incanto 0.33.0 → 0.34.0
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.d.ts +2 -2
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +3 -3
- package/dist/3d.js +4 -4
- package/dist/{behavior-CKwTCjfR.d.ts → behavior-CtPScDMo.d.ts} +9 -0
- package/dist/{create-game-D2QU5x7S.js → create-game-CFNqoqOX.js} +5 -5
- package/dist/{create-game-sFuTLqjD.js → create-game-QTfghzwM.js} +5 -5
- package/dist/debug.d.ts +1 -1
- package/dist/{duplicate-BgnG1Lqz.js → duplicate-DlOvknDO.js} +1 -1
- package/dist/{environment-presets-CQtEGogB.js → environment-presets-B6WiUsaO.js} +2 -2
- package/dist/{gameplay-BpQCbABv.js → gameplay-BxFtmfSe.js} +2 -2
- package/dist/gameplay.d.ts +1 -1
- package/dist/gameplay.js +1 -1
- package/dist/index.d.ts +53 -3
- package/dist/index.js +4 -4
- package/dist/{loader-Buk8Bu1h.js → loader-BwR0DxeM.js} +13 -0
- package/dist/{loader-COn5fS0o.d.ts → loader-DmXfj6Uv.d.ts} +1 -1
- package/dist/net.d.ts +1 -1
- package/dist/net.js +3 -3
- package/dist/{pathfinding-DUw9mir9.d.ts → pathfinding-DRCe89SI.d.ts} +1 -1
- package/dist/{physics-2d-DjXR5DMu.js → physics-2d-BuyAwsW5.js} +2 -2
- package/dist/{physics-3d-DF8npb1O.js → physics-3d-C8Kn_Nyb.js} +3 -3
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-FIJtNbub.js → register-BLPC10Mj.js} +3 -3
- package/dist/{register-CscIzJEO.js → register-G3edsjJ2.js} +208 -10
- package/dist/{register-CtI-itec.js → register-OodmuUMK.js} +2 -2
- package/dist/{test-BRxLd2jH.js → test-C4B5znap.js} +10 -10
- package/dist/test.d.ts +2 -2
- package/dist/test.js +1 -1
- package/dist/vite.js +1 -1
- package/editor/assets/{agent8-BdDP3xKW.js → agent8-BTODHtdM.js} +1 -1
- package/editor/assets/{debug-DbjTyTlC.js → debug-CJEz4EwC.js} +1 -1
- package/editor/assets/{index-BWCudoz1.js → index-BYCso8Bf.js} +90 -90
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +142 -6
- package/skills/incanto-hud.md +57 -1
- package/skills/incanto-node-reference.md +45 -6
- 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/2d.d.ts
CHANGED
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@@ -1,7 +1,7 @@
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import { C as RendererStats, N as Scene$1, S as GameStats, at as Node, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine } from "./behavior-
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import { C as RendererStats, N as Scene$1, S as GameStats, at as Node, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine } from "./behavior-CtPScDMo.js";
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-BJb-CWfA.js";
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import { i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
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import { t as LoadSceneOptions } from "./loader-
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import { t as LoadSceneOptions } from "./loader-DmXfj6Uv.js";
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import { t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
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import { Group, Mesh, Object3D, Scene, Texture } from "three";
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import * as RapierNs from "@dimforge/rapier2d-compat";
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package/dist/2d.js
CHANGED
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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-CFNqoqOX.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-BLPC10Mj.js";
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-BuyAwsW5.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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@@ -1,9 +1,9 @@
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import { C as RendererStats, N as Scene$1, S as GameStats, at as Node, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine } from "./behavior-
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import { C as RendererStats, N as Scene$1, S as GameStats, at as Node, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine } from "./behavior-CtPScDMo.js";
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-BJb-CWfA.js";
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import { i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
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import { t as LoadSceneOptions } from "./loader-
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import { t as LoadSceneOptions } from "./loader-DmXfj6Uv.js";
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import { t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
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import { n as PathGrid, s as SpatialPose } from "./pathfinding-
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import { n as PathGrid, s as SpatialPose } from "./pathfinding-DRCe89SI.js";
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import { AnimationClip, AnimationMixer, BufferGeometry, Color, DirectionalLight, Group, InstancedMesh, Mesh, MeshPhysicalMaterial, Object3D, PerspectiveCamera, Scene, ShaderMaterial, Vector3, WebGLRenderer } from "three";
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import { VRM } from "@pixiv/three-vrm";
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import { Sky } from "three/examples/jsm/objects/Sky.js";
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package/dist/3d.js
CHANGED
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { A as Water3D, F as PhysicsBody3D, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D, V as WATER_MAX_RIPPLES, j as WATER_CUTOUT_MAX } from "./gameplay-
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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-
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import { A as Terrain3D, B as keyboardIntensity, C as resolveFlowerDensity, D as BoneLookAt3D, E as Camera3D, F as InstancedMesh3D, H as rigPose, I as MeshInstance3D, M as TERRAIN_THEMES, N as terrainThemeLayers, O as BoneAttachment3D, P as Joint3D, R as QUARTER_PITCH, S as Flowers3D, T as CharacterController3D, V as movementState, _ as LoftMesh3D, a as Tree3D, b as Foliage3D, c as buildRiverRings, d as riverCarveChannels, f as riverStepFor, g as ModelInstance3D, h as Particles3D, i as VoxelGrid3D, j as DEFAULT_TERRAIN_TEXTURE_BASE, k as Billboard3D, l as findRiverCoverageGaps, m as traceDownhillPath, n as registerNodes3D, o as Trail3D, p as smoothCourse, r as VOXEL_PALETTE, s as River3D, u as projectToRiver, v as DirectionalLight3D, w as FLOWER_VARIETIES, x as DENSITY_PRESETS, y as OmniLight3D, z as cameraRelative } from "./environment-presets-
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import { A as Water3D, F as PhysicsBody3D, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D, V as WATER_MAX_RIPPLES, j as WATER_CUTOUT_MAX } from "./gameplay-BxFtmfSe.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-QTfghzwM.js";
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import { A as Terrain3D, B as keyboardIntensity, C as resolveFlowerDensity, D as BoneLookAt3D, E as Camera3D, F as InstancedMesh3D, H as rigPose, I as MeshInstance3D, M as TERRAIN_THEMES, N as terrainThemeLayers, O as BoneAttachment3D, P as Joint3D, R as QUARTER_PITCH, S as Flowers3D, T as CharacterController3D, V as movementState, _ as LoftMesh3D, a as Tree3D, b as Foliage3D, c as buildRiverRings, d as riverCarveChannels, f as riverStepFor, g as ModelInstance3D, h as Particles3D, i as VoxelGrid3D, j as DEFAULT_TERRAIN_TEXTURE_BASE, k as Billboard3D, l as findRiverCoverageGaps, m as traceDownhillPath, n as registerNodes3D, o as Trail3D, p as smoothCourse, r as VOXEL_PALETTE, s as River3D, u as projectToRiver, v as DirectionalLight3D, w as FLOWER_VARIETIES, x as DENSITY_PRESETS, y as OmniLight3D, z as cameraRelative } from "./environment-presets-B6WiUsaO.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-C8Kn_Nyb.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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@@ -734,6 +734,15 @@ declare class InputMap {
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* is ceremony. Buttons already live in the key set as `Mouse0`/`Mouse1`/…;
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* these read them directly. 0 left, 1 middle, 2 right.
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*/
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/**
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* Is this raw CODE down / just pressed? (`'ArrowUp'`, `'Enter'`, `'Pad12'`…)
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*
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* Menu navigation is not a bindable action — there is no key to remap, and
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* asking every scene to declare `"menuUp": { "keys": ["ArrowUp", "Pad12"] }`
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* is ceremony for something every menu on every platform does the same way.
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*/
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keyPressed(code: string): boolean;
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keyJustPressed(code: string): boolean;
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mousePressed(button?: number): boolean;
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mouseJustPressed(button?: number): boolean;
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mouseJustReleased(button?: number): boolean;
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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import { m as diagnose, n as loadScene, o as computeViewport, s as resolveViewport, y as registerBehavior } from "./loader-
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import { h as Engine, m as AudioPlayer } from "./register-
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import { m as diagnose, n as loadScene, o as computeViewport, s as resolveViewport, y as registerBehavior } from "./loader-BwR0DxeM.js";
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import { h as Engine, m as AudioPlayer } from "./register-G3edsjJ2.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-BoNg_MnF.js";
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import { i as openBundledEditor, n as crossFade, r as devServerLibrary, t as teardown } from "./teardown-ByzfDPyu.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-BxFtmfSe.js";
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import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-BLPC10Mj.js";
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import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
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import { n as enablePhysics2D } from "./physics-2d-
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import { n as enablePhysics2D } from "./physics-2d-BuyAwsW5.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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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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import { m as diagnose, n as loadScene, y as registerBehavior } from "./loader-
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import { h as Engine, m as AudioPlayer } from "./register-
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import { m as diagnose, n as loadScene, y as registerBehavior } from "./loader-BwR0DxeM.js";
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import { h as Engine, m as AudioPlayer } from "./register-G3edsjJ2.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-BoNg_MnF.js";
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import { a as poseFromRenderer, i as openBundledEditor, n as crossFade, r as devServerLibrary, t as teardown } from "./teardown-ByzfDPyu.js";
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import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-
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import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-BxFtmfSe.js";
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import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
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import { E as Camera3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-
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import { n as enablePhysics3D } from "./physics-3d-
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import { E as Camera3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-B6WiUsaO.js";
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import { n as enablePhysics3D } from "./physics-3d-C8Kn_Nyb.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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package/dist/debug.d.ts
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import { C as RendererStats, lt as LogLevel, v as Engine } from "./behavior-
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import { C as RendererStats, lt as LogLevel, v as Engine } from "./behavior-CtPScDMo.js";
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//#region src/debug/panel.d.ts
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/** Minimal document surface the overlay needs (injectable for tests). */
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import { t as registerCoreNodes } from "./register-
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import { t as registerCoreNodes } from "./register-G3edsjJ2.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { t as Rng } from "./rng-DP-SR7eg.js";
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import { i as getNodeSchema, l as registerNode } from "./registry-CJdGpT2V.js";
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import { t as createNoise2D } from "./noise-CGUMx44x.js";
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import { i as applyParticlePreset, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-Bw7hB93B.js";
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import { A as Water3D, F as PhysicsBody3D, H as colliderFootDrop, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D } from "./gameplay-
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import { A as Water3D, F as PhysicsBody3D, H as colliderFootDrop, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D } from "./gameplay-BxFtmfSe.js";
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import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
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import { AdditiveBlending, AnimationClip, AnimationMixer, Box3, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, CapsuleGeometry, Color, ConeGeometry, CylinderGeometry, DataTexture, DirectionalLight, DoubleSide, DynamicDrawUsage, Euler, Group, IcosahedronGeometry, ImageBitmapLoader, InstancedBufferAttribute, InstancedMesh, LinearFilter, LoopOnce, LoopRepeat, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshPhysicalMaterial, MeshStandardMaterial, NearestFilter, NoBlending, NormalBlending, PerspectiveCamera, PlaneGeometry, PointLight, Points, PointsMaterial, Quaternion, QuaternionKeyframeTrack, RGBADepthPacking, RGBAFormat, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, SphereGeometry, Texture, TextureLoader, UniformsLib, UniformsUtils, Vector3, Vector4, VectorKeyframeTrack } from "three";
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import { clone } from "three/addons/utils/SkeletonUtils.js";
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import { f as Node, g as Behavior, n as loadScene, y as registerBehavior } from "./loader-
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import { f as Node, g as Behavior, n as loadScene, y as registerBehavior } from "./loader-BwR0DxeM.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { t as jsonClone } from "./json-BLk7H2Qa.js";
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import { r as effectiveOrder, t as duplicateNode } from "./duplicate-
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import { r as effectiveOrder, t as duplicateNode } from "./duplicate-DlOvknDO.js";
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import { Color, CubeCamera, DepthTexture, DoubleSide, Euler, FloatType, Frustum, HalfFloatType, LinearMipmapLinearFilter, MathUtils, Matrix4, Mesh, MeshDepthMaterial, Object3D, PerspectiveCamera, Plane, PlaneGeometry, Quaternion, ShaderMaterial, Sphere, Vector2, Vector3, Vector4, WebGLCubeRenderTarget, WebGLRenderTarget } from "three";
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//#region src/3d/frustum.ts
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const scratchFrustum = new Frustum();
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package/dist/gameplay.d.ts
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import { at as Node, l as PropSchema, n as BehaviorCtor, t as Behavior, v as Engine } from "./behavior-
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import { at as Node, l as PropSchema, n as BehaviorCtor, t as Behavior, v as Engine } from "./behavior-CtPScDMo.js";
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import { c as JsonValue, s as JsonObject } from "./schema-CcoWb32N.js";
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//#region src/gameplay/chase.d.ts
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package/dist/gameplay.js
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-
import { C as FollowCamera, D as Health, E as DamageOnContact, O as Collector, S as restartScene, T as phaseOf, _ as hitStop, a as Wander, b as GameFlow, c as Projectile, d as PathFollow, f as Oscillate, g as Cooldown, h as CameraShake, i as WaveSpawner, k as Chase, l as Pickup, m as Lifetime, n as registerGameplayBehaviors, o as Spawner, p as MoveTo, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Patrol, v as screenFlash, w as DayNight, x as goToScene, y as Interactable } from "./gameplay-
|
|
1
|
+
import { C as FollowCamera, D as Health, E as DamageOnContact, O as Collector, S as restartScene, T as phaseOf, _ as hitStop, a as Wander, b as GameFlow, c as Projectile, d as PathFollow, f as Oscillate, g as Cooldown, h as CameraShake, i as WaveSpawner, k as Chase, l as Pickup, m as Lifetime, n as registerGameplayBehaviors, o as Spawner, p as MoveTo, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Patrol, v as screenFlash, w as DayNight, x as goToScene, y as Interactable } from "./gameplay-BxFtmfSe.js";
|
|
2
2
|
export { CameraShake, Chase, Collector, Cooldown, DamageOnContact, DayNight, FollowCamera, GAMEPLAY_BEHAVIORS, GameFlow, Health, Interactable, Lifetime, MoveTo, Oscillate, PathFollow, Patrol, Pickup, Projectile, ScoreKeeper, Spawner, Wander, WaveSpawner, ZombieAI, goToScene, hitStop, phaseOf, registerGameplayBehaviors, restartScene, screenFlash };
|
package/dist/index.d.ts
CHANGED
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
import { $ as MusicBackend, A as suggestQuality, B as Listener, C as RendererStats, D as SettingsValues, E as Settings, F as SfxEngine, G as spatialGain, H as RolloffModel, I as SfxPlayOptions, J as SFX_PRESET_NAMES, K as spatialPan, L as isAudioContextAvailable, M as createSaveStore, N as Scene, O as qualityEnvironment, P as InputMap, Q as synthSfx, R as Voice, S as GameStats, T as QualityTier, U as SpatialParams, V as ROLLOFF_MODELS, W as Vec3, X as SfxWave, Y as SfxParams, Z as SynthOptions, _ as registeredTypes, a as registerBehavior, at as Node, b as Scheduler, c as PropDef, ct as LogEntry, d as createNode, dt as Signal, et as MusicManager, f as getNodeSchema, ft as SignalListener, g as registerNode, h as mergeStaticSignals, i as getBehavior, it as BusName, j as SaveStore, k as readDeviceHints, l as PropSchema, lt as LogLevel, m as getNodeType, n as BehaviorCtor, nt as PlayMusicOptions, o as registeredBehaviors, ot as NodeLifecycle, p as getNodeSignals, q as SFX_PRESETS, r as clearBehaviors, rt as AudioBuses, s as NodeCtor, st as SceneTree, t as Behavior, tt as MusicTrack, u as clearRegistry, ut as LogManager, v as Engine, w as DeviceHints, x as EngineStats, y as EngineOptions, z as VoicePreset } from "./behavior-
|
|
1
|
+
import { $ as MusicBackend, A as suggestQuality, B as Listener, C as RendererStats, D as SettingsValues, E as Settings, F as SfxEngine, G as spatialGain, H as RolloffModel, I as SfxPlayOptions, J as SFX_PRESET_NAMES, K as spatialPan, L as isAudioContextAvailable, M as createSaveStore, N as Scene, O as qualityEnvironment, P as InputMap, Q as synthSfx, R as Voice, S as GameStats, T as QualityTier, U as SpatialParams, V as ROLLOFF_MODELS, W as Vec3, X as SfxWave, Y as SfxParams, Z as SynthOptions, _ as registeredTypes, a as registerBehavior, at as Node, b as Scheduler, c as PropDef, ct as LogEntry, d as createNode, dt as Signal, et as MusicManager, f as getNodeSchema, ft as SignalListener, g as registerNode, h as mergeStaticSignals, i as getBehavior, it as BusName, j as SaveStore, k as readDeviceHints, l as PropSchema, lt as LogLevel, m as getNodeType, n as BehaviorCtor, nt as PlayMusicOptions, o as registeredBehaviors, ot as NodeLifecycle, p as getNodeSignals, q as SFX_PRESETS, r as clearBehaviors, rt as AudioBuses, s as NodeCtor, st as SceneTree, t as Behavior, tt as MusicTrack, u as clearRegistry, ut as LogManager, v as Engine, w as DeviceHints, x as EngineStats, y as EngineOptions, z as VoicePreset } from "./behavior-CtPScDMo.js";
|
|
2
2
|
import { a as Rng, c as JsonValue, d as jsonKind, i as SceneJson, l as jsonClone, n as NodeJson, o as JsonKind, r as SCENE_FORMAT, s as JsonObject, t as ConnectionJson, u as jsonEquals } from "./schema-CcoWb32N.js";
|
|
3
|
-
import { n as loadScene, t as LoadSceneOptions } from "./loader-
|
|
3
|
+
import { n as loadScene, t as LoadSceneOptions } from "./loader-DmXfj6Uv.js";
|
|
4
4
|
import { n as ParticleSimConfig, r as ParticleView, t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
|
|
5
|
-
import { a as AudioElementLike, i as gridFromRows, n as PathGrid, o as AudioPlayer, r as findPath, t as FindPathOptions } from "./pathfinding-
|
|
5
|
+
import { a as AudioElementLike, i as gridFromRows, n as PathGrid, o as AudioPlayer, r as findPath, t as FindPathOptions } from "./pathfinding-DRCe89SI.js";
|
|
6
6
|
import { i as auditScene, n as IncantoErrorCode, r as IncantoErrorDetails, t as IncantoError } from "./errors-1dXlIwoR.js";
|
|
7
7
|
|
|
8
8
|
//#region src/core/audio/crossfade.d.ts
|
|
@@ -120,6 +120,7 @@ declare class HudLayer extends Node {
|
|
|
120
120
|
static readonly props: PropSchema;
|
|
121
121
|
zIndex: number;
|
|
122
122
|
visible: boolean;
|
|
123
|
+
focusNavigation: boolean;
|
|
123
124
|
/** @internal root overlay element (null headless). */
|
|
124
125
|
_element: HTMLElement | null;
|
|
125
126
|
private readonly slots;
|
|
@@ -138,14 +139,40 @@ declare class HudLayer extends Node {
|
|
|
138
139
|
private _mount;
|
|
139
140
|
override onExitTree(): void;
|
|
140
141
|
override update(): void;
|
|
142
|
+
/**
|
|
143
|
+
* Arrow keys / d-pad move the focus, Enter / A activates it.
|
|
144
|
+
*
|
|
145
|
+
* Off by default: a game whose HUD has a button must not lose its arrow keys
|
|
146
|
+
* to a menu the moment one exists. Turn it on for the screens that ARE menus
|
|
147
|
+
* (`"focusNavigation": true` on the pause panel's layer), and off again when
|
|
148
|
+
* play resumes.
|
|
149
|
+
*/
|
|
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|
+
private stepFocus;
|
|
151
|
+
/** Focusable widgets under this layer, in tree order. */
|
|
152
|
+
private focusables;
|
|
153
|
+
/** Move focus to a widget by hand — opening a menu should start somewhere. */
|
|
154
|
+
focus(widget: HudWidgetBase | null): void;
|
|
141
155
|
/** @internal Widgets mount into per-anchor flex columns. */
|
|
142
156
|
_slot(anchor: HudAnchor): HTMLElement | null;
|
|
143
157
|
}
|
|
144
158
|
/** Shared plumbing: mount into the parent HudLayer's anchor slot. */
|
|
145
159
|
declare abstract class HudWidgetBase extends Node {
|
|
146
160
|
static readonly props: PropSchema;
|
|
161
|
+
static readonly signals: readonly string[];
|
|
147
162
|
anchor: HudAnchor;
|
|
148
163
|
visible: boolean;
|
|
164
|
+
focusable: boolean;
|
|
165
|
+
draggable: boolean;
|
|
166
|
+
dropTarget: boolean;
|
|
167
|
+
/** @internal Set by the owning HudLayer while this widget has focus. */
|
|
168
|
+
_focused: boolean;
|
|
169
|
+
/**
|
|
170
|
+
* @internal Confirm (`dir` 0) or nudge (-1 left / +1 right) — what pressing
|
|
171
|
+
* A or an arrow ON this widget means. Default: nothing.
|
|
172
|
+
*/
|
|
173
|
+
_activate(_dir: number): void;
|
|
174
|
+
/** @internal Draw the focus ring. Overridable if a widget wants its own. */
|
|
175
|
+
_paintFocus(): void;
|
|
149
176
|
/** @internal */
|
|
150
177
|
_element: HTMLElement | null;
|
|
151
178
|
protected abstract _build(): HTMLElement;
|
|
@@ -161,6 +188,17 @@ declare abstract class HudWidgetBase extends Node {
|
|
|
161
188
|
* anything attached at runtime before its host existed.
|
|
162
189
|
*/
|
|
163
190
|
_mountWidget(): void;
|
|
191
|
+
/**
|
|
192
|
+
* Drag and drop, on the DOM the engine already builds.
|
|
193
|
+
*
|
|
194
|
+
* An inventory is the one screen where "click it" is not enough, and every
|
|
195
|
+
* game that wanted one dropped out of scene JSON to hand-roll pointer
|
|
196
|
+
* handlers. The whole gesture is four signals and no new node type: a
|
|
197
|
+
* `draggable` widget emits `dragStarted` and, if it lands on one,
|
|
198
|
+
* `droppedOn(target)`; a `dropTarget` emits `dropped(source)`. Who owns the
|
|
199
|
+
* ITEM is the game's business — this reports the gesture, not a model.
|
|
200
|
+
*/
|
|
201
|
+
private _wireDrag;
|
|
164
202
|
/** The nearest ancestor that holds widgets itself (a UiPanel). */
|
|
165
203
|
private host;
|
|
166
204
|
override onExitTree(): void;
|
|
@@ -244,6 +282,9 @@ declare class UiButton extends HudWidgetBase {
|
|
|
244
282
|
color: string;
|
|
245
283
|
background: string;
|
|
246
284
|
disabled: boolean;
|
|
285
|
+
override focusable: boolean;
|
|
286
|
+
/** Enter / A on a focused button is a press. */
|
|
287
|
+
override _activate(_dir: number): void;
|
|
247
288
|
private lastText;
|
|
248
289
|
/** Programmatic press — same path as a click (tests, gamepad menus). */
|
|
249
290
|
press(): void;
|
|
@@ -392,6 +433,9 @@ declare class UiSlider extends HudWidgetBase {
|
|
|
392
433
|
step: number;
|
|
393
434
|
width: number;
|
|
394
435
|
color: string;
|
|
436
|
+
override focusable: boolean;
|
|
437
|
+
/** Left/right nudge by one step — the only sane thing a d-pad can mean here. */
|
|
438
|
+
override _activate(dir: number): void;
|
|
395
439
|
private input;
|
|
396
440
|
private text;
|
|
397
441
|
private last;
|
|
@@ -405,6 +449,9 @@ declare class UiToggle extends HudWidgetBase {
|
|
|
405
449
|
static override readonly signals: readonly string[];
|
|
406
450
|
label: string;
|
|
407
451
|
value: boolean;
|
|
452
|
+
override focusable: boolean;
|
|
453
|
+
/** Confirm flips it; left/right set it explicitly, which reads better on a pad. */
|
|
454
|
+
override _activate(dir: number): void;
|
|
408
455
|
private input;
|
|
409
456
|
private last;
|
|
410
457
|
protected _build(): HTMLElement;
|
|
@@ -418,6 +465,9 @@ declare class UiSelect extends HudWidgetBase {
|
|
|
418
465
|
label: string;
|
|
419
466
|
options: string;
|
|
420
467
|
value: string;
|
|
468
|
+
override focusable: boolean;
|
|
469
|
+
/** Left/right (and confirm) walk the list — a select has no other gesture. */
|
|
470
|
+
override _activate(dir: number): void;
|
|
421
471
|
private select;
|
|
422
472
|
private lastOptions;
|
|
423
473
|
private last;
|
package/dist/index.js
CHANGED
|
@@ -1,12 +1,12 @@
|
|
|
1
|
-
import { _ as clearBehaviors, a as SCENE_FORMAT, b as registeredBehaviors, c as SceneTree, d as resolveConstants, f as Node, g as Behavior, h as InputMap, i as serializeNode, l as CONST_REF_KEY, n as loadScene, o as computeViewport, p as parseNodePath, r as Scene, s as resolveViewport, u as isConstRef, v as getBehavior, x as Signal, y as registerBehavior } from "./loader-
|
|
2
|
-
import { A as MusicManager, C as isAudioContextAvailable, D as SFX_PRESETS, E as spatialPan, M as crossfadeGains, N as fadeGain, O as SFX_PRESET_NAMES, P as AudioBuses, S as SfxEngine, T as spatialGain, _ as qualityEnvironment, a as UiSlider, b as createSaveStore, c as UiButton, d as UiBanner, f as UiBar, g as Settings, h as Engine, i as UiSelect, j as WebAudioMusicBackend, k as synthSfx, l as UiDialogue, m as AudioPlayer, n as UiImage, o as UiToggle, p as UiText, r as UiPanel, s as Timer, t as registerCoreNodes, u as HudLayer, v as readDeviceHints, w as ROLLOFF_MODELS, x as LogManager, y as suggestQuality } from "./register-
|
|
1
|
+
import { _ as clearBehaviors, a as SCENE_FORMAT, b as registeredBehaviors, c as SceneTree, d as resolveConstants, f as Node, g as Behavior, h as InputMap, i as serializeNode, l as CONST_REF_KEY, n as loadScene, o as computeViewport, p as parseNodePath, r as Scene, s as resolveViewport, u as isConstRef, v as getBehavior, x as Signal, y as registerBehavior } from "./loader-BwR0DxeM.js";
|
|
2
|
+
import { A as MusicManager, C as isAudioContextAvailable, D as SFX_PRESETS, E as spatialPan, M as crossfadeGains, N as fadeGain, O as SFX_PRESET_NAMES, P as AudioBuses, S as SfxEngine, T as spatialGain, _ as qualityEnvironment, a as UiSlider, b as createSaveStore, c as UiButton, d as UiBanner, f as UiBar, g as Settings, h as Engine, i as UiSelect, j as WebAudioMusicBackend, k as synthSfx, l as UiDialogue, m as AudioPlayer, n as UiImage, o as UiToggle, p as UiText, r as UiPanel, s as Timer, t as registerCoreNodes, u as HudLayer, v as readDeviceHints, w as ROLLOFF_MODELS, x as LogManager, y as suggestQuality } from "./register-G3edsjJ2.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { t as Rng } from "./rng-DP-SR7eg.js";
|
|
5
5
|
import { t as auditScene } from "./audit-C4kmDK0o.js";
|
|
6
6
|
import { n as jsonEquals, r as jsonKind, t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
7
7
|
import { a as getNodeSignals, c as mergeStaticSignals, i as getNodeSchema, l as registerNode, n as clearRegistry, o as getNodeType, r as createNode, u as registeredTypes } from "./registry-CJdGpT2V.js";
|
|
8
8
|
import { t as createNoise2D } from "./noise-CGUMx44x.js";
|
|
9
|
-
import { n as ORDER_GROUP_BASE, r as effectiveOrder, t as duplicateNode } from "./duplicate-
|
|
9
|
+
import { n as ORDER_GROUP_BASE, r as effectiveOrder, t as duplicateNode } from "./duplicate-DlOvknDO.js";
|
|
10
10
|
import { i as applyParticlePreset, n as PARTICLE_PRESETS, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-Bw7hB93B.js";
|
|
11
11
|
import { i as resolveRendering, n as attachTouchControls, r as joystickVector, t as TouchControls } from "./touch-BoNg_MnF.js";
|
|
12
12
|
//#region src/core/pathfinding.ts
|
|
@@ -242,6 +242,6 @@ function newUid() {
|
|
|
242
242
|
//#endregion
|
|
243
243
|
//#region src/index.ts
|
|
244
244
|
/** Engine version. Kept in sync with package.json by the release pipeline. */
|
|
245
|
-
const VERSION = "0.
|
|
245
|
+
const VERSION = "0.34.0";
|
|
246
246
|
//#endregion
|
|
247
247
|
export { AudioBuses, AudioPlayer, Behavior, CONST_REF_KEY, Engine, HudLayer, IncantoError, InputMap, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, Scene, SceneTree, Settings, SfxEngine, Signal, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiImage, UiPanel, UiSelect, UiSlider, UiText, UiToggle, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, mergeStaticSignals, newUid, parseNodePath, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveConstants, resolveRendering, resolveViewport, serializeNode, spatialGain, spatialPan, startRecording, suggestQuality, synthSfx };
|
|
@@ -453,6 +453,19 @@ var InputMap = class {
|
|
|
453
453
|
* is ceremony. Buttons already live in the key set as `Mouse0`/`Mouse1`/…;
|
|
454
454
|
* these read them directly. 0 left, 1 middle, 2 right.
|
|
455
455
|
*/
|
|
456
|
+
/**
|
|
457
|
+
* Is this raw CODE down / just pressed? (`'ArrowUp'`, `'Enter'`, `'Pad12'`…)
|
|
458
|
+
*
|
|
459
|
+
* Menu navigation is not a bindable action — there is no key to remap, and
|
|
460
|
+
* asking every scene to declare `"menuUp": { "keys": ["ArrowUp", "Pad12"] }`
|
|
461
|
+
* is ceremony for something every menu on every platform does the same way.
|
|
462
|
+
*/
|
|
463
|
+
keyPressed(code) {
|
|
464
|
+
return this.down.has(code);
|
|
465
|
+
}
|
|
466
|
+
keyJustPressed(code) {
|
|
467
|
+
return this.pressedEdge.has(code);
|
|
468
|
+
}
|
|
456
469
|
mousePressed(button = 0) {
|
|
457
470
|
return this.down.has(`Mouse${button}`);
|
|
458
471
|
}
|
package/dist/net.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { at as Node, dt as Signal, l as PropSchema, v as Engine } from "./behavior-
|
|
1
|
+
import { at as Node, dt as Signal, l as PropSchema, v as Engine } from "./behavior-CtPScDMo.js";
|
|
2
2
|
import { c as JsonValue, i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
|
|
3
3
|
|
|
4
4
|
//#region src/net/types.d.ts
|
package/dist/net.js
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
import { n as loadScene } from "./loader-
|
|
2
|
-
import { h as Engine } from "./register-
|
|
1
|
+
import { n as loadScene } from "./loader-BwR0DxeM.js";
|
|
2
|
+
import { h as Engine } from "./register-G3edsjJ2.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
5
5
|
import { n as createAgent8Server } from "./agent8-CvsfVskX.js";
|
|
6
|
-
import { i as applySyncPatch, n as NetworkSpawner, r as NetworkManager, t as registerNodesNet } from "./register-
|
|
6
|
+
import { i as applySyncPatch, n as NetworkSpawner, r as NetworkManager, t as registerNodesNet } from "./register-OodmuUMK.js";
|
|
7
7
|
//#region src/net/loopback.ts
|
|
8
8
|
/**
|
|
9
9
|
* In-memory multiplayer hub implementing the SAME kernel contract as
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
|
-
import { m as diagnose } from "./loader-
|
|
2
|
+
import { m as diagnose } from "./loader-BwR0DxeM.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
|
-
import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-
|
|
4
|
+
import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-BLPC10Mj.js";
|
|
5
5
|
import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
|
|
6
6
|
//#region src/2d/physics/physics-2d.ts
|
|
7
7
|
var physics_2d_exports = /* @__PURE__ */ __exportAll({
|
|
@@ -1,9 +1,9 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
|
-
import { m as diagnose } from "./loader-
|
|
2
|
+
import { m as diagnose } from "./loader-BwR0DxeM.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
|
-
import { F as PhysicsBody3D, I as RigidBody3D, N as Area3D, P as CharacterBody3D, R as Node3D, z as validateCollider3D } from "./gameplay-
|
|
4
|
+
import { F as PhysicsBody3D, I as RigidBody3D, N as Area3D, P as CharacterBody3D, R as Node3D, z as validateCollider3D } from "./gameplay-BxFtmfSe.js";
|
|
5
5
|
import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
|
|
6
|
-
import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-
|
|
6
|
+
import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-B6WiUsaO.js";
|
|
7
7
|
import { Euler, Matrix4, Quaternion, Vector3 } from "three";
|
|
8
8
|
//#region src/3d/physics/collider-lines.ts
|
|
9
9
|
/**
|
package/dist/react.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { N as Scene, n as BehaviorCtor, v as Engine } from "./behavior-
|
|
1
|
+
import { N as Scene, n as BehaviorCtor, v as Engine } from "./behavior-CtPScDMo.js";
|
|
2
2
|
import { c as JsonValue } from "./schema-CcoWb32N.js";
|
|
3
3
|
import { CSSProperties, ReactNode } from "react";
|
|
4
4
|
|
package/dist/react.js
CHANGED
|
@@ -156,7 +156,7 @@ function IncantoCanvas(props) {
|
|
|
156
156
|
pointer: latest.pointer,
|
|
157
157
|
...keyboard !== void 0 ? { keyboard } : {}
|
|
158
158
|
};
|
|
159
|
-
const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-
|
|
159
|
+
const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-QTfghzwM.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-CFNqoqOX.js").then((n) => n.n)).createGame2D(o)))(opts);
|
|
160
160
|
if (disposed) {
|
|
161
161
|
next.dispose();
|
|
162
162
|
return;
|
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
import { f as Node } from "./loader-
|
|
2
|
-
import { t as registerCoreNodes } from "./register-
|
|
1
|
+
import { f as Node } from "./loader-BwR0DxeM.js";
|
|
2
|
+
import { t as registerCoreNodes } from "./register-G3edsjJ2.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { t as Rng } from "./rng-DP-SR7eg.js";
|
|
5
5
|
import { i as getNodeSchema, l as registerNode } from "./registry-CJdGpT2V.js";
|
|
6
|
-
import { r as effectiveOrder } from "./duplicate-
|
|
6
|
+
import { r as effectiveOrder } from "./duplicate-DlOvknDO.js";
|
|
7
7
|
import { i as applyParticlePreset, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-Bw7hB93B.js";
|
|
8
8
|
import { AdditiveBlending, BufferAttribute, BufferGeometry, CanvasTexture, Color, DynamicDrawUsage, Group, InstancedMesh, MathUtils, Matrix4, Mesh, MeshBasicMaterial, NearestFilter, NormalBlending, Object3D, PlaneGeometry } from "three";
|
|
9
9
|
//#region src/2d/physics/collider-validate.ts
|