BusCharacterSqueezed
Payload of the engine-published "character-squeezed" event: a moving body is closing on a character ({@link Controller.squeezedBy}) — a door coming down on it, a lift carrying it up into a ceiling.
The engine never pushes a character through the floor or a wall to make room; it leaves it where it is and raises this once when the squeeze starts (per character and mover; again after a release), after the controllers step and before behaviours' update; the ongoing state is {@link Controller.squeezedBy}, with by of the bus record null. The game decides: reverse the door, stop the lift, hurt the character. ts // A door that never closes on anyone: reverse when it is the mover named. init(ctx) { ctx.events.on("character-squeezed", (ev) => { if (ev.data.by === ctx.entity.id) ctx.state.opening = true }) }
Signature
export interface BusCharacterSqueezed {
/** Id of the character being squeezed. */
character: string
/** Id of the moving body doing it: the door, the lift — never the still ceiling. */
by: string
}
Import: import type { BusCharacterSqueezed } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
character | character: string | Id of the character being squeezed. |
by | by: string | Id of the moving body doing it: the door, the lift — never the still ceiling. |
Example
The tested fixture fixtures/recipes/collectible-and-goal/scenes/behaviors/collectible.ts.
import type { Behavior } from "@argus/api"
/**
* A coin the player collects by walking into it.
*
* It says so once, as `collected`, and leaves the world. Counting is somebody else's job —
* `goal-exit.ts` — so a coin never needs to know how many there are.
*
* The contact is `onTrigger`, which needs three things in the scene: a collider with
* `isTrigger: true` (the volume), a `trigger` component (what fires), and a body on the player —
* the character controller's capsule is one.
*/
interface State {
collected: boolean
}
interface Props {
/** Tag the toucher must carry. Default `player`. */
playerTag?: string
}
export default {
init(ctx) {
if (typeof ctx.state.collected !== "boolean") ctx.state.collected = false
},
onTrigger(ctx, trigger) {
if (ctx.state.collected || !trigger.entering) return
if (!trigger.other.hasTag(ctx.props.playerTag ?? "player")) return
ctx.state.collected = true
// The `goal` component on this coin has the same id, so the playtester and the HUD agree.
ctx.events.emit("collected", { goal: ctx.entity.id })
// Last: after `despawn` every member of this entity's handles throws.
ctx.entity.despawn()
},
} satisfies Behavior<State, Props>