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miaoda-game-objective-phaser

v0.3.3

Published

Phaser Scene timed-objective host for miaoda-game-objective-core.

Readme

miaoda-game-objective-phaser

Use this Phaser 4 adapter to advance timed ObjectiveSet goals from Scene updates. Count, set, and sequence objectives work without frame time; only timeout reset windows need ticking.

pnpm add miaoda-game-objective-core miaoda-game-objective-phaser
const objectives = this.objectives.create(definitions);
objectives.core.emit('enemy-defeated');

Register ObjectivePlugin for Scene-owned cleanup, or construct ObjectiveController directly with explicit ownership. setTicking(false) pauses timeout progress without clearing objectives. Destroying the controller is terminal and releases Scene events; the core state remains readable for final observation.

For a strict fixed-step game, make timeout ownership explicit and advance it in seconds:

const objectives = this.objectives.create(definitions, { tickSource: 'manual' });

fixedStepper.advance(frameDeltaSeconds, (dtSeconds) => {
  objectives.stepSimulation(dtSeconds);
});

Host/manual authority, seconds validation, and terminal destruction are checked before objective progress or reset callbacks change. Legacy { autoUpdate: false } plus update(deltaMs) remains compatible; the old method still expects Phaser milliseconds.