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Analyze and visualize download stats for npm packages and authors.
Analyze and visualize download stats for npm packages and authors.
Analyze and visualize download stats for npm packages and authors.
Analyze and visualize download stats for npm packages and authors.
Showing npm packages maintained by this author. Pick a package to open detailed download analytics.
React admin 应用开发工具集
Expo 应用开发工具集:Sentry DSN 替换 stub、错误/网络捕获、Metro 符号化
Shared React and Phaser game lint plus deterministic testing tools for Miaoda games
Small Phaser 4 Scene Plugin foundation for owning modular miaoda-game adapter instances.
Small React DOM bindings for observable miaoda-game cores: stable snapshots, subscriptions, and owned core lifecycles.
Engine-agnostic rectangular and hex grid primitives with topology, pathfinding, ranges, coordinate math and deterministic hex layout/picking.
Engine-agnostic deck/pile engine for card games: named zones, deterministic shuffle with optional authoritative RNG injection, automatic reshuffle, hand limits, atomic selected-card moves, saves, and pure snapshot operations for reducer/command state. Car
Fixed JJ-style three-player 48-card Pao De Kuai rules and legal-play analysis.
Engine-independent pinhole projection primitives for fixed-axis and freely oriented pseudo-3D cameras.
Cocos Creator skin for miaoda-game-fsm-core: a thin @ccclass Component that runs a gameplay finite state machine against a context and drives it from the node's update(dt). For enemy AI, character states and game flow.
Engine-agnostic 2D vision core: line-of-sight, field-of-view cones, and visibility-polygon (shadow-casting) computation against segment/rect/polygon obstacles. The gameplay-level visibility layer Cocos (and most engines) don't ship — stealth detection, AI
Engine-neutral versioned save envelopes with typed chunks, sequential migrations, validation, canonical JSON checksums, unknown-chunk policy, and atomic state restoration.
Phaser 4 pooled Game Object renderer and Scene lifecycle host for miaoda-game-shooter-core.
Phaser 4 Game Object path follower for miaoda-game-path-core.
Phaser 4 Scene controllers for modern and committed miaoda-game-platformer-core movement models, with Arcade-compatible velocity output and plugin lifecycle.
Phaser 4 Scene host for miaoda-game-combat2d-core with Game Object-bound hitboxes and hurtboxes.
Engine-agnostic tile-level gameplay lighting on a grid — multi-source light with color mixing and an optional radiosity-style bounce pass. Built on rot-js's Lighting + FOV. Feed it walls + light sources, read back a lit color per tile; pairs with miaoda-g
Phaser Scene lifecycle host for miaoda-game-fsm-core.
Phaser Game Object behavior-tree host for miaoda-game-behavior-core.
Engine-agnostic gameplay objectives and achievement profiles with prerequisites, trusted event projection, and validated versioned persistence.
Engine-agnostic arcade scoring, multipliers, combo windows, score ledger, and high scores.
Pure-data disjoint meld partition search for Gin, Rummy, Canasta and related card games.
Engine-agnostic finite state machine for game logic — enemy AI (patrol/chase/attack), character states (idle/run/jump), game flow (menu/playing/paused). enter/exit/update hooks, declarative guarded transitions, timeInState. The gameplay-level FSM Cocos do
Engine-independent OutRun-style segmented road, hill occlusion, curve projection, and billboard geometry.
Engine-independent behavior trees with perception, steering, deterministic RNG, bounded diagnostics, and explicitly invalidated path-replanning caches.
Pure analysis for the fixed four-player double-deck Tractor profile.
Phaser 4 grid adapter with rectangular layout/input/movement and shared Y-down pointy/flat hex positioning and picking.
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.
Engine-agnostic 2D platformer movement core with modern feel and committed-action models: variable jump, coyote/buffer, walls and dash via PlatformerBody; fixed arcs, locked air momentum, action constraints and knockback ownership via CommittedPlatformerB
Pure Classic Canasta card values, meld candidates, initial meld thresholds, and discard-pile checks.
Engine-agnostic rectangular and hex match-3 logic with line matching, flood-fill groups and rectangular gravity. No rendering or engine dependency.
Phaser Scene status-effect host for miaoda-game-status-core.
Engine-agnostic real-time hit-resolution core: hitbox/hurtbox overlap with team layer/mask filtering (Godot-style), once-per-attack hit dedup, invincibility frames, knockback vectors and pierce. Turns the raw fact 'two boxes overlap' into 'who hit whom, f
Engine-agnostic active-falling-block loop: the spine shared by Tetris, Dr. Mario, Puyo Puyo and Columns. A mobile piece that moves, rotates and soft/hard-drops against a well and locks into it, with a pluggable rotation + wall-kick system (ships the Guide
Engine-agnostic deterministic game-command runtime with validation, previews, atomic commits, structured events, serializable RNG, checkpoints, forks, undo barriers for revealed information, explicit player-view projection, and replay verification.
Engine-agnostic procedural generation for grid games — dungeons, mazes and caves that drop straight into a miaoda-game-grid-core Grid (so miaoda-game-grid-vision-core / findPath consume them with no glue), plus seedable noise. Built on the mature roguelik
Phaser 4 Scene adapter for miaoda-game-adventure-interaction-core with declarative hotspot binding and selected-item interactions.
Engine-agnostic pinball session lifecycle, ball save, multiball, tilt, and switch rule bindings.
Engine-agnostic XP / level-curve engine — turn a running experience total into a level, tell you how much XP the current level still needs, and hand back the exact deltas when awarding XP crosses one or more level boundaries at once. Curves are a formula,
Phaser lifecycle and physics-object bridge for miaoda-game-pinball-core.
Deterministic discrete-event scheduler for strategy and management games: stable ordering, recurring events, bounded fast-forward, cancellation, and serializable snapshots.
Phaser Graphics beam renderer for miaoda-game-beam-core.
Phaser Scene score and combo-window host for miaoda-game-score-core.
Pure Pagat Qingdao Gou Ji set analysis, comparison, trigger detection, and bounded play enumeration.
Cocos Creator skin for miaoda-game-path-core: a PathMover component that drives a Node's position and rotation along a baked path at constant speed, with tangent-facing rotation and sine sway. The reusable movement layer for enemy fly-in formations, movin
Engine-neutral current/max resource pools for HP, MP, stamina and similar values, with atomic spend/gain operations, explicit max-change policies, transition events, and validated versioned snapshots.
Engine-agnostic rectangular and hex grid vision with field-of-view, reciprocal line-of-sight, visibility-cost policy and persistent fog-of-war state.
Phaser Scene spawn director for miaoda-game-wave-core.
Cocos Creator hosts for miaoda-game-combat2d-core: a shared CombatWorld with a scene-owned CombatFieldComponent by default and an optional cross-scene CombatWorldSystem.
Engine-neutral pure-data trick-taking rules: turn order, follow-suit legal cards, effective suits, trump/rank winner resolution, next-leader progression, history, validation, and structured events.
Showing 50 of 214 packages
Analyze and visualize download stats for npm packages and authors.
Showing npm packages maintained by this author. Pick a package to open detailed download analytics.
React admin 应用开发工具集
Expo 应用开发工具集:Sentry DSN 替换 stub、错误/网络捕获、Metro 符号化
Shared React and Phaser game lint plus deterministic testing tools for Miaoda games
Small Phaser 4 Scene Plugin foundation for owning modular miaoda-game adapter instances.
Small React DOM bindings for observable miaoda-game cores: stable snapshots, subscriptions, and owned core lifecycles.
Engine-agnostic rectangular and hex grid primitives with topology, pathfinding, ranges, coordinate math and deterministic hex layout/picking.
Engine-agnostic deck/pile engine for card games: named zones, deterministic shuffle with optional authoritative RNG injection, automatic reshuffle, hand limits, atomic selected-card moves, saves, and pure snapshot operations for reducer/command state. Car
Fixed JJ-style three-player 48-card Pao De Kuai rules and legal-play analysis.
Engine-independent pinhole projection primitives for fixed-axis and freely oriented pseudo-3D cameras.
Cocos Creator skin for miaoda-game-fsm-core: a thin @ccclass Component that runs a gameplay finite state machine against a context and drives it from the node's update(dt). For enemy AI, character states and game flow.
Engine-agnostic 2D vision core: line-of-sight, field-of-view cones, and visibility-polygon (shadow-casting) computation against segment/rect/polygon obstacles. The gameplay-level visibility layer Cocos (and most engines) don't ship — stealth detection, AI
Engine-neutral versioned save envelopes with typed chunks, sequential migrations, validation, canonical JSON checksums, unknown-chunk policy, and atomic state restoration.
Phaser 4 pooled Game Object renderer and Scene lifecycle host for miaoda-game-shooter-core.
Phaser 4 Game Object path follower for miaoda-game-path-core.
Phaser 4 Scene controllers for modern and committed miaoda-game-platformer-core movement models, with Arcade-compatible velocity output and plugin lifecycle.
Phaser 4 Scene host for miaoda-game-combat2d-core with Game Object-bound hitboxes and hurtboxes.
Engine-agnostic tile-level gameplay lighting on a grid — multi-source light with color mixing and an optional radiosity-style bounce pass. Built on rot-js's Lighting + FOV. Feed it walls + light sources, read back a lit color per tile; pairs with miaoda-g
Phaser Scene lifecycle host for miaoda-game-fsm-core.
Phaser Game Object behavior-tree host for miaoda-game-behavior-core.
Engine-agnostic gameplay objectives and achievement profiles with prerequisites, trusted event projection, and validated versioned persistence.
Engine-agnostic arcade scoring, multipliers, combo windows, score ledger, and high scores.
Pure-data disjoint meld partition search for Gin, Rummy, Canasta and related card games.
Engine-agnostic finite state machine for game logic — enemy AI (patrol/chase/attack), character states (idle/run/jump), game flow (menu/playing/paused). enter/exit/update hooks, declarative guarded transitions, timeInState. The gameplay-level FSM Cocos do
Engine-independent OutRun-style segmented road, hill occlusion, curve projection, and billboard geometry.
Engine-independent behavior trees with perception, steering, deterministic RNG, bounded diagnostics, and explicitly invalidated path-replanning caches.
Pure analysis for the fixed four-player double-deck Tractor profile.
Phaser 4 grid adapter with rectangular layout/input/movement and shared Y-down pointy/flat hex positioning and picking.
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.
Engine-agnostic 2D platformer movement core with modern feel and committed-action models: variable jump, coyote/buffer, walls and dash via PlatformerBody; fixed arcs, locked air momentum, action constraints and knockback ownership via CommittedPlatformerB
Pure Classic Canasta card values, meld candidates, initial meld thresholds, and discard-pile checks.
Engine-agnostic rectangular and hex match-3 logic with line matching, flood-fill groups and rectangular gravity. No rendering or engine dependency.
Phaser Scene status-effect host for miaoda-game-status-core.
Engine-agnostic real-time hit-resolution core: hitbox/hurtbox overlap with team layer/mask filtering (Godot-style), once-per-attack hit dedup, invincibility frames, knockback vectors and pierce. Turns the raw fact 'two boxes overlap' into 'who hit whom, f
Engine-agnostic active-falling-block loop: the spine shared by Tetris, Dr. Mario, Puyo Puyo and Columns. A mobile piece that moves, rotates and soft/hard-drops against a well and locks into it, with a pluggable rotation + wall-kick system (ships the Guide
Engine-agnostic deterministic game-command runtime with validation, previews, atomic commits, structured events, serializable RNG, checkpoints, forks, undo barriers for revealed information, explicit player-view projection, and replay verification.
Engine-agnostic procedural generation for grid games — dungeons, mazes and caves that drop straight into a miaoda-game-grid-core Grid (so miaoda-game-grid-vision-core / findPath consume them with no glue), plus seedable noise. Built on the mature roguelik
Phaser 4 Scene adapter for miaoda-game-adventure-interaction-core with declarative hotspot binding and selected-item interactions.
Engine-agnostic pinball session lifecycle, ball save, multiball, tilt, and switch rule bindings.
Engine-agnostic XP / level-curve engine — turn a running experience total into a level, tell you how much XP the current level still needs, and hand back the exact deltas when awarding XP crosses one or more level boundaries at once. Curves are a formula,
Phaser lifecycle and physics-object bridge for miaoda-game-pinball-core.
Deterministic discrete-event scheduler for strategy and management games: stable ordering, recurring events, bounded fast-forward, cancellation, and serializable snapshots.
Phaser Graphics beam renderer for miaoda-game-beam-core.
Phaser Scene score and combo-window host for miaoda-game-score-core.
Pure Pagat Qingdao Gou Ji set analysis, comparison, trigger detection, and bounded play enumeration.
Cocos Creator skin for miaoda-game-path-core: a PathMover component that drives a Node's position and rotation along a baked path at constant speed, with tangent-facing rotation and sine sway. The reusable movement layer for enemy fly-in formations, movin
Engine-neutral current/max resource pools for HP, MP, stamina and similar values, with atomic spend/gain operations, explicit max-change policies, transition events, and validated versioned snapshots.
Engine-agnostic rectangular and hex grid vision with field-of-view, reciprocal line-of-sight, visibility-cost policy and persistent fog-of-war state.
Phaser Scene spawn director for miaoda-game-wave-core.
Cocos Creator hosts for miaoda-game-combat2d-core: a shared CombatWorld with a scene-owned CombatFieldComponent by default and an optional cross-scene CombatWorldSystem.
Engine-neutral pure-data trick-taking rules: turn order, follow-suit legal cards, effective suits, trump/rank winner resolution, next-leader progression, history, validation, and structured events.
Showing 50 of 214 packages