Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export

This commit is contained in:
Emil
2026-09-18 03:40:15 +03:00
parent 5c6b24d34d
commit 999686a896
125 changed files with 16086 additions and 1714 deletions
+43
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#include "Gameplay.hpp"
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world) {
runtime::Behavior motion;
motion.fixedUpdate = [](runtime::Runtime& game, runtime::EntityHandle self, double delta) {
auto pose = game.transform(self);
pose.position[0] += game.fields(self, "tutorial.fixed_move").value("speed", 2.0f) *
static_cast<float>(delta);
game.setTransform(self, pose);
};
world.registerBehavior("tutorial.fixed_move", std::move(motion));
runtime::Behavior follow;
follow.lateUpdate = [](runtime::Runtime& game, runtime::EntityHandle self, double) {
const auto settings = game.fields(self, "tutorial.follow");
const auto target = game.find(settings.value("target", std::string{}));
if (!game.valid(target))
return; // Target may be absent or destroyed.
const auto targetPose = game.presentation(target); // Already interpolated.
const auto offset = settings.at("offset").get<runtime::Vec3>();
auto cameraPose = game.presentation(self);
for (int axis = 0; axis < 3; ++axis)
cameraPose.position[axis] = targetPose.position[axis] + offset[axis];
game.setPresentation(self, cameraPose); // Does not write the simulation pose.
};
world.registerBehavior("tutorial.follow", std::move(follow));
}
nlohmann::json schema() {
return nlohmann::json::array(
{{{"id", "tutorial.fixed_move"},
{"version", 1},
{"name", "Fixed movement"},
{"fields", {{"speed", {{"id", "speed"}, {"type", "number"}, {"default", 2.0}}}}}},
{{"id", "tutorial.follow"},
{"version", 1},
{"name", "Follow presentation"},
{"fields",
{{"target", {{"id", "target"}, {"type", "entity_ref"}, {"default", "actor"}}},
{"offset", {{"id", "offset"}, {"type", "vec3"}, {"default", {0, 0, 10}}}}}}}});
}
} // namespace faset::gameplay
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#pragma once
#include <faset/runtime/Runtime.hpp>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world);
nlohmann::json schema();
} // namespace faset::gameplay
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{
"format": "faset.scene",
"version": 1,
"id": "tutorial-following",
"name": "Following tutorial",
"dimension": 2,
"simulation": {
"fixed_delta": 0.016666666666666666,
"max_catch_up_ticks": 4,
"physics_substeps": 4,
"gravity": [
0,
-9.81,
0
]
},
"entities": [
{
"id": "actor",
"name": "actor",
"parent": null,
"components": [
{
"id": "actor-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "actor-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.2,
0.7,
0.9,
1
],
"size": [
1,
1
]
}
},
{
"id": "actor-tutorial.fixed_move",
"type": "tutorial.fixed_move",
"version": 1,
"fields": {
"speed": 2
}
}
]
},
{
"id": "camera",
"name": "camera",
"parent": null,
"components": [
{
"id": "camera-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
10
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "camera-faset.camera",
"type": "faset.camera",
"version": 1,
"fields": {
"fov": 60,
"near": 0.1,
"far": 100
}
},
{
"id": "camera-tutorial.follow",
"type": "tutorial.follow",
"version": 1,
"fields": {
"target": "actor",
"offset": [
0,
0,
10
]
}
}
]
}
],
"instances": []
}
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#include "Gameplay.hpp"
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world) {
runtime::Behavior mover;
mover.update = [](runtime::Runtime& game, runtime::EntityHandle self, double delta) {
// fields() returns a configuration copy. transform() returns a live pose copy.
const auto settings = game.fields(self, "tutorial.move_x");
const float speed = settings.value("speed", 2.0f); // metres per second
auto pose = game.transform(self);
pose.position[0] += speed * static_cast<float>(delta);
game.setTransform(self, pose); // This object has no rigid body.
};
world.registerBehavior("tutorial.move_x", std::move(mover));
}
nlohmann::json schema() {
// The FieldId is the map key. Keep it stable if you change a display name.
return nlohmann::json::array({{{"id", "tutorial.move_x"},
{"version", 1},
{"name", "Move along X"},
{"fields",
{{"speed",
{{"id", "speed"},
{"type", "number"},
{"default", 2.0},
{"min", -20.0},
{"max", 20.0},
{"units", "m/s"}}}}}}});
}
} // namespace faset::gameplay
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#pragma once
#include <faset/runtime/Runtime.hpp>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world);
nlohmann::json schema();
} // namespace faset::gameplay
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{
"format": "faset.scene",
"version": 1,
"id": "tutorial-moving",
"name": "Moving tutorial",
"dimension": 2,
"simulation": {
"fixed_delta": 0.016666666666666666,
"max_catch_up_ticks": 4,
"physics_substeps": 4,
"gravity": [
0,
-9.81,
0
]
},
"entities": [
{
"id": "actor",
"name": "actor",
"parent": null,
"components": [
{
"id": "actor-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "actor-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.2,
0.7,
0.9,
1
],
"size": [
1,
1
]
}
},
{
"id": "actor-tutorial.move_x",
"type": "tutorial.move_x",
"version": 1,
"fields": {
"speed": 2
}
}
]
}
],
"instances": []
}
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#include "Gameplay.hpp"
#include <iostream>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world) {
runtime::Behavior character;
character.fixedUpdate = [](runtime::Runtime& game, runtime::EntityHandle self, double) {
const auto settings = game.fields(self, "tutorial.character");
const auto input = game.input();
auto velocity = game.velocity(self); // Metres per second; preserve the Y component.
velocity[0] = input.horizontal * settings.value("speed", 4.0f);
if (input.jumpPressed && game.grounded(self))
velocity[1] = settings.value("jump_speed", 5.0f);
// Do not multiply velocity by delta. The physics solver integrates it.
game.setVelocity(self, velocity);
};
character.onCollision = [](runtime::Runtime&, runtime::EntityHandle,
const runtime::CollisionEvent& event) {
if (event.began)
std::cout << "Character contact began\n";
};
world.registerBehavior("tutorial.character", std::move(character));
}
nlohmann::json schema() {
return nlohmann::json::array({{{"id", "tutorial.character"},
{"version", 1},
{"name", "Physics character"},
{"fields",
{{"speed",
{{"id", "speed"},
{"type", "number"},
{"default", 4.0},
{"min", 0.0},
{"units", "m/s"}}},
{"jump_speed",
{{"id", "jump_speed"},
{"type", "number"},
{"default", 5.0},
{"min", 0.0},
{"units", "m/s"}}}}}}});
}
} // namespace faset::gameplay
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#pragma once
#include <faset/runtime/Runtime.hpp>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world);
nlohmann::json schema();
} // namespace faset::gameplay
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{
"format": "faset.scene",
"version": 1,
"id": "tutorial-physics",
"name": "Physics tutorial",
"dimension": 2,
"simulation": {
"fixed_delta": 0.016666666666666666,
"max_catch_up_ticks": 4,
"physics_substeps": 4,
"gravity": [
0,
-9.81,
0
]
},
"entities": [
{
"id": "floor",
"name": "floor",
"parent": null,
"components": [
{
"id": "floor-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
-0.5,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "floor-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.4,
0.5,
0.6,
1
],
"size": [
12,
1
]
}
},
{
"id": "floor-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
6,
0.5
]
}
}
]
},
{
"id": "actor",
"name": "actor",
"parent": null,
"components": [
{
"id": "actor-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0.5,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "actor-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.2,
0.7,
0.9,
1
],
"size": [
1,
1
]
}
},
{
"id": "actor-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "dynamic",
"half_extents": [
0.5,
0.5
],
"density": 1,
"friction": 0.3,
"gravity_scale": 1
}
},
{
"id": "actor-tutorial.character",
"type": "tutorial.character",
"version": 1,
"fields": {
"speed": 4,
"jump_speed": 5
}
}
]
}
],
"instances": []
}
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#include "Gameplay.hpp"
#include <map>
#include <tuple>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world) {
runtime::Behavior spawner;
spawner.onStart = [](runtime::Runtime& game, runtime::EntityHandle self, double) {
const auto settings = game.fields(self, "tutorial.spawn_once");
const auto id = settings.at("spawned_id").get<std::string>();
// This queues a runtime object; it does not change the saved scene.
game.spawn(
{{"id", id},
{"name", "Temporary box"},
{"parent", nullptr},
{"components", nlohmann::json::array(
{{{"id", id + "/transform"},
{"type", "faset.transform"},
{"version", 1},
{"fields", {{"position", {0, 0, 0}}}}},
{{"id", id + "/sprite"},
{"type", "faset.sprite"},
{"version", 1},
{"fields", {{"color", {0.9, 0.6, 0.2, 1}}, {"size", {1, 1}}}}},
{{"id", id + "/lifetime"},
{"type", "tutorial.timed_despawn"},
{"version", 1},
{"fields", {{"seconds", settings.value("lifetime", 1.0)}}}}})}});
};
world.registerBehavior("tutorial.spawn_once", std::move(spawner));
// Ordinary C++ state belongs to the gameplay module. Every handle part matters.
using Key = std::tuple<std::uint64_t, std::uint32_t, std::uint64_t>;
auto ages = std::make_shared<std::map<Key, double>>();
auto key = [](runtime::EntityHandle h) { return Key{h.session, h.slot, h.generation}; };
runtime::Behavior lifetime;
lifetime.onStart = [ages, key](runtime::Runtime&, runtime::EntityHandle self, double) {
(*ages)[key(self)] = 0.0;
};
lifetime.fixedUpdate = [ages, key](runtime::Runtime& game, runtime::EntityHandle self,
double delta) {
auto& age = ages->at(key(self));
age += delta;
if (age >= game.fields(self, "tutorial.timed_despawn").value("seconds", 1.0))
game.destroy(self); // Still valid until the next fixed-tick barrier.
};
lifetime.onDestroy = [ages, key](runtime::Runtime&, runtime::EntityHandle self, double) {
ages->erase(key(self));
};
world.registerBehavior("tutorial.timed_despawn", std::move(lifetime));
}
nlohmann::json schema() {
return nlohmann::json::array(
{{{"id", "tutorial.spawn_once"},
{"version", 1},
{"name", "Spawn once"},
{"fields",
{{"spawned_id",
{{"id", "spawned_id"}, {"type", "string"}, {"default", "temporary-box"}}},
{"lifetime",
{{"id", "lifetime"}, {"type", "number"}, {"default", 1.0}, {"min", 0.0}}}}}},
{{"id", "tutorial.timed_despawn"},
{"version", 1},
{"name", "Timed despawn"},
{"fields",
{{"seconds",
{{"id", "seconds"}, {"type", "number"}, {"default", 1.0}, {"min", 0.0}}}}}}});
}
} // namespace faset::gameplay
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#pragma once
#include <faset/runtime/Runtime.hpp>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world);
nlohmann::json schema();
} // namespace faset::gameplay
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{
"format": "faset.scene",
"version": 1,
"id": "tutorial-spawning",
"name": "Spawning tutorial",
"dimension": 2,
"simulation": {
"fixed_delta": 0.016666666666666666,
"max_catch_up_ticks": 4,
"physics_substeps": 4,
"gravity": [
0,
-9.81,
0
]
},
"entities": [
{
"id": "spawner",
"name": "spawner",
"parent": null,
"components": [
{
"id": "spawner-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "spawner-tutorial.spawn_once",
"type": "tutorial.spawn_once",
"version": 1,
"fields": {
"spawned_id": "temporary-box",
"lifetime": 1.0
}
}
]
}
],
"instances": []
}