1681-engine 0.0.0-stage → 0.5.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1014) hide show
  1. package/CHANGELOG.md +304 -0
  2. package/LICENSE +21 -0
  3. package/README.md +164 -2
  4. package/dist/1681-engine.js +417 -0
  5. package/dist/1681-engine.js.map +1 -0
  6. package/dist/ambient/ColorGrade.js +41 -0
  7. package/dist/ambient/ColorGrade.js.map +1 -0
  8. package/dist/ambient/DayClock.js +57 -0
  9. package/dist/ambient/DayClock.js.map +1 -0
  10. package/dist/ambient/WeatherLayer.js +91 -0
  11. package/dist/ambient/WeatherLayer.js.map +1 -0
  12. package/dist/ambient/grade.js +13 -0
  13. package/dist/ambient/grade.js.map +1 -0
  14. package/dist/ambient/weather.js +52 -0
  15. package/dist/ambient/weather.js.map +1 -0
  16. package/dist/anim/AnimStateMachine.js +164 -0
  17. package/dist/anim/AnimStateMachine.js.map +1 -0
  18. package/dist/anim/Animator.js +67 -0
  19. package/dist/anim/Animator.js.map +1 -0
  20. package/dist/anim/animStateCompile.js +113 -0
  21. package/dist/anim/animStateCompile.js.map +1 -0
  22. package/dist/anim/animStateSystem.js +17 -0
  23. package/dist/anim/animStateSystem.js.map +1 -0
  24. package/dist/anim/animationSystem.js +15 -0
  25. package/dist/anim/animationSystem.js.map +1 -0
  26. package/dist/anim/asepriteSlices.js +22 -0
  27. package/dist/anim/asepriteSlices.js.map +1 -0
  28. package/dist/anim/asepriteTags.js +35 -0
  29. package/dist/anim/asepriteTags.js.map +1 -0
  30. package/dist/anim/parseAseprite.js +83 -0
  31. package/dist/anim/parseAseprite.js.map +1 -0
  32. package/dist/assets/AssetLoader.js +104 -0
  33. package/dist/assets/AssetLoader.js.map +1 -0
  34. package/dist/assets/loadAseprite.js +50 -0
  35. package/dist/assets/loadAseprite.js.map +1 -0
  36. package/dist/assets/takeCleanerWorker-DTcI_Jqr.js +31 -0
  37. package/dist/assets/takeCleanerWorker-DTcI_Jqr.js.map +1 -0
  38. package/dist/audio/Footsteps.js +26 -0
  39. package/dist/audio/Footsteps.js.map +1 -0
  40. package/dist/audio/MusicPlayer.js +78 -0
  41. package/dist/audio/MusicPlayer.js.map +1 -0
  42. package/dist/audio/SoundEngine.js +119 -0
  43. package/dist/audio/SoundEngine.js.map +1 -0
  44. package/dist/audio/cleanTake.js +30 -0
  45. package/dist/audio/cleanTake.js.map +1 -0
  46. package/dist/audio/music/ElementVoice.js +35 -0
  47. package/dist/audio/music/ElementVoice.js.map +1 -0
  48. package/dist/audio/music/GraphVoice.js +39 -0
  49. package/dist/audio/music/GraphVoice.js.map +1 -0
  50. package/dist/audio/music/MusicChannel.js +58 -0
  51. package/dist/audio/music/MusicChannel.js.map +1 -0
  52. package/dist/audio/music/musicVoice.js +13 -0
  53. package/dist/audio/music/musicVoice.js.map +1 -0
  54. package/dist/audio/sampleBank.js +82 -0
  55. package/dist/audio/sampleBank.js.map +1 -0
  56. package/dist/audio/soundTable.js +9 -0
  57. package/dist/audio/soundTable.js.map +1 -0
  58. package/dist/audio/synth.js +36 -0
  59. package/dist/audio/synth.js.map +1 -0
  60. package/dist/core/BitmapLabel.js +49 -0
  61. package/dist/core/BitmapLabel.js.map +1 -0
  62. package/dist/core/Camera.js +150 -0
  63. package/dist/core/Camera.js.map +1 -0
  64. package/dist/core/Clock.js +30 -0
  65. package/dist/core/Clock.js.map +1 -0
  66. package/dist/core/Graphics.js +69 -0
  67. package/dist/core/Graphics.js.map +1 -0
  68. package/dist/core/Group.js +29 -0
  69. package/dist/core/Group.js.map +1 -0
  70. package/dist/core/Image.js +51 -0
  71. package/dist/core/Image.js.map +1 -0
  72. package/dist/core/ObjectFactory.js +55 -0
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  74. package/dist/core/Pointer.js +58 -0
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  76. package/dist/core/Rectangle.js +51 -0
  77. package/dist/core/Rectangle.js.map +1 -0
  78. package/dist/core/Stage.js +86 -0
  79. package/dist/core/Stage.js.map +1 -0
  80. package/dist/core/Text.js +22 -0
  81. package/dist/core/Text.js.map +1 -0
  82. package/dist/core/TextureRegistry.js +111 -0
  83. package/dist/core/TextureRegistry.js.map +1 -0
  84. package/dist/core/Timeline.js +211 -0
  85. package/dist/core/Timeline.js.map +1 -0
  86. package/dist/core/TimelineBuilder.js +73 -0
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  88. package/dist/core/TimelineChild.js +84 -0
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  90. package/dist/core/Tweener.js +136 -0
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  92. package/dist/core/atlas.js +38 -0
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  94. package/dist/core/atlasPlan.js +22 -0
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  96. package/dist/core/eases.js +21 -0
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  98. package/dist/core/gameObject.js +115 -0
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  100. package/dist/core/pixiPatches.js +18 -0
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  102. package/dist/core/timelinePlace.js +24 -0
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  104. package/dist/core/tweenProps.js +12 -0
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  106. package/dist/debug/DebugOverlay.js +94 -0
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  112. package/dist/debug/FrameStats.js +42 -0
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  114. package/dist/debug/inspectWorld.js +29 -0
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  116. package/dist/diagnostics/ErrorDeduper.js +27 -0
  117. package/dist/diagnostics/ErrorDeduper.js.map +1 -0
  118. package/dist/diagnostics/FrameSampler.js +42 -0
  119. package/dist/diagnostics/FrameSampler.js.map +1 -0
  120. package/dist/diagnostics/bootWatch.js +21 -0
  121. package/dist/diagnostics/bootWatch.js.map +1 -0
  122. package/dist/diagnostics/captureErrors.js +27 -0
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  124. package/dist/diagnostics/contextLoss.js +25 -0
  125. package/dist/diagnostics/contextLoss.js.map +1 -0
  126. package/dist/diagnostics/frameStats.js +31 -0
  127. package/dist/diagnostics/frameStats.js.map +1 -0
  128. package/dist/diagnostics/gpuInfo.js +22 -0
  129. package/dist/diagnostics/gpuInfo.js.map +1 -0
  130. package/dist/diagnostics/renderGuard.js +24 -0
  131. package/dist/diagnostics/renderGuard.js.map +1 -0
  132. package/dist/ecs/SparseSet.js +55 -0
  133. package/dist/ecs/SparseSet.js.map +1 -0
  134. package/dist/ecs/World.js +307 -0
  135. package/dist/ecs/World.js.map +1 -0
  136. package/dist/ecs/fields.js +26 -0
  137. package/dist/ecs/fields.js.map +1 -0
  138. package/dist/engine/Engine.js +82 -0
  139. package/dist/engine/Engine.js.map +1 -0
  140. package/dist/engine/FixedLoop.js +37 -0
  141. package/dist/engine/FixedLoop.js.map +1 -0
  142. package/dist/engine/Scene.js +79 -0
  143. package/dist/engine/Scene.js.map +1 -0
  144. package/dist/engine/SceneManager.js +73 -0
  145. package/dist/engine/SceneManager.js.map +1 -0
  146. package/dist/events/EventBus.js +42 -0
  147. package/dist/events/EventBus.js.map +1 -0
  148. package/dist/fx/FloatingText.js +72 -0
  149. package/dist/fx/FloatingText.js.map +1 -0
  150. package/dist/fx/hitStop.js +28 -0
  151. package/dist/fx/hitStop.js.map +1 -0
  152. package/dist/fx/viewCull.js +10 -0
  153. package/dist/fx/viewCull.js.map +1 -0
  154. package/dist/i18n/Translator.js +72 -0
  155. package/dist/i18n/Translator.js.map +1 -0
  156. package/dist/i18n/extractStrings.js +58 -0
  157. package/dist/i18n/extractStrings.js.map +1 -0
  158. package/dist/i18n/formatMessage.js +19 -0
  159. package/dist/i18n/formatMessage.js.map +1 -0
  160. package/dist/input/Actions.js +131 -0
  161. package/dist/input/Actions.js.map +1 -0
  162. package/dist/input/AimGesture.js +75 -0
  163. package/dist/input/AimGesture.js.map +1 -0
  164. package/dist/input/Keyboard.js +54 -0
  165. package/dist/input/Keyboard.js.map +1 -0
  166. package/dist/input/Keymap.js +171 -0
  167. package/dist/input/Keymap.js.map +1 -0
  168. package/dist/input/TargetLock.js +73 -0
  169. package/dist/input/TargetLock.js.map +1 -0
  170. package/dist/input/aimAxis.js +8 -0
  171. package/dist/input/aimAxis.js.map +1 -0
  172. package/dist/input/keyChord.js +29 -0
  173. package/dist/input/keyChord.js.map +1 -0
  174. package/dist/input/longPress.js +32 -0
  175. package/dist/input/longPress.js.map +1 -0
  176. package/dist/input/stickAxis.js +23 -0
  177. package/dist/input/stickAxis.js.map +1 -0
  178. package/dist/input/touchDetect.js +7 -0
  179. package/dist/input/touchDetect.js.map +1 -0
  180. package/dist/light/LightLayer.js +84 -0
  181. package/dist/light/LightLayer.js.map +1 -0
  182. package/dist/nav/MinHeap.js +39 -0
  183. package/dist/nav/MinHeap.js.map +1 -0
  184. package/dist/nav/findPath.js +78 -0
  185. package/dist/nav/findPath.js.map +1 -0
  186. package/dist/nav/navGrid.js +36 -0
  187. package/dist/nav/navGrid.js.map +1 -0
  188. package/dist/nav/nearestOpen.js +19 -0
  189. package/dist/nav/nearestOpen.js.map +1 -0
  190. package/dist/nav/straightenPath.js +51 -0
  191. package/dist/nav/straightenPath.js.map +1 -0
  192. package/dist/net/Connection.js +84 -0
  193. package/dist/net/Connection.js.map +1 -0
  194. package/dist/net/InterpolationBuffer.js +57 -0
  195. package/dist/net/InterpolationBuffer.js.map +1 -0
  196. package/dist/net/PredictedMover.js +61 -0
  197. package/dist/net/PredictedMover.js.map +1 -0
  198. package/dist/net/Room.js +92 -0
  199. package/dist/net/Room.js.map +1 -0
  200. package/dist/net/RoomHost.js +101 -0
  201. package/dist/net/RoomHost.js.map +1 -0
  202. package/dist/net/cadence.js +22 -0
  203. package/dist/net/cadence.js.map +1 -0
  204. package/dist/net/constants.js +11 -0
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  206. package/dist/net/lobby/LobbyClient.js +124 -0
  207. package/dist/net/lobby/LobbyClient.js.map +1 -0
  208. package/dist/net/lobby/LobbyHost.js +366 -0
  209. package/dist/net/lobby/LobbyHost.js.map +1 -0
  210. package/dist/net/lobby/LobbyRooms.js +66 -0
  211. package/dist/net/lobby/LobbyRooms.js.map +1 -0
  212. package/dist/net/lobby/Matchmaker.js +106 -0
  213. package/dist/net/lobby/Matchmaker.js.map +1 -0
  214. package/dist/net/movement.js +83 -0
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  216. package/dist/net/protocol.js +11 -0
  217. package/dist/net/protocol.js.map +1 -0
  218. package/dist/net/serverClock.js +22 -0
  219. package/dist/net/serverClock.js.map +1 -0
  220. package/dist/net/snapshotCodec.js +92 -0
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  222. package/dist/parallax/Parallax.js +32 -0
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  224. package/dist/parallax/ParallaxLayer.js +70 -0
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  226. package/dist/parallax/parallaxMath.js +27 -0
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  228. package/dist/particles/Emitter.js +108 -0
  229. package/dist/particles/Emitter.js.map +1 -0
  230. package/dist/particles/ParticleBudget.js +32 -0
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  232. package/dist/particles/ParticleSim.js +60 -0
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  234. package/dist/particles/particleCurves.js +48 -0
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  236. package/dist/particles/particleSampling.js +30 -0
  237. package/dist/particles/particleSampling.js.map +1 -0
  238. package/dist/physics/Body.js +202 -0
  239. package/dist/physics/Body.js.map +1 -0
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  242. package/dist/physics/Contact.js +76 -0
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  248. package/dist/physics/SpatialHash.js +39 -0
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@@ -0,0 +1,417 @@
1
+ import { Engine as o } from "./engine/Engine.js";
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+ import { Scene as m } from "./engine/Scene.js";
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+ import { SceneManager as a } from "./engine/SceneManager.js";
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+ import { FixedLoop as i } from "./engine/FixedLoop.js";
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+ import { World as s, defineComponent as n, defineFields as l, entityIndex as c, system as d } from "./ecs/World.js";
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+ import { EventBus as S } from "./events/EventBus.js";
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+ import { engineSettings as C } from "./settings.js";
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+ import { Stage as g } from "./core/Stage.js";
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+ import { Camera as L } from "./core/Camera.js";
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+ import { Clock as h } from "./core/Clock.js";
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+ import { Tween as y, Tweener as O } from "./core/Tweener.js";
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+ import { Timeline as F } from "./core/Timeline.js";
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+ import { TimelineBuilder as M } from "./core/TimelineBuilder.js";
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+ import { easeByName as N } from "./core/eases.js";
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+ import { ObjectFactory as b } from "./core/ObjectFactory.js";
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+ import { Graphics as B } from "./core/Graphics.js";
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+ import { Image as H } from "./core/Image.js";
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+ import { Group as U } from "./core/Group.js";
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+ import { Rectangle as W } from "./core/Rectangle.js";
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+ import { Text as Y } from "./core/Text.js";
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+ import { BitmapLabel as X, addLabelGlyphs as j, installLabelFont as Z } from "./core/BitmapLabel.js";
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+ import { Pointer as J } from "./core/Pointer.js";
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+ import { CanvasTexture as $, TextureRegistry as ee } from "./core/TextureRegistry.js";
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+ import { AtlasBuilder as oe } from "./core/atlas.js";
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+ import { atlasPageLimit as me, planAtlas as pe } from "./core/atlasPlan.js";
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+ import { AssetLoader as xe, resolveUrl as ie } from "./assets/AssetLoader.js";
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+ import { Animator as se } from "./anim/Animator.js";
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+ import { clipMarkers as le, frameNamed as ce, parseAseprite as de } from "./anim/parseAseprite.js";
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+ import { tagDirection as Se, tagFrames as Ae, tagRepeat as Ce } from "./anim/asepriteTags.js";
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+ import { sliceAt as ge, sliceBorders as Ee, sliceNamed as Le } from "./anim/asepriteSlices.js";
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+ import { addAsepriteTextures as he, loadAseprite as ue } from "./assets/loadAseprite.js";
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+ import { AnimStateMachine as Oe } from "./anim/AnimStateMachine.js";
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+ import { AnimStateComponent as Fe, animStateSystem as Ie } from "./anim/animStateSystem.js";
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+ import { AnimationComponent as ve, SpriteComponent as Ne, animationSystem as De } from "./anim/animationSystem.js";
35
+ import { FLIP_D as ke, FLIP_H as Be, FLIP_V as Ge, gidOf as He, layerByName as we, objectsOf as Ue, parseTiled as Ke, tileAt as We, tileRect as Ve } from "./tilemap/tiled.js";
36
+ import { collisionFromTiled as ze } from "./tilemap/collision.js";
37
+ import { TilemapView as je } from "./tilemap/TilemapView.js";
38
+ import { Skeleton as qe } from "./rig/Skeleton.js";
39
+ import { HUMANOID_RIG as Qe } from "./rig/humanoid.js";
40
+ import { blendPose as er, overlay as rr, upperOver as or } from "./rig/poseMath.js";
41
+ import { HUMANOID_CLIPS as mr, HUMANOID_POSES as pr } from "./rig/humanoidPoses.js";
42
+ import { PosePlayer as xr } from "./rig/PosePlayer.js";
43
+ import { RIG_PARTS as fr, RigView as sr } from "./rig/RigView.js";
44
+ import { LightLayer as lr } from "./light/LightLayer.js";
45
+ import { HEAVY_FLASH_GAP_MS as dr, RECOIL_MS as Tr, hitStopMs as Sr, hurtFlashGapMs as Ar, hurtFlashMs as Cr, recoilAt as _r, recoilPx as gr } from "./fx/hitStop.js";
46
+ import { FloatingText as Lr } from "./fx/FloatingText.js";
47
+ import { inView as hr } from "./fx/viewCull.js";
48
+ import { SoundEngine as yr, sound as Or } from "./audio/SoundEngine.js";
49
+ import { MusicPlayer as Fr, music as Ir } from "./audio/MusicPlayer.js";
50
+ import { MusicChannel as vr } from "./audio/music/MusicChannel.js";
51
+ import { elementVolumeLocked as Dr } from "./audio/music/musicVoice.js";
52
+ import { registerSounds as kr } from "./audio/soundTable.js";
53
+ import { hasTakes as Gr, registerTakes as Hr } from "./audio/sampleBank.js";
54
+ import { Footsteps as Ur } from "./audio/Footsteps.js";
55
+ import { SYNTH_RATE as Wr, renderRecipe as Vr } from "./audio/synth.js";
56
+ import { Keyboard as zr } from "./input/Keyboard.js";
57
+ import { Actions as jr, PAD_BUTTONS as Zr } from "./input/Actions.js";
58
+ import { chordHeld as Jr, parseChord as Qr } from "./input/keyChord.js";
59
+ import { aimAxis as eo } from "./input/aimAxis.js";
60
+ import { STICK_DEAD_ZONE as oo, stickActive as to, stickToAxis as mo, stickVector as po } from "./input/stickAxis.js";
61
+ import { LongPress as xo } from "./input/longPress.js";
62
+ import { AIM_CENTRE as fo, AIM_EARLY_SLOP as so, AIM_PRESS_MS as no, AIM_TAP_SLOP as lo, AimGesture as co, aimPoint as To, dragSlop as So, spotReach as Ao, spotShare as Co } from "./input/AimGesture.js";
63
+ import { LOCK_KEEP_RANGE as go, LOCK_PICK_CONE as Eo, LOCK_PICK_RANGE as Lo, TargetLock as Po, keptTarget as ho, nearestTarget as uo, pickTarget as yo } from "./input/TargetLock.js";
64
+ import { Keymap as Ro, keyLabel as Fo, keymapStorage as Io, mergeKeymap as Mo } from "./input/Keymap.js";
65
+ import { isTouchUi as No, setNativeShell as Do, setTouchOverrideKey as bo } from "./platform/touch.js";
66
+ import { detectTouch as Bo } from "./input/touchDetect.js";
67
+ import { DayClock as Ho, clockText as wo, mixRgb as Uo, tintNight as Ko } from "./ambient/DayClock.js";
68
+ import { hash01 as Vo, weatherAt as Yo } from "./ambient/weather.js";
69
+ import { WeatherLayer as Xo } from "./ambient/WeatherLayer.js";
70
+ import { gradeAt as Zo, mixToWhite as qo } from "./ambient/grade.js";
71
+ import { ColorGrade as Qo } from "./ambient/ColorGrade.js";
72
+ import { Parallax as et } from "./parallax/Parallax.js";
73
+ import { ParallaxLayer as ot } from "./parallax/ParallaxLayer.js";
74
+ import { parallaxOrigin as mt, placeAxis as pt, spanVisible as at, wrap as xt } from "./parallax/parallaxMath.js";
75
+ import { Emitter as ft } from "./particles/Emitter.js";
76
+ import { ParticleSim as nt } from "./particles/ParticleSim.js";
77
+ import { ParticleBudget as ct, particleBudget as dt } from "./particles/ParticleBudget.js";
78
+ import { lerpColor as St, sampleColor as At, sampleCurve as Ct } from "./particles/particleCurves.js";
79
+ import { dueParticles as gt, sampleRange as Et, scaleCount as Lt, seededRandom as Pt, spreadAngle as ht } from "./particles/particleSampling.js";
80
+ import { PhysicsWorld as yt } from "./physics/PhysicsWorld.js";
81
+ import { Body as Rt } from "./physics/Body.js";
82
+ import { Contact as It, ContactPoint as Mt } from "./physics/Contact.js";
83
+ import { MAX_POLYGON_VERTICES as Nt, polygonCentroid as Dt, polygonShape as bt, regularPolygon as kt } from "./physics/polygon.js";
84
+ import { mergeTileRects as Gt, tileBodies as Ht, tileBodiesFromGrid as wt } from "./physics/tileBodies.js";
85
+ import { physicsSystem as Kt } from "./physics/physicsSystem.js";
86
+ import { syncToBody as Vt } from "./physics/syncToBody.js";
87
+ import { COLLIDER_COLORS as zt, colliderColor as Xt, drawColliders as jt } from "./physics/drawColliders.js";
88
+ import { FACE_BOTTOM as qt, FACE_LEFT as Jt, FACE_RIGHT as Qt, FACE_TOP as $t } from "./physics/types.js";
89
+ import { MinHeap as rm } from "./nav/MinHeap.js";
90
+ import { NAV_STEPS as tm, canStep as mm, isOpen as pm, navGrid as am, navGridFromCollision as xm, nearWallCost as im } from "./nav/navGrid.js";
91
+ import { nearestOpen as sm } from "./nav/nearestOpen.js";
92
+ import { findPath as lm, floodFill as cm, octile as dm, reachedCount as Tm } from "./nav/findPath.js";
93
+ import { simplifyPath as Am, straightenPath as Cm } from "./nav/straightenPath.js";
94
+ import { SaveStore as gm } from "./save/SaveStore.js";
95
+ import { MemoryBackend as Lm } from "./save/MemoryBackend.js";
96
+ import { WebStorageBackend as hm } from "./save/WebStorageBackend.js";
97
+ import { MigrationError as ym, migrateSave as Om } from "./save/migrateSave.js";
98
+ import { checksum as Fm } from "./save/checksum.js";
99
+ import { Autosaver as Mm } from "./save/Autosaver.js";
100
+ import { transitionTo as Nm } from "./transitions/transitionTo.js";
101
+ import { tweenDone as bm } from "./transitions/tweenDone.js";
102
+ import { FadeTransition as Bm } from "./transitions/FadeTransition.js";
103
+ import { CrossfadeTransition as Hm } from "./transitions/CrossfadeTransition.js";
104
+ import { DitherWipeTransition as Um } from "./transitions/DitherWipeTransition.js";
105
+ import { BAYER4 as Wm, DITHER_LEVELS as Vm, ditherCovered as Ym, wipeLevel as zm } from "./transitions/ditherMask.js";
106
+ import { Letterbox as jm } from "./transitions/Letterbox.js";
107
+ import { Translator as qm } from "./i18n/Translator.js";
108
+ import { CONTEXT_MARK as Qm, formatMessage as $m, sourceText as ep } from "./i18n/formatMessage.js";
109
+ import { extractStrings as op } from "./i18n/extractStrings.js";
110
+ import { noteContextLoss as mp, rebuildDelayMs as pp, watchContextLoss as ap } from "./diagnostics/contextLoss.js";
111
+ import { bootWatch as ip } from "./diagnostics/bootWatch.js";
112
+ import { describeError as sp, guardRender as np } from "./diagnostics/renderGuard.js";
113
+ import { gpuName as cp, maxTextureSize as dp } from "./diagnostics/gpuInfo.js";
114
+ import { countHitches as Sp, looksThrottled as Ap, percentile as Cp, summarizeFrames as _p } from "./diagnostics/frameStats.js";
115
+ import { FrameSampler as Ep } from "./diagnostics/FrameSampler.js";
116
+ import { ErrorDeduper as Pp, trimStack as hp } from "./diagnostics/ErrorDeduper.js";
117
+ import { captureErrors as yp } from "./diagnostics/captureErrors.js";
118
+ import { DebugOverlay as Rp } from "./debug/DebugOverlay.js";
119
+ import { FrameStats as Ip } from "./debug/FrameStats.js";
120
+ import { ErrorLog as vp } from "./debug/ErrorLog.js";
121
+ import { inspectWorld as Dp } from "./debug/inspectWorld.js";
122
+ import { DrawCallCounter as kp } from "./debug/DrawCallCounter.js";
123
+ import { BODY_HALF_HEIGHT as Gp, BODY_HALF_WIDTH as Hp, INPUT_FLAG_DASH as wp, INPUT_STEP_DT as Up, INPUT_STEP_RATE as Kp, TILE_SIZE as Wp } from "./net/constants.js";
124
+ import { DIAGONAL as Yp, blocksShot as zp, bodyCollides as Xp, createCollisionGrid as jp, createMover as Zp, isSolidTile as qp, moveX as Jp, moveY as Qp, stepMover as $p } from "./net/movement.js";
125
+ import { UPDATE_RECORD_BYTES as ra, decodeSnapshotFrame as oa, decodeUpdates as ta, encodeSnapshotFrame as ma, encodeUpdates as pa, quantizeUpdates as aa } from "./net/snapshotCodec.js";
126
+ import { CADENCE as ia, cadenceEarly as fa, cadenceNext as sa } from "./net/cadence.js";
127
+ import { noteServerTime as la, resetServerClock as ca, serverNow as da, serverOffset as Ta } from "./net/serverClock.js";
128
+ import { PredictedMover as Aa } from "./net/PredictedMover.js";
129
+ import { InterpolationBuffer as _a } from "./net/InterpolationBuffer.js";
130
+ import { Room as Ea } from "./net/Room.js";
131
+ import { RoomHost as Pa } from "./net/RoomHost.js";
132
+ import { Connection as ua } from "./net/Connection.js";
133
+ import { moverFromWire as Oa, moverToWire as Ra } from "./net/protocol.js";
134
+ import { LobbyClient as Ia } from "./net/lobby/LobbyClient.js";
135
+ import { LobbyHost as va } from "./net/lobby/LobbyHost.js";
136
+ import { LobbyRooms as Da } from "./net/lobby/LobbyRooms.js";
137
+ import { Matchmaker as ka, balanceTeams as Ba } from "./net/lobby/Matchmaker.js";
138
+ export {
139
+ fo as AIM_CENTRE,
140
+ so as AIM_EARLY_SLOP,
141
+ no as AIM_PRESS_MS,
142
+ lo as AIM_TAP_SLOP,
143
+ jr as Actions,
144
+ co as AimGesture,
145
+ Fe as AnimStateComponent,
146
+ Oe as AnimStateMachine,
147
+ ve as AnimationComponent,
148
+ se as Animator,
149
+ xe as AssetLoader,
150
+ oe as AtlasBuilder,
151
+ Mm as Autosaver,
152
+ Wm as BAYER4,
153
+ Gp as BODY_HALF_HEIGHT,
154
+ Hp as BODY_HALF_WIDTH,
155
+ X as BitmapLabel,
156
+ Rt as Body,
157
+ ia as CADENCE,
158
+ zt as COLLIDER_COLORS,
159
+ Qm as CONTEXT_MARK,
160
+ L as Camera,
161
+ $ as CanvasTexture,
162
+ h as Clock,
163
+ Qo as ColorGrade,
164
+ ua as Connection,
165
+ It as Contact,
166
+ Mt as ContactPoint,
167
+ Hm as CrossfadeTransition,
168
+ Yp as DIAGONAL,
169
+ Vm as DITHER_LEVELS,
170
+ Ho as DayClock,
171
+ Rp as DebugOverlay,
172
+ Um as DitherWipeTransition,
173
+ kp as DrawCallCounter,
174
+ ft as Emitter,
175
+ o as Engine,
176
+ Pp as ErrorDeduper,
177
+ vp as ErrorLog,
178
+ S as EventBus,
179
+ qt as FACE_BOTTOM,
180
+ Jt as FACE_LEFT,
181
+ Qt as FACE_RIGHT,
182
+ $t as FACE_TOP,
183
+ ke as FLIP_D,
184
+ Be as FLIP_H,
185
+ Ge as FLIP_V,
186
+ Bm as FadeTransition,
187
+ i as FixedLoop,
188
+ Lr as FloatingText,
189
+ Ur as Footsteps,
190
+ Ep as FrameSampler,
191
+ Ip as FrameStats,
192
+ B as Graphics,
193
+ U as Group,
194
+ dr as HEAVY_FLASH_GAP_MS,
195
+ mr as HUMANOID_CLIPS,
196
+ pr as HUMANOID_POSES,
197
+ Qe as HUMANOID_RIG,
198
+ wp as INPUT_FLAG_DASH,
199
+ Up as INPUT_STEP_DT,
200
+ Kp as INPUT_STEP_RATE,
201
+ H as Image,
202
+ _a as InterpolationBuffer,
203
+ zr as Keyboard,
204
+ Ro as Keymap,
205
+ go as LOCK_KEEP_RANGE,
206
+ Eo as LOCK_PICK_CONE,
207
+ Lo as LOCK_PICK_RANGE,
208
+ jm as Letterbox,
209
+ lr as LightLayer,
210
+ Ia as LobbyClient,
211
+ va as LobbyHost,
212
+ Da as LobbyRooms,
213
+ xo as LongPress,
214
+ Nt as MAX_POLYGON_VERTICES,
215
+ ka as Matchmaker,
216
+ Lm as MemoryBackend,
217
+ ym as MigrationError,
218
+ rm as MinHeap,
219
+ vr as MusicChannel,
220
+ Fr as MusicPlayer,
221
+ tm as NAV_STEPS,
222
+ b as ObjectFactory,
223
+ Zr as PAD_BUTTONS,
224
+ et as Parallax,
225
+ ot as ParallaxLayer,
226
+ ct as ParticleBudget,
227
+ nt as ParticleSim,
228
+ yt as PhysicsWorld,
229
+ J as Pointer,
230
+ xr as PosePlayer,
231
+ Aa as PredictedMover,
232
+ Tr as RECOIL_MS,
233
+ fr as RIG_PARTS,
234
+ W as Rectangle,
235
+ sr as RigView,
236
+ Ea as Room,
237
+ Pa as RoomHost,
238
+ oo as STICK_DEAD_ZONE,
239
+ Wr as SYNTH_RATE,
240
+ gm as SaveStore,
241
+ m as Scene,
242
+ a as SceneManager,
243
+ qe as Skeleton,
244
+ yr as SoundEngine,
245
+ Ne as SpriteComponent,
246
+ g as Stage,
247
+ Wp as TILE_SIZE,
248
+ Po as TargetLock,
249
+ Y as Text,
250
+ ee as TextureRegistry,
251
+ je as TilemapView,
252
+ F as Timeline,
253
+ M as TimelineBuilder,
254
+ qm as Translator,
255
+ y as Tween,
256
+ O as Tweener,
257
+ ra as UPDATE_RECORD_BYTES,
258
+ Xo as WeatherLayer,
259
+ hm as WebStorageBackend,
260
+ s as World,
261
+ he as addAsepriteTextures,
262
+ j as addLabelGlyphs,
263
+ eo as aimAxis,
264
+ To as aimPoint,
265
+ Ie as animStateSystem,
266
+ De as animationSystem,
267
+ me as atlasPageLimit,
268
+ Ba as balanceTeams,
269
+ er as blendPose,
270
+ zp as blocksShot,
271
+ Xp as bodyCollides,
272
+ ip as bootWatch,
273
+ fa as cadenceEarly,
274
+ sa as cadenceNext,
275
+ mm as canStep,
276
+ yp as captureErrors,
277
+ Fm as checksum,
278
+ Jr as chordHeld,
279
+ le as clipMarkers,
280
+ wo as clockText,
281
+ Xt as colliderColor,
282
+ ze as collisionFromTiled,
283
+ Sp as countHitches,
284
+ jp as createCollisionGrid,
285
+ Zp as createMover,
286
+ oa as decodeSnapshotFrame,
287
+ ta as decodeUpdates,
288
+ n as defineComponent,
289
+ l as defineFields,
290
+ sp as describeError,
291
+ Bo as detectTouch,
292
+ Ym as ditherCovered,
293
+ So as dragSlop,
294
+ jt as drawColliders,
295
+ gt as dueParticles,
296
+ N as easeByName,
297
+ Dr as elementVolumeLocked,
298
+ ma as encodeSnapshotFrame,
299
+ pa as encodeUpdates,
300
+ C as engineSettings,
301
+ c as entityIndex,
302
+ op as extractStrings,
303
+ lm as findPath,
304
+ cm as floodFill,
305
+ $m as formatMessage,
306
+ ce as frameNamed,
307
+ He as gidOf,
308
+ cp as gpuName,
309
+ Zo as gradeAt,
310
+ np as guardRender,
311
+ Gr as hasTakes,
312
+ Vo as hash01,
313
+ Sr as hitStopMs,
314
+ Ar as hurtFlashGapMs,
315
+ Cr as hurtFlashMs,
316
+ hr as inView,
317
+ Dp as inspectWorld,
318
+ Z as installLabelFont,
319
+ pm as isOpen,
320
+ qp as isSolidTile,
321
+ No as isTouchUi,
322
+ ho as keptTarget,
323
+ Fo as keyLabel,
324
+ Io as keymapStorage,
325
+ we as layerByName,
326
+ St as lerpColor,
327
+ ue as loadAseprite,
328
+ Ap as looksThrottled,
329
+ dp as maxTextureSize,
330
+ Mo as mergeKeymap,
331
+ Gt as mergeTileRects,
332
+ Om as migrateSave,
333
+ Uo as mixRgb,
334
+ qo as mixToWhite,
335
+ Jp as moveX,
336
+ Qp as moveY,
337
+ Oa as moverFromWire,
338
+ Ra as moverToWire,
339
+ Ir as music,
340
+ am as navGrid,
341
+ xm as navGridFromCollision,
342
+ im as nearWallCost,
343
+ sm as nearestOpen,
344
+ uo as nearestTarget,
345
+ mp as noteContextLoss,
346
+ la as noteServerTime,
347
+ Ue as objectsOf,
348
+ dm as octile,
349
+ rr as overlay,
350
+ mt as parallaxOrigin,
351
+ de as parseAseprite,
352
+ Qr as parseChord,
353
+ Ke as parseTiled,
354
+ dt as particleBudget,
355
+ Cp as percentile,
356
+ Kt as physicsSystem,
357
+ yo as pickTarget,
358
+ pt as placeAxis,
359
+ pe as planAtlas,
360
+ Dt as polygonCentroid,
361
+ bt as polygonShape,
362
+ aa as quantizeUpdates,
363
+ Tm as reachedCount,
364
+ pp as rebuildDelayMs,
365
+ _r as recoilAt,
366
+ gr as recoilPx,
367
+ kr as registerSounds,
368
+ Hr as registerTakes,
369
+ kt as regularPolygon,
370
+ Vr as renderRecipe,
371
+ ca as resetServerClock,
372
+ ie as resolveUrl,
373
+ At as sampleColor,
374
+ Ct as sampleCurve,
375
+ Et as sampleRange,
376
+ Lt as scaleCount,
377
+ Pt as seededRandom,
378
+ da as serverNow,
379
+ Ta as serverOffset,
380
+ Do as setNativeShell,
381
+ bo as setTouchOverrideKey,
382
+ Am as simplifyPath,
383
+ ge as sliceAt,
384
+ Ee as sliceBorders,
385
+ Le as sliceNamed,
386
+ Or as sound,
387
+ ep as sourceText,
388
+ at as spanVisible,
389
+ Ao as spotReach,
390
+ Co as spotShare,
391
+ ht as spreadAngle,
392
+ $p as stepMover,
393
+ to as stickActive,
394
+ mo as stickToAxis,
395
+ po as stickVector,
396
+ Cm as straightenPath,
397
+ _p as summarizeFrames,
398
+ Vt as syncToBody,
399
+ d as system,
400
+ Se as tagDirection,
401
+ Ae as tagFrames,
402
+ Ce as tagRepeat,
403
+ We as tileAt,
404
+ Ht as tileBodies,
405
+ wt as tileBodiesFromGrid,
406
+ Ve as tileRect,
407
+ Ko as tintNight,
408
+ Nm as transitionTo,
409
+ hp as trimStack,
410
+ bm as tweenDone,
411
+ or as upperOver,
412
+ ap as watchContextLoss,
413
+ Yo as weatherAt,
414
+ zm as wipeLevel,
415
+ xt as wrap
416
+ };
417
+ //# sourceMappingURL=1681-engine.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"1681-engine.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
@@ -0,0 +1,41 @@
1
+ import { Sprite as a, Texture as d } from "pixi.js";
2
+ import { mixToWhite as n } from "./grade.js";
3
+ class c {
4
+ constructor(e, s, t = {}) {
5
+ this.stage = e, this.read = s, this.every = t.readEveryMs ?? 500, this.sheet.blendMode = "multiply", this.sheet.visible = !1;
6
+ const i = t.parent ?? e.screen;
7
+ t.placement === "bottom" ? i.addChildAt(this.sheet, 0) : i.addChild(this.sheet);
8
+ }
9
+ stage;
10
+ read;
11
+ sheet = new a({ texture: d.WHITE });
12
+ readAt = -1 / 0;
13
+ blank = !1;
14
+ every;
15
+ /** Reads the grade again on the next update (the place changed). */
16
+ invalidate() {
17
+ this.readAt = -1 / 0;
18
+ }
19
+ /** `enabled`: the game's setting, and off under a battery saver — a full-screen blend is a cost on a phone. */
20
+ update(e, s = !0) {
21
+ if (!s) {
22
+ this.sheet.visible = !1, this.readAt = -1 / 0;
23
+ return;
24
+ }
25
+ if (e - this.readAt >= this.every) {
26
+ this.readAt = e;
27
+ const h = this.read(), r = h ? n(h.color, h.alpha) : 16777215;
28
+ this.blank = r === 16777215, this.sheet.tint = r;
29
+ }
30
+ if (this.sheet.visible = !this.blank, this.blank) return;
31
+ const { width: t, height: i } = this.stage;
32
+ this.sheet.width !== t && (this.sheet.width = t), this.sheet.height !== i && (this.sheet.height = i);
33
+ }
34
+ destroy() {
35
+ this.sheet.destroy();
36
+ }
37
+ }
38
+ export {
39
+ c as ColorGrade
40
+ };
41
+ //# sourceMappingURL=ColorGrade.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ColorGrade.js","sources":["../../src/ambient/ColorGrade.ts"],"sourcesContent":["import { Sprite, Texture, type Container } from 'pixi.js';\nimport type { Stage } from '../core/Stage';\nimport { mixToWhite, type GradeState } from './grade';\n\n/** Where the sheet goes among its parent's children. */\nexport type GradePlacement = 'top' | 'bottom';\n\nexport interface ColorGradeOptions {\n /** How often (ms) the grade is read again: the hour moves slowly, so not every frame (default 500). */\n readEveryMs?: number;\n /** The container the sheet is added to (default the stage's screen layer). */\n parent?: Container;\n /**\n * `'top'` (the default) adds the sheet over everything already in `parent`, so it tints a HUD made before it and\n * not one made after. `'bottom'` puts it under every child `parent` has or will have: on the screen layer that is\n * over the world and under every HUD, whatever order they were made in — usually what a grade wants.\n */\n placement?: GradePlacement;\n}\n\n/**\n * A colour laid over the whole screen in **multiply**, so it tints the world (a marsh mossy, a peak ember, a dead\n * land pale) without washing the art toward white the way a normal-blend sheet would. One white quad, tinted: no\n * filter pass, which is what a phone can spare every frame.\n *\n * `read` returns the grade now (`gradeAt` from a place's `Grade` and `DayClock`'s night, say); it is asked a few\n * times a second, and a grade that comes to white is not drawn at all. Give `placement: 'bottom'` to keep it off the\n * HUD (see `ColorGradeOptions.placement`).\n */\nexport class ColorGrade {\n private readonly sheet = new Sprite({ texture: Texture.WHITE });\n private readAt = -Infinity;\n private blank = false;\n private readonly every: number;\n\n constructor(\n private readonly stage: Stage,\n private readonly read: () => GradeState | null,\n options: ColorGradeOptions = {},\n ) {\n this.every = options.readEveryMs ?? 500;\n this.sheet.blendMode = 'multiply';\n this.sheet.visible = false;\n const parent = options.parent ?? stage.screen;\n if (options.placement === 'bottom') parent.addChildAt(this.sheet, 0);\n else parent.addChild(this.sheet);\n }\n\n /** Reads the grade again on the next update (the place changed). */\n invalidate(): void {\n this.readAt = -Infinity;\n }\n\n /** `enabled`: the game's setting, and off under a battery saver — a full-screen blend is a cost on a phone. */\n update(now: number, enabled = true): void {\n if (!enabled) {\n this.sheet.visible = false;\n this.readAt = -Infinity;\n return;\n }\n if (now - this.readAt >= this.every) {\n this.readAt = now;\n const g = this.read();\n const tint = g ? mixToWhite(g.color, g.alpha) : 0xffffff;\n this.blank = tint === 0xffffff;\n this.sheet.tint = tint;\n }\n this.sheet.visible = !this.blank;\n if (this.blank) return;\n const { width, height } = this.stage;\n if (this.sheet.width !== width) this.sheet.width = width;\n if (this.sheet.height !== height) this.sheet.height = height;\n }\n\n destroy(): void {\n this.sheet.destroy();\n }\n}\n"],"names":["ColorGrade","stage","read","options","parent","Sprite","Texture","now","enabled","g","tint","mixToWhite","width","height"],"mappings":";;AA6BO,MAAMA,EAAW;AAAA,EAMtB,YACmBC,GACAC,GACjBC,IAA6B,CAAA,GAC7B;AAHiB,SAAA,QAAAF,GACA,KAAA,OAAAC,GAGjB,KAAK,QAAQC,EAAQ,eAAe,KACpC,KAAK,MAAM,YAAY,YACvB,KAAK,MAAM,UAAU;AACrB,UAAMC,IAASD,EAAQ,UAAUF,EAAM;AACvC,IAAIE,EAAQ,cAAc,aAAiB,WAAW,KAAK,OAAO,CAAC,IAC9DC,EAAO,SAAS,KAAK,KAAK;AAAA,EACjC;AAAA,EAVmB;AAAA,EACA;AAAA,EAPF,QAAQ,IAAIC,EAAO,EAAE,SAASC,EAAQ,OAAO;AAAA,EACtD,SAAS;AAAA,EACT,QAAQ;AAAA,EACC;AAAA;AAAA,EAgBjB,aAAmB;AACjB,SAAK,SAAS;AAAA,EAChB;AAAA;AAAA,EAGA,OAAOC,GAAaC,IAAU,IAAY;AACxC,QAAI,CAACA,GAAS;AACZ,WAAK,MAAM,UAAU,IACrB,KAAK,SAAS;AACd;AAAA,IACF;AACA,QAAID,IAAM,KAAK,UAAU,KAAK,OAAO;AACnC,WAAK,SAASA;AACd,YAAME,IAAI,KAAK,KAAA,GACTC,IAAOD,IAAIE,EAAWF,EAAE,OAAOA,EAAE,KAAK,IAAI;AAChD,WAAK,QAAQC,MAAS,UACtB,KAAK,MAAM,OAAOA;AAAA,IACpB;AAEA,QADA,KAAK,MAAM,UAAU,CAAC,KAAK,OACvB,KAAK,MAAO;AAChB,UAAM,EAAE,OAAAE,GAAO,QAAAC,EAAA,IAAW,KAAK;AAC/B,IAAI,KAAK,MAAM,UAAUD,MAAO,KAAK,MAAM,QAAQA,IAC/C,KAAK,MAAM,WAAWC,MAAQ,KAAK,MAAM,SAASA;AAAA,EACxD;AAAA,EAEA,UAAgB;AACd,SAAK,MAAM,QAAA;AAAA,EACb;AACF;"}
@@ -0,0 +1,57 @@
1
+ function f(h, s, t) {
2
+ const e = (a) => Math.round((h >> a & 255) * (1 - t) + (s >> a & 255) * t);
3
+ return e(16) << 16 | e(8) << 8 | e(0);
4
+ }
5
+ class u {
6
+ periodMs;
7
+ offsetMs;
8
+ keys;
9
+ phases;
10
+ maxAlpha;
11
+ /** A phase held still (a debug command, a cut scene at midnight); null follows the clock. */
12
+ held = null;
13
+ constructor(s) {
14
+ if (!(s.periodMs > 0)) throw new Error("DayClock: periodMs must be above 0");
15
+ if (!s.keys.length) throw new Error("DayClock: at least one key");
16
+ this.periodMs = s.periodMs, this.offsetMs = s.offsetMs ?? 0, this.keys = [...s.keys].sort((t, e) => t.at - e.at), this.phases = [...s.phases ?? []].sort((t, e) => t.from - e.from), this.maxAlpha = Math.max(0.01, ...this.keys.map((t) => t.alpha));
17
+ }
18
+ /** Holds the day at `phase` (0..1), or lets it run again with null. */
19
+ hold(s) {
20
+ this.held = s === null ? null : (s % 1 + 1) % 1;
21
+ }
22
+ /** Where the day stands at wall time `ms` (0..1). */
23
+ phaseAt(s) {
24
+ if (this.held !== null) return this.held;
25
+ const t = this.periodMs;
26
+ return ((s + this.offsetMs) % t + t) % t / t;
27
+ }
28
+ at(s) {
29
+ const t = this.phaseAt(s), e = this.keys;
30
+ let a = e[0], n = a.color, i = a.alpha;
31
+ t >= e[e.length - 1].at && (a = e[e.length - 1], n = a.color, i = a.alpha);
32
+ for (let o = 0; o < e.length - 1; o++) {
33
+ const r = e[o], l = e[o + 1];
34
+ if (t < r.at || t > l.at) continue;
35
+ const p = l.at > r.at ? (t - r.at) / (l.at - r.at) : 0;
36
+ n = f(r.color, l.color, p), i = r.alpha + (l.alpha - r.alpha) * p;
37
+ break;
38
+ }
39
+ let c = this.phases.length ? this.phases[this.phases.length - 1].id : "";
40
+ for (const o of this.phases) t >= o.from && (c = o.id);
41
+ return { phase: t, id: c, color: n, alpha: i, night: Math.min(1, i / this.maxAlpha) };
42
+ }
43
+ }
44
+ function d(h) {
45
+ const s = Math.floor((h % 1 + 1) % 1 * 24 * 60);
46
+ return `${String(Math.floor(s / 60)).padStart(2, "0")}:${String(s % 60).padStart(2, "0")}`;
47
+ }
48
+ function M(h, s, t = 0.6) {
49
+ return s === void 0 ? h.color : f(h.color, s, h.night * t);
50
+ }
51
+ export {
52
+ u as DayClock,
53
+ d as clockText,
54
+ f as mixRgb,
55
+ M as tintNight
56
+ };
57
+ //# sourceMappingURL=DayClock.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DayClock.js","sources":["../../src/ambient/DayClock.ts"],"sourcesContent":["/**\n * A time of day read off a wall clock, so every client that agrees on the time (`serverNow`) stands in the same dusk\n * without a packet between them. Pure: no Pixi, no clock of its own — the caller hands in the time, and what draws\n * the night (a `LightLayer`, the pixel `NightShade`) or a HUD badge reads what this returns.\n *\n * ```ts\n * const clock = new DayClock({\n * periodMs: 2 * 3600_000, // a game day every two real hours\n * keys: [\n * { at: 0, color: 0x0a1030, alpha: 0.52 },\n * { at: 0.3, color: 0xfff0d8, alpha: 0 },\n * { at: 0.7, color: 0xffb070, alpha: 0 },\n * { at: 0.86, color: 0x0a1030, alpha: 0.52 },\n * ],\n * phases: [{ id: 'dawn', from: 0.2 }, { id: 'day', from: 0.3 }, { id: 'dusk', from: 0.7 }, { id: 'night', from: 0.8 }],\n * });\n * const day = clock.at(serverNow()); // { phase, id, color, alpha, night }\n * ```\n *\n * Phase 0 is midnight and 0.5 noon. Keys are the grade laid over the outdoor world at points of the day, mixed\n * between neighbours; a key at 0 and one at 1 with the same values make midnight seamless.\n */\n\n/** The world's grade at one point of the day: its colour (0xRRGGBB) and how strongly it is laid (0 by day). */\nexport interface DayKey {\n at: number;\n color: number;\n alpha: number;\n}\n\n/** A named part of the day starting at `from` (0..1); the last one runs on through midnight. */\nexport interface DayPhase<P extends string = string> {\n id: P;\n from: number;\n}\n\nexport interface DayClockOptions<P extends string = string> {\n /** Real milliseconds a whole game day lasts. */\n periodMs: number;\n /** Shifts the day against the wall clock (the same offset on every client keeps them together). */\n offsetMs?: number;\n /** At least one key. */\n keys: readonly DayKey[];\n /** Optional names for parts of the day; without them `id` is ''. */\n phases?: readonly DayPhase<P>[];\n}\n\nexport interface DayState<P extends string = string> {\n /** 0..1 through the game day: 0 midnight, 0.5 noon. */\n phase: number;\n /** The part of the day `phase` falls in. */\n id: P | '';\n /** The grade over the outdoor world, 0xRRGGBB. */\n color: number;\n /** How strongly the grade is laid (0 at full day). */\n alpha: number;\n /** 0 by day, 1 at the darkest key: how much lamps matter. */\n night: number;\n}\n\n/** `a` taken `t` of the way to `b`, per channel, 0xRRGGBB. */\nexport function mixRgb(a: number, b: number, t: number): number {\n const ch = (s: number) => Math.round(((a >> s) & 255) * (1 - t) + ((b >> s) & 255) * t);\n return (ch(16) << 16) | (ch(8) << 8) | ch(0);\n}\n\nexport class DayClock<P extends string = string> {\n private readonly periodMs: number;\n private readonly offsetMs: number;\n private readonly keys: DayKey[];\n private readonly phases: DayPhase<P>[];\n private readonly maxAlpha: number;\n /** A phase held still (a debug command, a cut scene at midnight); null follows the clock. */\n private held: number | null = null;\n\n constructor(options: DayClockOptions<P>) {\n if (!(options.periodMs > 0)) throw new Error('DayClock: periodMs must be above 0');\n if (!options.keys.length) throw new Error('DayClock: at least one key');\n this.periodMs = options.periodMs;\n this.offsetMs = options.offsetMs ?? 0;\n this.keys = [...options.keys].sort((a, b) => a.at - b.at);\n this.phases = [...(options.phases ?? [])].sort((a, b) => a.from - b.from);\n // a clock whose darkest key is barely dark still reaches night 1 there, and one with no dark never divides by 0\n this.maxAlpha = Math.max(0.01, ...this.keys.map((k) => k.alpha));\n }\n\n /** Holds the day at `phase` (0..1), or lets it run again with null. */\n hold(phase: number | null): void {\n this.held = phase === null ? null : ((phase % 1) + 1) % 1;\n }\n\n /** Where the day stands at wall time `ms` (0..1). */\n phaseAt(ms: number): number {\n if (this.held !== null) return this.held;\n const p = this.periodMs;\n return ((((ms + this.offsetMs) % p) + p) % p) / p;\n }\n\n at(ms: number): DayState<P> {\n const phase = this.phaseAt(ms);\n const keys = this.keys;\n let key = keys[0]!;\n let color = key.color;\n let alpha = key.alpha;\n // past the last key it holds; before the first it holds the first\n if (phase >= keys[keys.length - 1]!.at) {\n key = keys[keys.length - 1]!;\n color = key.color;\n alpha = key.alpha;\n }\n for (let i = 0; i < keys.length - 1; i++) {\n const a = keys[i]!;\n const b = keys[i + 1]!;\n if (phase < a.at || phase > b.at) continue;\n const t = b.at > a.at ? (phase - a.at) / (b.at - a.at) : 0;\n color = mixRgb(a.color, b.color, t);\n alpha = a.alpha + (b.alpha - a.alpha) * t;\n break;\n }\n // the stretch before the first `from` belongs to the last phase: night runs through midnight\n let id: P | '' = this.phases.length ? this.phases[this.phases.length - 1]!.id : '';\n for (const ph of this.phases) if (phase >= ph.from) id = ph.id;\n return { phase, id, color, alpha, night: Math.min(1, alpha / this.maxAlpha) };\n }\n}\n\n/** A day's phase as a 24-hour clock, \"HH:MM\" (phase 0 is midnight). */\nexport function clockText(phase: number): string {\n const minutes = Math.floor((((phase % 1) + 1) % 1) * 24 * 60);\n return `${String(Math.floor(minutes / 60)).padStart(2, '0')}:${String(minutes % 60).padStart(2, '0')}`;\n}\n\n/**\n * The night's colour pulled toward a place's own (a marsh mossy, a wood blue) as it deepens: `share` of the way at\n * full night, nothing by day.\n */\nexport function tintNight(day: Pick<DayState, 'color' | 'night'>, tint: number | undefined, share = 0.6): number {\n return tint === undefined ? day.color : mixRgb(day.color, tint, day.night * share);\n}\n"],"names":["mixRgb","a","b","ch","s","DayClock","options","k","phase","ms","p","keys","key","color","alpha","i","t","id","ph","clockText","minutes","tintNight","day","tint","share"],"mappings":"AA6DO,SAASA,EAAOC,GAAWC,GAAW,GAAmB;AAC9D,QAAMC,IAAK,CAACC,MAAc,KAAK,OAAQH,KAAKG,IAAK,QAAQ,IAAI,MAAOF,KAAKE,IAAK,OAAO,CAAC;AACtF,SAAQD,EAAG,EAAE,KAAK,KAAOA,EAAG,CAAC,KAAK,IAAKA,EAAG,CAAC;AAC7C;AAEO,MAAME,EAAoC;AAAA,EAC9B;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA;AAAA,EAET,OAAsB;AAAA,EAE9B,YAAYC,GAA6B;AACvC,QAAI,EAAEA,EAAQ,WAAW,GAAI,OAAM,IAAI,MAAM,oCAAoC;AACjF,QAAI,CAACA,EAAQ,KAAK,OAAQ,OAAM,IAAI,MAAM,4BAA4B;AACtE,SAAK,WAAWA,EAAQ,UACxB,KAAK,WAAWA,EAAQ,YAAY,GACpC,KAAK,OAAO,CAAC,GAAGA,EAAQ,IAAI,EAAE,KAAK,CAACL,GAAGC,MAAMD,EAAE,KAAKC,EAAE,EAAE,GACxD,KAAK,SAAS,CAAC,GAAII,EAAQ,UAAU,CAAA,CAAG,EAAE,KAAK,CAACL,GAAGC,MAAMD,EAAE,OAAOC,EAAE,IAAI,GAExE,KAAK,WAAW,KAAK,IAAI,MAAM,GAAG,KAAK,KAAK,IAAI,CAACK,MAAMA,EAAE,KAAK,CAAC;AAAA,EACjE;AAAA;AAAA,EAGA,KAAKC,GAA4B;AAC/B,SAAK,OAAOA,MAAU,OAAO,QAASA,IAAQ,IAAK,KAAK;AAAA,EAC1D;AAAA;AAAA,EAGA,QAAQC,GAAoB;AAC1B,QAAI,KAAK,SAAS,KAAM,QAAO,KAAK;AACpC,UAAMC,IAAI,KAAK;AACf,aAAWD,IAAK,KAAK,YAAYC,IAAKA,KAAKA,IAAKA;AAAA,EAClD;AAAA,EAEA,GAAGD,GAAyB;AAC1B,UAAMD,IAAQ,KAAK,QAAQC,CAAE,GACvBE,IAAO,KAAK;AAClB,QAAIC,IAAMD,EAAK,CAAC,GACZE,IAAQD,EAAI,OACZE,IAAQF,EAAI;AAEhB,IAAIJ,KAASG,EAAKA,EAAK,SAAS,CAAC,EAAG,OAClCC,IAAMD,EAAKA,EAAK,SAAS,CAAC,GAC1BE,IAAQD,EAAI,OACZE,IAAQF,EAAI;AAEd,aAASG,IAAI,GAAGA,IAAIJ,EAAK,SAAS,GAAGI,KAAK;AACxC,YAAMd,IAAIU,EAAKI,CAAC,GACVb,IAAIS,EAAKI,IAAI,CAAC;AACpB,UAAIP,IAAQP,EAAE,MAAMO,IAAQN,EAAE,GAAI;AAClC,YAAMc,IAAId,EAAE,KAAKD,EAAE,MAAMO,IAAQP,EAAE,OAAOC,EAAE,KAAKD,EAAE,MAAM;AACzD,MAAAY,IAAQb,EAAOC,EAAE,OAAOC,EAAE,OAAOc,CAAC,GAClCF,IAAQb,EAAE,SAASC,EAAE,QAAQD,EAAE,SAASe;AACxC;AAAA,IACF;AAEA,QAAIC,IAAa,KAAK,OAAO,SAAS,KAAK,OAAO,KAAK,OAAO,SAAS,CAAC,EAAG,KAAK;AAChF,eAAWC,KAAM,KAAK,OAAQ,CAAIV,KAASU,EAAG,aAAWA,EAAG;AAC5D,WAAO,EAAE,OAAAV,GAAO,IAAAS,GAAI,OAAAJ,GAAO,OAAAC,GAAO,OAAO,KAAK,IAAI,GAAGA,IAAQ,KAAK,QAAQ,EAAA;AAAA,EAC5E;AACF;AAGO,SAASK,EAAUX,GAAuB;AAC/C,QAAMY,IAAU,KAAK,OAASZ,IAAQ,IAAK,KAAK,IAAK,KAAK,EAAE;AAC5D,SAAO,GAAG,OAAO,KAAK,MAAMY,IAAU,EAAE,CAAC,EAAE,SAAS,GAAG,GAAG,CAAC,IAAI,OAAOA,IAAU,EAAE,EAAE,SAAS,GAAG,GAAG,CAAC;AACtG;AAMO,SAASC,EAAUC,GAAwCC,GAA0BC,IAAQ,KAAa;AAC/G,SAAOD,MAAS,SAAYD,EAAI,QAAQtB,EAAOsB,EAAI,OAAOC,GAAMD,EAAI,QAAQE,CAAK;AACnF;"}
@@ -0,0 +1,91 @@
1
+ import { Sprite as y, Texture as x } from "pixi.js";
2
+ const r = 80, f = {
3
+ fall: { vx: [-48, -38], vy: [250, 320] },
4
+ flake: { vx: [4, 12], vy: [14, 30] },
5
+ bank: { vx: [3, 8], vy: [0, 0] }
6
+ };
7
+ class c {
8
+ constructor(t, i) {
9
+ this.stage = t, this.options = i, this.depth = i.depth ?? 900001, this.bankDepth = i.bankDepth ?? 900010, this.splashDepth = i.splashDepth ?? 0, this.snap = i.snap ?? !0, this.random = i.random ?? Math.random, this.tint.visible = !1, t.screen.addChild(this.tint);
10
+ }
11
+ stage;
12
+ options;
13
+ drops = [];
14
+ kind = "clear";
15
+ look;
16
+ tint = new y({ texture: x.WHITE });
17
+ depth;
18
+ bankDepth;
19
+ splashDepth;
20
+ snap;
21
+ random;
22
+ /**
23
+ * `now` in ms, `dt` the frame's ms, `view` the camera's world view. `share` (0..1) thins the pool on top of the
24
+ * weather's own strength (a reduced-effects setting keeps half).
25
+ */
26
+ update(t, i, s, h, e = 1) {
27
+ h.kind !== this.kind && this.rebuild(h.kind, s);
28
+ const n = this.look, a = (n?.tintAlpha ?? 0) * h.intensity;
29
+ if (this.tint.visible = a > 4e-3, this.tint.visible && (this.tint.tint = n?.tint ?? 16777215, this.tint.alpha = a, this.tint.width = this.stage.width, this.tint.height = this.stage.height), !n) return;
30
+ const g = Math.round(this.drops.length * h.intensity * Math.max(0, Math.min(1, e))), l = i / 1e3;
31
+ for (let p = 0; p < this.drops.length; p++) {
32
+ const o = this.drops[p];
33
+ if (p >= g) {
34
+ o.img.visible && o.img.setVisible(!1);
35
+ continue;
36
+ }
37
+ o.img.visible || this.spawn(o, n, s, !1), n.motion === "fall" ? this.stepFall(o, n, t, l, s) : n.motion === "bank" ? this.stepBank(o, n, l, s, h.intensity) : this.stepFlake(o, n, t, l, s);
38
+ }
39
+ }
40
+ rebuild(t, i) {
41
+ for (const h of this.drops) h.img.destroy();
42
+ this.drops.length = 0, this.kind = t, this.look = t === "clear" ? void 0 : this.options.looks[t];
43
+ const s = this.look;
44
+ if (!(!s || !s.keys.length))
45
+ for (let h = 0; h < s.max; h++) {
46
+ const e = s.keys[h % s.keys.length], n = this.stage.add.image(0, 0, e).setOrigin(0, 0).setVisible(!1), a = { img: n, key: e, x: 0, y: 0, vx: 0, vy: 0, ground: 0, splashAt: 0 };
47
+ this.drops.push(a), this.spawn(a, s, i, !0), n.setVisible(!1);
48
+ }
49
+ }
50
+ between(t) {
51
+ return t[0] + (t[1] - t[0]) * this.random();
52
+ }
53
+ place(t) {
54
+ t.img.setPosition(this.snap ? Math.round(t.x) : t.x, this.snap ? Math.round(t.y) : t.y);
55
+ }
56
+ spawn(t, i, s, h) {
57
+ const e = this.random, n = f[i.motion], a = s.x - 30 + e() * (s.width + 60);
58
+ t.vx = this.between(i.vx ?? n.vx), t.vy = this.between(i.vy ?? n.vy), i.motion === "fall" ? (t.ground = s.y + e() * (s.height + 12), t.y = h ? s.y - 10 + e() * (t.ground - s.y + 10) : t.ground - 30 - e() * s.height, t.x = a, t.splashAt = 0, t.img.setTexture(t.key).setDepth(this.depth).setAlpha(1)) : i.motion === "bank" ? (t.x = h ? a : s.x - t.img.width, t.y = s.y + e() * s.height, t.img.setDepth(this.bankDepth)) : (t.x = a, t.y = h ? s.y + e() * s.height : s.y - 4 - e() * 20, t.ground = e() * Math.PI * 2, t.img.setDepth(this.depth)), t.img.setVisible(!0);
59
+ }
60
+ stepFall(t, i, s, h, e) {
61
+ if (t.splashAt) {
62
+ const n = s - t.splashAt;
63
+ n > r * 2 ? this.spawn(t, i, e, !1) : n > r && i.splash && t.img.setTexture(i.splash[1]);
64
+ return;
65
+ }
66
+ if (t.x += t.vx * h, t.y += t.vy * h, t.y >= t.ground) {
67
+ i.splash && this.random() < 0.5 ? (t.splashAt = s, t.img.setTexture(i.splash[0]).setDepth(this.splashDepth), t.x -= t.img.width / 2, t.y = t.ground - 1, this.place(t)) : this.spawn(t, i, e, !1);
68
+ return;
69
+ }
70
+ this.place(t);
71
+ }
72
+ stepFlake(t, i, s, h, e) {
73
+ if (t.x += t.vx * h, t.y += t.vy * h, t.y > e.bottom + 4 || t.x > e.right + 30 || t.x < e.x - 40) {
74
+ this.spawn(t, i, e, !1);
75
+ return;
76
+ }
77
+ const n = Math.sin(s / 900 + t.ground) * (i.sway ?? 4), a = t.x + n;
78
+ t.img.setPosition(this.snap ? Math.round(a) : a, this.snap ? Math.round(t.y) : t.y);
79
+ }
80
+ stepBank(t, i, s, h, e) {
81
+ t.x += t.vx * s, (t.x > h.right + 10 || t.y < h.y - 20 || t.y > h.bottom + 10) && this.spawn(t, i, h, t.x <= h.right + 10), t.img.setAlpha(0.35 + 0.5 * e), this.place(t);
82
+ }
83
+ destroy() {
84
+ for (const t of this.drops) t.img.destroy();
85
+ this.drops.length = 0, this.tint.destroy();
86
+ }
87
+ }
88
+ export {
89
+ c as WeatherLayer
90
+ };
91
+ //# sourceMappingURL=WeatherLayer.js.map