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@rjfwhite/random-lib

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Core engine for MML

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import { AttachmentRule, Behavior } from "./types"; export type AnimationState = "idle" | "moving" | "jump" | "fall" | "dead"; export type CharacterState = { currentPosition: { x: number; y: number; z: number; }; previousPosition: { x: number; y: number; z: number; }; currentAnimState: AnimationState; isMoving: boolean; }; export declare class CharacterBehavior extends Behavior { private walkSpeed; private jumpForce; private destination; private characterState; private hasReachedDestination; private destinationThreshold; private isGrounded; private groundCheckDistance; static getAttachmentRules(): AttachmentRule[]; onAttach(): void; onDetach(): void; private createDefaultState; private updateStateFromElement; private updateAnimationState; private ensureDynamicPhysics; private checkGrounded; /** * Public API: Apply movement to this character * This is the unified movement method that other behaviors can call */ applyMovement(movementVector: { x: number; y: number; z: number; }, deltaTime: number, speed?: number): void; private updateDestination; private getDistanceToDestination; private moveTowardsDestination; tick(deltaTime: number): void; } //# sourceMappingURL=CharacterBehavior.d.ts.map