hytopia 0.1.94 → 0.1.96
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/docs/server.playerentitycontroller.idleloopedanimations.md +13 -0
- package/docs/server.playerentitycontroller.interactoneshotanimations.md +13 -0
- package/docs/server.playerentitycontroller.jumponeshotanimations.md +13 -0
- package/docs/server.playerentitycontroller.md +95 -0
- package/docs/server.playerentitycontroller.runloopedanimations.md +13 -0
- package/docs/server.playerentitycontroller.walkloopedanimations.md +13 -0
- package/docs/server.playerentitycontrolleroptions.idleloopedanimations.md +13 -0
- package/docs/server.playerentitycontrolleroptions.interactoneshotanimations.md +13 -0
- package/docs/server.playerentitycontrolleroptions.jumponeshotanimations.md +13 -0
- package/docs/server.playerentitycontrolleroptions.md +95 -0
- package/docs/server.playerentitycontrolleroptions.runloopedanimations.md +13 -0
- package/docs/server.playerentitycontrolleroptions.walkloopedanimations.md +13 -0
- package/examples/zombies-fps/assets/maps/terrain.json +0 -274
- package/examples/zombies-fps/assets/models/items/pistol.glb +0 -0
- package/examples/zombies-fps/assets/models/players/soldier-player.gltf +1 -0
- package/examples/zombies-fps/classes/EnemyEntity.ts +20 -0
- package/examples/zombies-fps/classes/GamePlayerEntity.ts +54 -0
- package/examples/zombies-fps/classes/PurchaseBarrierEntity.ts +74 -0
- package/examples/zombies-fps/classes/WeaponCrateEntity.ts +0 -0
- package/examples/zombies-fps/classes/WeaponEntity.ts +32 -0
- package/examples/zombies-fps/gameConfig.ts +125 -0
- package/examples/zombies-fps/index.ts +29 -19
- package/package.json +1 -1
- package/server.api.json +285 -0
- package/server.d.ts +20 -0
- package/server.js +8 -8
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[Home](./index.md) > [server](./server.md) > [PlayerEntityController](./server.playerentitycontroller.md) > [idleLoopedAnimations](./server.playerentitycontroller.idleloopedanimations.md)
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## PlayerEntityController.idleLoopedAnimations property
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The looped animation(s) that will play when the entity is idle.
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**Signature:**
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```typescript
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idleLoopedAnimations: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityController](./server.playerentitycontroller.md) > [interactOneshotAnimations](./server.playerentitycontroller.interactoneshotanimations.md)
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## PlayerEntityController.interactOneshotAnimations property
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The oneshot animation(s) that will play when the entity interacts (left click)
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**Signature:**
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```typescript
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interactOneshotAnimations: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityController](./server.playerentitycontroller.md) > [jumpOneshotAnimations](./server.playerentitycontroller.jumponeshotanimations.md)
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## PlayerEntityController.jumpOneshotAnimations property
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The oneshot animation(s) that will play when the entity is jumping.
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**Signature:**
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```typescript
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jumpOneshotAnimations: string[];
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```
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A function allowing custom logic to determine if the entity can walk.
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</td></tr>
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<tr><td>
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[idleLoopedAnimations](./server.playerentitycontroller.idleloopedanimations.md)
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</td><td>
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string\[\]
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</td><td>
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The looped animation(s) that will play when the entity is idle.
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</td></tr>
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<tr><td>
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[interactOneshotAnimations](./server.playerentitycontroller.interactoneshotanimations.md)
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</td><td>
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string\[\]
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</td><td>
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The oneshot animation(s) that will play when the entity interacts (left click)
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Whether the entity is on a platform, a platform is any entity with a kinematic rigid body.
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[jumpOneshotAnimations](./server.playerentitycontroller.jumponeshotanimations.md)
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</td><td>
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string\[\]
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</td><td>
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The oneshot animation(s) that will play when the entity is jumping.
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The platform the entity is on, if any.
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</td></tr>
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<tr><td>
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[runLoopedAnimations](./server.playerentitycontroller.runloopedanimations.md)
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</td><td>
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string\[\]
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The looped animation(s) that will play when the entity is running.
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Whether the entity sticks to platforms.
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[walkLoopedAnimations](./server.playerentitycontroller.walkloopedanimations.md)
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</td><td>
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string\[\]
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The looped animation(s) that will play when the entity is walking.
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[Home](./index.md) > [server](./server.md) > [PlayerEntityController](./server.playerentitycontroller.md) > [runLoopedAnimations](./server.playerentitycontroller.runloopedanimations.md)
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## PlayerEntityController.runLoopedAnimations property
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The looped animation(s) that will play when the entity is running.
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**Signature:**
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```typescript
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runLoopedAnimations: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityController](./server.playerentitycontroller.md) > [walkLoopedAnimations](./server.playerentitycontroller.walkloopedanimations.md)
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## PlayerEntityController.walkLoopedAnimations property
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The looped animation(s) that will play when the entity is walking.
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**Signature:**
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```typescript
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walkLoopedAnimations: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityControllerOptions](./server.playerentitycontrolleroptions.md) > [idleLoopedAnimations](./server.playerentitycontrolleroptions.idleloopedanimations.md)
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## PlayerEntityControllerOptions.idleLoopedAnimations property
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Overrides the animation(s) that will play when the entity is idle.
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**Signature:**
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```typescript
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idleLoopedAnimations?: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityControllerOptions](./server.playerentitycontrolleroptions.md) > [interactOneshotAnimations](./server.playerentitycontrolleroptions.interactoneshotanimations.md)
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## PlayerEntityControllerOptions.interactOneshotAnimations property
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Overrides the animation(s) that will play when the entity interacts (left click)
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**Signature:**
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```typescript
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interactOneshotAnimations?: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityControllerOptions](./server.playerentitycontrolleroptions.md) > [jumpOneshotAnimations](./server.playerentitycontrolleroptions.jumponeshotanimations.md)
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## PlayerEntityControllerOptions.jumpOneshotAnimations property
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Overrides the animation(s) that will play when the entity is jumping.
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**Signature:**
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```typescript
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jumpOneshotAnimations?: string[];
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```
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</td></tr>
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[idleLoopedAnimations?](./server.playerentitycontrolleroptions.idleloopedanimations.md)
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string\[\]
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_(Optional)_ Overrides the animation(s) that will play when the entity is idle.
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[interactOneshotAnimations?](./server.playerentitycontrolleroptions.interactoneshotanimations.md)
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_(Optional)_ Overrides the animation(s) that will play when the entity interacts (left click)
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[jumpOneshotAnimations?](./server.playerentitycontrolleroptions.jumponeshotanimations.md)
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_(Optional)_ Overrides the animation(s) that will play when the entity is jumping.
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[runLoopedAnimations?](./server.playerentitycontrolleroptions.runloopedanimations.md)
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_(Optional)_ Overrides the animation(s) that will play when the entity is running.
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[walkLoopedAnimations?](./server.playerentitycontrolleroptions.walkloopedanimations.md)
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[Home](./index.md) > [server](./server.md) > [PlayerEntityControllerOptions](./server.playerentitycontrolleroptions.md) > [runLoopedAnimations](./server.playerentitycontrolleroptions.runloopedanimations.md)
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## PlayerEntityControllerOptions.runLoopedAnimations property
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Overrides the animation(s) that will play when the entity is running.
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**Signature:**
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```typescript
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runLoopedAnimations?: string[];
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```
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[Home](./index.md) > [server](./server.md) > [PlayerEntityControllerOptions](./server.playerentitycontrolleroptions.md) > [walkLoopedAnimations](./server.playerentitycontrolleroptions.walkloopedanimations.md)
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## PlayerEntityControllerOptions.walkLoopedAnimations property
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**Signature:**
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```typescript
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walkLoopedAnimations?: string[];
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```
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