incanto 0.56.0 → 0.57.0
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/bin/incanto-verify.mjs +9 -2
- package/dist/2d.d.ts +59 -7
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +34 -4
- package/dist/3d.js +5 -5
- package/dist/{behavior-CyQoSu4n.d.ts → behavior-l08AEbq9.d.ts} +5 -0
- package/dist/{create-game-CqJkfMzm.js → create-game-C5jQYPah.js} +28 -71
- package/dist/{create-game-YvaNWhe6.js → create-game-DpbUrMOQ.js} +146 -7
- package/dist/debug.d.ts +1 -1
- package/dist/{duplicate-MNLMAcbz.js → duplicate-BPLZDZpd.js} +1 -1
- package/dist/{environment-presets-DLHqgNAF.js → environment-presets-CvvQr_bJ.js} +106 -24
- package/dist/{frame-report-njybhZon.js → frame-report-BSMny7oe.js} +1 -1
- package/dist/{frame-report-DZ70IY26.d.ts → frame-report-DCnHFmto.d.ts} +1 -1
- package/dist/{gameplay-C_SPzmUe.js → gameplay-BVphcxmE.js} +89 -13
- package/dist/gameplay.d.ts +26 -1
- package/dist/gameplay.js +1 -1
- package/dist/index.d.ts +45 -5
- package/dist/index.js +8 -9
- package/dist/{loader-DhI1jFW_.d.ts → loader-BbEMTuWg.d.ts} +1 -1
- package/dist/{loader-BTkHYrQn.js → loader-BcrRSjxB.js} +682 -682
- package/dist/net.d.ts +2 -2
- package/dist/net.js +1 -1
- package/dist/{pathfinding-CXGCpRQe.d.ts → pathfinding-mEN4V1CU.d.ts} +1 -1
- package/dist/{physics-2d-CfWAggJ1.js → physics-2d-BLcvEFDR.js} +2 -2
- package/dist/{physics-3d-NzDwWPrF.js → physics-3d-QBrfIT2Y.js} +3 -3
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-en63AEZO.js → register-C6ZBFRjd.js} +63 -60
- package/dist/{register-p48lHE2o.js → register-Ch70uByv.js} +1615 -1502
- package/dist/{replay-ePMz26jw.d.ts → replay-Dw6gMlYA.d.ts} +1 -1
- package/dist/{replay-t1pP0gQg.js → replay-s7I2GstT.js} +31 -11
- package/dist/sheet-grid-BT6N_Bjs.js +59 -0
- package/dist/{split-screen-BsdOHbzP.d.ts → split-screen-B0baBwxI.d.ts} +5 -1
- package/dist/{split-screen-CSb_uZ6W.js → split-screen-DLsUrleX.js} +14 -3
- package/dist/{sprite-animation-7qvUxF6Z.js → sprite-animation-C0wXLBZJ.js} +8 -4
- package/dist/{src-51GA-9m-.js → src-CGjmPw65.js} +55 -2
- package/dist/{teardown-C7uVSJvx.js → teardown-Cs113S9F.js} +74 -2
- package/dist/{test-Bu6SPNsV.js → test-it1VekWs.js} +28 -19
- package/dist/test.d.ts +4 -4
- package/dist/test.js +2 -2
- package/dist/{touch-BnMyy9tr.js → touch-DESwnpOc.js} +173 -1
- package/dist/vite.d.ts +1 -1
- package/dist/vite.js +3 -3
- package/editor/assets/{agent8-X0Nesj-k.js → agent8-CGT7r3Mb.js} +1 -1
- package/editor/assets/{debug-TXqu-ftX.js → debug-BxWSIHG3.js} +1 -1
- package/editor/assets/{index-DTdwKKIv.js → index-CV1m-aX5.js} +62 -62
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-assets.md +5 -1
- package/skills/incanto-audio.md +7 -1
- package/skills/incanto-gameplay-behaviors.md +2 -1
- package/skills/incanto-hud.md +6 -0
- package/skills/incanto-performance.md +5 -0
- package/skills/incanto-physics-and-input.md +14 -0
- package/skills/incanto-save-slots.md +2 -1
- package/skills/incanto-verifying-your-game.md +4 -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/log-report-CPFm4OXf.js +0 -173
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@@ -1,10 +1,12 @@
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import {
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import { C as diagnose } from "./loader-BcrRSjxB.js";
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import { t as registerCoreNodes } from "./register-Ch70uByv.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-C7u42TID.js";
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import { t as createNoise2D } from "./noise-CGUMx44x.js";
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import { i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, r as validateAnimationAliases, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-
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import { B as
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import { i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, r as validateAnimationAliases, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-C0wXLBZJ.js";
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import { B as StaticBody3D, F as WaterCutout3D, G as colliderFootDrop, I as Area3D, L as CharacterBody3D, N as Water3D, R as PhysicsBody3D, V as Node3D, w as tolerateUnknownAction, z as RigidBody3D } from "./gameplay-BVphcxmE.js";
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import { t as checkSheetGrid } from "./sheet-grid-BT6N_Bjs.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, ClampToEdgeWrapping, Color, ConeGeometry, CylinderGeometry, DataTexture, DirectionalLight, DoubleSide, DynamicDrawUsage, Euler, Group, IcosahedronGeometry, ImageBitmapLoader, InstancedBufferAttribute, InstancedMesh, LinearFilter, LinearMipmapLinearFilter, LoopOnce, LoopRepeat, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshPhysicalMaterial, MeshStandardMaterial, NearestFilter, NoBlending, NoColorSpace, 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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@@ -2175,8 +2177,41 @@ var AnimatedSprite3D = class extends Sprite3D {
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}
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this.currentFrame = this.frameList[this.frameIndex] ?? 0;
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}
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/**
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* Does the grid fit the image, and does any animation run off the end?
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*
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* The same floor-division as the 2D twin, and for a long time the same
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* division with none of its checking — the checker sat one directory away in
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* 2d/ where this node could not see it.
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*/
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checkGrid(width, height) {
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if (this.gridChecked === this.sheet) return;
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this.gridChecked = this.sheet;
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let highest = 0;
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for (const [name, entry] of Object.entries(this.animations)) {
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if (typeof entry === "string") continue;
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try {
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for (const frame of resolveFrames(entry.frames, name)) if (frame > highest) highest = frame;
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} catch {
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return;
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}
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}
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const problem = checkSheetGrid(this.sheet, this.frameWidth, this.frameHeight, width, height, highest);
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if (problem) diagnose(this.tree?.engine ?? null, "error", problem);
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}
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/** Reported once per sheet, so a bad grid says so on the first draw only. */
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gridChecked = "";
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/** Reported once, so a sheet with no frame size does not shout every frame. */
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sizeReported = false;
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resolveTexture(assets) {
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if (!this.sheet
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if (!this.sheet) return null;
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if (this.frameWidth <= 0 || this.frameHeight <= 0) {
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if (!this.sizeReported) {
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this.sizeReported = true;
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diagnose(this.tree?.engine ?? null, "error", `[incanto] AnimatedSprite3D '${this.name}' has a sheet ('${this.sheet}') but frameWidth/frameHeight are 0 — it draws nothing. Set both to one frame's pixel size (bunx incanto-assets info <name> prints it for a built-in).`);
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}
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return null;
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}
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if (this.loadedSheetRef !== this.sheet) {
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this.sheetTexture?.dispose();
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this.loadedSheetRef = this.sheet;
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@@ -2186,6 +2221,7 @@ var AnimatedSprite3D = class extends Sprite3D {
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if (!tex) return null;
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const image = tex.image;
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if (!image?.width || !image.height) return tex;
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this.checkGrid(image.width, image.height);
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const cols = Math.max(1, Math.floor(image.width / this.frameWidth));
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const col = this.currentFrame % cols;
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const row = Math.floor(this.currentFrame / cols);
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@@ -2319,10 +2355,14 @@ var BoneAttachment3D = class extends Node3D {
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this.lookedUpFor = key;
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this.boneObj = null;
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const source = this.getNodeOrNull(this.target);
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this.source = source;
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if (source && typeof source.findBone === "function") this.boneObj = source.findBone(this.bone);
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}
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const boneObj = this.boneObj;
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if (!boneObj)
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if (!boneObj) {
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this.reportMissingBone();
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return;
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}
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const obj = this._ensureObject3D();
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const parent = obj.parent;
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if (!parent) return;
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this.boneObj = null;
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super.free();
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}
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/** The model this attachment last looked in. */
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source = null;
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reportedBone = "";
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/**
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* Say when the bone NAME is wrong, without accusing a model that is still
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* loading.
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*
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* The lookup retries every frame on purpose — a GLB mounts async — so the
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* node can never conclude on its own that the name is bad. But once the model
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* HAS bones and this one is not among them, it is a typo, and the list that
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* would fix it is sitting in `boneNames()` right next to `findBone`. Until
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* now a misspelled bone left the sword at the mount node's authored position
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* while the character animated away from it, forever, in silence.
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*/
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reportMissingBone() {
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if (this.reportedBone === this.bone) return;
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const names = this.source?.boneNames?.() ?? [];
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if (names.length === 0) return;
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this.reportedBone = this.bone;
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const shown = names.slice(0, 8).join(", ");
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diagnose(this.tree?.engine ?? null, "error", `[incanto] ${this.getPath()}: '${this.target}' has no bone '${this.bone}'. It has ${names.length}: [${shown}${names.length > 8 ? ", …" : ""}].`);
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}
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};
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const offsetScratch = new Matrix4();
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const SPRING_K = 1.2;
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const SPRING_DAMPING = .08;
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const FALLING_MAX_VEL = -20;
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/** The schema's own default for an action prop — never a second copy of it. */
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function defaultActionOf(prop) {
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const schema = CharacterController3D.props[prop];
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return typeof schema?.default === "string" ? schema.default : "";
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}
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const LOOK_SPEED = .002;
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const RAD2DEG = 180 / Math.PI;
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/** Spring-arm camera collision: keep the camera this far in front of an obstacle. */
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const len = Math.hypot(dir[0], dir[2]) || 1;
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mx = dir[0] / len;
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} catch {
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} catch (error) {
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this.reportMissingAction("moveAction", error, "The character will not move.");
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}
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const sprinting = this.readAction("sprintAction", () => input.isPressed(this.sprintAction), false, "Sprint will never engage.");
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const intensity = keyboardIntensity(moving, sprinting);
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const speedMultiplier = 1 + (this.sprintMultiplier - 1) * intensity;
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const targetSpeed = moving ? this.maxSpeed * speedMultiplier : 0;
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this.coyoteLeft = Math.max(0, this.coyoteLeft - dt);
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if (!this.grounded && this.coyoteLeft <= 0 && this.jumpsUsed === 0) this.jumpsUsed = 1;
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const pressedJump =
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const pressedJump = this.readAction("jumpAction", () => input.justPressed(this.jumpAction), false, "The character will never jump.");
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}
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if (this.rising) {
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if ((vel[1] ?? 0) <= 0) this.rising = false;
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else if (this.jumpCutMultiplier < 1 && !
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else if (this.jumpCutMultiplier < 1 && !this.readAction("jumpAction", () => input.isPressed(this.jumpAction), false, "The character will never jump.")) {
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body.linearVelocity = [
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vel[0],
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}
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}
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/** Actions already reported missing, so a per-frame read says it once. */
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reportedActions = /* @__PURE__ */ new Set();
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/**
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* Read an input action this controller is allowed to be missing.
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*
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* Tolerated because a game may declare no sprint key and no jump; reported
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* because otherwise a TYPO looks exactly like a deliberate omission, and the
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* engine has already thrown the sentence that fixes it.
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*/
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readAction(prop, read, fallback, consequence) {
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const action = this[prop];
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return tolerateUnknownAction({
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engine: this.tree?.engine,
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who: this.getPath(),
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reported: this.reportedActions,
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consequence,
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authored: action !== defaultActionOf(prop)
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}, action, read, fallback);
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}
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/** Report a throw the caller already caught (the move read has its own try). */
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reportMissingAction(prop, error, consequence) {
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this.readAction(prop, () => {
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throw error;
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}, void 0, consequence);
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}
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update(dt) {
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const input = this.tree?.engine?.input;
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function safePressed(input, action) {
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try {
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return input.isPressed(action);
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} catch {
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return false;
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}
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}
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/**
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* Jump used to read `isPressed`, so holding the button re-jumped on every frame
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* the raycast found ground — an auto-hop nobody asked for, and one that makes
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* coyote time incoherent (a held button would re-fire through the whole
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* window).
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* window). Undeclared actions are tolerated, and reported once.
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function safeJustPressed(input, action) {
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try {
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|
-
return input.justPressed(action);
|
|
2942
|
-
} catch {
|
|
2943
|
-
return false;
|
|
2944
|
-
}
|
|
2945
|
-
}
|
|
2946
3026
|
//#endregion
|
|
2947
3027
|
//#region src/3d/vegetation/grass-placement.ts
|
|
2948
3028
|
const NOISE_SCALE = .15;
|
|
@@ -3668,6 +3748,7 @@ var Flowers3D = class extends Node3D {
|
|
|
3668
3748
|
this.height,
|
|
3669
3749
|
this.clustering,
|
|
3670
3750
|
this.drape,
|
|
3751
|
+
this.avoidWater,
|
|
3671
3752
|
this.terrain
|
|
3672
3753
|
]);
|
|
3673
3754
|
if (key === this.fieldKey) return;
|
|
@@ -5222,6 +5303,7 @@ var Foliage3D = class Foliage3D extends Node3D {
|
|
|
5222
5303
|
this.colorA,
|
|
5223
5304
|
this.colorB,
|
|
5224
5305
|
this.coverage,
|
|
5306
|
+
this.avoidWater,
|
|
5225
5307
|
this.flowers,
|
|
5226
5308
|
this.seed,
|
|
5227
5309
|
this.drape,
|
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
import { A as registerBehavior,
|
|
1
|
+
import { A as registerBehavior, C as diagnose, S as Node, T as Behavior, f as SaveSlots, n as loadScene, y as effectiveOrder } from "./loader-BcrRSjxB.js";
|
|
2
2
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
3
3
|
import { t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
4
|
-
import { t as duplicateNode } from "./duplicate-
|
|
4
|
+
import { t as duplicateNode } from "./duplicate-BPLZDZpd.js";
|
|
5
5
|
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";
|
|
6
6
|
//#region src/3d/frustum.ts
|
|
7
7
|
const scratchFrustum = new Frustum();
|
|
@@ -4172,12 +4172,20 @@ var Buoyancy = class extends Behavior {
|
|
|
4172
4172
|
size = [1, 1];
|
|
4173
4173
|
surface = null;
|
|
4174
4174
|
wet = false;
|
|
4175
|
+
/** Said once: a body that cannot be pushed will never start being able to. */
|
|
4176
|
+
reportedNoImpulse = false;
|
|
4175
4177
|
update(dt) {
|
|
4176
4178
|
if (dt <= 0) return;
|
|
4177
4179
|
const water = this.resolveWater();
|
|
4178
4180
|
if (!water) return;
|
|
4179
4181
|
const node = this.node;
|
|
4180
|
-
if (!node.applyImpulse)
|
|
4182
|
+
if (!node.applyImpulse) {
|
|
4183
|
+
if (!this.reportedNoImpulse) {
|
|
4184
|
+
this.reportedNoImpulse = true;
|
|
4185
|
+
diagnose(this.node.tree?.engine ?? null, "error", `[incanto] ${this.node.getPath()}: Buoyancy needs a body it can push — this node has no applyImpulse, so it will never float. Put it on a RigidBody3D.`);
|
|
4186
|
+
}
|
|
4187
|
+
return;
|
|
4188
|
+
}
|
|
4181
4189
|
const [x, y, z] = [
|
|
4182
4190
|
node.position[0] ?? 0,
|
|
4183
4191
|
node.position[1] ?? 0,
|
|
@@ -5036,6 +5044,35 @@ var FollowCamera = class extends Behavior {
|
|
|
5036
5044
|
}
|
|
5037
5045
|
};
|
|
5038
5046
|
//#endregion
|
|
5047
|
+
//#region src/core/optional-action.ts
|
|
5048
|
+
/**
|
|
5049
|
+
* Read an input action that a game is ALLOWED not to declare — and say so once
|
|
5050
|
+
* when it is missing.
|
|
5051
|
+
*
|
|
5052
|
+
* `CharacterController3D` and `GameFlow` wrap every input read in a bare
|
|
5053
|
+
* `catch {}`. The tolerance is right: a game with no sprint key should not
|
|
5054
|
+
* crash, and `pause()` stays an API even with no pause action. What was wrong is
|
|
5055
|
+
* that the tolerance is indistinguishable from a TYPO. Write
|
|
5056
|
+
* `"moveAction": "movement"` and the character stands still, forever, while
|
|
5057
|
+
* `InputMap` has already thrown the exact sentence that would fix it —
|
|
5058
|
+
* `Unknown input action 'movement'. Declared actions: [move, jump].` — and the
|
|
5059
|
+
* catch discards it.
|
|
5060
|
+
*
|
|
5061
|
+
* Reported once per node and action, so a per-frame read does not shout.
|
|
5062
|
+
*/
|
|
5063
|
+
function tolerateUnknownAction(ctx, action, read, fallback) {
|
|
5064
|
+
try {
|
|
5065
|
+
return read();
|
|
5066
|
+
} catch (error) {
|
|
5067
|
+
if (ctx.authored && !ctx.reported.has(action)) {
|
|
5068
|
+
ctx.reported.add(action);
|
|
5069
|
+
const detail = error instanceof Error ? error.message : String(error);
|
|
5070
|
+
diagnose(ctx.engine ?? null, "error", `[incanto] ${ctx.who}: ${detail} ${ctx.consequence}`);
|
|
5071
|
+
}
|
|
5072
|
+
return fallback;
|
|
5073
|
+
}
|
|
5074
|
+
}
|
|
5075
|
+
//#endregion
|
|
5039
5076
|
//#region src/gameplay/game-flow.ts
|
|
5040
5077
|
/**
|
|
5041
5078
|
* Reload the CURRENT scene from its source JSON — fresh nodes, reset physics,
|
|
@@ -5095,7 +5132,7 @@ function goToScene(engine, sceneJson, opts) {
|
|
|
5095
5132
|
* through a `%Banner` UiBanner when one exists; otherwise states are silent
|
|
5096
5133
|
* (drive your own UI off the `flowChanged` signal).
|
|
5097
5134
|
*/
|
|
5098
|
-
var GameFlow = class extends Behavior {
|
|
5135
|
+
var GameFlow = class GameFlow extends Behavior {
|
|
5099
5136
|
static signals = ["flowChanged"];
|
|
5100
5137
|
static props = {
|
|
5101
5138
|
restartAction: { default: "restart" },
|
|
@@ -5121,6 +5158,28 @@ var GameFlow = class extends Behavior {
|
|
|
5121
5158
|
* fine and means pause is API-only).
|
|
5122
5159
|
*/
|
|
5123
5160
|
pauseAction = "pause";
|
|
5161
|
+
/** Actions already reported missing, so a per-frame poll says it once. */
|
|
5162
|
+
reportedActions = /* @__PURE__ */ new Set();
|
|
5163
|
+
/**
|
|
5164
|
+
* Poll an action this flow is allowed to be missing, and say so once when the
|
|
5165
|
+
* author named one that does not exist.
|
|
5166
|
+
*
|
|
5167
|
+
* Tolerated because `pause()` and `restart()` stay API-only in a game with no
|
|
5168
|
+
* such key. Reported because a typed-out `"restartAction": "retry"` that is
|
|
5169
|
+
* never declared leaves a frozen game-over screen that answers nothing, and
|
|
5170
|
+
* the engine has already thrown the sentence that fixes it.
|
|
5171
|
+
*/
|
|
5172
|
+
readAction(prop, consequence) {
|
|
5173
|
+
const action = this[prop];
|
|
5174
|
+
const schema = GameFlow.props[prop];
|
|
5175
|
+
return tolerateUnknownAction({
|
|
5176
|
+
engine: this.engine,
|
|
5177
|
+
who: this.node.getPath(),
|
|
5178
|
+
reported: this.reportedActions,
|
|
5179
|
+
consequence,
|
|
5180
|
+
authored: action !== (typeof schema?.default === "string" ? schema.default : "")
|
|
5181
|
+
}, action, () => this.engine.input.justPressed(action), false);
|
|
5182
|
+
}
|
|
5124
5183
|
/**
|
|
5125
5184
|
* A node shown while paused and hidden otherwise — a `UiPanel` of buttons in
|
|
5126
5185
|
* practice. '' turns the whole thing off.
|
|
@@ -5192,16 +5251,12 @@ var GameFlow = class extends Behavior {
|
|
|
5192
5251
|
}
|
|
5193
5252
|
update() {
|
|
5194
5253
|
if (this.state === "playing" || this.state === "paused") {
|
|
5195
|
-
|
|
5196
|
-
|
|
5197
|
-
else this.resume();
|
|
5198
|
-
} catch {}
|
|
5254
|
+
if (this.readAction("pauseAction", "The pause key will do nothing.")) if (this.state === "playing") this.pause();
|
|
5255
|
+
else this.resume();
|
|
5199
5256
|
return;
|
|
5200
5257
|
}
|
|
5201
5258
|
if (this.state !== "gameover" && this.state !== "won") return;
|
|
5202
|
-
|
|
5203
|
-
if (this.engine.input.justPressed(this.restartAction)) this.restart();
|
|
5204
|
-
} catch {}
|
|
5259
|
+
if (this.readAction("restartAction", "The restart key will do nothing.")) this.restart();
|
|
5205
5260
|
}
|
|
5206
5261
|
};
|
|
5207
5262
|
//#endregion
|
|
@@ -5770,7 +5825,10 @@ var Patrol = class extends Behavior {
|
|
|
5770
5825
|
}
|
|
5771
5826
|
const node = this.node;
|
|
5772
5827
|
const target = this.pointAt(this.index);
|
|
5773
|
-
if (!target)
|
|
5828
|
+
if (!target) {
|
|
5829
|
+
this.reportDeadWaypoint(this.index);
|
|
5830
|
+
return;
|
|
5831
|
+
}
|
|
5774
5832
|
const { position, reached } = moveToward(node.position, target, this.speed * dt);
|
|
5775
5833
|
moveBody(node, position, dt);
|
|
5776
5834
|
if (reached) {
|
|
@@ -5779,6 +5837,24 @@ var Patrol = class extends Behavior {
|
|
|
5779
5837
|
if (this.pauseAt > 0) this.pauseTimer = this.pauseAt;
|
|
5780
5838
|
}
|
|
5781
5839
|
}
|
|
5840
|
+
/** Waypoints already reported dead, so a per-frame stall says it once. */
|
|
5841
|
+
reportedDead = /* @__PURE__ */ new Set();
|
|
5842
|
+
/**
|
|
5843
|
+
* Say which waypoint the route died on.
|
|
5844
|
+
*
|
|
5845
|
+
* A `points` entry can be a node path, and a misspelled one stops the
|
|
5846
|
+
* patroller the moment the index reaches it — `advance()` is never called, so
|
|
5847
|
+
* it never moves again — with nothing printed. `points` is an ARRAY, so it
|
|
5848
|
+
* cannot carry `nodePath: true`, and `nodeRefWarnings` only inspects string
|
|
5849
|
+
* props: every other node-path prop in the engine is covered by that lint and
|
|
5850
|
+
* this one is invisible to it.
|
|
5851
|
+
*/
|
|
5852
|
+
reportDeadWaypoint(i) {
|
|
5853
|
+
if (this.reportedDead.has(i)) return;
|
|
5854
|
+
this.reportedDead.add(i);
|
|
5855
|
+
const raw = this.points[i];
|
|
5856
|
+
diagnose(this.node.tree?.engine ?? null, "error", `[incanto] ${this.node.getPath()}: waypoint ${i} (${JSON.stringify(raw)}) resolves to nothing — the patrol stops here and never moves again.`);
|
|
5857
|
+
}
|
|
5782
5858
|
/** Resolve waypoint `i` to a position, reading node paths live. */
|
|
5783
5859
|
pointAt(i) {
|
|
5784
5860
|
const raw = this.points[i];
|
|
@@ -6721,4 +6797,4 @@ function registerGameplayBehaviors(opts) {
|
|
|
6721
6797
|
for (const [name, ctor] of Object.entries(GAMEPLAY_BEHAVIORS)) registerBehavior(name, ctor, { replace });
|
|
6722
6798
|
}
|
|
6723
6799
|
//#endregion
|
|
6724
|
-
export {
|
|
6800
|
+
export { Health as A, StaticBody3D as B, restartScene as C, DayNight as D, FloatAway as E, WaterCutout3D as F, colliderFootDrop as G, validateCollider3D as H, Area3D as I, CharacterBody3D as L, Chase as M, Water3D as N, phaseOf as O, WATER_CUTOUT_MAX as P, PhysicsBody3D as R, goToScene as S, FollowCamera as T, createCausticsQuad as U, Node3D as V, WATER_MAX_RIPPLES as W, Cooldown as _, Wander as a, Interactable as b, SavePoint as c, Patrol as d, PathFollow as f, CameraShake as g, Lifetime as h, WaveSpawner as i, Collector as j, DamageOnContact as k, Projectile as l, MoveTo as m, registerGameplayBehaviors as n, Spawner as o, Oscillate as p, ZombieAI as r, ScoreKeeper as s, GAMEPLAY_BEHAVIORS as t, Pickup as u, hitStop as v, tolerateUnknownAction as w, GameFlow as x, screenFlash as y, RigidBody3D as z };
|
package/dist/gameplay.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { At as Node, b as Engine, d as PropSchema, n as BehaviorCtor, t as Behavior } from "./behavior-
|
|
1
|
+
import { At as Node, b as Engine, d as PropSchema, n as BehaviorCtor, t as Behavior } from "./behavior-l08AEbq9.js";
|
|
2
2
|
import { c as JsonValue, s as JsonObject } from "./schema-CFeioQRE.js";
|
|
3
3
|
|
|
4
4
|
//#region src/gameplay/chase.d.ts
|
|
@@ -318,6 +318,19 @@ declare class Patrol extends Behavior {
|
|
|
318
318
|
private pauseTimer;
|
|
319
319
|
override onReady(): void;
|
|
320
320
|
override update(dt: number): void;
|
|
321
|
+
/** Waypoints already reported dead, so a per-frame stall says it once. */
|
|
322
|
+
private readonly reportedDead;
|
|
323
|
+
/**
|
|
324
|
+
* Say which waypoint the route died on.
|
|
325
|
+
*
|
|
326
|
+
* A `points` entry can be a node path, and a misspelled one stops the
|
|
327
|
+
* patroller the moment the index reaches it — `advance()` is never called, so
|
|
328
|
+
* it never moves again — with nothing printed. `points` is an ARRAY, so it
|
|
329
|
+
* cannot carry `nodePath: true`, and `nodeRefWarnings` only inspects string
|
|
330
|
+
* props: every other node-path prop in the engine is covered by that lint and
|
|
331
|
+
* this one is invisible to it.
|
|
332
|
+
*/
|
|
333
|
+
private reportDeadWaypoint;
|
|
321
334
|
/** Resolve waypoint `i` to a position, reading node paths live. */
|
|
322
335
|
private pointAt;
|
|
323
336
|
private advance;
|
|
@@ -775,6 +788,18 @@ declare class GameFlow extends Behavior {
|
|
|
775
788
|
* fine and means pause is API-only).
|
|
776
789
|
*/
|
|
777
790
|
pauseAction: string;
|
|
791
|
+
/** Actions already reported missing, so a per-frame poll says it once. */
|
|
792
|
+
private readonly reportedActions;
|
|
793
|
+
/**
|
|
794
|
+
* Poll an action this flow is allowed to be missing, and say so once when the
|
|
795
|
+
* author named one that does not exist.
|
|
796
|
+
*
|
|
797
|
+
* Tolerated because `pause()` and `restart()` stay API-only in a game with no
|
|
798
|
+
* such key. Reported because a typed-out `"restartAction": "retry"` that is
|
|
799
|
+
* never declared leaves a frozen game-over screen that answers nothing, and
|
|
800
|
+
* the engine has already thrown the sentence that fixes it.
|
|
801
|
+
*/
|
|
802
|
+
private readAction;
|
|
778
803
|
/**
|
|
779
804
|
* A node shown while paused and hidden otherwise — a `UiPanel` of buttons in
|
|
780
805
|
* practice. '' turns the whole thing off.
|
package/dist/gameplay.js
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
import { A as
|
|
1
|
+
import { A as Health, C as restartScene, D as DayNight, E as FloatAway, M as Chase, O as phaseOf, S as goToScene, T as FollowCamera, _ as Cooldown, a as Wander, b as Interactable, c as SavePoint, d as Patrol, f as PathFollow, g as CameraShake, h as Lifetime, i as WaveSpawner, j as Collector, k as DamageOnContact, l as Projectile, m as MoveTo, n as registerGameplayBehaviors, o as Spawner, p as Oscillate, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Pickup, v as hitStop, x as GameFlow, y as screenFlash } from "./gameplay-BVphcxmE.js";
|
|
2
2
|
export { CameraShake, Chase, Collector, Cooldown, DamageOnContact, DayNight, FloatAway, FollowCamera, GAMEPLAY_BEHAVIORS, GameFlow, Health, Interactable, Lifetime, MoveTo, Oscillate, PathFollow, Patrol, Pickup, Projectile, SavePoint, ScoreKeeper, Spawner, Wander, WaveSpawner, ZombieAI, goToScene, hitStop, phaseOf, registerGameplayBehaviors, restartScene, screenFlash };
|
package/dist/index.d.ts
CHANGED
|
@@ -1,10 +1,10 @@
|
|
|
1
|
-
import { $ as T_PREFIX, A as SettingsValues, At as Node, B as captureBehaviors, C as EngineStats, Ct as synthSfx, Dt as PlayMusicOptions, E as DeviceHints, Et as MusicTrack, F as BehaviorState, Ft as LogManager, G as ORDER_GROUP_BASE, H as savesWithoutUid, I as RestoreReport, It as Signal, J as effectiveOrder, K as OrderGroup, L as SaveSlot, Lt as SignalListener, M as readDeviceHints, Mt as SceneTree, N as suggestQuality, Nt as LogEntry, O as QualityTier, Ot as AudioBuses, P as Scene, Pt as LogLevel, Q as Localization, R as SaveSlots, S as Scheduler, St as SynthOptions, T as RendererStats, Tt as MusicManager, U as SaveStore, V as restoreBehaviors, W as createSaveStore, X as BASE_LOCALE, Y as resolveOrderGroups, Z as LocaleTables, _ as mergeStaticSignals, _t as spatialPan, a as clearBehaviors, at as EffectLog, b as Engine, bt as SfxParams, c as registeredBehaviors, ct as isAudioContextAvailable, d as PropSchema, dt as Listener, et as suggestLocale, f as clearRegistry, ft as ROLLOFF_MODELS, g as getNodeType, gt as spatialGain, h as getNodeSignals, ht as Vec3, i as behaviorSignals, it as EffectKind, j as qualityEnvironment, jt as NodeLifecycle, k as Settings, kt as BusName, l as NodeCtor, lt as Voice, m as getNodeSchema, mt as SpatialParams, n as BehaviorCtor, nt as InputMap, o as getBehavior, ot as SfxEngine, p as createNode, pt as RolloffModel, q as OrderGroupTable, r as behaviorSchema, rt as EffectEvent, s as registerBehavior, st as SfxPlayOptions, t as Behavior, tt as translationKey, u as PropDef, ut as VoicePreset, v as registerNode, vt as SFX_PRESETS, w as GameStats, wt as MusicBackend, x as EngineOptions, xt as SfxWave, y as registeredTypes, yt as SFX_PRESET_NAMES, z as behaviorsWithoutSave } from "./behavior-
|
|
1
|
+
import { $ as T_PREFIX, A as SettingsValues, At as Node, B as captureBehaviors, C as EngineStats, Ct as synthSfx, Dt as PlayMusicOptions, E as DeviceHints, Et as MusicTrack, F as BehaviorState, Ft as LogManager, G as ORDER_GROUP_BASE, H as savesWithoutUid, I as RestoreReport, It as Signal, J as effectiveOrder, K as OrderGroup, L as SaveSlot, Lt as SignalListener, M as readDeviceHints, Mt as SceneTree, N as suggestQuality, Nt as LogEntry, O as QualityTier, Ot as AudioBuses, P as Scene, Pt as LogLevel, Q as Localization, R as SaveSlots, S as Scheduler, St as SynthOptions, T as RendererStats, Tt as MusicManager, U as SaveStore, V as restoreBehaviors, W as createSaveStore, X as BASE_LOCALE, Y as resolveOrderGroups, Z as LocaleTables, _ as mergeStaticSignals, _t as spatialPan, a as clearBehaviors, at as EffectLog, b as Engine, bt as SfxParams, c as registeredBehaviors, ct as isAudioContextAvailable, d as PropSchema, dt as Listener, et as suggestLocale, f as clearRegistry, ft as ROLLOFF_MODELS, g as getNodeType, gt as spatialGain, h as getNodeSignals, ht as Vec3, i as behaviorSignals, it as EffectKind, j as qualityEnvironment, jt as NodeLifecycle, k as Settings, kt as BusName, l as NodeCtor, lt as Voice, m as getNodeSchema, mt as SpatialParams, n as BehaviorCtor, nt as InputMap, o as getBehavior, ot as SfxEngine, p as createNode, pt as RolloffModel, q as OrderGroupTable, r as behaviorSchema, rt as EffectEvent, s as registerBehavior, st as SfxPlayOptions, t as Behavior, tt as translationKey, u as PropDef, ut as VoicePreset, v as registerNode, vt as SFX_PRESETS, w as GameStats, wt as MusicBackend, x as EngineOptions, xt as SfxWave, y as registeredTypes, yt as SFX_PRESET_NAMES, z as behaviorsWithoutSave } from "./behavior-l08AEbq9.js";
|
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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-CFeioQRE.js";
|
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3
|
-
import { n as loadScene, t as LoadSceneOptions } from "./loader-
|
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3
|
+
import { n as loadScene, t as LoadSceneOptions } from "./loader-BbEMTuWg.js";
|
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4
4
|
import { i as resolveFrames, n as AnimationEntry, r as resolveAnimation, t as AnimationDef } from "./sprite-animation-CMr6f1K2.js";
|
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5
5
|
import { n as ParticleSimConfig, r as ParticleView, t as ParticleSim } from "./particle-sim-C5OfBbmU.js";
|
|
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|
-
import { a as AudioElementLike, i as gridFromRows, n as PathGrid, o as AudioPlayer, r as findPath, t as FindPathOptions } from "./pathfinding-
|
|
7
|
-
import { a as startRecording, c as IncantoErrorDetails, i as replay, l as auditScene, n as ReplayEvent, o as IncantoError, r as ReplayJson, s as IncantoErrorCode, t as Recorder } from "./replay-
|
|
6
|
+
import { a as AudioElementLike, i as gridFromRows, n as PathGrid, o as AudioPlayer, r as findPath, t as FindPathOptions } from "./pathfinding-mEN4V1CU.js";
|
|
7
|
+
import { a as startRecording, c as IncantoErrorDetails, i as replay, l as auditScene, n as ReplayEvent, o as IncantoError, r as ReplayJson, s as IncantoErrorCode, t as Recorder } from "./replay-Dw6gMlYA.js";
|
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8
8
|
|
|
9
9
|
//#region src/core/audio/crossfade.d.ts
|
|
10
10
|
/**
|
|
@@ -36,6 +36,9 @@ declare class WebAudioMusicBackend implements MusicBackend {
|
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36
36
|
/** True once a backend is present (lazily created on first use). */
|
|
37
37
|
get available(): boolean;
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38
38
|
private ensure;
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|
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|
+
/** Told when a track will never play. Set by the manager, which knows the
|
|
40
|
+
* engine that owns the log. */
|
|
41
|
+
onTrackError: ((src: string, reason: string) => void) | null;
|
|
39
42
|
createTrack(src: string): MusicTrack;
|
|
40
43
|
unlock(): void;
|
|
41
44
|
dispose(): void;
|
|
@@ -374,6 +377,17 @@ declare abstract class HudWidgetBase extends Node {
|
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374
377
|
private host;
|
|
375
378
|
override onExitTree(): void;
|
|
376
379
|
override update(_dt: number): void;
|
|
380
|
+
/** Which anchor slot this widget was mounted into. */
|
|
381
|
+
private mountedAnchor;
|
|
382
|
+
/**
|
|
383
|
+
* Move to the slot the anchor now names.
|
|
384
|
+
*
|
|
385
|
+
* `_mountWidget` read `anchor` once and `_element` is nulled only on
|
|
386
|
+
* `onExitTree`, so moving a widget from topLeft to bottomRight — from a
|
|
387
|
+
* behavior or from the editor's inspector, which live-patches string props —
|
|
388
|
+
* did nothing at all, forever.
|
|
389
|
+
*/
|
|
390
|
+
private _followAnchor;
|
|
377
391
|
protected _sync(): void;
|
|
378
392
|
/**
|
|
379
393
|
* Resolve a text prop through the engine's locale.
|
|
@@ -422,6 +436,9 @@ declare class UiText extends HudWidgetBase {
|
|
|
422
436
|
*/
|
|
423
437
|
get shown(): string;
|
|
424
438
|
protected _build(): HTMLElement;
|
|
439
|
+
/** The whole appearance as one string, so re-applying is one comparison. */
|
|
440
|
+
private look;
|
|
441
|
+
private lastLook;
|
|
425
442
|
protected override _sync(): void;
|
|
426
443
|
}
|
|
427
444
|
/** A labeled progress bar (health, stamina, reload, boss HP). */
|
|
@@ -454,6 +471,11 @@ declare class UiBar extends HudWidgetBase {
|
|
|
454
471
|
/** Move the ceiling on its own, leaving the fill where it is. */
|
|
455
472
|
setMax(max: number): void;
|
|
456
473
|
protected _build(): HTMLElement;
|
|
474
|
+
private track;
|
|
475
|
+
private lastTrackLook;
|
|
476
|
+
private lastFillColor;
|
|
477
|
+
/** The track's whole appearance, so re-applying is one comparison. */
|
|
478
|
+
private trackLook;
|
|
457
479
|
protected override _sync(): void;
|
|
458
480
|
}
|
|
459
481
|
/**
|
|
@@ -481,6 +503,10 @@ declare class UiBanner extends HudWidgetBase {
|
|
|
481
503
|
/** Drop everything (scene transitions). */
|
|
482
504
|
clear(): void;
|
|
483
505
|
protected _build(): HTMLElement;
|
|
506
|
+
/** The whole look, so re-applying is one comparison. `size` was baked in at
|
|
507
|
+
* build, and a banner could never be resized. */
|
|
508
|
+
private look;
|
|
509
|
+
private lastLook;
|
|
484
510
|
override update(dt: number): void;
|
|
485
511
|
}
|
|
486
512
|
//#endregion
|
|
@@ -508,6 +534,10 @@ declare class UiButton extends HudWidgetBase {
|
|
|
508
534
|
/** Programmatic press — same path as a click (tests, gamepad menus). */
|
|
509
535
|
press(): void;
|
|
510
536
|
protected _build(): HTMLElement;
|
|
537
|
+
/** The whole look, so re-applying is one comparison. `size`/`color` were baked
|
|
538
|
+
* in at build, and a button could never be restyled afterwards. */
|
|
539
|
+
private look;
|
|
540
|
+
private lastLook;
|
|
511
541
|
protected override _sync(): void;
|
|
512
542
|
}
|
|
513
543
|
/**
|
|
@@ -674,6 +704,8 @@ declare class UiToggle extends HudWidgetBase {
|
|
|
674
704
|
private input;
|
|
675
705
|
private last;
|
|
676
706
|
protected _build(): HTMLElement;
|
|
707
|
+
private tag;
|
|
708
|
+
private lastLabel;
|
|
677
709
|
protected override _sync(): void;
|
|
678
710
|
}
|
|
679
711
|
/** One of several — quality, resolution, language. Emits `changed(value)`. */
|
|
@@ -928,6 +960,14 @@ declare function preloadUrls(urls: string[], onProgress?: (loaded: number, total
|
|
|
928
960
|
declare function assetUrls(assets: Record<string, {
|
|
929
961
|
url?: string;
|
|
930
962
|
}> | undefined): string[];
|
|
963
|
+
/**
|
|
964
|
+
* Preload every scene-asset URL behind the standard overlay, then remove it:
|
|
965
|
+
*
|
|
966
|
+
* await preloadSceneAssets(sceneJson.assets);
|
|
967
|
+
*/
|
|
968
|
+
declare function preloadSceneAssets(assets: Record<string, {
|
|
969
|
+
url?: string;
|
|
970
|
+
}> | undefined, title?: string): Promise<void>;
|
|
931
971
|
//#endregion
|
|
932
972
|
//#region src/core/register.d.ts
|
|
933
973
|
/**
|
|
@@ -1089,4 +1129,4 @@ declare function computeViewport(canvasW: number, canvasH: number, viewport: {
|
|
|
1089
1129
|
/** Engine version. Kept in sync with package.json by the release pipeline. */
|
|
1090
1130
|
declare const VERSION: string;
|
|
1091
1131
|
//#endregion
|
|
1092
|
-
export { type AnimationDef, type AnimationEntry, type AssetFailure, AudioBuses, type AudioElementLike, AudioPlayer, BASE_LOCALE, Behavior, type BehaviorCtor, type BehaviorState, type BusName, CONST_REF_KEY, type ComputedViewport, type ConnectionJson, type CrossfadeGains, type DebugLineSource, type DeviceHints, type DriveScript, type DriveStep, type EffectEvent, type EffectKind, EffectLog, Engine, type EngineOptions, type EngineStats, type FindPathOptions, type GameStats, type GroupedLog, type HudAnchor, HudLayer, IncantoError, type IncantoErrorCode, type IncantoErrorDetails, InputMap, type JsonKind, type JsonObject, type JsonValue, type Listener, type LiveInput, type LiveReport, type LoadSceneOptions, type LocaleTables, Localization, type LogEntry, type LogLevel, LogManager, type MusicBackend, MusicManager, type MusicTrack, Node, type NodeCtor, type NodeJson, type NodeLifecycle, ORDER_GROUP_BASE, type OrderGroup, type OrderGroupTable, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, type ParsedNodePath, type ParticlePresetValues, ParticleSim, type ParticleSimConfig, type ParticleView, type PathGrid, type PlayMusicOptions, type PreloadResult, type PropDef, type PropSchema, type QualityTier, ROLLOFF_MODELS, type Recorder, type RefNode, type RefProblem, type RefResult, type RendererStats, type ReplayEvent, type ReplayJson, type ResolvedRendering, type ResolvedViewport, type RestoreReport, Rng, type RolloffModel, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, type SaveSlot, SaveSlots, type SaveStore, Scene, type SceneJson, SceneTree, type Scheduler, Settings, type SettingsValues, SfxEngine, type SfxParams, type SfxPlayOptions, type SfxWave, Signal, type SignalListener, type SpatialParams, type SynthOptions, T_PREFIX, Timer, TouchControls, type TouchControlsOptions, UiBanner, UiBar, UiButton, UiDialogue, UiFrameCapSelect, UiImage, UiLanguageSelect, UiMuteToggle, UiPanel, UiQualitySelect, UiRenderScaleSelect, UiSelect, UiSlider, UiText, UiToggle, UiVolumeSlider, VERSION, type Vec3, type ViewportFit, type Voice, type VoicePreset, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, behaviorSchema, behaviorSignals, behaviorsWithoutSave, captureBehaviors, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, describeRefProblem, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, logReport, logText, mergeStaticSignals, newUid, nodeRefWarnings, parseDrive, parseNodePath, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveAnimation, resolveConstants, resolveFrames, resolveOrderGroups, resolveRefInJson, resolveRendering, resolveViewport, restoreBehaviors, savesWithoutUid, serializeNode, spatialGain, spatialPan, startRecording, suggestLocale, suggestQuality, synthSfx, translationKey };
|
|
1132
|
+
export { type AnimationDef, type AnimationEntry, type AssetFailure, AudioBuses, type AudioElementLike, AudioPlayer, BASE_LOCALE, Behavior, type BehaviorCtor, type BehaviorState, type BusName, CONST_REF_KEY, type ComputedViewport, type ConnectionJson, type CrossfadeGains, type DebugLineSource, type DeviceHints, type DriveScript, type DriveStep, type EffectEvent, type EffectKind, EffectLog, Engine, type EngineOptions, type EngineStats, type FindPathOptions, type GameStats, type GroupedLog, type HudAnchor, HudLayer, IncantoError, type IncantoErrorCode, type IncantoErrorDetails, InputMap, type JsonKind, type JsonObject, type JsonValue, type Listener, type LiveInput, type LiveReport, type LoadSceneOptions, type LocaleTables, Localization, type LogEntry, type LogLevel, LogManager, type MusicBackend, MusicManager, type MusicTrack, Node, type NodeCtor, type NodeJson, type NodeLifecycle, ORDER_GROUP_BASE, type OrderGroup, type OrderGroupTable, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, type ParsedNodePath, type ParticlePresetValues, ParticleSim, type ParticleSimConfig, type ParticleView, type PathGrid, type PlayMusicOptions, type PreloadResult, type PropDef, type PropSchema, type QualityTier, ROLLOFF_MODELS, type Recorder, type RefNode, type RefProblem, type RefResult, type RendererStats, type ReplayEvent, type ReplayJson, type ResolvedRendering, type ResolvedViewport, type RestoreReport, Rng, type RolloffModel, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, type SaveSlot, SaveSlots, type SaveStore, Scene, type SceneJson, SceneTree, type Scheduler, Settings, type SettingsValues, SfxEngine, type SfxParams, type SfxPlayOptions, type SfxWave, Signal, type SignalListener, type SpatialParams, type SynthOptions, T_PREFIX, Timer, TouchControls, type TouchControlsOptions, UiBanner, UiBar, UiButton, UiDialogue, UiFrameCapSelect, UiImage, UiLanguageSelect, UiMuteToggle, UiPanel, UiQualitySelect, UiRenderScaleSelect, UiSelect, UiSlider, UiText, UiToggle, UiVolumeSlider, VERSION, type Vec3, type ViewportFit, type Voice, type VoicePreset, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, behaviorSchema, behaviorSignals, behaviorsWithoutSave, captureBehaviors, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, describeRefProblem, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, logReport, logText, mergeStaticSignals, newUid, nodeRefWarnings, parseDrive, parseNodePath, preloadSceneAssets, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveAnimation, resolveConstants, resolveFrames, resolveOrderGroups, resolveRefInJson, resolveRendering, resolveViewport, restoreBehaviors, savesWithoutUid, serializeNode, spatialGain, spatialPan, startRecording, suggestLocale, suggestQuality, synthSfx, translationKey };
|
package/dist/index.js
CHANGED
|
@@ -1,14 +1,13 @@
|
|
|
1
|
-
import { A as registerBehavior, D as behaviorSignals, E as behaviorSchema, M as Signal, O as clearBehaviors, S as
|
|
2
|
-
import { A as
|
|
1
|
+
import { A as registerBehavior, D as behaviorSignals, E as behaviorSchema, M as Signal, O as clearBehaviors, S as Node, T as Behavior, _ as createSaveStore, a as SCENE_FORMAT, b as resolveOrderGroups, c as SceneTree, d as resolveConstants, f as SaveSlots, g as savesWithoutUid, h as restoreBehaviors, i as serializeNode, j as registeredBehaviors, k as getBehavior, l as CONST_REF_KEY, m as captureBehaviors, n as loadScene, o as computeViewport, p as behaviorsWithoutSave, r as Scene, s as resolveViewport, u as isConstRef, v as ORDER_GROUP_BASE, w as parseNodePath, x as InputMap, y as effectiveOrder } from "./loader-BcrRSjxB.js";
|
|
2
|
+
import { A as UiText, B as spatialPan, C as suggestQuality, E as HudLayer, F as translationKey, G as WebAudioMusicBackend, H as SFX_PRESET_NAMES, I as SfxEngine, J as AudioBuses, K as crossfadeGains, L as isAudioContextAvailable, M as Localization, N as T_PREFIX, O as UiBanner, P as suggestLocale, R as ROLLOFF_MODELS, S as readDeviceHints, T as EffectLog, U as synthSfx, V as SFX_PRESETS, W as MusicManager, _ as Engine, a as UiMuteToggle, b as qualityEnvironment, c as UiRenderScaleSelect, d as UiToggle, f as UiVolumeSlider, g as AudioPlayer, h as UiDialogue, i as UiLanguageSelect, j as BASE_LOCALE, k as UiBar, l as UiSelect, m as UiButton, n as UiFrameCapSelect, o as UiPanel, p as Timer, q as fadeGain, r as UiImage, s as UiQualitySelect, t as registerCoreNodes, u as UiSlider, v as Settings, w as LogManager, z as spatialGain } from "./register-Ch70uByv.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 { n as jsonEquals, r as jsonKind, t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
6
6
|
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-C7u42TID.js";
|
|
7
|
-
import { a as nodeRefWarnings, i as describeRefProblem, n as startRecording, o as resolveRefInJson, r as auditScene, t as replay } from "./replay-
|
|
8
|
-
import { n as logText, r as parseDrive, t as
|
|
7
|
+
import { a as nodeRefWarnings, i as describeRefProblem, n as startRecording, o as resolveRefInJson, r as auditScene, t as replay } from "./replay-s7I2GstT.js";
|
|
8
|
+
import { a as logReport, i as resolveRendering, n as attachTouchControls, o as logText, r as joystickVector, s as parseDrive, t as TouchControls } from "./touch-DESwnpOc.js";
|
|
9
9
|
import { t as createNoise2D } from "./noise-CGUMx44x.js";
|
|
10
|
-
import { a as PARTICLE_PRESETS, i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-
|
|
11
|
-
import { a as
|
|
12
|
-
import {
|
|
13
|
-
|
|
14
|
-
export { AudioBuses, AudioPlayer, BASE_LOCALE, Behavior, CONST_REF_KEY, EffectLog, Engine, HudLayer, IncantoError, InputMap, Localization, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, SaveSlots, Scene, SceneTree, Settings, SfxEngine, Signal, T_PREFIX, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiFrameCapSelect, UiImage, UiLanguageSelect, UiMuteToggle, UiPanel, UiQualitySelect, UiRenderScaleSelect, UiSelect, UiSlider, UiText, UiToggle, UiVolumeSlider, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, behaviorSchema, behaviorSignals, behaviorsWithoutSave, captureBehaviors, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, describeRefProblem, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, logReport, logText, mergeStaticSignals, newUid, nodeRefWarnings, parseDrive, parseNodePath, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveAnimation, resolveConstants, resolveFrames, resolveOrderGroups, resolveRefInJson, resolveRendering, resolveViewport, restoreBehaviors, savesWithoutUid, serializeNode, spatialGain, spatialPan, startRecording, suggestLocale, suggestQuality, synthSfx, translationKey };
|
|
10
|
+
import { a as PARTICLE_PRESETS, i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-C0wXLBZJ.js";
|
|
11
|
+
import { a as preloadUrls, i as preloadSceneAssets, n as newUid, o as findPath, r as assetUrls, s as gridFromRows, t as VERSION } from "./src-CGjmPw65.js";
|
|
12
|
+
import { t as duplicateNode } from "./duplicate-BPLZDZpd.js";
|
|
13
|
+
export { AudioBuses, AudioPlayer, BASE_LOCALE, Behavior, CONST_REF_KEY, EffectLog, Engine, HudLayer, IncantoError, InputMap, Localization, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, SaveSlots, Scene, SceneTree, Settings, SfxEngine, Signal, T_PREFIX, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiFrameCapSelect, UiImage, UiLanguageSelect, UiMuteToggle, UiPanel, UiQualitySelect, UiRenderScaleSelect, UiSelect, UiSlider, UiText, UiToggle, UiVolumeSlider, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, behaviorSchema, behaviorSignals, behaviorsWithoutSave, captureBehaviors, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, describeRefProblem, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, logReport, logText, mergeStaticSignals, newUid, nodeRefWarnings, parseDrive, parseNodePath, preloadSceneAssets, preloadUrls, qualityEnvironment, readDeviceHints, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveAnimation, resolveConstants, resolveFrames, resolveOrderGroups, resolveRefInJson, resolveRendering, resolveViewport, restoreBehaviors, savesWithoutUid, serializeNode, spatialGain, spatialPan, startRecording, suggestLocale, suggestQuality, synthSfx, translationKey };
|