incanto 0.73.0 → 0.74.0
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.js +3 -3
- package/dist/3d.js +4 -4
- package/dist/{create-game-CAu-ucHg.js → create-game-BAiA-FjP.js} +4 -4
- package/dist/{create-game-CbTLFjis.js → create-game-ssvGvP7W.js} +4 -4
- package/dist/{environment-presets-BsFJM3v0.js → environment-presets-BkqlWewf.js} +1 -1
- package/dist/{gameplay-CRte0OVf.js → gameplay-Bxe1sMVT.js} +35 -17
- package/dist/gameplay.d.ts +5 -3
- package/dist/gameplay.js +1 -1
- package/dist/index.js +1 -1
- package/dist/{physics-2d-CovokK7s.js → physics-2d-C-SfvjzH.js} +1 -1
- package/dist/{physics-3d-BiK6Emwn.js → physics-3d-rOzeg890.js} +2 -2
- package/dist/{picking-Dtd8JInh.js → picking-BMV34Pjl.js} +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-CY9QCCZs.js → register-DRQyZKGU.js} +1 -1
- package/dist/{src-D-dnVrFY.js → src-CqtvYtSN.js} +1 -1
- package/dist/{test-DZmCFz0Q.js → test-CEl0y2Sw.js} +7 -7
- package/dist/test.js +1 -1
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-GuZ5u5bi.js → agent8-BlzturGi.js} +1 -1
- package/editor/assets/{debug-BbxionO2.js → debug-BMUi8usj.js} +1 -1
- package/editor/assets/{index-CNlTzQbm.js → index-CrUCQoaB.js} +2 -2
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-gameplay-behaviors.md +7 -3
- package/skills/incanto-node-reference.md +2 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/molehill-2d/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/editor/index.html
CHANGED
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@@ -5,7 +5,7 @@
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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-CrUCQoaB.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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@@ -394,7 +394,7 @@ in-range actor). Declare the input action in the scene `input{}`.
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| `range` | `2` | max distance an actor may be |
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| `actorGroup` | `"player"` | only nodes in this group can interact |
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| `prompt` | `""` | what the actor sees on it — `Open drawer`; read by whoever draws the "[E] …" line |
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-
| `focus` | `"any"` | which one answers when SEVERAL are in range: `any` (all of them) · `nearest` (the closest) · `facing` (
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+
| `focus` | `"any"` | which one answers when SEVERAL are in range: `any` (all of them) · `nearest` (the closest) · `facing` (of those inside `coneDeg` of the current camera's forward, the one nearest the CENTRE of the view — a crosshair, pitch included — so the note on the desk and the drawer under it are two looks, and in third person the plot the farmer looks at beats the plot under the farmer's feet; with no `Camera3D`, same as `nearest`) |
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| `coneDeg` | `40` | full width of the `facing` cone — a generous crosshair |
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Signals: `interacted(actor)` · `focused(actor)` · `unfocused(actor)`. Getter:
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@@ -1533,7 +1533,9 @@ runtime, which it keeps looking for.
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Signals: `dayPhaseChanged('dawn'|'day'|'dusk'|'night')` on transitions — hook
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spawners, music, or monster aggression to it. The `hour` field (0-24) is
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writable: jump to a time of day in one assignment. For one-off look changes
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-
use `setEnvironment3D(engine, patch)` from `incanto/3d` directly.
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use `setEnvironment3D(engine, patch)` from `incanto/3d` directly. A written `hour`
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announces its new phase on the NEXT update (a bed that jumps to dawn fires
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`dayPhaseChanged('dawn')` one frame later); only the sky patch is throttled.
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## Boot loading overlay
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@@ -1608,5 +1610,7 @@ default, corner-cutting forbidden; `{ diagonal: false }` for 4-way).
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the AI-on-a-child pattern `Chase`/`Patrol`/`Wander` share, so a unit keeps
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its `Health` on the body and its path on a child — and the move lands through
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`moveBody`, so a kinematic unit walks its path with its collisions rather than
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through the crate in the way.
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through the crate in the way. `facePath`/`turnSpeed` turn a node (a skin, a
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hull) toward the direction of travel, the way every other mover does — a ship
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on a rail flew every bend sideways without it. Corners never eat frame budget — the
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speed is exact across bends.
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@@ -1739,6 +1739,8 @@ Methods: `start()`
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| `speed` | `120` | number |
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| `loop` | `false` | boolean |
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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: `waypointReached` · `arrived`
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