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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+ {"version":3,"file":"SwayProp.js","sources":["../../src/pixel/SwayProp.ts"],"sourcesContent":["import { Rectangle, Sprite, Texture, type TextureSource } from 'pixi.js';\nimport type { Image } from '../core/Image';\nimport { buildRig, gustAt, swayOffset, type Rect, type SwayDef, type SwayRig } from './swayRig';\n\n/** Sub-textures, one per (frame, rect), shared by every prop cut from the same source. */\nconst SLICES = new WeakMap<TextureSource, Map<string, Texture>>();\n\nfunction slice(frame: Texture, r: Rect): Texture {\n let cache = SLICES.get(frame.source);\n if (!cache) SLICES.set(frame.source, (cache = new Map()));\n const f = frame.frame;\n const k = `${f.x + r.x},${f.y + r.y},${r.w},${r.h}`;\n let t = cache.get(k);\n if (!t) cache.set(k, (t = new Texture({ source: frame.source, frame: new Rectangle(f.x + r.x, f.y + r.y, r.w, r.h) })));\n return t;\n}\n\n/**\n * The opaque width of each row of a frame, read once off its canvas (a `crown` finds its trunk in them); undefined\n * when the source is not a 2D canvas. The atlas pages are canvases kept on the CPU, so this costs no GPU read-back.\n */\nexport function opaqueRowWidths(frame: Texture): number[] | undefined {\n const canvas = frame.source.resource as HTMLCanvasElement | undefined;\n const ctx = canvas?.getContext?.('2d');\n if (!ctx) return undefined;\n const { x, y, width: w, height: h } = frame.frame;\n const data = ctx.getImageData(x, y, w, h).data;\n const out: number[] = [];\n for (let row = 0; row < h; row++) {\n let l = -1;\n let r = -1;\n for (let col = 0; col < w; col++)\n if (data[(row * w + col) * 4 + 3]! > 0) {\n if (l < 0) l = col;\n r = col;\n }\n out.push(l < 0 ? 0 : r - l + 1);\n }\n return out;\n}\n\nexport interface SwayPropOptions {\n /** Which `tufts` list to read (default 0). */\n variant?: number;\n /** This prop's place in the cycle, 0..1 (`tileHash` of its tile keeps it from one visit to the next). */\n phase?: number;\n /** Its pace against the def's `speed` (default 1): a little apart per prop, so a wood never sways in step. */\n pace?: number;\n /** Row widths for a `crown` (default: read off the frame with `opaqueRowWidths`). */\n rowWidths?: readonly number[];\n /** A rig already built for this frame (props of one frame share one). */\n rig?: SwayRig;\n}\n\nexport interface SwayWind {\n /** 0 still … 1 a full wind. */\n wind: number;\n /** A gust's period (s) and wavelength across the world (px); see `gustAt`. */\n gustSeconds: number;\n gustPx: number;\n /** The least reach while any wind blows (`swayOffset`). */\n minReach?: number;\n}\n\n/**\n * One sprite swaying in the wind, in whole world pixels. The placed image becomes the rig's first (largest) still\n * piece — so whatever culls, fades or sorts it keeps working — and the other pieces and the strips are sprites beside\n * it in the same parent, at its depth, following its visibility and alpha. 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@@ -0,0 +1,44 @@
1
+ import { engineSettings as l } from "../settings.js";
2
+ const s = 16773320, i = [], c = 48;
3
+ function g(n, o, t, e, f = s, r = performance.now()) {
4
+ i.length >= c && i.shift(), i.push({ x: n, y: o, r: t, born: r, until: r + e, fades: !0, color: f });
5
+ }
6
+ const u = 2e4;
7
+ function p(n, o, t = s, e = performance.now()) {
8
+ const f = n(), r = { x: f.x, y: f.y, r: o, born: e, until: e + u, follow: n, fades: !1, color: t };
9
+ return i.length >= c && i.shift(), i.push(r), { end: () => r.until = 0 };
10
+ }
11
+ const h = [];
12
+ function d(n) {
13
+ for (let t = i.length - 1; t >= 0; t--) i[t].until <= n && i.splice(t, 1);
14
+ const o = l.getState();
15
+ if (o.combatLights === !1 || o.batterySaver) return h;
16
+ for (const t of i) {
17
+ if (!t.follow) continue;
18
+ let e;
19
+ try {
20
+ e = t.follow();
21
+ } catch {
22
+ t.until = 0, t.follow = void 0;
23
+ continue;
24
+ }
25
+ t.x = e.x, t.y = e.y;
26
+ }
27
+ return i;
28
+ }
29
+ function m(n, o) {
30
+ if (!n.fades) return n.r;
31
+ const t = Math.min(1, (o - n.born) / Math.max(1, n.until - n.born));
32
+ return n.r * Math.sqrt(1 - t);
33
+ }
34
+ function L() {
35
+ i.length = 0;
36
+ }
37
+ export {
38
+ p as carriedLight,
39
+ L as clearLights,
40
+ g as flashLight,
41
+ m as lightRadius,
42
+ d as liveLights
43
+ };
44
+ //# sourceMappingURL=lights.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lights.js","sources":["../../src/pixel/lights.ts"],"sourcesContent":["/*\n * Short-lived light: what a fight throws into the dark — a fireball or a bolt in flight, a blast,\n * a blow landing. The map's own darkness (`Darkness`: the underground, a cave, the outdoor night) cuts each\n * one out of its sheet like a lamp, so a spell lights the corridor it flies down. Looks only, client-only; one list\n * for the whole client, since only one map is ever drawn. `engineSettings.combatLights` turns them off, and so does\n * `engineSettings.batterySaver`: the list still keeps time, but nothing reads it, so the dark stays as the map's lamps leave it.\n */\n\nimport { engineSettings } from '../settings';\n\nexport interface TransientLight {\n x: number;\n y: number;\n /** Radius at its brightest, world px. */\n r: number;\n born: number;\n /** When it is gone; a carried light's is pushed to `CARRIED_MAX_MS` and brought in by its `end()`. */\n until: number;\n /** A light riding a moving thing reads its place every frame. */\n follow?: () => { x: number; y: number };\n /** A flash shrinks as it goes out; a carried light keeps its size. */\n fades: boolean;\n /** The colour it lays on what it lights: a fireball's orange, a spell's violet, a blade's white. */\n color: number;\n}\n\n/** A light nobody named a colour for: the pale gold of a spark. */\nconst SPARK = 0xfff0c8;\n\nconst LIGHTS: TransientLight[] = [];\n/** More than this at once adds nothing a player can see, and each is a sprite in the night's redraw. */\nconst MAX_LIGHTS = 48;\n\n/** A flash at (x, y) in `color`: `r` px at once, shrinking to nothing over `ms`. */\nexport function flashLight(x: number, y: number, r: number, ms: number, color = SPARK, now = performance.now()): void {\n if (LIGHTS.length >= MAX_LIGHTS) LIGHTS.shift();\n LIGHTS.push({ x, y, r, born: now, until: now + ms, fades: true, color });\n}\n\n/** The longest a carried light burns when nothing ends it: no shot flies, nor any spell is held, that long. */\nconst CARRIED_MAX_MS = 20_000;\n\n/** A light that rides `at` until `end()` is called (a shot in flight), and never past `CARRIED_MAX_MS`. */\nexport function carriedLight(at: () => { x: number; y: number }, r: number, color = SPARK, now = performance.now()): { end: () => void } {\n const p = at();\n const light: TransientLight = { x: p.x, y: p.y, r, born: now, until: now + CARRIED_MAX_MS, follow: at, fades: false, color };\n if (LIGHTS.length >= MAX_LIGHTS) LIGHTS.shift();\n LIGHTS.push(light);\n return { end: () => (light.until = 0) };\n}\n\nconst NONE: readonly TransientLight[] = [];\n\n/** The lights burning at `now`, each with its radius then; spent ones are dropped. None while combat lights are off. */\nexport function liveLights(now: number): readonly TransientLight[] {\n for (let i = LIGHTS.length - 1; i >= 0; i--) if (LIGHTS[i]!.until <= now) LIGHTS.splice(i, 1);\n const settings = engineSettings.getState();\n // the battery saver puts the transient lights out too: each one redraws the night\n if (settings.combatLights === false || settings.batterySaver) return NONE;\n for (const l of LIGHTS) {\n if (!l.follow) continue;\n // a light whose rider has gone is put out, never left to throw in every frame's night\n let p: { x: number; y: number };\n try {\n p = l.follow();\n } catch {\n l.until = 0;\n l.follow = undefined;\n continue;\n }\n l.x = p.x;\n l.y = p.y;\n }\n return LIGHTS;\n}\n\n/** The radius `l` burns at `now`: a flash eases out from its full size, a carried light holds it. */\nexport function lightRadius(l: TransientLight, now: number): number {\n if (!l.fades) return l.r;\n const t = Math.min(1, (now - l.born) / Math.max(1, l.until - l.born));\n return l.r * Math.sqrt(1 - t);\n}\n\n/** A new map: nothing of the last one's fight is left burning. */\nexport function clearLights(): void {\n LIGHTS.length = 0;\n}\n"],"names":["SPARK","LIGHTS","MAX_LIGHTS","flashLight","x","y","r","ms","color","now","CARRIED_MAX_MS","carriedLight","at","p","light","NONE","liveLights","i","settings","engineSettings","l","lightRadius","clearLights"],"mappings":";AA2BA,MAAMA,IAAQ,UAERC,IAA2B,CAAA,GAE3BC,IAAa;AAGZ,SAASC,EAAWC,GAAWC,GAAWC,GAAWC,GAAYC,IAAQR,GAAOS,IAAM,YAAY,OAAa;AACpH,EAAIR,EAAO,UAAUC,KAAYD,EAAO,MAAA,GACxCA,EAAO,KAAK,EAAE,GAAAG,GAAG,GAAAC,GAAG,GAAAC,GAAG,MAAMG,GAAK,OAAOA,IAAMF,GAAI,OAAO,IAAM,OAAAC,GAAO;AACzE;AAGA,MAAME,IAAiB;AAGhB,SAASC,EAAaC,GAAoCN,GAAWE,IAAQR,GAAOS,IAAM,YAAY,OAA4B;AACvI,QAAMI,IAAID,EAAA,GACJE,IAAwB,EAAE,GAAGD,EAAE,GAAG,GAAGA,EAAE,GAAG,GAAAP,GAAG,MAAMG,GAAK,OAAOA,IAAMC,GAAgB,QAAQE,GAAI,OAAO,IAAO,OAAAJ,EAAA;AACrH,SAAIP,EAAO,UAAUC,KAAYD,EAAO,MAAA,GACxCA,EAAO,KAAKa,CAAK,GACV,EAAE,KAAK,MAAOA,EAAM,QAAQ,EAAA;AACrC;AAEA,MAAMC,IAAkC,CAAA;AAGjC,SAASC,EAAWP,GAAwC;AACjE,WAASQ,IAAIhB,EAAO,SAAS,GAAGgB,KAAK,GAAGA,IAAK,CAAIhB,EAAOgB,CAAC,EAAG,SAASR,KAAKR,EAAO,OAAOgB,GAAG,CAAC;AAC5F,QAAMC,IAAWC,EAAe,SAAA;AAEhC,MAAID,EAAS,iBAAiB,MAASA,EAAS,aAAc,QAAOH;AACrE,aAAWK,KAAKnB,GAAQ;AACtB,QAAI,CAACmB,EAAE,OAAQ;AAEf,QAAIP;AACJ,QAAI;AACF,MAAAA,IAAIO,EAAE,OAAA;AAAA,IACR,QAAQ;AACN,MAAAA,EAAE,QAAQ,GACVA,EAAE,SAAS;AACX;AAAA,IACF;AACA,IAAAA,EAAE,IAAIP,EAAE,GACRO,EAAE,IAAIP,EAAE;AAAA,EACV;AACA,SAAOZ;AACT;AAGO,SAASoB,EAAYD,GAAmBX,GAAqB;AAClE,MAAI,CAACW,EAAE,MAAO,QAAOA,EAAE;AACvB,QAAM,IAAI,KAAK,IAAI,IAAIX,IAAMW,EAAE,QAAQ,KAAK,IAAI,GAAGA,EAAE,QAAQA,EAAE,IAAI,CAAC;AACpE,SAAOA,EAAE,IAAI,KAAK,KAAK,IAAI,CAAC;AAC9B;AAGO,SAASE,IAAoB;AAClC,EAAArB,EAAO,SAAS;AAClB;"}
@@ -0,0 +1,62 @@
1
+ import { CLEAR as $, channels as m, PixelGrid as p, hex as d } from "./pixel.js";
2
+ const v = {
3
+ /** A window: ink, a two-step brass rim, a gap, a lit bevel, a rivet in the corner. */
4
+ panel: ["..KKKKKK", ".KHHHHHH", "KHHMMMMM", "KHMKGGGG", "KHMGRSSS", "KHMGSFFF", "KHMGSFFF", "KHMGSFFF"],
5
+ /** A raised button: a two-step bevel, notched. Give it shadow [0, 1]; pressed, offset [0, 1] with the bevel's colours swapped. */
6
+ button: [".KKKK", "KHHHH", "KHMMM", "KHMFF", "KHMFF"],
7
+ /** A small raised button. */
8
+ smallButton: [".KKK", "KHHH", "KHMM", "KHMF"],
9
+ /** A text field: a hole in the stone, its lip in shadow top-left (D, G) and lit bottom-right (d, g). */
10
+ field: [".KKKK", "KDDDD", "KDGGG", "KDGFF", "KDGFF"],
11
+ /** A sunk well (slots, bars' tracks). */
12
+ well: [".KK", "KDD", "KDF"],
13
+ /** A list row: a flat slab lit on the top and left. */
14
+ row: [".KK", "KSS", "KSF"],
15
+ /** A thin frame: one pixel of rim (toasts, a cast bar). */
16
+ thin: [".KK", "KHH", "KHF"]
17
+ }, u = { H: "L", S: "s", M: "m", D: "d", G: "g" }, G = (t) => typeof t == "string" ? d(t) : t;
18
+ function x(t, K, l, s, H) {
19
+ const o = t.length, e = o * 2 + 1, i = s > o, r = H > o, M = i ? e - 1 - s : s, F = r ? e - 1 - H : H, w = t[Math.min(F, o - 1)][Math.min(M, o - 1)] ?? ".", h = M >= F, S = i && !h || r && h || i && r, n = l[w];
20
+ return S && n && K[n] !== void 0 ? n : w;
21
+ }
22
+ function y(t) {
23
+ const { corner: K, palette: l } = t, s = K.length;
24
+ if (!s || K.some((n) => n.length !== s)) throw new Error("nineSlice: the corner must be square");
25
+ const H = t.twins ?? u, o = s * 2 + 1, [e, i] = t.shadow ?? [0, 0], [r, M] = t.offset ?? [0, 0], [F, w] = t.pad ?? [e, i], h = new p(o + F, o + w), S = t.shadowColor ?? l.Z ?? 2348810240;
26
+ if (e || i) {
27
+ const n = G(S);
28
+ for (let c = 0; c < o; c++) for (let f = 0; f < o; f++) x(K, l, H, f, c) !== "." && h.px(f + e, c + i, n);
29
+ }
30
+ for (let n = 0; n < o; n++)
31
+ for (let c = 0; c < o; c++) {
32
+ const f = t.overlay?.[n]?.[c], a = f && f !== "." ? f : x(K, l, H, c, n), g = l[a];
33
+ a !== "." && g !== void 0 && h.px(c + r, n + M, G(g));
34
+ }
35
+ return { grid: h, insets: { top: s, left: s, right: s + F, bottom: s + w } };
36
+ }
37
+ function E(t, K = 2) {
38
+ const l = [];
39
+ for (let o = 0; o < t.h; o++) {
40
+ let e = 0;
41
+ for (; e < t.w; ) {
42
+ const i = t.get(e, o);
43
+ let r = e + 1;
44
+ for (; r < t.w && t.get(r, o) === i; ) r++;
45
+ if (i !== $ && i >>> 24 > 0) {
46
+ const [M, F, w, h] = m(i), S = `#${(M << 16 | F << 8 | w).toString(16).padStart(6, "0")}`, n = h < 255 ? ` fill-opacity="${+(h / 255).toFixed(3)}"` : "";
47
+ l.push(`<rect x="${e * K}" y="${o * K}" width="${(r - e) * K}" height="${K}" fill="${S}"${n}/>`);
48
+ }
49
+ e = r;
50
+ }
51
+ }
52
+ const s = t.w * K, H = t.h * K;
53
+ return `<svg xmlns="http://www.w3.org/2000/svg" width="${s}" height="${H}" viewBox="0 0 ${s} ${H}" shape-rendering="crispEdges">${l.join("")}</svg>
54
+ `;
55
+ }
56
+ export {
57
+ v as FRAME_CORNERS,
58
+ u as FRAME_TWINS,
59
+ E as frameSvg,
60
+ y as nineSlice
61
+ };
62
+ //# sourceMappingURL=nineSlice.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"nineSlice.js","sources":["../../src/pixel/nineSlice.ts"],"sourcesContent":["import { CLEAR, PixelGrid, channels, hex, type Color } from './pixel';\n\n/**\n * Pixel-art 9-slice frames for a UI (windows, buttons, fields, wells), built from one drawn corner so the edge is\n * whole pixels instead of CSS gradients and blurred shadows. The corner is ASCII, one letter a role; the other three\n * corners are its mirrors, and on the far side (right and bottom) each role takes its **twin** — a raised frame's lit\n * rim (H) becomes its dark rim (L), a sunk field's shadowed lip (D) its lit one (d) — so light comes from the up-left\n * without drawing four corners. A hard shadow (the frame's own silhouette, shifted) can lie under it.\n *\n * ```ts\n * const frame = nineSlice({ corner: FRAME_CORNERS.panel, palette: { K: '#0b1018', H: '#c9a869', L: '#4a3a24',\n * M: '#8b6e45', G: '#121820', S: '#3c434b', s: '#161b22', F: '#1d242e', R: '#ffe2a0' }, shadow: [2, 2] });\n * frame.grid.toCanvas(); // a canvas for a Pixi NineSliceSprite, with frame.insets\n * frameSvg(frame.grid, 2); // or an SVG for a CSS border-image, sliced at insets × 2\n * ```\n */\n\n/** Ready corners in the roles the default twins know: K ink, H/L lit/dark rim, M/m rim, G/g gap, S/s bevel, F fill, D/d lip, R rivet. */\nexport const FRAME_CORNERS = {\n /** A window: ink, a two-step brass rim, a gap, a lit bevel, a rivet in the corner. */\n panel: ['..KKKKKK', '.KHHHHHH', 'KHHMMMMM', 'KHMKGGGG', 'KHMGRSSS', 'KHMGSFFF', 'KHMGSFFF', 'KHMGSFFF'],\n /** A raised button: a two-step bevel, notched. Give it shadow [0, 1]; pressed, offset [0, 1] with the bevel's colours swapped. */\n button: ['.KKKK', 'KHHHH', 'KHMMM', 'KHMFF', 'KHMFF'],\n /** A small raised button. */\n smallButton: ['.KKK', 'KHHH', 'KHMM', 'KHMF'],\n /** A text field: a hole in the stone, its lip in shadow top-left (D, G) and lit bottom-right (d, g). */\n field: ['.KKKK', 'KDDDD', 'KDGGG', 'KDGFF', 'KDGFF'],\n /** A sunk well (slots, bars' tracks). */\n well: ['.KK', 'KDD', 'KDF'],\n /** A list row: a flat slab lit on the top and left. */\n row: ['.KK', 'KSS', 'KSF'],\n /** A thin frame: one pixel of rim (toasts, a cast bar). */\n thin: ['.KK', 'KHH', 'KHF'],\n} as const satisfies Record<string, readonly string[]>;\n\n/** The role each letter takes on the far side; a palette without the twin keeps the letter. */\nexport const FRAME_TWINS: Readonly<Record<string, string>> = { H: 'L', S: 's', M: 'm', D: 'd', G: 'g' };\n\nexport interface NineSliceSpec {\n /** The top-left corner, square, one letter a role; '.' is nothing. */\n corner: readonly string[];\n /** A colour per letter: a packed `Color` or a CSS hex (`#rgb`, `#rrggbb`, `#rrggbbaa` for see-through fills). */\n palette: Readonly<Record<string, Color | string>>;\n /** Near-side letter → far-side letter (default `FRAME_TWINS`). */\n twins?: Readonly<Record<string, string>>;\n /** The hard shadow's offset in art pixels (default none). */\n shadow?: readonly [number, number];\n /** The shadow's colour (default palette `Z`, else black at 55%). */\n shadowColor?: Color | string;\n /** Moves the frame inside its canvas (a pressed button sits one pixel lower where its shadow was). */\n offset?: readonly [number, number];\n /** Room right and below for the shadow or the offset (default: the shadow). */\n pad?: readonly [number, number];\n /** Rows painted over the frame, the frame's full size ('.' leaves it): a tick in a checkbox. */\n overlay?: readonly string[];\n}\n\n/** How far in from each side the corners reach: the frame's slice lines, in art pixels. */\nexport interface SliceInsets {\n top: number;\n right: number;\n bottom: number;\n left: number;\n}\n\nexport interface NineSlice {\n grid: PixelGrid;\n insets: SliceInsets;\n}\n\nconst toColor = (c: Color | string): Color => (typeof c === 'string' ? hex(c) : c);\n\n/** The frame's letter at (x, y) of the n×n square mirrored out of `corner`, '.' outside it. */\nfunction roleAt(corner: readonly string[], palette: NineSliceSpec['palette'], twins: Readonly<Record<string, string>>, x: number, y: number): string {\n const c = corner.length;\n const n = c * 2 + 1;\n const right = x > c;\n const bottom = y > c;\n const cx = right ? n - 1 - x : x;\n const cy = bottom ? n - 1 - y : y;\n const r = corner[Math.min(cy, c - 1)]![Math.min(cx, c - 1)] ?? '.';\n // which edge the cell belongs to in the corner's own coordinates: above the diagonal the top (or bottom) edge\n const onHorizontal = cx >= cy;\n const far = (right && !onHorizontal) || (bottom && onHorizontal) || (right && bottom);\n const twin = twins[r];\n return far && twin && palette[twin] !== undefined ? twin : r;\n}\n\n/** Builds the frame: a `(2c + 1 + pad)` square-ish grid and its slice insets. */\nexport function nineSlice(spec: NineSliceSpec): NineSlice {\n const { corner, palette } = spec;\n const c = corner.length;\n if (!c || corner.some((row) => row.length !== c)) throw new Error('nineSlice: the corner must be square');\n const twins = spec.twins ?? FRAME_TWINS;\n const n = c * 2 + 1;\n const [sx, sy] = spec.shadow ?? [0, 0];\n const [ox, oy] = spec.offset ?? [0, 0];\n const [px, py] = spec.pad ?? 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@@ -0,0 +1,36 @@
1
+ import { inView as C } from "../fx/viewCull.js";
2
+ import { addPixelLayer as w } from "./PixelLayer.js";
3
+ import { setCoverage as M, beginBatch as R, endBatch as U } from "./pixelTone.js";
4
+ const _ = 64, b = 192;
5
+ function O(o, a) {
6
+ const { at: v, duration: n, paint: x, alive: f } = a, s = a.depth ?? ((t) => t + 45), h = 1e3 / (a.fps ?? 12), l = a.every ?? 1, c = Math.min(a.fadeMs ?? 260, n * 0.3), e = w(o);
7
+ a.onCreate?.(e);
8
+ const y = { elapsed: 0 };
9
+ let i = -1, p = b;
10
+ const d = o.cameras.main, u = () => {
11
+ if (f && !f()) {
12
+ e.destroy();
13
+ return;
14
+ }
15
+ const t = v();
16
+ e.setPosition(d.snap(t.x), d.snap(t.y)).setDepth(typeof s == "number" ? s : s(t.y));
17
+ let r = Math.floor(y.elapsed / h);
18
+ if (l > 1 && (r -= r % l), r === i || i >= 0 && !C(d, t.x, t.y, _ + Math.max(p, e.reach()))) return;
19
+ i = r, e.clear();
20
+ const m = Math.min(n, r * h);
21
+ M(c > 0 && m > n - c ? Math.max(0, (n - m) / c) * 0.85 + 0.15 : 1), R(e);
22
+ try {
23
+ x(e, m);
24
+ } finally {
25
+ U(), M(1);
26
+ }
27
+ e.present(), p = Math.max(p, e.reach());
28
+ };
29
+ if (u(), !e.active) return e;
30
+ const L = o.tweens.add({ targets: y, elapsed: n, duration: n, onUpdate: u, onComplete: () => e.destroy() });
31
+ return e.once("destroyed", () => L.remove()), e;
32
+ }
33
+ export {
34
+ O as paintLayer
35
+ };
36
+ //# sourceMappingURL=paintLayer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"paintLayer.js","sources":["../../src/pixel/paintLayer.ts"],"sourcesContent":["import type { Graphics } from '../core/Graphics';\nimport type { Stage } from '../core/Stage';\nimport { inView } from '../fx/viewCull';\nimport { addPixelLayer, type PixelLayer } from './PixelLayer';\nimport type { Point } from './pixelPaint';\nimport { beginBatch, endBatch, setCoverage } from './pixelTone';\n\nexport interface PaintLayerOptions {\n /** Where the layer stands (world px), read every frame: a caster, a projectile, a fixed point. */\n at: () => Point;\n /** How long it plays (ms); its last `fadeMs` dither away instead of popping out. */\n duration: number;\n /** Paints one frame `ms` into the effect, in pixels relative to the anchor. */\n paint: (g: Graphics, ms: number) => void;\n /**\n * Its draw order from the anchor's y (`y => y + 45` puts it in front of a body standing there, a negative offset\n * behind it), or a fixed number (an effect lying on the ground under every body). 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@@ -0,0 +1,57 @@
1
+ import { hex as a } from "./pixel.js";
2
+ const r = {
3
+ outline: a("#1a1220"),
4
+ outlineSoft: a("#2e2233"),
5
+ black: a("#0e0b12"),
6
+ white: a("#f4f0e8"),
7
+ offWhite: a("#e2dccf"),
8
+ skin: a("#f2c59a"),
9
+ skinShade: a("#d99d74"),
10
+ skinTan: a("#cf9468"),
11
+ skinTanShade: a("#a86c48"),
12
+ blush: a("#e88c80"),
13
+ hairBlack: a("#2a2230"),
14
+ hairBrown: a("#5b3a29"),
15
+ hairAuburn: a("#7a3b2a"),
16
+ hairWhite: a("#e8e4dc"),
17
+ hairGrey: a("#9a96a0"),
18
+ red: a("#c8373a"),
19
+ redDark: a("#8e2331"),
20
+ crimson: a("#a3243b"),
21
+ orange: a("#e07a36"),
22
+ gold: a("#f2c84b"),
23
+ goldDark: a("#b88a2a"),
24
+ yellow: a("#f5e06a"),
25
+ green: a("#5aa04a"),
26
+ greenDark: a("#2f6b3a"),
27
+ jade: a("#4fbf8f"),
28
+ jadeDark: a("#2d8466"),
29
+ teal: a("#3aa6a0"),
30
+ sky: a("#7ec4f0"),
31
+ azure: a("#4a8ad4"),
32
+ blue: a("#3560b0"),
33
+ navy: a("#27335e"),
34
+ indigo: a("#3b2f6e"),
35
+ purple: a("#7a4bb0"),
36
+ pink: a("#e89aaa"),
37
+ brown: a("#7a5234"),
38
+ brownDark: a("#4e3222"),
39
+ brownLight: a("#a6784a"),
40
+ tan: a("#c9a26e"),
41
+ cream: a("#efe2c0"),
42
+ grey: a("#8a8690"),
43
+ greyDark: a("#57535e"),
44
+ greyLight: a("#bdb9c2"),
45
+ steel: a("#c8d2dc"),
46
+ steelDark: a("#7f8a98"),
47
+ iron: a("#9aa0a8"),
48
+ wood: a("#9a6a3c"),
49
+ woodDark: a("#6a4426"),
50
+ woodLight: a("#bd8c56"),
51
+ straw: a("#d8b060"),
52
+ strawDark: a("#a8823e")
53
+ };
54
+ export {
55
+ r as P
56
+ };
57
+ //# sourceMappingURL=palette.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"palette.js","sources":["../../src/pixel/palette.ts"],"sourcesContent":["import { hex } from './pixel';\n\n/**\n * The default palette (`PALETTE` from `1681-engine/pixel`): warm fantasy tones, readable on green ground. It is a\n * starting point, not a rule: a game brings its own colours, and the helpers that use one of these (an outline, a\n * shadow) take the colour as a parameter.\n */\nexport const P = {\n outline: hex('#1a1220'),\n outlineSoft: hex('#2e2233'),\n black: hex('#0e0b12'),\n white: hex('#f4f0e8'),\n offWhite: hex('#e2dccf'),\n\n skin: hex('#f2c59a'),\n skinShade: hex('#d99d74'),\n skinTan: hex('#cf9468'),\n skinTanShade: hex('#a86c48'),\n blush: hex('#e88c80'),\n\n hairBlack: hex('#2a2230'),\n hairBrown: hex('#5b3a29'),\n hairAuburn: hex('#7a3b2a'),\n hairWhite: hex('#e8e4dc'),\n hairGrey: hex('#9a96a0'),\n\n red: hex('#c8373a'),\n redDark: hex('#8e2331'),\n crimson: hex('#a3243b'),\n orange: hex('#e07a36'),\n gold: hex('#f2c84b'),\n goldDark: hex('#b88a2a'),\n yellow: hex('#f5e06a'),\n green: hex('#5aa04a'),\n greenDark: hex('#2f6b3a'),\n jade: hex('#4fbf8f'),\n jadeDark: hex('#2d8466'),\n teal: hex('#3aa6a0'),\n sky: hex('#7ec4f0'),\n azure: hex('#4a8ad4'),\n blue: hex('#3560b0'),\n navy: hex('#27335e'),\n indigo: hex('#3b2f6e'),\n purple: hex('#7a4bb0'),\n pink: hex('#e89aaa'),\n brown: hex('#7a5234'),\n brownDark: hex('#4e3222'),\n brownLight: hex('#a6784a'),\n tan: hex('#c9a26e'),\n cream: hex('#efe2c0'),\n grey: hex('#8a8690'),\n greyDark: hex('#57535e'),\n greyLight: hex('#bdb9c2'),\n steel: hex('#c8d2dc'),\n steelDark: hex('#7f8a98'),\n iron: hex('#9aa0a8'),\n wood: hex('#9a6a3c'),\n woodDark: hex('#6a4426'),\n woodLight: hex('#bd8c56'),\n straw: hex('#d8b060'),\n strawDark: hex('#a8823e'),\n} as const;\n"],"names":["P","hex"],"mappings":";AAOO,MAAMA,IAAI;AAAA,EACf,SAASC,EAAI,SAAS;AAAA,EACtB,aAAaA,EAAI,SAAS;AAAA,EAC1B,OAAOA,EAAI,SAAS;AAAA,EACpB,OAAOA,EAAI,SAAS;AAAA,EACpB,UAAUA,EAAI,SAAS;AAAA,EAEvB,MAAMA,EAAI,SAAS;AAAA,EACnB,WAAWA,EAAI,SAAS;AAAA,EACxB,SAASA,EAAI,SAAS;AAAA,EACtB,cAAcA,EAAI,SAAS;AAAA,EAC3B,OAAOA,EAAI,SAAS;AAAA,EAEpB,WAAWA,EAAI,SAAS;AAAA,EACxB,WAAWA,EAAI,SAAS;AAAA,EACxB,YAAYA,EAAI,SAAS;AAAA,EACzB,WAAWA,EAAI,SAAS;AAAA,EACxB,UAAUA,EAAI,SAAS;AAAA,EAEvB,KAAKA,EAAI,SAAS;AAAA,EAClB,SAASA,EAAI,SAAS;AAAA,EACtB,SAASA,EAAI,SAAS;AAAA,EACtB,QAAQA,EAAI,SAAS;AAAA,EACrB,MAAMA,EAAI,SAAS;AAAA,EACnB,UAAUA,EAAI,SAAS;AAAA,EACvB,QAAQA,EAAI,SAAS;AAAA,EACrB,OAAOA,EAAI,SAAS;AAAA,EACpB,WAAWA,EAAI,SAAS;AAAA,EACxB,MAAMA,EAAI,SAAS;AAAA,EACnB,UAAUA,EAAI,SAAS;AAAA,EACvB,MAAMA,EAAI,SAAS;AAAA,EACnB,KAAKA,EAAI,SAAS;AAAA,EAClB,OAAOA,EAAI,SAAS;AAAA,EACpB,MAAMA,EAAI,SAAS;AAAA,EACnB,MAAMA,EAAI,SAAS;AAAA,EACnB,QAAQA,EAAI,SAAS;AAAA,EACrB,QAAQA,EAAI,SAAS;AAAA,EACrB,MAAMA,EAAI,SAAS;AAAA,EACnB,OAAOA,EAAI,SAAS;AAAA,EACpB,WAAWA,EAAI,SAAS;AAAA,EACxB,YAAYA,EAAI,SAAS;AAAA,EACzB,KAAKA,EAAI,SAAS;AAAA,EAClB,OAAOA,EAAI,SAAS;AAAA,EACpB,MAAMA,EAAI,SAAS;AAAA,EACnB,UAAUA,EAAI,SAAS;AAAA,EACvB,WAAWA,EAAI,SAAS;AAAA,EACxB,OAAOA,EAAI,SAAS;AAAA,EACpB,WAAWA,EAAI,SAAS;AAAA,EACxB,MAAMA,EAAI,SAAS;AAAA,EACnB,MAAMA,EAAI,SAAS;AAAA,EACnB,UAAUA,EAAI,SAAS;AAAA,EACvB,WAAWA,EAAI,SAAS;AAAA,EACxB,OAAOA,EAAI,SAAS;AAAA,EACpB,WAAWA,EAAI,SAAS;AAC1B;"}
@@ -0,0 +1,278 @@
1
+ const D = 0;
2
+ function b(r, t, n, h = 255) {
3
+ const s = Math.max(0, Math.min(255, Math.round(r))), o = Math.max(0, Math.min(255, Math.round(t))), i = Math.max(0, Math.min(255, Math.round(n)));
4
+ return (Math.max(0, Math.min(255, Math.round(h))) << 24 | i << 16 | o << 8 | s) >>> 0;
5
+ }
6
+ function U(r) {
7
+ let t = r.startsWith("#") ? r.slice(1) : r;
8
+ t.length === 3 && (t = [...t].map((i) => i + i).join(""));
9
+ const n = parseInt(t.slice(0, 2), 16), h = parseInt(t.slice(2, 4), 16), s = parseInt(t.slice(4, 6), 16), o = t.length >= 8 ? parseInt(t.slice(6, 8), 16) : 255;
10
+ return b(n, h, s, o);
11
+ }
12
+ function m(r) {
13
+ return [r & 255, r >>> 8 & 255, r >>> 16 & 255, r >>> 24 & 255];
14
+ }
15
+ function B(r, t) {
16
+ const [n, h, s, o] = m(r);
17
+ if (t >= 1) {
18
+ const i = Math.min(1, t - 1);
19
+ return b(n + (255 - n) * i, h + (255 - h) * i, s + (255 - s) * i, o);
20
+ }
21
+ return b(n * t, h * t, s * t, o);
22
+ }
23
+ function L(r, t, n) {
24
+ const h = m(r), s = m(t);
25
+ return b(h[0] + (s[0] - h[0]) * n, h[1] + (s[1] - h[1]) * n, h[2] + (s[2] - h[2]) * n, h[3] + (s[3] - h[3]) * n);
26
+ }
27
+ function R(r, t) {
28
+ const [n, h, s] = m(r);
29
+ return b(n, h, s, t);
30
+ }
31
+ function $(r) {
32
+ const [t, n, h, s] = m(r);
33
+ return `rgba(${t},${n},${h},${(s / 255).toFixed(3)})`;
34
+ }
35
+ function C(r, t, n = 0) {
36
+ let h = r * 374761393 + t * 668265263 + n * 2147483647 | 0;
37
+ return h = Math.imul(h ^ h >>> 13, 1274126177), ((h ^ h >>> 16) >>> 0) / 4294967296;
38
+ }
39
+ function v(r) {
40
+ let t = r >>> 0;
41
+ return () => {
42
+ t = t + 1831565813 >>> 0;
43
+ let n = t;
44
+ return n = Math.imul(n ^ n >>> 15, n | 1), n ^= n + Math.imul(n ^ n >>> 7, n | 61), ((n ^ n >>> 14) >>> 0) / 4294967296;
45
+ };
46
+ }
47
+ function S(r, t, n, h) {
48
+ const s = r / n, o = t / n, i = Math.floor(s), e = Math.floor(o), l = s - i, c = o - e, M = l * l * (3 - 2 * l), d = c * c * (3 - 2 * c), w = C(i, e, h), a = C(i + 1, e, h), u = C(i, e + 1, h), f = C(i + 1, e + 1, h);
49
+ return w + (a - w) * M + (u - w) * d + (w - a - u + f) * M * d;
50
+ }
51
+ class A {
52
+ constructor(t, n) {
53
+ this.w = t, this.h = n, this.data = new Uint32Array(t * n);
54
+ }
55
+ w;
56
+ h;
57
+ data;
58
+ inBounds(t, n) {
59
+ return t >= 0 && n >= 0 && t < this.w && n < this.h;
60
+ }
61
+ px(t, n, h) {
62
+ t = Math.floor(t), n = Math.floor(n), t >= 0 && n >= 0 && t < this.w && n < this.h && (this.data[n * this.w + t] = h);
63
+ }
64
+ get(t, n) {
65
+ return t < 0 || n < 0 || t >= this.w || n >= this.h ? 0 : this.data[n * this.w + t] ?? 0;
66
+ }
67
+ alphaAt(t, n) {
68
+ return this.get(t, n) >>> 24;
69
+ }
70
+ rect(t, n, h, s, o) {
71
+ for (let i = Math.floor(n); i < n + s; i++) for (let e = Math.floor(t); e < t + h; e++) this.px(e, i, o);
72
+ }
73
+ hline(t, n, h, s) {
74
+ for (let o = Math.min(t, n); o <= Math.max(t, n); o++) this.px(o, h, s);
75
+ }
76
+ vline(t, n, h, s) {
77
+ for (let o = Math.min(n, h); o <= Math.max(n, h); o++) this.px(t, o, s);
78
+ }
79
+ /** Filled ellipse; a pixel is inside when its center lies inside the ellipse. */
80
+ ellipse(t, n, h, s, o) {
81
+ if (!(h <= 0 || s <= 0))
82
+ for (let i = Math.floor(n - s); i <= Math.ceil(n + s); i++)
83
+ for (let e = Math.floor(t - h); e <= Math.ceil(t + h); e++) {
84
+ const l = (e + 0.5 - t) / h, c = (i + 0.5 - n) / s;
85
+ l * l + c * c <= 1 && this.px(e, i, o);
86
+ }
87
+ }
88
+ circle(t, n, h, s) {
89
+ this.ellipse(t, n, h, h, s);
90
+ }
91
+ ring(t, n, h, s, o) {
92
+ for (let i = Math.floor(n - h - 1); i <= Math.ceil(n + h + 1); i++)
93
+ for (let e = Math.floor(t - h - 1); e <= Math.ceil(t + h + 1); e++) {
94
+ const l = Math.hypot(e + 0.5 - t, i + 0.5 - n);
95
+ l <= h && l >= h - s && this.px(e, i, o);
96
+ }
97
+ }
98
+ line(t, n, h, s, o, i = 1) {
99
+ t = Math.round(t), n = Math.round(n), h = Math.round(h), s = Math.round(s);
100
+ const e = Math.abs(h - t), l = -Math.abs(s - n), c = t < h ? 1 : -1, M = n < s ? 1 : -1;
101
+ let d = e + l;
102
+ for (; i <= 1 ? this.px(t, n, o) : this.rect(t - Math.floor((i - 1) / 2), n - Math.floor((i - 1) / 2), i, i, o), !(t === h && n === s); ) {
103
+ const w = 2 * d;
104
+ w >= l && (d += l, t += c), w <= e && (d += e, n += M);
105
+ }
106
+ }
107
+ /** Filled polygon (even-odd scanline on pixel centers). */
108
+ poly(t, n) {
109
+ if (t.length < 3) return;
110
+ const h = Math.floor(Math.min(...t.map((o) => o[1]))), s = Math.ceil(Math.max(...t.map((o) => o[1])));
111
+ for (let o = h; o <= s; o++) {
112
+ const i = o + 0.5, e = [];
113
+ for (let l = 0; l < t.length; l++) {
114
+ const c = t[l], M = t[(l + 1) % t.length];
115
+ (c[1] <= i && M[1] > i || M[1] <= i && c[1] > i) && e.push(c[0] + (i - c[1]) / (M[1] - c[1]) * (M[0] - c[0]));
116
+ }
117
+ e.sort((l, c) => l - c);
118
+ for (let l = 0; l + 1 < e.length; l += 2)
119
+ for (let c = Math.ceil(e[l] - 0.5); c <= Math.floor(e[l + 1] - 0.5); c++) this.px(c, o, n);
120
+ }
121
+ }
122
+ /**
123
+ * Adds `width` pixels of outline around all opaque pixels, one ring at a time — the same result as calling it
124
+ * `width` times, but each ring only visits the neighbours of the ring before it instead of the whole grid again.
125
+ * (A pixel next to ring `k` is always filled by ring `k+1`, so nothing further back can still be waiting.)
126
+ */
127
+ outline(t, n = !1, h = 1) {
128
+ const s = this.w, o = this.h, i = new Uint8Array(this.data.length);
129
+ let e = s, l = o, c = -1, M = -1;
130
+ for (let a = 0; a < o; a++)
131
+ for (let u = 0; u < s; u++) {
132
+ const f = a * s + u;
133
+ this.data[f] >>> 24 && (i[f] = 1, u < e && (e = u), u > c && (c = u), a < l && (l = a), M = a);
134
+ }
135
+ if (c < 0) return;
136
+ const d = (a, u, f) => a >= 0 && u >= 0 && a < s && u < o && i[f] === 1;
137
+ let w = [];
138
+ for (let a = Math.max(0, l - 1); a <= Math.min(o - 1, M + 1); a++)
139
+ for (let u = Math.max(0, e - 1); u <= Math.min(s - 1, c + 1); u++) {
140
+ const f = a * s + u;
141
+ if (i[f]) continue;
142
+ let g = d(u - 1, a, f - 1) || d(u + 1, a, f + 1) || d(u, a - 1, f - s) || d(u, a + 1, f + s);
143
+ !g && n && (g = d(u - 1, a - 1, f - s - 1) || d(u + 1, a - 1, f - s + 1) || d(u - 1, a + 1, f + s - 1) || d(u + 1, a + 1, f + s + 1)), g && (this.data[f] = t, w.push(f));
144
+ }
145
+ for (const a of w) i[a] = 1;
146
+ for (let a = 1; a < h && w.length; a++) {
147
+ const u = [];
148
+ for (const f of w) {
149
+ const g = f % s, p = f / s | 0, x = (E, I, y) => {
150
+ E < 0 || I < 0 || E >= s || I >= o || i[y] || (i[y] = 1, this.data[y] = t, u.push(y));
151
+ };
152
+ x(g - 1, p, f - 1), x(g + 1, p, f + 1), x(g, p - 1, f - s), x(g, p + 1, f + s), n && (x(g - 1, p - 1, f - s - 1), x(g + 1, p - 1, f - s + 1), x(g - 1, p + 1, f + s - 1), x(g + 1, p + 1, f + s + 1));
153
+ }
154
+ w = u;
155
+ }
156
+ }
157
+ /** Replaces every pixel whose color matches `from`. */
158
+ recolor(t, n) {
159
+ for (let h = 0; h < this.data.length; h++) this.data[h] === t && (this.data[h] = n);
160
+ }
161
+ /** Multiplies brightness of opaque pixels matching `pred`. */
162
+ tint(t, n) {
163
+ for (let h = 0; h < this.h; h++)
164
+ for (let s = 0; s < this.w; s++) {
165
+ const o = h * this.w + s, i = this.data[o] ?? 0;
166
+ i >>> 24 && n(s, h) && (this.data[o] = B(i, t));
167
+ }
168
+ }
169
+ blit(t, n, h, s = !1) {
170
+ for (let o = 0; o < t.h; o++)
171
+ for (let i = 0; i < t.w; i++) {
172
+ const e = t.data[o * t.w + i] ?? 0;
173
+ e >>> 24 && this.px(n + (s ? t.w - 1 - i : i), h + o, e);
174
+ }
175
+ }
176
+ /** Alpha-blends a color onto an existing pixel. */
177
+ blend(t, n, h) {
178
+ if (!this.inBounds(t, n)) return;
179
+ const s = n * this.w + t, o = this.data[s] ?? 0, [i, e, l, c] = m(h), M = c / 255, d = m(o);
180
+ this.data[s] = b(d[0] + (i - d[0]) * M, d[1] + (e - d[1]) * M, d[2] + (l - d[2]) * M, Math.max(d[3], c));
181
+ }
182
+ /** Reads a canvas back into a grid (a PNG layer of the paper doll joining the painted ones). */
183
+ static from(t) {
184
+ const n = new A(t.width, t.height), h = t.getContext("2d").getImageData(0, 0, t.width, t.height);
185
+ return n.data.set(new Uint32Array(h.data.buffer, h.data.byteOffset, t.width * t.height)), n;
186
+ }
187
+ /** The same picture on a grid `factor` times as fine, each pixel becoming a square block. */
188
+ upscaled(t) {
189
+ if (t === 1) return this;
190
+ const n = new A(this.w * t, this.h * t);
191
+ for (let h = 0; h < this.h; h++)
192
+ for (let s = 0; s < this.w; s++) {
193
+ const o = this.data[h * this.w + s] ?? 0;
194
+ o >>> 24 && n.rect(s * t, h * t, t, t, o);
195
+ }
196
+ return n;
197
+ }
198
+ /** Same size and same pixels. */
199
+ equals(t) {
200
+ if (t.w !== this.w || t.h !== this.h) return !1;
201
+ for (let n = 0; n < this.data.length; n++) if (this.data[n] !== t.data[n]) return !1;
202
+ return !0;
203
+ }
204
+ /** Cheap hash of the pixels, for grouping identical frames before comparing them. */
205
+ key() {
206
+ let t = 2166136261;
207
+ for (let n = 0; n < this.data.length; n++)
208
+ t ^= this.data[n], t = Math.imul(t, 16777619) >>> 0;
209
+ return t >>> 0;
210
+ }
211
+ clone() {
212
+ const t = new A(this.w, this.h);
213
+ return t.data.set(this.data), t;
214
+ }
215
+ toCanvas() {
216
+ const t = document.createElement("canvas");
217
+ t.width = this.w, t.height = this.h;
218
+ const n = t.getContext("2d");
219
+ if (!n) throw new Error("2D canvas not supported");
220
+ const h = new Uint8ClampedArray(this.w * this.h * 4);
221
+ h.set(new Uint8Array(this.data.buffer, this.data.byteOffset, this.data.byteLength));
222
+ const s = new ImageData(h, this.w, this.h);
223
+ return n.putImageData(s, 0, 0), t;
224
+ }
225
+ }
226
+ class O extends A {
227
+ constructor(t, n, h, s) {
228
+ super(h, s), this.x0 = t, this.y0 = n;
229
+ }
230
+ x0;
231
+ y0;
232
+ inBounds(t, n) {
233
+ return super.inBounds(t - this.x0, n - this.y0);
234
+ }
235
+ px(t, n, h) {
236
+ super.px(Math.floor(t) - this.x0, Math.floor(n) - this.y0, h);
237
+ }
238
+ get(t, n) {
239
+ return super.get(t - this.x0, n - this.y0);
240
+ }
241
+ blend(t, n, h) {
242
+ const s = t - this.x0, o = n - this.y0;
243
+ if (!super.inBounds(s, o)) return;
244
+ const i = o * this.w + s, e = this.data[i] ?? 0, [l, c, M, d] = m(h), w = d / 255, a = m(e);
245
+ this.data[i] = b(a[0] + (l - a[0]) * w, a[1] + (c - a[1]) * w, a[2] + (M - a[2]) * w, Math.max(a[3], d));
246
+ }
247
+ }
248
+ function W(r, t = 16384) {
249
+ const n = r[0];
250
+ if (!n) throw new Error("makeSheet: no frames");
251
+ const h = Math.max(1, Math.min(r.length, Math.floor(t / n.w))), s = Math.ceil(r.length / h), o = new A(n.w * h, n.h * s);
252
+ return r.forEach((i, e) => o.blit(i, e % h * n.w, Math.floor(e / h) * n.h)), o.toCanvas();
253
+ }
254
+ function Y(r, t) {
255
+ const n = document.createElement("canvas");
256
+ n.width = r.width * t, n.height = r.height * t;
257
+ const h = n.getContext("2d");
258
+ if (!h) throw new Error("2D canvas not supported");
259
+ return h.imageSmoothingEnabled = !1, h.drawImage(r, 0, 0, n.width, n.height), n;
260
+ }
261
+ export {
262
+ D as CLEAR,
263
+ A as PixelGrid,
264
+ O as PixelWindow,
265
+ m as channels,
266
+ C as hash2,
267
+ U as hex,
268
+ W as makeSheet,
269
+ L as mix,
270
+ v as mulberry32,
271
+ b as rgba,
272
+ B as shade,
273
+ $ as toCss,
274
+ Y as upscale,
275
+ S as valueNoise,
276
+ R as withAlpha
277
+ };
278
+ //# sourceMappingURL=pixel.js.map