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miaoda-game-beam-cocos

v0.2.0

Published

Cocos Creator skin for miaoda-game-beam-core: draws telegraph->fire->fade lasers with Graphics, driving their geometry and glow from the pure-TS beam lifecycle. The reusable rendering layer for boss lasers, laser towers and laser gates.

Readme

miaoda-game-beam-cocos

Use this Cocos Creator adapter to render miaoda-game-beam-core lasers as pooled Graphics nodes. It advances the beam lifecycle from the Cocos update loop, redraws each segment, and exposes the core hit query.

Install

pnpm add miaoda-game-beam-core miaoda-game-beam-cocos

Cocos Creator provides the optional cc peer dependency at runtime.

Spawn and aim a laser

import { BeamLayer } from 'miaoda-game-beam-cocos';
import { sweepAngle } from 'miaoda-game-beam-core';

const layer = beamRoot.addComponent(BeamLayer).setup({
  fireColor: { r: 120, g: 210, b: 255, a: 255 },
});

const beam = layer.spawn({
  origin: bossPosition,
  angleDeg: -60,
  length: 900,
  width: 40,
  telegraph: 1,
  fire: 2,
  fade: 0.4,
});

// BeamLayer.update(dt) is called by Cocos automatically.
const t = (beam.age - 1) / 2;
beam.aim(bossPosition, sweepAngle(-60, 60, t));

if (layer.beamsHitting(playerPosition, playerRadius).length > 0) {
  damagePlayer();
}

dt, telegraph, fire, and fade are seconds. The adapter creates and pools one drawable per live beam; your game does not need to manage those nodes.

Control and cleanup

layer.clearBeams(); // recycle all live beams
layer.liveCount;
layer.poolSize;

setup replaces the current renderer and disposes its existing beam drawables. When the component is destroyed, it releases all drawables and becomes terminal; do not call spawn afterward.

Make sure the beam root uses a layer visible to the camera that should display the attack. The adapter renders geometry and reports active hits, but your game still decides damage, invulnerability, and hit de-duplication.