incanto 0.21.0 → 0.22.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +19 -0
- package/dist/3d.js +4 -3
- package/dist/{create-game-Ct86zczq.js → create-game-B-M1zune.js} +3 -3
- package/dist/{create-game-xbxZRFwR.js → create-game-C3uiw80V.js} +6 -3
- package/dist/{duplicate-BINwP0WG.js → duplicate-BgtFrFo4.js} +15 -1
- package/dist/gameplay-Dib5mNFD.js +5425 -0
- package/dist/gameplay.js +1 -1
- package/dist/index.js +3 -3
- package/dist/{particle-sim-CyUU7HVU.js → particle-sim-Bw7hB93B.js} +1 -15
- package/dist/{physics-2d-BiIdl51r.js → physics-2d-DiVFFlH3.js} +1 -1
- package/dist/{physics-3d-DHTZUrr0.js → physics-3d-DLPPRNu4.js} +2 -1
- package/dist/react.js +1 -1
- package/dist/{register-BC55Ez6I.js → register-CHgVdSbp.js} +11 -3197
- package/dist/{register-Djwckzgx.js → register-CvpSUU3O.js} +2 -1
- package/dist/test.js +7 -7
- package/editor/assets/{agent8-Cdd8g6w6.js → agent8-4yMWrtSC.js} +1 -1
- package/editor/assets/{index-Dt44Z9ka.js → index-DAzNRDSQ.js} +3014 -2926
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-environment.md +22 -0
- package/skills/incanto-gameplay-behaviors.md +36 -1
- package/skills/incanto-node-reference.md +15 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
- package/dist/gameplay-sSqrUcnz.js +0 -1978
package/dist/2d.js
CHANGED
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@@ -1,7 +1,7 @@
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-
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import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-
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import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-B-M1zune.js";
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import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-CvpSUU3O.js";
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-DiVFFlH3.js";
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//#region src/2d/library-sprite.ts
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/**
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* Turn a library sprite-animation JSON into a scene-ready spritesheet asset
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package/dist/3d.d.ts
CHANGED
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@@ -532,6 +532,15 @@ interface CausticsConfig {
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/** Animation speed multiplier. */
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speed: number;
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}
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/**
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* God rays: the shafts of sunlight the surface's own ripples focus into the
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* water column. Caustics light what the beams LAND on; this is the beam itself.
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*/
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interface LightShaftConfig {
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enabled: boolean;
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/** Brightness of the accumulated shafts. */
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strength: number;
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}
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/** Resolved underwater look: fog color, view distance, and the caustics layer. */
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interface UnderwaterConfig {
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enabled: boolean;
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@@ -541,6 +550,8 @@ interface UnderwaterConfig {
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visibility: number;
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/** Caustics projected onto submerged surfaces (the floor especially). */
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caustics: CausticsConfig;
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/** Sunlight shafts hanging in the water column. */
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rays: LightShaftConfig;
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}
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//#endregion
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//#region src/3d/environment-3d.d.ts
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@@ -2418,6 +2429,14 @@ declare class Water3D extends Node3D implements RenderHook3D, SunConsumer3D {
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private resolvePalette;
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private syncSimple;
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private stepInteraction;
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/**
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* Surface height at WORLD (x, z) — the CPU twin of the shader's own waves,
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* so gameplay can float a raft, bob a buoy or place a jetty on the sea state
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* the player is actually looking at. Interaction ripples are excluded (a
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* splash must not re-trigger itself); outside the footprint it still answers
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* the still-water level, which is what a caller comparing heights wants.
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*/
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heightAt(x: number, z: number): number;
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/** Base wave height at world (x, z) — the CPU twin of the active shader.
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* Ripples are excluded on purpose: a splash must not re-trigger itself. */
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private waveOffsetAt;
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package/dist/3d.js
CHANGED
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@@ -1,8 +1,9 @@
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import {
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import {
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import { A as Water3D, F as StaticBody3D, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D, z as WATER_MAX_RIPPLES } from "./gameplay-Dib5mNFD.js";
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import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-C3uiw80V.js";
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import { A as QUARTER_PITCH, C as BoneAttachment3D, D as TERRAIN_THEMES, E as DEFAULT_TERRAIN_TEXTURE_BASE, M as keyboardIntensity, N as movementState, O as terrainThemeLayers, P as rigPose, S as BoneLookAt3D, T as Terrain3D, _ as Flowers3D, a as Trail3D, b as CharacterController3D, c as Particles3D, d as DirectionalLight3D, f as OmniLight3D, g as DENSITY_PRESETS, h as Foliage3D, i as Tree3D, j as cameraRelative, k as Joint3D, l as ModelInstance3D, m as MeshInstance3D, n as VOXEL_PALETTE, o as River3D, p as InstancedMesh3D, r as VoxelGrid3D, s as traceDownhillPath, t as registerNodes3D, u as LoftMesh3D, v as resolveFlowerDensity, w as Billboard3D, x as Camera3D, y as FLOWER_VARIETIES } from "./register-CHgVdSbp.js";
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import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-DLPPRNu4.js";
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//#region src/3d/environment-runtime.ts
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/**
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* Live environment editing — the renderer re-applies `scene.environment`
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@@ -3,10 +3,10 @@ import { _ as registerBehavior, n as loadScene, o as computeViewport, s as resol
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import { l as AudioPlayer, u as Engine } from "./register-nObreUQR.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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import { n as registerGameplayBehaviors } from "./gameplay-
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import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-
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import { n as registerGameplayBehaviors } from "./gameplay-Dib5mNFD.js";
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import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-CvpSUU3O.js";
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import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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import { n as enablePhysics2D } from "./physics-2d-
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import { n as enablePhysics2D } from "./physics-2d-DiVFFlH3.js";
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import { Box3, BufferAttribute, BufferGeometry, Color, LineBasicMaterial, LineSegments, LinearFilter, NearestFilter, OrthographicCamera, Raycaster, SRGBColorSpace, Scene, TextureLoader, Vector2, Vector3, WebGLRenderer } from "three";
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//#region src/2d/assets.ts
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/**
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@@ -3,10 +3,10 @@ import { _ as registerBehavior, n as loadScene } from "./loader-BZqOKfI2.js";
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import { l as AudioPlayer, u as Engine } from "./register-nObreUQR.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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import { n as registerGameplayBehaviors } from "./gameplay-
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import { I as Node3D, N as PhysicsBody3D, R as createCausticsQuad, n as registerGameplayBehaviors } from "./gameplay-Dib5mNFD.js";
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import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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import {
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import { n as enablePhysics3D } from "./physics-3d-
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import { d as DirectionalLight3D, l as ModelInstance3D, t as registerNodes3D, x as Camera3D } from "./register-CHgVdSbp.js";
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import { n as enablePhysics3D } from "./physics-3d-DLPPRNu4.js";
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import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
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import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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@@ -1762,6 +1762,9 @@ var Renderer3D = class {
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u.uCausticIntensity.value = underwater.caustics.intensity;
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u.uCausticScale.value = underwater.caustics.scale;
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u.uMaxDist.value = underwater.visibility;
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const sunDir = this.environment.sunDirection;
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if (sunDir) u.uSunDirection.value.set(sunDir[0], sunDir[1], sunDir[2]);
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u.uRayStrength.value = underwater.rays.enabled ? underwater.rays.strength : 0;
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this.webgl.render(this.causticsScene, camera);
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}
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/**
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import { i as serializeNode, t as buildNodeJson } from "./loader-BZqOKfI2.js";
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//#region src/core/order-groups.ts
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const ORDER_GROUP_BASE = {
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background: -2e3,
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terrain: -1e3,
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default: 0,
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characters: 1e3,
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effects: 2e3,
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overlay: 3e3
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};
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/** base + fine offset (unknown group names fall back to `default`). */
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function effectiveOrder(group, renderOrder) {
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return (ORDER_GROUP_BASE[group] ?? 0) + renderOrder;
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}
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//#endregion
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//#region src/core/scene/duplicate.ts
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function stripUids(json) {
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const { uid: _uid, ...rest } = json;
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@@ -19,4 +33,4 @@ function duplicateNode(node) {
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return buildNodeJson(stripUids(serializeNode(node)));
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}
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//#endregion
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export { duplicateNode as t };
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export { ORDER_GROUP_BASE as n, effectiveOrder as r, duplicateNode as t };
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