t});\n\t\t\tworld.registerDispose('graphics', ({ value: graphics }) => {\n\t\t\t\tgraphics.removeFromParent();\n\t\t\t});\n\t\t\tworld.registerDispose('container', ({ value: container }) => {\n\t\t\t\tcontainer.removeFromParent();\n\t\t\t});\n\n\t\t\t// Display objects require localTransform and visible\n\t\t\tworld.registerRequired('sprite', 'localTransform', () => createLocalTransformInternal());\n\t\t\tworld.registerRequired('sprite', 'visible', () => createVisibleComponent());\n\t\t\tworld.registerRequired('graphics', 'localTransform', () => createLocalTransformInternal());\n\t\t\tworld.registerRequired('graphics', 'visible', () => createVisibleComponent());\n\t\t\tworld.registerRequired('container', 'localTransform', () => createLocalTransformInternal());\n\t\t\tworld.registerRequired('container', 'visible', () => createVisibleComponent());\n\n\t\t\t// ==================== Render Sync System ====================\n\t\t\tworld\n\t\t\t\t.addSystem('renderer2d-sync')\n\t\t\t\t.setPriority(renderSyncPriority)\n\t\t\t\t.inPhase('render')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('sprites', {\n\t\t\t\t\twith: ['sprite', 'worldTransform'],\n\t\t\t\t\tchanged: ['worldTransform'],\n\t\t\t\t})\n\t\t\t\t.addQuery('graphics', {\n\t\t\t\t\twith: ['graphics', 'worldTransform'],\n\t\t\t\t\tchanged: ['worldTransform'],\n\t\t\t\t})\n\t\t\t\t.addQuery('containers', {\n\t\t\t\t\twith: ['container', 'worldTransform'],\n\t\t\t\t\tchanged: ['worldTransform'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\tfor (const entity of queries.sprites) {\n\t\t\t\t\t\tconst { sprite, worldTransform } = entity.components;\n\n\t\t\t\t\t\tsprite.position.set(worldTransform.x, worldTransform.y);\n\t\t\t\t\t\tsprite.rotation = worldTransform.rotation;\n\t\t\t\t\t\tsprite.scale.set(worldTransform.scaleX, worldTransform.scaleY);\n\n\t\t\t\t\t\tconst visibleComp = ecs.getComponent(entity.id, 'visible');\n\t\t\t\t\t\tif (visibleComp) {\n\t\t\t\t\t\t\tsprite.visible = visibleComp.visible;\n\t\t\t\t\t\t\tif (visibleComp.alpha !== undefined) {\n\t\t\t\t\t\t\t\tsprite.alpha = visibleComp.alpha;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (const entity of queries.graphics) {\n\t\t\t\t\t\tconst { graphics, worldTransform } = entity.components;\n\n\t\t\t\t\t\tgraphics.position.set(worldTransform.x, worldTransform.y);\n\t\t\t\t\t\tgraphics.rotation = worldTransform.rotation;\n\t\t\t\t\t\tgraphics.scale.set(worldTransform.scaleX, worldTransform.scaleY);\n\n\t\t\t\t\t\tconst visibleComp = ecs.getComponent(entity.id, 'visible');\n\t\t\t\t\t\tif (visibleComp) {\n\t\t\t\t\t\t\tgraphics.visible = visibleComp.visible;\n\t\t\t\t\t\t\tif (visibleComp.alpha !== undefined) {\n\t\t\t\t\t\t\t\tgraphics.alpha = visibleComp.alpha;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (const entity of queries.containers) {\n\t\t\t\t\t\tconst { container, worldTransform } = entity.components;\n\n\t\t\t\t\t\tcontainer.position.set(worldTransform.x, worldTransform.y);\n\t\t\t\t\t\tcontainer.rotation = worldTransform.rotation;\n\t\t\t\t\t\tcontainer.scale.set(worldTransform.scaleX, worldTransform.scaleY);\n\n\t\t\t\t\t\tconst visibleComp = ecs.getComponent(entity.id, 'visible');\n\t\t\t\t\t\tif (visibleComp) {\n\t\t\t\t\t\t\tcontainer.visible = visibleComp.visible;\n\t\t\t\t\t\t\tif (visibleComp.alpha !== undefined) {\n\t\t\t\t\t\t\t\tcontainer.alpha = visibleComp.alpha;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// ==================== Scene Graph Manager System ====================\n\t\t\tworld\n\t\t\t\t.addSystem('renderer2d-scene-graph')\n\t\t\t\t.setPriority(9999)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setOnInitialize(async (ecs) => {\n\t\t\t\t\tconst pixiApp = ecs.getResource('pixiApp');\n\t\t\t\t\tlet rootCont = ecs.getResource('rootContainer');\n\n\t\t\t\t\tconst { Container: ContainerClass } = await import('pixi.js');\n\t\t\t\t\tcreateLayerContainer = (label: string) => {\n\t\t\t\t\t\tconst cont = new ContainerClass();\n\t\t\t\t\t\tcont.label = label;\n\t\t\t\t\t\treturn cont;\n\t\t\t\t\t};\n\n\t\t\t\t\tlet viewportContainer: Container | undefined;\n\t\t\t\t\tif (hasScreenScale) {\n\t\t\t\t\t\tviewportContainer = new ContainerClass();\n\t\t\t\t\t\tviewportContainer.label = 'viewportContainer';\n\n\t\t\t\t\t\tconst vs = ecs.tryGetResource('viewportScale');\n\t\t\t\t\t\tif (!vs) throw new Error('renderer2D: viewportScale resource not found');\n\t\t\t\t\t\tviewportContainer.position.set(vs.offsetX, vs.offsetY);\n\t\t\t\t\t\tviewportContainer.scale.set(vs.scaleX, vs.scaleY);\n\n\t\t\t\t\t\tconst newRoot = new ContainerClass();\n\t\t\t\t\t\tnewRoot.label = 'rootContainer';\n\n\t\t\t\t\t\tpixiApp.stage.addChild(viewportContainer);\n\t\t\t\t\t\tviewportContainer.addChild(newRoot);\n\n\t\t\t\t\t\tecs.updateResource('rootContainer', () => newRoot);\n\t\t\t\t\t\trootCont = newRoot;\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (const layerName of renderLayers) {\n\t\t\t\t\t\tconst cont = createLayerContainer(`layer:${layerName}`);\n\t\t\t\t\t\tlayerContainers.set(layerName, cont);\n\t\t\t\t\t\trootCont.addChild(cont);\n\t\t\t\t\t}\n\n\t\t\t\t\tecs.addReactiveQuery('renderer2d-sprites', {\n\t\t\t\t\t\twith: ['sprite'],\n\t\t\t\t\t\tonEnter: (entity) => {\n\t\t\t\t\t\t\tconst pixiObject = entity.components.sprite;\n\t\t\t\t\t\t\tentityToPixiObject.set(entity.id, pixiObject);\n\t\t\t\t\t\t\taddToSceneGraph(entity.id, pixiObject, ecs);\n\t\t\t\t\t\t},\n\t\t\t\t\t\tonExit: (entityId) => {\n\t\t\t\t\t\t\tentityToPixiObject.delete(entityId);\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\n\t\t\t\t\tecs.addReactiveQuery('renderer2d-graphics', {\n\t\t\t\t\t\twith: ['graphics'],\n\t\t\t\t\t\tonEnter: (entity) => {\n\t\t\t\t\t\t\tconst pixiObject = entity.components.graphics;\n\t\t\t\t\t\t\tentityToPixiObject.set(entity.id, pixiObject);\n\t\t\t\t\t\t\taddToSceneGraph(entity.id, pixiObject, ecs);\n\t\t\t\t\t\t},\n\t\t\t\t\t\tonExit: (entityId) => {\n\t\t\t\t\t\t\tentityToPixiObject.delete(entityId);\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\n\t\t\t\t\tecs.addReactiveQuery('renderer2d-containers', {\n\t\t\t\t\t\twith: ['container'],\n\t\t\t\t\t\tonEnter: (entity) => {\n\t\t\t\t\t\t\tconst pixiObject = entity.components.container;\n\t\t\t\t\t\t\tentityToPixiObject.set(entity.id, pixiObject);\n\t\t\t\t\t\t\taddToSceneGraph(entity.id, pixiObject, ecs);\n\t\t\t\t\t\t},\n\t\t\t\t\t\tonExit: (entityId) => {\n\t\t\t\t\t\t\tentityToPixiObject.delete(entityId);\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\n\t\t\t\t\tecs.on('hierarchyChanged', ({ entityId }) => {\n\t\t\t\t\t\tupdateSceneGraphParent(entityId, ecs);\n\t\t\t\t\t});\n\n\t\t\t\t\tecs.onComponentAdded('renderLayer', ({ entity }) => {\n\t\t\t\t\t\tupdateSceneGraphParent(entity.id, ecs);\n\t\t\t\t\t});\n\n\t\t\t\t\tecs.onComponentRemoved('renderLayer', ({ entity }) => {\n\t\t\t\t\t\tupdateSceneGraphParent(entity.id, ecs);\n\t\t\t\t\t});\n\n\t\t\t\t\tif (camera) {\n\t\t\t\t\t\tconst cameraState = ecs.tryGetResource<CameraState>('cameraState');\n\t\t\t\t\t\tif (!cameraState) throw new Error('renderer2D: cameraState resource not found');\n\t\t\t\t\t\tcameraState.viewportWidth = hasScreenScale ? designWidth : pixiApp.screen.width;\n\t\t\t\t\t\tcameraState.viewportHeight = hasScreenScale ? designHeight : pixiApp.screen.height;\n\t\t\t\t\t}\n\n\t\t\t\t\tpixiApp.renderer.on('resize', (width: number, height: number) => {\n\t\t\t\t\t\tif (hasScreenScale) {\n\t\t\t\t\t\t\tconst vs = computeViewportScale(width, height, designWidth, designHeight, screenScaleMode);\n\t\t\t\t\t\t\tconst vpResource = ecs.tryGetResource('viewportScale');\n\t\t\t\t\t\t\tif (!vpResource) throw new Error('renderer2D: viewportScale resource not found');\n\t\t\t\t\t\t\tvpResource.scaleX = vs.scaleX;\n\t\t\t\t\t\t\tvpResource.scaleY = vs.scaleY;\n\t\t\t\t\t\t\tvpResource.offsetX = vs.offsetX;\n\t\t\t\t\t\t\tvpResource.offsetY = vs.offsetY;\n\t\t\t\t\t\t\tvpResource.physicalWidth = width;\n\t\t\t\t\t\t\tvpResource.physicalHeight = height;\n\n\t\t\t\t\t\t\tif (viewportContainer) {\n\t\t\t\t\t\t\t\tviewportContainer.position.set(vs.offsetX, vs.offsetY);\n\t\t\t\t\t\t\t\tviewportContainer.scale.set(vs.scaleX, vs.scaleY);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tconst bounds = ecs.getResource('bounds');\n\t\t\t\t\t\t\tbounds.width = width;\n\t\t\t\t\t\t\tbounds.height = height;\n\n\t\t\t\t\t\t\tif (camera) {\n\t\t\t\t\t\t\t\tconst cameraState = ecs.tryGetResource<CameraState>('cameraState');\n\t\t\t\t\t\t\t\tif (!cameraState) throw new Error('renderer2D: cameraState resource not found');\n\t\t\t\t\t\t\t\tcameraState.viewportWidth = width;\n\t\t\t\t\t\t\t\tcameraState.viewportHeight = height;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\n\t\t\t\t\tif (startLoop) {\n\t\t\t\t\t\tpixiApp.ticker.add((ticker) => {\n\t\t\t\t\t\t\tecs.update(ticker.deltaMS / 1_000);\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// ==================== Camera Sync System (opt-in) ====================\n\t\t\tif (camera) {\n\t\t\t\tworld\n\t\t\t\t\t.addSystem('renderer2d-camera-sync')\n\t\t\t\t\t.setPriority(900)\n\t\t\t\t\t.inPhase('render')\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.setProcess(({ ecs }) => {\n\t\t\t\t\t\tconst state = ecs.tryGetResource<CameraState>('cameraState');\n\t\t\t\t\t\tif (!state) throw new Error('renderer2D: cameraState resource not found');\n\t\t\t\t\t\tconst root = ecs.getResource('rootContainer');\n\t\t\t\t\t\tconst [centerW, centerH] = hasScreenScale\n\t\t\t\t\t\t\t? [designWidth, designHeight]\n\t\t\t\t\t\t\t: [ecs.getResource('pixiApp').screen.width, ecs.getResource('pixiApp').screen.height];\n\n\t\t\t\t\t\troot.position.set(\n\t\t\t\t\t\t\tcenterW / 2 - (state.x + state.shakeOffsetX) * state.zoom,\n\t\t\t\t\t\t\tcenterH / 2 - (state.y + state.shakeOffsetY) * state.zoom,\n\t\t\t\t\t\t);\n\t\t\t\t\t\troot.scale.set(state.zoom);\n\t\t\t\t\t\troot.rotation = -(state.rotation + state.shakeRotation);\n\t\t\t\t\t});\n\t\t\t}\n\t\t},\n\t});\n}\n"
6
6
  ],
7
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8
+ "debugId": "94CD9C9F93830E4A64756E2164756E21",
9
9
  "names": []
10
10
  }
@@ -0,0 +1,4 @@
1
+ var{defineProperty:k,getOwnPropertyNames:p,getOwnPropertyDescriptor:S}=Object,C=Object.prototype.hasOwnProperty;function I(j){return this[j]}var h=(j)=>{var B=(_??=new WeakMap).get(j),D;if(B)return B;if(B=k({},"__esModule",{value:!0}),j&&typeof j==="object"||typeof j==="function"){for(var F of p(j))if(!C.call(B,F))k(B,F,{get:I.bind(j,F),enumerable:!(D=S(j,F))||D.enumerable})}return _.set(j,B),B},_;var X=(j)=>j;function Y(j,B){this[j]=X.bind(null,B)}var m=(j,B)=>{for(var D in B)k(j,D,{get:B[D],enumerable:!0,configurable:!0,set:Y.bind(B,D)})};var g=(j,B)=>()=>(j&&(B=j(j=0)),B);var x=((j)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(j,{get:(B,D)=>(typeof require<"u"?require:B)[D]}):j)(function(j){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+j+'" is not supported')});import{definePlugin as f}from"ecspresso";function v(j,B){return j*73856093^B*19349663}function H(j){return{cellSize:j,invCellSize:1/j,cells:new Map,entries:new Map}}function W(j){j.cells.clear(),j.entries.clear()}function Q(j,B,D,F,K,L){j.entries.set(B,{entityId:B,x:D,y:F,halfW:K,halfH:L});let N=j.invCellSize,U=Math.floor((D-K)*N),J=Math.floor((D+K)*N),$=Math.floor((F-L)*N),A=Math.floor((F+L)*N);for(let O=U;O<=J;O++)for(let M=$;M<=A;M++){let V=v(O,M),T=j.cells.get(V);if(T)T.push(B);else j.cells.set(V,[B])}}function G(j,B,D,F,K,L){let N=j.invCellSize,U=Math.floor(B*N),J=Math.floor(F*N),$=Math.floor(D*N),A=Math.floor(K*N);for(let O=U;O<=J;O++)for(let M=$;M<=A;M++){let V=j.cells.get(v(O,M));if(!V)continue;for(let T=0;T<V.length;T++){let Z=V[T];if(Z!==void 0)L.add(Z)}}}var b=new Set;function R(j,B,D,F,K){let L=b;L.clear(),G(j,B-F,D-F,B+F,D+F,L);let N=F*F;for(let U of L){let J=j.entries.get(U);if(!J)continue;let $=Math.max(J.x-J.halfW,Math.min(B,J.x+J.halfW)),A=Math.max(J.y-J.halfH,Math.min(D,J.y+J.halfH)),O=B-$,M=D-A;if(O*O+M*M<=N)K.add(U)}}var E=new Set;function o(j){return{grid:j,queryRect(B,D,F,K){return E.clear(),G(j,B,D,F,K,E),Array.from(E)},queryRectInto(B,D,F,K,L){G(j,B,D,F,K,L)},queryRadius(B,D,F){return E.clear(),R(j,B,D,F,E),Array.from(E)},queryRadiusInto(B,D,F,K){R(j,B,D,F,K)},getEntry(B){return j.entries.get(B)}}}function s(j){let{cellSize:B=64,systemGroup:D="spatialIndex",priority:F=2000,phases:K=["fixedUpdate","postUpdate"]}=j??{},L=H(B),N=o(L);return f({id:"spatialIndex",install(U){U.addResource("spatialIndex",N);for(let J of K){let $=J==="fixedUpdate"?"localTransform":"worldTransform";U.addSystem(`spatial-index-rebuild-${J}`).setPriority(F).inPhase(J).inGroup(D).addQuery("transforms",{with:[$]}).setProcess(({queries:A,ecs:O})=>{W(L);for(let M of A.transforms){let V=M.components[$],T=O.getComponent(M.id,"aabbCollider"),Z=O.getComponent(M.id,"circleCollider");if(!T&&!Z)continue;let{x:w,y:z}=V,P=0,q=0;if(T)w+=T.offsetX??0,z+=T.offsetY??0,P=T.width/2,q=T.height/2;if(Z)w+=Z.offsetX??0,z+=Z.offsetY??0,P=Math.max(P,Z.radius),q=Math.max(q,Z.radius);Q(L,M.id,w,z,P,q)}})}}})}export{s as createSpatialIndexPlugin};
2
+
3
+ //# debugId=F79FDECC731E16AA64756E2164756E21
4
+ //# sourceMappingURL=spatial-index.js.map
@@ -5,7 +5,7 @@
5
5
  "/**\n * Spatial Index Plugin for ECSpresso\n *\n * Provides a uniform-grid spatial hash for broadphase collision detection\n * and proximity queries. Replaces O(n²) brute-force with O(n·d) where\n * d = local density.\n *\n * Standalone usage: queryRect / queryRadius for proximity queries.\n * Automatic acceleration: collision and physics2D plugins detect the\n * spatialIndex resource at runtime and use it for broadphase when present.\n */\n\nimport { definePlugin, type Plugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type { WorldConfigFrom, EmptyConfig } from '../type-utils';\nimport type { TransformComponentTypes } from './transform';\nimport type { CollisionComponentTypes } from './collision';\nimport {\n\ttype SpatialEntry,\n\ttype SpatialHashGrid,\n\ttype SpatialIndex,\n\tcreateGrid,\n\tclearGrid,\n\tinsertEntity,\n\tgridQueryRect,\n\tgridQueryRadius,\n} from '../utils/spatial-hash';\n\n// Module-scoped reusable set to reduce GC pressure\nconst _reusableQuerySet = new Set<number>();\n\n// ==================== Resource API ====================\n\nexport interface SpatialIndexResourceTypes {\n\tspatialIndex: SpatialIndex;\n}\n\nfunction createSpatialIndexResource(grid: SpatialHashGrid): SpatialIndex {\n\treturn {\n\t\tgrid,\n\t\tqueryRect(minX: number, minY: number, maxX: number, maxY: number): number[] {\n\t\t\t_reusableQuerySet.clear();\n\t\t\tgridQueryRect(grid, minX, minY, maxX, maxY, _reusableQuerySet);\n\t\t\treturn Array.from(_reusableQuerySet);\n\t\t},\n\t\tqueryRectInto(minX: number, minY: number, maxX: number, maxY: number, result: Set<number>): void {\n\t\t\tgridQueryRect(grid, minX, minY, maxX, maxY, result);\n\t\t},\n\t\tqueryRadius(cx: number, cy: number, radius: number): number[] {\n\t\t\t_reusableQuerySet.clear();\n\t\t\tgridQueryRadius(grid, cx, cy, radius, _reusableQuerySet);\n\t\t\treturn Array.from(_reusableQuerySet);\n\t\t},\n\t\tqueryRadiusInto(cx: number, cy: number, radius: number, result: Set<number>): void {\n\t\t\tgridQueryRadius(grid, cx, cy, radius, result);\n\t\t},\n\t\tgetEntry(entityId: number): SpatialEntry | undefined {\n\t\t\treturn grid.entries.get(entityId);\n\t\t},\n\t};\n}\n\n// ==================== Component Types ====================\n\ntype SpatialIndexComponentTypes =\n\tTransformComponentTypes & Pick<CollisionComponentTypes<string>, 'aabbCollider' | 'circleCollider'>;\n\n// ==================== Plugin Options ====================\n\nexport type SpatialIndexPhase = 'fixedUpdate' | 'postUpdate';\ntype SpatialIndexLabel = `spatial-index-rebuild-${SpatialIndexPhase}`;\n\nexport interface SpatialIndexPluginOptions<G extends string = 'spatialIndex'> {\n\t/** Cell size for the spatial hash grid (default: 64) */\n\tcellSize?: number;\n\t/** System group name (default: 'spatialIndex') */\n\tsystemGroup?: G;\n\t/** Priority for rebuild systems (default: 2000, before collision) */\n\tpriority?: number;\n\t/** Phases to register rebuild systems in (default: ['fixedUpdate', 'postUpdate']) */\n\tphases?: ReadonlyArray<SpatialIndexPhase>;\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a spatial index plugin for ECSpresso.\n *\n * Provides a uniform-grid spatial hash that accelerates collision detection.\n * When installed alongside the collision or physics2D plugins, they\n * automatically use the spatial index for broadphase instead of O(n²)\n * brute-force.\n *\n * Also provides proximity query methods for game logic (e.g. \"find all\n * enemies within 200 units\").\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createTransformPlugin())\n * .withPlugin(createCollisionPlugin({ layers }))\n * .withPlugin(createSpatialIndexPlugin({ cellSize: 128 }))\n * .build();\n *\n * // Proximity query in a system:\n * const si = ecs.getResource('spatialIndex');\n * const nearby = si.queryRadius(playerX, playerY, 200);\n * ```\n */\nexport function createSpatialIndexPlugin<G extends string = 'spatialIndex'>(\n\toptions?: SpatialIndexPluginOptions<G>,\n): Plugin<WorldConfigFrom<SpatialIndexComponentTypes, {}, SpatialIndexResourceTypes>, EmptyConfig, SpatialIndexLabel, G> {\n\tconst {\n\t\tcellSize = 64,\n\t\tsystemGroup = 'spatialIndex',\n\t\tpriority = 2000,\n\t\tphases = ['fixedUpdate', 'postUpdate'] as const,\n\t} = options ?? {};\n\n\tconst grid = createGrid(cellSize);\n\tconst resource = createSpatialIndexResource(grid);\n\n\treturn definePlugin<WorldConfigFrom<SpatialIndexComponentTypes, {}, SpatialIndexResourceTypes>, EmptyConfig, SpatialIndexLabel, G>({\n\t\tid: 'spatialIndex',\n\t\tinstall(world) {\n\t\t\tworld.addResource('spatialIndex', resource);\n\n\t\t\t// Register a rebuild system for each requested phase\n\t\t\tfor (const phase of phases) {\n\t\t\t\tconst transformComponent = phase === 'fixedUpdate' ? 'localTransform' : 'worldTransform';\n\n\t\t\t\tworld\n\t\t\t\t\t.addSystem(`spatial-index-rebuild-${phase}`)\n\t\t\t\t\t.setPriority(priority)\n\t\t\t\t\t.inPhase(phase as SystemPhase)\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.addQuery('transforms', {\n\t\t\t\t\t\twith: [transformComponent],\n\t\t\t\t\t})\n\t\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\t\tclearGrid(grid);\n\n\t\t\t\t\t\tfor (const entity of queries.transforms) {\n\t\t\t\t\t\t\tconst transform = entity.components[transformComponent];\n\t\t\t\t\t\t\tconst aabb = ecs.getComponent(entity.id, 'aabbCollider');\n\t\t\t\t\t\t\tconst circle = ecs.getComponent(entity.id, 'circleCollider');\n\n\t\t\t\t\t\t\t// Only insert entities that have a collider\n\t\t\t\t\t\t\tif (!aabb && !circle) continue;\n\n\t\t\t\t\t\t\tlet x = transform.x;\n\t\t\t\t\t\t\tlet y = transform.y;\n\t\t\t\t\t\t\tlet halfW = 0;\n\t\t\t\t\t\t\tlet halfH = 0;\n\n\t\t\t\t\t\t\tif (aabb) {\n\t\t\t\t\t\t\t\tx += aabb.offsetX ?? 0;\n\t\t\t\t\t\t\t\ty += aabb.offsetY ?? 0;\n\t\t\t\t\t\t\t\thalfW = aabb.width / 2;\n\t\t\t\t\t\t\t\thalfH = aabb.height / 2;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (circle) {\n\t\t\t\t\t\t\t\tx += circle.offsetX ?? 0;\n\t\t\t\t\t\t\t\ty += circle.offsetY ?? 0;\n\t\t\t\t\t\t\t\t// Circle: use radius as half-extent in both dimensions\n\t\t\t\t\t\t\t\thalfW = Math.max(halfW, circle.radius);\n\t\t\t\t\t\t\t\thalfH = Math.max(halfH, circle.radius);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tinsertEntity(grid, entity.id, x, y, halfW, halfH);\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t}\n\t\t},\n\t});\n}\n",
6
6
  "/**\n * Spatial Hash Grid\n *\n * Uniform-grid spatial hash for broadphase collision detection and\n * proximity queries. Pure data structure, no ECS dependencies.\n */\n\n// ==================== Data Structure ====================\n\nexport interface SpatialEntry {\n\tentityId: number;\n\tx: number;\n\ty: number;\n\thalfW: number;\n\thalfH: number;\n}\n\nexport interface SpatialHashGrid {\n\tcellSize: number;\n\tinvCellSize: number;\n\tcells: Map<number, number[]>;\n\tentries: Map<number, SpatialEntry>;\n}\n\n// ==================== Pure Functions ====================\n\n/**\n * Hash a cell coordinate pair to a single integer key.\n * Uses large-prime XOR to distribute values.\n */\nexport function hashCell(cx: number, cy: number): number {\n\t// Large primes for spatial hashing distribution\n\treturn (cx * 73856093) ^ (cy * 19349663);\n}\n\n/**\n * Create a new empty spatial hash grid.\n */\nexport function createGrid(cellSize: number): SpatialHashGrid {\n\treturn {\n\t\tcellSize,\n\t\tinvCellSize: 1 / cellSize,\n\t\tcells: new Map(),\n\t\tentries: new Map(),\n\t};\n}\n\n/**\n * Clear all data from the grid without reallocating the Maps.\n */\nexport function clearGrid(grid: SpatialHashGrid): void {\n\tgrid.cells.clear();\n\tgrid.entries.clear();\n}\n\n/**\n * Insert an entity into all overlapping cells of the grid.\n */\nexport function insertEntity(\n\tgrid: SpatialHashGrid,\n\tentityId: number,\n\tx: number,\n\ty: number,\n\thalfW: number,\n\thalfH: number,\n): void {\n\tgrid.entries.set(entityId, { entityId, x, y, halfW, halfH });\n\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor((x - halfW) * inv);\n\tconst maxCX = Math.floor((x + halfW) * inv);\n\tconst minCY = Math.floor((y - halfH) * inv);\n\tconst maxCY = Math.floor((y + halfH) * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tconst key = hashCell(cx, cy);\n\t\t\tconst bucket = grid.cells.get(key);\n\t\t\tif (bucket) {\n\t\t\t\tbucket.push(entityId);\n\t\t\t} else {\n\t\t\t\tgrid.cells.set(key, [entityId]);\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Collect entity IDs from all cells overlapping the given rectangle.\n */\nexport function gridQueryRect(\n\tgrid: SpatialHashGrid,\n\tminX: number,\n\tminY: number,\n\tmaxX: number,\n\tmaxY: number,\n\tresult: Set<number>,\n): void {\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor(minX * inv);\n\tconst maxCX = Math.floor(maxX * inv);\n\tconst minCY = Math.floor(minY * inv);\n\tconst maxCY = Math.floor(maxY * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tconst bucket = grid.cells.get(hashCell(cx, cy));\n\t\t\tif (!bucket) continue;\n\t\t\tfor (let i = 0; i < bucket.length; i++) {\n\t\t\t\tconst entry = bucket[i];\n\t\t\t\tif (entry !== undefined) result.add(entry);\n\t\t\t}\n\t\t}\n\t}\n}\n\n// Module-scoped reusable set to reduce GC pressure\nconst _radiusCandidates = new Set<number>();\n\n/**\n * Collect entity IDs within a circle. Uses rect broadphase then\n * AABB-to-point distance filter.\n */\nexport function gridQueryRadius(\n\tgrid: SpatialHashGrid,\n\tcx: number,\n\tcy: number,\n\tradius: number,\n\tresult: Set<number>,\n): void {\n\t// Broadphase: rect query for bounding box of circle\n\tconst candidates = _radiusCandidates;\n\tcandidates.clear();\n\tgridQueryRect(grid, cx - radius, cy - radius, cx + radius, cy + radius, candidates);\n\n\tconst rSq = radius * radius;\n\n\tfor (const entityId of candidates) {\n\t\tconst entry = grid.entries.get(entityId);\n\t\tif (!entry) continue;\n\n\t\t// Closest point on entity AABB to query center\n\t\tconst closestX = Math.max(entry.x - entry.halfW, Math.min(cx, entry.x + entry.halfW));\n\t\tconst closestY = Math.max(entry.y - entry.halfH, Math.min(cy, entry.y + entry.halfH));\n\t\tconst dx = cx - closestX;\n\t\tconst dy = cy - closestY;\n\n\t\tif (dx * dx + dy * dy <= rSq) {\n\t\t\tresult.add(entityId);\n\t\t}\n\t}\n}\n\n// ==================== Resource API ====================\n\nexport interface SpatialIndex {\n\treadonly grid: SpatialHashGrid;\n\tqueryRect(minX: number, minY: number, maxX: number, maxY: number): number[];\n\tqueryRectInto(minX: number, minY: number, maxX: number, maxY: number, result: Set<number>): void;\n\tqueryRadius(cx: number, cy: number, radius: number): number[];\n\tqueryRadiusInto(cx: number, cy: number, radius: number, result: Set<number>): void;\n\tgetEntry(entityId: number): SpatialEntry | undefined;\n}\n"
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  "names": []
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  }
@@ -0,0 +1,4 @@
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2
+
3
+ //# debugId=D7FAE1D49100FD8F64756E2164756E21
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+ //# sourceMappingURL=sprite-animation.js.map
@@ -4,7 +4,7 @@
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  "sourcesContent": [
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5
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Advances through spritesheet frames,\n * handles loop modes (once, loop, pingPong), publishes completion events, and\n * syncs the current frame's texture to the PixiJS Sprite via structural access.\n *\n * Renderer2D is a required dependency — the `sprite` component comes from that plugin.\n * This plugin declares only `spriteAnimation` as its component type.\n */\n\nimport { definePlugin, type Plugin, type BasePluginOptions } from 'ecspresso';\nimport type { BaseWorld } from 'ecspresso';\nimport type { WorldConfigFrom, EmptyConfig } from '../type-utils';\n\n/** BaseWorld narrowed to sprite-animation components for typed access in helpers. */\ntype SpriteAnimationWorld = BaseWorld<SpriteAnimationComponentTypes>;\n\n// ==================== Loop Mode ====================\n\nexport type AnimationLoopMode = 'once' | 'loop' | 'pingPong';\n\n// ==================== Clip Types ====================\n\n/**\n * A single animation clip: an ordered sequence of texture frames with timing.\n * Immutable and shared across entities.\n */\nexport interface SpriteAnimationClip {\n\treadonly frames: readonly unknown[];\n\treadonly frameDuration: number;\n\treadonly frameDurations: readonly number[] | null;\n\treadonly loop: AnimationLoopMode;\n}\n\n/**\n * Input format for defining a clip. 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(1 / 10),\n\t\tframeDurations: input.frameDurations\n\t\t\t? Object.freeze([...input.frameDurations])\n\t\t\t: null,\n\t\tloop: input.loop ?? 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  "names": []
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10
  }
@@ -0,0 +1,4 @@
1
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