incanto 0.7.0 → 0.7.1
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 +4 -2
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +5 -3
- package/dist/3d.js +3 -3
- package/dist/{audio-player-VSjk_vG8.d.ts → audio-player-C3bH_eZ5.d.ts} +1 -1
- package/dist/{behavior-e3kAmPGC.d.ts → behavior-q3cejJgs.d.ts} +181 -174
- package/dist/{create-game-X5iRu6pf.js → create-game-DuDkqnjl.js} +87 -4
- package/dist/{create-game-CEFoFN8d.js → create-game-rFulaS3s.js} +75 -4
- package/dist/debug.d.ts +1 -1
- package/dist/debug.js +3 -0
- package/dist/gameplay.d.ts +1 -1
- package/dist/index.d.ts +3 -3
- package/dist/index.js +2 -2
- package/dist/{loader-y_X4zYO0.d.ts → loader-DnLMMRy8.d.ts} +1 -1
- package/dist/net.d.ts +1 -1
- package/dist/{particle-sim-CrTE7c02.js → particle-sim-m3CdTGSl.js} +7 -0
- package/dist/{physics-2d-DmQ540uR.js → physics-2d-CZM5Y90X.js} +1 -1
- package/dist/{physics-3d-CDjuhtt_.js → physics-3d-DT5e8izo.js} +1 -1
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-ClKnoILk.js → register-Cl3pAxX-.js} +1 -1
- package/dist/{register-CscQqB7V.js → register-CpXcMiEk.js} +1 -1
- package/dist/test.d.ts +2 -2
- package/dist/test.js +7 -7
- package/editor/assets/{agent8-1WJU-yXr.js → agent8-N4bwVH7C.js} +1 -1
- package/editor/assets/{index-DzYFgZbl.js → index-CXFNanuR.js} +63 -63
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-verifying-your-game.md +9 -0
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@@ -1,14 +1,14 @@
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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import { _ as registerBehavior, n as loadScene } from "./loader-B4OEXDZ8.js";
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import { s as Engine } from "./particle-sim-
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import { s as Engine } from "./particle-sim-m3CdTGSl.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { s as AudioPlayer } from "./register-Dl_ixIJe.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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import { n as registerGameplayBehaviors } from "./gameplay-CDFgSG6z.js";
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import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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import { O as PhysicsBody3D, c as ModelInstance3D, d as DirectionalLight3D, j as Node3D, t as registerNodes3D, y as Camera3D } from "./register-
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import { n as enablePhysics3D } from "./physics-3d-
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import { ACESFilmicToneMapping, AmbientLight, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
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import { O as PhysicsBody3D, c as ModelInstance3D, d as DirectionalLight3D, j as Node3D, t as registerNodes3D, y as Camera3D } from "./register-CpXcMiEk.js";
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import { n as enablePhysics3D } from "./physics-3d-DT5e8izo.js";
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import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
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import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
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@@ -1073,6 +1073,54 @@ function parseIblIntensity(value) {
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return value;
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}
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//#endregion
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//#region src/3d/selection-outline.ts
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/**
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* Where IS the node the dev-overlay selected? — world-space outline segments
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* for the renderer's highlight pass. A renderable node gets its actual
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* bounding box (children included); a node with no visual extent gets a
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* small marker cube at its world position so it is still findable.
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*/
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const box = new Box3();
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const size = new Vector3();
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const MARKER_HALF = .4;
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/** 12 box edges = 24 points × xyz. */
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const OUT = new Float32Array(72);
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function selectionOutline3D(node) {
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if (!(node instanceof Node3D)) return null;
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const obj = node._ensureObject3D();
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obj.updateWorldMatrix(true, true);
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box.setFromObject(obj);
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box.getSize(size);
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if (!Number.isFinite(size.x) || size.x === 0 && size.y === 0 && size.z === 0) {
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const p = new Vector3().setFromMatrixPosition(obj.matrixWorld);
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box.min.set(p.x - MARKER_HALF, p.y - MARKER_HALF, p.z - MARKER_HALF);
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box.max.set(p.x + MARKER_HALF, p.y + MARKER_HALF, p.z + MARKER_HALF);
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} else box.expandByScalar(.02);
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const { min, max } = box;
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let i = 0;
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const seg = (x1, y1, z1, x2, y2, z2) => {
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OUT[i++] = x1;
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OUT[i++] = y1;
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OUT[i++] = z1;
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OUT[i++] = x2;
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OUT[i++] = y2;
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OUT[i++] = z2;
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};
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seg(min.x, min.y, min.z, max.x, min.y, min.z);
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seg(max.x, min.y, min.z, max.x, min.y, max.z);
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seg(max.x, min.y, max.z, min.x, min.y, max.z);
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seg(min.x, min.y, max.z, min.x, min.y, min.z);
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seg(min.x, max.y, min.z, max.x, max.y, min.z);
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seg(max.x, max.y, min.z, max.x, max.y, max.z);
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seg(max.x, max.y, max.z, min.x, max.y, max.z);
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seg(min.x, max.y, max.z, min.x, max.y, min.z);
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seg(min.x, min.y, min.z, min.x, max.y, min.z);
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seg(max.x, min.y, min.z, max.x, max.y, min.z);
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seg(max.x, min.y, max.z, max.x, max.y, max.z);
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seg(min.x, min.y, max.z, min.x, max.y, max.z);
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return OUT;
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}
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//#endregion
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//#region src/3d/sync.ts
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function isSpatialConsumer(node) {
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return node.spatial === true && typeof node._setSpatialPose === "function";
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@@ -1449,9 +1497,31 @@ var Renderer3D = class {
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this.debugLines.renderOrder = 9999;
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this.debugLines.visible = false;
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this.threeScene.add(this.debugLines);
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this.selectionLines = new LineSegments(new BufferGeometry(), new LineBasicMaterial({
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color: "#ffb020",
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transparent: true,
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depthTest: false
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}));
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this.selectionLines.frustumCulled = false;
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this.selectionLines.renderOrder = 1e4;
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this.selectionLines.visible = false;
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this.threeScene.add(this.selectionLines);
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this.disconnect = this.engine.updated.connect(() => this.render());
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}
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debugLines;
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selectionLines;
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syncSelectionOutline() {
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const node = this.engine.debugSelection;
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if (node && node.tree !== this.engine.scene?.tree) this.engine.debugSelection = null;
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const current = this.engine.debugSelection;
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const vertices = current ? selectionOutline3D(current) : null;
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this.selectionLines.visible = vertices !== null;
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if (vertices) {
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this.selectionLines.geometry.setAttribute("position", new BufferAttribute(vertices, 3));
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const attr = this.selectionLines.geometry.getAttribute("position");
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attr.needsUpdate = true;
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}
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}
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syncDebugLines() {
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let vertices = null;
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for (const source of debugSources("3d")) {
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@@ -1465,6 +1535,7 @@ var Renderer3D = class {
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const scene = this.engine.scene;
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if (!scene) return;
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this.syncDebugLines();
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this.syncSelectionOutline();
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if (scene.assets && !this.loadedAssetScenes.has(scene)) {
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this.assets.load(scene.assets);
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this.loadedAssetScenes.add(scene);
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package/dist/debug.d.ts
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import { C as RendererStats,
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import { C as RendererStats, E as LogLevel, v as Engine } from "./behavior-q3cejJgs.js";
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//#region src/debug/panel.d.ts
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/** Minimal document surface the overlay needs (injectable for tests). */
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@@ -328,6 +328,7 @@ var DebugOverlay = class {
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}
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}
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dispose() {
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this.engine.debugSelection = null;
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this.setConsoleCapture(false);
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for (const cleanup of this.cleanups) cleanup();
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for (const id of [...this.panels.keys()]) this.close(id);
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}
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row.addEventListener("click", () => {
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this.selected = node;
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this.engine.debugSelection = node;
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this.open("inspector");
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this.renderExplorer();
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this.renderInspector();
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let node = this.selected;
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if (node && node.tree === null) {
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this.selected = null;
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this.engine.debugSelection = null;
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node = null;
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}
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if (!node) {
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package/dist/gameplay.d.ts
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import { c as JsonValue } from "./schema-CcoWb32N.js";
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import {
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import { Z as Node, l as PropSchema, n as BehaviorCtor, t as Behavior, v as Engine } from "./behavior-q3cejJgs.js";
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//#region src/gameplay/chase.d.ts
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/**
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package/dist/index.d.ts
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import { a as Rng, c as JsonValue, d as jsonKind, i as SceneJson, l as jsonClone, n as NodeJson, o as JsonKind, r as SCENE_FORMAT, s as JsonObject, t as ConnectionJson, u as jsonEquals } from "./schema-CcoWb32N.js";
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import { $ as
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import { n as loadScene, t as LoadSceneOptions } from "./loader-
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import { $ as Signal, A as SfxPlayOptions, B as SFX_PRESET_NAMES, C as RendererStats, D as LogManager, E as LogLevel, F as SpatialParams, G as MusicBackend, H as SfxWave, I as Vec3, J as PlayMusicOptions, K as MusicManager, L as spatialGain, M as Listener, N as ROLLOFF_MODELS, O as InputMap, P as RolloffModel, Q as NodeLifecycle, R as spatialPan, S as GameStats, T as LogEntry, U as SynthOptions, V as SfxParams, W as synthSfx, X as BusName, Y as AudioBuses, Z as Node, _ as registeredTypes, a as registerBehavior, b as Scheduler, c as PropDef, d as createNode, et as SignalListener, f as getNodeSchema, g as registerNode, h as mergeStaticSignals, i as getBehavior, j as isAudioContextAvailable, k as SfxEngine, l as PropSchema, m as getNodeType, n as BehaviorCtor, o as registeredBehaviors, p as getNodeSignals, q as MusicTrack, r as clearBehaviors, s as NodeCtor, t as Behavior, tt as SceneTree, u as clearRegistry, v as Engine, w as Scene, x as EngineStats, y as EngineOptions, z as SFX_PRESETS } from "./behavior-q3cejJgs.js";
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import { n as loadScene, t as LoadSceneOptions } from "./loader-DnLMMRy8.js";
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import { n as ParticleSimConfig, r as ParticleView, t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
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import { n as AudioPlayer, t as AudioElementLike } from "./audio-player-
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import { n as AudioPlayer, t as AudioElementLike } from "./audio-player-C3bH_eZ5.js";
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import { n as IncantoErrorCode, r as IncantoErrorDetails, t as IncantoError } from "./errors-BMFaY68Q.js";
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//#region src/core/audio/crossfade.d.ts
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package/dist/index.js
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import { _ as registerBehavior, a as SCENE_FORMAT, c as SceneTree, d as resolveConstants, f as Node, g as getBehavior, h as clearBehaviors, i as serializeNode, l as CONST_REF_KEY, m as Behavior, n as loadScene, o as computeViewport, p as parseNodePath, r as Scene, s as resolveViewport, u as isConstRef, v as registeredBehaviors, y as Signal } from "./loader-B4OEXDZ8.js";
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import { a as ORDER_GROUP_BASE, c as LogManager, d as isAudioContextAvailable, f as MusicManager, g as AudioBuses, h as fadeGain, i as applyParticlePreset, l as InputMap, m as crossfadeGains, n as PARTICLE_PRESETS, o as effectiveOrder, p as WebAudioMusicBackend, r as PARTICLE_PRESET_NAMES, s as Engine, t as ParticleSim, u as SfxEngine } from "./particle-sim-
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import { a as ORDER_GROUP_BASE, c as LogManager, d as isAudioContextAvailable, f as MusicManager, g as AudioBuses, h as fadeGain, i as applyParticlePreset, l as InputMap, m as crossfadeGains, n as PARTICLE_PRESETS, o as effectiveOrder, p as WebAudioMusicBackend, r as PARTICLE_PRESET_NAMES, s as Engine, t as ParticleSim, u as SfxEngine } from "./particle-sim-m3CdTGSl.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 { a as UiBar, c as ROLLOFF_MODELS, d as SFX_PRESETS, f as SFX_PRESET_NAMES, i as UiBanner, l as spatialGain, n as Timer, o as UiText, p as synthSfx, r as HudLayer, s as AudioPlayer, t as registerCoreNodes, u as spatialPan } from "./register-Dl_ixIJe.js";
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//#endregion
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//#region src/index.ts
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/** Engine version. Kept in sync with package.json by the release pipeline. */
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const VERSION = "0.7.
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const VERSION = "0.7.1";
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//#endregion
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export { AudioBuses, AudioPlayer, Behavior, CONST_REF_KEY, Engine, HudLayer, IncantoError, InputMap, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, Scene, SceneTree, SfxEngine, Signal, Timer, TouchControls, UiBanner, UiBar, UiText, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, duplicateNode, effectiveOrder, fadeGain, getBehavior, getNodeSchema, getNodeSignals, getNodeType, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, mergeStaticSignals, newUid, parseNodePath, preloadUrls, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, resolveConstants, resolveRendering, resolveViewport, serializeNode, spatialGain, spatialPan, synthSfx };
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package/dist/net.d.ts
CHANGED
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import { c as JsonValue, i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
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import {
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import { $ as Signal, Z as Node, l as PropSchema, v as Engine } from "./behavior-q3cejJgs.js";
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//#region src/net/types.d.ts
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type Unsubscribe = () => void;
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@@ -1011,6 +1011,13 @@ var Engine = class {
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* timers, behaviors all breathe together. See `gameplay` `hitStop()`.
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*/
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timeScale = 1;
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/**
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* The node the dev overlay has selected (renderers draw its bounding box
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* as an orange outline in the game view so you can SEE what you picked).
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* Null when nothing is selected; cleared automatically when it leaves the
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* tree. Set by the debug overlay — games normally never touch this.
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*/
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debugSelection = null;
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_time = 0;
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_unscaledTime = 0;
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/**
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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2
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { _ as validateCollider2D, d as Area2D, f as CharacterBody2D, g as Node2D, m as RigidBody2D, p as PhysicsBody2D, u as Joint2D } from "./register-
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3
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+
import { _ as validateCollider2D, d as Area2D, f as CharacterBody2D, g as Node2D, m as RigidBody2D, p as PhysicsBody2D, u as Joint2D } from "./register-Cl3pAxX-.js";
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import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
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//#region src/2d/physics/physics-2d.ts
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var physics_2d_exports = /* @__PURE__ */ __exportAll({
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1
1
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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2
2
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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3
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import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
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4
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-
import { D as CharacterBody3D, E as Area3D, M as validateCollider3D, O as PhysicsBody3D, T as Joint3D, j as Node3D, k as RigidBody3D, x as Terrain3D } from "./register-
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import { D as CharacterBody3D, E as Area3D, M as validateCollider3D, O as PhysicsBody3D, T as Joint3D, j as Node3D, k as RigidBody3D, x as Terrain3D } from "./register-CpXcMiEk.js";
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import { Euler, Quaternion } from "three";
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//#region src/3d/physics/physics-3d.ts
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var physics_3d_exports = /* @__PURE__ */ __exportAll({
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package/dist/react.d.ts
CHANGED
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1
1
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import { c as JsonValue } from "./schema-CcoWb32N.js";
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-
import { n as BehaviorCtor, v as Engine, w as Scene } from "./behavior-
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import { n as BehaviorCtor, v as Engine, w as Scene } from "./behavior-q3cejJgs.js";
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import { CSSProperties, ReactNode } from "react";
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//#region src/react/index.d.ts
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package/dist/react.js
CHANGED
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pointer: latest.pointer,
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...keyboard !== void 0 ? { keyboard } : {}
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};
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-
const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-
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const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-rFulaS3s.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-DuDkqnjl.js").then((n) => n.n)).createGame2D(o)))(opts);
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if (disposed) {
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next.dispose();
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return;
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import { f as Node } from "./loader-B4OEXDZ8.js";
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-
import { i as applyParticlePreset, o as effectiveOrder, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-
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import { i as applyParticlePreset, o as effectiveOrder, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-m3CdTGSl.js";
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3
3
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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4
4
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import { t as Rng } from "./rng-DP-SR7eg.js";
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5
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import { t as registerCoreNodes } from "./register-Dl_ixIJe.js";
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@@ -1,5 +1,5 @@
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1
1
|
import { f as Node } from "./loader-B4OEXDZ8.js";
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-
import { i as applyParticlePreset, o as effectiveOrder, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-
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import { i as applyParticlePreset, o as effectiveOrder, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-m3CdTGSl.js";
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3
3
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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4
4
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import { t as Rng } from "./rng-DP-SR7eg.js";
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import { t as registerCoreNodes } from "./register-Dl_ixIJe.js";
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package/dist/test.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
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1
1
|
import { c as JsonValue, i as SceneJson } from "./schema-CcoWb32N.js";
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-
import {
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|
3
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-
import { t as LoadSceneOptions } from "./loader-
|
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+
import { T as LogEntry, Z as Node, n as BehaviorCtor, v as Engine, w as Scene } from "./behavior-q3cejJgs.js";
|
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3
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+
import { t as LoadSceneOptions } from "./loader-DnLMMRy8.js";
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import { t as IncantoError } from "./errors-BMFaY68Q.js";
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//#region src/test/index.d.ts
|
package/dist/test.js
CHANGED
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@@ -1,11 +1,11 @@
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1
1
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import { _ as registerBehavior, n as loadScene } from "./loader-B4OEXDZ8.js";
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-
import { s as Engine } from "./particle-sim-
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2
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+
import { s as Engine } from "./particle-sim-m3CdTGSl.js";
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3
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { n as jsonEquals, t as jsonClone } from "./json-BLk7H2Qa.js";
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import { i as getNodeSchema, s as mergeStaticProps } from "./registry-BVJ2HbCn.js";
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import { n as registerGameplayBehaviors } from "./gameplay-CDFgSG6z.js";
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7
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-
import { t as registerNodes2D } from "./register-
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8
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-
import { t as registerNodes3D } from "./register-
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7
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+
import { t as registerNodes2D } from "./register-Cl3pAxX-.js";
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8
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+
import { t as registerNodes3D } from "./register-CpXcMiEk.js";
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9
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import { t as registerNodesNet } from "./register-C35HDZpm.js";
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|
//#region src/test/index.ts
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/**
|
|
@@ -129,10 +129,10 @@ async function runScript(json, opts) {
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129
129
|
engine.setScene(scene);
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|
130
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const physics = opts.physics ?? "auto";
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if (physics === "2d" || physics === "auto" && scene.dimension === "2d") {
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|
-
const { enablePhysics2D } = await import("./physics-2d-
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const { enablePhysics2D } = await import("./physics-2d-CZM5Y90X.js").then((n) => n.r);
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await enablePhysics2D(engine);
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} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
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const { enablePhysics3D } = await import("./physics-3d-
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const { enablePhysics3D } = await import("./physics-3d-DT5e8izo.js").then((n) => n.r);
|
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await enablePhysics3D(engine);
|
|
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}
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|
const failures = [];
|
|
@@ -234,10 +234,10 @@ async function createPlaySession(json, opts = {}) {
|
|
|
234
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|
engine.setScene(scene);
|
|
235
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const physics = opts.physics ?? "auto";
|
|
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if (physics === "2d" || physics === "auto" && scene.dimension === "2d") {
|
|
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|
-
const { enablePhysics2D } = await import("./physics-2d-
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const { enablePhysics2D } = await import("./physics-2d-CZM5Y90X.js").then((n) => n.r);
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await enablePhysics2D(engine);
|
|
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|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
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240
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
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+
const { enablePhysics3D } = await import("./physics-3d-DT5e8izo.js").then((n) => n.r);
|
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|
await enablePhysics3D(engine);
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}
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|
const stepMs = 1e3 / (opts.fixedHz ?? 60);
|
|
@@ -1 +1 @@
|
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1
|
-
import{t as e}from"./index-
|
|
1
|
+
import{t as e}from"./index-CXFNanuR.js";async function t(t){return new n((await e(()=>import(`./GameServer-C56iOUgF.js`),[],import.meta.url)).GameServer,t)}var n=class{raw;active=new Map;reconnecting=!1;disposed=!1;constructor(e,t){this.raw=new e({...t})}get account(){return this.raw.account}get connected(){return this.raw.connected}connect(){return this.raw.connected?Promise.resolve(!0):(this.disposed=!1,this.rawConnect())}rawConnect(){return this.raw.connect({onDisconnect:()=>void this.reconnect()})}disconnect(){this.disposed=!0;for(let e of this.active.values())e.off();return this.active.clear(),this.raw.disconnect()}remoteFunction(e,t,n){return this.raw.remoteFunction(e,t,n)}track(e){let t=Symbol(`sub`),n={make:e,off:e()};return this.active.set(t,n),()=>{n.off(),this.active.delete(t)}}async reconnect(){if(!this.disposed&&!this.reconnecting){this.reconnecting=!0;try{await this.rawConnect();for(let e of this.active.values())e.off(),e.off=e.make()}finally{this.reconnecting=!1}}}subscribeRoomState(e,t){return this.track(()=>this.raw.subscribeRoomState(e,t))}subscribeRoomMyState(e,t){return this.track(()=>this.raw.subscribeRoomMyState(e,t))}subscribeRoomAllUserStates(e,t){return this.track(()=>this.raw.subscribeRoomAllUserStates(e,e=>{let n={};for(let t of e??[]){if(!t||typeof t.account!=`string`||t.__leaved)continue;let{account:e,__updated:r,__leaved:i,...a}=t;n[e]=a}t(n)}))}subscribeRoomCollection(e,t,n){return this.track(()=>this.raw.subscribeRoomCollection(e,t,({items:e})=>{let t={};for(let n of e??[])n&&typeof n.__id==`string`&&(t[n.__id]=n);n(t)}))}onRoomMessage(e,t,n){return this.track(()=>this.raw.onRoomMessage(e,t,n))}onRoomUserJoin(e,t){return this.track(()=>this.raw.onRoomUserJoin(e,t))}onRoomUserLeave(e,t){return this.track(()=>this.raw.onRoomUserLeave(e,t))}subscribeGlobalState(e){return this.track(()=>this.raw.subscribeGlobalState(e))}subscribeGlobalMyState(e){return this.track(()=>this.raw.subscribeGlobalMyState(e))}subscribeGlobalUserState(e,t){return this.track(()=>this.raw.subscribeGlobalUserState(e,t))}subscribeGlobalCollection(e,t){return this.track(()=>this.raw.subscribeGlobalCollection(e,({items:e})=>{let n={};for(let t of e??[])t&&typeof t.__id==`string`&&(n[t.__id]=t);t(n)}))}subscribeAsset(e,t){return this.track(()=>this.raw.subscribeAsset(e,t))}onGlobalMessage(e,t){return this.track(()=>this.raw.onGlobalMessage(e,t))}};export{t as createAgent8Server};
|