incanto 0.7.0 → 0.8.0
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-check.mjs +6 -4
- package/dist/2d.d.ts +93 -3
- package/dist/2d.js +4 -4
- package/dist/3d.d.ts +45 -4
- package/dist/3d.js +4 -4
- package/dist/{audio-player-VSjk_vG8.d.ts → audio-player-Dyjg5k92.d.ts} +1 -1
- package/dist/audit-C6rMyict.js +58 -0
- package/dist/{behavior-e3kAmPGC.d.ts → behavior-Bod1AyJS.d.ts} +211 -174
- package/dist/{create-game-CEFoFN8d.js → create-game-66c4iYJE.js} +76 -6
- package/dist/{create-game-X5iRu6pf.js → create-game-BNDSbhy-.js} +88 -6
- package/dist/debug.d.ts +1 -1
- package/dist/debug.js +3 -0
- package/dist/{errors-BMFaY68Q.d.ts → errors-1dXlIwoR.d.ts} +7 -1
- package/dist/{gameplay-CDFgSG6z.js → gameplay-DPMgZk9W.js} +108 -1
- package/dist/gameplay.d.ts +44 -3
- package/dist/gameplay.js +2 -2
- package/dist/index.d.ts +151 -9
- package/dist/index.js +189 -4
- package/dist/{loader-y_X4zYO0.d.ts → loader-BcUDfNHn.d.ts} +1 -1
- package/dist/net.d.ts +46 -2
- package/dist/net.js +54 -2
- package/dist/particle-sim-CyUU7HVU.js +281 -0
- package/dist/{physics-2d-DmQ540uR.js → physics-2d-q2N362ph.js} +45 -4
- package/dist/{physics-3d-CDjuhtt_.js → physics-3d-CvHr31d4.js} +1 -1
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-CscQqB7V.js → register-Cbs7QxoV.js} +139 -4
- package/dist/{register-ClKnoILk.js → register-Cqjxrfq0.js} +254 -4
- package/dist/{register-C35HDZpm.js → register-CxmuI9FL.js} +1 -1
- package/dist/{particle-sim-CrTE7c02.js → register-DRPIjrKG.js} +1185 -278
- package/dist/test.d.ts +4 -10
- package/dist/test.js +11 -16
- package/editor/assets/{agent8-1WJU-yXr.js → agent8-B8QnWCeP.js} +1 -1
- package/editor/assets/{index-DzYFgZbl.js → index-CVhnNkb3.js} +81 -81
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +427 -0
- package/skills/incanto-3d-character.md +14 -0
- package/skills/incanto-audio.md +23 -0
- package/skills/incanto-building-2d-games.md +31 -0
- package/skills/incanto-building-3d-games.md +21 -0
- package/skills/incanto-gameplay-behaviors.md +28 -0
- package/skills/incanto-hud.md +24 -0
- package/skills/incanto-multiplayer.md +27 -0
- package/skills/incanto-node-reference.md +73 -0
- package/skills/incanto-physics-and-input.md +9 -0
- package/skills/incanto-verifying-your-game.md +40 -0
- package/dist/register-Dl_ixIJe.js +0 -834
package/dist/test.d.ts
CHANGED
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@@ -1,15 +1,9 @@
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import { c as JsonValue, i as SceneJson } from "./schema-CcoWb32N.js";
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import {
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import { t as LoadSceneOptions } from "./loader-
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import { t as IncantoError } from "./errors-
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import { $ as Node, T as LogEntry, n as BehaviorCtor, v as Engine, w as Scene } from "./behavior-Bod1AyJS.js";
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import { t as LoadSceneOptions } from "./loader-BcUDfNHn.js";
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import { i as auditScene, t as IncantoError } from "./errors-1dXlIwoR.js";
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//#region src/test/index.d.ts
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/**
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* Register every built-in node set (core + 2d + 3d + net) AND the built-in
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* gameplay behaviors — so headless verification (validateScene/runScript) of a
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* game built on `incanto/gameplay` works without re-passing them. Idempotent;
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* a user behavior passed via `behaviors` (registered after) still wins.
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*/
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declare function registerAllNodes(): void;
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interface NodeCapture {
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/** Absolute path ('/Root/Player') — stable, grep-able. */
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@@ -155,4 +149,4 @@ interface PlaySession {
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*/
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declare function createPlaySession(json: unknown, opts?: PlaySessionOptions): Promise<PlaySession>;
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//#endregion
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export { NodeCapture, PlaySession, PlaySessionOptions, RunContext, RunFailure, RunResult, RunScriptOptions, SceneCapture, ScriptStep, ValidateSceneOptions, ValidationResult, captureScene, createPlaySession, describeCapture, registerAllNodes, runScript, validateScene };
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export { NodeCapture, PlaySession, PlaySessionOptions, RunContext, RunFailure, RunResult, RunScriptOptions, SceneCapture, ScriptStep, ValidateSceneOptions, ValidationResult, auditScene, captureScene, createPlaySession, describeCapture, registerAllNodes, runScript, validateScene };
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package/dist/test.js
CHANGED
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@@ -1,12 +1,13 @@
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import { _ as registerBehavior, n as loadScene } from "./loader-B4OEXDZ8.js";
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import {
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import { u as Engine } from "./register-DRPIjrKG.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { t as auditScene } from "./audit-C6rMyict.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-
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import { t as registerNodes2D } from "./register-
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import { t as registerNodes3D } from "./register-
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import { t as registerNodesNet } from "./register-
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import { n as registerGameplayBehaviors } from "./gameplay-DPMgZk9W.js";
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import { t as registerNodes2D } from "./register-Cqjxrfq0.js";
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import { t as registerNodes3D } from "./register-Cbs7QxoV.js";
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import { t as registerNodesNet } from "./register-CxmuI9FL.js";
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//#region src/test/index.ts
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/**
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* incanto/test — the browserless verification harness.
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@@ -24,12 +25,6 @@ import { t as registerNodesNet } from "./register-C35HDZpm.js";
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* Deterministic by construction: fixed timestep, seeded `engine.rng`,
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* no requestAnimationFrame.
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*/
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/**
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* Register every built-in node set (core + 2d + 3d + net) AND the built-in
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* gameplay behaviors — so headless verification (validateScene/runScript) of a
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* game built on `incanto/gameplay` works without re-passing them. Idempotent;
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* a user behavior passed via `behaviors` (registered after) still wins.
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*/
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function registerAllNodes() {
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registerNodes2D();
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registerNodes3D();
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@@ -129,10 +124,10 @@ async function runScript(json, opts) {
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engine.setScene(scene);
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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-q2N362ph.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-CvHr31d4.js").then((n) => n.r);
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await enablePhysics3D(engine);
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}
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const failures = [];
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@@ -234,10 +229,10 @@ async function createPlaySession(json, opts = {}) {
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engine.setScene(scene);
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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-q2N362ph.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-CvHr31d4.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);
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@@ -272,4 +267,4 @@ async function createPlaySession(json, opts = {}) {
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};
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}
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//#endregion
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export { captureScene, createPlaySession, describeCapture, registerAllNodes, runScript, validateScene };
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export { auditScene, captureScene, createPlaySession, describeCapture, registerAllNodes, runScript, validateScene };
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@@ -1 +1 @@
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import{t as e}from"./index-
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import{t as e}from"./index-CVhnNkb3.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};
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