incanto 0.64.1 → 0.66.0
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 +38 -3
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +130 -3
- package/dist/3d.js +5 -5
- package/dist/{audio-player-D5GJgb_x.d.ts → audio-player-_UAcHxnC.d.ts} +1 -1
- package/dist/{behavior-DsgayMsH.d.ts → behavior-BXNLfIJk.d.ts} +128 -0
- package/dist/{create-game-B746rYbr.js → create-game-DYJCIzO0.js} +67 -6
- package/dist/{create-game-B1KM6dA6.js → create-game-Dd7H4bJV.js} +6 -6
- package/dist/debug.d.ts +1 -1
- package/dist/{duplicate-BOOKmkQ7.js → duplicate-CqSAtdrh.js} +1 -1
- package/dist/{environment-presets-D2vzw583.js → environment-presets-BlPsEmq6.js} +70 -6
- package/dist/{gameplay-CLgFdkh5.js → gameplay-D1RADWu3.js} +374 -18
- package/dist/gameplay.d.ts +94 -3
- package/dist/gameplay.js +2 -2
- package/dist/index.d.ts +4 -4
- package/dist/index.js +5 -5
- package/dist/{loader-DolLJWJn.d.ts → loader-Cga7FVP4.d.ts} +1 -1
- package/dist/{loader-zDynoew_.js → loader-lQDCwNag.js} +59 -3
- package/dist/net.d.ts +2 -2
- package/dist/net.js +1 -1
- package/dist/{physics-2d-BPJcJRRP.js → physics-2d-Cji5A6sX.js} +32 -4
- package/dist/{physics-3d-BOO58xzw.js → physics-3d-BkHjwJgI.js} +49 -5
- package/dist/{quiet-rapier-BAJ4K94N.js → quiet-rapier-C6fW4zcW.js} +14 -1
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-Btm7_Emq.js → register-BmuqYTiY.js} +44 -1
- package/dist/{register-dGsbnJ87.js → register-D0CxCveZ.js} +38 -4
- package/dist/{replay-C5x2vPF5.d.ts → replay-BHoB6fCU.d.ts} +1 -1
- package/dist/{replay-DKRmiVjk.js → replay-IsZbNu6d.js} +2 -2
- package/dist/{split-screen-Dx0LvzqS.js → split-screen-D_i7GRcY.js} +2 -2
- package/dist/{split-screen-D7OopelJ.d.ts → split-screen-eJUFjhi1.d.ts} +2 -2
- package/dist/{src-CNS2xQB1.js → src-BTLbXFPZ.js} +1 -1
- package/dist/{teardown-BwhkcNt8.js → teardown-byR9USax.js} +1 -1
- package/dist/{test-Ccob3X5i.js → test-DgrD0jHD.js} +13 -13
- package/dist/test.d.ts +4 -4
- package/dist/test.js +2 -2
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-Di-UEn5O.js → agent8-9N-Pd_YS.js} +1 -1
- package/editor/assets/{debug-DWztJ5_y.js → debug-CkbJICYp.js} +1 -1
- package/editor/assets/{index-fct4H89G.js → index-CeDhIPTC.js} +53 -53
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +19 -0
- package/skills/incanto-3d-character.md +11 -1
- package/skills/incanto-behaviors-and-scripts.md +21 -0
- package/skills/incanto-gameplay-behaviors.md +177 -9
- package/skills/incanto-node-reference.md +59 -1
- package/skills/incanto-physics-and-input.md +84 -1
- package/skills/incanto-web-integration.md +24 -3
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/platformer-2d/package.json +1 -1
- package/templates-app/star-survivor/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
- package/templates-app/beacon-isle-3d/coverage.json +0 -9
- package/templates-app/platformer-2d/coverage.json +0 -5
- package/templates-app/star-survivor/coverage.json +0 -5
- package/templates-app/tps-3d/coverage.json +0 -5
- package/templates-app/village-quest-3d/coverage.json +0 -9
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@@ -293,8 +293,89 @@ Types — 2D: `fixed` (weld) · `revolute` (pin/hinge) · `rope` (max distance)
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distance at creation. `anchor`/`targetAnchor` are local offsets (px / m).
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Chains work (pendulums, bridges: each link a body + joint to the previous).
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## Pushing a body around (the API that was in no skill)
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A dynamic `RigidBody2D`/`RigidBody3D` has a force API and none of these appeared
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in any shipped skill, so an agent building a physics puzzle reported the engine
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as having "no force/impulse API at all" and designed around its absence:
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```ts
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const body = this.getNode('/root/Crate') as RigidBody3D;
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body.applyImpulse([0, 6, 0]); // an instant kick, in mass*units/second
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body.velocity = [2, 0, 0]; // or set the velocity outright
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```
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`applyImpulse` is what the character controller itself runs on. It is an
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IMPULSE, not a force: it changes velocity once, so a continuous push is one call
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per frame from `update(dt)` scaled by `dt`.
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Readable/writable body state: `velocity`, `mass`, `gravityScale`, `friction`,
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`restitution`, `fixedRotation`. There is no torque call and no `angularVelocity`
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yet — a body's spin can be neither set nor read.
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## What is inside this Area right now?
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`triggerEnter(other)` / `triggerExit(other)` tell you about CROSSINGS. A pressure
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plate, a capture point, "how many enemies are in the blast" and a shop trigger
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all want OCCUPANCY, and asking used to mean keeping your own `Set` fed by those
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two signals — plus a geometric re-check every frame, because a body that is
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teleported or freed inside a sensor does not reliably announce its exit.
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```ts
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const load = plate.overlapping('cargo')
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.reduce((kg, b) => kg + ((b as RigidBody3D).mass ?? 0), 0);
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door.open = load >= 60;
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```
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`Area2D`/`Area3D` `overlapping(group?)` returns what the solver currently says is
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inside, and drops freed nodes on read. **It includes the STATIC world** — a plate
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laid into the floor genuinely contains the floor — so pass a group to ask the
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question you usually mean.
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## Joints: the three things that decide whether yours works
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1. **There is no hinge in 3D.** The types are `fixed | spherical | rope | spring`.
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A hinge is **two `spherical` joints at two points along the axis** — that
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constrains rotation to the line between them, and it is exactly how a seesaw
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or a door is built. (2D has `revolute` and needs none of this.)
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2. **`collide` decides whether the two ends touch, and its default reads the
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type.** Rapier lets jointed bodies collide, and a hinge wants its bodies
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overlapping at the pivot — so the contact solver fights the joint and flings
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them. Before this, a first hinge produced a bar that spun chaotically forever
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and threw a 40 kg box thirty metres, and the author nearly filed "spherical
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joints inject energy".
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| joint | default | why |
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|---|---|---|
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| `fixed` · `spherical` · `revolute` | **off** | a pivot's bodies overlap by construction |
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| `rope` · `spring` | **on** | a tether anchors a thing to the world, and it still has to rest on it |
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Set `true`/`false` to say it outright. **It governs the two JOINTED bodies
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only** — never their contact with the rest of the world. Defaulting a spring
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off drops a barrel roped to the floor straight through it, which is how this
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table was arrived at.
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3. **`anchor`/`targetAnchor` are local offsets from each body's ORIGIN**,
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resolved against the bodies' positions at load. If the two disagree the solver
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snaps the body into place on the first frame, and a 4 cm typo is silent. Author
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them with arithmetic (generate the scene) rather than by hand.
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There are no joint limits or motors yet: bound a lever's travel with static
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collision geometry in its way.
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## Raycasts
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**Where `physics` comes from.** From a `Behavior` — where AI lives, and where
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line of sight is decided — it is `this.physics`. At the boot site it is
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`game.physics`, and anywhere you hold the engine it is `engine.physics`. All
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three are the same object; it is `null` in a game with no physics bodies, so
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`?.` and treat a missing world as "nothing in the way", or don't.
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```ts
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// inside a Behavior
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const hit = this.physics?.castRay(eye, dir, range, this.node);
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const blocked = hit != null && hit.node !== player;
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```
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Both runtimes expose the same query (2D in PIXELS y-down, 3D in meters):
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```ts
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@@ -302,7 +383,9 @@ const hit = physics.castRay(origin, dir, maxLen, excludeBody?, { staticOnly?: tr
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// → { distance, normal, node } | null (sensors never block rays)
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```
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Exclude the shooter's own body when casting from inside it
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Exclude the shooter's own body when casting from inside it — a ray that starts
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inside its own collider hits itself at distance 0, which reads as "blocked" and
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is the reason a vision cone can come back permanently blind.
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3D also has a THICK ray — a sphere sweep — for probes where skimming matters
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(the camera boom, ledge feelers):
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@@ -58,9 +58,30 @@ export function GamePage() {
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Rule of thumb: score/menus/dialogs that look like WEB UI → DOM overlay;
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anything the game itself must own (and runScript must verify) → UILayer.
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Pin a DOM element to a world position
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Pin a DOM element to a world position each frame (subscribe `engine.updated`),
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then `transform: translate(x, y)`:
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```ts
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game.renderer.screenFromWorld(wx, wy) // 2D
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game.renderer.screenFromWorld(wx, wy, wz) // 3D — takes THREE arguments
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```
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Going the other way, for taps and clicks:
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```ts
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game.renderer.worldFromScreen(sx, sy) // 2D → { x, y }
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game.renderer.worldFromScreen(sx, sy, planeY?) // 3D → { x, y, z } on a
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// horizontal plane (default y=0)
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game.renderer.rayFromScreen(sx, sy) // 3D → { origin, dir } for
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// physics.castRay on uneven ground
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```
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**A pixel in 3D is a ray, not a point**, which is why the 3D form needs a
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surface: `worldFromScreen` lands it on the ground plane, and `rayFromScreen`
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hands you the ray when the ground is terrain or a stack of crates. Both return
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null when the ray misses (looking at the sky). `pick(sx, sy)` gives you the NODE
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under a pixel — a different question, and the only one 3D could answer before
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0.66.
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Perf note: `useNodeProp` deep-compares per frame — subscribe to LEAF values
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(`'UI/Score', 'text'`), not big objects like a whole `animations` map.
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