lecodes-cli 0.18.2 → 0.19.2
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/index.js +1866 -301
- package/package.json +14 -12
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk-types.json +1 -1
- package/src/api.ts +302 -0
- package/src/browserAuth.ts +87 -0
- package/src/cmgenTool.ts +104 -0
- package/src/commands/app.ts +891 -0
- package/src/commands/appAndroid.ts +603 -0
- package/src/commands/appDesktop.ts +326 -0
- package/src/commands/appDesktopMac.ts +470 -0
- package/src/commands/appIcon.ts +187 -0
- package/src/commands/appShared.ts +448 -0
- package/src/commands/appTemplates.ts +883 -0
- package/src/commands/appTemplatesAndroid.ts +599 -0
- package/src/commands/appTemplatesGradlew.ts +9 -0
- package/src/commands/assets.ts +28 -0
- package/src/commands/clone.ts +60 -0
- package/src/commands/compile.ts +253 -0
- package/src/commands/create.ts +59 -0
- package/src/commands/design.ts +863 -0
- package/src/commands/designTemplates.ts +11 -0
- package/src/commands/desktop.ts +122 -0
- package/src/commands/dev.ts +214 -0
- package/src/commands/diff.ts +59 -0
- package/src/commands/init.ts +191 -0
- package/src/commands/install.ts +198 -0
- package/src/commands/lightmap.ts +290 -0
- package/src/commands/link.ts +147 -0
- package/src/commands/login.ts +24 -0
- package/src/commands/navmesh.ts +225 -0
- package/src/commands/pn.ts +305 -0
- package/src/commands/projectTemplates.ts +129 -0
- package/src/commands/pull.ts +109 -0
- package/src/commands/push.ts +173 -0
- package/src/commands/render.ts +414 -0
- package/src/commands/scene.ts +148 -0
- package/src/commands/shaders.ts +157 -0
- package/src/commands/status.ts +29 -0
- package/src/commands/test.ts +370 -0
- package/src/commands/thumbs.ts +178 -0
- package/src/commands/types.ts +87 -0
- package/src/commands/update.ts +190 -0
- package/src/compile/assetIcons.ts +214 -0
- package/src/compile/collect.ts +46 -0
- package/src/compile/collectLocal.ts +37 -0
- package/src/compile/designCompile.ts +104 -0
- package/src/compile/fonts.ts +156 -0
- package/src/compile/headlessBundle.ts +129 -0
- package/src/compile/nativeStack.ts +21 -0
- package/src/compile/projectCompile.ts +109 -0
- package/src/compile/sceneCompile.ts +113 -0
- package/src/compile/screenEntry.ts +127 -0
- package/src/compile/shaders.ts +245 -0
- package/src/config.ts +42 -0
- package/src/designMeta.ts +35 -0
- package/src/desktopRenderer.ts +532 -0
- package/src/desktopScript.ts +276 -0
- package/src/dev/clientTemplates.ts +160 -0
- package/src/dev/devServer.ts +292 -0
- package/src/dev/wsServer.ts +144 -0
- package/src/distRoot.ts +20 -0
- package/src/ignore.ts +163 -0
- package/src/index.ts +491 -0
- package/src/lecodes-3d-editor.d.ts +41 -0
- package/src/lecodes-assets.d.ts +7 -0
- package/src/lecodes-design.d.ts +191 -0
- package/src/lecodes-renderer.d.ts +131 -0
- package/src/localFiles.ts +144 -0
- package/src/manifest.ts +46 -0
- package/src/matcTool.ts +137 -0
- package/src/peers.ts +40 -0
- package/src/project.ts +61 -0
- package/src/projectEnv.ts +94 -0
- package/src/qrcode-terminal.d.ts +9 -0
- package/src/releases.ts +125 -0
- package/src/serverDiff.ts +78 -0
- package/src/textDiff.ts +103 -0
- package/src/types.ts +0 -0
- package/src/util.ts +146 -0
- package/runtime/sdk/animate/animate.ts +0 -238
- package/runtime/sdk/animate/bezier.ts +0 -138
- package/runtime/sdk/animate/easings.ts +0 -126
- package/runtime/sdk/canvas/Canvas.ts +0 -305
- package/runtime/sdk/core/Aspect.ts +0 -512
- package/runtime/sdk/core/InspectorUI.ts +0 -212
- package/runtime/sdk/core/color.ts +0 -66
- package/runtime/sdk/core/compWrite.ts +0 -42
- package/runtime/sdk/core/events.ts +0 -38
- package/runtime/sdk/core/fields.ts +0 -120
- package/runtime/sdk/core/registry.ts +0 -23
- package/runtime/sdk/core/signals.ts +0 -277
- package/runtime/sdk/core/time.ts +0 -81
- package/runtime/sdk/g2/Camera2D.ts +0 -40
- package/runtime/sdk/g2/CharacterController2D.ts +0 -276
- package/runtime/sdk/g2/Node2D.ts +0 -267
- package/runtime/sdk/g2/OneWay2D.ts +0 -66
- package/runtime/sdk/g2/Physics2D.ts +0 -346
- package/runtime/sdk/g2/Scene2D.ts +0 -209
- package/runtime/sdk/g2/Shape2D.ts +0 -259
- package/runtime/sdk/g2/Sprite.ts +0 -89
- package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
- package/runtime/sdk/g2/SpriteSheet.ts +0 -166
- package/runtime/sdk/g2/Texture2D.ts +0 -47
- package/runtime/sdk/g2/Tilemap.ts +0 -41
- package/runtime/sdk/g2/Tileset.ts +0 -71
- package/runtime/sdk/g2/Trigger2D.ts +0 -77
- package/runtime/sdk/g2/autotile.ts +0 -433
- package/runtime/sdk/g2/cells.ts +0 -91
- package/runtime/sdk/g2/defineScene2d.ts +0 -381
- package/runtime/sdk/g2/groups2d.ts +0 -106
- package/runtime/sdk/g2/loop.ts +0 -50
- package/runtime/sdk/g2/scenarios2d.ts +0 -69
- package/runtime/sdk/g2/touch.ts +0 -83
- package/runtime/sdk/gl/Camera.ts +0 -160
- package/runtime/sdk/gl/CameraPlace.ts +0 -52
- package/runtime/sdk/gl/CharacterController.ts +0 -238
- package/runtime/sdk/gl/Gearbox.ts +0 -212
- package/runtime/sdk/gl/Geometry.ts +0 -279
- package/runtime/sdk/gl/IK.ts +0 -193
- package/runtime/sdk/gl/InstancedMesh.ts +0 -132
- package/runtime/sdk/gl/Light.ts +0 -99
- package/runtime/sdk/gl/Lightmap.ts +0 -179
- package/runtime/sdk/gl/Material.ts +0 -245
- package/runtime/sdk/gl/Mesh.ts +0 -83
- package/runtime/sdk/gl/Model.ts +0 -64
- package/runtime/sdk/gl/Node.ts +0 -350
- package/runtime/sdk/gl/Noise.ts +0 -30
- package/runtime/sdk/gl/Particles.ts +0 -676
- package/runtime/sdk/gl/Physics.ts +0 -222
- package/runtime/sdk/gl/Plane.ts +0 -53
- package/runtime/sdk/gl/Ray.ts +0 -16
- package/runtime/sdk/gl/Scene.ts +0 -479
- package/runtime/sdk/gl/Shape.ts +0 -377
- package/runtime/sdk/gl/Texture.ts +0 -46
- package/runtime/sdk/gl/Trigger.ts +0 -45
- package/runtime/sdk/gl/Vehicle.ts +0 -473
- package/runtime/sdk/gl/Wheel.ts +0 -240
- package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
- package/runtime/sdk/gl/animation/Animator.ts +0 -87
- package/runtime/sdk/gl/animation/Layer.ts +0 -29
- package/runtime/sdk/gl/animation/Loop.ts +0 -25
- package/runtime/sdk/gl/animation/Playback.ts +0 -43
- package/runtime/sdk/gl/animation/core.ts +0 -294
- package/runtime/sdk/gl/controls.ts +0 -95
- package/runtime/sdk/gl/physicsEvents.ts +0 -20
- package/runtime/sdk/gl/scenarios.ts +0 -291
- package/runtime/sdk/gl/state.ts +0 -6
- package/runtime/sdk/gl/touch.ts +0 -68
- package/runtime/sdk/inject.ts +0 -186
- package/runtime/sdk/math/Mathf.ts +0 -118
- package/runtime/sdk/math/mat4.ts +0 -278
- package/runtime/sdk/math/quat.ts +0 -232
- package/runtime/sdk/math/vec.ts +0 -255
- package/runtime/sdk/plugins/camera.ts +0 -81
- package/runtime/sdk/plugins/geolocation.ts +0 -123
- package/runtime/sdk/plugins/oauth.ts +0 -61
- package/runtime/sdk/plugins/permission.ts +0 -7
- package/runtime/sdk/plugins/push.ts +0 -132
- package/runtime/sdk/plugins/qr.ts +0 -73
- package/runtime/sdk/plugins/service.ts +0 -47
- package/runtime/sdk/runtime/app.ts +0 -101
- package/runtime/sdk/runtime/appEvents.ts +0 -54
- package/runtime/sdk/runtime/channel.ts +0 -61
- package/runtime/sdk/runtime/clipboard.ts +0 -20
- package/runtime/sdk/runtime/datetime.ts +0 -329
- package/runtime/sdk/runtime/device.ts +0 -293
- package/runtime/sdk/runtime/fetch.ts +0 -77
- package/runtime/sdk/runtime/files.ts +0 -23
- package/runtime/sdk/runtime/input.ts +0 -175
- package/runtime/sdk/runtime/media.ts +0 -111
- package/runtime/sdk/runtime/misc.ts +0 -16
- package/runtime/sdk/runtime/net.ts +0 -36
- package/runtime/sdk/runtime/rpc.ts +0 -218
- package/runtime/sdk/runtime/service.ts +0 -83
- package/runtime/sdk/runtime/share.ts +0 -9
- package/runtime/sdk/runtime/storage.ts +0 -13
- package/runtime/sdk/runtime/touch.ts +0 -76
- package/runtime/sdk/scene/defineScene.ts +0 -1227
- package/runtime/sdk/scene/editorPlugins.ts +0 -92
- package/runtime/sdk/scene/gizmos.ts +0 -148
- package/runtime/sdk/scene/grammar.ts +0 -120
- package/runtime/sdk/scene/material.ts +0 -188
- package/runtime/sdk/server/auth/appConfig.ts +0 -12
- package/runtime/sdk/server/auth/global.ts +0 -80
- package/runtime/sdk/server/auth/host.ts +0 -318
- package/runtime/sdk/server/auth/models.ts +0 -83
- package/runtime/sdk/server/auth/types.ts +0 -50
- package/runtime/sdk/server/channel.ts +0 -56
- package/runtime/sdk/server/context.ts +0 -36
- package/runtime/sdk/server/db/defineDb.ts +0 -237
- package/runtime/sdk/server/db/fields.ts +0 -132
- package/runtime/sdk/server/db/httpTransport.ts +0 -93
- package/runtime/sdk/server/db/index.ts +0 -7
- package/runtime/sdk/server/db/marci/query.ts +0 -412
- package/runtime/sdk/server/db/types.ts +0 -202
- package/runtime/sdk/server/errors.ts +0 -12
- package/runtime/sdk/server/host.ts +0 -74
- package/runtime/sdk/server/inject.ts +0 -13
- package/runtime/sdk/server/runtime.ts +0 -133
- package/runtime/sdk/server/validate.ts +0 -87
- package/runtime/sdk/ui/NativeView.ts +0 -142
- package/runtime/sdk/ui/UI.ts +0 -39
- package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
- package/runtime/sdk/ui/UIButton.ts +0 -101
- package/runtime/sdk/ui/UIContainer.ts +0 -60
- package/runtime/sdk/ui/UIImage.ts +0 -83
- package/runtime/sdk/ui/UIInput.ts +0 -185
- package/runtime/sdk/ui/UIModal.ts +0 -139
- package/runtime/sdk/ui/UINode.ts +0 -826
- package/runtime/sdk/ui/UIPager.ts +0 -362
- package/runtime/sdk/ui/UIPopover.ts +0 -100
- package/runtime/sdk/ui/UIScreen.ts +0 -123
- package/runtime/sdk/ui/UIScrollable.ts +0 -87
- package/runtime/sdk/ui/UISpacer.ts +0 -14
- package/runtime/sdk/ui/UITabs.ts +0 -236
- package/runtime/sdk/ui/UIText.ts +0 -51
- package/runtime/sdk/ui/UIVideo.ts +0 -88
- package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
- package/runtime/sdk/ui/UIWidget.ts +0 -127
- package/runtime/sdk/ui/fonts.ts +0 -13
- package/runtime/sdk/ui/presentable.ts +0 -117
- package/runtime/sdk/ui/router.ts +0 -132
- package/runtime/sdk/ui/theme.ts +0 -84
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// Fine-grained reactivity for the retained-mode UI: signal() / computed() / effect() globals plus
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// the element-binding helpers UINode/UIText use for function-valued style props and text.
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//
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// - Dependents (effects, computeds) hold their sources STRONGLY; sources hold dependents WEAKLY
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// becomes unreachable and collects, and the signal prunes the dead WeakRef on its next write.
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const WeakRefImpl: new <T extends object>(target: T) => WeakRefLike<T> =
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interface Computation {
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peek(): T {
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class ComputedImpl<T> implements Computation {
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|
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_deps: Dep[] = []
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|
181
|
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_disposed = false
|
|
182
|
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private _dep = new Dep()
|
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private _fn: () => T
|
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|
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private _stale = true
|
|
185
|
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private _v!: T
|
|
186
|
-
|
|
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|
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constructor(fn: () => T) {
|
|
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this._fn = fn
|
|
189
|
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this._ref = new WeakRefImpl(this)
|
|
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|
-
}
|
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191
|
-
|
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|
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get value(): T {
|
|
193
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this._dep._track()
|
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194
|
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if (this._stale) this._recompute()
|
|
195
|
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|
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196
|
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}
|
|
197
|
-
|
|
198
|
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peek(): T {
|
|
199
|
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|
|
200
|
-
return this._v
|
|
201
|
-
}
|
|
202
|
-
|
|
203
|
-
private _recompute() {
|
|
204
|
-
cleanupDeps(this)
|
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205
|
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const prev = activeComputation
|
|
206
|
-
activeComputation = this
|
|
207
|
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try {
|
|
208
|
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this._v = this._fn()
|
|
209
|
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this._stale = false
|
|
210
|
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} finally {
|
|
211
|
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activeComputation = prev
|
|
212
|
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}
|
|
213
|
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}
|
|
214
|
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|
|
215
|
-
// Lazy: a dep change only marks the memo stale and passes the wave downstream; the next read
|
|
216
|
-
// recomputes.
|
|
217
|
-
_invalidate() {
|
|
218
|
-
if (this._stale) return
|
|
219
|
-
this._stale = true
|
|
220
|
-
this._dep._notify()
|
|
221
|
-
}
|
|
222
|
-
}
|
|
223
|
-
|
|
224
|
-
/**
|
|
225
|
-
* A reactive value. Reading `.value` inside an `effect`/`computed` (or a function-valued style
|
|
226
|
-
* prop / `UIText` content) subscribes it; writing `.value` re-runs subscribers (batched — once
|
|
227
|
-
* per microtask).
|
|
228
|
-
*/
|
|
229
|
-
export function signal<T>(initialValue: T): Signal<T>
|
|
230
|
-
export function signal<T = undefined>(): Signal<T | undefined>
|
|
231
|
-
export function signal<T>(initialValue?: T): Signal<T | undefined> {
|
|
232
|
-
return new SignalImpl(initialValue)
|
|
233
|
-
}
|
|
234
|
-
|
|
235
|
-
/** A lazily-cached derived value: recomputes on read after any of its dependencies changed. */
|
|
236
|
-
export function computed<T>(fn: () => T): Computed<T> {
|
|
237
|
-
return new ComputedImpl(fn)
|
|
238
|
-
}
|
|
239
|
-
|
|
240
|
-
/**
|
|
241
|
-
* Runs `fn` now and again whenever any signal/computed it read changes (batched per microtask).
|
|
242
|
-
* Returns a dispose function; an undisposed effect lives for the rest of the app run.
|
|
243
|
-
*/
|
|
244
|
-
export function effect(fn: () => void): () => void {
|
|
245
|
-
const fx = new EffectImpl(fn)
|
|
246
|
-
rootEffects.add(fx)
|
|
247
|
-
fx._run()
|
|
248
|
-
return () => fx._dispose()
|
|
249
|
-
}
|
|
250
|
-
|
|
251
|
-
// ---- element bindings (internal — used by UINode/UIText for function-valued props) ----
|
|
252
|
-
|
|
253
|
-
/** The shape UINode's Element exposes for binding ownership. */
|
|
254
|
-
export interface BindingHost {
|
|
255
|
-
/** @internal */ _fx?: Map<string, EffectImpl>
|
|
256
|
-
}
|
|
257
|
-
|
|
258
|
-
/**
|
|
259
|
-
* @internal Creates (or replaces) the reactive binding stored under `key` on the element. The
|
|
260
|
-
* effect is owned by the element (strong ref in `_fx`), NOT by the root set — discard the element
|
|
261
|
-
* and the binding collects with it. Runs synchronously once.
|
|
262
|
-
*/
|
|
263
|
-
export function createBinding(el: BindingHost, key: string, run: () => void): void {
|
|
264
|
-
const map = el._fx ?? (el._fx = new Map())
|
|
265
|
-
map.get(key)?._dispose()
|
|
266
|
-
const fx = new EffectImpl(run)
|
|
267
|
-
map.set(key, fx)
|
|
268
|
-
fx._run()
|
|
269
|
-
}
|
|
270
|
-
|
|
271
|
-
/** @internal Disposes the binding stored under `key`, if any (static value overriding a binding). */
|
|
272
|
-
export function disposeBinding(el: BindingHost, key: string): void {
|
|
273
|
-
const fx = el._fx?.get(key)
|
|
274
|
-
if (fx === undefined) return
|
|
275
|
-
fx._dispose()
|
|
276
|
-
el._fx!.delete(key)
|
|
277
|
-
}
|
package/runtime/sdk/core/time.ts
DELETED
|
@@ -1,81 +0,0 @@
|
|
|
1
|
-
// The game clock: one place that owns "how fast does the game run" — `Time.scale` (slow-motion, 0.5),
|
|
2
|
-
// `Time.paused` (a menu over a frozen world) — and what a frame is worth (`Time.dt`).
|
|
3
|
-
//
|
|
4
|
-
// The aspect dispatcher (core/Aspect.ts) calls `_beginFrame(rawDt)` once per frame with the host's
|
|
5
|
-
// wall-clock delta; `update*(dt)` callbacks then receive the SCALED delta (0 while paused). The same
|
|
6
|
-
// scale is pushed to every engine that registered a sink (creator-gl / creator-2d `setTimeScale`),
|
|
7
|
-
// so physics, animators and particles slow down and freeze together with the game code — a paused
|
|
8
|
-
// aspect and a paused rigid body agree. `Time.unscaledDt` is the wall-clock delta for things that
|
|
9
|
-
// must keep moving while the game is paused (a HUD fade, a pause-menu animation): those aspects set
|
|
10
|
-
// `updateWhilePaused = true` and read it themselves, exactly like Unity's unscaledDeltaTime.
|
|
11
|
-
|
|
12
|
-
type ScaleSink = (scale: number) => void
|
|
13
|
-
const sinks: ScaleSink[] = []
|
|
14
|
-
|
|
15
|
-
class TimeClock {
|
|
16
|
-
private _scale = 1
|
|
17
|
-
private _paused = false
|
|
18
|
-
/** Seconds of GAME time since the app started (scaled; stops while paused). */
|
|
19
|
-
now = 0
|
|
20
|
-
/** Seconds of wall-clock time since the app started (never stops). */
|
|
21
|
-
unscaledNow = 0
|
|
22
|
-
/** This frame's delta in game seconds — what `update(dt)` receives. 0 while paused. */
|
|
23
|
-
dt = 0
|
|
24
|
-
/** This frame's wall-clock delta in seconds (the host's frame time, clamped by the engine). */
|
|
25
|
-
unscaledDt = 0
|
|
26
|
-
/** Frames dispatched since the app started (counts paused frames too). */
|
|
27
|
-
frame = 0
|
|
28
|
-
|
|
29
|
-
/** Speed of the game relative to wall-clock: 1 normal, 0.5 half speed, 2 double. Applied to
|
|
30
|
-
* `dt`, `now` AND the engines' physics / animation / particle clocks. Negative or NaN → 0. */
|
|
31
|
-
get scale(): number { return this._scale }
|
|
32
|
-
set scale(v: number) {
|
|
33
|
-
const s = Number.isFinite(v) && v > 0 ? v : 0
|
|
34
|
-
if (s === this._scale) return
|
|
35
|
-
this._scale = s
|
|
36
|
-
this._push()
|
|
37
|
-
}
|
|
38
|
-
|
|
39
|
-
/** Freeze the game: `dt` reads 0, aspects without `updateWhilePaused` are skipped, the engines'
|
|
40
|
-
* simulations stop. `scale` is remembered and restored on resume. */
|
|
41
|
-
get paused(): boolean { return this._paused }
|
|
42
|
-
set paused(v: boolean) {
|
|
43
|
-
if (v === this._paused) return
|
|
44
|
-
this._paused = v
|
|
45
|
-
this._push()
|
|
46
|
-
}
|
|
47
|
-
|
|
48
|
-
/** The scale the engines currently run at (0 while paused). */
|
|
49
|
-
get effectiveScale(): number { return this._paused ? 0 : this._scale }
|
|
50
|
-
|
|
51
|
-
private _push(): void {
|
|
52
|
-
const s = this.effectiveScale
|
|
53
|
-
for (const sink of sinks) sink(s)
|
|
54
|
-
}
|
|
55
|
-
|
|
56
|
-
/** @internal Called by the aspect dispatcher at the top of every frame with the host's raw delta. */
|
|
57
|
-
_beginFrame(rawDt: number): void {
|
|
58
|
-
const raw = Number.isFinite(rawDt) && rawDt > 0 ? rawDt : 0
|
|
59
|
-
this.frame++
|
|
60
|
-
this.unscaledNow += raw
|
|
61
|
-
this.now += this._phaseDt(raw)
|
|
62
|
-
}
|
|
63
|
-
/** @internal A phase's scaled delta from its raw one; records both as this frame's `dt`. */
|
|
64
|
-
_phaseDt(rawDt: number): number {
|
|
65
|
-
const raw = Number.isFinite(rawDt) && rawDt > 0 ? rawDt : 0
|
|
66
|
-
this.unscaledDt = raw
|
|
67
|
-
this.dt = raw * this.effectiveScale
|
|
68
|
-
return this.dt
|
|
69
|
-
}
|
|
70
|
-
}
|
|
71
|
-
|
|
72
|
-
/** The game clock — scale / pause the whole game, read `dt` / `now` anywhere. */
|
|
73
|
-
export const Time = new TimeClock()
|
|
74
|
-
|
|
75
|
-
/** @internal Engine layers (Scene / Scene2D) register the bridge call that forwards the effective
|
|
76
|
-
* scale to their native clocks. Pushed immediately with the current value so a scene created after
|
|
77
|
-
* `Time.paused = true` starts frozen. */
|
|
78
|
-
export const _registerTimeScaleSink = (sink: ScaleSink): void => {
|
|
79
|
-
sinks.push(sink)
|
|
80
|
-
sink(Time.effectiveScale)
|
|
81
|
-
}
|
|
@@ -1,40 +0,0 @@
|
|
|
1
|
-
// Orthographic camera for a Scene2D. Position / zoom / rotation live natively. To make the camera
|
|
2
|
-
// track a node, attach a small update(dt) aspect that eases camera.position toward the node — there's
|
|
3
|
-
// no built-in follow() (and so nothing to dispose).
|
|
4
|
-
|
|
5
|
-
import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
|
|
6
|
-
import type { CompAxis, CompWriter } from "../core/compWrite"
|
|
7
|
-
|
|
8
|
-
export class Camera2D implements CompWriter {
|
|
9
|
-
private _x = 0
|
|
10
|
-
private _y = 0
|
|
11
|
-
private _zoom = 1
|
|
12
|
-
private _rotation = 0
|
|
13
|
-
|
|
14
|
-
private readonly sceneId: number
|
|
15
|
-
constructor(sceneId: number) { this.sceneId = sceneId }
|
|
16
|
-
|
|
17
|
-
get position(): Vec2 { return new Vec2(this._x, this._y) }
|
|
18
|
-
set position(v: Vec2Like) { this._x = cx(v); this._y = cy(v); _creator2d.cameraSetPosition(this.sceneId, this._x, this._y) }
|
|
19
|
-
/** @internal chisel `comp_write` (see core/compWrite.ts): `camera.position.<axis> = v` compiles to a call here. */
|
|
20
|
-
static _comps = [ "position" ]
|
|
21
|
-
_writeComp(_prop: string, axis: CompAxis, v: number): void {
|
|
22
|
-
if (axis === "x") this.position = [ v, this._y ]
|
|
23
|
-
else if (axis === "y") this.position = [ this._x, v ]
|
|
24
|
-
}
|
|
25
|
-
|
|
26
|
-
get zoom(): number { return this._zoom }
|
|
27
|
-
set zoom(z: number) { this._zoom = z; _creator2d.cameraSetZoom(this.sceneId, z) }
|
|
28
|
-
|
|
29
|
-
get rotation(): number { return this._rotation }
|
|
30
|
-
set rotation(deg: number) { this._rotation = deg; _creator2d.cameraSetRotation(this.sceneId, deg) }
|
|
31
|
-
|
|
32
|
-
screenToWorld(screenX: number, screenY: number): Vec2 {
|
|
33
|
-
const o = _creator2d.cameraScreenToWorld(this.sceneId, screenX, screenY)
|
|
34
|
-
return new Vec2(o[0], o[1])
|
|
35
|
-
}
|
|
36
|
-
worldToScreen(worldX: number, worldY: number): Vec2 {
|
|
37
|
-
const o = _creator2d.cameraWorldToScreen(this.sceneId, worldX, worldY)
|
|
38
|
-
return new Vec2(o[0], o[1])
|
|
39
|
-
}
|
|
40
|
-
}
|
|
@@ -1,276 +0,0 @@
|
|
|
1
|
-
// A character controller, as an aspect on a Node2D, backed by Box2D's kinematic MOVER — collide and
|
|
2
|
-
// slide, not a rigid body. Requires a capsule Shape2D (one is derived from the sprite if absent) and
|
|
3
|
-
// does NOT use Physics2D.
|
|
4
|
-
//
|
|
5
|
-
// const hero = new Sprite({ texture, anchor: [0.5, 1] })
|
|
6
|
-
// .aspect(Shape2D, { capsule: { from: [0, 8], to: [0, 26], radius: 8 } })
|
|
7
|
-
// .aspect(CharacterController2D)
|
|
8
|
-
//
|
|
9
|
-
// setLoop(() => hero.controller.move(((Input.key('KeyD') ? 1 : 0) - (Input.key('KeyA') ? 1 : 0)) * SPEED))
|
|
10
|
-
// Input.on('keydown', e => { if (e.code === 'Space' && hero.controller.grounded) hero.controller.velocityY = 700 })
|
|
11
|
-
//
|
|
12
|
-
// The two halves of the velocity have different NATURES, so they have different channels:
|
|
13
|
-
//
|
|
14
|
-
// • HORIZONTAL — `move(x)`, world units/s, a PER-FRAME COMMAND. A walking character's horizontal
|
|
15
|
-
// velocity is muscle-driven and not conserved: stop pushing, stop moving. So the command expires
|
|
16
|
-
// each frame — no call this frame means standing still, and releasing the keys needs no explicit
|
|
17
|
-
// zero. It is latched for the whole frame, so every physics sub-step of that frame sees it.
|
|
18
|
-
// • VERTICAL — `velocityY`, LATCHED ballistic state. Gravity integrates into it in the engine; you
|
|
19
|
-
// seed it for a jump / bounce pad / explosion. There is deliberately no ground check: coyote
|
|
20
|
-
// time, double jumps and wall jumps all need the caller's own condition.
|
|
21
|
-
//
|
|
22
|
-
// FREE MODE — `gravityScale = 0` turns the character into a swimmer / flyer / ladder climber / the
|
|
23
|
-
// hero of a TOP-DOWN game: no gravity, no ground, no stick-to-floor. There the vertical is
|
|
24
|
-
// muscle-driven too, so `move()` takes BOTH components and the whole velocity becomes a per-frame
|
|
25
|
-
// command. Top-down vs platformer is this one number, not two controllers.
|
|
26
|
-
//
|
|
27
|
-
// `velocity` reads back what the solver ENDED UP with after the last step (post-collision) — walk into
|
|
28
|
-
// a wall and it reads ~0 even though you commanded 300. Everything runs on the engine's fixed clock,
|
|
29
|
-
// so the aspect has no per-frame update: a character costs zero JS work per frame.
|
|
30
|
-
//
|
|
31
|
-
// ROTATION AND SCALE stay the node's: the engine writes only the position (a capsule is symmetric
|
|
32
|
-
// about its axis, so its angle is physically meaningless).
|
|
33
|
-
//
|
|
34
|
-
// The character IS visible to raycasts, overlaps and triggers — it carries a hidden kinematic body for
|
|
35
|
-
// exactly that, so pickups and hazard zones need no special code. Solid contacts do not arrive as
|
|
36
|
-
// 'enter' events (the mover is not a body); read `collisions` for those.
|
|
37
|
-
|
|
38
|
-
import { Aspect } from "../core/Aspect"
|
|
39
|
-
import type { FieldMeta } from "../core/fields"
|
|
40
|
-
import { Vec2, cx, cy, type Vec2Like } from "../math/vec"
|
|
41
|
-
import type { CompAxis, CompWriter } from "../core/compWrite"
|
|
42
|
-
import { PhysicsGroup2D, _watchGroupChanges, _unwatchGroupChanges, categoryOf, solidMask } from "./groups2d"
|
|
43
|
-
import { Shape2D } from "./Shape2D"
|
|
44
|
-
import { node2dRegistry, type Node2D } from "./Node2D"
|
|
45
|
-
|
|
46
|
-
/** Where the character's feet are, as reported by the solver after the last step. */
|
|
47
|
-
export type GroundState2D = "ground" | "slope" | "air"
|
|
48
|
-
const GROUND_STATES: readonly GroundState2D[] = [ "ground", "slope", "air" ]
|
|
49
|
-
|
|
50
|
-
/** One surface the mover pushed out of this step. `normal` points back at the character. */
|
|
51
|
-
export type Collision2D = { node: Node2D | null, normal: Vec2 }
|
|
52
|
-
|
|
53
|
-
const MAX_COLLISIONS = 8
|
|
54
|
-
const state = new Float32Array(8)
|
|
55
|
-
let warnedFreeMove = false
|
|
56
|
-
|
|
57
|
-
export class CharacterController2D extends Aspect<"controller", Node2D> implements CompWriter {
|
|
58
|
-
static readonly aspect = "controller"
|
|
59
|
-
|
|
60
|
-
// Accessor-backed tunables are invisible to describeFields (it enumerates own enumerable fields),
|
|
61
|
-
// so the inspector is told about them explicitly. Defaults still come from the getters.
|
|
62
|
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static fields: FieldMeta<CharacterController2D> = {
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63
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gravityScale: { editor: "number", min: 0, step: 0.1, label: "Gravity scale" },
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64
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maxSlope: { editor: "number", min: 0, max: 89, step: 1, label: "Max slope°" },
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65
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}
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66
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-
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67
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private _id = 0
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68
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private _gravityScale = 1
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69
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private _maxSlope = 45
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70
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private _group: PhysicsGroup2D | undefined
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71
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-
private _dropThrough: Node2D | null = null
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72
|
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private _repush = (): void => {
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73
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if (this._id) _creator2d.characterSetFilter(this._id, categoryOf(this._group), solidMask(this._group))
|
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74
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-
}
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75
|
-
|
|
76
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onAttach(): void {
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77
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-
if (!_creator2d.physicsHasSupport || !_creator2d.physicsHasSupport()) return
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78
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-
if (!this.node.has(Shape2D)) this.node.aspect(Shape2D, {})
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79
|
-
const shape = this.node.get(Shape2D)!
|
|
80
|
-
const cap = shape._capsule()
|
|
81
|
-
// Read the options through their PUBLIC accessors — chisel drops an accessor pair whose name is
|
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82
|
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// only ever an object-literal key, and the option would silently do nothing (see Physics2D).
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83
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this._id = _creator2d.characterCreate(this.node.id, cap.x1, cap.y1, cap.x2, cap.y2, cap.radius,
|
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84
|
-
this.maxSlope, categoryOf(this.group), solidMask(this.group))
|
|
85
|
-
if (!this._id) return
|
|
86
|
-
shape._claimedByCharacter()
|
|
87
|
-
_creator2d.characterSetGravityScale(this._id, this.gravityScale)
|
|
88
|
-
this.node._xf = this._id // routes node.position writes to the character
|
|
89
|
-
this.node._xfKind = 1
|
|
90
|
-
// The engine moves this node every step, so its JS transform cache must re-sync on READ — without
|
|
91
|
-
// this the character simulates correctly and node.position never changes.
|
|
92
|
-
this.node._physicsDriven = true
|
|
93
|
-
if (this._group) _watchGroupChanges(this._repush)
|
|
94
|
-
}
|
|
95
|
-
|
|
96
|
-
onDetach(): void {
|
|
97
|
-
_unwatchGroupChanges(this._repush)
|
|
98
|
-
if (this._id) { _creator2d.characterDestroy(this._id); this._id = 0 }
|
|
99
|
-
this.node._xf = 0
|
|
100
|
-
this.node._xfKind = 0
|
|
101
|
-
this.node._physicsDriven = false
|
|
102
|
-
}
|
|
103
|
-
|
|
104
|
-
/** Native character id (0 until attached / no physics support). */
|
|
105
|
-
get id(): number { return this._id }
|
|
106
|
-
|
|
107
|
-
/**
|
|
108
|
-
* This frame's movement command, in world units/s — NOT normalized, NOT a per-frame displacement
|
|
109
|
-
* (that is what Unity's `Move` takes; passing `v * dt` here gives a character 60× too slow).
|
|
110
|
-
*
|
|
111
|
-
* ONE component = horizontal, the everyday platformer call. TWO = the whole velocity, for free mode
|
|
112
|
-
* (`gravityScale = 0`); with gravity on, a two-component call fights the ballistic vertical and the
|
|
113
|
-
* character hangs in the air, so that combination warns once.
|
|
114
|
-
*
|
|
115
|
-
* Sticky only within the frame: the command expires once the engine consumes it. It also **takes the
|
|
116
|
-
* axis back from a latched `velocity`** — commanding is claiming ownership, which is what keeps the
|
|
117
|
-
* two horizontal sources from ever fighting.
|
|
118
|
-
*/
|
|
119
|
-
move(x: number): void
|
|
120
|
-
move(x: number, y: number): void
|
|
121
|
-
move(v: Vec2Like): void
|
|
122
|
-
move(x: number | Vec2Like, y?: number): void {
|
|
123
|
-
if (!this._id) return
|
|
124
|
-
if (typeof x === "number") {
|
|
125
|
-
if (y === undefined) { _creator2d.characterMove(this._id, x); return }
|
|
126
|
-
this._warnFree()
|
|
127
|
-
_creator2d.characterMoveFree(this._id, x, y)
|
|
128
|
-
return
|
|
129
|
-
}
|
|
130
|
-
this._warnFree()
|
|
131
|
-
_creator2d.characterMoveFree(this._id, cx(x), cy(x))
|
|
132
|
-
}
|
|
133
|
-
|
|
134
|
-
private _warnFree(): void {
|
|
135
|
-
if (this._gravityScale === 0 || warnedFreeMove) return
|
|
136
|
-
warnedFreeMove = true
|
|
137
|
-
console.warn("CharacterController2D.move(): the two-component form is the FREE-mode command (top-down / swimming / flying) and expects gravityScale = 0. With gravity on it overwrites the falling speed every frame, so the character will hang in the air. Use move(x) and velocityY for a platformer.")
|
|
138
|
-
}
|
|
139
|
-
|
|
140
|
-
/** Vertical velocity (world units/s) — LATCHED: gravity works on it, you seed it. `= 700` to jump,
|
|
141
|
-
* `+= 300` to stack an explosion on top of the current motion. No ground check: guard it yourself
|
|
142
|
-
* with `grounded` (or don't, for a double jump). Does nothing in free mode. `velocity.y = 700` is
|
|
143
|
-
* the same channel — pick whichever reads better. */
|
|
144
|
-
get velocityY(): number { return this._state()[1] }
|
|
145
|
-
set velocityY(v: number) { if (this._id) _creator2d.characterSetVerticalVelocity(this._id, v) }
|
|
146
|
-
|
|
147
|
-
/**
|
|
148
|
-
* READ — the velocity the solver ended up with after the most recent step (world units/s, fresh
|
|
149
|
-
* Vec2): what HAPPENED, not what you asked for. Walking into a wall reads ~0, sliding along one
|
|
150
|
-
* reads the tangent.
|
|
151
|
-
*
|
|
152
|
-
* WRITE — LATCH the whole velocity: a knockback, a wall jump, a launch pad. Unlike `move()` it does
|
|
153
|
-
* not expire, so the character keeps flying, and gravity still pulls the vertical down into a real
|
|
154
|
-
* ballistic arc. It stays until `move()` takes the axis back — so a game simply doesn't call
|
|
155
|
-
* `move()` while the throw lasts, and ends it on its own terms:
|
|
156
|
-
*
|
|
157
|
-
* hero.controller.velocity = [dir.x * 600, 400] // hit by the blast
|
|
158
|
-
* if (thrown) { if (hero.controller.grounded) thrown = false } // landing ends it
|
|
159
|
-
* else hero.controller.move(ix * SPEED) // …and this reclaims the axis
|
|
160
|
-
*
|
|
161
|
-
* Nothing clears the latch by itself, landing included — a kinematic controller has no friction.
|
|
162
|
-
* Reading is not the inverse of writing: against a wall the read is ~0 and would cancel the throw.
|
|
163
|
-
*
|
|
164
|
-
* `c.velocity.y = 700` (the direct spelling) is a jump — the compiler routes it to the exact
|
|
165
|
-
* `velocityY` channel via `_writeComp` below — and `c.velocity.x = 300` latches the whole vector
|
|
166
|
-
* with the measured vertical filling in. A STORED copy is still a copy (`const v = c.velocity`).
|
|
167
|
-
*/
|
|
168
|
-
get velocity(): Vec2 { const s = this._state(); return new Vec2(s[0], s[1]) }
|
|
169
|
-
set velocity(v: Vec2Like) { if (this._id) _creator2d.characterSetVelocity(this._id, cx(v), cy(v)) }
|
|
170
|
-
|
|
171
|
-
/** Compile-time list (chisel reads it, then strips it) — see CharacterController / core/compWrite.ts. */
|
|
172
|
-
static _comps = [ "velocity" ]
|
|
173
|
-
|
|
174
|
-
/** @internal `c.velocity.<axis> = v` compiles to this; see CharacterController. */
|
|
175
|
-
_writeComp(_prop: string, axis: CompAxis, v: number): void {
|
|
176
|
-
if (!this._id) return
|
|
177
|
-
if (axis === "y") { _creator2d.characterSetVerticalVelocity(this._id, v); return }
|
|
178
|
-
const s = this._state()
|
|
179
|
-
_creator2d.characterSetVelocity(this._id, axis === "x" ? v : s[0], s[1])
|
|
180
|
-
}
|
|
181
|
-
|
|
182
|
-
/** True while standing on walkable ground. */
|
|
183
|
-
get grounded(): boolean { return this._state()[2] === 0 }
|
|
184
|
-
|
|
185
|
-
/** Where the feet are after the last step: walkable ground, too-steep ground, or the air. */
|
|
186
|
-
get groundState(): GroundState2D { return GROUND_STATES[this._state()[2]] ?? "air" }
|
|
187
|
-
|
|
188
|
-
/** The surface normal under the feet — for orienting a sprite to a slope, or deciding a slide. */
|
|
189
|
-
get groundNormal(): Vec2 { const s = this._state(); return new Vec2(s[3], s[4]) }
|
|
190
|
-
|
|
191
|
-
/** What the character is standing on: a moving platform, a hazard, an ice patch whose `friction`
|
|
192
|
-
* the game can read. The engine already carries the character along a kinematic platform. */
|
|
193
|
-
get groundNode(): Node2D | null {
|
|
194
|
-
const id = this._state()[5]
|
|
195
|
-
return id ? node2dRegistry.get(id) ?? null : null
|
|
196
|
-
}
|
|
197
|
-
|
|
198
|
-
/**
|
|
199
|
-
* Every surface the mover pushed out of during the last step, with the normal pointing back at the
|
|
200
|
-
* character. This is what wall jumps and box pushing are written against — a kinematic mover is not
|
|
201
|
-
* a body, so those contacts do not arrive as 'enter' events.
|
|
202
|
-
*
|
|
203
|
-
* const wall = c.collisions.find(h => Math.abs(h.normal.x) > 0.7)
|
|
204
|
-
* if (wall && jumpPressed) c.velocity = [-wall.normal.x * KICK, JUMP]
|
|
205
|
-
*
|
|
206
|
-
* for (const h of c.collisions) h.node?.physics?.applyImpulse([-h.normal.x * PUSH, 0])
|
|
207
|
-
*/
|
|
208
|
-
get collisions(): Collision2D[] {
|
|
209
|
-
if (!this._id) return []
|
|
210
|
-
const o = _creator2d.characterGetCollisions(this._id, MAX_COLLISIONS)
|
|
211
|
-
const out: Collision2D[] = []
|
|
212
|
-
for (let i = 0; i + 2 < o.length; i += 3) {
|
|
213
|
-
out.push({ node: o[i] ? node2dRegistry.get(o[i]) ?? null : null, normal: new Vec2(o[i + 1], o[i + 2]) })
|
|
214
|
-
}
|
|
215
|
-
return out
|
|
216
|
-
}
|
|
217
|
-
|
|
218
|
-
/** Multiplier over the world gravity; default 1. **0 = free mode**: no gravity, no ground, no
|
|
219
|
-
* stick-to-floor — a swimmer, a drone, a ladder climber, or a top-down hero, driven by the
|
|
220
|
-
* two-component `move()`. */
|
|
221
|
-
get gravityScale(): number { return this._gravityScale }
|
|
222
|
-
set gravityScale(v: number) {
|
|
223
|
-
this._gravityScale = v
|
|
224
|
-
if (this._id) _creator2d.characterSetGravityScale(this._id, v)
|
|
225
|
-
}
|
|
226
|
-
|
|
227
|
-
/** Max ground slope (degrees) the character treats as walkable; default 45. Live. */
|
|
228
|
-
get maxSlope(): number { return this._maxSlope }
|
|
229
|
-
set maxSlope(v: number) {
|
|
230
|
-
this._maxSlope = v
|
|
231
|
-
if (this._id) _creator2d.characterSetMaxSlope(this._id, v)
|
|
232
|
-
}
|
|
233
|
-
|
|
234
|
-
/** Which collision group the character belongs to. Live. */
|
|
235
|
-
get group(): PhysicsGroup2D | undefined { return this._group }
|
|
236
|
-
set group(g: PhysicsGroup2D | undefined) { this._group = g; this._repush() }
|
|
237
|
-
|
|
238
|
-
/**
|
|
239
|
-
* While this names a node, that node's `OneWay2D` surfaces are not solid for this character — how
|
|
240
|
-
* you drop off a semisolid platform. A plain latch: whoever sets it clears it.
|
|
241
|
-
*
|
|
242
|
-
* if (downPressed && jumpPressed && c.grounded) {
|
|
243
|
-
* const platform = c.groundNode
|
|
244
|
-
* c.dropThrough = platform
|
|
245
|
-
* setTimeout(() => { if (c.dropThrough === platform) c.dropThrough = null }, 200)
|
|
246
|
-
* }
|
|
247
|
-
*
|
|
248
|
-
* Because it names ONE node, the timeout is not delicate: too long merely means you could have
|
|
249
|
-
* re-landed on that platform for a moment, and the platform below stays solid either way.
|
|
250
|
-
*/
|
|
251
|
-
get dropThrough(): Node2D | null { return this._dropThrough }
|
|
252
|
-
set dropThrough(n: Node2D | null) {
|
|
253
|
-
this._dropThrough = n
|
|
254
|
-
if (this._id) _creator2d.characterSetDropThrough(this._id, n ? n.id : 0)
|
|
255
|
-
}
|
|
256
|
-
|
|
257
|
-
/**
|
|
258
|
-
* True while a requested collider resize hasn't taken — you asked to stand up and there is something
|
|
259
|
-
* overhead. Resizing goes through the `Shape2D` aspect itself:
|
|
260
|
-
*
|
|
261
|
-
* hero.aspect(Shape2D, { capsule: CROUCHED }) // always fits — you are shrinking
|
|
262
|
-
* hero.aspect(Shape2D, { capsule: STANDING }) // may be refused under a low ceiling
|
|
263
|
-
* if (hero.controller.resizing) … // still crouched; call it again next frame
|
|
264
|
-
*
|
|
265
|
-
* A refusal changes nothing, so the retry is just the same call again — and it is an exact headroom
|
|
266
|
-
* test against the real capsule, unlike a hand-rolled raycast (a ray is a line; a capsule has
|
|
267
|
-
* girth). The FEET stay planted across a resize, so the character neither hovers nor sinks.
|
|
268
|
-
*/
|
|
269
|
-
get resizing(): boolean { return this.node.get(Shape2D)?._resizeRefused ?? false }
|
|
270
|
-
|
|
271
|
-
private _state(): Float32Array {
|
|
272
|
-
if (!this._id) { state.fill(0); state[2] = 2; state[4] = 1; return state }
|
|
273
|
-
_creator2d.characterGetState(this._id, state)
|
|
274
|
-
return state
|
|
275
|
-
}
|
|
276
|
-
}
|