CameraArm
Since 0.6
{@link CameraHandle.arm}: what the engine rig's boom is doing this frame.
Signature
export interface CameraArm {
/** True while a `third-person` or `orbit` rig resolved its arm this frame. Every number is 0 when false. */
readonly active: boolean
/** The length the rig asked for, metres: the `distance` of the last `set`. */
readonly desired: number
/** The length it has, pivot to eye, after collision and the recovery ease. */
readonly length: number
/** Shorter than the arm's minimum (0.5 m): the eye is in or against the character. */
readonly collapsed: boolean
/** Geometry is shortening the arm. */
readonly blocked: boolean
/** What is shortening it, or null. */
readonly blocker: EntityHandle | null
/** 0..1, how far the followed character is faded away (see `fadeStart`). */
readonly fade: number
/** Radius of the sphere the boom sweeps: `probeRadius`, widened so the near plane never enters a wall. */
readonly probeRadius: number
}
Import: import type { CameraArm } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
active | readonly active: boolean | True while a third-person or orbit rig resolved its arm this frame. Every number is 0 when false. |
desired | readonly desired: number | The length the rig asked for, metres: the distance of the last set. |
length | readonly length: number | The length it has, pivot to eye, after collision and the recovery ease. |
collapsed | readonly collapsed: boolean | Shorter than the arm's minimum (0.5 m): the eye is in or against the character. |
blocked | readonly blocked: boolean | Geometry is shortening the arm. |
blocker | readonly blocker: EntityHandle | null | What is shortening it, or null. |
fade | readonly fade: number | 0..1, how far the followed character is faded away (see fadeStart). |
probeRadius | readonly probeRadius: number | Radius of the sphere the boom sweeps: probeRadius, widened so the near plane never enters a wall. |
Example
The tested fixture fixtures/recipes/collectible-and-goal/scenes/behaviors/goal-exit.ts.
import type { Behavior } from "@argus/api"
/**
* The exit, which the player wins at once every coin is collected.
*
* It counts the `collected` events, and once `required` are in, the player walking into it wins.
* Entering it early does nothing, so the order the coins are taken in is free.
*
* `goal-reached` is the event the built-in `hud` behaviour marks a goal done on. The scene's
* `goal` components (coin-1, coin-2, exit, in that order) are what `critic.play` walks to.
*/
interface State {
collected: string[]
won: boolean
}
interface Props {
/** Coins needed before the exit counts. Default 1. */
required?: number
/** String key shown as the objective on a win. Default `exit.won`. */
wonKey?: string
/** Tag the player carries. Default `player`. */
playerTag?: string
}
export default {
init(ctx) {
if (!Array.isArray(ctx.state.collected)) ctx.state.collected = []
if (typeof ctx.state.won !== "boolean") ctx.state.won = false
},
onEvent(ctx, event) {
if (event.name !== "collected") return
const goal = (event.data as { goal?: string } | null)?.goal
if (typeof goal !== "string" || ctx.state.collected.includes(goal)) return
ctx.state.collected.push(goal)
ctx.events.emit("goal-reached", { goal })
},
onTrigger(ctx, trigger) {
if (ctx.state.won || !trigger.entering) return
if (!trigger.other.hasTag(ctx.props.playerTag ?? "player")) return
if (ctx.state.collected.length < (ctx.props.required ?? 1)) return
ctx.state.won = true
ctx.events.emit("goal-reached", { goal: ctx.entity.id })
// A HUD text value is a key into `meta.strings`, not the text itself.
ctx.hud.objective(ctx.props.wonKey ?? "exit.won")
},
} satisfies Behavior<State, Props>