@combos-fun/engine 0.0.1

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.
@@ -0,0 +1,1664 @@
1
+ import EventEmitter from 'eventemitter3';
2
+ import { isEqual, isObject } from 'lodash-es';
3
+ import { __decorate } from 'tslib';
4
+ import { type, step } from '@combos-fun/inspector-decorator';
5
+ import { ResourceState, ResourceType, Resource as Resource$1, Loader, XhrLoadStrategy, VideoLoadStrategy, MediaElementLoadStrategy, XhrResponseType, ImageLoadStrategy, AudioLoadStrategy, AbstractLoadStrategy } from 'resource-loader';
6
+
7
+ /**
8
+ * Get component name from component instance or Component class
9
+ * @param component - component instance or Component class
10
+ * @returns component' name
11
+ * @example
12
+ * ```typescript
13
+ * import { Transform } from '@combos-fun/engine'
14
+ *
15
+ * assert(getComponentName(Transform) === 'Transform')
16
+ * assert(getComponentName(new Transform()) === 'Transform')
17
+ * ```
18
+ */
19
+ function getComponentName(component) {
20
+ if (component instanceof Component) {
21
+ return component.name;
22
+ }
23
+ else if (component instanceof Function) {
24
+ return component.componentName;
25
+ }
26
+ }
27
+ /**
28
+ * Component contain raw data apply to gameObject and how it interacts with the world
29
+ * @public
30
+ */
31
+ class Component extends EventEmitter {
32
+ constructor(params) {
33
+ super();
34
+ /**
35
+ * Represents the status of the component, If component has started, the value is true
36
+ * @defaultValue false
37
+ */
38
+ this.started = false;
39
+ const Ctor = this.constructor;
40
+ this.name = Ctor.componentName;
41
+ this.__componentDefaultParams = params;
42
+ }
43
+ }
44
+
45
+ /** Observer event type */
46
+ var ObserverType;
47
+ (function (ObserverType) {
48
+ ObserverType["ADD"] = "ADD";
49
+ ObserverType["REMOVE"] = "REMOVE";
50
+ ObserverType["CHANGE"] = "CHANGE";
51
+ })(ObserverType || (ObserverType = {}));
52
+ const objectCache = {};
53
+ const systemInstance = {};
54
+ const observerInfos = {};
55
+ const componentProps = {};
56
+ /**
57
+ * Get the `ObjectCache` on `component` access by `keys`
58
+ * @example
59
+ * ```typescript
60
+ * getObjectCache(testComponent, ['style', 'transform', 'scale'])
61
+ * ```
62
+ * @param {Component} component
63
+ * @param {string[]} keys - access path to properties, such as ['style', 'transform', 'scale', 'x']
64
+ * @returns {ObservableItem}
65
+ */
66
+ function getObjectCache(component, keys) {
67
+ if (!objectCache[component.gameObject.id]) {
68
+ objectCache[component.gameObject.id] = {};
69
+ }
70
+ const cache = objectCache[component.gameObject.id];
71
+ const key = component.name + '_' + keys.join(',');
72
+ if (cache[key]) {
73
+ return cache[key];
74
+ }
75
+ const keyIndex = keys.length - 1;
76
+ let property = component;
77
+ // FIXME: Bug is here, property[keys[i]] maybe undefined
78
+ for (let i = 0; i < keyIndex; i++) {
79
+ property = property[keys[i]];
80
+ }
81
+ cache[key] = { property, key: keys[keyIndex] };
82
+ return cache[key];
83
+ }
84
+ /**
85
+ * Remove property cache by component
86
+ * @remarks
87
+ * The component should added to a gameObject, otherwise there is no gameObject on component
88
+ * @param {Component} component - a component that has been added to gameObject
89
+ */
90
+ function removeObjectCache(component) {
91
+ if (component.gameObject) {
92
+ delete objectCache[component.gameObject.id];
93
+ }
94
+ }
95
+ /**
96
+ * Add observe event to `componentObserver` on system
97
+ * @param {string} param0.systemName - system name
98
+ * @param {string} param0.componentName - compnent name
99
+ * @param {Component} param0.component - component instance
100
+ * @param {pureObserverProp} param0.prop - pure observer prop
101
+ * @param {ObserverType} param0.type - observer type
102
+ */
103
+ function addObserver({ systemName, componentName, component, prop, type }) {
104
+ systemInstance[systemName]?.componentObserver?.add({
105
+ component,
106
+ prop,
107
+ type,
108
+ componentName,
109
+ });
110
+ }
111
+ function pushToQueue({ prop, component, componentName, }) {
112
+ for (const systemName in observerInfos) {
113
+ const observerInfo = observerInfos[systemName] || {};
114
+ const info = observerInfo[componentName];
115
+ if (!info)
116
+ continue;
117
+ const index = info.findIndex(p => {
118
+ return isEqual(p, prop);
119
+ });
120
+ if (index > -1) {
121
+ addObserver({
122
+ systemName,
123
+ componentName,
124
+ component,
125
+ prop,
126
+ type: ObserverType.CHANGE,
127
+ });
128
+ }
129
+ }
130
+ }
131
+ /**
132
+ * Define property `key` for obj, make `key` observable
133
+ * @param {Object} param0.obj - object contains the 'key'
134
+ * @param {string} param0.key - the key will be observed
135
+ * @param {PureObserverProp} param0.prop
136
+ * @param {Component} param0.component
137
+ * @param {strng} param0.componentName
138
+ */
139
+ function defineProperty({ obj, key, prop, component, componentName, }) {
140
+ if (obj === undefined) {
141
+ return;
142
+ }
143
+ if (!(key in obj)) {
144
+ console.error(`prop ${key} not in component: ${componentName}, Can not observer`);
145
+ return;
146
+ }
147
+ Object.defineProperty(obj, `_${key}`, {
148
+ enumerable: false,
149
+ writable: true,
150
+ value: obj[key],
151
+ });
152
+ if (prop.deep && isObject(obj[key])) {
153
+ for (const childKey of Object.keys(obj[key])) {
154
+ defineProperty({
155
+ obj: obj[key],
156
+ key: childKey, // Bug is here
157
+ prop,
158
+ component,
159
+ componentName,
160
+ });
161
+ }
162
+ }
163
+ Object.defineProperty(obj, key, {
164
+ enumerable: true,
165
+ set(val) {
166
+ if (obj[`_${key}`] === val)
167
+ return;
168
+ obj[`_${key}`] = val;
169
+ pushToQueue({ prop, component, componentName });
170
+ },
171
+ get() {
172
+ return obj[`_${key}`];
173
+ },
174
+ });
175
+ }
176
+ /**
177
+ * Return true if parameter is a component
178
+ * @param comp - any thing
179
+ * @returns {bool}
180
+ */
181
+ function isComponent(comp) {
182
+ return comp && comp.constructor && 'componentName' in comp.constructor;
183
+ }
184
+ /**
185
+ * Collect observerInfo on system
186
+ * @param Systems - array of system or just a system
187
+ */
188
+ function initObserver(Systems) {
189
+ const Ss = [];
190
+ if (Systems instanceof Array) {
191
+ Ss.push(...Systems);
192
+ }
193
+ else {
194
+ Ss.push(Systems);
195
+ }
196
+ for (const S of Ss) {
197
+ for (const componentName in S.observerInfo) {
198
+ componentProps[componentName] = componentProps[componentName] || [];
199
+ const props = componentProps[componentName];
200
+ for (const prop of S.observerInfo[componentName]) {
201
+ const index = props.findIndex(p => {
202
+ return isEqual(p, prop);
203
+ });
204
+ if (index === -1) {
205
+ componentProps[componentName].push(prop);
206
+ }
207
+ }
208
+ }
209
+ }
210
+ }
211
+ /**
212
+ * Make component observerable
213
+ * @remarks
214
+ * Throw an error if component not added to a gameObject
215
+ * @param {Component} component
216
+ * @param {string} componentName - default value is `component.name`, it will be deprecated
217
+ */
218
+ function observer(component, componentName = component.name) {
219
+ if (!componentName || !componentProps[componentName]) {
220
+ return;
221
+ }
222
+ if (!component || !isComponent(component)) {
223
+ throw new Error('component param must be an instance of Component');
224
+ }
225
+ if (!component.gameObject || !component.gameObject.id) {
226
+ throw new Error('component should be add to a gameObject');
227
+ }
228
+ for (const item of componentProps[componentName]) {
229
+ const { property, key } = getObjectCache(component, item.prop);
230
+ defineProperty({
231
+ obj: property,
232
+ key,
233
+ prop: item,
234
+ component,
235
+ componentName,
236
+ });
237
+ }
238
+ }
239
+ /**
240
+ * Push a `Add` event to componentObserver
241
+ * @param component
242
+ * @param componentName - default value is `component.name`, it will be deprecated
243
+ */
244
+ function observerAdded(component, componentName = component.name) {
245
+ for (const systemName in observerInfos) {
246
+ const observerInfo = observerInfos[systemName] || {};
247
+ const info = observerInfo[componentName];
248
+ if (info) {
249
+ systemInstance[systemName]?.componentObserver?.add({
250
+ component,
251
+ type: ObserverType.ADD,
252
+ componentName,
253
+ });
254
+ }
255
+ }
256
+ }
257
+ /**
258
+ * Push a `Remove` event to componentObserver
259
+ * @param component
260
+ * @param componentName - default value is `component.name`, it will be deprecated
261
+ */
262
+ function observerRemoved(component, componentName = component.name) {
263
+ for (const systemName in observerInfos) {
264
+ const observerInfo = observerInfos[systemName] || {};
265
+ const info = observerInfo[componentName];
266
+ if (info) {
267
+ systemInstance[systemName]?.componentObserver?.add({
268
+ component,
269
+ type: ObserverType.REMOVE,
270
+ componentName,
271
+ });
272
+ }
273
+ }
274
+ removeObjectCache(component);
275
+ }
276
+ /**
277
+ * Collect observerInfo from system
278
+ * @param system - system instance
279
+ * @param S - system constructor
280
+ */
281
+ function setSystemObserver(system, S) {
282
+ observerInfos[S.systemName] = S.observerInfo;
283
+ systemInstance[S.systemName] = system;
284
+ }
285
+
286
+ /** Basic component for gameObject, See {@link TransformParams} */
287
+ class Transform extends Component {
288
+ constructor() {
289
+ super(...arguments);
290
+ this.name = 'Transform';
291
+ this._parent = null;
292
+ /** Whether this transform in a scene object */
293
+ this.inScene = false;
294
+ /** Child transform components */
295
+ this.children = [];
296
+ this.position = { x: 0, y: 0 };
297
+ this.size = { width: 0, height: 0 };
298
+ this.origin = { x: 0, y: 0 };
299
+ this.anchor = { x: 0, y: 0 };
300
+ this.scale = { x: 1, y: 1 };
301
+ this.skew = { x: 0, y: 0 };
302
+ this.rotation = 0;
303
+ }
304
+ /**
305
+ * component's name
306
+ * @readonly
307
+ */
308
+ static { this.componentName = 'Transform'; }
309
+ /**
310
+ * Init component
311
+ * @param params - Transform init data
312
+ */
313
+ init(params = {}) {
314
+ const props = ['position', 'size', 'origin', 'anchor', 'scale', 'skew'];
315
+ for (const key of props) {
316
+ Object.assign(this[key], params[key]);
317
+ }
318
+ this.rotation = params.rotation || this.rotation;
319
+ }
320
+ set parent(val) {
321
+ if (val) {
322
+ val.addChild(this);
323
+ }
324
+ else if (this.parent) {
325
+ this.parent.removeChild(this);
326
+ }
327
+ }
328
+ /**
329
+ * Get parent of this component
330
+ */
331
+ get parent() {
332
+ return this._parent;
333
+ }
334
+ /**
335
+ * Add Child Transform
336
+ * @remarks
337
+ * If `child` is already a child of this component, `child` will removed to the last of children list
338
+ * If `child` is already a child of other component, `child` will removed from its parent first
339
+ * @param child - child gameObject's transform component
340
+ */
341
+ addChild(child) {
342
+ if (child.parent === this) {
343
+ const index = this.children.findIndex(item => item === child);
344
+ this.children.splice(index, 1);
345
+ }
346
+ else if (child.parent) {
347
+ child.parent.removeChild(child);
348
+ }
349
+ child._parent = this;
350
+ this.children.push(child);
351
+ }
352
+ /**
353
+ * Remove child transform
354
+ * @param child - child gameObject's transform component
355
+ */
356
+ removeChild(child) {
357
+ const index = this.children.findIndex(item => item === child);
358
+ if (index > -1) {
359
+ this.children.splice(index, 1);
360
+ child._parent = null;
361
+ }
362
+ }
363
+ /** Clear all child transform */
364
+ clearChildren() {
365
+ this.children.length = 0;
366
+ }
367
+ }
368
+ __decorate([
369
+ type('vector2'),
370
+ step(1)
371
+ ], Transform.prototype, "position", void 0);
372
+ __decorate([
373
+ type('size'),
374
+ step(1)
375
+ ], Transform.prototype, "size", void 0);
376
+ __decorate([
377
+ type('vector2'),
378
+ step(0.1)
379
+ ], Transform.prototype, "origin", void 0);
380
+ __decorate([
381
+ type('vector2'),
382
+ step(0.1)
383
+ ], Transform.prototype, "anchor", void 0);
384
+ __decorate([
385
+ type('vector2'),
386
+ step(0.1)
387
+ ], Transform.prototype, "scale", void 0);
388
+ __decorate([
389
+ type('vector2'),
390
+ step(0.1)
391
+ ], Transform.prototype, "skew", void 0);
392
+ __decorate([
393
+ type('number'),
394
+ step(0.1)
395
+ ], Transform.prototype, "rotation", void 0);
396
+
397
+ let _id = 0;
398
+ /** Generate unique id for gameObject */
399
+ function getId() {
400
+ return ++_id;
401
+ }
402
+ /**
403
+ * GameObject is a general purpose object. It consists of a unique id and components.
404
+ * @public
405
+ */
406
+ class GameObject {
407
+ /**
408
+ * Consruct a new gameObject
409
+ * @param name - the name of this gameObject
410
+ * @param obj - optional transform parameters for default Transform component
411
+ */
412
+ constructor(name, obj) {
413
+ /** A key-value map for components on this gameObject */
414
+ this._componentCache = {};
415
+ /** Components apply to this gameObject */
416
+ this.components = [];
417
+ /** GameObject has been destroyed */
418
+ this.destroyed = false;
419
+ this._name = name;
420
+ this.id = getId();
421
+ this.addComponent(Transform, obj);
422
+ }
423
+ /**
424
+ * Get default transform component
425
+ * @returns transform component on this gameObject
426
+ * @readonly
427
+ */
428
+ get transform() {
429
+ return this.getComponent(Transform);
430
+ }
431
+ /**
432
+ * Get parent gameObject
433
+ * @returns parent gameObject
434
+ * @readonly
435
+ */
436
+ get parent() {
437
+ return this.transform && this.transform.parent && this.transform.parent.gameObject;
438
+ }
439
+ /**
440
+ * Get the name of this gameObject
441
+ * @readonly
442
+ */
443
+ get name() {
444
+ return this._name;
445
+ }
446
+ set scene(val) {
447
+ if (this._scene === val)
448
+ return;
449
+ const scene = this._scene;
450
+ this._scene = val;
451
+ if (this.transform && this.transform.children) {
452
+ for (const child of this.transform.children) {
453
+ child.gameObject.scene = val;
454
+ }
455
+ }
456
+ if (val) {
457
+ val.addGameObject(this);
458
+ }
459
+ else {
460
+ scene && scene.removeGameObject(this);
461
+ }
462
+ }
463
+ /**
464
+ * Get the scene which this gameObject added on
465
+ * @returns scene
466
+ * @readonly
467
+ */
468
+ get scene() {
469
+ return this._scene;
470
+ }
471
+ /**
472
+ * Add child gameObject
473
+ * @param gameObject - child gameobject
474
+ */
475
+ addChild(gameObject) {
476
+ if (!gameObject || !gameObject.transform || gameObject === this)
477
+ return;
478
+ if (!(gameObject instanceof GameObject)) {
479
+ throw new Error('addChild only receive GameObject');
480
+ }
481
+ if (!this.transform) {
482
+ throw new Error(`gameObject '${this.name}' has been destroy`);
483
+ }
484
+ gameObject.transform.parent = this.transform;
485
+ gameObject.scene = this.scene;
486
+ }
487
+ /**
488
+ * Remove child gameObject
489
+ * @param gameObject - child gameobject
490
+ */
491
+ removeChild(gameObject) {
492
+ if (!(gameObject instanceof GameObject) || !gameObject.parent || gameObject.parent !== this) {
493
+ return gameObject;
494
+ }
495
+ gameObject.transform.parent = null;
496
+ gameObject.scene = null;
497
+ return gameObject;
498
+ }
499
+ addComponent(C, obj) {
500
+ if (this.destroyed)
501
+ return;
502
+ const componentName = getComponentName(C);
503
+ if (this._componentCache[componentName])
504
+ return;
505
+ let component;
506
+ if (C instanceof Function) {
507
+ component = new C(obj);
508
+ }
509
+ else if (C instanceof Component) {
510
+ component = C;
511
+ }
512
+ else {
513
+ throw new Error('addComponent recieve Component and Component Constructor');
514
+ }
515
+ if (component.gameObject) {
516
+ throw new Error(`component has been added on gameObject ${component.gameObject.name}`);
517
+ }
518
+ component.gameObject = this;
519
+ component.init && component.init(component.__componentDefaultParams);
520
+ observerAdded(component, component.name);
521
+ observer(component, component.name);
522
+ this.components.push(component);
523
+ this._componentCache[componentName] = component;
524
+ component.awake && component.awake();
525
+ return component;
526
+ }
527
+ removeComponent(c) {
528
+ let componentName;
529
+ if (typeof c === 'string') {
530
+ componentName = c;
531
+ }
532
+ else if (c instanceof Component) {
533
+ componentName = c.name;
534
+ }
535
+ else if (c.componentName) {
536
+ componentName = c.componentName;
537
+ }
538
+ if (componentName === 'Transform') {
539
+ throw new Error("Transform can't be removed");
540
+ }
541
+ return this._removeComponent(componentName);
542
+ }
543
+ _removeComponent(componentName) {
544
+ const index = this.components.findIndex(({ name }) => name === componentName);
545
+ if (index === -1)
546
+ return;
547
+ const component = this.components.splice(index, 1)[0];
548
+ delete this._componentCache[componentName];
549
+ delete component.__componentDefaultParams;
550
+ component.onDestroy && component.onDestroy();
551
+ observerRemoved(component, componentName);
552
+ component.gameObject = undefined;
553
+ return component;
554
+ }
555
+ getComponent(c) {
556
+ let componentName;
557
+ if (typeof c === 'string') {
558
+ componentName = c;
559
+ }
560
+ else if (c instanceof Component) {
561
+ componentName = c.name;
562
+ }
563
+ else if (c.componentName) {
564
+ componentName = c.componentName;
565
+ }
566
+ if (typeof this._componentCache[componentName] !== 'undefined') {
567
+ return this._componentCache[componentName];
568
+ }
569
+ else {
570
+ return;
571
+ }
572
+ }
573
+ /**
574
+ * Remove this gameObject on its parent
575
+ * @returns return this gameObject
576
+ */
577
+ remove() {
578
+ if (this.parent)
579
+ return this.parent.removeChild(this);
580
+ }
581
+ /** Destory this gameObject */
582
+ destroy() {
583
+ if (!this.transform) {
584
+ console.error('Cannot destroy gameObject that have already been destroyed.');
585
+ return;
586
+ }
587
+ Array.from(this.transform.children).forEach(({ gameObject }) => {
588
+ gameObject.destroy();
589
+ });
590
+ this.remove();
591
+ this.transform.clearChildren();
592
+ for (const key in this._componentCache) {
593
+ this._removeComponent(key);
594
+ }
595
+ this.components.length = 0;
596
+ this.destroyed = true;
597
+ }
598
+ }
599
+
600
+ /**
601
+ * Management observe events
602
+ * @remarks
603
+ * See {@link System} for more details
604
+ * @public
605
+ */
606
+ class ComponentObserver {
607
+ constructor() {
608
+ /**
609
+ * Component property change events
610
+ * @defaultValue []
611
+ */
612
+ this.events = [];
613
+ }
614
+ /**
615
+ * Add event
616
+ * @remarks
617
+ * The same event will be placed last
618
+ * @param component - changed component
619
+ * @param prop - changed property on `component`
620
+ * @param type - change event type
621
+ * @param componentName - `component.name` this parameter will deprecated
622
+ */
623
+ add({ component, prop, type, componentName }) {
624
+ if (type === ObserverType.REMOVE) {
625
+ if (this.events.find((changed) => changed.component === component && changed.type === ObserverType.ADD)) {
626
+ this.events = this.events.filter(changed => changed.component !== component);
627
+ return;
628
+ }
629
+ this.events = this.events.filter(changed => changed.component !== component);
630
+ }
631
+ const index = this.events.findIndex(changed => changed.component === component && isEqual(changed.prop, prop) && changed.type === type);
632
+ if (index > -1) {
633
+ this.events.splice(index, 1);
634
+ }
635
+ this.events.push({
636
+ gameObject: component.gameObject,
637
+ component,
638
+ prop: prop,
639
+ type,
640
+ componentName,
641
+ });
642
+ }
643
+ /** Return change events */
644
+ getChanged() {
645
+ return this.events;
646
+ }
647
+ /**
648
+ * Return change events
649
+ * @readonly
650
+ */
651
+ get changed() {
652
+ return this.events;
653
+ }
654
+ /** Clear events */
655
+ clear() {
656
+ const events = this.events;
657
+ this.events = [];
658
+ return events;
659
+ }
660
+ }
661
+
662
+ /**
663
+ * Each System runs continuously and performs global actions on every Entity that possesses a Component of the same aspect as that System.
664
+ * @public
665
+ */
666
+ class System {
667
+ constructor(params) {
668
+ /** Represents the status of the component, if component has started, the value is true */
669
+ this.started = false;
670
+ this.componentObserver = new ComponentObserver();
671
+ this.__systemDefaultParams = params;
672
+ const Ctor = this.constructor;
673
+ this.name = Ctor.systemName;
674
+ }
675
+ /** Default destory method */
676
+ destroy() {
677
+ this.componentObserver = null;
678
+ this.__systemDefaultParams = null;
679
+ this.onDestroy?.();
680
+ }
681
+ }
682
+
683
+ function createNowTime() {
684
+ let nowtime = null;
685
+ if (Date.now) {
686
+ nowtime = Date.now;
687
+ }
688
+ else {
689
+ nowtime = () => new Date().getTime();
690
+ }
691
+ return nowtime;
692
+ }
693
+
694
+ const _nowtime = createNowTime();
695
+ const defaultOptions$1 = {
696
+ originTime: 0,
697
+ playbackRate: 1.0,
698
+ };
699
+ class Timeline {
700
+ constructor(options, parent) {
701
+ if (options instanceof Timeline) {
702
+ parent = options;
703
+ options = {};
704
+ }
705
+ options = Object.assign({}, defaultOptions$1, options);
706
+ if (parent) {
707
+ this._parent = parent;
708
+ }
709
+ this._createTime = _nowtime();
710
+ this._timeMark = [
711
+ {
712
+ globalTime: this.globalTime,
713
+ localTime: -options.originTime,
714
+ entropy: -options.originTime,
715
+ playbackRate: options.playbackRate,
716
+ globalEntropy: 0,
717
+ },
718
+ ];
719
+ if (this._parent) {
720
+ this._timeMark[0].globalEntropy = this._parent.entropy;
721
+ }
722
+ this._playbackRate = options.playbackRate;
723
+ }
724
+ get globalTime() {
725
+ return this.parent ? this.parent.currentTime : _nowtime() - this._createTime;
726
+ }
727
+ get parent() {
728
+ return this._parent;
729
+ }
730
+ get lastTimeMark() {
731
+ return this._timeMark[this._timeMark.length - 1];
732
+ }
733
+ markTime({ time = this.currentTime, entropy = this.entropy, playbackRate = this.playbackRate } = {}) {
734
+ const timeMark = {
735
+ globalTime: this.globalTime,
736
+ localTime: time,
737
+ entropy,
738
+ playbackRate,
739
+ globalEntropy: this.globalEntropy,
740
+ };
741
+ this._timeMark.push(timeMark);
742
+ }
743
+ get currentTime() {
744
+ const { localTime, globalTime } = this.lastTimeMark;
745
+ return localTime + (this.globalTime - globalTime) * this.playbackRate;
746
+ }
747
+ set currentTime(time) {
748
+ this.markTime({ time });
749
+ }
750
+ get globalEntropy() {
751
+ return this._parent ? this._parent.entropy : this.globalTime;
752
+ }
753
+ get entropy() {
754
+ const { entropy, globalEntropy } = this.lastTimeMark;
755
+ return entropy + Math.abs((this.globalEntropy - globalEntropy) * this.playbackRate);
756
+ }
757
+ // eslint-disable-next-line @typescript-eslint/adjacent-overload-signatures
758
+ set entropy(entropy) {
759
+ if (this.entropy > entropy) {
760
+ const idx = this.seekTimeMark(entropy);
761
+ this._timeMark.length = idx + 1;
762
+ }
763
+ this.markTime({ entropy });
764
+ }
765
+ fork(options) {
766
+ return new Timeline(options, this);
767
+ }
768
+ seekGlobalTime(seekEntropy) {
769
+ const idx = this.seekTimeMark(seekEntropy), timeMark = this._timeMark[idx];
770
+ const { entropy, playbackRate, globalTime } = timeMark;
771
+ return globalTime + (seekEntropy - entropy) / Math.abs(playbackRate);
772
+ }
773
+ seekLocalTime(seekEntropy) {
774
+ const idx = this.seekTimeMark(seekEntropy), timeMark = this._timeMark[idx];
775
+ const { localTime, entropy, playbackRate } = timeMark;
776
+ if (playbackRate > 0) {
777
+ return localTime + (seekEntropy - entropy);
778
+ }
779
+ return localTime - (seekEntropy - entropy);
780
+ }
781
+ seekTimeMark(entropy) {
782
+ const timeMark = this._timeMark;
783
+ let l = 0, r = timeMark.length - 1;
784
+ if (entropy <= timeMark[l].entropy) {
785
+ return l;
786
+ }
787
+ if (entropy >= timeMark[r].entropy) {
788
+ return r;
789
+ }
790
+ let m = Math.floor((l + r) / 2); // binary search
791
+ while (m > l && m < r) {
792
+ if (entropy === timeMark[m].entropy) {
793
+ return m;
794
+ }
795
+ if (entropy < timeMark[m].entropy) {
796
+ r = m;
797
+ }
798
+ else if (entropy > timeMark[m].entropy) {
799
+ l = m;
800
+ }
801
+ m = Math.floor((l + r) / 2);
802
+ }
803
+ return l;
804
+ }
805
+ get playbackRate() {
806
+ return this._playbackRate;
807
+ }
808
+ set playbackRate(rate) {
809
+ if (rate !== this.playbackRate) {
810
+ this.markTime({ playbackRate: rate });
811
+ this._playbackRate = rate;
812
+ }
813
+ }
814
+ get paused() {
815
+ if (this.playbackRate === 0)
816
+ return true;
817
+ let parent = this.parent;
818
+ while (parent) {
819
+ if (parent.playbackRate === 0)
820
+ return true;
821
+ parent = parent.parent;
822
+ }
823
+ return false;
824
+ }
825
+ }
826
+
827
+ /** Default Ticker Options */
828
+ const defaultOptions = {
829
+ autoStart: true,
830
+ frameRate: 60,
831
+ };
832
+ /**
833
+ * Timeline tool
834
+ */
835
+ class Ticker {
836
+ /**
837
+ * @param autoStart - auto start game
838
+ * @param frameRate - game frame rate
839
+ */
840
+ constructor(options) {
841
+ options = Object.assign({}, defaultOptions, options);
842
+ this._frameCount = 0;
843
+ this._frameDuration = 1000 / options.frameRate;
844
+ this.autoStart = options.autoStart;
845
+ this.frameRate = options.frameRate;
846
+ this.timeline = new Timeline({ originTime: 0, playbackRate: 1.0 });
847
+ this._lastFrameTime = this.timeline.currentTime;
848
+ this._tickers = new Set();
849
+ this._requestId = null;
850
+ this._ticker = () => {
851
+ if (this._started) {
852
+ this._requestId = requestAnimationFrame(this._ticker);
853
+ this.update();
854
+ }
855
+ };
856
+ if (this.autoStart) {
857
+ this.start();
858
+ }
859
+ }
860
+ /** Main loop, all _tickers will called in this method */
861
+ update() {
862
+ const currentTime = this.timeline.currentTime;
863
+ const durationTime = currentTime - this._lastFrameTime;
864
+ if (durationTime >= this._frameDuration) {
865
+ const frameTime = currentTime - (durationTime % this._frameDuration);
866
+ const deltaTime = frameTime - this._lastFrameTime;
867
+ this._lastFrameTime = frameTime;
868
+ const options = {
869
+ deltaTime,
870
+ time: frameTime,
871
+ currentTime: frameTime,
872
+ frameCount: ++this._frameCount,
873
+ fps: Math.round(1000 / deltaTime),
874
+ };
875
+ for (const func of this._tickers) {
876
+ if (typeof func === 'function') {
877
+ func(options);
878
+ }
879
+ }
880
+ }
881
+ }
882
+ /** Add ticker function */
883
+ add(fn) {
884
+ this._tickers.add(fn);
885
+ }
886
+ /** Remove ticker function */
887
+ remove(fn) {
888
+ this._tickers.delete(fn);
889
+ }
890
+ /** Start main loop */
891
+ start() {
892
+ if (this._started)
893
+ return;
894
+ this._started = true;
895
+ this.timeline.playbackRate = 1.0;
896
+ this._requestId = requestAnimationFrame(this._ticker);
897
+ }
898
+ /** Pause main loop */
899
+ pause() {
900
+ this._started = false;
901
+ this.timeline.playbackRate = 0;
902
+ }
903
+ setPlaybackRate(rate) {
904
+ this.timeline.playbackRate = rate;
905
+ }
906
+ }
907
+
908
+ /**
909
+ * Scene is a gameObject container
910
+ */
911
+ class Scene extends GameObject {
912
+ constructor(name, obj) {
913
+ super(name, obj);
914
+ this.gameObjects = [];
915
+ this.scene = this; // gameObject.scene = this
916
+ }
917
+ /**
918
+ * Add gameObject
919
+ * @param gameObject - game object
920
+ */
921
+ addGameObject(gameObject) {
922
+ this.gameObjects.push(gameObject);
923
+ if (gameObject.transform) {
924
+ gameObject.transform.inScene = true;
925
+ }
926
+ }
927
+ /**
928
+ * Remove gameObject
929
+ * @param gameObject - game object
930
+ */
931
+ removeGameObject(gameObject) {
932
+ const index = this.gameObjects.indexOf(gameObject);
933
+ if (index === -1)
934
+ return;
935
+ if (gameObject.transform) {
936
+ gameObject.transform.inScene = false;
937
+ }
938
+ this.gameObjects.splice(index, 1);
939
+ }
940
+ /**
941
+ * Destroy scene
942
+ */
943
+ destroy() {
944
+ this.scene = null;
945
+ super.destroy();
946
+ this.gameObjects = null;
947
+ this.canvas = null;
948
+ }
949
+ }
950
+
951
+ function systemClassName(ctor) {
952
+ if ('systemName' in ctor) {
953
+ const sn = ctor.systemName;
954
+ if (typeof sn === 'string')
955
+ return sn;
956
+ }
957
+ return 'UnknownSystem';
958
+ }
959
+ function componentClassName(ctor) {
960
+ if ('componentName' in ctor) {
961
+ const cn = ctor.componentName;
962
+ if (typeof cn === 'string')
963
+ return cn;
964
+ }
965
+ return 'UnknownComponent';
966
+ }
967
+ var LOAD_SCENE_MODE;
968
+ (function (LOAD_SCENE_MODE) {
969
+ LOAD_SCENE_MODE["SINGLE"] = "SINGLE";
970
+ LOAD_SCENE_MODE["MULTI_CANVAS"] = "MULTI_CANVAS";
971
+ })(LOAD_SCENE_MODE || (LOAD_SCENE_MODE = {}));
972
+ const triggerStart = (obj) => {
973
+ if (!(obj instanceof System) && !(obj instanceof Component))
974
+ return;
975
+ if (obj.started)
976
+ return;
977
+ obj.started = true;
978
+ try {
979
+ obj.start && obj.start();
980
+ }
981
+ catch (e) {
982
+ if (obj instanceof Component) {
983
+ console.error(`${componentClassName(obj.constructor)} start error`, e);
984
+ }
985
+ else {
986
+ console.error(`${systemClassName(obj.constructor)} start error`, e);
987
+ }
988
+ }
989
+ };
990
+ const getAllGameObjects = game => {
991
+ const mainSceneGameObjects = game?.scene?.gameObjects || [];
992
+ const gameObjectsArray = game?.multiScenes.map(({ gameObjects }) => gameObjects);
993
+ let otherSceneGameObjects = [];
994
+ for (const gameObjects of gameObjectsArray) {
995
+ otherSceneGameObjects = [...otherSceneGameObjects, ...gameObjects];
996
+ }
997
+ return [...mainSceneGameObjects, ...otherSceneGameObjects];
998
+ };
999
+ const gameObjectLoop = (e, gameObjects = []) => {
1000
+ for (const gameObject of gameObjects) {
1001
+ for (const component of gameObject.components) {
1002
+ try {
1003
+ triggerStart(component);
1004
+ component.update && component.update(e);
1005
+ }
1006
+ catch (e) {
1007
+ console.error(`gameObject: ${gameObject.name} ${component.name} update error`, e);
1008
+ }
1009
+ }
1010
+ }
1011
+ for (const gameObject of gameObjects) {
1012
+ for (const component of gameObject.components) {
1013
+ try {
1014
+ component.lateUpdate && component.lateUpdate(e);
1015
+ }
1016
+ catch (e) {
1017
+ console.error(`gameObject: ${gameObject.name} ${component.name} lateUpdate error`, e);
1018
+ }
1019
+ }
1020
+ }
1021
+ };
1022
+ const gameObjectResume = gameObjects => {
1023
+ for (const gameObject of gameObjects) {
1024
+ for (const component of gameObject.components) {
1025
+ try {
1026
+ component.onResume && component.onResume();
1027
+ }
1028
+ catch (e) {
1029
+ console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);
1030
+ }
1031
+ }
1032
+ }
1033
+ };
1034
+ const gameObjectPause = gameObjects => {
1035
+ for (const gameObject of gameObjects) {
1036
+ for (const component of gameObject.components) {
1037
+ try {
1038
+ component.onPause && component.onPause();
1039
+ }
1040
+ catch (e) {
1041
+ console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);
1042
+ }
1043
+ }
1044
+ }
1045
+ };
1046
+ class Game extends EventEmitter {
1047
+ constructor({ systems, frameRate = 60, autoStart = true, needScene = true, onSystemsBootstrapComplete, } = {}) {
1048
+ super();
1049
+ /**
1050
+ * State of game
1051
+ * @defaultValue false
1052
+ */
1053
+ this.playing = false;
1054
+ this.started = false;
1055
+ this.multiScenes = [];
1056
+ /** Systems alled to this game */
1057
+ this.systems = [];
1058
+ this.ticker = new Ticker({ autoStart: false, frameRate });
1059
+ this.initTicker();
1060
+ if (systems && systems.length) {
1061
+ const systemsToAdd = [...systems];
1062
+ void this.bootstrapSystemsAndMaybeStart(systemsToAdd, needScene, autoStart, onSystemsBootstrapComplete);
1063
+ }
1064
+ else {
1065
+ onSystemsBootstrapComplete?.(this);
1066
+ }
1067
+ }
1068
+ /** When `systems` is passed in the constructor, run async `init` for each before `loadScene` / `start`. */
1069
+ async bootstrapSystemsAndMaybeStart(systemsToAdd, needScene, autoStart, onComplete) {
1070
+ let error;
1071
+ try {
1072
+ for (const system of systemsToAdd) {
1073
+ await this.addSystem(system);
1074
+ }
1075
+ if (needScene) {
1076
+ this.loadScene(new Scene('scene'));
1077
+ }
1078
+ if (autoStart) {
1079
+ this.start();
1080
+ }
1081
+ }
1082
+ catch (e) {
1083
+ error = e;
1084
+ console.error('Game bootstrap failed', e);
1085
+ }
1086
+ finally {
1087
+ onComplete?.(this, error);
1088
+ }
1089
+ }
1090
+ /**
1091
+ * Get scene on this game
1092
+ */
1093
+ get scene() {
1094
+ return this._scene;
1095
+ }
1096
+ set scene(scene) {
1097
+ this._scene = scene;
1098
+ }
1099
+ get gameObjects() {
1100
+ return getAllGameObjects(this);
1101
+ }
1102
+ /**
1103
+ * Add system
1104
+ * @param S - system instance or system Class
1105
+ * @typeParam T - system which extends base `System` class
1106
+ * @typeparam U - type of system class
1107
+ */
1108
+ async addSystem(S, obj) {
1109
+ let system;
1110
+ if (S instanceof Function) {
1111
+ system = new S(obj);
1112
+ }
1113
+ else if (S instanceof System) {
1114
+ system = S;
1115
+ }
1116
+ else {
1117
+ console.warn('can only add System');
1118
+ return;
1119
+ }
1120
+ const hasTheSystem = this.systems.find(item => {
1121
+ return item.constructor === system.constructor;
1122
+ });
1123
+ if (hasTheSystem) {
1124
+ console.warn(`${systemClassName(system.constructor)} System has been added`);
1125
+ return;
1126
+ }
1127
+ system.game = this;
1128
+ if (system.init) {
1129
+ await Promise.resolve(system.init(system.__systemDefaultParams));
1130
+ }
1131
+ setSystemObserver(system, system.constructor);
1132
+ initObserver(system.constructor);
1133
+ try {
1134
+ system.awake && system.awake();
1135
+ }
1136
+ catch (e) {
1137
+ console.error(`${systemClassName(system.constructor)} awake error`, e);
1138
+ }
1139
+ this.systems.push(system);
1140
+ return system;
1141
+ }
1142
+ /**
1143
+ * Remove system from this game
1144
+ * @param system - one of system instance / system Class or system name
1145
+ */
1146
+ removeSystem(system) {
1147
+ if (!system)
1148
+ return;
1149
+ let index = -1;
1150
+ if (typeof system === 'string') {
1151
+ index = this.systems.findIndex(s => s.name === system);
1152
+ }
1153
+ else if (system instanceof Function) {
1154
+ index = this.systems.findIndex(s => s.constructor === system);
1155
+ }
1156
+ else if (system instanceof System) {
1157
+ index = this.systems.findIndex(s => s === system);
1158
+ }
1159
+ if (index > -1) {
1160
+ this.systems[index].destroy && this.systems[index].destroy();
1161
+ this.systems.splice(index, 1);
1162
+ }
1163
+ }
1164
+ /**
1165
+ * Get system
1166
+ * @param S - system class or system name
1167
+ * @returns system instance
1168
+ */
1169
+ getSystem(S) {
1170
+ return this.systems.find(system => {
1171
+ if (typeof S === 'string') {
1172
+ return system.name === S;
1173
+ }
1174
+ else {
1175
+ return system instanceof S;
1176
+ }
1177
+ });
1178
+ }
1179
+ /** Pause game */
1180
+ pause() {
1181
+ if (!this.playing)
1182
+ return;
1183
+ this.playing = false;
1184
+ this.ticker.pause();
1185
+ this.triggerPause();
1186
+ }
1187
+ /** Start game */
1188
+ start() {
1189
+ if (this.playing)
1190
+ return;
1191
+ this.playing = true;
1192
+ this.started = true;
1193
+ this.ticker.start();
1194
+ }
1195
+ /** Resume game */
1196
+ resume() {
1197
+ if (this.playing)
1198
+ return;
1199
+ this.playing = true;
1200
+ this.ticker.start();
1201
+ this.triggerResume();
1202
+ }
1203
+ /**
1204
+ * add main render method to ticker
1205
+ * @remarks
1206
+ * the method added to ticker will called in each requestAnimationFrame,
1207
+ * 1. call update method on all gameObject
1208
+ * 2. call lastUpdate method on all gameObject
1209
+ * 3. call update method on all system
1210
+ * 4. call lastUpdate method on all system
1211
+ */
1212
+ initTicker() {
1213
+ this.ticker.add(e => {
1214
+ this.scene && gameObjectLoop(e, this.gameObjects);
1215
+ for (const system of this.systems) {
1216
+ try {
1217
+ triggerStart(system);
1218
+ system.update && system.update(e);
1219
+ }
1220
+ catch (e) {
1221
+ console.error(`${systemClassName(system.constructor)} update error`, e);
1222
+ }
1223
+ }
1224
+ for (const system of this.systems) {
1225
+ try {
1226
+ system.lateUpdate && system.lateUpdate(e);
1227
+ }
1228
+ catch (e) {
1229
+ console.error(`${systemClassName(system.constructor)} lateUpdate error`, e);
1230
+ }
1231
+ }
1232
+ });
1233
+ }
1234
+ /** Call onResume method on all gameObject's, and then call onResume method on all system */
1235
+ triggerResume() {
1236
+ gameObjectResume(this.gameObjects);
1237
+ for (const system of this.systems) {
1238
+ try {
1239
+ system.onResume && system.onResume();
1240
+ }
1241
+ catch (e) {
1242
+ console.error(`${systemClassName(system.constructor)}, onResume error`, e);
1243
+ }
1244
+ }
1245
+ }
1246
+ /** Call onPause method on all gameObject */
1247
+ triggerPause() {
1248
+ gameObjectPause(this.gameObjects);
1249
+ for (const system of this.systems) {
1250
+ try {
1251
+ system.onPause && system.onPause();
1252
+ }
1253
+ catch (e) {
1254
+ console.error(`${systemClassName(system.constructor)}, onPause error`, e);
1255
+ }
1256
+ }
1257
+ }
1258
+ // TODO: call system destroy method
1259
+ /** remove all system on this game */
1260
+ destroySystems() {
1261
+ for (const system of [...this.systems]) {
1262
+ this.removeSystem(system);
1263
+ }
1264
+ this.systems.length = 0;
1265
+ }
1266
+ /** Destroy game instance */
1267
+ destroy() {
1268
+ this.removeAllListeners();
1269
+ this.pause();
1270
+ this.scene.destroy();
1271
+ this.destroySystems();
1272
+ this.ticker = null;
1273
+ this.scene = null;
1274
+ this.canvas = null;
1275
+ this.multiScenes = null;
1276
+ }
1277
+ loadScene({ scene, mode = LOAD_SCENE_MODE.SINGLE, params = {} }) {
1278
+ if (!scene) {
1279
+ return;
1280
+ }
1281
+ switch (mode) {
1282
+ case LOAD_SCENE_MODE.SINGLE:
1283
+ this.scene = scene;
1284
+ break;
1285
+ case LOAD_SCENE_MODE.MULTI_CANVAS:
1286
+ this.multiScenes.push(scene);
1287
+ break;
1288
+ }
1289
+ this.emit('sceneChanged', { scene, mode, params });
1290
+ }
1291
+ }
1292
+
1293
+ /**
1294
+ * Collect property which react in Editor tooling
1295
+ * @param target - component instance
1296
+ * @param propertyKey - property name
1297
+ */
1298
+ function IDEProp(target, propertyKey) {
1299
+ if (!target.constructor.IDEProps) {
1300
+ target.constructor.IDEProps = [];
1301
+ }
1302
+ target.constructor.IDEProps.push(propertyKey);
1303
+ }
1304
+
1305
+ /**
1306
+ * Normailize system observer info
1307
+ * @param obj - system observer info
1308
+ */
1309
+ function componentObserver(observerInfo = {}) {
1310
+ return function (constructor) {
1311
+ if (!constructor.observerInfo) {
1312
+ for (const key in observerInfo) {
1313
+ for (const index in observerInfo[key]) {
1314
+ if (typeof observerInfo[key][index] === 'string') {
1315
+ observerInfo[key][index] = [observerInfo[key][index]];
1316
+ }
1317
+ let observerProp;
1318
+ if (Array.isArray(observerInfo[key][index])) {
1319
+ observerProp = {
1320
+ prop: observerInfo[key][index],
1321
+ deep: false,
1322
+ };
1323
+ observerInfo[key][index] = observerProp;
1324
+ }
1325
+ observerProp = observerInfo[key][index];
1326
+ if (typeof observerProp.prop === 'string') {
1327
+ observerProp.prop = [observerProp.prop];
1328
+ }
1329
+ }
1330
+ }
1331
+ constructor.observerInfo = observerInfo;
1332
+ }
1333
+ };
1334
+ }
1335
+
1336
+ /** Load lifecycle events (decoupled from Resource/Progress to avoid barrel import cycles). */
1337
+ var LOAD_EVENT;
1338
+ (function (LOAD_EVENT) {
1339
+ LOAD_EVENT["START"] = "start";
1340
+ LOAD_EVENT["PROGRESS"] = "progress";
1341
+ LOAD_EVENT["LOADED"] = "loaded";
1342
+ LOAD_EVENT["COMPLETE"] = "complete";
1343
+ LOAD_EVENT["ERROR"] = "error";
1344
+ })(LOAD_EVENT || (LOAD_EVENT = {}));
1345
+
1346
+ class Progress extends EventEmitter {
1347
+ constructor({ resource, resourceTotal }) {
1348
+ super();
1349
+ this.progress = 0;
1350
+ this.resourceTotal = 0;
1351
+ this.resourceLoadedCount = 0;
1352
+ this.resource = resource;
1353
+ this.resourceTotal = resourceTotal;
1354
+ if (resourceTotal === 0) {
1355
+ this.resource.emit(LOAD_EVENT.COMPLETE, this);
1356
+ }
1357
+ }
1358
+ onStart() {
1359
+ this.resource.emit(LOAD_EVENT.START, this);
1360
+ }
1361
+ onProgress(param) {
1362
+ this.resourceLoadedCount++;
1363
+ this.progress = Math.floor((this.resourceLoadedCount / this.resourceTotal) * 100) / 100;
1364
+ if (param.success) {
1365
+ this.resource.emit(LOAD_EVENT.LOADED, this, param);
1366
+ }
1367
+ else {
1368
+ this.resource.emit(LOAD_EVENT.ERROR, this, param);
1369
+ }
1370
+ this.resource.emit(LOAD_EVENT.PROGRESS, this, param);
1371
+ if (this.resourceLoadedCount === this.resourceTotal) {
1372
+ this.resource.emit(LOAD_EVENT.COMPLETE, this);
1373
+ }
1374
+ }
1375
+ }
1376
+
1377
+ const resourceLoader = {
1378
+ AbstractLoadStrategy,
1379
+ AudioLoadStrategy,
1380
+ ImageLoadStrategy,
1381
+ XhrResponseType,
1382
+ MediaElementLoadStrategy,
1383
+ VideoLoadStrategy,
1384
+ XhrLoadStrategy,
1385
+ Loader,
1386
+ Resource: Resource$1,
1387
+ ResourceType,
1388
+ ResourceState
1389
+ };
1390
+
1391
+ /** Resource type */
1392
+ var RESOURCE_TYPE;
1393
+ (function (RESOURCE_TYPE) {
1394
+ RESOURCE_TYPE["IMAGE"] = "IMAGE";
1395
+ RESOURCE_TYPE["SPRITE"] = "SPRITE";
1396
+ RESOURCE_TYPE["SPRITE_ANIMATION"] = "SPRITE_ANIMATION";
1397
+ RESOURCE_TYPE["AUDIO"] = "AUDIO";
1398
+ RESOURCE_TYPE["VIDEO"] = "VIDEO";
1399
+ })(RESOURCE_TYPE || (RESOURCE_TYPE = {}));
1400
+ XhrLoadStrategy.setExtensionXhrType('json', XhrResponseType.Json);
1401
+ XhrLoadStrategy.setExtensionXhrType('tex', XhrResponseType.Json);
1402
+ XhrLoadStrategy.setExtensionXhrType('ske', XhrResponseType.Json);
1403
+ XhrLoadStrategy.setExtensionXhrType('mp3', XhrResponseType.Buffer);
1404
+ XhrLoadStrategy.setExtensionXhrType('wav', XhrResponseType.Buffer);
1405
+ XhrLoadStrategy.setExtensionXhrType('aac', XhrResponseType.Buffer);
1406
+ XhrLoadStrategy.setExtensionXhrType('ogg', XhrResponseType.Buffer);
1407
+ const RESOURCE_TYPE_STRATEGY = {
1408
+ png: ImageLoadStrategy,
1409
+ jpg: ImageLoadStrategy,
1410
+ jpeg: ImageLoadStrategy,
1411
+ webp: ImageLoadStrategy,
1412
+ json: XhrLoadStrategy,
1413
+ tex: XhrLoadStrategy,
1414
+ ske: XhrLoadStrategy,
1415
+ audio: XhrLoadStrategy,
1416
+ video: VideoLoadStrategy,
1417
+ };
1418
+ /**
1419
+ * Resource manager
1420
+ * @public
1421
+ */
1422
+ class Resource extends EventEmitter {
1423
+ constructor(options) {
1424
+ super();
1425
+ // TODO: specify timeout in config to overwrite it
1426
+ /** load resource timeout */
1427
+ this.timeout = 6000;
1428
+ this.preProcessResourceHandlers = [];
1429
+ /** Resource cache */
1430
+ this.resourcesMap = {};
1431
+ /** Collection of make resource instance function */
1432
+ this.makeInstanceFunctions = {};
1433
+ /** Collection of destroy resource instance function */
1434
+ this.destroyInstanceFunctions = {};
1435
+ /** Resource load promise */
1436
+ this.promiseMap = {};
1437
+ this.loaders = [];
1438
+ if (options && typeof options.timeout === 'number') {
1439
+ this.timeout = options.timeout;
1440
+ }
1441
+ }
1442
+ /** Add resource configs and then preload */
1443
+ loadConfig(resources) {
1444
+ this.addResource(resources);
1445
+ this.preload();
1446
+ }
1447
+ /** Add single resource config and then preload */
1448
+ loadSingle(resource) {
1449
+ this.addResource([resource]);
1450
+ return this.getResource(resource.name);
1451
+ }
1452
+ /** Add resource configs */
1453
+ addResource(resources) {
1454
+ if (!resources || resources.length < 1) {
1455
+ console.warn('no resources');
1456
+ return;
1457
+ }
1458
+ for (const res of resources) {
1459
+ if (this.resourcesMap[res.name]) {
1460
+ console.warn(res.name + ' was already added');
1461
+ continue;
1462
+ }
1463
+ this.resourcesMap[res.name] = res;
1464
+ this.resourcesMap[res.name].data = {};
1465
+ }
1466
+ }
1467
+ /** dd resource preprocesser*/
1468
+ addPreProcessResourceHandler(handler) {
1469
+ this.preProcessResourceHandlers.push(handler);
1470
+ }
1471
+ removePreProcessResourceHandler(handler) {
1472
+ this.preProcessResourceHandlers.splice(this.preProcessResourceHandlers.indexOf(handler), 1);
1473
+ }
1474
+ /** Start preload */
1475
+ preload() {
1476
+ const names = [];
1477
+ for (const key in this.resourcesMap) {
1478
+ const resource = this.resourcesMap[key];
1479
+ if (resource.preload && !resource.complete && !this.promiseMap[key]) {
1480
+ names.push(resource.name);
1481
+ }
1482
+ }
1483
+ this.progress = new Progress({
1484
+ resource: this,
1485
+ resourceTotal: names.length,
1486
+ });
1487
+ this.loadResource({ names, preload: true });
1488
+ }
1489
+ /** Get resource by name */
1490
+ async getResource(name) {
1491
+ this.loadResource({ names: [name] });
1492
+ return this.promiseMap[name] || Promise.resolve({});
1493
+ }
1494
+ /** Make resource instance by resource type */
1495
+ async instance(name) {
1496
+ const res = this.resourcesMap[name];
1497
+ return this.makeInstanceFunctions[res.type] && (await this.makeInstanceFunctions[res.type](res));
1498
+ }
1499
+ /** destory this resource manager */
1500
+ async destroy(name) {
1501
+ await this._destroy(name);
1502
+ }
1503
+ async _destroy(name, loadError = false) {
1504
+ const resource = this.resourcesMap[name];
1505
+ if (!resource)
1506
+ return;
1507
+ if (!loadError) {
1508
+ try {
1509
+ if (this.destroyInstanceFunctions[resource.type]) {
1510
+ await this.destroyInstanceFunctions[resource.type](resource);
1511
+ }
1512
+ }
1513
+ catch (e) {
1514
+ console.warn(`destroy resource ${resource.name} error with '${e.message}'`);
1515
+ }
1516
+ }
1517
+ delete this.promiseMap[name];
1518
+ resource.data = {};
1519
+ resource.complete = false;
1520
+ resource.instance = undefined;
1521
+ }
1522
+ /**
1523
+ * Register a custom resource type string on {@link RESOURCE_TYPE}.
1524
+ * For TypeScript, extend `RESOURCE_TYPE` via `declare module "@combos-fun/engine"` in your app’s ambient `.d.ts`.
1525
+ * Call this before {@link registerInstance} / {@link registerDestroy} for that type.
1526
+ */
1527
+ registerResourceType(type, value = type) {
1528
+ if (RESOURCE_TYPE[type]) {
1529
+ throw new Error(`The type ${type} already exists in RESOURCE_TYPE`);
1530
+ }
1531
+ RESOURCE_TYPE[type] = value;
1532
+ }
1533
+ /** Add resource instance function */
1534
+ registerInstance(type, callback) {
1535
+ this.makeInstanceFunctions[type] = callback;
1536
+ }
1537
+ /** Add resource destroy function */
1538
+ registerDestroy(type, callback) {
1539
+ this.destroyInstanceFunctions[type] = callback;
1540
+ }
1541
+ loadResource({ names = [], preload = false }) {
1542
+ const unLoadNames = names.filter(name => !this.promiseMap[name] && this.resourcesMap[name]);
1543
+ if (!unLoadNames.length)
1544
+ return;
1545
+ const resolves = {};
1546
+ const loader = this.getLoader(preload);
1547
+ unLoadNames.forEach(name => {
1548
+ this.promiseMap[name] = new Promise(r => (resolves[name] = r));
1549
+ const res = this.resourcesMap[name];
1550
+ for (const handler of this.preProcessResourceHandlers) {
1551
+ handler(res);
1552
+ }
1553
+ for (const key in res.src) {
1554
+ const resourceType = res.src[key].type;
1555
+ if (resourceType === 'data') {
1556
+ res.data[key] = res.src[key].data;
1557
+ this.doComplete(name, resolves[name], preload);
1558
+ }
1559
+ else {
1560
+ loader.add({
1561
+ url: res.src[key].url,
1562
+ name: `${res.name}_${key}`,
1563
+ strategy: RESOURCE_TYPE_STRATEGY[resourceType],
1564
+ metadata: {
1565
+ key,
1566
+ name: res.name,
1567
+ resolves,
1568
+ },
1569
+ });
1570
+ }
1571
+ }
1572
+ });
1573
+ loader.load();
1574
+ }
1575
+ async doComplete(name, resolve, preload = false) {
1576
+ const res = this.resourcesMap[name];
1577
+ const param = {
1578
+ name,
1579
+ resource: this.resourcesMap[name],
1580
+ success: true,
1581
+ };
1582
+ if (this.checkAllLoaded(name)) {
1583
+ try {
1584
+ res.instance = await this.instance(name);
1585
+ res.complete = true;
1586
+ if (preload) {
1587
+ this.progress.onProgress(param);
1588
+ }
1589
+ resolve(res);
1590
+ }
1591
+ catch (err) {
1592
+ console.error(err);
1593
+ res.complete = false;
1594
+ if (preload) {
1595
+ param.errMsg = err.message;
1596
+ param.success = false;
1597
+ this.progress.onProgress(param);
1598
+ }
1599
+ resolve({});
1600
+ }
1601
+ }
1602
+ }
1603
+ checkAllLoaded(name) {
1604
+ const res = this.resourcesMap[name];
1605
+ return Array.from(Object.keys(res.src)).every(resourceKey => res.data[resourceKey]);
1606
+ }
1607
+ getLoader(preload = false) {
1608
+ let loader = this.loaders.find(({ loading }) => !loading);
1609
+ if (!loader) {
1610
+ loader = new Loader();
1611
+ this.loaders.push(loader);
1612
+ }
1613
+ if (preload) {
1614
+ loader.onStart.once(() => {
1615
+ this.progress.onStart();
1616
+ });
1617
+ }
1618
+ loader.onLoad.add((_, resource) => {
1619
+ this.onLoad({ preload, resource });
1620
+ });
1621
+ loader.onError.add((errMsg, _loader, resource) => {
1622
+ this.onError({ errMsg, resource, preload });
1623
+ });
1624
+ loader.onComplete.once(() => {
1625
+ loader.onLoad.detachAll();
1626
+ loader.onError.detachAll();
1627
+ loader.reset();
1628
+ });
1629
+ return loader;
1630
+ }
1631
+ async onLoad({ preload = false, resource }) {
1632
+ const { metadata: { key, name, resolves }, data, } = resource;
1633
+ const res = this.resourcesMap[name];
1634
+ res.data[key] = data;
1635
+ this.doComplete(name, resolves[name], preload);
1636
+ }
1637
+ async onError({ errMsg, preload = false, resource }) {
1638
+ const { metadata: { name, resolves }, } = resource;
1639
+ this._destroy(name, true);
1640
+ resolves[name]({});
1641
+ if (preload) {
1642
+ const param = {
1643
+ name,
1644
+ resource: this.resourcesMap[name],
1645
+ success: false,
1646
+ errMsg,
1647
+ };
1648
+ this.progress.onProgress(param);
1649
+ }
1650
+ }
1651
+ }
1652
+ /** Resource manager single instance */
1653
+ const resource = new Resource();
1654
+
1655
+ /** Decorators util */
1656
+ const decorators = {
1657
+ IDEProp,
1658
+ componentObserver,
1659
+ };
1660
+ const version = '__VERSION__';
1661
+ console.log(`@combos-fun/engine version: ${version}`);
1662
+
1663
+ export { Component, Game, GameObject, IDEProp, LOAD_EVENT, LOAD_SCENE_MODE, ObserverType as OBSERVER_TYPE, RESOURCE_TYPE, RESOURCE_TYPE_STRATEGY, Scene, System, Transform, componentObserver, decorators, resource, resourceLoader, version };
1664
+ //# sourceMappingURL=engine.esm.js.map