ecspresso 0.12.9 → 0.13.1

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Files changed (101) hide show
  1. package/dist/index.js +2 -2
  2. package/dist/index.js.map +5 -5
  3. package/dist/plugin.d.ts +89 -22
  4. package/dist/plugins/ai/detection.d.ts +118 -0
  5. package/dist/plugins/ai/detection.js +4 -0
  6. package/dist/plugins/ai/detection.js.map +10 -0
  7. package/dist/plugins/{audio.d.ts → audio/audio.d.ts} +2 -3
  8. package/dist/plugins/{audio.js → audio/audio.js} +2 -2
  9. package/dist/plugins/audio/audio.js.map +10 -0
  10. package/dist/plugins/combat/health.d.ts +98 -0
  11. package/dist/plugins/combat/health.js +4 -0
  12. package/dist/plugins/combat/health.js.map +10 -0
  13. package/dist/plugins/combat/projectile.d.ts +115 -0
  14. package/dist/plugins/combat/projectile.js +4 -0
  15. package/dist/plugins/combat/projectile.js.map +10 -0
  16. package/dist/plugins/{diagnostics.d.ts → debug/diagnostics.d.ts} +1 -3
  17. package/dist/plugins/debug/diagnostics.js +5 -0
  18. package/dist/plugins/debug/diagnostics.js.map +10 -0
  19. package/dist/plugins/{input.d.ts → input/input.d.ts} +11 -3
  20. package/dist/plugins/input/input.js +4 -0
  21. package/dist/plugins/input/input.js.map +10 -0
  22. package/dist/plugins/input/selection.d.ts +114 -0
  23. package/dist/plugins/input/selection.js +4 -0
  24. package/dist/plugins/input/selection.js.map +11 -0
  25. package/dist/plugins/isometric/depth-sort.d.ts +44 -0
  26. package/dist/plugins/isometric/depth-sort.js +4 -0
  27. package/dist/plugins/isometric/depth-sort.js.map +10 -0
  28. package/dist/plugins/isometric/projection.d.ts +83 -0
  29. package/dist/plugins/isometric/projection.js +4 -0
  30. package/dist/plugins/isometric/projection.js.map +10 -0
  31. package/dist/plugins/{collision.d.ts → physics/collision.d.ts} +10 -9
  32. package/dist/plugins/physics/collision.js +4 -0
  33. package/dist/plugins/physics/collision.js.map +11 -0
  34. package/dist/plugins/{physics2D.d.ts → physics/physics2D.d.ts} +9 -6
  35. package/dist/plugins/physics/physics2D.js +4 -0
  36. package/dist/plugins/physics/physics2D.js.map +11 -0
  37. package/dist/plugins/physics/steering.d.ts +102 -0
  38. package/dist/plugins/physics/steering.js +4 -0
  39. package/dist/plugins/physics/steering.js.map +10 -0
  40. package/dist/plugins/{particles.d.ts → rendering/particles.d.ts} +4 -4
  41. package/dist/plugins/{particles.js → rendering/particles.js} +2 -2
  42. package/dist/plugins/rendering/particles.js.map +10 -0
  43. package/dist/plugins/{renderers → rendering}/renderer2D.d.ts +45 -14
  44. package/dist/plugins/rendering/renderer2D.js +4 -0
  45. package/dist/plugins/rendering/renderer2D.js.map +10 -0
  46. package/dist/plugins/{sprite-animation.d.ts → rendering/sprite-animation.d.ts} +2 -3
  47. package/dist/plugins/{sprite-animation.js → rendering/sprite-animation.js} +2 -2
  48. package/dist/plugins/rendering/sprite-animation.js.map +10 -0
  49. package/dist/plugins/{coroutine.d.ts → scripting/coroutine.d.ts} +2 -3
  50. package/dist/plugins/{coroutine.js → scripting/coroutine.js} +2 -2
  51. package/dist/plugins/scripting/coroutine.js.map +10 -0
  52. package/dist/plugins/{state-machine.d.ts → scripting/state-machine.d.ts} +2 -3
  53. package/dist/plugins/{state-machine.js → scripting/state-machine.js} +2 -2
  54. package/dist/plugins/scripting/state-machine.js.map +10 -0
  55. package/dist/plugins/{timers.d.ts → scripting/timers.d.ts} +2 -3
  56. package/dist/plugins/scripting/timers.js +4 -0
  57. package/dist/plugins/scripting/timers.js.map +10 -0
  58. package/dist/plugins/{tween.d.ts → scripting/tween.d.ts} +3 -4
  59. package/dist/plugins/{tween.js → scripting/tween.js} +2 -2
  60. package/dist/plugins/scripting/tween.js.map +11 -0
  61. package/dist/plugins/{bounds.d.ts → spatial/bounds.d.ts} +2 -3
  62. package/dist/plugins/spatial/bounds.js +4 -0
  63. package/dist/plugins/spatial/bounds.js.map +10 -0
  64. package/dist/plugins/{camera.d.ts → spatial/camera.d.ts} +43 -13
  65. package/dist/plugins/spatial/camera.js +4 -0
  66. package/dist/plugins/spatial/camera.js.map +10 -0
  67. package/dist/plugins/{spatial-index.d.ts → spatial/spatial-index.d.ts} +3 -6
  68. package/dist/plugins/spatial/spatial-index.js +4 -0
  69. package/dist/plugins/spatial/spatial-index.js.map +11 -0
  70. package/dist/plugins/{transform.d.ts → spatial/transform.d.ts} +3 -3
  71. package/dist/plugins/spatial/transform.js +4 -0
  72. package/dist/plugins/spatial/transform.js.map +10 -0
  73. package/dist/utils/narrowphase.d.ts +60 -19
  74. package/dist/utils/spatial-hash.d.ts +11 -1
  75. package/package.json +80 -49
  76. package/dist/plugins/audio.js.map +0 -10
  77. package/dist/plugins/bounds.js +0 -4
  78. package/dist/plugins/bounds.js.map +0 -10
  79. package/dist/plugins/camera.js +0 -4
  80. package/dist/plugins/camera.js.map +0 -10
  81. package/dist/plugins/collision.js +0 -4
  82. package/dist/plugins/collision.js.map +0 -11
  83. package/dist/plugins/coroutine.js.map +0 -10
  84. package/dist/plugins/diagnostics.js +0 -5
  85. package/dist/plugins/diagnostics.js.map +0 -10
  86. package/dist/plugins/input.js +0 -4
  87. package/dist/plugins/input.js.map +0 -10
  88. package/dist/plugins/particles.js.map +0 -10
  89. package/dist/plugins/physics2D.js +0 -4
  90. package/dist/plugins/physics2D.js.map +0 -11
  91. package/dist/plugins/renderers/renderer2D.js +0 -4
  92. package/dist/plugins/renderers/renderer2D.js.map +0 -10
  93. package/dist/plugins/spatial-index.js +0 -4
  94. package/dist/plugins/spatial-index.js.map +0 -11
  95. package/dist/plugins/sprite-animation.js.map +0 -10
  96. package/dist/plugins/state-machine.js.map +0 -10
  97. package/dist/plugins/timers.js +0 -4
  98. package/dist/plugins/timers.js.map +0 -10
  99. package/dist/plugins/transform.js +0 -4
  100. package/dist/plugins/transform.js.map +0 -10
  101. package/dist/plugins/tween.js.map +0 -11
@@ -0,0 +1,115 @@
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+ /**
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+ * Projectile Plugin for ECSpresso
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+ *
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+ * Provides projectile movement (homing and linear) and collision integration.
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+ * Homing projectiles track a target entity's position each frame.
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+ * Linear projectiles move in a fixed direction.
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+ * When a collision involves a projectile, a `projectileHit` event is published
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+ * and a `damage` event is forwarded to the target (if the health plugin is present).
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+ */
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+ import { type BasePluginOptions } from 'ecspresso';
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+ import type { WorldConfigFrom } from 'ecspresso';
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+ import type { TransformWorldConfig } from '../spatial/transform';
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+ import type { CollisionEventTypes } from '../physics/collision';
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+ import type { DamageEvent } from './health';
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+ /**
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+ * Core projectile data.
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+ */
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+ export interface Projectile {
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+ damage: number;
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+ speed: number;
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+ /** Entity that fired this projectile */
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+ sourceId: number;
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+ }
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+ /**
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+ * Homing target — projectile tracks this entity's position each frame.
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+ */
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+ export interface ProjectileTarget {
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+ entityId: number;
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+ }
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+ /**
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+ * Fixed direction for non-homing projectiles (normalized).
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+ */
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+ export interface ProjectileDirection {
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+ x: number;
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+ y: number;
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+ }
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+ /**
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+ * Component types provided by the projectile plugin.
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+ */
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+ export interface ProjectileComponentTypes {
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+ projectile: Projectile;
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+ projectileTarget: ProjectileTarget;
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+ projectileDirection: ProjectileDirection;
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+ }
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+ /**
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+ * Event fired when a projectile hits a target via collision.
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+ */
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+ export interface ProjectileHitEvent {
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+ projectileId: number;
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+ targetId: number;
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+ damage: number;
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+ }
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+ /**
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+ * Event types provided by the projectile plugin.
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+ */
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+ export interface ProjectileEventTypes {
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+ projectileHit: ProjectileHitEvent;
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+ damage: DamageEvent;
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+ }
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+ /**
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+ * WorldConfig representing the projectile plugin's provided types.
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+ */
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+ export type ProjectileWorldConfig = WorldConfigFrom<ProjectileComponentTypes, ProjectileEventTypes>;
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+ export interface ProjectilePluginOptions<G extends string = 'combat'> extends BasePluginOptions<G> {
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+ /**
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+ * Whether to auto-publish `damage` events on hit.
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+ * Requires the health plugin to be installed. (default: true)
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+ */
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+ publishDamage?: boolean;
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+ }
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+ /**
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+ * Create a projectile component.
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+ *
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+ * @param damage Damage dealt on hit
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+ * @param speed Movement speed in pixels per second
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+ * @param sourceId Entity that fired this projectile
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+ * @returns Component object suitable for spreading into spawn()
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+ */
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+ export declare function createProjectile(damage: number, speed: number, sourceId: number): Pick<ProjectileComponentTypes, 'projectile'>;
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+ /**
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+ * Create a homing projectile target component.
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+ *
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+ * @param entityId Target entity to track
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+ * @returns Component object suitable for spreading into spawn()
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+ */
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+ export declare function createProjectileTarget(entityId: number): Pick<ProjectileComponentTypes, 'projectileTarget'>;
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+ /**
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+ * Create a fixed-direction projectile component (auto-normalizes).
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+ *
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+ * @param x Direction x
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+ * @param y Direction y
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+ * @returns Component object suitable for spreading into spawn()
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+ */
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+ export declare function createProjectileDirection(x: number, y: number): Pick<ProjectileComponentTypes, 'projectileDirection'>;
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+ /**
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+ * Create a projectile plugin for ECSpresso.
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+ *
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+ * Provides homing and linear projectile movement systems, plus
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+ * automatic collision-to-damage integration.
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+ *
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+ * @example
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+ * ```typescript
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+ * // Spawn a homing projectile:
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+ * ecs.spawn({
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+ * ...createProjectile(10, 400, turretId),
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+ * ...createProjectileTarget(enemyId),
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+ * ...createLocalTransform(x, y),
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+ * ...createCircleCollider(4),
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+ * ...collisionLayers.turretProjectile(),
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+ * sprite: bulletSprite,
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+ * renderLayer: 'projectiles',
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+ * });
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+ * ```
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+ */
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+ export declare function createProjectilePlugin<G extends string = 'combat'>(options?: ProjectilePluginOptions<G>): import("ecspresso").Plugin<import("ecspresso").WithEvents<import("ecspresso").WithComponents<import("ecspresso").EmptyConfig, ProjectileComponentTypes>, ProjectileEventTypes>, TransformWorldConfig & WorldConfigFrom<{}, CollisionEventTypes<string>>, "projectile-homing" | "projectile-linear" | "projectile-collision", G, never, never>;
@@ -0,0 +1,4 @@
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+ var Z=((v)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(v,{get:(E,H)=>(typeof require<"u"?require:E)[H]}):v)(function(v){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+v+'" is not supported')});import{definePlugin as Y}from"ecspresso";function b(v,E,H){return{projectile:{damage:v,speed:E,sourceId:H}}}function B(v){return{projectileTarget:{entityId:v}}}function S(v,E){let H=Math.sqrt(v*v+E*E);if(H===0)return{projectileDirection:{x:0,y:-1}};return{projectileDirection:{x:v/H,y:E/H}}}function G(v){let{systemGroup:E="combat",priority:H=300,phase:U="update",publishDamage:X=!0}=v??{};return Y("projectile").withComponentTypes().withEventTypes().withLabels().withGroups().requires().install((R)=>{R.addSystem("projectile-homing").setPriority(H).inPhase(U).inGroup(E).addQuery("homing",{with:["projectile","projectileTarget","localTransform"]}).setProcess(({queries:C,ecs:k,dt:M})=>{for(let K of C.homing){let{projectile:L,projectileTarget:F,localTransform:z}=K.components;if(!k.getEntity(F.entityId)){k.commands.removeEntity(K.id);continue}let J=k.getComponent(F.entityId,"worldTransform");if(!J){k.commands.removeEntity(K.id);continue}let N=J.x-z.x,O=J.y-z.y,V=N*N+O*O,Q=L.speed*M;if(V<=Q*Q)z.x=J.x,z.y=J.y;else{let W=Math.sqrt(V);z.x+=N/W*Q,z.y+=O/W*Q,z.rotation=Math.atan2(O,N)}k.markChanged(K.id,"localTransform")}}),R.addSystem("projectile-linear").setPriority(H).inPhase(U).inGroup(E).addQuery("linear",{with:["projectile","projectileDirection","localTransform"]}).setProcess(({queries:C,dt:k})=>{for(let M of C.linear){let{projectile:K,projectileDirection:L,localTransform:F}=M.components,z=K.speed*k;F.x+=L.x*z,F.y+=L.y*z}}),R.addSystem("projectile-collision").inGroup(E).setEventHandlers({collision({data:C,ecs:k}){if(!k.getEntity(C.entityA)||!k.getEntity(C.entityB))return;let M=k.getComponent(C.entityA,"projectile"),K=k.getComponent(C.entityB,"projectile"),L=M!==void 0,F=L?M:K;if(!F)return;let z=L?C.entityA:C.entityB,J=L?C.entityB:C.entityA;if(J===F.sourceId)return;if(k.eventBus.publish("projectileHit",{projectileId:z,targetId:J,damage:F.damage}),X)k.eventBus.publish("damage",{entityId:J,amount:F.damage,sourceId:F.sourceId});k.commands.removeEntity(z)}})})}export{B as createProjectileTarget,G as createProjectilePlugin,S as createProjectileDirection,b as createProjectile};
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+
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+ //# debugId=D0756C0A27AA8CAC64756E2164756E21
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+ //# sourceMappingURL=projectile.js.map
@@ -0,0 +1,10 @@
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+ {
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+ "version": 3,
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+ "sources": ["../src/plugins/combat/projectile.ts"],
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+ "sourcesContent": [
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+ "/**\n * Projectile Plugin for ECSpresso\n *\n * Provides projectile movement (homing and linear) and collision integration.\n * Homing projectiles track a target entity's position each frame.\n * Linear projectiles move in a fixed direction.\n * When a collision involves a projectile, a `projectileHit` event is published\n * and a `damage` event is forwarded to the target (if the health plugin is present).\n */\n\nimport { definePlugin, type BasePluginOptions } from 'ecspresso';\nimport type { WorldConfigFrom } from 'ecspresso';\nimport type { TransformWorldConfig } from '../spatial/transform';\nimport type { CollisionEventTypes } from '../physics/collision';\nimport type { DamageEvent } from './health';\n\n// ==================== Component Types ====================\n\n/**\n * Core projectile data.\n */\nexport interface Projectile {\n\tdamage: number;\n\tspeed: number;\n\t/** Entity that fired this projectile */\n\tsourceId: number;\n}\n\n/**\n * Homing target — projectile tracks this entity's position each frame.\n */\nexport interface ProjectileTarget {\n\tentityId: number;\n}\n\n/**\n * Fixed direction for non-homing projectiles (normalized).\n */\nexport interface ProjectileDirection {\n\tx: number;\n\ty: number;\n}\n\n/**\n * Component types provided by the projectile plugin.\n */\nexport interface ProjectileComponentTypes {\n\tprojectile: Projectile;\n\tprojectileTarget: ProjectileTarget;\n\tprojectileDirection: ProjectileDirection;\n}\n\n// ==================== Event Types ====================\n\n/**\n * Event fired when a projectile hits a target via collision.\n */\nexport interface ProjectileHitEvent {\n\tprojectileId: number;\n\ttargetId: number;\n\tdamage: number;\n}\n\n/**\n * Event types provided by the projectile plugin.\n */\nexport interface ProjectileEventTypes {\n\tprojectileHit: ProjectileHitEvent;\n\tdamage: DamageEvent;\n}\n\n// ==================== WorldConfig ====================\n\n/**\n * WorldConfig representing the projectile plugin's provided types.\n */\nexport type ProjectileWorldConfig = WorldConfigFrom<ProjectileComponentTypes, ProjectileEventTypes>;\n\n// ==================== Plugin Options ====================\n\nexport interface ProjectilePluginOptions<G extends string = 'combat'> extends BasePluginOptions<G> {\n\t/**\n\t * Whether to auto-publish `damage` events on hit.\n\t * Requires the health plugin to be installed. (default: true)\n\t */\n\tpublishDamage?: boolean;\n}\n\n// ==================== Helper Functions ====================\n\n/**\n * Create a projectile component.\n *\n * @param damage Damage dealt on hit\n * @param speed Movement speed in pixels per second\n * @param sourceId Entity that fired this projectile\n * @returns Component object suitable for spreading into spawn()\n */\nexport function createProjectile(\n\tdamage: number,\n\tspeed: number,\n\tsourceId: number,\n): Pick<ProjectileComponentTypes, 'projectile'> {\n\treturn { projectile: { damage, speed, sourceId } };\n}\n\n/**\n * Create a homing projectile target component.\n *\n * @param entityId Target entity to track\n * @returns Component object suitable for spreading into spawn()\n */\nexport function createProjectileTarget(entityId: number): Pick<ProjectileComponentTypes, 'projectileTarget'> {\n\treturn { projectileTarget: { entityId } };\n}\n\n/**\n * Create a fixed-direction projectile component (auto-normalizes).\n *\n * @param x Direction x\n * @param y Direction y\n * @returns Component object suitable for spreading into spawn()\n */\nexport function createProjectileDirection(x: number, y: number): Pick<ProjectileComponentTypes, 'projectileDirection'> {\n\tconst len = Math.sqrt(x * x + y * y);\n\tif (len === 0) return { projectileDirection: { x: 0, y: -1 } };\n\treturn { projectileDirection: { x: x / len, y: y / len } };\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a projectile plugin for ECSpresso.\n *\n * Provides homing and linear projectile movement systems, plus\n * automatic collision-to-damage integration.\n *\n * @example\n * ```typescript\n * // Spawn a homing projectile:\n * ecs.spawn({\n * ...createProjectile(10, 400, turretId),\n * ...createProjectileTarget(enemyId),\n * ...createLocalTransform(x, y),\n * ...createCircleCollider(4),\n * ...collisionLayers.turretProjectile(),\n * sprite: bulletSprite,\n * renderLayer: 'projectiles',\n * });\n * ```\n */\nexport function createProjectilePlugin<G extends string = 'combat'>(\n\toptions?: ProjectilePluginOptions<G>,\n) {\n\tconst {\n\t\tsystemGroup = 'combat',\n\t\tpriority = 300,\n\t\tphase = 'update',\n\t\tpublishDamage = true,\n\t} = options ?? {};\n\n\treturn definePlugin('projectile')\n\t\t.withComponentTypes<ProjectileComponentTypes>()\n\t\t.withEventTypes<ProjectileEventTypes>()\n\t\t.withLabels<'projectile-homing' | 'projectile-linear' | 'projectile-collision'>()\n\t\t.withGroups<G>()\n\t\t.requires<\n\t\t\tTransformWorldConfig &\n\t\t\tWorldConfigFrom<{}, CollisionEventTypes<string>>\n\t\t>()\n\t\t.install((world) => {\n\t\t\t// Homing projectiles — track target position each frame\n\t\t\tworld\n\t\t\t\t.addSystem('projectile-homing')\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('homing', {\n\t\t\t\t\twith: ['projectile', 'projectileTarget', 'localTransform'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, ecs, dt }) => {\n\t\t\t\t\tfor (const entity of queries.homing) {\n\t\t\t\t\t\tconst { projectile, projectileTarget, localTransform } = entity.components;\n\n\t\t\t\t\t\t// Target no longer exists — remove projectile\n\t\t\t\t\t\tif (!ecs.getEntity(projectileTarget.entityId)) {\n\t\t\t\t\t\t\tecs.commands.removeEntity(entity.id);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst targetTransform = ecs.getComponent(projectileTarget.entityId, 'worldTransform');\n\t\t\t\t\t\tif (!targetTransform) {\n\t\t\t\t\t\t\tecs.commands.removeEntity(entity.id);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst dx = targetTransform.x - localTransform.x;\n\t\t\t\t\t\tconst dy = targetTransform.y - localTransform.y;\n\t\t\t\t\t\tconst distSq = dx * dx + dy * dy;\n\t\t\t\t\t\tconst step = projectile.speed * dt;\n\n\t\t\t\t\t\tif (distSq <= step * step) {\n\t\t\t\t\t\t\tlocalTransform.x = targetTransform.x;\n\t\t\t\t\t\t\tlocalTransform.y = targetTransform.y;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tconst dist = Math.sqrt(distSq);\n\t\t\t\t\t\t\tlocalTransform.x += (dx / dist) * step;\n\t\t\t\t\t\t\tlocalTransform.y += (dy / dist) * step;\n\t\t\t\t\t\t\tlocalTransform.rotation = Math.atan2(dy, dx);\n\t\t\t\t\t\t}\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// Linear projectiles — move in fixed direction\n\t\t\tworld\n\t\t\t\t.addSystem('projectile-linear')\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('linear', {\n\t\t\t\t\twith: ['projectile', 'projectileDirection', 'localTransform'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt }) => {\n\t\t\t\t\tfor (const entity of queries.linear) {\n\t\t\t\t\t\tconst { projectile, projectileDirection, localTransform } = entity.components;\n\t\t\t\t\t\tconst step = projectile.speed * dt;\n\t\t\t\t\t\tlocalTransform.x += projectileDirection.x * step;\n\t\t\t\t\t\tlocalTransform.y += projectileDirection.y * step;\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// Collision integration — route collision events to projectileHit + damage\n\t\t\tworld\n\t\t\t\t.addSystem('projectile-collision')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setEventHandlers({\n\t\t\t\t\tcollision({ data, ecs }) {\n\t\t\t\t\t\tif (!ecs.getEntity(data.entityA) || !ecs.getEntity(data.entityB)) return;\n\n\t\t\t\t\t\tconst projectileA = ecs.getComponent(data.entityA, 'projectile');\n\t\t\t\t\t\tconst projectileB = ecs.getComponent(data.entityB, 'projectile');\n\n\t\t\t\t\t\tconst isAProjectile = projectileA !== undefined;\n\t\t\t\t\t\tconst projectileData = isAProjectile ? projectileA : projectileB;\n\t\t\t\t\t\tif (!projectileData) return;\n\n\t\t\t\t\t\tconst projectileId = isAProjectile ? data.entityA : data.entityB;\n\t\t\t\t\t\tconst targetId = isAProjectile ? data.entityB : data.entityA;\n\n\t\t\t\t\t\t// Don't hit the entity that fired this projectile\n\t\t\t\t\t\tif (targetId === projectileData.sourceId) return;\n\n\t\t\t\t\t\tecs.eventBus.publish('projectileHit', {\n\t\t\t\t\t\t\tprojectileId,\n\t\t\t\t\t\t\ttargetId,\n\t\t\t\t\t\t\tdamage: projectileData.damage,\n\t\t\t\t\t\t});\n\n\t\t\t\t\t\tif (publishDamage) {\n\t\t\t\t\t\t\tecs.eventBus.publish('damage', {\n\t\t\t\t\t\t\t\tentityId: targetId,\n\t\t\t\t\t\t\t\tamount: projectileData.damage,\n\t\t\t\t\t\t\t\tsourceId: projectileData.sourceId,\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tecs.commands.removeEntity(projectileId);\n\t\t\t\t\t},\n\t\t\t\t});\n\t\t});\n}\n"
6
+ ],
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8
+ "debugId": "D0756C0A27AA8CAC64756E2164756E21",
9
+ "names": []
10
+ }
@@ -4,9 +4,7 @@
4
4
  * Runtime diagnostics: FPS, entity count, per-system timing, per-phase timing,
5
5
  * and an optional DOM overlay for visual debugging.
6
6
  */
7
- import { type Plugin } from 'ecspresso';
8
7
  import type { SystemPhase } from 'ecspresso';
9
- import type { WorldConfigFrom, EmptyConfig } from '../type-utils';
10
8
  export interface DiagnosticsData {
11
9
  fps: number;
12
10
  entityCount: number;
@@ -35,7 +33,7 @@ export interface DiagnosticsOverlayOptions {
35
33
  /** Maximum systems to show in overlay (default: 10) */
36
34
  maxSystemsShown?: number;
37
35
  }
38
- export declare function createDiagnosticsPlugin<G extends string = 'diagnostics'>(options?: DiagnosticsPluginOptions<G>): Plugin<WorldConfigFrom<{}, {}, DiagnosticsResourceTypes>, EmptyConfig, 'diagnostics-collect', G>;
36
+ export declare function createDiagnosticsPlugin<G extends string = 'diagnostics'>(options?: DiagnosticsPluginOptions<G>): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").EmptyConfig, DiagnosticsResourceTypes>, import("ecspresso").EmptyConfig, "diagnostics-collect", G, never, never>;
39
37
  /**
40
38
  * Create a DOM overlay that displays diagnostics data.
41
39
  * Returns a cleanup function that removes the element and clears the interval.
@@ -0,0 +1,5 @@
1
+ var L=((j)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(j,{get:(F,k)=>(typeof require<"u"?require:F)[k]}):j)(function(j){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+j+'" is not supported')});import{definePlugin as $}from"ecspresso";function A(j){let F=new Float64Array(j),k=0,q=0;return{push(Q){if(F[k]=Q,k=(k+1)%j,q<j)q++},computeFps(){if(q<2)return 0;let Q=F[(k-1+j)%j]??0,U=F[(k-q+j)%j]??0,z=Q-U;if(z<=0)return 0;return(q-1)/z*1000},computeAverageFrameTime(){if(q<2)return 0;let Q=F[(k-1+j)%j]??0,U=F[(k-q+j)%j]??0,z=Q-U;if(z<=0)return 0;return z/(q-1)},get size(){return q}}}function Y(j){let{systemGroup:F="diagnostics",enableTimingOnInit:k=!0,fpsSampleCount:q=60}=j??{},Q={fps:0,entityCount:0,systemTimings:new Map,phaseTimings:{preUpdate:0,fixedUpdate:0,update:0,postUpdate:0,render:0},averageFrameTime:0},U=A(q);return $("diagnostics").withResourceTypes().withLabels().withGroups().install((z)=>{z.addResource("diagnostics",Q),z.addSystem("diagnostics-collect").setPriority(-999999).inPhase("render").inGroup(F).setOnInitialize((J)=>{if(k)J.enableDiagnostics(!0)}).setOnDetach((J)=>{J.enableDiagnostics(!1)}).setProcess(({ecs:J})=>{let V=performance.now();U.push(V);let K=J.getResource("diagnostics"),H={fps:U.computeFps(),entityCount:J.entityCount,systemTimings:J.systemTimings,phaseTimings:J.phaseTimings,averageFrameTime:U.computeAverageFrameTime()};K.fps=H.fps,K.entityCount=H.entityCount,K.systemTimings=H.systemTimings,K.phaseTimings=H.phaseTimings,K.averageFrameTime=H.averageFrameTime})})}var G={"top-left":"top:8px;left:8px","top-right":"top:8px;right:8px","bottom-left":"bottom:8px;left:8px","bottom-right":"bottom:8px;right:8px"};function _(j,F){let{position:k="top-left",updateInterval:q=200,showSystemTimings:Q=!0,maxSystemsShown:U=10}=F??{},z=document.createElement("div");z.style.cssText=`position:fixed;${G[k]};z-index:999999;background:rgba(0,0,0,0.8);color:#0f0;font:12px/1.4 monospace;padding:8px 12px;border-radius:4px;pointer-events:none;white-space:pre`,document.body.appendChild(z);let J=setInterval(()=>{let V=j.getResource("diagnostics"),K=[`FPS: ${V.fps.toFixed(0)}`,`Frame: ${V.averageFrameTime.toFixed(2)}ms`,`Entities: ${V.entityCount}`],H=V.phaseTimings;if(K.push(`Phases: pre=${H.preUpdate.toFixed(2)} fix=${H.fixedUpdate.toFixed(2)} upd=${H.update.toFixed(2)} post=${H.postUpdate.toFixed(2)} ren=${H.render.toFixed(2)}`),Q&&V.systemTimings.size>0){K.push("--- Systems ---");let Z=[...V.systemTimings.entries()].sort((W,X)=>X[1]-W[1]).slice(0,U);for(let[W,X]of Z)K.push(` ${W}: ${X.toFixed(3)}ms`)}z.textContent=K.join(`
2
+ `)},q);return()=>{clearInterval(J),z.remove()}}export{Y as createDiagnosticsPlugin,_ as createDiagnosticsOverlay};
3
+
4
+ //# debugId=D7FE41862EA92B5B64756E2164756E21
5
+ //# sourceMappingURL=diagnostics.js.map
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/plugins/debug/diagnostics.ts"],
4
+ "sourcesContent": [
5
+ "/**\n * Diagnostics Plugin for ECSpresso\n *\n * Runtime diagnostics: FPS, entity count, per-system timing, per-phase timing,\n * and an optional DOM overlay for visual debugging.\n */\n\nimport { definePlugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\n\n// ==================== Types ====================\n\nexport interface DiagnosticsData {\n\tfps: number;\n\tentityCount: number;\n\tsystemTimings: ReadonlyMap<string, number>;\n\tphaseTimings: Readonly<Record<SystemPhase, number>>;\n\taverageFrameTime: number;\n}\n\nexport interface DiagnosticsResourceTypes {\n\tdiagnostics: DiagnosticsData;\n}\n\nexport interface DiagnosticsPluginOptions<G extends string = 'diagnostics'> {\n\t/** System group name (default: 'diagnostics') */\n\tsystemGroup?: G;\n\t/** Enable timing collection on initialize (default: true) */\n\tenableTimingOnInit?: boolean;\n\t/** Number of frames to sample for FPS average (default: 60) */\n\tfpsSampleCount?: number;\n}\n\nexport interface DiagnosticsOverlayOptions {\n\t/** Corner position (default: 'top-left') */\n\tposition?: 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right';\n\t/** Milliseconds between DOM updates (default: 200) */\n\tupdateInterval?: number;\n\t/** Show per-system timings (default: true) */\n\tshowSystemTimings?: boolean;\n\t/** Maximum systems to show in overlay (default: 10) */\n\tmaxSystemsShown?: number;\n}\n\n// ==================== Ring Buffer ====================\n\n/**\n * Fixed-size circular buffer for frame timestamps.\n * Avoids Array.shift() allocation on every frame.\n */\nfunction createRingBuffer(capacity: number) {\n\tconst buffer = new Float64Array(capacity);\n\tlet writeIndex = 0;\n\tlet count = 0;\n\n\treturn {\n\t\tpush(value: number): void {\n\t\t\tbuffer[writeIndex] = value;\n\t\t\twriteIndex = (writeIndex + 1) % capacity;\n\t\t\tif (count < capacity) count++;\n\t\t},\n\n\t\t/** Compute FPS from stored timestamps */\n\t\tcomputeFps(): number {\n\t\t\tif (count < 2) return 0;\n\t\t\tconst newest = buffer[(writeIndex - 1 + capacity) % capacity] ?? 0;\n\t\t\tconst oldest = buffer[(writeIndex - count + capacity) % capacity] ?? 0;\n\t\t\tconst elapsed = newest - oldest;\n\t\t\tif (elapsed <= 0) return 0;\n\t\t\treturn ((count - 1) / elapsed) * 1000;\n\t\t},\n\n\t\t/** Compute average frame time in ms */\n\t\tcomputeAverageFrameTime(): number {\n\t\t\tif (count < 2) return 0;\n\t\t\tconst newest = buffer[(writeIndex - 1 + capacity) % capacity] ?? 0;\n\t\t\tconst oldest = buffer[(writeIndex - count + capacity) % capacity] ?? 0;\n\t\t\tconst elapsed = newest - oldest;\n\t\t\tif (elapsed <= 0) return 0;\n\t\t\treturn elapsed / (count - 1);\n\t\t},\n\n\t\tget size(): number {\n\t\t\treturn count;\n\t\t},\n\t};\n}\n\n// ==================== Plugin Factory ====================\n\nexport function createDiagnosticsPlugin<G extends string = 'diagnostics'>(\n\toptions?: DiagnosticsPluginOptions<G>,\n) {\n\tconst {\n\t\tsystemGroup = 'diagnostics',\n\t\tenableTimingOnInit = true,\n\t\tfpsSampleCount = 60,\n\t} = options ?? {};\n\n\tconst initialData: DiagnosticsData = {\n\t\tfps: 0,\n\t\tentityCount: 0,\n\t\tsystemTimings: new Map(),\n\t\tphaseTimings: { preUpdate: 0, fixedUpdate: 0, update: 0, postUpdate: 0, render: 0 },\n\t\taverageFrameTime: 0,\n\t};\n\n\tconst ringBuffer = createRingBuffer(fpsSampleCount);\n\n\treturn definePlugin('diagnostics')\n\t\t.withResourceTypes<DiagnosticsResourceTypes>()\n\t\t.withLabels<'diagnostics-collect'>()\n\t\t.withGroups<G>()\n\t\t.install((world) => {\n\t\t\tworld.addResource('diagnostics', initialData);\n\n\t\t\tworld\n\t\t\t\t.addSystem('diagnostics-collect')\n\t\t\t\t.setPriority(-999999)\n\t\t\t\t.inPhase('render')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setOnInitialize((ecs) => {\n\t\t\t\t\tif (enableTimingOnInit) {\n\t\t\t\t\t\tecs.enableDiagnostics(true);\n\t\t\t\t\t}\n\t\t\t\t})\n\t\t\t\t.setOnDetach((ecs) => {\n\t\t\t\t\tecs.enableDiagnostics(false);\n\t\t\t\t})\n\t\t\t\t.setProcess(({ ecs }) => {\n\t\t\t\t\tconst now = performance.now();\n\t\t\t\t\tringBuffer.push(now);\n\n\t\t\t\t\tconst resource = ecs.getResource('diagnostics');\n\t\t\t\t\tconst updated: DiagnosticsData = {\n\t\t\t\t\t\tfps: ringBuffer.computeFps(),\n\t\t\t\t\t\tentityCount: ecs.entityCount,\n\t\t\t\t\t\tsystemTimings: ecs.systemTimings,\n\t\t\t\t\t\tphaseTimings: ecs.phaseTimings,\n\t\t\t\t\t\taverageFrameTime: ringBuffer.computeAverageFrameTime(),\n\t\t\t\t\t};\n\n\t\t\t\t\t// Mutate fields on the existing resource object to avoid allocation\n\t\t\t\t\t(resource as { -readonly [K in keyof DiagnosticsData]: DiagnosticsData[K] }).fps = updated.fps;\n\t\t\t\t\t(resource as { -readonly [K in keyof DiagnosticsData]: DiagnosticsData[K] }).entityCount = updated.entityCount;\n\t\t\t\t\t(resource as { -readonly [K in keyof DiagnosticsData]: DiagnosticsData[K] }).systemTimings = updated.systemTimings;\n\t\t\t\t\t(resource as { -readonly [K in keyof DiagnosticsData]: DiagnosticsData[K] }).phaseTimings = updated.phaseTimings;\n\t\t\t\t\t(resource as { -readonly [K in keyof DiagnosticsData]: DiagnosticsData[K] }).averageFrameTime = updated.averageFrameTime;\n\t\t\t\t});\n\t\t});\n}\n\n// ==================== Overlay Helper ====================\n\nconst POSITION_STYLES: Record<NonNullable<DiagnosticsOverlayOptions['position']>, string> = {\n\t'top-left': 'top:8px;left:8px',\n\t'top-right': 'top:8px;right:8px',\n\t'bottom-left': 'bottom:8px;left:8px',\n\t'bottom-right': 'bottom:8px;right:8px',\n} as const;\n\n/**\n * Create a DOM overlay that displays diagnostics data.\n * Returns a cleanup function that removes the element and clears the interval.\n *\n * @param ecs An ECSpresso instance with the diagnostics resource\n * @param options Overlay configuration\n * @returns Cleanup function\n */\nexport function createDiagnosticsOverlay<\n\tR extends DiagnosticsResourceTypes,\n>(\n\tecs: { getResource<K extends keyof R>(key: K): R[K] },\n\toptions?: DiagnosticsOverlayOptions,\n): () => void {\n\tconst {\n\t\tposition = 'top-left',\n\t\tupdateInterval = 200,\n\t\tshowSystemTimings = true,\n\t\tmaxSystemsShown = 10,\n\t} = options ?? {};\n\n\tconst el = document.createElement('div');\n\tel.style.cssText = `position:fixed;${POSITION_STYLES[position]};z-index:999999;background:rgba(0,0,0,0.8);color:#0f0;font:12px/1.4 monospace;padding:8px 12px;border-radius:4px;pointer-events:none;white-space:pre`;\n\tdocument.body.appendChild(el);\n\n\tconst intervalId = setInterval(() => {\n\t\tconst d = ecs.getResource('diagnostics' as keyof R) as DiagnosticsData;\n\n\t\tconst lines: string[] = [\n\t\t\t`FPS: ${d.fps.toFixed(0)}`,\n\t\t\t`Frame: ${d.averageFrameTime.toFixed(2)}ms`,\n\t\t\t`Entities: ${d.entityCount}`,\n\t\t];\n\n\t\tconst phases = d.phaseTimings;\n\t\tlines.push(\n\t\t\t`Phases: pre=${phases.preUpdate.toFixed(2)} fix=${phases.fixedUpdate.toFixed(2)} upd=${phases.update.toFixed(2)} post=${phases.postUpdate.toFixed(2)} ren=${phases.render.toFixed(2)}`,\n\t\t);\n\n\t\tif (showSystemTimings && d.systemTimings.size > 0) {\n\t\t\tlines.push('--- Systems ---');\n\t\t\tconst sorted = [...d.systemTimings.entries()]\n\t\t\t\t.sort((a, b) => b[1] - a[1])\n\t\t\t\t.slice(0, maxSystemsShown);\n\t\t\tfor (const [label, ms] of sorted) {\n\t\t\t\tlines.push(` ${label}: ${ms.toFixed(3)}ms`);\n\t\t\t}\n\t\t}\n\n\t\tel.textContent = lines.join('\\n');\n\t}, updateInterval);\n\n\treturn () => {\n\t\tclearInterval(intervalId);\n\t\tel.remove();\n\t};\n}\n"
6
+ ],
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8
+ "debugId": "D7FE41862EA92B5B64756E2164756E21",
9
+ "names": []
10
+ }
@@ -8,8 +8,7 @@
8
8
  * DOM events are accumulated between frames and snapshotted once per frame
9
9
  * in the system's process step, so all systems see consistent state.
10
10
  */
11
- import { type Plugin, type BasePluginOptions } from 'ecspresso';
12
- import type { WorldConfigFrom, EmptyConfig } from '../type-utils';
11
+ import { type BasePluginOptions } from 'ecspresso';
13
12
  export interface Vec2 {
14
13
  x: number;
15
14
  y: number;
@@ -73,6 +72,15 @@ export interface InputPluginOptions<A extends string = string, G extends string
73
72
  actions?: ActionMap<A>;
74
73
  /** EventTarget to attach listeners to (default: globalThis). Pass a custom target for testability. */
75
74
  target?: EventTarget;
75
+ /**
76
+ * Optional conversion from raw DOM client coordinates to the space `inputState.pointer.position` should report.
77
+ * Renderer-agnostic: wire to `clientToLogical(...)` from renderer2D when using `screenScale`, or to a renderer-specific helper.
78
+ * When omitted, pointer coords remain raw `clientX`/`clientY` (not canvas-relative).
79
+ */
80
+ coordinateTransform?: (clientX: number, clientY: number) => {
81
+ x: number;
82
+ y: number;
83
+ };
76
84
  }
77
85
  /**
78
86
  * Create a single action binding.
@@ -107,5 +115,5 @@ export declare function createActionBinding(binding: ActionBinding): ActionBindi
107
115
  * if (input.keyboard.isDown('ArrowRight')) { ... }
108
116
  * ```
109
117
  */
110
- export declare function createInputPlugin<A extends string = string, G extends string = 'input'>(options?: InputPluginOptions<A, G>): Plugin<WorldConfigFrom<{}, {}, InputResourceTypes<A>>, EmptyConfig, 'input-state', G>;
118
+ export declare function createInputPlugin<A extends string = string, G extends string = 'input'>(options?: InputPluginOptions<A, G>): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").EmptyConfig, InputResourceTypes<A>>, import("ecspresso").EmptyConfig, "input-state", G, never, never>;
111
119
  export {};
@@ -0,0 +1,4 @@
1
+ var k=((z)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(z,{get:(O,Q)=>(typeof require<"u"?require:O)[Q]}):z)(function(z){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+z+'" is not supported')});import{definePlugin as A}from"ecspresso";function u(z){return z}function D(){return{keysDown:new Set,keysPressed:[],keysReleased:[],buttonsDown:new Set,buttonsPressed:[],buttonsReleased:[],pointerX:0,pointerY:0,pointerDeltaX:0,pointerDeltaY:0,lastPointerX:0,lastPointerY:0,pointerMoved:!1}}var B=new Set,F=new Set;function R(){return{keysDown:B,keysPressed:B,keysReleased:B,buttonsDown:F,buttonsPressed:F,buttonsReleased:F,pointerX:0,pointerY:0,pointerDeltaX:0,pointerDeltaY:0,actionsActive:B,prevActionsActive:B}}function v(z,O,Q){let V=new Set;for(let[$,W]of Object.entries(z)){let Z=W.keys?.some((H)=>O.has(H))??!1,J=W.buttons?.some((H)=>Q.has(H))??!1;if(Z||J)V.add($)}return V}function P(z,O,Q){let V=new Set(z.keysDown),$=new Set(z.keysPressed),W=new Set(z.keysReleased),Z=new Set(z.buttonsDown),J=new Set(z.buttonsPressed),H=new Set(z.buttonsReleased),j=z.pointerMoved?z.pointerX-z.lastPointerX:0,X=z.pointerMoved?z.pointerY-z.lastPointerY:0,x=v(Q,V,Z),K={keysDown:V,keysPressed:$,keysReleased:W,buttonsDown:Z,buttonsPressed:J,buttonsReleased:H,pointerX:z.pointerX,pointerY:z.pointerY,pointerDeltaX:j,pointerDeltaY:X,actionsActive:x,prevActionsActive:O};return z.keysPressed=[],z.keysReleased=[],z.buttonsPressed=[],z.buttonsReleased=[],z.lastPointerX=z.pointerX,z.lastPointerY=z.pointerY,z.pointerMoved=!1,K}function l(z){let{systemGroup:O="input",priority:Q=100,phase:V="preUpdate",actions:$={},target:W=globalThis,coordinateTransform:Z}=z??{},J=D(),H=R(),j={...$},X=[],x={x:0,y:0},K={x:0,y:0},L={keyboard:{isDown:(q)=>H.keysDown.has(q),justPressed:(q)=>H.keysPressed.has(q),justReleased:(q)=>H.keysReleased.has(q)},pointer:{position:x,delta:K,isDown:(q)=>H.buttonsDown.has(q),justPressed:(q)=>H.buttonsPressed.has(q),justReleased:(q)=>H.buttonsReleased.has(q)},actions:{isActive:(q)=>H.actionsActive.has(q),justActivated:(q)=>H.actionsActive.has(q)&&!H.prevActionsActive.has(q),justDeactivated:(q)=>!H.actionsActive.has(q)&&H.prevActionsActive.has(q)},setActionMap(q){j={...q}},getActionMap(){return{...j}}};function m(q){let C=q;if(C.repeat)return;J.keysDown.add(C.key),J.keysPressed.push(C.key)}function G(q){let C=q;J.keysDown.delete(C.key),J.keysReleased.push(C.key)}function I(q){let C=q;J.buttonsDown.add(C.button),J.buttonsPressed.push(C.button)}function U(q){let C=q;if(Z){let{x:N,y:Y}=Z(C.clientX,C.clientY);J.pointerX=N,J.pointerY=Y}else J.pointerX=C.clientX,J.pointerY=C.clientY;J.pointerMoved=!0}function g(q){let C=q;J.buttonsDown.delete(C.button),J.buttonsReleased.push(C.button)}function f(q,C){W.addEventListener(q,C),X.push(()=>{W.removeEventListener(q,C)})}return A("input").withResourceTypes().withLabels().withGroups().install((q)=>{q.addResource("inputState",L),q.addSystem("input-state").setPriority(Q).inPhase(V).inGroup(O).setOnInitialize(()=>{f("keydown",m),f("keyup",G),f("pointerdown",I),f("pointermove",U),f("pointerup",g)}).setOnDetach(()=>{for(let C of X)C();X.length=0}).setProcess(()=>{let C=H.actionsActive;H=P(J,C,j),x.x=H.pointerX,x.y=H.pointerY,K.x=H.pointerDeltaX,K.y=H.pointerDeltaY})})}export{l as createInputPlugin,u as createActionBinding};
2
+
3
+ //# debugId=E127744726C61D2164756E2164756E21
4
+ //# sourceMappingURL=input.js.map
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/plugins/input/input.ts"],
4
+ "sourcesContent": [
5
+ "/**\n * Input Plugin for ECSpresso\n *\n * Provides frame-accurate keyboard, pointer (mouse + touch via PointerEvent),\n * and action mapping input. Resource-only plugin — input is polled via the\n * `inputState` resource. No ECS components or events.\n *\n * DOM events are accumulated between frames and snapshotted once per frame\n * in the system's process step, so all systems see consistent state.\n */\n\nimport { definePlugin, type BasePluginOptions } from 'ecspresso';\n\n// ==================== Public Types ====================\n\nexport interface Vec2 {\n\tx: number;\n\ty: number;\n}\n\n// Key codes per the UI Events spec (KeyboardEvent.key values)\n// https://developer.mozilla.org/en-US/docs/Web/API/UI_Events/Keyboard_event_key_values\n\ntype LowercaseLetter =\n\t| 'a' | 'b' | 'c' | 'd' | 'e' | 'f' | 'g' | 'h' | 'i' | 'j' | 'k' | 'l' | 'm'\n\t| 'n' | 'o' | 'p' | 'q' | 'r' | 's' | 't' | 'u' | 'v' | 'w' | 'x' | 'y' | 'z';\n\ntype Digit = '0' | '1' | '2' | '3' | '4' | '5' | '6' | '7' | '8' | '9';\n\ntype Punctuation =\n\t| '`' | '~' | '!' | '@' | '#' | '$' | '%' | '^' | '&' | '*' | '(' | ')'\n\t| '-' | '_' | '=' | '+' | '[' | '{' | ']' | '}' | '\\\\' | '|'\n\t| ';' | ':' | \"'\" | '\"' | ',' | '<' | '.' | '>' | '/' | '?';\n\ntype ModifierKey =\n\t| 'Alt' | 'AltGraph' | 'CapsLock' | 'Control' | 'Fn' | 'FnLock'\n\t| 'Hyper' | 'Meta' | 'NumLock' | 'ScrollLock' | 'Shift'\n\t| 'Super' | 'Symbol' | 'SymbolLock';\n\ntype WhitespaceKey = 'Enter' | 'Tab' | ' ';\n\ntype NavigationKey =\n\t| `Arrow${'Down' | 'Left' | 'Right' | 'Up'}`\n\t| 'End' | 'Home' | 'PageDown' | 'PageUp';\n\ntype EditingKey =\n\t| 'Backspace' | 'Clear' | 'Copy' | 'CrSel' | 'Cut' | 'Delete'\n\t| 'EraseEof' | 'ExSel' | 'Insert' | 'Paste' | 'Redo' | 'Undo';\n\ntype UIKey =\n\t| 'Accept' | 'Again' | 'Attn' | 'Cancel' | 'ContextMenu' | 'Escape'\n\t| 'Execute' | 'Find' | 'Finish' | 'Help' | 'Pause' | 'Play'\n\t| 'Props' | 'Select' | 'ZoomIn' | 'ZoomOut';\n\ntype DeviceKey =\n\t| 'BrightnessDown' | 'BrightnessUp' | 'Eject' | 'Hibernate'\n\t| 'LogOff' | 'Power' | 'PowerOff' | 'PrintScreen' | 'Standby' | 'WakeUp';\n\ntype IMEKey =\n\t| 'AllCandidates' | 'Alphanumeric' | 'CodeInput' | 'Compose' | 'Convert'\n\t| 'FinalMode' | 'GroupFirst' | 'GroupLast' | 'GroupNext' | 'GroupPrevious'\n\t| 'ModeChange' | 'NextCandidate' | 'NonConvert' | 'PreviousCandidate'\n\t| 'Process' | 'SingleCandidate'\n\t| 'HangulMode' | 'HanjaMode' | 'JunjaMode'\n\t| 'Eisu' | 'Hankaku' | 'Hiragana' | 'HiraganaKatakana' | 'KanaMode'\n\t| 'KanjiMode' | 'Katakana' | 'Romaji' | 'Zenkaku' | 'ZenkakuHankaku';\n\ntype FunctionKey =\n\t| `F${1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24}`\n\t| 'Soft1' | 'Soft2' | 'Soft3' | 'Soft4';\n\ntype PhoneKey =\n\t| 'AppSwitch' | 'Call' | 'Camera' | 'CameraFocus' | 'EndCall'\n\t| 'GoBack' | 'GoHome' | 'HeadsetHook' | 'LastNumberRedial'\n\t| 'Notification' | 'MannerMode' | 'VoiceDial';\n\ntype MultimediaKey =\n\t| 'ChannelDown' | 'ChannelUp'\n\t| `Media${\n\t\t'FastForward' | 'Pause' | 'Play' | 'PlayPause'\n\t\t| 'Record' | 'Rewind' | 'Stop' | 'TrackNext' | 'TrackPrevious'\n\t}`;\n\ntype AudioKey =\n\t| `Audio${\n\t\t'BalanceLeft' | 'BalanceRight' | 'BassDown' | 'BassBoostDown'\n\t\t| 'BassBoostToggle' | 'BassBoostUp' | 'BassUp' | 'FaderFront' | 'FaderRear'\n\t\t| 'SurroundModeNext' | 'TrebleDown' | 'TrebleUp'\n\t\t| 'VolumeDown' | 'VolumeMute' | 'VolumeUp'\n\t}`\n\t| `Microphone${'Toggle' | 'VolumeDown' | 'VolumeMute' | 'VolumeUp'}`;\n\ntype TVKey =\n\t| 'TV'\n\t| `TV${\n\t\t'3DMode' | 'AntennaCable' | 'AudioDescription' | 'AudioDescriptionMixDown'\n\t\t| 'AudioDescriptionMixUp' | 'ContentsMenu' | 'DataService' | 'Input'\n\t\t| 'InputComponent1' | 'InputComponent2' | 'InputComposite1' | 'InputComposite2'\n\t\t| 'InputHDMI1' | 'InputHDMI2' | 'InputHDMI3' | 'InputHDMI4' | 'InputVGA1'\n\t\t| 'MediaContext' | 'Network' | 'NumberEntry' | 'Power' | 'RadioService'\n\t\t| 'Satellite' | 'SatelliteBS' | 'SatelliteCS' | 'SatelliteToggle'\n\t\t| 'TerrestrialAnalog' | 'TerrestrialDigital' | 'Timer'\n\t}`;\n\ntype MediaControllerKey =\n\t| 'AVRInput' | 'AVRPower'\n\t| `Color${'F0Red' | 'F1Green' | 'F2Yellow' | 'F3Blue' | 'F4Grey' | 'F5Brown'}`\n\t| 'ClosedCaptionToggle' | 'Dimmer' | 'DisplaySwap' | 'DVR' | 'Exit'\n\t| `Favorite${'Clear' | 'Recall' | 'Store'}${0 | 1 | 2 | 3}`\n\t| 'Guide' | 'GuideNextDay' | 'GuidePreviousDay' | 'Info' | 'InstantReplay'\n\t| 'Link' | 'ListProgram' | 'LiveContent' | 'Lock'\n\t| `Media${\n\t\t'Apps' | 'AudioTrack' | 'Last' | 'SkipBackward'\n\t\t| 'SkipForward' | 'StepBackward' | 'StepForward' | 'TopMenu'\n\t}`\n\t| `Navigate${'In' | 'Next' | 'Out' | 'Previous'}`\n\t| 'NextFavoriteChannel' | 'NextUserProfile' | 'OnDemand' | 'Pairing'\n\t| `PinP${'Down' | 'Move' | 'Toggle' | 'Up'}`\n\t| `PlaySpeed${'Down' | 'Reset' | 'Up'}`\n\t| 'RandomToggle' | 'RcLowBattery' | 'RecordSpeedNext' | 'RfBypass'\n\t| 'ScanChannelsToggle' | 'ScreenModeNext' | 'Settings' | 'SplitScreenToggle'\n\t| 'STBInput' | 'STBPower' | 'Subtitle' | 'Teletext'\n\t| 'VideoModeNext' | 'Wink' | 'ZoomToggle';\n\ntype SpeechKey = 'SpeechCorrectionList' | 'SpeechInputToggle';\n\ntype DocumentKey =\n\t| 'Close' | 'New' | 'Open' | 'Print' | 'Save' | 'SpellCheck'\n\t| 'MailForward' | 'MailReply' | 'MailSend';\n\ntype LaunchKey = `Launch${\n\t| 'Calculator' | 'Calendar' | 'Contacts' | 'Mail' | 'MediaPlayer'\n\t| 'MusicPlayer' | 'MyComputer' | 'Phone' | 'ScreenSaver' | 'Spreadsheet'\n\t| 'WebBrowser' | 'WebCam' | 'WordProcessor'\n\t| `Application${1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16}`\n}`;\n\ntype BrowserKey = `Browser${'Back' | 'Favorites' | 'Forward' | 'Home' | 'Refresh' | 'Search' | 'Stop'}`;\n\ntype NumpadKey = 'Decimal' | 'Key11' | 'Key12' | 'Multiply' | 'Add' | 'Divide' | 'Subtract' | 'Separator';\n\nexport type KeyCode =\n\t| LowercaseLetter | Uppercase<LowercaseLetter> | Digit | Punctuation\n\t| ModifierKey | WhitespaceKey | NavigationKey | EditingKey | UIKey | DeviceKey\n\t| IMEKey | FunctionKey | PhoneKey | MultimediaKey | AudioKey | TVKey\n\t| MediaControllerKey | SpeechKey | DocumentKey | LaunchKey | BrowserKey | NumpadKey\n\t| 'Unidentified' | 'Dead';\n\nexport interface KeyboardState {\n\tisDown(key: KeyCode): boolean;\n\tjustPressed(key: KeyCode): boolean;\n\tjustReleased(key: KeyCode): boolean;\n}\n\nexport interface PointerState {\n\treadonly position: Readonly<Vec2>;\n\treadonly delta: Readonly<Vec2>;\n\tisDown(button: number): boolean;\n\tjustPressed(button: number): boolean;\n\tjustReleased(button: number): boolean;\n}\n\nexport interface ActionState<A extends string = string> {\n\tisActive(action: A): boolean;\n\tjustActivated(action: A): boolean;\n\tjustDeactivated(action: A): boolean;\n}\n\nexport interface InputState<A extends string = string> {\n\treadonly keyboard: KeyboardState;\n\treadonly pointer: PointerState;\n\treadonly actions: ActionState<A>;\n\tsetActionMap(actions: ActionMap<A>): void;\n\tgetActionMap(): Readonly<ActionMap<A>>;\n}\n\nexport interface ActionBinding {\n\tkeys?: KeyCode[];\n\tbuttons?: number[];\n}\n\nexport type ActionMap<A extends string = string> = Record<A, ActionBinding>;\n\nexport interface InputResourceTypes<A extends string = string> {\n\tinputState: InputState<A>;\n}\n\nexport interface InputPluginOptions<A extends string = string, G extends string = 'input'> extends BasePluginOptions<G> {\n\t/** Initial action mappings */\n\tactions?: ActionMap<A>;\n\t/** EventTarget to attach listeners to (default: globalThis). Pass a custom target for testability. */\n\ttarget?: EventTarget;\n\t/**\n\t * Optional conversion from raw DOM client coordinates to the space `inputState.pointer.position` should report.\n\t * Renderer-agnostic: wire to `clientToLogical(...)` from renderer2D when using `screenScale`, or to a renderer-specific helper.\n\t * When omitted, pointer coords remain raw `clientX`/`clientY` (not canvas-relative).\n\t */\n\tcoordinateTransform?: (clientX: number, clientY: number) => { x: number; y: number };\n}\n\n// ==================== Helper Functions ====================\n\n/**\n * Create a single action binding.\n *\n * @param binding The binding configuration\n * @returns The same binding object\n */\nexport function createActionBinding(binding: ActionBinding): ActionBinding {\n\treturn binding;\n}\n\n// ==================== Internal Types ====================\n\ninterface RawInputState {\n\tkeysDown: Set<string>;\n\tkeysPressed: string[];\n\tkeysReleased: string[];\n\tbuttonsDown: Set<number>;\n\tbuttonsPressed: number[];\n\tbuttonsReleased: number[];\n\tpointerX: number;\n\tpointerY: number;\n\tpointerDeltaX: number;\n\tpointerDeltaY: number;\n\tlastPointerX: number;\n\tlastPointerY: number;\n\tpointerMoved: boolean;\n}\n\ninterface FrameSnapshot {\n\tkeysDown: ReadonlySet<string>;\n\tkeysPressed: ReadonlySet<string>;\n\tkeysReleased: ReadonlySet<string>;\n\tbuttonsDown: ReadonlySet<number>;\n\tbuttonsPressed: ReadonlySet<number>;\n\tbuttonsReleased: ReadonlySet<number>;\n\tpointerX: number;\n\tpointerY: number;\n\tpointerDeltaX: number;\n\tpointerDeltaY: number;\n\tactionsActive: ReadonlySet<string>;\n\tprevActionsActive: ReadonlySet<string>;\n}\n\n// ==================== Plugin Factory ====================\n\nfunction createRawInputState(): RawInputState {\n\treturn {\n\t\tkeysDown: new Set(),\n\t\tkeysPressed: [],\n\t\tkeysReleased: [],\n\t\tbuttonsDown: new Set(),\n\t\tbuttonsPressed: [],\n\t\tbuttonsReleased: [],\n\t\tpointerX: 0,\n\t\tpointerY: 0,\n\t\tpointerDeltaX: 0,\n\t\tpointerDeltaY: 0,\n\t\tlastPointerX: 0,\n\t\tlastPointerY: 0,\n\t\tpointerMoved: false,\n\t};\n}\n\nconst EMPTY_SET_STRING: ReadonlySet<string> = new Set<string>();\nconst EMPTY_SET_NUMBER: ReadonlySet<number> = new Set<number>();\n\nfunction createEmptySnapshot(): FrameSnapshot {\n\treturn {\n\t\tkeysDown: EMPTY_SET_STRING,\n\t\tkeysPressed: EMPTY_SET_STRING,\n\t\tkeysReleased: EMPTY_SET_STRING,\n\t\tbuttonsDown: EMPTY_SET_NUMBER,\n\t\tbuttonsPressed: EMPTY_SET_NUMBER,\n\t\tbuttonsReleased: EMPTY_SET_NUMBER,\n\t\tpointerX: 0,\n\t\tpointerY: 0,\n\t\tpointerDeltaX: 0,\n\t\tpointerDeltaY: 0,\n\t\tactionsActive: EMPTY_SET_STRING,\n\t\tprevActionsActive: EMPTY_SET_STRING,\n\t};\n}\n\nfunction computeActiveActions(\n\tactionMap: ActionMap,\n\tkeysDown: ReadonlySet<string>,\n\tbuttonsDown: ReadonlySet<number>,\n): Set<string> {\n\tconst active = new Set<string>();\n\tfor (const [name, binding] of Object.entries(actionMap)) {\n\t\tconst keyActive = binding.keys?.some((k) => keysDown.has(k)) ?? false;\n\t\tconst buttonActive = binding.buttons?.some((b) => buttonsDown.has(b)) ?? false;\n\t\tif (keyActive || buttonActive) {\n\t\t\tactive.add(name);\n\t\t}\n\t}\n\treturn active;\n}\n\nfunction snapshotRaw(raw: RawInputState, prevActionsActive: ReadonlySet<string>, actionMap: ActionMap): FrameSnapshot {\n\tconst keysDown = new Set(raw.keysDown);\n\tconst keysPressed = new Set(raw.keysPressed);\n\tconst keysReleased = new Set(raw.keysReleased);\n\tconst buttonsDown = new Set(raw.buttonsDown);\n\tconst buttonsPressed = new Set(raw.buttonsPressed);\n\tconst buttonsReleased = new Set(raw.buttonsReleased);\n\n\tconst pointerDeltaX = raw.pointerMoved ? raw.pointerX - raw.lastPointerX : 0;\n\tconst pointerDeltaY = raw.pointerMoved ? raw.pointerY - raw.lastPointerY : 0;\n\n\tconst actionsActive = computeActiveActions(actionMap, keysDown, buttonsDown);\n\n\tconst snapshot: FrameSnapshot = {\n\t\tkeysDown,\n\t\tkeysPressed,\n\t\tkeysReleased,\n\t\tbuttonsDown,\n\t\tbuttonsPressed,\n\t\tbuttonsReleased,\n\t\tpointerX: raw.pointerX,\n\t\tpointerY: raw.pointerY,\n\t\tpointerDeltaX,\n\t\tpointerDeltaY,\n\t\tactionsActive,\n\t\tprevActionsActive,\n\t};\n\n\t// Clear accumulation buffers\n\traw.keysPressed = [];\n\traw.keysReleased = [];\n\traw.buttonsPressed = [];\n\traw.buttonsReleased = [];\n\traw.lastPointerX = raw.pointerX;\n\traw.lastPointerY = raw.pointerY;\n\traw.pointerMoved = false;\n\n\treturn snapshot;\n}\n\n/**\n * Create an input plugin for ECSpresso.\n *\n * This plugin provides:\n * - Frame-accurate keyboard state (isDown, justPressed, justReleased)\n * - Pointer position/delta and button state (mouse + touch via PointerEvent)\n * - Named action mapping with runtime remapping\n * - Automatic listener cleanup on detach\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createInputPlugin({\n * actions: {\n * jump: { keys: [' ', 'ArrowUp'] },\n * shoot: { keys: ['z'], buttons: [0] },\n * },\n * }))\n * .build();\n *\n * // In a system:\n * const input = ecs.getResource('inputState');\n * if (input.actions.justActivated('jump')) { ... }\n * if (input.keyboard.isDown('ArrowRight')) { ... }\n * ```\n */\nexport function createInputPlugin<A extends string = string, G extends string = 'input'>(\n\toptions?: InputPluginOptions<A, G>\n) {\n\tconst {\n\t\tsystemGroup = 'input',\n\t\tpriority = 100,\n\t\tphase = 'preUpdate',\n\t\tactions: initialActions = {},\n\t\ttarget = globalThis,\n\t\tcoordinateTransform,\n\t} = options ?? {};\n\n\t// Closure state\n\tconst raw = createRawInputState();\n\tlet snapshot = createEmptySnapshot();\n\tlet actionMap: ActionMap = { ...initialActions };\n\tconst cleanupFns: Array<() => void> = [];\n\n\t// The position/delta objects exposed via the resource.\n\t// Updated in-place each frame to avoid allocations.\n\tconst position: Vec2 = { x: 0, y: 0 };\n\tconst delta: Vec2 = { x: 0, y: 0 };\n\n\t// Build the InputState resource that closes over snapshot\n\tconst keyboard: KeyboardState = {\n\t\tisDown: (key) => snapshot.keysDown.has(key),\n\t\tjustPressed: (key) => snapshot.keysPressed.has(key),\n\t\tjustReleased: (key) => snapshot.keysReleased.has(key),\n\t};\n\n\tconst pointer: PointerState = {\n\t\tposition,\n\t\tdelta,\n\t\tisDown: (button) => snapshot.buttonsDown.has(button),\n\t\tjustPressed: (button) => snapshot.buttonsPressed.has(button),\n\t\tjustReleased: (button) => snapshot.buttonsReleased.has(button),\n\t};\n\n\tconst actionState: ActionState<A> = {\n\t\tisActive: (action) => snapshot.actionsActive.has(action),\n\t\tjustActivated: (action) =>\n\t\t\tsnapshot.actionsActive.has(action) && !snapshot.prevActionsActive.has(action),\n\t\tjustDeactivated: (action) =>\n\t\t\t!snapshot.actionsActive.has(action) && snapshot.prevActionsActive.has(action),\n\t};\n\n\tconst inputState: InputState<A> = {\n\t\tkeyboard,\n\t\tpointer,\n\t\tactions: actionState,\n\t\tsetActionMap(newMap) {\n\t\t\tactionMap = { ...newMap };\n\t\t},\n\t\tgetActionMap() {\n\t\t\treturn { ...actionMap } as ActionMap<A>;\n\t\t},\n\t};\n\n\t// DOM event handlers\n\tfunction onKeyDown(e: Event) {\n\t\tconst ke = e as KeyboardEvent;\n\t\tif (ke.repeat) return;\n\t\traw.keysDown.add(ke.key);\n\t\traw.keysPressed.push(ke.key);\n\t}\n\n\tfunction onKeyUp(e: Event) {\n\t\tconst ke = e as KeyboardEvent;\n\t\traw.keysDown.delete(ke.key);\n\t\traw.keysReleased.push(ke.key);\n\t}\n\n\tfunction onPointerDown(e: Event) {\n\t\tconst pe = e as PointerEvent;\n\t\traw.buttonsDown.add(pe.button);\n\t\traw.buttonsPressed.push(pe.button);\n\t}\n\n\tfunction onPointerMove(e: Event) {\n\t\tconst pe = e as PointerEvent;\n\t\tif (coordinateTransform) {\n\t\t\tconst { x, y } = coordinateTransform(pe.clientX, pe.clientY);\n\t\t\traw.pointerX = x;\n\t\t\traw.pointerY = y;\n\t\t} else {\n\t\t\traw.pointerX = pe.clientX;\n\t\t\traw.pointerY = pe.clientY;\n\t\t}\n\t\traw.pointerMoved = true;\n\t}\n\n\tfunction onPointerUp(e: Event) {\n\t\tconst pe = e as PointerEvent;\n\t\traw.buttonsDown.delete(pe.button);\n\t\traw.buttonsReleased.push(pe.button);\n\t}\n\n\tfunction addListener(type: string, handler: (e: Event) => void) {\n\t\ttarget.addEventListener(type, handler);\n\t\tcleanupFns.push(() => { target.removeEventListener(type, handler); });\n\t}\n\n\treturn definePlugin('input')\n\t\t.withResourceTypes<InputResourceTypes<A>>()\n\t\t.withLabels<'input-state'>()\n\t\t.withGroups<G>()\n\t\t.install((world) => {\n\t\t\tworld.addResource('inputState', inputState);\n\n\t\t\tworld\n\t\t\t\t.addSystem('input-state')\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.setOnInitialize(() => {\n\t\t\t\t\taddListener('keydown', onKeyDown);\n\t\t\t\t\taddListener('keyup', onKeyUp);\n\t\t\t\t\taddListener('pointerdown', onPointerDown);\n\t\t\t\t\taddListener('pointermove', onPointerMove);\n\t\t\t\t\taddListener('pointerup', onPointerUp);\n\t\t\t\t})\n\t\t\t\t.setOnDetach(() => {\n\t\t\t\t\tfor (const cleanup of cleanupFns) {\n\t\t\t\t\t\tcleanup();\n\t\t\t\t\t}\n\t\t\t\t\tcleanupFns.length = 0;\n\t\t\t\t})\n\t\t\t\t.setProcess(() => {\n\t\t\t\t\tconst prevActionsActive = snapshot.actionsActive;\n\t\t\t\t\tsnapshot = snapshotRaw(raw, prevActionsActive, actionMap);\n\n\t\t\t\t\t// Update the exposed position/delta objects in-place\n\t\t\t\t\tposition.x = snapshot.pointerX;\n\t\t\t\t\tposition.y = snapshot.pointerY;\n\t\t\t\t\tdelta.x = snapshot.pointerDeltaX;\n\t\t\t\t\tdelta.y = snapshot.pointerDeltaY;\n\t\t\t\t});\n\t\t});\n}\n"
6
+ ],
7
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8
+ "debugId": "E127744726C61D2164756E2164756E21",
9
+ "names": []
10
+ }
@@ -0,0 +1,114 @@
1
+ /**
2
+ * Selection Plugin for ECSpresso
3
+ *
4
+ * Provides pointer-driven entity selection via box-drag and click.
5
+ * Entities with a `selectable` component can be selected by the user.
6
+ * Selected entities receive a `selected` component that other systems
7
+ * can query for.
8
+ *
9
+ * Requires the input plugin (for pointer state) and the renderer2D plugin
10
+ * (for graphics rendering of the selection box).
11
+ *
12
+ * Camera-aware: when a `cameraState` resource is present (from the camera
13
+ * plugin), pointer coordinates are automatically converted to world space
14
+ * for hit-testing. The selection box overlay remains in screen space.
15
+ */
16
+ import { type BasePluginOptions } from 'ecspresso';
17
+ import type { WorldConfigFrom } from 'ecspresso';
18
+ import type { InputResourceTypes } from './input';
19
+ import type { Renderer2DComponentTypes, Renderer2DResourceTypes } from '../rendering/renderer2D';
20
+ /**
21
+ * Component types provided by the selection plugin.
22
+ */
23
+ export interface SelectionComponentTypes {
24
+ /** Tag marking an entity as eligible for selection */
25
+ selectable: true;
26
+ /** Tag marking an entity as currently selected (added/removed dynamically) */
27
+ selected: true;
28
+ }
29
+ /**
30
+ * Internal state tracking the current drag selection.
31
+ */
32
+ export interface SelectionState {
33
+ dragStart: {
34
+ x: number;
35
+ y: number;
36
+ };
37
+ boxEntityId: number | null;
38
+ }
39
+ /**
40
+ * Resource types provided by the selection plugin.
41
+ */
42
+ export interface SelectionResourceTypes {
43
+ selectionState: SelectionState;
44
+ }
45
+ /**
46
+ * WorldConfig representing the selection plugin's provided types.
47
+ */
48
+ export type SelectionWorldConfig = WorldConfigFrom<SelectionComponentTypes, {}, SelectionResourceTypes>;
49
+ type SelectionRequires = WorldConfigFrom<Renderer2DComponentTypes, {}, InputResourceTypes & Renderer2DResourceTypes>;
50
+ /**
51
+ * Configuration options for the selection plugin.
52
+ */
53
+ export interface SelectionPluginOptions<G extends string = 'selection'> extends BasePluginOptions<G> {
54
+ /** Minimum drag distance (px) to trigger box select vs click select (default: 5) */
55
+ clickThreshold?: number;
56
+ /** Selection box fill color (default: 0x00FF00) */
57
+ boxFillColor?: number;
58
+ /** Selection box fill alpha (default: 0.15) */
59
+ boxFillAlpha?: number;
60
+ /** Selection box stroke color (default: 0x00FF00) */
61
+ boxStrokeColor?: number;
62
+ /** Selection box stroke alpha (default: 0.8) */
63
+ boxStrokeAlpha?: number;
64
+ /** Tint applied to selected entities' sprites (default: 0x44FF44) */
65
+ selectedTint?: number;
66
+ /** Render layer for the selection box entity (default: undefined) */
67
+ renderLayer?: string;
68
+ }
69
+ /**
70
+ * Create a selectable component.
71
+ *
72
+ * @returns Component object suitable for spreading into spawn()
73
+ *
74
+ * @example
75
+ * ```typescript
76
+ * ecs.spawn({
77
+ * ...createTransform(100, 200),
78
+ * sprite,
79
+ * ...createSelectable(),
80
+ * });
81
+ * ```
82
+ */
83
+ export declare function createSelectable(): Pick<SelectionComponentTypes, 'selectable'>;
84
+ /**
85
+ * Create a selection plugin for ECSpresso.
86
+ *
87
+ * Provides:
88
+ * - Box-drag selection (left-click drag to select multiple entities)
89
+ * - Click selection (left-click to select a single entity)
90
+ * - Visual feedback (configurable sprite tint for selected entities)
91
+ * - Selection box overlay (rendered as a PixiJS Graphics entity)
92
+ * - Automatic camera-awareness when cameraState resource is present
93
+ *
94
+ * Requires the input plugin and renderer2D plugin to be installed.
95
+ *
96
+ * @example
97
+ * ```typescript
98
+ * const ecs = ECSpresso.create()
99
+ * .withPlugin(createRenderer2DPlugin({ renderLayers: ['game', 'ui'] }))
100
+ * .withPlugin(createInputPlugin())
101
+ * .withPlugin(createSelectionPlugin({ renderLayer: 'ui' }))
102
+ * .build();
103
+ *
104
+ * await ecs.initialize();
105
+ *
106
+ * ecs.spawn({
107
+ * sprite,
108
+ * ...createTransform(100, 200),
109
+ * ...createSelectable(),
110
+ * });
111
+ * ```
112
+ */
113
+ export declare function createSelectionPlugin<G extends string = 'selection'>(options?: SelectionPluginOptions<G>): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").WithComponents<import("ecspresso").EmptyConfig, SelectionComponentTypes>, SelectionResourceTypes>, SelectionRequires, "selection-input" | "selection-visual", G, never, never>;
114
+ export {};
@@ -0,0 +1,4 @@
1
+ var o=((V)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(V,{get:(G,j)=>(typeof require<"u"?require:G)[j]}):V)(function(V){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+V+'" is not supported')});import{definePlugin as m}from"ecspresso";var u={traumaDecay:1,maxOffsetX:10,maxOffsetY:10,maxRotation:0.05},x={smoothing:5,deadzoneX:0,deadzoneY:0,offsetX:0,offsetY:0};function t(V,G,j){let H=V-(j.x+j.shakeOffsetX),C=G-(j.y+j.shakeOffsetY),D=-(j.rotation+j.shakeRotation),q=Math.cos(D),L=Math.sin(D),M=H*q-C*L,W=H*L+C*q;return{x:M*j.zoom+j.viewportWidth/2,y:W*j.zoom+j.viewportHeight/2}}function S(V,G,j){let H=(V-j.viewportWidth/2)/j.zoom,C=(G-j.viewportHeight/2)/j.zoom,D=j.rotation+j.shakeRotation,q=Math.cos(D),L=Math.sin(D),M=H*q-C*L,W=H*L+C*q;return{x:M+j.x+j.shakeOffsetX,y:W+j.y+j.shakeOffsetY}}function i(V){return typeof V==="number"?V:V.id}function p(V){let G=V===!0?{}:V;return{trauma:0,traumaDecay:G.traumaDecay??u.traumaDecay,maxOffsetX:G.maxOffsetX??u.maxOffsetX,maxOffsetY:G.maxOffsetY??u.maxOffsetY,maxRotation:G.maxRotation??u.maxRotation}}function n(V){if(Array.isArray(V))return{minX:V[0],minY:V[1],maxX:V[2],maxY:V[3]};return{...V}}function d(V){return{smoothing:V?.smoothing??x.smoothing,deadzoneX:V?.deadzoneX??x.deadzoneX,deadzoneY:V?.deadzoneY??x.deadzoneY,offsetX:V?.offsetX??x.offsetX,offsetY:V?.offsetY??x.offsetY}}function e(V){let{viewportWidth:G=800,viewportHeight:j=600,initial:H,follow:C,shake:D,bounds:q,zoom:L,systemGroup:M="camera",phase:W="postUpdate",randomFn:h=Math.random}=V??{};return m("camera").withComponentTypes().withResourceTypes().withLabels().withGroups().requires().install((b)=>{let R={x:H?.x??0,y:H?.y??0,zoom:H?.zoom??1,rotation:H?.rotation??0,shakeOffsetX:0,shakeOffsetY:0,shakeRotation:0,viewportWidth:G,viewportHeight:j,entityId:-1,follow:()=>{},unfollow:()=>{},setPosition:()=>{},setZoom:()=>{},setRotation:()=>{},setBounds:()=>{},clearBounds:()=>{},addTrauma:()=>{}};if(b.addResource("cameraState",R),b.addSystem("camera-init").inGroup(M).setOnInitialize(($)=>{let P=$.spawn({camera:{x:H?.x??0,y:H?.y??0,zoom:H?.zoom??1,rotation:H?.rotation??0}});if(C)$.addComponent(P.id,"cameraFollow",{target:-1,...d(C)});if(D)$.addComponent(P.id,"cameraShake",p(D));if(q)$.addComponent(P.id,"cameraBounds",n(q));R.entityId=P.id,R.follow=(Q,J)=>{let I={target:i(Q),...d(J)},N=$.getComponent(R.entityId,"cameraFollow");if(N)N.target=I.target,N.smoothing=I.smoothing,N.deadzoneX=I.deadzoneX,N.deadzoneY=I.deadzoneY,N.offsetX=I.offsetX,N.offsetY=I.offsetY;else $.addComponent(R.entityId,"cameraFollow",I)},R.unfollow=()=>{if($.getComponent(R.entityId,"cameraFollow"))$.removeComponent(R.entityId,"cameraFollow")},R.setPosition=(Q,J)=>{let K=$.getComponent(R.entityId,"camera");if(!K)return;K.x=Q,K.y=J},R.setZoom=(Q)=>{let J=$.getComponent(R.entityId,"camera");if(!J)return;J.zoom=Q},R.setRotation=(Q)=>{let J=$.getComponent(R.entityId,"camera");if(!J)return;J.rotation=Q},R.setBounds=(Q,J,K,I)=>{let N=$.getComponent(R.entityId,"cameraBounds");if(N)N.minX=Q,N.minY=J,N.maxX=K,N.maxY=I;else $.addComponent(R.entityId,"cameraBounds",{minX:Q,minY:J,maxX:K,maxY:I})},R.clearBounds=()=>{if($.getComponent(R.entityId,"cameraBounds"))$.removeComponent(R.entityId,"cameraBounds")},R.addTrauma=(Q)=>{let J=$.getComponent(R.entityId,"cameraShake");if(J)J.trauma=Math.min(1,Math.max(0,J.trauma+Q));else $.addComponent(R.entityId,"cameraShake",{...p(!0),trauma:Math.min(1,Math.max(0,Q))})}}),b.addSystem("camera-follow").setPriority(400).inPhase(W).inGroup(M).addQuery("cameras",{with:["camera","cameraFollow"]}).setProcess(({queries:$,dt:P,ecs:Q})=>{let J=Math.min(1,P);for(let K of $.cameras){let{camera:I,cameraFollow:N}=K.components;if(N.target<0)continue;let Z;try{Z=Q.getComponent(N.target,"worldTransform")}catch{continue}if(!Z)continue;let U=Z.x+N.offsetX,O=Z.y+N.offsetY,_=U-I.x,B=O-I.y;if(Math.abs(_)>N.deadzoneX){let E=_>0?1:-1,v=_-E*N.deadzoneX,f=Math.min(1,N.smoothing*J);I.x+=v*f}if(Math.abs(B)>N.deadzoneY){let E=B>0?1:-1,v=B-E*N.deadzoneY,f=Math.min(1,N.smoothing*J);I.y+=v*f}}}),b.addSystem("camera-shake-update").setPriority(390).inPhase(W).inGroup(M).addQuery("shakeCameras",{with:["camera","cameraShake"]}).setProcess(({queries:$,dt:P})=>{for(let Q of $.shakeCameras){let{cameraShake:J}=Q.components;J.trauma=Math.max(0,J.trauma-J.traumaDecay*P)}}),b.addSystem("camera-bounds").setPriority(380).inPhase(W).inGroup(M).addQuery("boundedCameras",{with:["camera","cameraBounds"]}).setProcess(({queries:$})=>{for(let P of $.boundedCameras){let{camera:Q,cameraBounds:J}=P.components,K=R.viewportWidth/(2*Q.zoom),I=R.viewportHeight/(2*Q.zoom),N=J.minX+K,Z=J.maxX-K,U=J.minY+I,O=J.maxY-I;if(N>Z)Q.x=(J.minX+J.maxX)/2;else Q.x=Math.max(N,Math.min(Z,Q.x));if(U>O)Q.y=(J.minY+J.maxY)/2;else Q.y=Math.max(U,Math.min(O,Q.y))}}),b.addSystem("camera-state-sync").setPriority(370).inPhase(W).inGroup(M).setProcess(({ecs:$})=>{let P=$.getComponent(R.entityId,"camera");if(!P){R.x=0,R.y=0,R.zoom=1,R.rotation=0,R.shakeOffsetX=0,R.shakeOffsetY=0,R.shakeRotation=0;return}R.x=P.x,R.y=P.y,R.zoom=P.zoom,R.rotation=P.rotation;let Q=$.getComponent(R.entityId,"cameraShake");if(Q&&Q.trauma>0){let J=Q.trauma*Q.trauma;R.shakeOffsetX=Q.maxOffsetX*J*(h()*2-1),R.shakeOffsetY=Q.maxOffsetY*J*(h()*2-1),R.shakeRotation=Q.maxRotation*J*(h()*2-1)}else R.shakeOffsetX=0,R.shakeOffsetY=0,R.shakeRotation=0}),L){let I=function(N){N.preventDefault(),J+=Math.sign(N.deltaY)},{zoomStep:$=0.1,minZoom:P=0.1,maxZoom:Q=10}=L,J=0,K=!1;b.addSystem("camera-zoom").setPriority(410).inPhase("preUpdate").inGroup(M).addQuery("cameras",{with:["camera"]}).setOnInitialize((N)=>{let Z=N.tryGetResource("inputState"),U=N.tryGetResource("pixiApp");if(!Z||!U){console.error("[camera] zoom requires the input plugin and renderer2D plugin. Zoom will be disabled.");return}U.canvas.addEventListener("wheel",I,{passive:!1}),K=!0}).setOnDetach((N)=>{if(!K)return;let Z=N.tryGetResource("pixiApp");if(Z)Z.canvas.removeEventListener("wheel",I)}).setProcess(({queries:N,ecs:Z})=>{if(!K||J===0)return;let U=J;J=0;let[O]=N.cameras;if(!O)return;let _=O.components.camera,B=Z.tryGetResource("inputState");if(!B)return;let E=S(B.pointer.position.x,B.pointer.position.y,R),v=U>0?1-$:1+$;_.zoom=Math.max(P,Math.min(Q,_.zoom*Math.pow(v,Math.abs(U)))),_.x=E.x-(B.pointer.position.x-R.viewportWidth/2)/_.zoom,_.y=E.y-(B.pointer.position.y-R.viewportHeight/2)/_.zoom})}})}import{Graphics as c}from"pixi.js";import{definePlugin as r}from"ecspresso";function $J(){return{selectable:!0}}function VJ(V){let{systemGroup:G="selection",priority:j=100,phase:H="preUpdate",clickThreshold:C=5,boxFillColor:D=65280,boxFillAlpha:q=0.15,boxStrokeColor:L=65280,boxStrokeAlpha:M=0.8,selectedTint:W=4521796,renderLayer:h}=V??{},b={color:D,alpha:q},R={color:L,width:1.5,alpha:M};return r("selection").withComponentTypes().withResourceTypes().withLabels().withGroups().requires().install(($)=>{$.addResource("selectionState",{dragStart:{x:0,y:0},boxEntityId:null});let P=null;$.addSystem("selection-input").setPriority(j).inPhase(H).inGroup(G).addQuery("selectables",{with:["selectable","worldTransform"]}).addQuery("currentlySelected",{with:["selected"]}).withResources(["inputState","selectionState","pixiApp"]).setOnInitialize((Q)=>{let J=Q.getResource("pixiApp");P=(K)=>K.preventDefault(),J.canvas.addEventListener("contextmenu",P)}).setOnDetach((Q)=>{if(!P)return;Q.getResource("pixiApp").canvas.removeEventListener("contextmenu",P),P=null}).setProcess(({queries:Q,ecs:J,resources:K})=>{let{inputState:I,selectionState:N}=K,Z=I.pointer;if(Z.justPressed(0)){if(N.boxEntityId!==null)J.commands.removeEntity(N.boxEntityId);N.dragStart.x=Z.position.x,N.dragStart.y=Z.position.y;let z=J.spawn({graphics:new c});if(h)J.addComponent(z.id,"renderLayer",h);N.boxEntityId=z.id}if(Z.isDown(0)&&N.boxEntityId!==null){let z=J.getComponent(N.boxEntityId,"graphics");if(!z)return;let A=N.dragStart.x,k=N.dragStart.y,F=Z.position.x,X=Z.position.y,Y=Math.min(A,F),T=Math.min(k,X),g=Math.abs(F-A),l=Math.abs(X-k);z.clear(),z.rect(Y,T,g,l),z.fill(b),z.stroke(R)}if(!Z.justReleased(0)||N.boxEntityId===null)return;let U=N.dragStart.x,O=N.dragStart.y,_=Z.position.x,B=Z.position.y,E=Math.abs(_-U),v=Math.abs(B-O);for(let z of Q.currentlySelected)J.removeComponent(z.id,"selected");let f=E<C&&v<C,w=J.tryGetResource("cameraState"),y=w?S(_,B,w):{x:_,y:B};if(f){let A=null,k=1/0;for(let F of Q.selectables){let{worldTransform:X}=F.components,Y=X.x-y.x,T=X.y-y.y,g=Y*Y+T*T;if(g<400&&g<k)k=g,A=F.id}if(A!==null)J.addComponent(A,"selected",!0)}else{let z=w?S(U,O,w):{x:U,y:O},A=Math.min(z.x,y.x),k=Math.max(z.x,y.x),F=Math.min(z.y,y.y),X=Math.max(z.y,y.y);for(let Y of Q.selectables){let{worldTransform:T}=Y.components;if(T.x>=A&&T.x<=k&&T.y>=F&&T.y<=X)J.addComponent(Y.id,"selected",!0)}}J.commands.removeEntity(N.boxEntityId),N.boxEntityId=null}),$.addSystem("selection-visual").setPriority(j).inPhase("render").inGroup(G).addQuery("selectedUnits",{with:["selected","sprite"]}).setOnEntityEnter("selectedUnits",({entity:Q})=>{Q.components.sprite.tint=W}).addQuery("deselectedUnits",{with:["selectable","sprite"],without:["selected"]}).setOnEntityEnter("deselectedUnits",({entity:Q})=>{Q.components.sprite.tint=16777215})})}export{VJ as createSelectionPlugin,$J as createSelectable};
2
+
3
+ //# debugId=206042F83F56CEF464756E2164756E21
4
+ //# sourceMappingURL=selection.js.map
@@ -0,0 +1,11 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/plugins/spatial/camera.ts", "../src/plugins/input/selection.ts"],
4
+ "sourcesContent": [
5
+ "/**\n * Camera / Viewport Plugin for ECSpresso\n *\n * Provides a declarative camera with world/screen coordinate conversion, smooth follow,\n * trauma-based shake, bounds clamping, cursor-centered zoom, and logical viewport dimensions.\n *\n * This plugin is renderer-agnostic. PixiJS or other renderer integration (applying\n * cameraState to a container/stage transform) is the consumer's responsibility.\n *\n * Camera uses its own x/y/zoom/rotation rather than localTransform/worldTransform.\n * It reads the target entity's worldTransform for follow, but doesn't participate\n * in the transform hierarchy itself.\n */\n\nimport { definePlugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type ECSpresso from 'ecspresso';\nimport type { WorldConfigFrom } from '../../type-utils';\nimport type { TransformWorldConfig } from './transform';\n\n// ==================== Component Types ====================\n\nexport interface Camera {\n\tx: number;\n\ty: number;\n\tzoom: number;\n\trotation: number;\n}\n\nexport interface CameraFollow {\n\ttarget: number;\n\tsmoothing: number;\n\tdeadzoneX: number;\n\tdeadzoneY: number;\n\toffsetX: number;\n\toffsetY: number;\n}\n\nexport interface CameraShake {\n\ttrauma: number;\n\ttraumaDecay: number;\n\tmaxOffsetX: number;\n\tmaxOffsetY: number;\n\tmaxRotation: number;\n}\n\nexport interface CameraBounds {\n\tminX: number;\n\tminY: number;\n\tmaxX: number;\n\tmaxY: number;\n}\n\nexport interface CameraComponentTypes {\n\tcamera: Camera;\n\tcameraFollow: CameraFollow;\n\tcameraShake: CameraShake;\n\tcameraBounds: CameraBounds;\n}\n\n// ==================== Resource Types ====================\n\nexport interface FollowOptions {\n\tsmoothing?: number;\n\tdeadzoneX?: number;\n\tdeadzoneY?: number;\n\toffsetX?: number;\n\toffsetY?: number;\n}\n\nexport type EntityHandle = { id: number };\n\nexport interface CameraState {\n\t// Read-only data (synced from camera entity each frame)\n\tx: number;\n\ty: number;\n\tzoom: number;\n\trotation: number;\n\tshakeOffsetX: number;\n\tshakeOffsetY: number;\n\tshakeRotation: number;\n\tviewportWidth: number;\n\tviewportHeight: number;\n\tentityId: number;\n\n\t// Mutation methods\n\tfollow(target: number | EntityHandle, options?: FollowOptions): void;\n\tunfollow(): void;\n\tsetPosition(x: number, y: number): void;\n\tsetZoom(zoom: number): void;\n\tsetRotation(rotation: number): void;\n\tsetBounds(minX: number, minY: number, maxX: number, maxY: number): void;\n\tclearBounds(): void;\n\taddTrauma(amount: number): void;\n}\n\nexport interface CameraResourceTypes {\n\tcameraState: CameraState;\n}\n\n// ==================== Plugin Options ====================\n\nexport interface CameraPluginOptions<G extends string = 'camera'> {\n\tviewportWidth?: number;\n\tviewportHeight?: number;\n\tinitial?: {\n\t\tx?: number;\n\t\ty?: number;\n\t\tzoom?: number;\n\t\trotation?: number;\n\t};\n\tfollow?: FollowOptions;\n\tshake?: boolean | Partial<Omit<CameraShake, 'trauma'>>;\n\tbounds?:\n\t\t| { minX: number; minY: number; maxX: number; maxY: number }\n\t\t| [number, number, number, number];\n\tzoom?: {\n\t\tzoomStep?: number;\n\t\tminZoom?: number;\n\t\tmaxZoom?: number;\n\t};\n\tsystemGroup?: G;\n\tphase?: SystemPhase;\n\trandomFn?: () => number;\n}\n\n// ==================== Default Values ====================\n\nconst DEFAULT_SHAKE: Readonly<Omit<CameraShake, 'trauma'>> = {\n\ttraumaDecay: 1,\n\tmaxOffsetX: 10,\n\tmaxOffsetY: 10,\n\tmaxRotation: 0.05,\n};\n\nconst DEFAULT_FOLLOW: Readonly<Omit<CameraFollow, 'target'>> = {\n\tsmoothing: 5,\n\tdeadzoneX: 0,\n\tdeadzoneY: 0,\n\toffsetX: 0,\n\toffsetY: 0,\n};\n\n// ==================== Coordinate Conversion ====================\n\nexport function worldToScreen(\n\tworldX: number,\n\tworldY: number,\n\tstate: CameraState,\n): { x: number; y: number } {\n\tconst dx = worldX - (state.x + state.shakeOffsetX);\n\tconst dy = worldY - (state.y + state.shakeOffsetY);\n\n\tconst angle = -(state.rotation + state.shakeRotation);\n\tconst cos = Math.cos(angle);\n\tconst sin = Math.sin(angle);\n\tconst rx = dx * cos - dy * sin;\n\tconst ry = dx * sin + dy * cos;\n\n\treturn {\n\t\tx: rx * state.zoom + state.viewportWidth / 2,\n\t\ty: ry * state.zoom + state.viewportHeight / 2,\n\t};\n}\n\nexport function screenToWorld(\n\tscreenX: number,\n\tscreenY: number,\n\tstate: CameraState,\n): { x: number; y: number } {\n\tconst cx = (screenX - state.viewportWidth / 2) / state.zoom;\n\tconst cy = (screenY - state.viewportHeight / 2) / state.zoom;\n\n\tconst angle = state.rotation + state.shakeRotation;\n\tconst cos = Math.cos(angle);\n\tconst sin = Math.sin(angle);\n\tconst rx = cx * cos - cy * sin;\n\tconst ry = cx * sin + cy * cos;\n\n\treturn {\n\t\tx: rx + state.x + state.shakeOffsetX,\n\t\ty: ry + state.y + state.shakeOffsetY,\n\t};\n}\n\n// ==================== Internal Helpers ====================\n\nfunction resolveTarget(target: number | EntityHandle): number {\n\treturn typeof target === 'number' ? target : target.id;\n}\n\nfunction resolveShakeOptions(shake: true | Partial<Omit<CameraShake, 'trauma'>>): CameraShake {\n\tconst opts = shake === true ? {} : shake;\n\treturn {\n\t\ttrauma: 0,\n\t\ttraumaDecay: opts.traumaDecay ?? DEFAULT_SHAKE.traumaDecay,\n\t\tmaxOffsetX: opts.maxOffsetX ?? DEFAULT_SHAKE.maxOffsetX,\n\t\tmaxOffsetY: opts.maxOffsetY ?? DEFAULT_SHAKE.maxOffsetY,\n\t\tmaxRotation: opts.maxRotation ?? DEFAULT_SHAKE.maxRotation,\n\t};\n}\n\nfunction resolveBounds(\n\tbounds: { minX: number; minY: number; maxX: number; maxY: number } | [number, number, number, number],\n): CameraBounds {\n\tif (Array.isArray(bounds)) {\n\t\treturn { minX: bounds[0], minY: bounds[1], maxX: bounds[2], maxY: bounds[3] };\n\t}\n\treturn { ...bounds };\n}\n\nfunction resolveFollowOptions(options?: FollowOptions): Omit<CameraFollow, 'target'> {\n\treturn {\n\t\tsmoothing: options?.smoothing ?? DEFAULT_FOLLOW.smoothing,\n\t\tdeadzoneX: options?.deadzoneX ?? DEFAULT_FOLLOW.deadzoneX,\n\t\tdeadzoneY: options?.deadzoneY ?? DEFAULT_FOLLOW.deadzoneY,\n\t\toffsetX: options?.offsetX ?? DEFAULT_FOLLOW.offsetX,\n\t\toffsetY: options?.offsetY ?? DEFAULT_FOLLOW.offsetY,\n\t};\n}\n\n// ==================== Plugin Factory ====================\n\ntype CameraWorldConfig = WorldConfigFrom<CameraComponentTypes, {}, CameraResourceTypes>;\n\ntype CameraLabels =\n\t| 'camera-init'\n\t| 'camera-follow'\n\t| 'camera-shake-update'\n\t| 'camera-bounds'\n\t| 'camera-state-sync'\n\t| 'camera-zoom';\n\nexport function createCameraPlugin<G extends string = 'camera'>(\n\toptions?: CameraPluginOptions<G>,\n) {\n\tconst {\n\t\tviewportWidth = 800,\n\t\tviewportHeight = 600,\n\t\tinitial,\n\t\tfollow: followConfig,\n\t\tshake: shakeConfig,\n\t\tbounds: boundsConfig,\n\t\tzoom: zoomConfig,\n\t\tsystemGroup = 'camera',\n\t\tphase = 'postUpdate',\n\t\trandomFn = Math.random,\n\t} = options ?? {};\n\n\treturn definePlugin('camera')\n\t\t.withComponentTypes<CameraComponentTypes>()\n\t\t.withResourceTypes<CameraResourceTypes>()\n\t\t.withLabels<CameraLabels>()\n\t\t.withGroups<G>()\n\t\t.requires<TransformWorldConfig>()\n\t\t.install((world) => {\n\t\t\t// Build mutation methods as closures over the world reference.\n\t\t\t// The cameraState resource is created immediately with placeholder methods,\n\t\t\t// then the init system populates entityId and wires up real methods.\n\n\t\t\tconst cameraState: CameraState = {\n\t\t\t\tx: initial?.x ?? 0,\n\t\t\t\ty: initial?.y ?? 0,\n\t\t\t\tzoom: initial?.zoom ?? 1,\n\t\t\t\trotation: initial?.rotation ?? 0,\n\t\t\t\tshakeOffsetX: 0,\n\t\t\t\tshakeOffsetY: 0,\n\t\t\t\tshakeRotation: 0,\n\t\t\t\tviewportWidth,\n\t\t\t\tviewportHeight,\n\t\t\t\tentityId: -1,\n\n\t\t\t\t// Mutation methods — wired up after camera entity is spawned\n\t\t\t\tfollow: () => {},\n\t\t\t\tunfollow: () => {},\n\t\t\t\tsetPosition: () => {},\n\t\t\t\tsetZoom: () => {},\n\t\t\t\tsetRotation: () => {},\n\t\t\t\tsetBounds: () => {},\n\t\t\t\tclearBounds: () => {},\n\t\t\t\taddTrauma: () => {},\n\t\t\t};\n\n\t\t\tworld.addResource('cameraState', cameraState);\n\n\t\t\t// camera-init: spawns camera entity and wires up mutation closures\n\t\t\tworld\n\t\t\t\t.addSystem('camera-init')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setOnInitialize((ecs: ECSpresso<CameraWorldConfig & TransformWorldConfig>) => {\n\t\t\t\t\t// Spawn with required camera component\n\t\t\t\t\tconst entity = ecs.spawn({\n\t\t\t\t\t\tcamera: {\n\t\t\t\t\t\t\tx: initial?.x ?? 0,\n\t\t\t\t\t\t\ty: initial?.y ?? 0,\n\t\t\t\t\t\t\tzoom: initial?.zoom ?? 1,\n\t\t\t\t\t\t\trotation: initial?.rotation ?? 0,\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\n\t\t\t\t\t// Conditionally add optional components\n\t\t\t\t\tif (followConfig) {\n\t\t\t\t\t\tecs.addComponent(entity.id, 'cameraFollow', {\n\t\t\t\t\t\t\ttarget: -1,\n\t\t\t\t\t\t\t...resolveFollowOptions(followConfig),\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\n\t\t\t\t\tif (shakeConfig) {\n\t\t\t\t\t\tecs.addComponent(entity.id, 'cameraShake', resolveShakeOptions(shakeConfig));\n\t\t\t\t\t}\n\n\t\t\t\t\tif (boundsConfig) {\n\t\t\t\t\t\tecs.addComponent(entity.id, 'cameraBounds', resolveBounds(boundsConfig));\n\t\t\t\t\t}\n\t\t\t\t\tcameraState.entityId = entity.id;\n\n\t\t\t\t\t// Wire up mutation methods\n\t\t\t\t\tcameraState.follow = (target: number | EntityHandle, opts?: FollowOptions) => {\n\t\t\t\t\t\tconst targetId = resolveTarget(target);\n\t\t\t\t\t\tconst followData: CameraFollow = {\n\t\t\t\t\t\t\ttarget: targetId,\n\t\t\t\t\t\t\t...resolveFollowOptions(opts),\n\t\t\t\t\t\t};\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraFollow');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\texisting.target = followData.target;\n\t\t\t\t\t\t\texisting.smoothing = followData.smoothing;\n\t\t\t\t\t\t\texisting.deadzoneX = followData.deadzoneX;\n\t\t\t\t\t\t\texisting.deadzoneY = followData.deadzoneY;\n\t\t\t\t\t\t\texisting.offsetX = followData.offsetX;\n\t\t\t\t\t\t\texisting.offsetY = followData.offsetY;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tecs.addComponent(cameraState.entityId, 'cameraFollow', followData);\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.unfollow = () => {\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraFollow');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\tecs.removeComponent(cameraState.entityId, 'cameraFollow');\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setPosition = (x: number, y: number) => {\n\t\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\t\tif (!camera) return;\n\t\t\t\t\t\tcamera.x = x;\n\t\t\t\t\t\tcamera.y = y;\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setZoom = (zoom: number) => {\n\t\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\t\tif (!camera) return;\n\t\t\t\t\t\tcamera.zoom = zoom;\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setRotation = (rotation: number) => {\n\t\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\t\tif (!camera) return;\n\t\t\t\t\t\tcamera.rotation = rotation;\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setBounds = (minX: number, minY: number, maxX: number, maxY: number) => {\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraBounds');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\texisting.minX = minX;\n\t\t\t\t\t\t\texisting.minY = minY;\n\t\t\t\t\t\t\texisting.maxX = maxX;\n\t\t\t\t\t\t\texisting.maxY = maxY;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tecs.addComponent(cameraState.entityId, 'cameraBounds', { minX, minY, maxX, maxY });\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.clearBounds = () => {\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraBounds');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\tecs.removeComponent(cameraState.entityId, 'cameraBounds');\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.addTrauma = (amount: number) => {\n\t\t\t\t\t\tconst shake = ecs.getComponent(cameraState.entityId, 'cameraShake');\n\t\t\t\t\t\tif (shake) {\n\t\t\t\t\t\t\tshake.trauma = Math.min(1, Math.max(0, shake.trauma + amount));\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tecs.addComponent(cameraState.entityId, 'cameraShake', {\n\t\t\t\t\t\t\t\t...resolveShakeOptions(true),\n\t\t\t\t\t\t\t\ttrauma: Math.min(1, Math.max(0, amount)),\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// camera-follow: priority 400 (after transform propagation at 500)\n\t\t\tworld\n\t\t\t\t.addSystem('camera-follow')\n\t\t\t\t.setPriority(400)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('cameras', {\n\t\t\t\t\twith: ['camera', 'cameraFollow'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt, ecs }) => {\n\t\t\t\t\tconst t = Math.min(1, dt);\n\t\t\t\t\tfor (const entity of queries.cameras) {\n\t\t\t\t\t\tconst { camera, cameraFollow } = entity.components;\n\t\t\t\t\t\tif (cameraFollow.target < 0) continue;\n\n\t\t\t\t\t\tlet targetWorld;\n\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\ttargetWorld = ecs.getComponent(cameraFollow.target, 'worldTransform');\n\t\t\t\t\t\t} catch {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!targetWorld) continue;\n\n\t\t\t\t\t\tconst goalX = targetWorld.x + cameraFollow.offsetX;\n\t\t\t\t\t\tconst goalY = targetWorld.y + cameraFollow.offsetY;\n\t\t\t\t\t\tconst dx = goalX - camera.x;\n\t\t\t\t\t\tconst dy = goalY - camera.y;\n\n\t\t\t\t\t\tif (Math.abs(dx) > cameraFollow.deadzoneX) {\n\t\t\t\t\t\t\tconst sign = dx > 0 ? 1 : -1;\n\t\t\t\t\t\t\tconst excessX = dx - sign * cameraFollow.deadzoneX;\n\t\t\t\t\t\t\tconst factor = Math.min(1, cameraFollow.smoothing * t);\n\t\t\t\t\t\t\tcamera.x += excessX * factor;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Math.abs(dy) > cameraFollow.deadzoneY) {\n\t\t\t\t\t\t\tconst sign = dy > 0 ? 1 : -1;\n\t\t\t\t\t\t\tconst excessY = dy - sign * cameraFollow.deadzoneY;\n\t\t\t\t\t\t\tconst factor = Math.min(1, cameraFollow.smoothing * t);\n\t\t\t\t\t\t\tcamera.y += excessY * factor;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-shake-update: priority 390\n\t\t\tworld\n\t\t\t\t.addSystem('camera-shake-update')\n\t\t\t\t.setPriority(390)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('shakeCameras', {\n\t\t\t\t\twith: ['camera', 'cameraShake'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt }) => {\n\t\t\t\t\tfor (const entity of queries.shakeCameras) {\n\t\t\t\t\t\tconst { cameraShake } = entity.components;\n\t\t\t\t\t\tcameraShake.trauma = Math.max(0, cameraShake.trauma - cameraShake.traumaDecay * dt);\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-bounds: priority 380\n\t\t\tworld\n\t\t\t\t.addSystem('camera-bounds')\n\t\t\t\t.setPriority(380)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('boundedCameras', {\n\t\t\t\t\twith: ['camera', 'cameraBounds'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries }) => {\n\t\t\t\t\tfor (const entity of queries.boundedCameras) {\n\t\t\t\t\t\tconst { camera, cameraBounds } = entity.components;\n\t\t\t\t\t\tconst halfW = cameraState.viewportWidth / (2 * camera.zoom);\n\t\t\t\t\t\tconst halfH = cameraState.viewportHeight / (2 * camera.zoom);\n\n\t\t\t\t\t\tconst effectiveMinX = cameraBounds.minX + halfW;\n\t\t\t\t\t\tconst effectiveMaxX = cameraBounds.maxX - halfW;\n\t\t\t\t\t\tconst effectiveMinY = cameraBounds.minY + halfH;\n\t\t\t\t\t\tconst effectiveMaxY = cameraBounds.maxY - halfH;\n\n\t\t\t\t\t\tif (effectiveMinX > effectiveMaxX) {\n\t\t\t\t\t\t\tcamera.x = (cameraBounds.minX + cameraBounds.maxX) / 2;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcamera.x = Math.max(effectiveMinX, Math.min(effectiveMaxX, camera.x));\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (effectiveMinY > effectiveMaxY) {\n\t\t\t\t\t\t\tcamera.y = (cameraBounds.minY + cameraBounds.maxY) / 2;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcamera.y = Math.max(effectiveMinY, Math.min(effectiveMaxY, camera.y));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-state-sync: priority 370\n\t\t\tworld\n\t\t\t\t.addSystem('camera-state-sync')\n\t\t\t\t.setPriority(370)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setProcess(({ ecs }) => {\n\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\tif (!camera) {\n\t\t\t\t\t\tcameraState.x = 0;\n\t\t\t\t\t\tcameraState.y = 0;\n\t\t\t\t\t\tcameraState.zoom = 1;\n\t\t\t\t\t\tcameraState.rotation = 0;\n\t\t\t\t\t\tcameraState.shakeOffsetX = 0;\n\t\t\t\t\t\tcameraState.shakeOffsetY = 0;\n\t\t\t\t\t\tcameraState.shakeRotation = 0;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tcameraState.x = camera.x;\n\t\t\t\t\tcameraState.y = camera.y;\n\t\t\t\t\tcameraState.zoom = camera.zoom;\n\t\t\t\t\tcameraState.rotation = camera.rotation;\n\n\t\t\t\t\tconst shake = ecs.getComponent(cameraState.entityId, 'cameraShake');\n\t\t\t\t\tif (shake && shake.trauma > 0) {\n\t\t\t\t\t\tconst intensity = shake.trauma * shake.trauma;\n\t\t\t\t\t\tcameraState.shakeOffsetX = shake.maxOffsetX * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\t\tcameraState.shakeOffsetY = shake.maxOffsetY * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\t\tcameraState.shakeRotation = shake.maxRotation * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tcameraState.shakeOffsetX = 0;\n\t\t\t\t\t\tcameraState.shakeOffsetY = 0;\n\t\t\t\t\t\tcameraState.shakeRotation = 0;\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-zoom: conditionally registered when zoom option is provided\n\t\t\tif (zoomConfig) {\n\t\t\t\tconst {\n\t\t\t\t\tzoomStep = 0.1,\n\t\t\t\t\tminZoom = 0.1,\n\t\t\t\t\tmaxZoom = 10,\n\t\t\t\t} = zoomConfig;\n\n\t\t\t\tlet pendingSteps = 0;\n\t\t\t\tlet zoomActive = false;\n\n\t\t\t\tfunction onWheel(e: WheelEvent) {\n\t\t\t\t\te.preventDefault();\n\t\t\t\t\tpendingSteps += Math.sign(e.deltaY);\n\t\t\t\t}\n\n\t\t\t\tworld\n\t\t\t\t\t.addSystem('camera-zoom')\n\t\t\t\t\t.setPriority(410)\n\t\t\t\t\t.inPhase('preUpdate')\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.addQuery('cameras', {\n\t\t\t\t\t\twith: ['camera'],\n\t\t\t\t\t})\n\t\t\t\t\t.setOnInitialize((ecs) => {\n\t\t\t\t\t\t// Check for required dependencies\n\t\t\t\t\t\ttype InputState = { pointer: { position: { x: number; y: number } } };\n\t\t\t\t\t\tconst inputState = ecs.tryGetResource<InputState>('inputState');\n\t\t\t\t\t\tconst pixiApp = ecs.tryGetResource<{ canvas: HTMLCanvasElement }>('pixiApp');\n\n\t\t\t\t\t\tif (!inputState || !pixiApp) {\n\t\t\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t\t\t'[camera] zoom requires the input plugin and renderer2D plugin. ' +\n\t\t\t\t\t\t\t\t'Zoom will be disabled.',\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpixiApp.canvas.addEventListener('wheel', onWheel as EventListener, { passive: false });\n\t\t\t\t\t\tzoomActive = true;\n\t\t\t\t\t})\n\t\t\t\t\t.setOnDetach((ecs) => {\n\t\t\t\t\t\tif (!zoomActive) return;\n\t\t\t\t\t\tconst pixiApp = ecs.tryGetResource('pixiApp') as { canvas: HTMLCanvasElement } | undefined;\n\t\t\t\t\t\tif (pixiApp) {\n\t\t\t\t\t\t\tpixiApp.canvas.removeEventListener('wheel', onWheel as EventListener);\n\t\t\t\t\t\t}\n\t\t\t\t\t})\n\t\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\t\tif (!zoomActive || pendingSteps === 0) return;\n\n\t\t\t\t\t\tconst steps = pendingSteps;\n\t\t\t\t\t\tpendingSteps = 0;\n\n\t\t\t\t\t\tconst [cameraEntity] = queries.cameras;\n\t\t\t\t\t\tif (!cameraEntity) return;\n\n\t\t\t\t\t\tconst cam = cameraEntity.components.camera;\n\t\t\t\t\t\ttype InputState = { pointer: { position: { x: number; y: number } } };\n\t\t\t\t\t\tconst inputState = ecs.tryGetResource<InputState>('inputState');\n\t\t\t\t\t\tif (!inputState) return;\n\n\t\t\t\t\t\t// World point under cursor before zoom\n\t\t\t\t\t\tconst worldBefore = screenToWorld(\n\t\t\t\t\t\t\tinputState.pointer.position.x,\n\t\t\t\t\t\t\tinputState.pointer.position.y,\n\t\t\t\t\t\t\tcameraState,\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// Apply zoom — proportional to number of wheel steps\n\t\t\t\t\t\tconst direction = steps > 0 ? (1 - zoomStep) : (1 + zoomStep);\n\t\t\t\t\t\tcam.zoom = Math.max(minZoom, Math.min(maxZoom, cam.zoom * Math.pow(direction, Math.abs(steps))));\n\n\t\t\t\t\t\t// Adjust camera position so the world point under cursor stays fixed\n\t\t\t\t\t\tcam.x = worldBefore.x - (inputState.pointer.position.x - cameraState.viewportWidth / 2) / cam.zoom;\n\t\t\t\t\t\tcam.y = worldBefore.y - (inputState.pointer.position.y - cameraState.viewportHeight / 2) / cam.zoom;\n\t\t\t\t\t});\n\t\t\t}\n\t\t});\n}\n",
6
+ "/**\n * Selection Plugin for ECSpresso\n *\n * Provides pointer-driven entity selection via box-drag and click.\n * Entities with a `selectable` component can be selected by the user.\n * Selected entities receive a `selected` component that other systems\n * can query for.\n *\n * Requires the input plugin (for pointer state) and the renderer2D plugin\n * (for graphics rendering of the selection box).\n *\n * Camera-aware: when a `cameraState` resource is present (from the camera\n * plugin), pointer coordinates are automatically converted to world space\n * for hit-testing. The selection box overlay remains in screen space.\n */\n\nimport { Graphics } from 'pixi.js';\nimport { definePlugin, type BasePluginOptions } from 'ecspresso';\nimport type { WorldConfigFrom } from 'ecspresso';\nimport type { InputResourceTypes } from './input';\nimport type { Renderer2DComponentTypes, Renderer2DResourceTypes } from '../rendering/renderer2D';\nimport type { CameraState } from '../spatial/camera';\nimport { screenToWorld } from '../spatial/camera';\n\n// ==================== Component Types ====================\n\n/**\n * Component types provided by the selection plugin.\n */\nexport interface SelectionComponentTypes {\n\t/** Tag marking an entity as eligible for selection */\n\tselectable: true;\n\t/** Tag marking an entity as currently selected (added/removed dynamically) */\n\tselected: true;\n}\n\n// ==================== Resource Types ====================\n\n/**\n * Internal state tracking the current drag selection.\n */\nexport interface SelectionState {\n\tdragStart: { x: number; y: number };\n\tboxEntityId: number | null;\n}\n\n/**\n * Resource types provided by the selection plugin.\n */\nexport interface SelectionResourceTypes {\n\tselectionState: SelectionState;\n}\n\n// ==================== WorldConfig ====================\n\n/**\n * WorldConfig representing the selection plugin's provided types.\n */\nexport type SelectionWorldConfig = WorldConfigFrom<SelectionComponentTypes, {}, SelectionResourceTypes>;\n\n// ==================== Dependency Types ====================\n\ntype SelectionRequires = WorldConfigFrom<Renderer2DComponentTypes, {}, InputResourceTypes & Renderer2DResourceTypes>;\n\n// ==================== Plugin Options ====================\n\n/**\n * Configuration options for the selection plugin.\n */\nexport interface SelectionPluginOptions<G extends string = 'selection'> extends BasePluginOptions<G> {\n\t/** Minimum drag distance (px) to trigger box select vs click select (default: 5) */\n\tclickThreshold?: number;\n\t/** Selection box fill color (default: 0x00FF00) */\n\tboxFillColor?: number;\n\t/** Selection box fill alpha (default: 0.15) */\n\tboxFillAlpha?: number;\n\t/** Selection box stroke color (default: 0x00FF00) */\n\tboxStrokeColor?: number;\n\t/** Selection box stroke alpha (default: 0.8) */\n\tboxStrokeAlpha?: number;\n\t/** Tint applied to selected entities' sprites (default: 0x44FF44) */\n\tselectedTint?: number;\n\t/** Render layer for the selection box entity (default: undefined) */\n\trenderLayer?: string;\n}\n\n// ==================== Helper Functions ====================\n\n/**\n * Create a selectable component.\n *\n * @returns Component object suitable for spreading into spawn()\n *\n * @example\n * ```typescript\n * ecs.spawn({\n * ...createTransform(100, 200),\n * sprite,\n * ...createSelectable(),\n * });\n * ```\n */\nexport function createSelectable(): Pick<SelectionComponentTypes, 'selectable'> {\n\treturn { selectable: true };\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a selection plugin for ECSpresso.\n *\n * Provides:\n * - Box-drag selection (left-click drag to select multiple entities)\n * - Click selection (left-click to select a single entity)\n * - Visual feedback (configurable sprite tint for selected entities)\n * - Selection box overlay (rendered as a PixiJS Graphics entity)\n * - Automatic camera-awareness when cameraState resource is present\n *\n * Requires the input plugin and renderer2D plugin to be installed.\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createRenderer2DPlugin({ renderLayers: ['game', 'ui'] }))\n * .withPlugin(createInputPlugin())\n * .withPlugin(createSelectionPlugin({ renderLayer: 'ui' }))\n * .build();\n *\n * await ecs.initialize();\n *\n * ecs.spawn({\n * sprite,\n * ...createTransform(100, 200),\n * ...createSelectable(),\n * });\n * ```\n */\nexport function createSelectionPlugin<G extends string = 'selection'>(\n\toptions?: SelectionPluginOptions<G>\n) {\n\tconst {\n\t\tsystemGroup = 'selection',\n\t\tpriority = 100,\n\t\tphase = 'preUpdate',\n\t\tclickThreshold = 5,\n\t\tboxFillColor = 0x00FF00,\n\t\tboxFillAlpha = 0.15,\n\t\tboxStrokeColor = 0x00FF00,\n\t\tboxStrokeAlpha = 0.8,\n\t\tselectedTint = 0x44FF44,\n\t\trenderLayer,\n\t} = options ?? {};\n\n\t// Pre-allocate draw options to avoid per-frame allocations during drag\n\tconst fillOptions = { color: boxFillColor, alpha: boxFillAlpha };\n\tconst strokeOptions = { color: boxStrokeColor, width: 1.5, alpha: boxStrokeAlpha };\n\n\treturn definePlugin('selection')\n\t\t.withComponentTypes<SelectionComponentTypes>()\n\t\t.withResourceTypes<SelectionResourceTypes>()\n\t\t.withLabels<'selection-input' | 'selection-visual'>()\n\t\t.withGroups<G>()\n\t\t.requires<SelectionRequires>()\n\t\t.install((world) => {\n\t\t\tworld.addResource('selectionState', {\n\t\t\t\tdragStart: { x: 0, y: 0 },\n\t\t\t\tboxEntityId: null,\n\t\t\t});\n\n\t\t\tlet preventContextMenu: ((e: Event) => void) | null = null;\n\n\t\t\tworld\n\t\t\t\t.addSystem('selection-input')\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('selectables', {\n\t\t\t\t\twith: ['selectable', 'worldTransform'],\n\t\t\t\t})\n\t\t\t\t.addQuery('currentlySelected', {\n\t\t\t\t\twith: ['selected'],\n\t\t\t\t})\n\t\t\t\t.withResources(['inputState', 'selectionState', 'pixiApp'])\n\t\t\t\t.setOnInitialize((ecs) => {\n\t\t\t\t\tconst pixiApp = ecs.getResource('pixiApp');\n\t\t\t\t\tpreventContextMenu = (e: Event) => e.preventDefault();\n\t\t\t\t\tpixiApp.canvas.addEventListener('contextmenu', preventContextMenu);\n\t\t\t\t})\n\t\t\t\t.setOnDetach((ecs) => {\n\t\t\t\t\tif (!preventContextMenu) return;\n\t\t\t\t\tconst pixiApp = ecs.getResource('pixiApp');\n\t\t\t\t\tpixiApp.canvas.removeEventListener('contextmenu', preventContextMenu);\n\t\t\t\t\tpreventContextMenu = null;\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, ecs, resources }) => {\n\t\t\t\t\tconst { inputState: input, selectionState } = resources;\n\t\t\t\t\tconst pointer = input.pointer;\n\n\t\t\t\t\t// Start drag\n\t\t\t\t\tif (pointer.justPressed(0)) {\n\t\t\t\t\t\t// Clean up any orphaned box entity from an interrupted drag\n\t\t\t\t\t\tif (selectionState.boxEntityId !== null) {\n\t\t\t\t\t\t\tecs.commands.removeEntity(selectionState.boxEntityId);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tselectionState.dragStart.x = pointer.position.x;\n\t\t\t\t\t\tselectionState.dragStart.y = pointer.position.y;\n\n\t\t\t\t\t\tconst boxEntity = ecs.spawn({\n\t\t\t\t\t\t\tgraphics: new Graphics(),\n\t\t\t\t\t\t});\n\t\t\t\t\t\tif (renderLayer) {\n\t\t\t\t\t\t\tecs.addComponent(boxEntity.id, 'renderLayer', renderLayer);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tselectionState.boxEntityId = boxEntity.id;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Update drag visual (screen-space — no camera conversion)\n\t\t\t\t\tif (pointer.isDown(0) && selectionState.boxEntityId !== null) {\n\t\t\t\t\t\tconst g = ecs.getComponent(selectionState.boxEntityId, 'graphics');\n\t\t\t\t\t\tif (!g) return;\n\n\t\t\t\t\t\tconst startX = selectionState.dragStart.x;\n\t\t\t\t\t\tconst startY = selectionState.dragStart.y;\n\t\t\t\t\t\tconst curX = pointer.position.x;\n\t\t\t\t\t\tconst curY = pointer.position.y;\n\t\t\t\t\t\tconst minX = Math.min(startX, curX);\n\t\t\t\t\t\tconst minY = Math.min(startY, curY);\n\t\t\t\t\t\tconst w = Math.abs(curX - startX);\n\t\t\t\t\t\tconst h = Math.abs(curY - startY);\n\n\t\t\t\t\t\tg.clear();\n\t\t\t\t\t\tg.rect(minX, minY, w, h);\n\t\t\t\t\t\tg.fill(fillOptions);\n\t\t\t\t\t\tg.stroke(strokeOptions);\n\t\t\t\t\t}\n\n\t\t\t\t\t// End drag — perform selection\n\t\t\t\t\tif (!pointer.justReleased(0) || selectionState.boxEntityId === null) return;\n\n\t\t\t\t\tconst startX = selectionState.dragStart.x;\n\t\t\t\t\tconst startY = selectionState.dragStart.y;\n\t\t\t\t\tconst endX = pointer.position.x;\n\t\t\t\t\tconst endY = pointer.position.y;\n\n\t\t\t\t\tconst w = Math.abs(endX - startX);\n\t\t\t\t\tconst h = Math.abs(endY - startY);\n\n\t\t\t\t\t// Clear current selection\n\t\t\t\t\tfor (const entity of queries.currentlySelected) {\n\t\t\t\t\t\tecs.removeComponent(entity.id, 'selected');\n\t\t\t\t\t}\n\n\t\t\t\t\tconst isClick = w < clickThreshold && h < clickThreshold;\n\n\t\t\t\t\t// Convert screen coords to world space for hit-testing\n\t\t\t\t\tconst camState = ecs.tryGetResource('cameraState') as CameraState | undefined;\n\t\t\t\t\tconst worldEnd = camState\n\t\t\t\t\t\t? screenToWorld(endX, endY, camState)\n\t\t\t\t\t\t: { x: endX, y: endY };\n\n\t\t\t\t\tif (isClick) {\n\t\t\t\t\t\tconst clickRadiusSq = 400; // 20px radius in world space\n\t\t\t\t\t\tlet nearestId: number | null = null;\n\t\t\t\t\t\tlet nearestDistSq = Infinity;\n\n\t\t\t\t\t\tfor (const entity of queries.selectables) {\n\t\t\t\t\t\t\tconst { worldTransform } = entity.components;\n\t\t\t\t\t\t\tconst dx = worldTransform.x - worldEnd.x;\n\t\t\t\t\t\t\tconst dy = worldTransform.y - worldEnd.y;\n\t\t\t\t\t\t\tconst distSq = dx * dx + dy * dy;\n\t\t\t\t\t\t\tif (distSq < clickRadiusSq && distSq < nearestDistSq) {\n\t\t\t\t\t\t\t\tnearestDistSq = distSq;\n\t\t\t\t\t\t\t\tnearestId = entity.id;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (nearestId !== null) {\n\t\t\t\t\t\t\tecs.addComponent(nearestId, 'selected', true);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tconst worldStart = camState\n\t\t\t\t\t\t\t? screenToWorld(startX, startY, camState)\n\t\t\t\t\t\t\t: { x: startX, y: startY };\n\t\t\t\t\t\tconst minWX = Math.min(worldStart.x, worldEnd.x);\n\t\t\t\t\t\tconst maxWX = Math.max(worldStart.x, worldEnd.x);\n\t\t\t\t\t\tconst minWY = Math.min(worldStart.y, worldEnd.y);\n\t\t\t\t\t\tconst maxWY = Math.max(worldStart.y, worldEnd.y);\n\n\t\t\t\t\t\tfor (const entity of queries.selectables) {\n\t\t\t\t\t\t\tconst { worldTransform } = entity.components;\n\t\t\t\t\t\t\tif (\n\t\t\t\t\t\t\t\tworldTransform.x >= minWX &&\n\t\t\t\t\t\t\t\tworldTransform.x <= maxWX &&\n\t\t\t\t\t\t\t\tworldTransform.y >= minWY &&\n\t\t\t\t\t\t\t\tworldTransform.y <= maxWY\n\t\t\t\t\t\t\t) {\n\t\t\t\t\t\t\t\tecs.addComponent(entity.id, 'selected', true);\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\tecs.commands.removeEntity(selectionState.boxEntityId);\n\t\t\t\t\tselectionState.boxEntityId = null;\n\t\t\t\t});\n\n\t\t\t// Visual feedback via enter/exit callbacks — only fires on selection change\n\t\t\tworld\n\t\t\t\t.addSystem('selection-visual')\n\t\t\t\t.setPriority(priority)\n\t\t\t\t.inPhase('render')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('selectedUnits', {\n\t\t\t\t\twith: ['selected', 'sprite'],\n\t\t\t\t})\n\t\t\t\t.setOnEntityEnter('selectedUnits', ({ entity }) => {\n\t\t\t\t\tentity.components.sprite.tint = selectedTint;\n\t\t\t\t})\n\t\t\t\t.addQuery('deselectedUnits', {\n\t\t\t\t\twith: ['selectable', 'sprite'],\n\t\t\t\t\twithout: ['selected'],\n\t\t\t\t})\n\t\t\t\t.setOnEntityEnter('deselectedUnits', ({ entity }) => {\n\t\t\t\t\tentity.components.sprite.tint = 0xFFFFFF;\n\t\t\t\t});\n\t\t});\n}\n"
7
+ ],
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