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 +1,150 @@
1
+ import { Rectangle as k } from "./Rectangle.js";
2
+ class g {
3
+ constructor(t, s) {
4
+ this.world = t, this.screen = s;
5
+ }
6
+ world;
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+ screen;
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+ zoom = 1;
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+ /** The zoom `reset` goes back to: the engine sets it from its `zoom` option (default 1). */
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+ defaultZoom = 1;
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+ /** Backing pixels per screen pixel (the renderer's resolution, `zoomResolution`): what `snap` rounds to. */
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+ resolution = 1;
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+ /** Lands the view on whole backing pixels (pixel art); off, the world moves smoothly between them. */
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+ roundPixels = !1;
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+ scrollX = 0;
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+ scrollY = 0;
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+ width = 0;
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+ height = 0;
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+ bounds = null;
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+ shakeUntil = 0;
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+ shakeMs = 1;
22
+ shakeAngle = void 0;
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+ shakeIntensity = 0;
24
+ flashRect = null;
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+ flashStart = 0;
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+ flashMs = 1;
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+ flashPeak = 1;
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+ /** Screen-layer containers laid over the world with its exact transform, shake included (see `follow`). */
29
+ followers = /* @__PURE__ */ new Set();
30
+ target = null;
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+ trackOpts = { lerp: 1, deadzoneWidth: 0, deadzoneHeight: 0, offsetX: 0, offsetY: 0 };
32
+ lastApply = -1;
33
+ get worldView() {
34
+ const t = this.width / this.zoom, s = this.height / this.zoom;
35
+ return { x: this.scrollX, y: this.scrollY, width: t, height: s, right: this.scrollX + t, bottom: this.scrollY + s };
36
+ }
37
+ setZoom(t) {
38
+ return this.zoom = t, this;
39
+ }
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+ /** A world coordinate snapped to the nearest backing pixel: one screen pixel, or a half at ×1.5. */
41
+ snap(t) {
42
+ const s = this.zoom * this.resolution;
43
+ return Math.round(t * s) / s;
44
+ }
45
+ setBounds(t, s, h, e) {
46
+ return this.bounds = { x: t, y: s, width: h, height: e }, this;
47
+ }
48
+ /** Lets the view go anywhere again. */
49
+ clearBounds() {
50
+ return this.bounds = null, this;
51
+ }
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+ /**
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+ * Back to how the engine made it: no target, no bounds, `defaultZoom`, scrolled to 0, no shake or flash. The camera
54
+ * is the engine's, shared by every scene, so a level's target and bounds would otherwise hold over the next scene
55
+ * (a title screen kept following a hero that no longer existed). `SceneManager.replace` calls it between the old
56
+ * scenes leaving and the new one entering; `push` and `pop` leave the camera alone, since the scene under a pause
57
+ * menu still wants its view when it comes back. Layers added with `follow` are kept: they belong to tools that
58
+ * outlive scenes (a debug overlay), not to a scene.
59
+ */
60
+ reset() {
61
+ return this.target = null, this.bounds = null, this.zoom = this.defaultZoom, this.scrollX = 0, this.scrollY = 0, this.shakeUntil = 0, this.shakeIntensity = 0, this.flashRect && !this.flashRect.destroyed && this.flashRect.setVisible(!1), this;
62
+ }
63
+ /** The tracked target, if any. */
64
+ get tracking() {
65
+ return this.target;
66
+ }
67
+ /** The bounds the view is kept inside, if any. */
68
+ get boundsRect() {
69
+ return this.bounds;
70
+ }
71
+ centerOn(t, s) {
72
+ return this.scrollX = t - this.width / this.zoom / 2, this.scrollY = s - this.height / this.zoom / 2, this.clamp(), this;
73
+ }
74
+ setScroll(t, s) {
75
+ return this.scrollX = t, this.scrollY = s, this.clamp(), this;
76
+ }
77
+ /**
78
+ * Screen shake: `intensity` is a fraction of the screen size, like before. With an `angle` (the way a blow travelled)
79
+ * the shake runs back and forth along it instead of at random, so a hit is felt coming from somewhere.
80
+ */
81
+ shake(t, s, h) {
82
+ const e = performance.now();
83
+ e < this.shakeUntil && s < this.shakeIntensity || (this.shakeUntil = e + t, this.shakeMs = t, this.shakeIntensity = s, this.shakeAngle = h);
84
+ }
85
+ /**
86
+ * Keeps a container on the screen layer placed exactly over the world layer — zoom, scroll and this frame's
87
+ * shake — for things drawn in world units above the screen-layer night (fireflies). Written in `apply`, after
88
+ * the scene updated, so it never lags the world by a frame or misses a shake the world takes.
89
+ */
90
+ follow(t) {
91
+ this.followers.add(t);
92
+ }
93
+ unfollow(t) {
94
+ this.followers.delete(t);
95
+ }
96
+ /** Full-screen colour flash starting at `peak` alpha and fading out over `ms`. */
97
+ flash(t, s, h, e, r = !1, o = 1) {
98
+ (!this.flashRect || this.flashRect.destroyed) && (this.flashRect = new k(1, 1, 16777215).setOrigin(0, 0), this.screen.addChild(this.flashRect)), this.flashRect.resize(this.width, this.height).setFillStyle(s << 16 | h << 8 | e).setAlpha(o).setVisible(!0), this.flashStart = performance.now(), this.flashMs = t, this.flashPeak = o;
99
+ }
100
+ /**
101
+ * Keeps `target` (anything with `x` and `y`, read every frame: an entity's position, a sprite) in view, inside the
102
+ * bounds if there are any. Replaces any target before.
103
+ */
104
+ track(t, s = {}) {
105
+ return this.target = t, this.trackOpts = { lerp: 1, deadzoneWidth: 0, deadzoneHeight: 0, offsetX: 0, offsetY: 0, ...s }, (s.lerp ?? 1) >= 1 && this.centerOn(t.x + this.trackOpts.offsetX, t.y + this.trackOpts.offsetY), this;
106
+ }
107
+ untrack() {
108
+ return this.target = null, this;
109
+ }
110
+ /** Moves the view toward the tracked target for a frame `dtMs` long. */
111
+ follow1(t) {
112
+ const s = this.target;
113
+ if (!s) return;
114
+ const h = this.trackOpts, e = this.width / this.zoom, r = this.height / this.zoom, o = this.scrollX + e / 2, n = this.scrollY + r / 2, i = s.x + h.offsetX, l = s.y + h.offsetY, a = h.deadzoneWidth / 2, c = h.deadzoneHeight / 2, f = i - o > a ? i - o - a : i - o < -a ? i - o + a : 0, u = l - n > c ? l - n - c : l - n < -c ? l - n + c : 0, d = h.lerp >= 1 ? 1 : 1 - Math.pow(1 - Math.max(0, h.lerp), t / (1e3 / 60));
115
+ this.scrollX += f * d, this.scrollY += u * d, this.clamp();
116
+ }
117
+ /** Writes the camera into the world layer; called once per frame after the scene updated. */
118
+ apply(t) {
119
+ const s = this.lastApply < 0 ? 16.666666666666668 : Math.min(100, t - this.lastApply);
120
+ this.lastApply = t, this.follow1(s);
121
+ let h = 0, e = 0;
122
+ if (t < this.shakeUntil) {
123
+ const i = (this.shakeUntil - t) / this.shakeMs;
124
+ if (this.shakeAngle !== void 0) {
125
+ const l = Math.cos((t - (this.shakeUntil - this.shakeMs)) / 28 * Math.PI) * this.shakeIntensity * this.width * i;
126
+ h = Math.round(Math.cos(this.shakeAngle) * l), e = Math.round(Math.sin(this.shakeAngle) * l);
127
+ } else
128
+ h = Math.round((Math.random() * 2 - 1) * this.shakeIntensity * this.width * i), e = Math.round((Math.random() * 2 - 1) * this.shakeIntensity * this.height * i);
129
+ }
130
+ this.world.scale.set(this.zoom);
131
+ const r = this.zoom * this.resolution, o = this.roundPixels ? Math.round(this.scrollX * r) / this.resolution : this.scrollX * this.zoom, n = this.roundPixels ? Math.round(this.scrollY * r) / this.resolution : this.scrollY * this.zoom;
132
+ this.world.position.set(-o + h, -n + e);
133
+ for (const i of this.followers)
134
+ i.scale.set(this.zoom), i.position.copyFrom(this.world.position);
135
+ if (this.flashRect?.visible) {
136
+ const i = (t - this.flashStart) / this.flashMs;
137
+ i >= 1 ? this.flashRect.setVisible(!1) : this.flashRect.alpha = this.flashPeak * (1 - i);
138
+ }
139
+ }
140
+ clamp() {
141
+ const t = this.bounds;
142
+ if (!t) return;
143
+ const s = this.width / this.zoom, h = this.height / this.zoom;
144
+ this.scrollX = s >= t.width ? t.x + (t.width - s) / 2 : Math.min(Math.max(this.scrollX, t.x), t.x + t.width - s), this.scrollY = h >= t.height ? t.y + (t.height - h) / 2 : Math.min(Math.max(this.scrollY, t.y), t.y + t.height - h);
145
+ }
146
+ }
147
+ export {
148
+ g as Camera
149
+ };
150
+ //# sourceMappingURL=Camera.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Camera.js","sources":["../../src/core/Camera.ts"],"sourcesContent":["import type { Container } from 'pixi.js';\nimport { Rectangle } from './Rectangle';\n\nexport interface TrackOptions {\n /**\n * How much of the way to the target the camera closes each 60th of a second (0–1, default 1: locked on). 0.1 is a\n * soft follow; the rate is the same at any frame rate.\n */\n lerp?: number;\n /** A box round the screen's centre (world px) the target may move in without the camera moving. */\n deadzoneWidth?: number;\n deadzoneHeight?: number;\n /** Where on the target to look (world px from its position), e.g. a little above a body's feet. */\n offsetX?: number;\n offsetY?: number;\n}\n\nexport interface ViewRect {\n x: number;\n y: number;\n width: number;\n height: number;\n right: number;\n bottom: number;\n}\n\n/**\n * Moves and zooms the world layer. `scrollX/scrollY` is the world point at the top-left of the screen, so\n * `round(scroll * zoom) / zoom` snaps the view to whole screen pixels.\n */\nexport class Camera {\n zoom = 1;\n /** The zoom `reset` goes back to: the engine sets it from its `zoom` option (default 1). */\n defaultZoom = 1;\n /** Backing pixels per screen pixel (the renderer's resolution, `zoomResolution`): what `snap` rounds to. */\n resolution = 1;\n /** Lands the view on whole backing pixels (pixel art); off, the world moves smoothly between them. */\n roundPixels = false;\n scrollX = 0;\n scrollY = 0;\n width = 0;\n height = 0;\n private bounds: { x: number; y: number; width: number; height: number } | null = null;\n private shakeUntil = 0;\n private shakeMs = 1;\n private shakeAngle: number | undefined = undefined;\n private shakeIntensity = 0;\n private flashRect: Rectangle | null = null;\n private flashStart = 0;\n private flashMs = 1;\n private flashPeak = 1;\n /** Screen-layer containers laid over the world with its exact transform, shake included (see `follow`). */\n private readonly followers = new Set<Container>();\n private target: { readonly x: number; readonly y: number } | null = null;\n private trackOpts: Required<TrackOptions> = { lerp: 1, deadzoneWidth: 0, deadzoneHeight: 0, offsetX: 0, offsetY: 0 };\n private lastApply = -1;\n\n constructor(\n private readonly world: Container,\n private readonly screen: Container,\n ) {}\n\n get worldView(): ViewRect {\n const width = this.width / this.zoom;\n const height = this.height / this.zoom;\n return { x: this.scrollX, y: this.scrollY, width, height, right: this.scrollX + width, bottom: this.scrollY + height };\n }\n\n setZoom(z: number): this {\n this.zoom = z;\n return this;\n }\n\n /** A world coordinate snapped to the nearest backing pixel: one screen pixel, or a half at ×1.5. */\n snap(v: number): number {\n const k = this.zoom * this.resolution;\n return Math.round(v * k) / k;\n }\n\n setBounds(x: number, y: number, width: number, height: number): this {\n this.bounds = { x, y, width, height };\n return this;\n }\n\n /** Lets the view go anywhere again. */\n clearBounds(): this {\n this.bounds = null;\n return this;\n }\n\n /**\n * Back to how the engine made it: no target, no bounds, `defaultZoom`, scrolled to 0, no shake or flash. The camera\n * is the engine's, shared by every scene, so a level's target and bounds would otherwise hold over the next scene\n * (a title screen kept following a hero that no longer existed). `SceneManager.replace` calls it between the old\n * scenes leaving and the new one entering; `push` and `pop` leave the camera alone, since the scene under a pause\n * menu still wants its view when it comes back. Layers added with `follow` are kept: they belong to tools that\n * outlive scenes (a debug overlay), not to a scene.\n */\n reset(): this {\n this.target = null;\n this.bounds = null;\n this.zoom = this.defaultZoom;\n this.scrollX = 0;\n this.scrollY = 0;\n this.shakeUntil = 0;\n this.shakeIntensity = 0;\n if (this.flashRect && !this.flashRect.destroyed) this.flashRect.setVisible(false);\n return this;\n }\n\n /** The tracked target, if any. */\n get tracking(): { readonly x: number; readonly y: number } | null {\n return this.target;\n }\n\n /** The bounds the view is kept inside, if any. */\n get boundsRect(): { readonly x: number; readonly y: number; readonly width: number; readonly height: number } | null {\n return this.bounds;\n }\n\n centerOn(x: number, y: number): this {\n this.scrollX = x - this.width / this.zoom / 2;\n this.scrollY = y - this.height / this.zoom / 2;\n this.clamp();\n return this;\n }\n\n setScroll(x: number, y: number): this {\n this.scrollX = x;\n this.scrollY = y;\n this.clamp();\n return this;\n }\n\n /**\n * Screen shake: `intensity` is a fraction of the screen size, like before. With an `angle` (the way a blow travelled)\n * the shake runs back and forth along it instead of at random, so a hit is felt coming from somewhere.\n */\n shake(ms: number, intensity: number, angle?: number): void {\n const now = performance.now();\n if (now < this.shakeUntil && intensity < this.shakeIntensity) return;\n this.shakeUntil = now + ms;\n this.shakeMs = ms;\n this.shakeIntensity = intensity;\n this.shakeAngle = angle;\n }\n\n /**\n * Keeps a container on the screen layer placed exactly over the world layer — zoom, scroll and this frame's\n * shake — for things drawn in world units above the screen-layer night (fireflies). Written in `apply`, after\n * the scene updated, so it never lags the world by a frame or misses a shake the world takes.\n */\n follow(layer: Container): void {\n this.followers.add(layer);\n }\n\n unfollow(layer: Container): void {\n this.followers.delete(layer);\n }\n\n /** Full-screen colour flash starting at `peak` alpha and fading out over `ms`. */\n flash(ms: number, r: number, g: number, b: number, _force = false, peak = 1): void {\n if (!this.flashRect || this.flashRect.destroyed) {\n this.flashRect = new Rectangle(1, 1, 0xffffff).setOrigin(0, 0);\n this.screen.addChild(this.flashRect);\n }\n this.flashRect.resize(this.width, this.height).setFillStyle((r << 16) | (g << 8) | b).setAlpha(peak).setVisible(true);\n this.flashStart = performance.now();\n this.flashMs = ms;\n this.flashPeak = peak;\n }\n\n /**\n * Keeps `target` (anything with `x` and `y`, read every frame: an entity's position, a sprite) in view, inside the\n * bounds if there are any. Replaces any target before.\n */\n track(target: { readonly x: number; readonly y: number }, options: TrackOptions = {}): this {\n this.target = target;\n this.trackOpts = { lerp: 1, deadzoneWidth: 0, deadzoneHeight: 0, offsetX: 0, offsetY: 0, ...options };\n if ((options.lerp ?? 1) >= 1) this.centerOn(target.x + this.trackOpts.offsetX, target.y + this.trackOpts.offsetY);\n return this;\n }\n\n untrack(): this {\n this.target = null;\n return this;\n }\n\n /** Moves the view toward the tracked target for a frame `dtMs` long. */\n private follow1(dtMs: number): void {\n const t = this.target;\n if (!t) return;\n const o = this.trackOpts;\n const vw = this.width / this.zoom;\n const vh = this.height / this.zoom;\n const cx = this.scrollX + vw / 2;\n const cy = this.scrollY + vh / 2;\n const tx = t.x + o.offsetX;\n const ty = t.y + o.offsetY;\n // only the part of the target's offset outside the deadzone moves the camera\n const hx = o.deadzoneWidth / 2;\n const hy = o.deadzoneHeight / 2;\n const dx = tx - cx > hx ? tx - cx - hx : tx - cx < -hx ? tx - cx + hx : 0;\n const dy = ty - cy > hy ? ty - cy - hy : ty - cy < -hy ? ty - cy + hy : 0;\n const k = o.lerp >= 1 ? 1 : 1 - Math.pow(1 - Math.max(0, o.lerp), dtMs / (1000 / 60));\n this.scrollX += dx * k;\n this.scrollY += dy * k;\n this.clamp();\n }\n\n /** Writes the camera into the world layer; called once per frame after the scene updated. */\n apply(now: number): void {\n const dtMs = this.lastApply < 0 ? 1000 / 60 : Math.min(100, now - this.lastApply);\n this.lastApply = now;\n this.follow1(dtMs);\n let ox = 0;\n let oy = 0;\n if (now < this.shakeUntil) {\n const k = (this.shakeUntil - now) / this.shakeMs;\n if (this.shakeAngle !== undefined) {\n // along the blow: thrown the way it went, then rocking back, a little less each beat\n const swing = Math.cos(((now - (this.shakeUntil - this.shakeMs)) / 28) * Math.PI) * this.shakeIntensity * this.width * k;\n ox = Math.round(Math.cos(this.shakeAngle) * swing);\n oy = Math.round(Math.sin(this.shakeAngle) * swing);\n } else {\n ox = Math.round((Math.random() * 2 - 1) * this.shakeIntensity * this.width * k);\n oy = Math.round((Math.random() * 2 - 1) * this.shakeIntensity * this.height * k);\n }\n }\n this.world.scale.set(this.zoom);\n const k = this.zoom * this.resolution;\n const sx = this.roundPixels ? Math.round(this.scrollX * k) / this.resolution : this.scrollX * this.zoom;\n const sy = this.roundPixels ? Math.round(this.scrollY * k) / this.resolution : this.scrollY * this.zoom;\n this.world.position.set(-sx + ox, -sy + oy);\n for (const f of this.followers) {\n f.scale.set(this.zoom);\n f.position.copyFrom(this.world.position);\n }\n if (this.flashRect?.visible) {\n const t = (now - this.flashStart) / this.flashMs;\n if (t >= 1) this.flashRect.setVisible(false);\n else this.flashRect.alpha = this.flashPeak * (1 - t);\n }\n }\n\n private clamp(): void {\n const b = this.bounds;\n if (!b) return;\n const vw = this.width / this.zoom;\n const vh = this.height / this.zoom;\n this.scrollX = vw >= b.width ? b.x + (b.width - vw) / 2 : Math.min(Math.max(this.scrollX, b.x), b.x + b.width - vw);\n this.scrollY = vh >= b.height ? b.y + (b.height - vh) / 2 : Math.min(Math.max(this.scrollY, b.y), b.y + b.height - vh);\n 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@@ -0,0 +1,30 @@
1
+ class o {
2
+ now = performance.now();
3
+ timers = [];
4
+ delayedCall(r, t) {
5
+ const e = { at: this.now + r, fn: t, removed: !1 };
6
+ return this.timers.push(e), { remove: () => {
7
+ e.removed = !0;
8
+ } };
9
+ }
10
+ update(r) {
11
+ this.now = r;
12
+ const t = this.timers.filter((e) => !e.removed && e.at <= r);
13
+ if (t.length) {
14
+ this.timers = this.timers.filter((e) => !e.removed && e.at > r);
15
+ for (const e of t)
16
+ try {
17
+ e.fn();
18
+ } catch (s) {
19
+ console.error("[timer] failed", s);
20
+ }
21
+ }
22
+ }
23
+ clear() {
24
+ this.timers = [];
25
+ }
26
+ }
27
+ export {
28
+ o as Clock
29
+ };
30
+ //# sourceMappingURL=Clock.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Clock.js","sources":["../../src/core/Clock.ts"],"sourcesContent":["interface Timer {\n at: number;\n fn: () => void;\n removed: boolean;\n}\n\n/** Scene time and one-shot timers, advanced by the frame loop. */\nexport class Clock {\n now = performance.now();\n private timers: Timer[] = [];\n\n delayedCall(ms: number, fn: () => void): { remove: () => void } {\n const t: Timer = { at: this.now + ms, fn, removed: false };\n this.timers.push(t);\n return { remove: () => void (t.removed = true) };\n }\n\n update(now: number): void {\n this.now = now;\n const due = this.timers.filter((t) => !t.removed && t.at <= now);\n if (!due.length) return;\n this.timers = this.timers.filter((t) => !t.removed && t.at > now);\n for (const t of due) {\n // one timer that throws does not take the others due this frame with it\n try {\n t.fn();\n } catch (err) {\n console.error('[timer] failed', err);\n }\n }\n }\n\n clear(): void {\n this.timers = [];\n }\n}\n"],"names":["Clock","ms","fn","t","now","due","err"],"mappings":"AAOO,MAAMA,EAAM;AAAA,EACjB,MAAM,YAAY,IAAA;AAAA,EACV,SAAkB,CAAA;AAAA,EAE1B,YAAYC,GAAYC,GAAwC;AAC9D,UAAMC,IAAW,EAAE,IAAI,KAAK,MAAMF,GAAI,IAAAC,GAAI,SAAS,GAAA;AACnD,gBAAK,OAAO,KAAKC,CAAC,GACX,EAAE,QAAQ,MAAA;AAAM,MAAMA,EAAE,UAAU;AAAA,MAAA;AAAA,EAC3C;AAAA,EAEA,OAAOC,GAAmB;AACxB,SAAK,MAAMA;AACX,UAAMC,IAAM,KAAK,OAAO,OAAO,CAACF,MAAM,CAACA,EAAE,WAAWA,EAAE,MAAMC,CAAG;AAC/D,QAAKC,EAAI,QACT;AAAA,WAAK,SAAS,KAAK,OAAO,OAAO,CAACF,MAAM,CAACA,EAAE,WAAWA,EAAE,KAAKC,CAAG;AAChE,iBAAWD,KAAKE;AAEd,YAAI;AACF,UAAAF,EAAE,GAAA;AAAA,QACJ,SAASG,GAAK;AACZ,kBAAQ,MAAM,kBAAkBA,CAAG;AAAA,QACrC;AAAA;AAAA,EAEJ;AAAA,EAEA,QAAc;AACZ,SAAK,SAAS,CAAA;AAAA,EAChB;AACF;"}
@@ -0,0 +1,69 @@
1
+ import { Graphics as h, Container as n } from "pixi.js";
2
+ import { GameObject as o } from "./gameObject.js";
3
+ class u extends o(n) {
4
+ g = new h();
5
+ fill = { color: 16777215, alpha: 1 };
6
+ line = { width: 1, color: 16777215, alpha: 1 };
7
+ constructor() {
8
+ super(), this.addChild(this.g);
9
+ }
10
+ fillStyle(t, i = 1) {
11
+ return this.fill = { color: t, alpha: i }, this;
12
+ }
13
+ lineStyle(t, i, e = 1) {
14
+ return this.line = { width: t, color: i, alpha: e }, this;
15
+ }
16
+ clear() {
17
+ return this.g.clear(), this;
18
+ }
19
+ fillRect(t, i, e, l) {
20
+ return this.g.rect(t, i, e, l).fill(this.fill), this;
21
+ }
22
+ fillEllipse(t, i, e, l) {
23
+ return this.g.ellipse(t, i, e / 2, l / 2).fill(this.fill), this;
24
+ }
25
+ strokeEllipse(t, i, e, l) {
26
+ return this.g.ellipse(t, i, e / 2, l / 2).stroke(this.line), this;
27
+ }
28
+ fillCircle(t, i, e) {
29
+ return this.g.circle(t, i, e).fill(this.fill), this;
30
+ }
31
+ strokeCircle(t, i, e) {
32
+ return this.g.circle(t, i, e).stroke(this.line), this;
33
+ }
34
+ lineBetween(t, i, e, l) {
35
+ return this.g.moveTo(t, i).lineTo(e, l).stroke(this.line), this;
36
+ }
37
+ fillPoints(t, i = !0) {
38
+ return this.g.poly(t.flatMap((e) => [e.x, e.y]), !0).fill(this.fill), this;
39
+ }
40
+ strokePoints(t, i = !1) {
41
+ return this.g.poly(t.flatMap((e) => [e.x, e.y]), i).stroke(this.line), this;
42
+ }
43
+ /** A pie slice from the centre, for cone telegraphs. */
44
+ slice(t, i, e, l, s, r = !1) {
45
+ return this.g.moveTo(t, i).arc(t, i, e, l, s, r).closePath(), this;
46
+ }
47
+ beginPath() {
48
+ return this.g.beginPath(), this;
49
+ }
50
+ moveTo(t, i) {
51
+ return this.g.moveTo(t, i), this;
52
+ }
53
+ lineTo(t, i) {
54
+ return this.g.lineTo(t, i), this;
55
+ }
56
+ closePath() {
57
+ return this.g.closePath(), this;
58
+ }
59
+ fillPath() {
60
+ return this.g.fill(this.fill), this;
61
+ }
62
+ strokePath() {
63
+ return this.g.stroke(this.line), this;
64
+ }
65
+ }
66
+ export {
67
+ u as Graphics
68
+ };
69
+ //# sourceMappingURL=Graphics.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Graphics.js","sources":["../../src/core/Graphics.ts"],"sourcesContent":["import { Container, Graphics as PixiGraphics } from 'pixi.js';\nimport { GameObject } from './gameObject';\n\nexport interface Vec2 {\n x: number;\n y: number;\n}\n\n/**\n * Immediate-mode vector drawing with a current fill and line style (fillStyle + fillRect), on top of Pixi's\n * shape-then-fill Graphics. Wrapped rather than subclassed: Pixi's Graphics owns `fillStyle` as a property.\n */\nexport class Graphics extends GameObject(Container) {\n private readonly g = new PixiGraphics();\n private fill = { color: 0xffffff, alpha: 1 };\n private line = { width: 1, color: 0xffffff, alpha: 1 };\n\n constructor() {\n super();\n this.addChild(this.g);\n }\n\n fillStyle(color: number, alpha = 1): this {\n this.fill = { color, alpha };\n return this;\n }\n\n lineStyle(width: number, color: number, alpha = 1): this {\n this.line = { width, color, alpha };\n return this;\n }\n\n clear(): this {\n this.g.clear();\n return this;\n }\n\n fillRect(x: number, y: number, w: number, h: number): this {\n this.g.rect(x, y, w, h).fill(this.fill);\n return this;\n }\n\n fillEllipse(x: number, y: number, w: number, h: number): this {\n this.g.ellipse(x, y, w / 2, h / 2).fill(this.fill);\n return this;\n }\n\n strokeEllipse(x: number, y: number, w: number, h: number): this {\n this.g.ellipse(x, y, w / 2, h / 2).stroke(this.line);\n return this;\n }\n\n fillCircle(x: number, y: number, r: number): this {\n this.g.circle(x, y, r).fill(this.fill);\n return this;\n }\n\n strokeCircle(x: number, y: number, r: number): this {\n this.g.circle(x, y, r).stroke(this.line);\n return this;\n }\n\n lineBetween(x1: number, y1: number, x2: number, y2: number): this {\n this.g.moveTo(x1, y1).lineTo(x2, y2).stroke(this.line);\n return this;\n }\n\n fillPoints(points: Vec2[], _closeShape = true): this {\n this.g.poly(points.flatMap((p) => [p.x, p.y]), true).fill(this.fill);\n return this;\n }\n\n strokePoints(points: Vec2[], closeShape = false): this {\n this.g.poly(points.flatMap((p) => [p.x, p.y]), closeShape).stroke(this.line);\n return this;\n }\n\n /** A pie slice from the centre, for cone telegraphs. */\n slice(x: number, y: number, r: number, start: number, end: number, anticlockwise = false): this {\n this.g.moveTo(x, y).arc(x, y, r, start, end, anticlockwise).closePath();\n return this;\n }\n\n beginPath(): this {\n this.g.beginPath();\n return this;\n }\n\n moveTo(x: number, y: number): this {\n this.g.moveTo(x, y);\n return this;\n }\n\n lineTo(x: number, y: number): this {\n this.g.lineTo(x, y);\n return this;\n }\n\n closePath(): this {\n this.g.closePath();\n return this;\n }\n\n fillPath(): this {\n this.g.fill(this.fill);\n return this;\n }\n\n strokePath(): this {\n this.g.stroke(this.line);\n return this;\n }\n}\n"],"names":["Graphics","GameObject","Container","PixiGraphics","color","alpha","width","x","y","w","h","r","x1","y1","x2","y2","points","_closeShape","p","closeShape","start","end","anticlockwise"],"mappings":";;AAYO,MAAMA,UAAiBC,EAAWC,CAAS,EAAE;AAAA,EACjC,IAAI,IAAIC,EAAA;AAAA,EACjB,OAAO,EAAE,OAAO,UAAU,OAAO,EAAA;AAAA,EACjC,OAAO,EAAE,OAAO,GAAG,OAAO,UAAU,OAAO,EAAA;AAAA,EAEnD,cAAc;AACZ,UAAA,GACA,KAAK,SAAS,KAAK,CAAC;AAAA,EACtB;AAAA,EAEA,UAAUC,GAAeC,IAAQ,GAAS;AACxC,gBAAK,OAAO,EAAE,OAAAD,GAAO,OAAAC,EAAA,GACd;AAAA,EACT;AAAA,EAEA,UAAUC,GAAeF,GAAeC,IAAQ,GAAS;AACvD,gBAAK,OAAO,EAAE,OAAAC,GAAO,OAAAF,GAAO,OAAAC,EAAA,GACrB;AAAA,EACT;AAAA,EAEA,QAAc;AACZ,gBAAK,EAAE,MAAA,GACA;AAAA,EACT;AAAA,EAEA,SAASE,GAAWC,GAAWC,GAAWC,GAAiB;AACzD,gBAAK,EAAE,KAAKH,GAAGC,GAAGC,GAAGC,CAAC,EAAE,KAAK,KAAK,IAAI,GAC/B;AAAA,EACT;AAAA,EAEA,YAAYH,GAAWC,GAAWC,GAAWC,GAAiB;AAC5D,gBAAK,EAAE,QAAQH,GAAGC,GAAGC,IAAI,GAAGC,IAAI,CAAC,EAAE,KAAK,KAAK,IAAI,GAC1C;AAAA,EACT;AAAA,EAEA,cAAcH,GAAWC,GAAWC,GAAWC,GAAiB;AAC9D,gBAAK,EAAE,QAAQH,GAAGC,GAAGC,IAAI,GAAGC,IAAI,CAAC,EAAE,OAAO,KAAK,IAAI,GAC5C;AAAA,EACT;AAAA,EAEA,WAAWH,GAAWC,GAAWG,GAAiB;AAChD,gBAAK,EAAE,OAAOJ,GAAGC,GAAGG,CAAC,EAAE,KAAK,KAAK,IAAI,GAC9B;AAAA,EACT;AAAA,EAEA,aAAaJ,GAAWC,GAAWG,GAAiB;AAClD,gBAAK,EAAE,OAAOJ,GAAGC,GAAGG,CAAC,EAAE,OAAO,KAAK,IAAI,GAChC;AAAA,EACT;AAAA,EAEA,YAAYC,GAAYC,GAAYC,GAAYC,GAAkB;AAChE,gBAAK,EAAE,OAAOH,GAAIC,CAAE,EAAE,OAAOC,GAAIC,CAAE,EAAE,OAAO,KAAK,IAAI,GAC9C;AAAA,EACT;AAAA,EAEA,WAAWC,GAAgBC,IAAc,IAAY;AACnD,gBAAK,EAAE,KAAKD,EAAO,QAAQ,CAACE,MAAM,CAACA,EAAE,GAAGA,EAAE,CAAC,CAAC,GAAG,EAAI,EAAE,KAAK,KAAK,IAAI,GAC5D;AAAA,EACT;AAAA,EAEA,aAAaF,GAAgBG,IAAa,IAAa;AACrD,gBAAK,EAAE,KAAKH,EAAO,QAAQ,CAACE,MAAM,CAACA,EAAE,GAAGA,EAAE,CAAC,CAAC,GAAGC,CAAU,EAAE,OAAO,KAAK,IAAI,GACpE;AAAA,EACT;AAAA;AAAA,EAGA,MAAMZ,GAAWC,GAAWG,GAAWS,GAAeC,GAAaC,IAAgB,IAAa;AAC9F,gBAAK,EAAE,OAAOf,GAAGC,CAAC,EAAE,IAAID,GAAGC,GAAGG,GAAGS,GAAOC,GAAKC,CAAa,EAAE,UAAA,GACrD;AAAA,EACT;AAAA,EAEA,YAAkB;AAChB,gBAAK,EAAE,UAAA,GACA;AAAA,EACT;AAAA,EAEA,OAAOf,GAAWC,GAAiB;AACjC,gBAAK,EAAE,OAAOD,GAAGC,CAAC,GACX;AAAA,EACT;AAAA,EAEA,OAAOD,GAAWC,GAAiB;AACjC,gBAAK,EAAE,OAAOD,GAAGC,CAAC,GACX;AAAA,EACT;AAAA,EAEA,YAAkB;AAChB,gBAAK,EAAE,UAAA,GACA;AAAA,EACT;AAAA,EAEA,WAAiB;AACf,gBAAK,EAAE,KAAK,KAAK,IAAI,GACd;AAAA,EACT;AAAA,EAEA,aAAmB;AACjB,gBAAK,EAAE,OAAO,KAAK,IAAI,GAChB;AAAA,EACT;AACF;"}
@@ -0,0 +1,29 @@
1
+ import { Container as r } from "pixi.js";
2
+ import { GameObject as i } from "./gameObject.js";
3
+ class a extends i(r) {
4
+ get list() {
5
+ return this.children;
6
+ }
7
+ add(t) {
8
+ for (const e of Array.isArray(t) ? t : [t]) this.addChild(e);
9
+ return this;
10
+ }
11
+ addAt(t, e) {
12
+ return this.addChildAt(t, Math.min(e, this.children.length)), this;
13
+ }
14
+ remove(t, e = !1) {
15
+ return t.parent === this && this.removeChild(t), e && t.destroy({ children: !0, context: !0 }), this;
16
+ }
17
+ /** Puts `child` directly below `other` in the draw order. */
18
+ moveBelow(t, e) {
19
+ return t.parent !== this || e.parent !== this || t === e ? this : (this.removeChild(t), this.addChildAt(t, this.getChildIndex(e)), this);
20
+ }
21
+ /** Puts `child` directly above `other` in the draw order. */
22
+ moveAbove(t, e) {
23
+ return t.parent !== this || e.parent !== this || t === e ? this : (this.removeChild(t), this.addChildAt(t, this.getChildIndex(e) + 1), this);
24
+ }
25
+ }
26
+ export {
27
+ a as Group
28
+ };
29
+ //# sourceMappingURL=Group.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Group.js","sources":["../../src/core/Group.ts"],"sourcesContent":["import { Container, type Container as PixiContainer } from 'pixi.js';\nimport { GameObject } from './gameObject';\n\n/** A container of world objects, drawn in list order (children do not sort by depth). */\nexport class Group extends GameObject(Container) {\n get list(): PixiContainer[] {\n return this.children;\n }\n\n add(child: PixiContainer | PixiContainer[]): this {\n for (const c of Array.isArray(child) ? child : [child]) this.addChild(c);\n return this;\n }\n\n addAt(child: PixiContainer, index: number): this {\n this.addChildAt(child, Math.min(index, this.children.length));\n return this;\n }\n\n remove(child: PixiContainer, destroy = false): this {\n if (child.parent === this) this.removeChild(child);\n if (destroy) child.destroy({ children: true, context: true });\n return this;\n }\n\n /** Puts `child` directly below `other` in the draw order. */\n moveBelow(child: PixiContainer, other: PixiContainer): this {\n if (child.parent !== this || other.parent !== this || child === other) return this;\n this.removeChild(child);\n this.addChildAt(child, this.getChildIndex(other));\n return this;\n }\n\n /** Puts `child` directly above `other` in the draw order. */\n moveAbove(child: PixiContainer, other: PixiContainer): this {\n if (child.parent !== this || other.parent !== this || child === other) return this;\n this.removeChild(child);\n this.addChildAt(child, this.getChildIndex(other) + 1);\n return this;\n }\n}\n"],"names":["Group","GameObject","Container","child","c","index","destroy","other"],"mappings":";;AAIO,MAAMA,UAAcC,EAAWC,CAAS,EAAE;AAAA,EAC/C,IAAI,OAAwB;AAC1B,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,IAAIC,GAA8C;AAChD,eAAWC,KAAK,MAAM,QAAQD,CAAK,IAAIA,IAAQ,CAACA,CAAK,EAAG,MAAK,SAASC,CAAC;AACvE,WAAO;AAAA,EACT;AAAA,EAEA,MAAMD,GAAsBE,GAAqB;AAC/C,gBAAK,WAAWF,GAAO,KAAK,IAAIE,GAAO,KAAK,SAAS,MAAM,CAAC,GACrD;AAAA,EACT;AAAA,EAEA,OAAOF,GAAsBG,IAAU,IAAa;AAClD,WAAIH,EAAM,WAAW,QAAM,KAAK,YAAYA,CAAK,GAC7CG,OAAe,QAAQ,EAAE,UAAU,IAAM,SAAS,IAAM,GACrD;AAAA,EACT;AAAA;AAAA,EAGA,UAAUH,GAAsBI,GAA4B;AAC1D,WAAIJ,EAAM,WAAW,QAAQI,EAAM,WAAW,QAAQJ,MAAUI,IAAc,QAC9E,KAAK,YAAYJ,CAAK,GACtB,KAAK,WAAWA,GAAO,KAAK,cAAcI,CAAK,CAAC,GACzC;AAAA,EACT;AAAA;AAAA,EAGA,UAAUJ,GAAsBI,GAA4B;AAC1D,WAAIJ,EAAM,WAAW,QAAQI,EAAM,WAAW,QAAQJ,MAAUI,IAAc,QAC9E,KAAK,YAAYJ,CAAK,GACtB,KAAK,WAAWA,GAAO,KAAK,cAAcI,CAAK,IAAI,CAAC,GAC7C;AAAA,EACT;AACF;"}
@@ -0,0 +1,51 @@
1
+ import { Sprite as h } from "pixi.js";
2
+ import { GameObject as a } from "./gameObject.js";
3
+ class o extends a(h) {
4
+ constructor(t, e, s, r, i) {
5
+ super(t.get(r, i)), this.registry = t, this.textureKey = r, this.frameName = i === void 0 ? "" : String(i), this.anchor.set(0.5), this.position.set(e, s);
6
+ }
7
+ registry;
8
+ textureKey;
9
+ frameName;
10
+ get originX() {
11
+ return this.anchor.x;
12
+ }
13
+ get originY() {
14
+ return this.anchor.y;
15
+ }
16
+ /** Width of the frame itself, unscaled. */
17
+ get frameWidth() {
18
+ return this.texture.orig.width;
19
+ }
20
+ get frameHeight() {
21
+ return this.texture.orig.height;
22
+ }
23
+ get displayWidth() {
24
+ return Math.abs(this.frameWidth * this.scaleX);
25
+ }
26
+ set displayWidth(t) {
27
+ this.scaleX = t / this.frameWidth;
28
+ }
29
+ get displayHeight() {
30
+ return Math.abs(this.frameHeight * this.scaleY);
31
+ }
32
+ set displayHeight(t) {
33
+ this.scaleY = t / this.frameHeight;
34
+ }
35
+ setOrigin(t = 0.5, e = t) {
36
+ return this.anchor.set(t, e), this;
37
+ }
38
+ setDisplaySize(t, e) {
39
+ return this.setScale(t / this.frameWidth, e / this.frameHeight);
40
+ }
41
+ setFrame(t) {
42
+ return this.frameName = String(t), this.texture = this.registry.get(this.textureKey, t), this;
43
+ }
44
+ setTexture(t, e) {
45
+ return this.textureKey = t, this.frameName = e === void 0 ? "" : String(e), this.texture = this.registry.get(t, e), this;
46
+ }
47
+ }
48
+ export {
49
+ o as Image
50
+ };
51
+ //# sourceMappingURL=Image.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Image.js","sources":["../../src/core/Image.ts"],"sourcesContent":["import { Sprite } from 'pixi.js';\nimport { GameObject } from './gameObject';\nimport type { TextureRegistry } from './TextureRegistry';\n\n/** A textured sprite, centred by default; frames are looked up by name in the texture registry. */\nexport class Image extends GameObject(Sprite) {\n textureKey: string;\n frameName: string;\n\n constructor(\n private readonly registry: TextureRegistry,\n x: number,\n y: number,\n key: string,\n frame?: string | number,\n ) {\n super(registry.get(key, frame));\n this.textureKey = key;\n this.frameName = frame === undefined ? '' : String(frame);\n this.anchor.set(0.5);\n this.position.set(x, y);\n }\n\n get originX(): number {\n return this.anchor.x;\n }\n\n get originY(): number {\n return this.anchor.y;\n }\n\n /** Width of the frame itself, unscaled. */\n get frameWidth(): number {\n return this.texture.orig.width;\n }\n\n get frameHeight(): number {\n return this.texture.orig.height;\n }\n\n get displayWidth(): number {\n return Math.abs(this.frameWidth * this.scaleX);\n }\n\n set displayWidth(w: number) {\n this.scaleX = w / this.frameWidth;\n }\n\n get displayHeight(): number {\n return Math.abs(this.frameHeight * this.scaleY);\n }\n\n set displayHeight(h: number) {\n this.scaleY = h / this.frameHeight;\n }\n\n setOrigin(x = 0.5, y = x): this {\n this.anchor.set(x, y);\n return this;\n }\n\n setDisplaySize(w: number, h: number): this {\n return this.setScale(w / this.frameWidth, h / this.frameHeight);\n }\n\n setFrame(frame: string | number): this {\n this.frameName = String(frame);\n this.texture = this.registry.get(this.textureKey, frame);\n return this;\n }\n\n setTexture(key: string, frame?: string | number): this {\n this.textureKey = key;\n this.frameName = frame === undefined ? '' : String(frame);\n this.texture = this.registry.get(key, frame);\n return this;\n }\n}\n"],"names":["Image","GameObject","Sprite","registry","x","y","key","frame","w","h"],"mappings":";;AAKO,MAAMA,UAAcC,EAAWC,CAAM,EAAE;AAAA,EAI5C,YACmBC,GACjBC,GACAC,GACAC,GACAC,GACA;AACA,UAAMJ,EAAS,IAAIG,GAAKC,CAAK,CAAC,GANb,KAAA,WAAAJ,GAOjB,KAAK,aAAaG,GAClB,KAAK,YAAYC,MAAU,SAAY,KAAK,OAAOA,CAAK,GACxD,KAAK,OAAO,IAAI,GAAG,GACnB,KAAK,SAAS,IAAIH,GAAGC,CAAC;AAAA,EACxB;AAAA,EAXmB;AAAA,EAJnB;AAAA,EACA;AAAA,EAgBA,IAAI,UAAkB;AACpB,WAAO,KAAK,OAAO;AAAA,EACrB;AAAA,EAEA,IAAI,UAAkB;AACpB,WAAO,KAAK,OAAO;AAAA,EACrB;AAAA;AAAA,EAGA,IAAI,aAAqB;AACvB,WAAO,KAAK,QAAQ,KAAK;AAAA,EAC3B;AAAA,EAEA,IAAI,cAAsB;AACxB,WAAO,KAAK,QAAQ,KAAK;AAAA,EAC3B;AAAA,EAEA,IAAI,eAAuB;AACzB,WAAO,KAAK,IAAI,KAAK,aAAa,KAAK,MAAM;AAAA,EAC/C;AAAA,EAEA,IAAI,aAAaG,GAAW;AAC1B,SAAK,SAASA,IAAI,KAAK;AAAA,EACzB;AAAA,EAEA,IAAI,gBAAwB;AAC1B,WAAO,KAAK,IAAI,KAAK,cAAc,KAAK,MAAM;AAAA,EAChD;AAAA,EAEA,IAAI,cAAcC,GAAW;AAC3B,SAAK,SAASA,IAAI,KAAK;AAAA,EACzB;AAAA,EAEA,UAAUL,IAAI,KAAKC,IAAID,GAAS;AAC9B,gBAAK,OAAO,IAAIA,GAAGC,CAAC,GACb;AAAA,EACT;AAAA,EAEA,eAAeG,GAAWC,GAAiB;AACzC,WAAO,KAAK,SAASD,IAAI,KAAK,YAAYC,IAAI,KAAK,WAAW;AAAA,EAChE;AAAA,EAEA,SAASF,GAA8B;AACrC,gBAAK,YAAY,OAAOA,CAAK,GAC7B,KAAK,UAAU,KAAK,SAAS,IAAI,KAAK,YAAYA,CAAK,GAChD;AAAA,EACT;AAAA,EAEA,WAAWD,GAAaC,GAA+B;AACrD,gBAAK,aAAaD,GAClB,KAAK,YAAYC,MAAU,SAAY,KAAK,OAAOA,CAAK,GACxD,KAAK,UAAU,KAAK,SAAS,IAAID,GAAKC,CAAK,GACpC;AAAA,EACT;AACF;"}
@@ -0,0 +1,55 @@
1
+ import { BitmapLabel as m } from "./BitmapLabel.js";
2
+ import { Graphics as u } from "./Graphics.js";
3
+ import { Group as g } from "./Group.js";
4
+ import { Image as p } from "./Image.js";
5
+ import { Rectangle as l } from "./Rectangle.js";
6
+ import { Text as x } from "./Text.js";
7
+ class L {
8
+ constructor(t) {
9
+ this.stage = t;
10
+ }
11
+ stage;
12
+ image(t, e, r, a) {
13
+ return this.attach(new p(this.stage.textures, t, e, r, a));
14
+ }
15
+ /**
16
+ * A copy of `src` as it is drawn right now (afterimages, clones). A live texture, repainted every frame, is
17
+ * snapshotted first, and the snapshot is freed with the copy.
18
+ */
19
+ still(t, e, r) {
20
+ const a = this.stage.textures;
21
+ if (!a.isLive(r.textureKey)) return this.image(t, e, r.textureKey, r.frameName);
22
+ const s = a.snapshot(r.textureKey, r.frameName), i = this.image(t, e, s, "0");
23
+ return i.once("destroyed", () => a.remove(s)), i;
24
+ }
25
+ graphics(t) {
26
+ const e = this.attach(new u());
27
+ return e.position.set(t?.x ?? 0, t?.y ?? 0), e;
28
+ }
29
+ container(t = 0, e = 0, r = []) {
30
+ const a = this.attach(new g());
31
+ return a.position.set(t, e), a.add(r), a;
32
+ }
33
+ rectangle(t, e, r, a, s, i = 1) {
34
+ const n = this.attach(new l(r, a, s, i));
35
+ return n.position.set(t, e), n;
36
+ }
37
+ text(t, e, r, a) {
38
+ return this.attach(new x(t, e, r, a));
39
+ }
40
+ /** A bitmap-font label (`BitmapLabel`): cheap to change, for text rewritten many times a second. */
41
+ label(t, e, r, a, s, i, n, o, h, c = "") {
42
+ return this.attach(new m(t, e, r, a, s, i, n, o, h, c));
43
+ }
44
+ /** Puts an object made elsewhere on the world layer, as the factory's own are (a `PixelLayer`, a custom class). */
45
+ existing(t) {
46
+ return this.attach(t);
47
+ }
48
+ attach(t) {
49
+ return t.scene = this.stage, this.stage.world.addChild(t), t;
50
+ }
51
+ }
52
+ export {
53
+ L as ObjectFactory
54
+ };
55
+ //# sourceMappingURL=ObjectFactory.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ObjectFactory.js","sources":["../../src/core/ObjectFactory.ts"],"sourcesContent":["import type { Container } from 'pixi.js';\nimport { BitmapLabel } from './BitmapLabel';\nimport { Graphics } from './Graphics';\nimport { Group } from './Group';\nimport { Image } from './Image';\nimport { Rectangle } from './Rectangle';\nimport type { Stage } from './Stage';\nimport { Text, type TextStyle } from './Text';\n\n/** `scene.add.*`: creates an object and puts it on the world layer, where depth sorts it. */\nexport class ObjectFactory {\n constructor(private readonly stage: Stage) {}\n\n image(x: number, y: number, key: string, frame?: string | number): Image {\n return this.attach(new Image(this.stage.textures, x, y, key, frame));\n }\n\n /**\n * A copy of `src` as it is drawn right now (afterimages, clones). A live texture, repainted every frame, is\n * snapshotted first, and the snapshot is freed with the copy.\n */\n still(x: number, y: number, src: Image): Image {\n const textures = this.stage.textures;\n if (!textures.isLive(src.textureKey)) return this.image(x, y, src.textureKey, src.frameName);\n const key = textures.snapshot(src.textureKey, src.frameName);\n const img = this.image(x, y, key, '0');\n img.once('destroyed', () => textures.remove(key));\n return img;\n }\n\n graphics(opts?: { x?: number; y?: number }): Graphics {\n const g = this.attach(new Graphics());\n g.position.set(opts?.x ?? 0, opts?.y ?? 0);\n return g;\n }\n\n container(x = 0, y = 0, children: Container[] = []): Group {\n const c = this.attach(new Group());\n c.position.set(x, y);\n c.add(children);\n return c;\n }\n\n rectangle(x: number, y: number, w: number, h: number, color: number, alpha = 1): Rectangle {\n const r = this.attach(new Rectangle(w, h, color, alpha));\n r.position.set(x, y);\n return r;\n }\n\n text(x: number, y: number, text: string, style: TextStyle): Text {\n return this.attach(new Text(x, y, text, style));\n }\n\n /** A bitmap-font label (`BitmapLabel`): cheap to change, for text rewritten many times a second. */\n label(x: number, y: number, text: string, fontFamily: string, size: number, color: string, stroke: string, strokeWidth: number, resolution: number, glyphs = ''): BitmapLabel {\n return this.attach(new BitmapLabel(x, y, text, fontFamily, size, color, stroke, strokeWidth, resolution, glyphs));\n }\n\n /** Puts an object made elsewhere on the world layer, as the factory's own are (a `PixelLayer`, a custom class). */\n existing<T extends Container & { scene: Stage }>(obj: T): T {\n return this.attach(obj);\n }\n\n private attach<T extends Container & { scene: Stage }>(obj: T): T {\n obj.scene = this.stage;\n this.stage.world.addChild(obj);\n return obj;\n }\n}\n"],"names":["ObjectFactory","stage","x","y","key","frame","Image","src","textures","img","opts","g","Graphics","children","c","Group","w","h","color","alpha","r","Rectangle","text","style","Text","fontFamily","size","stroke","strokeWidth","resolution","glyphs","BitmapLabel","obj"],"mappings":";;;;;;AAUO,MAAMA,EAAc;AAAA,EACzB,YAA6BC,GAAc;AAAd,SAAA,QAAAA;AAAA,EAAe;AAAA,EAAf;AAAA,EAE7B,MAAMC,GAAWC,GAAWC,GAAaC,GAAgC;AACvE,WAAO,KAAK,OAAO,IAAIC,EAAM,KAAK,MAAM,UAAUJ,GAAGC,GAAGC,GAAKC,CAAK,CAAC;AAAA,EACrE;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,MAAMH,GAAWC,GAAWI,GAAmB;AAC7C,UAAMC,IAAW,KAAK,MAAM;AAC5B,QAAI,CAACA,EAAS,OAAOD,EAAI,UAAU,EAAG,QAAO,KAAK,MAAML,GAAGC,GAAGI,EAAI,YAAYA,EAAI,SAAS;AAC3F,UAAMH,IAAMI,EAAS,SAASD,EAAI,YAAYA,EAAI,SAAS,GACrDE,IAAM,KAAK,MAAMP,GAAGC,GAAGC,GAAK,GAAG;AACrC,WAAAK,EAAI,KAAK,aAAa,MAAMD,EAAS,OAAOJ,CAAG,CAAC,GACzCK;AAAA,EACT;AAAA,EAEA,SAASC,GAA6C;AACpD,UAAMC,IAAI,KAAK,OAAO,IAAIC,GAAU;AACpC,WAAAD,EAAE,SAAS,IAAID,GAAM,KAAK,GAAGA,GAAM,KAAK,CAAC,GAClCC;AAAA,EACT;AAAA,EAEA,UAAUT,IAAI,GAAGC,IAAI,GAAGU,IAAwB,IAAW;AACzD,UAAMC,IAAI,KAAK,OAAO,IAAIC,GAAO;AACjC,WAAAD,EAAE,SAAS,IAAIZ,GAAGC,CAAC,GACnBW,EAAE,IAAID,CAAQ,GACPC;AAAA,EACT;AAAA,EAEA,UAAUZ,GAAWC,GAAWa,GAAWC,GAAWC,GAAeC,IAAQ,GAAc;AACzF,UAAMC,IAAI,KAAK,OAAO,IAAIC,EAAUL,GAAGC,GAAGC,GAAOC,CAAK,CAAC;AACvD,WAAAC,EAAE,SAAS,IAAIlB,GAAGC,CAAC,GACZiB;AAAA,EACT;AAAA,EAEA,KAAKlB,GAAWC,GAAWmB,GAAcC,GAAwB;AAC/D,WAAO,KAAK,OAAO,IAAIC,EAAKtB,GAAGC,GAAGmB,GAAMC,CAAK,CAAC;AAAA,EAChD;AAAA;AAAA,EAGA,MAAMrB,GAAWC,GAAWmB,GAAcG,GAAoBC,GAAcR,GAAeS,GAAgBC,GAAqBC,GAAoBC,IAAS,IAAiB;AAC5K,WAAO,KAAK,OAAO,IAAIC,EAAY7B,GAAGC,GAAGmB,GAAMG,GAAYC,GAAMR,GAAOS,GAAQC,GAAaC,GAAYC,CAAM,CAAC;AAAA,EAClH;AAAA;AAAA,EAGA,SAAiDE,GAAW;AAC1D,WAAO,KAAK,OAAOA,CAAG;AAAA,EACxB;AAAA,EAEQ,OAA+CA,GAAW;AAChE,WAAAA,EAAI,QAAQ,KAAK,OACjB,KAAK,MAAM,MAAM,SAASA,CAAG,GACtBA;AAAA,EACT;AACF;"}
@@ -0,0 +1,58 @@
1
+ import { isTouchUi as b } from "../platform/touch.js";
2
+ function s(r) {
3
+ return r === 1 ? 4 : r === 2 ? 2 : r === 0 ? 1 : 0;
4
+ }
5
+ class l {
6
+ constructor(n) {
7
+ this.canvas = n;
8
+ const i = b(), o = (t, e, c) => {
9
+ const h = (u) => {
10
+ i && u instanceof PointerEvent && u.pointerType === "touch" || c(u);
11
+ };
12
+ t.addEventListener(e, h), this.cleanup.push(() => t.removeEventListener(e, h));
13
+ };
14
+ o(n, "pointerdown", (t) => {
15
+ this.track(t), !l.ignorePress?.(t) && (this.buttons |= s(t.button));
16
+ }), o(window, "pointermove", (t) => {
17
+ this.track(t), t.button >= 0 && (this.buttons = (t.buttons & s(t.button)) !== 0 ? this.buttons | s(t.button) : this.buttons & ~s(t.button));
18
+ }), o(window, "pointerup", (t) => {
19
+ this.buttons &= ~s(t.button);
20
+ }), o(window, "blur", () => {
21
+ this.buttons = 0;
22
+ }), o(n, "contextmenu", (t) => t.preventDefault());
23
+ }
24
+ canvas;
25
+ /**
26
+ * A press this returns true for is not counted as a held button (e.g. Shift + right-click opening a context menu
27
+ * instead of firing what the right button is bound to). Unset, every press counts.
28
+ */
29
+ static ignorePress = null;
30
+ /** Screen position relative to the canvas, in CSS pixels. */
31
+ x = 0;
32
+ y = 0;
33
+ worldX = 0;
34
+ worldY = 0;
35
+ buttons = 0;
36
+ cleanup = [];
37
+ leftButtonDown() {
38
+ return (this.buttons & 1) !== 0;
39
+ }
40
+ rightButtonDown() {
41
+ return (this.buttons & 2) !== 0;
42
+ }
43
+ updateWorldPoint(n) {
44
+ this.worldX = n.scrollX + this.x / n.zoom, this.worldY = n.scrollY + this.y / n.zoom;
45
+ }
46
+ destroy() {
47
+ for (const n of this.cleanup) n();
48
+ this.cleanup.length = 0;
49
+ }
50
+ track(n) {
51
+ const i = this.canvas.getBoundingClientRect();
52
+ this.x = n.clientX - i.left, this.y = n.clientY - i.top;
53
+ }
54
+ }
55
+ export {
56
+ l as Pointer
57
+ };
58
+ //# sourceMappingURL=Pointer.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Pointer.js","sources":["../../src/core/Pointer.ts"],"sourcesContent":["import type { Camera } from './Camera';\nimport { isTouchUi } from '../platform/touch';\n\n/** MouseEvent.button (0 left, 1 middle, 2 right) as a MouseEvent.buttons bit. */\nfunction buttonBit(button: number): number {\n return button === 1 ? 4 : button === 2 ? 2 : button === 0 ? 1 : 0;\n}\n\n/**\n * The mouse over the game canvas. Presses count only when they start on the canvas (not on the React UI above it);\n * moves are followed everywhere so aiming keeps working at the edge of a panel.\n */\nexport class Pointer {\n /**\n * A press this returns true for is not counted as a held button (e.g. Shift + right-click opening a context menu\n * instead of firing what the right button is bound to). Unset, every press counts.\n */\n static ignorePress: ((e: PointerEvent) => boolean) | null = null;\n\n /** Screen position relative to the canvas, in CSS pixels. */\n x = 0;\n y = 0;\n worldX = 0;\n worldY = 0;\n private buttons = 0;\n private readonly cleanup: (() => void)[] = [];\n\n constructor(private readonly canvas: HTMLCanvasElement) {\n // with the on-screen controls a finger on the world is not a mouse: it would swing at every tap and drag the\n // aim after the joystick thumb (touch controls aim on their own). A real mouse still works.\n const fingers = isTouchUi();\n const on = <K extends keyof WindowEventMap>(target: Window | HTMLElement, type: K, fn: (e: WindowEventMap[K]) => void) => {\n const handler = (e: WindowEventMap[K]) => {\n if (fingers && e instanceof PointerEvent && e.pointerType === 'touch') return;\n fn(e);\n };\n target.addEventListener(type, handler as EventListener);\n this.cleanup.push(() => target.removeEventListener(type, handler as EventListener));\n };\n // Pointer events, since Pixi's event system cancels the mouse events that follow them. Read `button` (the one\n // that changed), not `buttons`: synthetic input (CDP) leaves `buttons` at 0.\n on(canvas, 'pointerdown', (e) => {\n this.track(e);\n if (Pointer.ignorePress?.(e)) return;\n this.buttons |= buttonBit(e.button);\n });\n on(window, 'pointermove', (e) => {\n this.track(e);\n // a second button pressed or released while one is held arrives as a move\n if (e.button >= 0) this.buttons = (e.buttons & buttonBit(e.button)) !== 0 ? this.buttons | buttonBit(e.button) : this.buttons & ~buttonBit(e.button);\n });\n on(window, 'pointerup', (e) => {\n this.buttons &= ~buttonBit(e.button);\n });\n on(window, 'blur', () => {\n this.buttons = 0;\n });\n on(canvas, 'contextmenu', (e) => e.preventDefault());\n }\n\n leftButtonDown(): boolean {\n return (this.buttons & 1) !== 0;\n }\n\n rightButtonDown(): boolean {\n return (this.buttons & 2) !== 0;\n }\n\n updateWorldPoint(cam: Camera): void {\n this.worldX = cam.scrollX + this.x / cam.zoom;\n this.worldY = cam.scrollY + this.y / cam.zoom;\n }\n\n destroy(): void {\n for (const fn of this.cleanup) fn();\n this.cleanup.length = 0;\n }\n\n private track(e: MouseEvent): void {\n const r = this.canvas.getBoundingClientRect();\n this.x = e.clientX - r.left;\n this.y = e.clientY - r.top;\n }\n}\n"],"names":["buttonBit","button","Pointer","canvas","fingers","isTouchUi","on","target","type","fn","handler","e","cam","r"],"mappings":";AAIA,SAASA,EAAUC,GAAwB;AACzC,SAAOA,MAAW,IAAI,IAAIA,MAAW,IAAI,IAAIA,MAAW,IAAI,IAAI;AAClE;AAMO,MAAMC,EAAQ;AAAA,EAenB,YAA6BC,GAA2B;AAA3B,SAAA,SAAAA;AAG3B,UAAMC,IAAUC,EAAA,GACVC,IAAK,CAAiCC,GAA8BC,GAASC,MAAuC;AACxH,YAAMC,IAAU,CAACC,MAAyB;AACxC,QAAIP,KAAWO,aAAa,gBAAgBA,EAAE,gBAAgB,WAC9DF,EAAGE,CAAC;AAAA,MACN;AACA,MAAAJ,EAAO,iBAAiBC,GAAME,CAAwB,GACtD,KAAK,QAAQ,KAAK,MAAMH,EAAO,oBAAoBC,GAAME,CAAwB,CAAC;AAAA,IACpF;AAGA,IAAAJ,EAAGH,GAAQ,eAAe,CAACQ,MAAM;AAE/B,MADA,KAAK,MAAMA,CAAC,GACR,CAAAT,EAAQ,cAAcS,CAAC,MAC3B,KAAK,WAAWX,EAAUW,EAAE,MAAM;AAAA,IACpC,CAAC,GACDL,EAAG,QAAQ,eAAe,CAACK,MAAM;AAC/B,WAAK,MAAMA,CAAC,GAERA,EAAE,UAAU,MAAG,KAAK,WAAWA,EAAE,UAAUX,EAAUW,EAAE,MAAM,OAAO,IAAI,KAAK,UAAUX,EAAUW,EAAE,MAAM,IAAI,KAAK,UAAU,CAACX,EAAUW,EAAE,MAAM;AAAA,IACrJ,CAAC,GACDL,EAAG,QAAQ,aAAa,CAACK,MAAM;AAC7B,WAAK,WAAW,CAACX,EAAUW,EAAE,MAAM;AAAA,IACrC,CAAC,GACDL,EAAG,QAAQ,QAAQ,MAAM;AACvB,WAAK,UAAU;AAAA,IACjB,CAAC,GACDA,EAAGH,GAAQ,eAAe,CAACQ,MAAMA,EAAE,gBAAgB;AAAA,EACrD;AAAA,EA/B6B;AAAA;AAAA;AAAA;AAAA;AAAA,EAV7B,OAAO,cAAqD;AAAA;AAAA,EAG5D,IAAI;AAAA,EACJ,IAAI;AAAA,EACJ,SAAS;AAAA,EACT,SAAS;AAAA,EACD,UAAU;AAAA,EACD,UAA0B,CAAA;AAAA,EAmC3C,iBAA0B;AACxB,YAAQ,KAAK,UAAU,OAAO;AAAA,EAChC;AAAA,EAEA,kBAA2B;AACzB,YAAQ,KAAK,UAAU,OAAO;AAAA,EAChC;AAAA,EAEA,iBAAiBC,GAAmB;AAClC,SAAK,SAASA,EAAI,UAAU,KAAK,IAAIA,EAAI,MACzC,KAAK,SAASA,EAAI,UAAU,KAAK,IAAIA,EAAI;AAAA,EAC3C;AAAA,EAEA,UAAgB;AACd,eAAWH,KAAM,KAAK,QAAS,CAAAA,EAAA;AAC/B,SAAK,QAAQ,SAAS;AAAA,EACxB;AAAA,EAEQ,MAAME,GAAqB;AACjC,UAAME,IAAI,KAAK,OAAO,sBAAA;AACtB,SAAK,IAAIF,EAAE,UAAUE,EAAE,MACvB,KAAK,IAAIF,EAAE,UAAUE,EAAE;AAAA,EACzB;AACF;"}
@@ -0,0 +1,51 @@
1
+ import { Graphics as s, Container as e } from "pixi.js";
2
+ import { GameObject as l } from "./gameObject.js";
3
+ class c extends l(e) {
4
+ constructor(t, i, r, h = 1) {
5
+ super(), this.w = t, this.h = i, this.color = r, this.fillAlpha = h, this.addChild(this.g), this.redraw();
6
+ }
7
+ w;
8
+ h;
9
+ color;
10
+ fillAlpha;
11
+ g = new s();
12
+ ox = 0.5;
13
+ oy = 0.5;
14
+ get originX() {
15
+ return this.ox;
16
+ }
17
+ get originY() {
18
+ return this.oy;
19
+ }
20
+ get rectWidth() {
21
+ return this.w;
22
+ }
23
+ get rectHeight() {
24
+ return this.h;
25
+ }
26
+ get fillColor() {
27
+ return this.color;
28
+ }
29
+ get fillOpacity() {
30
+ return this.fillAlpha;
31
+ }
32
+ setOrigin(t = 0.5, i = t) {
33
+ return this.ox = t, this.oy = i, this.redraw();
34
+ }
35
+ setFillStyle(t, i = 1) {
36
+ return this.color = t, this.fillAlpha = i, this.redraw();
37
+ }
38
+ setDisplaySize(t, i) {
39
+ return this.setScale(t / this.w, i / this.h);
40
+ }
41
+ resize(t, i) {
42
+ return this.w = t, this.h = i, this.redraw();
43
+ }
44
+ redraw() {
45
+ return this.g.clear().rect(-this.w * this.ox, -this.h * this.oy, this.w, this.h).fill({ color: this.color, alpha: this.fillAlpha }), this;
46
+ }
47
+ }
48
+ export {
49
+ c as Rectangle
50
+ };
51
+ //# sourceMappingURL=Rectangle.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Rectangle.js","sources":["../../src/core/Rectangle.ts"],"sourcesContent":["import { Container, Graphics as PixiGraphics } from 'pixi.js';\nimport { GameObject } from './gameObject';\n\n/** A filled rectangle placed by its origin (centred by default). */\nexport class Rectangle extends GameObject(Container) {\n private readonly g = new PixiGraphics();\n private ox = 0.5;\n private oy = 0.5;\n\n constructor(\n private w: number,\n private h: number,\n private color: number,\n private fillAlpha = 1,\n ) {\n super();\n this.addChild(this.g);\n this.redraw();\n }\n\n get originX(): number {\n return this.ox;\n }\n\n get originY(): number {\n return this.oy;\n }\n\n get rectWidth(): number {\n return this.w;\n }\n\n get rectHeight(): number {\n return this.h;\n }\n\n get fillColor(): number {\n return this.color;\n }\n\n get fillOpacity(): number {\n return this.fillAlpha;\n }\n\n setOrigin(x = 0.5, y = x): this {\n this.ox = x;\n this.oy = y;\n return this.redraw();\n }\n\n setFillStyle(color: number, alpha = 1): this {\n this.color = color;\n this.fillAlpha = alpha;\n return this.redraw();\n }\n\n setDisplaySize(w: number, h: number): this {\n return this.setScale(w / this.w, h / this.h);\n }\n\n resize(w: number, h: number): this {\n this.w = w;\n this.h = h;\n return this.redraw();\n }\n\n private redraw(): this {\n this.g.clear().rect(-this.w * this.ox, -this.h * this.oy, this.w, this.h).fill({ color: this.color, alpha: this.fillAlpha });\n return this;\n }\n}\n"],"names":["Rectangle","GameObject","Container","w","h","color","fillAlpha","PixiGraphics","x","y","alpha"],"mappings":";;AAIO,MAAMA,UAAkBC,EAAWC,CAAS,EAAE;AAAA,EAKnD,YACUC,GACAC,GACAC,GACAC,IAAY,GACpB;AACA,UAAA,GALQ,KAAA,IAAAH,GACA,KAAA,IAAAC,GACA,KAAA,QAAAC,GACA,KAAA,YAAAC,GAGR,KAAK,SAAS,KAAK,CAAC,GACpB,KAAK,OAAA;AAAA,EACP;AAAA,EARU;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EARO,IAAI,IAAIC,EAAA;AAAA,EACjB,KAAK;AAAA,EACL,KAAK;AAAA,EAab,IAAI,UAAkB;AACpB,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,IAAI,UAAkB;AACpB,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,IAAI,YAAoB;AACtB,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,IAAI,aAAqB;AACvB,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,IAAI,YAAoB;AACtB,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,IAAI,cAAsB;AACxB,WAAO,KAAK;AAAA,EACd;AAAA,EAEA,UAAUC,IAAI,KAAKC,IAAID,GAAS;AAC9B,gBAAK,KAAKA,GACV,KAAK,KAAKC,GACH,KAAK,OAAA;AAAA,EACd;AAAA,EAEA,aAAaJ,GAAeK,IAAQ,GAAS;AAC3C,gBAAK,QAAQL,GACb,KAAK,YAAYK,GACV,KAAK,OAAA;AAAA,EACd;AAAA,EAEA,eAAeP,GAAWC,GAAiB;AACzC,WAAO,KAAK,SAASD,IAAI,KAAK,GAAGC,IAAI,KAAK,CAAC;AAAA,EAC7C;AAAA,EAEA,OAAOD,GAAWC,GAAiB;AACjC,gBAAK,IAAID,GACT,KAAK,IAAIC,GACF,KAAK,OAAA;AAAA,EACd;AAAA,EAEQ,SAAe;AACrB,gBAAK,EAAE,MAAA,EAAQ,KAAK,CAAC,KAAK,IAAI,KAAK,IAAI,CAAC,KAAK,IAAI,KAAK,IAAI,KAAK,GAAG,KAAK,CAAC,EAAE,KAAK,EAAE,OAAO,KAAK,OAAO,OAAO,KAAK,UAAA,CAAW,GACpH;AAAA,EACT;AACF;"}