lecodes-cli 0.1.7 → 0.2.0
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/README.md +7 -1
- package/dist/index.js +67 -101
- package/package.json +4 -5
- package/runtime/sdk/core/Aspect.ts +151 -0
- package/runtime/sdk/g2/Camera2D.ts +3 -43
- package/runtime/sdk/g2/CharacterController2D.ts +75 -0
- package/runtime/sdk/g2/Node2D.ts +117 -27
- package/runtime/sdk/g2/Physics2D.ts +126 -0
- package/runtime/sdk/g2/Scene2D.ts +29 -1
- package/runtime/sdk/g2/Shape.ts +63 -0
- package/runtime/sdk/g2/Sprite.ts +3 -88
- package/runtime/sdk/g2/SpriteAnimation.ts +90 -0
- package/runtime/sdk/g2/Trigger.ts +47 -0
- package/runtime/sdk/g2/loop.ts +20 -3
- package/runtime/sdk/g2/touch.ts +83 -0
- package/runtime/sdk/gl/Collider.ts +29 -0
- package/runtime/sdk/gl/Mesh.ts +2 -25
- package/runtime/sdk/gl/Model.ts +40 -0
- package/runtime/sdk/gl/ModelAnimation.ts +64 -0
- package/runtime/sdk/gl/Node.ts +13 -86
- package/runtime/sdk/gl/{Body.ts → Physics.ts} +18 -24
- package/runtime/sdk/inject.ts +13 -0
- package/runtime/sdk/runtime/touch.ts +6 -0
package/runtime/sdk/g2/Node2D.ts
CHANGED
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@@ -1,13 +1,19 @@
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// Base 2D scene node — an empty transform. Sprite and Tilemap extend it, so every node operation
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// (position, layer, visibility, events) works on them. Native (creator-2d) owns the authoritative
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// transform
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// transform. JS caches it for free reads (JS is normally the sole writer); the exception is a node
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// driven by a dynamic/kinematic Physics2D body — there the native physics step also writes the
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// transform, so such nodes are flagged `_physicsDriven` and their transform getters sync the cache
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// from native first (lazy: only on read, only for moving bodies). So node.position stays correct
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// under physics without any per-frame bookkeeping.
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//
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// Empty Node2Ds are useful as: grouping parents, world-space markers/spawn points, and
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//
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// Empty Node2Ds are useful as: grouping parents, world-space markers/spawn points, and physics /
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// trigger objects — attach a Shape (geometry) plus a Physics2D (rigid body) or Trigger (sensor).
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import {
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import { AspectHost } from "../core/Aspect"
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import { Registry } from "../core/registry"
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import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
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import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
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import { ensurePointerEvents } from "./touch"
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// re-exported so existing `import { Vec2 } from "./Node2D"` sites keep working; the canonical home is math/.
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export { Vec2, type Vec2Like }
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@@ -17,24 +23,19 @@ export type Node2DEvents = {
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loopReached: (clip: string) => void
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/** A non-looping animation clip finished. */
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completed: (clip: string) => void
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/** A
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/** A physics contact / sensor overlap began / ended (the other node). */
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enter: (other: Node2D) => void
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exit: (other: Node2D) => void
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/** Pointer up over this node's Physics2D shape (a tap/click). */
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click: (ev: ClickEvent<Node2D | null>) => void
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/** Pointer down on this node's Physics2D shape. Call ev.track(...) to capture the drag. */
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touchstart: (ev: TouchStartEvent<Node2D | null>) => void
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}
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/** id → Node2D, so host callbacks (animation events) route back to the owning JS object. */
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export const node2dRegistry = new Registry<Node2D>()
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export
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/** Box half-extents (world units). Defaults to the sprite size when omitted. */
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size?: Vec2Like
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/** Center offset. */
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offset?: Vec2Like
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/** Report overlaps via 'enter'/'exit' instead of blocking (always true for now). */
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trigger?: boolean
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}
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export class Node2D extends Emitter<Node2DEvents> {
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export class Node2D extends AspectHost<Node2DEvents> {
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/** Native entity handle. */
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readonly id: number
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@@ -47,23 +48,34 @@ export class Node2D extends Emitter<Node2DEvents> {
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protected _z = 0
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protected _visible = true
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/** @internal — set by Physics2D for a dynamic/kinematic body: the native step owns this node's
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* transform, so the transform getters re-sync the cache from native before returning. */
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_physicsDriven = false
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private _parent: Node2D | null = null
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private _children: Node2D[] = []
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constructor(internalId?: number) {
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super()
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this.id = internalId ?? _creator2d.createEntity()
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node2dRegistry.set(this.id, this)
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}
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// --- transform (Y-up
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set y(v: number) { this._y = v; _creator2d.setPosition(this.id, this._x, v) }
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// --- transform (Y-up, LOCAL to the parent; at zoom 1, units == logical pixels) ---
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// Pull the native transform into the cache iff physics owns it. No-op for the common case (plain
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// nodes keep free reads); one native read for a moving body, and only when actually read.
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private _pull(): void { if (this._physicsDriven) this._syncLocalFromNative() }
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get
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get x(): number { this._pull(); return this._x }
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set x(v: number) { this._pull(); this._x = v; _creator2d.setPosition(this.id, v, this._y) }
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get y(): number { this._pull(); return this._y }
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set y(v: number) { this._pull(); this._y = v; _creator2d.setPosition(this.id, this._x, v) }
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get position(): Vec2 { this._pull(); return new Vec2(this._x, this._y) }
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set position(v: Vec2Like) { this._x = cx(v); this._y = cy(v); _creator2d.setPosition(this.id, this._x, this._y) }
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/** Rotation in degrees (CCW). */
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get rotation(): number { return this._rotation }
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get rotation(): number { this._pull(); return this._rotation }
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set rotation(deg: number) { this._rotation = deg; _creator2d.setRotation(this.id, deg) }
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get scale(): Vec2 { return new Vec2(this._sx, this._sy) }
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@@ -85,20 +97,98 @@ export class Node2D extends Emitter<Node2DEvents> {
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get visible(): boolean { return this._visible }
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set visible(v: boolean) { this._visible = v; _creator2d.setVisible(this.id, v) }
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// --- hierarchy (parent/child; transforms above are LOCAL to the parent) ---
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get parent(): Node2D | null { return this._parent }
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set parent(p: Node2D | null) { this.setParent(p) }
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get children(): readonly Node2D[] { return this._children }
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/** Attach children to this node (each keeps its current world transform). Returns this. */
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add(...children: Node2D[]): this {
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for (const c of children) c.setParent(this)
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return this
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}
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/** Detach a direct child (reparents it to root, keeping its world transform). Returns this. */
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remove(child: Node2D): this {
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if (child._parent === this) child.setParent(null)
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return this
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}
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/**
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*
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*
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*
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* Reparent this node. `keepWorld` (default true) recomputes the local transform so the on-screen
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* position/rotation/scale is unchanged; pass false to keep the local transform and move with the
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* new parent. Self/descendant parents are rejected natively (no cycles).
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*/
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setParent(parent: Node2D | null, keepWorld = true): this {
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if (parent === this) return this
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if (this._parent) {
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const arr = this._parent._children
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const i = arr.indexOf(this)
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if (i >= 0) arr.splice(i, 1)
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}
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this._parent = parent
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if (parent) parent._children.push(this)
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_creator2d.setParent(this.id, parent?.id ?? 0, keepWorld)
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if (keepWorld) this._syncLocalFromNative() // native recomputed our local transform
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return this
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}
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/**
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/** World-space position (composes all ancestors). */
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get worldPosition(): Vec2 {
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const o = _creator2d.getWorldPosition(this.id)
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return new Vec2(o[0], o[1])
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}
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/** Convert a world-space point into this node's local space (and back). */
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worldToLocal(p: Vec2Like): Vec2 {
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const o = _creator2d.worldToLocal(this.id, cx(p), cy(p))
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return new Vec2(o[0], o[1])
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}
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localToWorld(p: Vec2Like): Vec2 {
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const o = _creator2d.localToWorld(this.id, cx(p), cy(p))
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return new Vec2(o[0], o[1])
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}
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private _syncLocalFromNative(): void {
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const t = _creator2d.getLocalTransform(this.id) // [x, y, rotDeg, sx, sy]
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this._x = t[0]; this._y = t[1]; this._rotation = t[2]; this._sx = t[3]; this._sy = t[4]
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}
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/** @internal — host animation events route here by id; the SpriteAnimation aspect installs an
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* instance override that translates clip ids to names and emits 'loopReached' / 'completed'. */
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_dispatchAnimEvent(_clipId: number, _type: number): void {}
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/** @internal — emit a translated animation event (the SpriteAnimation aspect can't reach the
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* protected dispatch directly). */
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_emitAnim(channel: "loopReached" | "completed", clip: string): void { this.dispatch(channel, clip) }
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/** @internal — physics contact/sensor events route here (loop.ts) → the node's 'enter'/'exit'. */
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_emitCollision(channel: "enter" | "exit", other: Node2D): void { this.dispatch(channel, other) }
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// Lazily register the host pointer callback when the first click/touchstart listener is added.
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override addEventListener<K extends keyof Node2DEvents>(channel: K, callback: Node2DEvents[K]): void {
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if (channel === "click" || channel === "touchstart") ensurePointerEvents()
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super.addEventListener(channel, callback)
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}
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/** @internal — the pointer system (g2/touch.ts) fires click/touchstart here. */
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_dispatchEvent<K extends keyof Node2DEvents>(channel: K, ...args: Parameters<Node2DEvents[K]>): void {
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this.dispatch(channel, ...args)
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}
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destroy(): void {
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// Detach from parent; native reparents our children to root (keepWorld), so resync their caches.
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if (this._parent) {
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const arr = this._parent._children
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const i = arr.indexOf(this)
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if (i >= 0) arr.splice(i, 1)
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this._parent = null
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}
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const orphans = this._children.slice()
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this._children.length = 0
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node2dRegistry.delete(this.id)
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_creator2d.destroyEntity(this.id)
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for (const c of orphans) { c._parent = null; c._syncLocalFromNative() }
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}
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}
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@@ -0,0 +1,126 @@
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// A rigid body, as an aspect on a Node2D, backed by Box2D v3 in creator-2d. Mirrors the 3D Physics
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// aspect. Requires a Shape aspect on the same node (its geometry becomes the body's solid fixture).
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//
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// Physics2D.configure({ gravity: [0, -980] }) // once, before creating bodies
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// ground.aspect(Shape, { segment: { from: [-500,0], to: [500,0] } }).aspect(Physics2D, { motion: 'static' })
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// hero.aspect(Shape, { box: [12, 20] }).aspect(Physics2D, { motion: 'dynamic', fixedRotation: true })
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// hero.physics.applyImpulse([0, 400]) // jump
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// hero.addEventListener('enter', other => …) // contact / sensor overlap began
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//
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// For a `dynamic` body, physics OWNS the transform — don't set node.position per frame; drive it via
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// velocity / applyImpulse. Reading node.position works: the node is flagged _physicsDriven and lazily
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// syncs its cache from native on read. Kinematic bodies are driven with moveTo. Best practice: keep
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// bodies on root nodes (see creator-2d PLAN.md).
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import { Aspect } from "../core/Aspect"
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import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
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import { node2dRegistry, type Node2D } from "./Node2D"
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import { Shape } from "./Shape"
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export type MotionType = "static" | "kinematic" | "dynamic"
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const MOTION: Record<MotionType, number> = { static: 0, kinematic: 1, dynamic: 2 }
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export interface PhysicsConfig {
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/** Gravity in world units/s² (Y-up: down is negative). Default [0, -980]. */
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gravity?: Vec2Like
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/** Pixels per meter — tunes Box2D's internal tolerances; you still author in world units. Default 64. */
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pixelsPerMeter?: number
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/** Solver sub-steps per fixed step. Default 4. */
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subSteps?: number
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}
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/** Closest raycast hit. */
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export interface RayHit {
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node: Node2D | null
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point: Vec2
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normal: Vec2
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fraction: number
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}
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// Resolve a native entity id to its Node2D (0 = none).
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const node2dById = (id: number): Node2D | null => (id ? node2dRegistry.get(id) ?? null : null)
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export class Physics2D extends Aspect<"physics", Node2D> {
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static readonly aspect = "physics"
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/** Default "dynamic". */
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motion: MotionType = "dynamic"
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density = 1
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friction = 0.3
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restitution = 0
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/** Lock rotation (essential for platformer characters). */
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fixedRotation = false
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gravityScale = 1
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/** Continuous collision for fast-moving bodies (projectiles). */
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bullet = false
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private _h = 0 // native body handle (0 = none / no physics support)
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/** Native body handle. 0 until attached, or if the build has no physics support. */
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get handle(): number { return this._h }
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onAttach(): void {
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if (!_creator2d.physicsHasSupport || !_creator2d.physicsHasSupport()) return
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const shape = this.node.get(Shape)
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if (!shape) {
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throw new Error("Physics2D requires a Shape aspect — add it first: node.aspect(Shape, {…}).aspect(Physics2D, {…})")
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}
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this._h = _creator2d.physicsCreateBody(this.node.id, MOTION[this.motion])
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if (!this._h) return
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+
shape._addTo(this._h, false /* solid */, this.density, this.friction, this.restitution)
|
|
71
|
+
// dynamic/kinematic bodies are moved by the native step → the node must re-sync its transform
|
|
72
|
+
// cache from native on read. Static bodies never move, so they keep the free cache.
|
|
73
|
+
if (this.motion !== "static") this.node._physicsDriven = true
|
|
74
|
+
if (this.fixedRotation) _creator2d.physicsSetFixedRotation(this._h, true)
|
|
75
|
+
if (this.gravityScale !== 1) _creator2d.physicsSetGravityScale(this._h, this.gravityScale)
|
|
76
|
+
if (this.bullet) _creator2d.physicsSetBullet(this._h, true)
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
onDetach(): void {
|
|
80
|
+
if (this._h) { _creator2d.physicsRemoveBody(this._h); this._h = 0 }
|
|
81
|
+
this.node._physicsDriven = false
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
/** Linear velocity in world units/second (fresh Vec2 on read). */
|
|
85
|
+
get velocity(): Vec2 {
|
|
86
|
+
const o = this._h ? _creator2d.physicsGetLinearVelocity(this._h) : null
|
|
87
|
+
return o ? new Vec2(o[0], o[1]) : new Vec2(0, 0)
|
|
88
|
+
}
|
|
89
|
+
set velocity(v: Vec2Like) { if (this._h) _creator2d.physicsSetLinearVelocity(this._h, cx(v), cy(v)) }
|
|
90
|
+
|
|
91
|
+
/** Angular velocity in degrees/second. */
|
|
92
|
+
set angularVelocity(degPerSec: number) { if (this._h) _creator2d.physicsSetAngularVelocity(this._h, degPerSec) }
|
|
93
|
+
|
|
94
|
+
set gravityFactor(scale: number) { this.gravityScale = scale; if (this._h) _creator2d.physicsSetGravityScale(this._h, scale) }
|
|
95
|
+
set linearDamping(d: number) { if (this._h) _creator2d.physicsSetLinearDamping(this._h, d) }
|
|
96
|
+
set enabled(v: boolean) { if (this._h) _creator2d.physicsSetEnabled(this._h, v) }
|
|
97
|
+
|
|
98
|
+
/** Apply an instantaneous impulse (world units) and wake the body. */
|
|
99
|
+
applyImpulse(v: Vec2Like): this { if (this._h) _creator2d.physicsApplyLinearImpulse(this._h, cx(v), cy(v)); return this }
|
|
100
|
+
/** Apply a continuous force (world units) and wake the body. */
|
|
101
|
+
applyForce(v: Vec2Like): this { if (this._h) _creator2d.physicsApplyForce(this._h, cx(v), cy(v)); return this }
|
|
102
|
+
/** Teleport / drive a kinematic (or dynamic) body to a world position (+ optional rotation degrees). */
|
|
103
|
+
moveTo(p: Vec2Like, deg = 0): this { if (this._h) _creator2d.physicsSetTransform(this._h, cx(p), cy(p), deg); return this }
|
|
104
|
+
|
|
105
|
+
// --- world (static) -------------------------------------------------------------------------
|
|
106
|
+
/** Create / reset the physics world. Call once before creating bodies. */
|
|
107
|
+
static configure(config: PhysicsConfig = {}): void {
|
|
108
|
+
const g = config.gravity ?? [0, -980]
|
|
109
|
+
_creator2d.physicsConfigure(cx(g), cy(g), config.pixelsPerMeter ?? 64, config.subSteps ?? 4)
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
/** Whether this build has physics support (CREATOR_2D_PHYSICS). */
|
|
113
|
+
static get supported(): boolean { return !!_creator2d.physicsHasSupport && _creator2d.physicsHasSupport() }
|
|
114
|
+
|
|
115
|
+
/** Closest body hit by the segment from→to, or null. `node` resolves the hit entity. */
|
|
116
|
+
static raycast(from: Vec2Like, to: Vec2Like): RayHit | null {
|
|
117
|
+
const o = _creator2d.physicsRaycastClosest(cx(from), cy(from), cx(to), cy(to))
|
|
118
|
+
if (o[0] < 0.5) return null
|
|
119
|
+
return { node: node2dById(o[1]), point: new Vec2(o[2], o[3]), normal: new Vec2(o[4], o[5]), fraction: o[6] }
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
/** Topmost body (solid or sensor) whose shape contains the world point, or null. */
|
|
123
|
+
static overlapPoint(p: Vec2Like): Node2D | null {
|
|
124
|
+
return node2dById(_creator2d.physicsOverlapPoint(cx(p), cy(p)))
|
|
125
|
+
}
|
|
126
|
+
}
|
|
@@ -2,8 +2,11 @@
|
|
|
2
2
|
// 2D engine and starts its RAF loop; only the active scene renders. Grown from the Phase 0 seed.
|
|
3
3
|
|
|
4
4
|
import { Color, type ColorInput } from "../core/color"
|
|
5
|
+
import { cx, cy, type Vec2Like } from "../math/vec"
|
|
6
|
+
import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
|
|
5
7
|
import { Camera2D } from "./Camera2D"
|
|
6
|
-
import type
|
|
8
|
+
import { node2dRegistry, type Node2D } from "./Node2D"
|
|
9
|
+
import { ensurePointerEvents } from "./touch"
|
|
7
10
|
|
|
8
11
|
export type Scene2DOptions = {
|
|
9
12
|
/** Background color — '#10131a', 0x10131a, or [r,g,b]/[r,g,b,a] in 0..1. */
|
|
@@ -30,6 +33,10 @@ export class Scene2D {
|
|
|
30
33
|
private static _active: Scene2D | null = null
|
|
31
34
|
static get active(): Scene2D | null { return Scene2D._active }
|
|
32
35
|
|
|
36
|
+
/** @internal — scene-level pointer listeners (the catch-all; target = hit node or null). */
|
|
37
|
+
readonly _clickListeners: Array<(ev: ClickEvent<Node2D | null>) => void> = []
|
|
38
|
+
readonly _touchStartListeners: Array<(ev: TouchStartEvent<Node2D | null>) => void> = []
|
|
39
|
+
|
|
33
40
|
constructor(options: Scene2DOptions = {}) {
|
|
34
41
|
this.id = _creator2d.createScene()
|
|
35
42
|
this.camera = new Camera2D(this.id)
|
|
@@ -46,6 +53,27 @@ export class Scene2D {
|
|
|
46
53
|
return new LayerHandle(this.id, n)
|
|
47
54
|
}
|
|
48
55
|
|
|
56
|
+
/** Topmost visible sprite whose world bounds contain the world point, or null. Body-free
|
|
57
|
+
* hit-test for tap/click picking — pair with camera.screenToWorld(). */
|
|
58
|
+
pick(worldPoint: Vec2Like): Node2D | null {
|
|
59
|
+
const id = _creator2d.pickSprite(this.id, cx(worldPoint), cy(worldPoint))
|
|
60
|
+
return id ? node2dRegistry.get(id) ?? null : null
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
/** Scene-level pointer events. The handler fires for every tap/press in the scene, with
|
|
64
|
+
* `ev.target` = the hit Physics2D node (or null). On 'touchstart' you can ev.track(...) a drag. */
|
|
65
|
+
addEventListener(channel: "click", callback: (ev: ClickEvent<Node2D | null>) => void): void
|
|
66
|
+
addEventListener(channel: "touchstart", callback: (ev: TouchStartEvent<Node2D | null>) => void): void
|
|
67
|
+
addEventListener(channel: "click" | "touchstart", callback: (ev: any) => void): void {
|
|
68
|
+
const list = channel === "click" ? this._clickListeners : this._touchStartListeners
|
|
69
|
+
if (!list.includes(callback)) { list.push(callback); ensurePointerEvents() }
|
|
70
|
+
}
|
|
71
|
+
removeEventListener(channel: "click" | "touchstart", callback: (ev: any) => void): void {
|
|
72
|
+
const list = channel === "click" ? this._clickListeners : this._touchStartListeners
|
|
73
|
+
const i = list.indexOf(callback)
|
|
74
|
+
if (i >= 0) list.splice(i, 1)
|
|
75
|
+
}
|
|
76
|
+
|
|
49
77
|
add(...nodes: Node2D[]): this {
|
|
50
78
|
for (const n of nodes) _creator2d.addEntityToScene(this.id, n.id)
|
|
51
79
|
return this
|
|
@@ -0,0 +1,63 @@
|
|
|
1
|
+
// A collider shape, as an aspect on a Node2D. PURE GEOMETRY — attaching a Shape does not by itself
|
|
2
|
+
// make the node rigid or a sensor; pair it with a Physics2D (rigid body) or a Trigger (sensor), both
|
|
3
|
+
// of which require a Shape and turn its geometry into a Box2D fixture. The shape is also what pointer
|
|
4
|
+
// picking hits, so a node is clickable once it has a Shape + Physics2D/Trigger (a body to query).
|
|
5
|
+
//
|
|
6
|
+
// wall.aspect(Shape, { box: [200, 16] }).aspect(Physics2D, { motion: 'static' })
|
|
7
|
+
// goal.aspect(Shape, { circle: 20 }).aspect(Trigger)
|
|
8
|
+
// hero.aspect(Shape, { capsule: { from: [0, 6], to: [0, 26], radius: 6 } }).aspect(Physics2D, { motion: 'dynamic' })
|
|
9
|
+
//
|
|
10
|
+
// With no geometry set, Shape derives a box from the node's sprite size ("auto").
|
|
11
|
+
|
|
12
|
+
import { Aspect } from "../core/Aspect"
|
|
13
|
+
import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
|
|
14
|
+
import type { Node2D } from "./Node2D"
|
|
15
|
+
|
|
16
|
+
export class Shape extends Aspect<"shape", Node2D> {
|
|
17
|
+
static readonly aspect = "shape"
|
|
18
|
+
|
|
19
|
+
/** Box half-extents [hw, hh] (world units). */
|
|
20
|
+
box?: Vec2Like
|
|
21
|
+
/** Circle radius. */
|
|
22
|
+
circle?: number
|
|
23
|
+
/** Capsule between two local points, with a radius. */
|
|
24
|
+
capsule?: { from: Vec2Like, to: Vec2Like, radius: number }
|
|
25
|
+
/** Thin segment (an edge — for static ground/walls/slopes) between two local points. */
|
|
26
|
+
segment?: { from: Vec2Like, to: Vec2Like }
|
|
27
|
+
/** Convex polygon, up to 8 local points (a convex hull is computed). */
|
|
28
|
+
polygon?: Vec2Like[]
|
|
29
|
+
/** Local offset of the shape from the node origin. */
|
|
30
|
+
offset?: Vec2Like
|
|
31
|
+
|
|
32
|
+
/**
|
|
33
|
+
* @internal — add this geometry as a fixture to `handle` (a body created by Physics2D/Trigger).
|
|
34
|
+
* `sensor` selects a sensor (trigger) vs solid fixture; density/friction/restitution are the
|
|
35
|
+
* material (ignored for sensors / segments only use friction+restitution).
|
|
36
|
+
*/
|
|
37
|
+
_addTo(handle: number, sensor: boolean, density: number, friction: number, restitution: number): void {
|
|
38
|
+
const ox = this.offset ? cx(this.offset) : 0
|
|
39
|
+
const oy = this.offset ? cy(this.offset) : 0
|
|
40
|
+
if (this.circle !== undefined) {
|
|
41
|
+
_creator2d.physicsAddCircle(handle, this.circle, ox, oy, density, friction, restitution, sensor)
|
|
42
|
+
} else if (this.capsule) {
|
|
43
|
+
const { from, to, radius } = this.capsule
|
|
44
|
+
_creator2d.physicsAddCapsule(handle, cx(from), cy(from), cx(to), cy(to), radius, density, friction, restitution, sensor)
|
|
45
|
+
} else if (this.segment) {
|
|
46
|
+
_creator2d.physicsAddSegment(handle, cx(this.segment.from), cy(this.segment.from), cx(this.segment.to), cy(this.segment.to), friction, restitution)
|
|
47
|
+
} else if (this.polygon) {
|
|
48
|
+
const pts = new Float32Array(this.polygon.length * 2)
|
|
49
|
+
this.polygon.forEach((p, i) => { pts[i * 2] = cx(p); pts[i * 2 + 1] = cy(p) })
|
|
50
|
+
_creator2d.physicsAddPolygon(handle, pts, this.polygon.length, density, friction, restitution, sensor)
|
|
51
|
+
} else {
|
|
52
|
+
// box: explicit half-extents, or "auto" from the node's sprite size (fallback 8×8).
|
|
53
|
+
let hw = 8, hh = 8
|
|
54
|
+
if (this.box) {
|
|
55
|
+
hw = cx(this.box); hh = cy(this.box)
|
|
56
|
+
} else {
|
|
57
|
+
const size = (this.node as { size?: Vec2 }).size
|
|
58
|
+
if (size) { hw = size.x * 0.5; hh = size.y * 0.5 }
|
|
59
|
+
}
|
|
60
|
+
_creator2d.physicsAddBox(handle, hw, hh, ox, oy, density, friction, restitution, sensor)
|
|
61
|
+
}
|
|
62
|
+
}
|
|
63
|
+
}
|
package/runtime/sdk/g2/Sprite.ts
CHANGED
|
@@ -1,10 +1,9 @@
|
|
|
1
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
|
|
3
|
-
// new Sprite({ texture }).
|
|
2
|
+
// creator-2d. Sprite-sheet animation is no longer built in — attach the SpriteAnimation aspect:
|
|
3
|
+
// new Sprite({ texture }).aspect(SpriteAnimation, { size: [32, 48], idle: [0,1,2,3] }).anim.play('idle')
|
|
4
4
|
|
|
5
5
|
import { Color, type ColorInput } from "../core/color"
|
|
6
6
|
import { Vec2, type Vec2Like } from "../math/vec"
|
|
7
|
-
import { ensureAnimEvents } from "./loop"
|
|
8
7
|
import { Node2D } from "./Node2D"
|
|
9
8
|
import type { Texture2D } from "./Texture2D"
|
|
10
9
|
|
|
@@ -12,7 +11,7 @@ export type SpriteOptions = {
|
|
|
12
11
|
texture?: Texture2D
|
|
13
12
|
/** Pivot, [0,0] = top-left .. [1,1] = bottom-right. Use [0.5, 1] (feet) for Y-sorted depth. */
|
|
14
13
|
anchor?: Vec2Like
|
|
15
|
-
/** World size; defaults to the texture's pixel dimensions
|
|
14
|
+
/** World size; defaults to the texture's pixel dimensions. */
|
|
16
15
|
size?: Vec2Like
|
|
17
16
|
/** Normalized UV sub-rect [u0,v0,u1,v1]. */
|
|
18
17
|
frame?: [number, number, number, number]
|
|
@@ -23,20 +22,6 @@ export type SpriteOptions = {
|
|
|
23
22
|
position?: Vec2Like
|
|
24
23
|
}
|
|
25
24
|
|
|
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
25
|
export class Sprite extends Node2D {
|
|
41
26
|
private _texture?: Texture2D
|
|
42
27
|
private _anchor = new Vec2(0.5, 0.5)
|
|
@@ -46,10 +31,6 @@ export class Sprite extends Node2D {
|
|
|
46
31
|
private _flipY = false
|
|
47
32
|
private _size: Vec2 | null = null
|
|
48
33
|
|
|
49
|
-
private _clipIds: Record<string, number> = {}
|
|
50
|
-
private _clipNames: Record<number, string> = {}
|
|
51
|
-
private _current: string | null = null
|
|
52
|
-
|
|
53
34
|
constructor(options: SpriteOptions = {}) {
|
|
54
35
|
super()
|
|
55
36
|
if (options.texture) this.texture = options.texture
|
|
@@ -95,70 +76,4 @@ export class Sprite extends Node2D {
|
|
|
95
76
|
set flipX(v: boolean) { this._flipX = v; _creator2d.setSpriteFlip(this.id, v, this._flipY) }
|
|
96
77
|
get flipY(): boolean { return this._flipY }
|
|
97
78
|
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
79
|
}
|
|
@@ -0,0 +1,90 @@
|
|
|
1
|
+
// Sprite-sheet animation as an aspect on a Sprite. Configured as DATA (frame size + named clips) in
|
|
2
|
+
// the attach call, then driven by name:
|
|
3
|
+
// sprite.aspect(SpriteAnimation, { size: [32, 48], fps: 10, clips: { idle: [0,1], walk: [4,5,6,7] } })
|
|
4
|
+
// sprite.anim.play('walk')
|
|
5
|
+
// Once defined, clips advance entirely in native code; the aspect just translates clip ids back to
|
|
6
|
+
// names for the node's 'loopReached' / 'completed' events.
|
|
7
|
+
|
|
8
|
+
import { Aspect } from "../core/Aspect"
|
|
9
|
+
import { ensureAnimEvents } from "./loop"
|
|
10
|
+
import type { Sprite } from "./Sprite"
|
|
11
|
+
|
|
12
|
+
/** Per-clip frame list, or an object for per-clip fps/loop overrides. */
|
|
13
|
+
export type Clip = number[] | { frames: number[], fps?: number, loop?: boolean }
|
|
14
|
+
|
|
15
|
+
export class SpriteAnimation extends Aspect<"anim", Sprite> {
|
|
16
|
+
static readonly aspect = "anim"
|
|
17
|
+
|
|
18
|
+
/** Grid cell size in texture pixels (defaults to the full texture). */
|
|
19
|
+
size?: [number, number]
|
|
20
|
+
/** Default fps for clips that don't override it. */
|
|
21
|
+
fps = 12
|
|
22
|
+
/** Default loop for clips that don't override it. */
|
|
23
|
+
loop = true
|
|
24
|
+
/** Named clips; frame indices are row-major into the grid. Set via the attach opts. */
|
|
25
|
+
clips: Record<string, Clip> = {}
|
|
26
|
+
|
|
27
|
+
private _clipIds: Record<string, number> = {}
|
|
28
|
+
private _clipNames: Record<number, string> = {}
|
|
29
|
+
private _current: string | null = null
|
|
30
|
+
|
|
31
|
+
onAttach(): void {
|
|
32
|
+
this._define()
|
|
33
|
+
// route native animation events for this entity to named 'loopReached'/'completed' events.
|
|
34
|
+
;(this.node as { _dispatchAnimEvent: (clipId: number, type: number) => void })._dispatchAnimEvent =
|
|
35
|
+
(clipId, type) => this.node._emitAnim(type === 1 ? "completed" : "loopReached", this._clipNames[clipId] ?? "")
|
|
36
|
+
ensureAnimEvents()
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
/** (Re)build native clips from `this.clips`. Called on attach; call again after changing clips. */
|
|
40
|
+
define(): this { this._define(); return this }
|
|
41
|
+
|
|
42
|
+
private _define(): void {
|
|
43
|
+
const node = this.node
|
|
44
|
+
const tex = node.texture
|
|
45
|
+
if (!tex) throw new Error("SpriteAnimation: set a texture on the Sprite before adding the aspect")
|
|
46
|
+
const [ fw, fh ] = this.size ?? [ tex.width, tex.height ]
|
|
47
|
+
const cols = Math.max(1, Math.floor(tex.width / fw))
|
|
48
|
+
|
|
49
|
+
for (const name of Object.keys(this.clips)) {
|
|
50
|
+
const value = this.clips[name]
|
|
51
|
+
const indices = Array.isArray(value) ? value : value.frames
|
|
52
|
+
const fps = Array.isArray(value) ? this.fps : (value.fps ?? this.fps)
|
|
53
|
+
const loop = Array.isArray(value) ? this.loop : (value.loop ?? this.loop)
|
|
54
|
+
|
|
55
|
+
const frames = new Float32Array(indices.length * 4)
|
|
56
|
+
indices.forEach((idx, i) => {
|
|
57
|
+
const px = (idx % cols) * fw
|
|
58
|
+
const py = Math.floor(idx / cols) * fh
|
|
59
|
+
frames[i * 4 + 0] = px / tex.width
|
|
60
|
+
frames[i * 4 + 1] = py / tex.height
|
|
61
|
+
frames[i * 4 + 2] = (px + fw) / tex.width
|
|
62
|
+
frames[i * 4 + 3] = (py + fh) / tex.height
|
|
63
|
+
})
|
|
64
|
+
const clipId = _creator2d.defineAnimation(node.id, frames, fps, loop)
|
|
65
|
+
this._clipIds[name] = clipId
|
|
66
|
+
this._clipNames[clipId] = name
|
|
67
|
+
}
|
|
68
|
+
if (this.size) _creator2d.setSpriteSize(node.id, fw, fh)
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
/** Play a clip by name. Re-playing the active clip is a no-op (keeps it running smoothly). */
|
|
72
|
+
play(name: string): this {
|
|
73
|
+
const id = this._clipIds[name]
|
|
74
|
+
if (id === undefined) throw new Error(`SpriteAnimation.play(): unknown clip "${name}"`)
|
|
75
|
+
if (this._current === name) return this
|
|
76
|
+
this._current = name
|
|
77
|
+
_creator2d.playAnimation(this.node.id, id)
|
|
78
|
+
return this
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
stop(): this {
|
|
82
|
+
this._current = null
|
|
83
|
+
_creator2d.stopAnimation(this.node.id)
|
|
84
|
+
return this
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
set speed(value: number) { _creator2d.setAnimationSpeed(this.node.id, value) }
|
|
88
|
+
get current(): string | null { return this._current }
|
|
89
|
+
get frame(): number { return _creator2d.getAnimationFrame(this.node.id) }
|
|
90
|
+
}
|