lecodes-cli 0.1.5 → 0.1.7

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.
Files changed (81) hide show
  1. package/dist/index.js +300 -149
  2. package/package.json +5 -3
  3. package/runtime/sdk/animate/animate.ts +238 -0
  4. package/runtime/sdk/animate/bezier.ts +138 -0
  5. package/runtime/sdk/animate/easings.ts +126 -0
  6. package/runtime/sdk/core/color.ts +66 -0
  7. package/runtime/sdk/core/events.ts +38 -0
  8. package/runtime/sdk/core/registry.ts +23 -0
  9. package/runtime/sdk/g2/Camera2D.ts +73 -0
  10. package/runtime/sdk/g2/Node2D.ts +104 -0
  11. package/runtime/sdk/g2/Scene2D.ts +73 -0
  12. package/runtime/sdk/g2/Sprite.ts +164 -0
  13. package/runtime/sdk/g2/Texture2D.ts +37 -0
  14. package/runtime/sdk/g2/Tilemap.ts +41 -0
  15. package/runtime/sdk/g2/loop.ts +22 -0
  16. package/runtime/sdk/gl/Body.ts +101 -0
  17. package/runtime/sdk/gl/Camera.ts +40 -0
  18. package/runtime/sdk/gl/Geometry.ts +218 -0
  19. package/runtime/sdk/gl/Light.ts +37 -0
  20. package/runtime/sdk/gl/Material.ts +124 -0
  21. package/runtime/sdk/gl/Mesh.ts +123 -0
  22. package/runtime/sdk/gl/Node.ts +307 -0
  23. package/runtime/sdk/gl/Noise.ts +30 -0
  24. package/runtime/sdk/gl/Particles.ts +185 -0
  25. package/runtime/sdk/gl/Plane.ts +53 -0
  26. package/runtime/sdk/gl/Ray.ts +16 -0
  27. package/runtime/sdk/gl/Scene.ts +179 -0
  28. package/runtime/sdk/gl/Texture.ts +35 -0
  29. package/runtime/sdk/gl/controls.ts +95 -0
  30. package/runtime/sdk/gl/state.ts +6 -0
  31. package/runtime/sdk/gl/touch.ts +56 -0
  32. package/runtime/sdk/inject.ts +72 -0
  33. package/runtime/sdk/math/Mathf.ts +118 -0
  34. package/runtime/sdk/math/mat4.ts +278 -0
  35. package/runtime/sdk/math/quat.ts +232 -0
  36. package/runtime/sdk/math/vec.ts +255 -0
  37. package/runtime/sdk/plugins/qr.ts +36 -0
  38. package/runtime/sdk/runtime/device.ts +33 -0
  39. package/runtime/sdk/runtime/fetch.ts +71 -0
  40. package/runtime/sdk/runtime/files.ts +23 -0
  41. package/runtime/sdk/runtime/input.ts +12 -0
  42. package/runtime/sdk/runtime/media.ts +111 -0
  43. package/runtime/sdk/runtime/misc.ts +12 -0
  44. package/runtime/sdk/runtime/net.ts +36 -0
  45. package/runtime/sdk/runtime/storage.ts +13 -0
  46. package/runtime/sdk/runtime/touch.ts +44 -0
  47. package/runtime/sdk/ui/UI.ts +19 -0
  48. package/runtime/sdk/ui/UIButton.ts +84 -0
  49. package/runtime/sdk/ui/UIContainer.ts +100 -0
  50. package/runtime/sdk/ui/UIImage.ts +68 -0
  51. package/runtime/sdk/ui/UIInput.ts +78 -0
  52. package/runtime/sdk/ui/UINode.ts +342 -0
  53. package/runtime/sdk/ui/UIScreen.ts +122 -0
  54. package/runtime/sdk/ui/UIScrollable.ts +70 -0
  55. package/runtime/sdk/ui/UISpacer.ts +14 -0
  56. package/runtime/sdk/ui/UIText.ts +40 -0
  57. package/runtime/sdk/ui/UIVideo.ts +38 -0
  58. package/runtime/sdk/ui/UIVirtualizedList.ts +222 -0
  59. package/runtime/sdk/ui/UIWidget.ts +97 -0
  60. package/runtime/sdk/ui/fonts.ts +10 -0
  61. package/runtime/sdk/ui/router.ts +73 -0
  62. package/runtime/gl-matrix/common.js +0 -54
  63. package/runtime/gl-matrix/header.js +0 -12
  64. package/runtime/gl-matrix/index.js +0 -11
  65. package/runtime/gl-matrix/mat2.js +0 -425
  66. package/runtime/gl-matrix/mat2d.js +0 -476
  67. package/runtime/gl-matrix/mat3.js +0 -765
  68. package/runtime/gl-matrix/mat4.js +0 -1947
  69. package/runtime/gl-matrix/quat.js +0 -737
  70. package/runtime/gl-matrix/quat2.js +0 -822
  71. package/runtime/gl-matrix/vec2.js +0 -620
  72. package/runtime/gl-matrix/vec3.js +0 -791
  73. package/runtime/gl-matrix/vec4.js +0 -652
  74. package/runtime/worker/animate.js +0 -304
  75. package/runtime/worker/chunk-4ZN32GYS.js +0 -34
  76. package/runtime/worker/chunk-G5ZA3LKB.js +0 -52
  77. package/runtime/worker/chunk-MI3UXE5H.js +0 -1395
  78. package/runtime/worker/creator.js +0 -930
  79. package/runtime/worker/globals.js +0 -208
  80. package/runtime/worker/ui.js +0 -763
  81. package/runtime/worker/utils.js +0 -16
@@ -0,0 +1,73 @@
1
+ // Orthographic camera for a Scene2D. Position/zoom/rotation live natively; `follow` adds a
2
+ // render-synced per-frame update that tracks a node.
3
+
4
+ import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
5
+ import type { Node2D } from "./Node2D"
6
+ import { offUpdate, onUpdate } from "./loop"
7
+
8
+ export type FollowOptions = {
9
+ /** World-space offset added to the target's position. */
10
+ offset?: Vec2Like
11
+ /** 0 = snap (default). >0 = exponential smoothing time constant in seconds (smaller = snappier). */
12
+ smooth?: number
13
+ }
14
+
15
+ export class Camera2D {
16
+ private _x = 0
17
+ private _y = 0
18
+ private _zoom = 1
19
+ private _rotation = 0
20
+
21
+ private _followTarget: Node2D | null = null
22
+ private _followOpts: FollowOptions = {}
23
+ private _followCb: ((dt: number) => void) | null = null
24
+
25
+ private readonly sceneId: number
26
+ constructor(sceneId: number) { this.sceneId = sceneId }
27
+
28
+ get position(): Vec2 { return new Vec2(this._x, this._y) }
29
+ set position(v: Vec2Like) { this._x = cx(v); this._y = cy(v); _creator2d.cameraSetPosition(this.sceneId, this._x, this._y) }
30
+
31
+ get zoom(): number { return this._zoom }
32
+ set zoom(z: number) { this._zoom = z; _creator2d.cameraSetZoom(this.sceneId, z) }
33
+
34
+ get rotation(): number { return this._rotation }
35
+ set rotation(deg: number) { this._rotation = deg; _creator2d.cameraSetRotation(this.sceneId, deg) }
36
+
37
+ screenToWorld(screenX: number, screenY: number): Vec2 {
38
+ const o = _creator2d.cameraScreenToWorld(this.sceneId, screenX, screenY)
39
+ return new Vec2(o[0], o[1])
40
+ }
41
+ worldToScreen(worldX: number, worldY: number): Vec2 {
42
+ const o = _creator2d.cameraWorldToScreen(this.sceneId, worldX, worldY)
43
+ return new Vec2(o[0], o[1])
44
+ }
45
+
46
+ /** Track a node each frame (snaps by default; pass `smooth` for eased follow). */
47
+ follow(node: Node2D, options: FollowOptions = {}): this {
48
+ this._followTarget = node
49
+ this._followOpts = options
50
+ if (this._followCb) return this
51
+ this._followCb = (dt: number) => {
52
+ const t = this._followTarget
53
+ if (!t) return
54
+ const [ ox, oy ] = this._followOpts.offset ?? [ 0, 0 ]
55
+ const tx = t.x + ox
56
+ const ty = t.y + oy
57
+ const s = this._followOpts.smooth ?? 0
58
+ if (s > 0) {
59
+ const k = 1 - Math.exp(-dt / s)
60
+ this.position = [ this._x + (tx - this._x) * k, this._y + (ty - this._y) * k ]
61
+ } else {
62
+ this.position = [ tx, ty ]
63
+ }
64
+ }
65
+ onUpdate(this._followCb)
66
+ return this
67
+ }
68
+
69
+ unfollow(): void {
70
+ this._followTarget = null
71
+ if (this._followCb) { offUpdate(this._followCb); this._followCb = null }
72
+ }
73
+ }
@@ -0,0 +1,104 @@
1
+ // Base 2D scene node — an empty transform. Sprite and Tilemap extend it, so every node operation
2
+ // (position, layer, visibility, events) works on them. Native (creator-2d) owns the authoritative
3
+ // transform; JS is the sole writer (no 2D physics yet) so a local cache makes reads free.
4
+ //
5
+ // Empty Node2Ds are useful as: grouping parents, world-space markers/spawn points, and trigger /
6
+ // logic objects you attach a .collider() to.
7
+
8
+ import { Emitter } from "../core/events"
9
+ import { Registry } from "../core/registry"
10
+ import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
11
+
12
+ // re-exported so existing `import { Vec2 } from "./Node2D"` sites keep working; the canonical home is math/.
13
+ export { Vec2, type Vec2Like }
14
+
15
+ export type Node2DEvents = {
16
+ /** A looping animation clip wrapped around (fires each loop). */
17
+ loopReached: (clip: string) => void
18
+ /** A non-looping animation clip finished. */
19
+ completed: (clip: string) => void
20
+ /** A collider overlap began / ended (deferred — native 2D triggers are not built yet). */
21
+ enter: (other: Node2D) => void
22
+ exit: (other: Node2D) => void
23
+ }
24
+
25
+ /** id → Node2D, so host callbacks (animation events) route back to the owning JS object. */
26
+ export const node2dRegistry = new Registry<Node2D>()
27
+
28
+ export type ColliderOptions = {
29
+ /** Box half-extents (world units). Defaults to the sprite size when omitted. */
30
+ size?: Vec2Like
31
+ /** Center offset. */
32
+ offset?: Vec2Like
33
+ /** Report overlaps via 'enter'/'exit' instead of blocking (always true for now). */
34
+ trigger?: boolean
35
+ }
36
+
37
+ export class Node2D extends Emitter<Node2DEvents> {
38
+ /** Native entity handle. */
39
+ readonly id: number
40
+
41
+ protected _x = 0
42
+ protected _y = 0
43
+ protected _rotation = 0
44
+ protected _sx = 1
45
+ protected _sy = 1
46
+ protected _layer = 0
47
+ protected _z = 0
48
+ protected _visible = true
49
+
50
+ constructor(internalId?: number) {
51
+ super()
52
+ this.id = internalId ?? _creator2d.createEntity()
53
+ node2dRegistry.set(this.id, this)
54
+ }
55
+
56
+ // --- transform (Y-up world; at zoom 1, units == pixels) ---
57
+ get x(): number { return this._x }
58
+ set x(v: number) { this._x = v; _creator2d.setPosition(this.id, v, this._y) }
59
+ get y(): number { return this._y }
60
+ set y(v: number) { this._y = v; _creator2d.setPosition(this.id, this._x, v) }
61
+
62
+ get position(): Vec2 { return new Vec2(this._x, this._y) }
63
+ set position(v: Vec2Like) { this._x = cx(v); this._y = cy(v); _creator2d.setPosition(this.id, this._x, this._y) }
64
+
65
+ /** Rotation in degrees (CCW). */
66
+ get rotation(): number { return this._rotation }
67
+ set rotation(deg: number) { this._rotation = deg; _creator2d.setRotation(this.id, deg) }
68
+
69
+ get scale(): Vec2 { return new Vec2(this._sx, this._sy) }
70
+ set scale(v: Vec2Like | number) {
71
+ const sx = typeof v === "number" ? v : cx(v)
72
+ const sy = typeof v === "number" ? v : cy(v)
73
+ this._sx = sx; this._sy = sy
74
+ _creator2d.setScale(this.id, sx, sy)
75
+ }
76
+
77
+ /** Draw layer (int). Higher layers render on top. */
78
+ get layer(): number { return this._layer }
79
+ set layer(v: number) { this._layer = v; _creator2d.setLayer(this.id, v) }
80
+
81
+ /** Intra-layer depth for non-Y-sorted layers (higher z = on top). */
82
+ get z(): number { return this._z }
83
+ set z(v: number) { this._z = v; _creator2d.setZ(this.id, v) }
84
+
85
+ get visible(): boolean { return this._visible }
86
+ set visible(v: boolean) { this._visible = v; _creator2d.setVisible(this.id, v) }
87
+
88
+ /**
89
+ * Attach a collider for overlap detection. DEFERRED: native 2D physics/triggers are not built yet,
90
+ * so this records intent and is a no-op until the engine lands — the 'enter'/'exit' events won't
91
+ * fire. The API is here so game code that uses it compiles and stays stable.
92
+ */
93
+ collider(_options: ColliderOptions = {}): this {
94
+ return this
95
+ }
96
+
97
+ /** @internal — overridden by Sprite to translate native clip ids into named animation events. */
98
+ _dispatchAnimEvent(_clipId: number, _type: number): void {}
99
+
100
+ destroy(): void {
101
+ node2dRegistry.delete(this.id)
102
+ _creator2d.destroyEntity(this.id)
103
+ }
104
+ }
@@ -0,0 +1,73 @@
1
+ // A 2D scene: a draw set + an orthographic Camera2D. Opening a scene asks the host to bring up the
2
+ // 2D engine and starts its RAF loop; only the active scene renders. Grown from the Phase 0 seed.
3
+
4
+ import { Color, type ColorInput } from "../core/color"
5
+ import { Camera2D } from "./Camera2D"
6
+ import type { Node2D } from "./Node2D"
7
+
8
+ export type Scene2DOptions = {
9
+ /** Background color — '#10131a', 0x10131a, or [r,g,b]/[r,g,b,a] in 0..1. */
10
+ background?: ColorInput
11
+ }
12
+
13
+ /** Returned by scene2d.layer(n); chain .ySort() to enable top-down depth sorting for that layer. */
14
+ class LayerHandle {
15
+ private readonly sceneId: number
16
+ private readonly layer: number
17
+ constructor(sceneId: number, layer: number) { this.sceneId = sceneId; this.layer = layer }
18
+ /** In this layer, lower-on-screen sprites overlap higher ones (top-down feet sorting). */
19
+ ySort(enabled = true): this {
20
+ _creator2d.setLayerYSort(this.sceneId, this.layer, enabled)
21
+ return this
22
+ }
23
+ }
24
+
25
+ export class Scene2D {
26
+ /** Native scene handle. */
27
+ readonly id: number
28
+ readonly camera: Camera2D
29
+
30
+ private static _active: Scene2D | null = null
31
+ static get active(): Scene2D | null { return Scene2D._active }
32
+
33
+ constructor(options: Scene2DOptions = {}) {
34
+ this.id = _creator2d.createScene()
35
+ this.camera = new Camera2D(this.id)
36
+ if (options.background !== undefined) this.background = options.background
37
+ }
38
+
39
+ set background(color: ColorInput) {
40
+ const [ r, g, b, a ] = Color.toRgba01(color)
41
+ _creator2d.sceneSetClearColor(this.id, r, g, b, a)
42
+ }
43
+
44
+ /** Address a draw layer to configure it, e.g. scene2d.layer(1).ySort(). */
45
+ layer(n: number): LayerHandle {
46
+ return new LayerHandle(this.id, n)
47
+ }
48
+
49
+ add(...nodes: Node2D[]): this {
50
+ for (const n of nodes) _creator2d.addEntityToScene(this.id, n.id)
51
+ return this
52
+ }
53
+ remove(...nodes: Node2D[]): this {
54
+ for (const n of nodes) _creator2d.removeEntityFromScene(this.id, n.id)
55
+ return this
56
+ }
57
+
58
+ /** Make this the active scene (brings up the 2D engine on the canvas; closes any other). */
59
+ open(): this {
60
+ _creator2d.openScene(this.id)
61
+ Scene2D._active = this
62
+ return this
63
+ }
64
+ close(): this {
65
+ _creator2d.closeScene()
66
+ if (Scene2D._active === this) Scene2D._active = null
67
+ return this
68
+ }
69
+ destroy(): void {
70
+ this.close()
71
+ _creator2d.destroyScene(this.id)
72
+ }
73
+ }
@@ -0,0 +1,164 @@
1
+ // A textured 2D node. Cheap setters proxy straight to the native sprite; the data lives in
2
+ // creator-2d. Sprite-sheet animation is built in as chainable methods (no separate component):
3
+ // new Sprite({ texture }).clips({ size: [32, 48], idle: [0,1,2,3], walk: [4,5,6,7] }).play('idle')
4
+
5
+ import { Color, type ColorInput } from "../core/color"
6
+ import { Vec2, type Vec2Like } from "../math/vec"
7
+ import { ensureAnimEvents } from "./loop"
8
+ import { Node2D } from "./Node2D"
9
+ import type { Texture2D } from "./Texture2D"
10
+
11
+ export type SpriteOptions = {
12
+ texture?: Texture2D
13
+ /** Pivot, [0,0] = top-left .. [1,1] = bottom-right. Use [0.5, 1] (feet) for Y-sorted depth. */
14
+ anchor?: Vec2Like
15
+ /** World size; defaults to the texture's pixel dimensions (or the clip frame size once set). */
16
+ size?: Vec2Like
17
+ /** Normalized UV sub-rect [u0,v0,u1,v1]. */
18
+ frame?: [number, number, number, number]
19
+ /** Tint multiplied with the texture. */
20
+ color?: ColorInput
21
+ opacity?: number
22
+ layer?: number
23
+ position?: Vec2Like
24
+ }
25
+
26
+ /** Per-clip frame list, or an object for per-clip fps/loop overrides. */
27
+ export type Clip = number[] | { frames: number[], fps?: number, loop?: boolean }
28
+
29
+ /** Animation definition: the grid frame size + named clips (+ optional shared fps/loop defaults). */
30
+ export type SpriteClips = {
31
+ /** Grid cell size in texture pixels. */
32
+ size: [number, number]
33
+ /** Default fps for clips that don't override it (default 12). */
34
+ fps?: number
35
+ /** Default loop for clips that don't override it (default true). */
36
+ loop?: boolean
37
+ [clip: string]: Clip | [number, number] | number | boolean | undefined
38
+ }
39
+
40
+ export class Sprite extends Node2D {
41
+ private _texture?: Texture2D
42
+ private _anchor = new Vec2(0.5, 0.5)
43
+ private _color: ColorInput = 0xffffff
44
+ private _opacity = 1
45
+ private _flipX = false
46
+ private _flipY = false
47
+ private _size: Vec2 | null = null
48
+
49
+ private _clipIds: Record<string, number> = {}
50
+ private _clipNames: Record<number, string> = {}
51
+ private _current: string | null = null
52
+
53
+ constructor(options: SpriteOptions = {}) {
54
+ super()
55
+ if (options.texture) this.texture = options.texture
56
+ if (options.size) this.size = options.size
57
+ if (options.anchor) this.anchor = options.anchor
58
+ if (options.frame) this.frame = options.frame
59
+ if (options.color !== undefined) this.color = options.color
60
+ if (options.opacity !== undefined) this.opacity = options.opacity
61
+ if (options.layer !== undefined) this.layer = options.layer
62
+ if (options.position) this.position = options.position
63
+ }
64
+
65
+ get texture(): Texture2D | undefined { return this._texture }
66
+ set texture(t: Texture2D | undefined) {
67
+ this._texture = t
68
+ if (!t) return
69
+ _creator2d.setSprite(this.id, t.id) // native resets UV + size to the full texture
70
+ if (this._size) _creator2d.setSpriteSize(this.id, this._size.x, this._size.y)
71
+ }
72
+
73
+ /** Current world size: explicit override if set, else the texture's pixel dimensions. */
74
+ get size(): Vec2 { return this._size ?? (this._texture ? new Vec2(this._texture.width, this._texture.height) : new Vec2(0, 0)) }
75
+ set size(v: Vec2Like) { this._size = new Vec2(v); _creator2d.setSpriteSize(this.id, this._size.x, this._size.y) }
76
+
77
+ get anchor(): Vec2 { return this._anchor.clone() }
78
+ set anchor(v: Vec2Like) { this._anchor = new Vec2(v); _creator2d.setSpriteAnchor(this.id, this._anchor.x, this._anchor.y) }
79
+
80
+ /** Set the UV sub-rect (normalized). */
81
+ set frame(uv: [number, number, number, number]) { _creator2d.setSpriteFrame(this.id, uv[0], uv[1], uv[2], uv[3]) }
82
+ /** Set the sub-rect in texture pixels. */
83
+ setFramePx(px: number, py: number, pw: number, ph: number): this {
84
+ _creator2d.setSpriteFramePx(this.id, px, py, pw, ph)
85
+ return this
86
+ }
87
+
88
+ get color(): ColorInput { return this._color }
89
+ set color(c: ColorInput) { this._color = c; const [ r, g, b ] = Color.toRgb01(c); _creator2d.setSpriteColor(this.id, r, g, b) }
90
+
91
+ get opacity(): number { return this._opacity }
92
+ set opacity(a: number) { this._opacity = a; _creator2d.setSpriteOpacity(this.id, a) }
93
+
94
+ get flipX(): boolean { return this._flipX }
95
+ set flipX(v: boolean) { this._flipX = v; _creator2d.setSpriteFlip(this.id, v, this._flipY) }
96
+ get flipY(): boolean { return this._flipY }
97
+ set flipY(v: boolean) { this._flipY = v; _creator2d.setSpriteFlip(this.id, this._flipX, v) }
98
+
99
+ // --- animation (chainable) ---
100
+
101
+ /**
102
+ * Define named sprite-sheet clips from a uniform grid. Frame indices are row-major into the grid.
103
+ * Sets the sprite's display size to one cell. Once defined, clips advance entirely in native code.
104
+ */
105
+ clips(def: SpriteClips): this {
106
+ const tex = this._texture
107
+ if (!tex) throw new Error("Sprite.clips(): set a texture before defining clips")
108
+ const [ fw, fh ] = def.size
109
+ const defFps = typeof def.fps === "number" ? def.fps : 12
110
+ const defLoop = typeof def.loop === "boolean" ? def.loop : true
111
+ const cols = Math.max(1, Math.floor(tex.width / fw))
112
+
113
+ for (const name of Object.keys(def)) {
114
+ if (name === "size" || name === "fps" || name === "loop") continue
115
+ const value = def[name] as Clip
116
+ const indices = Array.isArray(value) ? value : value.frames
117
+ const fps = Array.isArray(value) ? defFps : (value.fps ?? defFps)
118
+ const loop = Array.isArray(value) ? defLoop : (value.loop ?? defLoop)
119
+
120
+ const frames = new Float32Array(indices.length * 4)
121
+ indices.forEach((idx, i) => {
122
+ const cx = (idx % cols) * fw
123
+ const cy = Math.floor(idx / cols) * fh
124
+ frames[i * 4 + 0] = cx / tex.width
125
+ frames[i * 4 + 1] = cy / tex.height
126
+ frames[i * 4 + 2] = (cx + fw) / tex.width
127
+ frames[i * 4 + 3] = (cy + fh) / tex.height
128
+ })
129
+ const clipId = _creator2d.defineAnimation(this.id, frames, fps, loop)
130
+ this._clipIds[name] = clipId
131
+ this._clipNames[clipId] = name
132
+ }
133
+
134
+ if (!this._size) _creator2d.setSpriteSize(this.id, fw, fh)
135
+ ensureAnimEvents()
136
+ return this
137
+ }
138
+
139
+ /** Play a clip by name. Re-playing the active clip is a no-op (keeps it running smoothly). */
140
+ play(name: string): this {
141
+ const id = this._clipIds[name]
142
+ if (id === undefined) throw new Error(`Sprite.play(): unknown clip "${name}"`)
143
+ if (this._current === name) return this
144
+ this._current = name
145
+ _creator2d.playAnimation(this.id, id)
146
+ return this
147
+ }
148
+
149
+ stop(): this {
150
+ this._current = null
151
+ _creator2d.stopAnimation(this.id)
152
+ return this
153
+ }
154
+
155
+ set animationSpeed(value: number) { _creator2d.setAnimationSpeed(this.id, value) }
156
+ get currentClip(): string | null { return this._current }
157
+ get animationFrame(): number { return _creator2d.getAnimationFrame(this.id) }
158
+
159
+ /** @internal — translate a native clip id back to its name and emit the animation event. */
160
+ override _dispatchAnimEvent(clipId: number, type: number): void {
161
+ const name = this._clipNames[clipId] ?? ""
162
+ this.dispatch(type === 1 ? "completed" : "loopReached", name)
163
+ }
164
+ }
@@ -0,0 +1,37 @@
1
+ // A GPU texture decoded natively by creator-2d (stb_image). Load from a URL (or an already-fetched
2
+ // response); the raw file bytes are handed to the engine, which decodes + uploads them.
3
+
4
+ // Internal SDK code imports injected globals explicitly (the bare-global inject is only for USER
5
+ // code; here `fetch` would otherwise resolve to the node/bun ambient one).
6
+ import { fetch, type FetchResponse } from "../runtime/fetch"
7
+
8
+ export class Texture2D {
9
+ /** Native texture handle. */
10
+ readonly id: number
11
+ readonly width: number
12
+ readonly height: number
13
+
14
+ constructor(id: number, width: number, height: number) {
15
+ this.id = id
16
+ this.width = width
17
+ this.height = height
18
+ }
19
+
20
+ static load(source: string | FetchResponse): Promise<Texture2D> {
21
+ if (typeof source === "string") {
22
+ return fetch(source, { useOnce: true }).then((resp) => {
23
+ if (resp.status >= 400) {
24
+ return Promise.reject(new Error(`Failed to fetch texture from ${source}. HTTP ${resp.status}`))
25
+ }
26
+ return Texture2D.load(resp)
27
+ })
28
+ }
29
+ return new Promise<Texture2D>((resolve, reject) => {
30
+ _creator2d.createTexture((source as any).id ?? (source as any)._id, (id, w, h) => resolve(new Texture2D(id, w, h)), reject)
31
+ })
32
+ }
33
+
34
+ destroy(): void {
35
+ _creator2d.destroyTexture(this.id)
36
+ }
37
+ }
@@ -0,0 +1,41 @@
1
+ // A tilemap node. The grid is uploaded once and rendered natively with per-frame view culling; the
2
+ // node's position is the bottom-left of the map. Edit cells with setTile.
3
+
4
+ import { Node2D } from "./Node2D"
5
+ import type { Texture2D } from "./Texture2D"
6
+
7
+ export type TilemapOptions = {
8
+ texture: Texture2D
9
+ /** Map grid size (in tiles). */
10
+ cols: number
11
+ rows: number
12
+ /** On-screen cell size in world units — a single number (square) or [w, h]. */
13
+ tile: number | [number, number]
14
+ /** Atlas grid: how the texture is sliced into tiles, [atlasCols, atlasRows]. */
15
+ atlas: [number, number]
16
+ /** Row-major tile indices into the atlas (-1 = empty), length cols*rows. Row 0 is the top row. */
17
+ data: number[] | Int32Array
18
+ }
19
+
20
+ export class Tilemap extends Node2D {
21
+ readonly cols: number
22
+ readonly rows: number
23
+
24
+ constructor(options: TilemapOptions) {
25
+ const data = options.data instanceof Int32Array ? options.data : Int32Array.from(options.data)
26
+ const tileW = typeof options.tile === "number" ? options.tile : options.tile[0]
27
+ const tileH = typeof options.tile === "number" ? options.tile : options.tile[1]
28
+ const [ atlasCols, atlasRows ] = options.atlas
29
+ const id = _creator2d.createTilemap(
30
+ options.texture.id, options.cols, options.rows, tileW, tileH, atlasCols, atlasRows, data,
31
+ )
32
+ super(id) // wrap the native tilemap entity
33
+ this.cols = options.cols
34
+ this.rows = options.rows
35
+ }
36
+
37
+ setTile(x: number, y: number, index: number): this {
38
+ _creator2d.setTile(this.id, x, y, index)
39
+ return this
40
+ }
41
+ }
@@ -0,0 +1,22 @@
1
+ // Internal per-frame plumbing for the 2D engine. NOT user-facing — user game logic uses the host
2
+ // `setLoop` global. `onUpdate` taps the engine's render-synced pre-frame hook (_creator2d.onUpdate),
3
+ // used by camera.follow so the camera moves in lockstep with the native render (no 1-frame lag).
4
+ //
5
+ // Both registrations are lazy (first use) so a 2D project that never follows a camera or animates a
6
+ // sprite pulls none of this in.
7
+
8
+ import { node2dRegistry } from "./Node2D"
9
+
10
+ export const onUpdate = (callback: (dt: number) => void): void => _creator2d.onUpdate(callback)
11
+ export const offUpdate = (callback: (dt: number) => void): void => _creator2d.offUpdate(callback)
12
+
13
+ // Route native animation events (queued in C++, drained once per frame) to the owning node, which
14
+ // translates the native clip id to a clip name and emits 'loopReached' / 'completed'.
15
+ let animEventsRegistered = false
16
+ export const ensureAnimEvents = (): void => {
17
+ if (animEventsRegistered) return
18
+ animEventsRegistered = true
19
+ _creator2d.setOnAnimEvent(({ entityId, clipId, type }) => {
20
+ node2dRegistry.get(entityId)?._dispatchAnimEvent(clipId, type)
21
+ })
22
+ }
@@ -0,0 +1,101 @@
1
+ // Physics handle for a Node, backed by a JoltPhysics body in creator-gl. Created by node.physics();
2
+ // reached as node.body. Ported from worker/src/components/RigidBody.ts.
3
+ //
4
+ // For a `dynamic` body, physics OWNS the transform — do NOT set node.position per frame; drive it
5
+ // via velocity / applyImpulse. Reading node.position is free (native already wrote it). Kinematic
6
+ // bodies are driven with moveTo.
7
+
8
+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
9
+ import type { Node } from "./Node"
10
+
11
+ export type MotionType = "static" | "dynamic" | "kinematic"
12
+ const MOTION: Record<MotionType, number> = { static: 0, kinematic: 1, dynamic: 2 }
13
+
14
+ export type BodyShape =
15
+ | { type: "auto" }
16
+ | { type: "box", halfExtents: Vec3Like }
17
+ | { type: "sphere", radius: number }
18
+ | { type: "cylinder", halfHeight: number, radius: number }
19
+
20
+ export type PhysicsOptions = {
21
+ /** Default "dynamic". */
22
+ motion?: MotionType
23
+ /** Mass in kg for dynamic bodies (default 1). Ignored for static/kinematic. */
24
+ mass?: number
25
+ /** Default { type: "auto" } — a box from the mesh AABB × world scale. */
26
+ shape?: BodyShape
27
+ }
28
+
29
+ export class Body {
30
+ private _bodyId = 0
31
+ private readonly _motion: MotionType
32
+
33
+ constructor(node: Node, options: PhysicsOptions = {}) {
34
+ this._motion = options.motion ?? "dynamic"
35
+ const mass = options.mass ?? 1
36
+
37
+ // No physics in this build (CREATOR_GL_PHYSICS=OFF) → bodyId stays 0; all methods no-op.
38
+ if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
39
+
40
+ const motion = MOTION[this._motion]
41
+ const shape = resolveShape(node, options.shape ?? { type: "auto" })
42
+ if (shape.type === "sphere") {
43
+ this._bodyId = _creator.physicsCreateSphere(node.id, shape.radius, motion, mass)
44
+ } else if (shape.type === "cylinder") {
45
+ this._bodyId = _creator.physicsCreateCylinder(node.id, shape.halfHeight, shape.radius, motion, mass)
46
+ } else {
47
+ this._bodyId = _creator.physicsCreateBox(node.id, cx(shape.halfExtents), cy(shape.halfExtents), cz(shape.halfExtents), motion, mass)
48
+ }
49
+ }
50
+
51
+ /** Native Jolt body id. 0 until assigned, or if the build has no physics support. */
52
+ get id(): number { return this._bodyId }
53
+ get motion(): MotionType { return this._motion }
54
+
55
+ /** Linear velocity in world units/second (fresh Vec3 on read). */
56
+ get velocity(): Vec3 {
57
+ const out = new Float32Array(3)
58
+ if (this._bodyId) _creator.physicsGetLinearVelocity(this._bodyId, out)
59
+ return new Vec3(out[0], out[1], out[2])
60
+ }
61
+ set velocity(v: Vec3Like) {
62
+ if (this._bodyId) _creator.physicsSetLinearVelocity(this._bodyId, cx(v), cy(v), cz(v))
63
+ }
64
+
65
+ /** Apply an instantaneous impulse (kg·m/s) and wake the body. */
66
+ applyImpulse(v: Vec3Like): this {
67
+ if (this._bodyId) _creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
68
+ return this
69
+ }
70
+
71
+ /** Teleport / drive a kinematic (or dynamic) body to a world position. */
72
+ moveTo(p: Vec3Like): this {
73
+ if (this._bodyId) _creator.physicsSetBodyPosition(this._bodyId, cx(p), cy(p), cz(p))
74
+ return this
75
+ }
76
+
77
+ /** Remove the body from the simulation. */
78
+ remove(): void {
79
+ if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
80
+ }
81
+ }
82
+
83
+ // Resolve "auto" to a box from the mesh AABB × world scale (so the physical box matches the rendered
84
+ // size). Falls back to a unit box if there is no geometry.
85
+ const resolveShape = (node: Node, shape: BodyShape): Exclude<BodyShape, { type: "auto" }> => {
86
+ if (shape.type !== "auto") return shape
87
+ const scale = node.worldScale
88
+ let hx = 0.5, hy = 0.5, hz = 0.5
89
+ const geom = node.geometry
90
+ if (geom) {
91
+ const v = geom.vertices
92
+ let minX = Infinity, minY = Infinity, minZ = Infinity, maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity
93
+ for (let i = 0; i + 2 < v.length; i += 3) {
94
+ if (v[i] < minX) minX = v[i]; if (v[i] > maxX) maxX = v[i]
95
+ if (v[i + 1] < minY) minY = v[i + 1]; if (v[i + 1] > maxY) maxY = v[i + 1]
96
+ if (v[i + 2] < minZ) minZ = v[i + 2]; if (v[i + 2] > maxZ) maxZ = v[i + 2]
97
+ }
98
+ hx = (maxX - minX) * 0.5; hy = (maxY - minY) * 0.5; hz = (maxZ - minZ) * 0.5
99
+ }
100
+ return { type: "box", halfExtents: [ hx * scale.x, hy * scale.y, hz * scale.z ] }
101
+ }
@@ -0,0 +1,40 @@
1
+ // The scene camera — a Node (so position / lookAt / transform all work) plus projection reads and
2
+ // screen↔world ray helpers. Created and attached by Scene. Ported from worker/src/components/Camera.ts.
3
+
4
+ import { Vec3 } from "../math/vec"
5
+ import { Node } from "./Node"
6
+ import { Ray } from "./Ray"
7
+
8
+ export class Camera extends Node {
9
+ private _sceneId = -1
10
+ /** Live projection matrix (updated by the host when the viewport/fov changes). */
11
+ readonly projectionMatrix = new Float32Array(16)
12
+
13
+ /** @internal — Scene wires the camera to its native scene id + projection callback. */
14
+ _attach(sceneId: number): void {
15
+ this._sceneId = sceneId
16
+ _creator.attachCameraToAR(sceneId, this.id, (mat) => {
17
+ for (let i = 0; i < 16; i++) this.projectionMatrix[i] = mat[i]
18
+ })
19
+ }
20
+
21
+ get fov(): number { return _creator.getCameraFov(this._sceneId, 0) }
22
+ get horizontalFov(): number { return _creator.getCameraFov(this._sceneId, 1) }
23
+ get displaySize(): [number, number] {
24
+ const s = _creator.getDisplaySize()
25
+ return [ s[0], s[1] ]
26
+ }
27
+
28
+ /** World-space ray direction through a screen pixel. */
29
+ getViewDirection(screenX: number, screenY: number): Vec3 {
30
+ if (this._sceneId < 0) throw new Error("Camera is not attached to a scene")
31
+ const v = new Float32Array(3)
32
+ _creator.getCameraViewDirection(this._sceneId, screenX, screenY, v)
33
+ return new Vec3(v[0], v[1], v[2])
34
+ }
35
+
36
+ /** A pick ray from the camera through a screen pixel. */
37
+ getRay(screenX: number, screenY: number): Ray {
38
+ return new Ray(this.worldPosition, this.getViewDirection(screenX, screenY))
39
+ }
40
+ }