incanto 0.65.0 → 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 +4 -4
- package/dist/{audio-player-BrEHwbK1.d.ts → audio-player-_UAcHxnC.d.ts} +1 -1
- package/dist/{behavior-CmMuQ6CL.d.ts → behavior-BXNLfIJk.d.ts} +19 -0
- package/dist/{create-game-W2xzTJhs.js → create-game-DYJCIzO0.js} +66 -5
- package/dist/{create-game-DIyh5Zy9.js → create-game-Dd7H4bJV.js} +5 -5
- package/dist/debug.d.ts +1 -1
- package/dist/{environment-presets-BvHs6HEk.js → environment-presets-BlPsEmq6.js} +69 -5
- package/dist/{gameplay-D-H986A4.js → gameplay-D1RADWu3.js} +267 -7
- package/dist/gameplay.d.ts +78 -3
- package/dist/gameplay.js +2 -2
- package/dist/index.d.ts +4 -4
- package/dist/index.js +3 -3
- package/dist/{loader-CTB441z4.d.ts → loader-Cga7FVP4.d.ts} +1 -1
- package/dist/net.d.ts +2 -2
- package/dist/net.js +1 -1
- package/dist/{physics-2d-CmnunaR2.js → physics-2d-Cji5A6sX.js} +29 -3
- package/dist/{physics-3d-DULB1lD1.js → physics-3d-BkHjwJgI.js} +46 -4
- 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-CgeR4ckF.js → register-BmuqYTiY.js} +29 -0
- package/dist/{register-DO5_Qp0Q.js → register-D0CxCveZ.js} +37 -3
- package/dist/{replay-CThvwkcQ.d.ts → replay-BHoB6fCU.d.ts} +1 -1
- package/dist/{replay-CEw2xAhG.js → replay-IsZbNu6d.js} +1 -1
- package/dist/{split-screen-gb0c3xdb.js → split-screen-D_i7GRcY.js} +1 -1
- package/dist/{split-screen-DxZzC1nm.d.ts → split-screen-eJUFjhi1.d.ts} +2 -2
- package/dist/{src-DYffzHbd.js → src-BTLbXFPZ.js} +1 -1
- package/dist/{teardown-BordHL9o.js → teardown-byR9USax.js} +1 -1
- package/dist/{test-CXZuXs8k.js → test-DgrD0jHD.js} +11 -11
- package/dist/test.d.ts +4 -4
- package/dist/test.js +2 -2
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-DO5qzIOD.js → agent8-9N-Pd_YS.js} +1 -1
- package/editor/assets/{debug-DntG9CVD.js → debug-CkbJICYp.js} +1 -1
- package/editor/assets/{index-CqEUVaPN.js → index-CeDhIPTC.js} +72 -72
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +19 -0
- package/skills/incanto-gameplay-behaviors.md +85 -6
- package/skills/incanto-node-reference.md +59 -1
- package/skills/incanto-physics-and-input.md +69 -0
- 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
package/editor/index.html
CHANGED
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Incanto Scene Editor</title>
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<link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 16 16'><rect width='16' height='16' rx='3' fill='%236ee7dc'/><text x='8' y='12' text-anchor='middle' font-size='11' font-family='monospace' fill='%230e1018'>i</text></svg>" />
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<script type="module" crossorigin src="./assets/index-
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<script type="module" crossorigin src="./assets/index-CeDhIPTC.js"></script>
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<link rel="modulepreload" crossorigin href="./assets/GameServer-C56iOUgF.js">
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</head>
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<body>
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package/package.json
CHANGED
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"type": "number",
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"default": 0.01
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},
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"stepHeight": {
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"type": "number",
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"default": 0.35
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},
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"mouseLook": {
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"type": "boolean",
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"default": true
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"damping": {
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"type": "number",
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"default": 5
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},
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"collide": {
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"default": null
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}
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},
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"additionalProperties": false
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"damping": {
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"type": "number",
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"default": 5
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},
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"collide": {
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"default": null
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}
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},
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"additionalProperties": false
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"minItems": 3,
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"maxItems": 3,
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"default": [0, 0, 0]
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},
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"angularVelocity": {
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"type": "array",
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"items": {
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"type": "number"
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},
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"minItems": 3,
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"maxItems": 3,
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"default": [0, 0, 0]
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}
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},
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"additionalProperties": false
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@@ -516,6 +516,59 @@ is a far worse failure than one running when it was meant to sleep.
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From TypeScript it is the same switch: `this.getNode('../Hunt').behavior.enable()`.
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## FaceTarget
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Turn toward the nearest thing in a group and say when you are pointed at it —
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turrets, sentry guns, security cameras, an NPC that watches you walk past.
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`Chase` finds the nearest target and turns toward it, and then MOVES, which is
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the one thing a turret must not do; `Patrol`/`Chase`'s `facePath` only turns as
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a side effect of locomotion, so a stationary node could not use it. A tower
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defense built before this hand-wrote acquisition and the aim gate.
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| Prop | Default | Meaning |
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|---|---|---|
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| `targetGroup` | `""` | group to acquire from — nearest live member wins (required) |
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| `range` | `0` | only acquire within this distance (0 = anywhere) |
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| `facePath` | `""` | node to TURN (usually a skin); empty turns its own node |
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| `turnSpeed` | `6` | turn rate rad/s; 100 is an instant snap |
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| `aimTolerance` | `6` | degrees of slop that still counts as pointed at it |
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Signals: `acquired(node)` · `lostTarget` · **`aimed`** · `lostAim`
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```jsonc
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{ "name": "Turret", "type": "Node3D",
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"script": { "name": "FaceTarget",
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"props": { "targetGroup": "enemy", "range": 12, "facePath": "../Barrel" } } }
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```
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**`aimed` is the useful one.** "Only fire while actually pointed at it" becomes a
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wire instead of an angle comparison every caller repeats and one caller forgets.
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`onTarget` and `target` are readable from TypeScript for the rest.
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## Currency
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Money you can spend. `ScoreKeeper` is a SCORE — it counts up, it has no spend,
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no affordability question, and its counter already drives the win condition, so
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every shop, build mode, upgrade tree and economy game wrote its own wallet.
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| Prop | Default | Meaning |
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|---|---|---|
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| `amount` | `0` | what you start with |
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| `max` | `0` | ceiling (0 = none) |
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Signals: `changed(amount)` · `earned(gain)` · `spent(cost)` · **`refused(cost)`**
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Methods: `spend(cost) -> boolean` · `earn(gain)` · `canAfford(cost)` · `setAmount(n)`
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```ts
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if (!wallet.spend(TOWER_COST)) return; // `refused` already fired for the HUD
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placeTower(pad);
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```
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`spend` returns whether it went through and emits `refused` when it did not, so
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"you cannot afford that" is one wire to a banner. It saves through `serialize()`
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like `Health` and `ScoreKeeper`.
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## Wander
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Seeded random roaming inside a circle around the spawn point — idle critters,
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## Projectile
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Straight-line, constant-velocity motion — bullets, arrows, thrown rocks. Pure
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MOVEMENT by design: **compose** it with `DamageOnContact` (deal damage)
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(auto-despawn)
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MOVEMENT by design: **compose** it with `DamageOnContact` (deal damage) and
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`Lifetime` (auto-despawn) — don't conflate them. A node carries ONE script, so
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those go on CHILD nodes and each one sets **`freeParent: true`** so it frees the
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BULLET rather than itself. Copy this:
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```jsonc
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{ "name": "Bullet", "type": "Node3D",
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"script": { "name": "Projectile", "props": { "speed": 30 } },
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"children": [
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{ "name": "Hit", "type": "Area3D",
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"props": { "collider": { "shape": "sphere", "radius": 0.2 } },
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"script": { "name": "DamageOnContact",
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"props": { "amount": 10, "targetGroup": "enemy",
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"destroySelf": true, "freeParent": true } } },
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{ "name": "Life", "type": "Node3D",
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"script": { "name": "Lifetime", "props": { "seconds": 2, "freeParent": true } } }
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] }
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```
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**Without `freeParent` the bullet never dies.** Both behaviors used to free only
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their own node, so the hitbox and the timer removed THEMSELVES and the bullet
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flew on forever — one leaked node per shot, damaging exactly once, with no error.
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Measured on a tower defense built from the published package:
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```
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t=0.58 bullet z=2.92 | Dmg child: alive | Life child: gone | foe hp: 100
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t=1.18 bullet z=5.92 | Dmg child: gone | Life child: gone | foe hp: 90
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t=2.88 bullet z=14.42 | (both gone) | foe hp: 90 <- still flying
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```
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`direction` is a vector OR `'forward'` (from the node `rotation`); it's a
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union-typed prop so its default is `null` (= `'forward'`).
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{ "name": "Bullet", "type": "Area2D", "props": { "rotation": 0 },
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"script": { "name": "Projectile", "props": { "speed": 600, "direction": "forward" } } }
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```
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> Compose: add `DamageOnContact` and `Lifetime`
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>
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> bullet template).
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> Compose: add `DamageOnContact` and `Lifetime` on CHILD nodes, both with
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> `freeParent: true`, as shown above — or use a Spawner that clones a
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> fully-built bullet template.
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---
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| `airControl` | `0.2` | number |
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| `fallGravity` | `2.5` | number |
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| `floatHeight` | `0.01` | number |
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| `stepHeight` | `0.35` | number |
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| `mouseLook` | `true` | boolean |
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| `zoomMin` | `0` | number |
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| `zoomMax` | `0` | number |
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| `length` | `0` | number |
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| `stiffness` | `50` | number |
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| `damping` | `5` | number |
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| `collide` | `null` | null |
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## `Joint3D` — `incanto/3d`
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| `collide` | `null` | null |
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## `Label` — `incanto/2d`
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| `friction` | `0.5` | number |
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| `restitution` | `0` | number |
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| `linearVelocity` | `[0,0,0]` | array |
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| `angularVelocity` | `[0,0,0]` | array |
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Signals: `triggerEnter(other)` · `triggerExit(other)`
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| `water` | `""` | node path |
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| `enabled` | `true` | boolean |
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| `falloff` | `0.28` | number |
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### `Chase`
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| `target` | `""` | node path |
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| `speed` | `60` | number |
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| `stopRange` | `0` | number |
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| `loseRange` | `0` | number |
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| `moveParent` | `false` | boolean |
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| `facePath` | `""` | node path |
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| `turnSpeed` | `100` | number |
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Signals: `reachedTarget` · `lostTarget`
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| `button` | `0` | number |
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| `maxDistance` | `0` | number |
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Signals: `clicked` · `hovered` · `unhovered`
|
|
1368
1377
|
|
|
@@ -1370,19 +1379,32 @@ Signals: `clicked` · `hovered` · `unhovered`
|
|
|
1370
1379
|
|
|
1371
1380
|
| Prop | Default | Kind |
|
|
1372
1381
|
|---|---|---|
|
|
1382
|
+
| `enabled` | `true` | boolean |
|
|
1373
1383
|
| `group` | `"player"` | string |
|
|
1374
1384
|
|
|
1375
1385
|
Signals: `totalChanged(total)`
|
|
1376
1386
|
|
|
1387
|
+
### `Currency`
|
|
1388
|
+
|
|
1389
|
+
| Prop | Default | Kind |
|
|
1390
|
+
|---|---|---|
|
|
1391
|
+
| `enabled` | `true` | boolean |
|
|
1392
|
+
| `amount` | `0` | number |
|
|
1393
|
+
| `max` | `0` | number |
|
|
1394
|
+
|
|
1395
|
+
Signals: `changed` · `earned` · `spent` · `refused`
|
|
1396
|
+
|
|
1377
1397
|
### `DamageOnContact`
|
|
1378
1398
|
|
|
1379
1399
|
| Prop | Default | Kind |
|
|
1380
1400
|
|---|---|---|
|
|
1401
|
+
| `enabled` | `true` | boolean |
|
|
1381
1402
|
| `amount` | `10` | number |
|
|
1382
1403
|
| `targetGroup` | `""` | string |
|
|
1383
1404
|
| `oncePerTarget` | `true` | boolean |
|
|
1384
1405
|
| `repeatEvery` | `0` | number |
|
|
1385
1406
|
| `destroySelf` | `false` | boolean |
|
|
1407
|
+
| `freeParent` | `false` | boolean |
|
|
1386
1408
|
|
|
1387
1409
|
Signals: `dealtDamage(amount, target)`
|
|
1388
1410
|
|
|
@@ -1390,6 +1412,7 @@ Signals: `dealtDamage(amount, target)`
|
|
|
1390
1412
|
|
|
1391
1413
|
| Prop | Default | Kind |
|
|
1392
1414
|
|---|---|---|
|
|
1415
|
+
| `enabled` | `true` | boolean |
|
|
1393
1416
|
| `daySeconds` | `240` | number |
|
|
1394
1417
|
| `startHour` | `10` | number |
|
|
1395
1418
|
| `maxSunElevationDeg` | `55` | number |
|
|
@@ -1398,10 +1421,24 @@ Signals: `dealtDamage(amount, target)`
|
|
|
1398
1421
|
|
|
1399
1422
|
Signals: `dayPhaseChanged`
|
|
1400
1423
|
|
|
1424
|
+
### `FaceTarget`
|
|
1425
|
+
|
|
1426
|
+
| Prop | Default | Kind |
|
|
1427
|
+
|---|---|---|
|
|
1428
|
+
| `enabled` | `true` | boolean |
|
|
1429
|
+
| `targetGroup` | `""` | string |
|
|
1430
|
+
| `range` | `0` | number |
|
|
1431
|
+
| `facePath` | `""` | node path |
|
|
1432
|
+
| `turnSpeed` | `6` | number |
|
|
1433
|
+
| `aimTolerance` | `6` | number |
|
|
1434
|
+
|
|
1435
|
+
Signals: `acquired` · `lostTarget` · `aimed` · `lostAim`
|
|
1436
|
+
|
|
1401
1437
|
### `FloatAway`
|
|
1402
1438
|
|
|
1403
1439
|
| Prop | Default | Kind |
|
|
1404
1440
|
|---|---|---|
|
|
1441
|
+
| `enabled` | `true` | boolean |
|
|
1405
1442
|
| `rise` | `1` | number |
|
|
1406
1443
|
| `seconds` | `0.7` | number |
|
|
1407
1444
|
| `hold` | `0.3` | number |
|
|
@@ -1412,6 +1449,7 @@ Signals: `dayPhaseChanged`
|
|
|
1412
1449
|
|
|
1413
1450
|
| Prop | Default | Kind |
|
|
1414
1451
|
|---|---|---|
|
|
1452
|
+
| `enabled` | `true` | boolean |
|
|
1415
1453
|
| `target` | `""` | node path |
|
|
1416
1454
|
| `offset` | `[]` | array |
|
|
1417
1455
|
| `smoothing` | `0` | number |
|
|
@@ -1421,6 +1459,7 @@ Signals: `dayPhaseChanged`
|
|
|
1421
1459
|
|
|
1422
1460
|
| Prop | Default | Kind |
|
|
1423
1461
|
|---|---|---|
|
|
1462
|
+
| `enabled` | `true` | boolean |
|
|
1424
1463
|
| `restartAction` | `"restart"` | string |
|
|
1425
1464
|
| `pauseAction` | `"pause"` | string |
|
|
1426
1465
|
| `freezeOnEnd` | `true` | boolean |
|
|
@@ -1433,6 +1472,7 @@ Signals: `flowChanged`
|
|
|
1433
1472
|
|
|
1434
1473
|
| Prop | Default | Kind |
|
|
1435
1474
|
|---|---|---|
|
|
1475
|
+
| `enabled` | `true` | boolean |
|
|
1436
1476
|
| `max` | `100` | number |
|
|
1437
1477
|
| `regenPerSec` | `0` | number |
|
|
1438
1478
|
| `invulnerableFor` | `0` | number |
|
|
@@ -1444,6 +1484,7 @@ Signals: `damaged(amount, current)` · `healed(amount, current)` · `died` · `r
|
|
|
1444
1484
|
|
|
1445
1485
|
| Prop | Default | Kind |
|
|
1446
1486
|
|---|---|---|
|
|
1487
|
+
| `enabled` | `true` | boolean |
|
|
1447
1488
|
| `action` | `"interact"` | string |
|
|
1448
1489
|
| `range` | `2` | number |
|
|
1449
1490
|
| `actorGroup` | `"player"` | string |
|
|
@@ -1454,8 +1495,10 @@ Signals: `interacted(actor)`
|
|
|
1454
1495
|
|
|
1455
1496
|
| Prop | Default | Kind |
|
|
1456
1497
|
|---|---|---|
|
|
1498
|
+
| `enabled` | `true` | boolean |
|
|
1457
1499
|
| `seconds` | `1` | number |
|
|
1458
1500
|
| `startOnSignal` | `false` | boolean |
|
|
1501
|
+
| `freeParent` | `false` | boolean |
|
|
1459
1502
|
|
|
1460
1503
|
Signals: `expired`
|
|
1461
1504
|
|
|
@@ -1463,6 +1506,7 @@ Signals: `expired`
|
|
|
1463
1506
|
|
|
1464
1507
|
| Prop | Default | Kind |
|
|
1465
1508
|
|---|---|---|
|
|
1509
|
+
| `enabled` | `true` | boolean |
|
|
1466
1510
|
| `to` | `[]` | array |
|
|
1467
1511
|
| `duration` | `1` | number |
|
|
1468
1512
|
| `ease` | `"easeInOut"` | one of: `linear` `easeIn` `easeOut` `easeInOut` |
|
|
@@ -1474,6 +1518,7 @@ Signals: `arrived`
|
|
|
1474
1518
|
|
|
1475
1519
|
| Prop | Default | Kind |
|
|
1476
1520
|
|---|---|---|
|
|
1521
|
+
| `enabled` | `true` | boolean |
|
|
1477
1522
|
| `axis` | `"y"` | one of: `x` `y` `z` |
|
|
1478
1523
|
| `amplitude` | `1` | number |
|
|
1479
1524
|
| `frequency` | `1` | number |
|
|
@@ -1483,6 +1528,7 @@ Signals: `arrived`
|
|
|
1483
1528
|
|
|
1484
1529
|
| Prop | Default | Kind |
|
|
1485
1530
|
|---|---|---|
|
|
1531
|
+
| `enabled` | `true` | boolean |
|
|
1486
1532
|
| `speed` | `120` | number |
|
|
1487
1533
|
| `loop` | `false` | boolean |
|
|
1488
1534
|
|
|
@@ -1492,11 +1538,15 @@ Signals: `waypointReached` · `arrived`
|
|
|
1492
1538
|
|
|
1493
1539
|
| Prop | Default | Kind |
|
|
1494
1540
|
|---|---|---|
|
|
1541
|
+
| `enabled` | `true` | boolean |
|
|
1495
1542
|
| `points` | `[]` | array |
|
|
1496
1543
|
| `speed` | `60` | number |
|
|
1497
1544
|
| `loop` | `true` | boolean |
|
|
1498
1545
|
| `mode` | `"loop"` | one of: `loop` `pingpong` |
|
|
1499
1546
|
| `pauseAt` | `0` | number |
|
|
1547
|
+
| `moveParent` | `false` | boolean |
|
|
1548
|
+
| `facePath` | `""` | node path |
|
|
1549
|
+
| `turnSpeed` | `100` | number |
|
|
1500
1550
|
|
|
1501
1551
|
Signals: `reachedPoint(index)`
|
|
1502
1552
|
|
|
@@ -1504,6 +1554,7 @@ Signals: `reachedPoint(index)`
|
|
|
1504
1554
|
|
|
1505
1555
|
| Prop | Default | Kind |
|
|
1506
1556
|
|---|---|---|
|
|
1557
|
+
| `enabled` | `true` | boolean |
|
|
1507
1558
|
| `value` | `1` | number |
|
|
1508
1559
|
| `kind` | `"coin"` | string |
|
|
1509
1560
|
| `collectorGroup` | `"player"` | string |
|
|
@@ -1514,6 +1565,7 @@ Signals: `collected(value, other)`
|
|
|
1514
1565
|
|
|
1515
1566
|
| Prop | Default | Kind |
|
|
1516
1567
|
|---|---|---|
|
|
1568
|
+
| `enabled` | `true` | boolean |
|
|
1517
1569
|
| `speed` | `300` | number |
|
|
1518
1570
|
| `direction` | `null` | null |
|
|
1519
1571
|
| `gravity` | `0` | number |
|
|
@@ -1522,6 +1574,7 @@ Signals: `collected(value, other)`
|
|
|
1522
1574
|
|
|
1523
1575
|
| Prop | Default | Kind |
|
|
1524
1576
|
|---|---|---|
|
|
1577
|
+
| `enabled` | `true` | boolean |
|
|
1525
1578
|
| `game` | `"game"` | string |
|
|
1526
1579
|
| `slot` | `"1"` | string |
|
|
1527
1580
|
| `label` | `""` | string |
|
|
@@ -1535,6 +1588,7 @@ Signals: `saved` · `restored` · `noSave` · `hasSave`
|
|
|
1535
1588
|
|
|
1536
1589
|
| Prop | Default | Kind |
|
|
1537
1590
|
|---|---|---|
|
|
1591
|
+
| `enabled` | `true` | boolean |
|
|
1538
1592
|
| `score` | `0` | number |
|
|
1539
1593
|
| `lives` | `0` | number |
|
|
1540
1594
|
| `scoreToWin` | `0` | number |
|
|
@@ -1545,6 +1599,7 @@ Signals: `scoreChanged(score)` · `won` · `lost` · `lifeLost(lives)`
|
|
|
1545
1599
|
|
|
1546
1600
|
| Prop | Default | Kind |
|
|
1547
1601
|
|---|---|---|
|
|
1602
|
+
| `enabled` | `true` | boolean |
|
|
1548
1603
|
| `prefab` | `""` | node path |
|
|
1549
1604
|
| `interval` | `1` | number |
|
|
1550
1605
|
| `max` | `0` | number |
|
|
@@ -1558,6 +1613,7 @@ Signals: `spawned(node)` · `finished`
|
|
|
1558
1613
|
|
|
1559
1614
|
| Prop | Default | Kind |
|
|
1560
1615
|
|---|---|---|
|
|
1616
|
+
| `enabled` | `true` | boolean |
|
|
1561
1617
|
| `speed` | `40` | number |
|
|
1562
1618
|
| `radius` | `50` | number |
|
|
1563
1619
|
| `changeEvery` | `2` | number |
|
|
@@ -1566,6 +1622,7 @@ Signals: `spawned(node)` · `finished`
|
|
|
1566
1622
|
|
|
1567
1623
|
| Prop | Default | Kind |
|
|
1568
1624
|
|---|---|---|
|
|
1625
|
+
| `enabled` | `true` | boolean |
|
|
1569
1626
|
| `waves` | `[]` | array |
|
|
1570
1627
|
| `autoStart` | `true` | boolean |
|
|
1571
1628
|
|
|
@@ -1575,6 +1632,7 @@ Signals: `waveStarted(index)` · `waveCleared(index)` · `allCleared`
|
|
|
1575
1632
|
|
|
1576
1633
|
| Prop | Default | Kind |
|
|
1577
1634
|
|---|---|---|
|
|
1635
|
+
| `enabled` | `true` | boolean |
|
|
1578
1636
|
| `aggroTarget` | `""` | node path |
|
|
1579
1637
|
| `aggroRange` | `12` | number |
|
|
1580
1638
|
| `deAggroRange` | `0` | number |
|
|
@@ -293,6 +293,75 @@ Types — 2D: `fixed` (weld) · `revolute` (pin/hinge) · `rope` (max distance)
|
|
|
293
293
|
distance at creation. `anchor`/`targetAnchor` are local offsets (px / m).
|
|
294
294
|
Chains work (pendulums, bridges: each link a body + joint to the previous).
|
|
295
295
|
|
|
296
|
+
## Pushing a body around (the API that was in no skill)
|
|
297
|
+
|
|
298
|
+
A dynamic `RigidBody2D`/`RigidBody3D` has a force API and none of these appeared
|
|
299
|
+
in any shipped skill, so an agent building a physics puzzle reported the engine
|
|
300
|
+
as having "no force/impulse API at all" and designed around its absence:
|
|
301
|
+
|
|
302
|
+
```ts
|
|
303
|
+
const body = this.getNode('/root/Crate') as RigidBody3D;
|
|
304
|
+
body.applyImpulse([0, 6, 0]); // an instant kick, in mass*units/second
|
|
305
|
+
body.velocity = [2, 0, 0]; // or set the velocity outright
|
|
306
|
+
```
|
|
307
|
+
|
|
308
|
+
`applyImpulse` is what the character controller itself runs on. It is an
|
|
309
|
+
IMPULSE, not a force: it changes velocity once, so a continuous push is one call
|
|
310
|
+
per frame from `update(dt)` scaled by `dt`.
|
|
311
|
+
|
|
312
|
+
Readable/writable body state: `velocity`, `mass`, `gravityScale`, `friction`,
|
|
313
|
+
`restitution`, `fixedRotation`. There is no torque call and no `angularVelocity`
|
|
314
|
+
yet — a body's spin can be neither set nor read.
|
|
315
|
+
|
|
316
|
+
## What is inside this Area right now?
|
|
317
|
+
|
|
318
|
+
`triggerEnter(other)` / `triggerExit(other)` tell you about CROSSINGS. A pressure
|
|
319
|
+
plate, a capture point, "how many enemies are in the blast" and a shop trigger
|
|
320
|
+
all want OCCUPANCY, and asking used to mean keeping your own `Set` fed by those
|
|
321
|
+
two signals — plus a geometric re-check every frame, because a body that is
|
|
322
|
+
teleported or freed inside a sensor does not reliably announce its exit.
|
|
323
|
+
|
|
324
|
+
```ts
|
|
325
|
+
const load = plate.overlapping('cargo')
|
|
326
|
+
.reduce((kg, b) => kg + ((b as RigidBody3D).mass ?? 0), 0);
|
|
327
|
+
door.open = load >= 60;
|
|
328
|
+
```
|
|
329
|
+
|
|
330
|
+
`Area2D`/`Area3D` `overlapping(group?)` returns what the solver currently says is
|
|
331
|
+
inside, and drops freed nodes on read. **It includes the STATIC world** — a plate
|
|
332
|
+
laid into the floor genuinely contains the floor — so pass a group to ask the
|
|
333
|
+
question you usually mean.
|
|
334
|
+
|
|
335
|
+
## Joints: the three things that decide whether yours works
|
|
336
|
+
|
|
337
|
+
1. **There is no hinge in 3D.** The types are `fixed | spherical | rope | spring`.
|
|
338
|
+
A hinge is **two `spherical` joints at two points along the axis** — that
|
|
339
|
+
constrains rotation to the line between them, and it is exactly how a seesaw
|
|
340
|
+
or a door is built. (2D has `revolute` and needs none of this.)
|
|
341
|
+
2. **`collide` decides whether the two ends touch, and its default reads the
|
|
342
|
+
type.** Rapier lets jointed bodies collide, and a hinge wants its bodies
|
|
343
|
+
overlapping at the pivot — so the contact solver fights the joint and flings
|
|
344
|
+
them. Before this, a first hinge produced a bar that spun chaotically forever
|
|
345
|
+
and threw a 40 kg box thirty metres, and the author nearly filed "spherical
|
|
346
|
+
joints inject energy".
|
|
347
|
+
|
|
348
|
+
| joint | default | why |
|
|
349
|
+
|---|---|---|
|
|
350
|
+
| `fixed` · `spherical` · `revolute` | **off** | a pivot's bodies overlap by construction |
|
|
351
|
+
| `rope` · `spring` | **on** | a tether anchors a thing to the world, and it still has to rest on it |
|
|
352
|
+
|
|
353
|
+
Set `true`/`false` to say it outright. **It governs the two JOINTED bodies
|
|
354
|
+
only** — never their contact with the rest of the world. Defaulting a spring
|
|
355
|
+
off drops a barrel roped to the floor straight through it, which is how this
|
|
356
|
+
table was arrived at.
|
|
357
|
+
3. **`anchor`/`targetAnchor` are local offsets from each body's ORIGIN**,
|
|
358
|
+
resolved against the bodies' positions at load. If the two disagree the solver
|
|
359
|
+
snaps the body into place on the first frame, and a 4 cm typo is silent. Author
|
|
360
|
+
them with arithmetic (generate the scene) rather than by hand.
|
|
361
|
+
|
|
362
|
+
There are no joint limits or motors yet: bound a lever's travel with static
|
|
363
|
+
collision geometry in its way.
|
|
364
|
+
|
|
296
365
|
## Raycasts
|
|
297
366
|
|
|
298
367
|
**Where `physics` comes from.** From a `Behavior` — where AI lives, and where
|
|
@@ -58,9 +58,30 @@ export function GamePage() {
|
|
|
58
58
|
Rule of thumb: score/menus/dialogs that look like WEB UI → DOM overlay;
|
|
59
59
|
anything the game itself must own (and runScript must verify) → UILayer.
|
|
60
60
|
|
|
61
|
-
Pin a DOM element to a world position
|
|
62
|
-
|
|
63
|
-
|
|
61
|
+
Pin a DOM element to a world position each frame (subscribe `engine.updated`),
|
|
62
|
+
then `transform: translate(x, y)`:
|
|
63
|
+
|
|
64
|
+
```ts
|
|
65
|
+
game.renderer.screenFromWorld(wx, wy) // 2D
|
|
66
|
+
game.renderer.screenFromWorld(wx, wy, wz) // 3D — takes THREE arguments
|
|
67
|
+
```
|
|
68
|
+
|
|
69
|
+
Going the other way, for taps and clicks:
|
|
70
|
+
|
|
71
|
+
```ts
|
|
72
|
+
game.renderer.worldFromScreen(sx, sy) // 2D → { x, y }
|
|
73
|
+
game.renderer.worldFromScreen(sx, sy, planeY?) // 3D → { x, y, z } on a
|
|
74
|
+
// horizontal plane (default y=0)
|
|
75
|
+
game.renderer.rayFromScreen(sx, sy) // 3D → { origin, dir } for
|
|
76
|
+
// physics.castRay on uneven ground
|
|
77
|
+
```
|
|
78
|
+
|
|
79
|
+
**A pixel in 3D is a ray, not a point**, which is why the 3D form needs a
|
|
80
|
+
surface: `worldFromScreen` lands it on the ground plane, and `rayFromScreen`
|
|
81
|
+
hands you the ray when the ground is terrain or a stack of crates. Both return
|
|
82
|
+
null when the ray misses (looking at the sky). `pick(sx, sy)` gives you the NODE
|
|
83
|
+
under a pixel — a different question, and the only one 3D could answer before
|
|
84
|
+
0.66.
|
|
64
85
|
|
|
65
86
|
Perf note: `useNodeProp` deep-compares per frame — subscribe to LEAF values
|
|
66
87
|
(`'UI/Score', 'text'`), not big objects like a whole `animations` map.
|