@datamoc/mw_games 0.26.1 → 0.30.0
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.
- package/CHANGELOG.md +134 -0
- package/README.md +2 -1
- package/api-surface.json +564 -0
- package/dist/ai/Suggest.d.ts +54 -0
- package/dist/ai/Suggest.d.ts.map +1 -0
- package/dist/ai/Suggest.js +48 -0
- package/dist/ai/Suggest.js.map +1 -0
- package/dist/ai/index.d.ts +2 -0
- package/dist/ai/index.d.ts.map +1 -1
- package/dist/ai/index.js +1 -0
- package/dist/ai/index.js.map +1 -1
- package/dist/core/Input.d.ts +7 -0
- package/dist/core/Input.d.ts.map +1 -1
- package/dist/core/Input.js +9 -0
- package/dist/core/Input.js.map +1 -1
- package/dist/core/Random.d.ts +32 -5
- package/dist/core/Random.d.ts.map +1 -1
- package/dist/core/Random.js.map +1 -1
- package/dist/core/Replay.d.ts +28 -4
- package/dist/core/Replay.d.ts.map +1 -1
- package/dist/core/Replay.js +38 -9
- package/dist/core/Replay.js.map +1 -1
- package/dist/core/ReplayFile.d.ts +197 -0
- package/dist/core/ReplayFile.d.ts.map +1 -0
- package/dist/core/ReplayFile.js +257 -0
- package/dist/core/ReplayFile.js.map +1 -0
- package/dist/core/index.d.ts +4 -2
- package/dist/core/index.d.ts.map +1 -1
- package/dist/core/index.js +2 -1
- package/dist/core/index.js.map +1 -1
- package/dist/mw_games.global.js +113 -113
- package/dist/simulation/Training.d.ts +77 -0
- package/dist/simulation/Training.d.ts.map +1 -1
- package/dist/simulation/Training.js +87 -0
- package/dist/simulation/Training.js.map +1 -1
- package/dist/simulation/index.d.ts +2 -2
- package/dist/simulation/index.d.ts.map +1 -1
- package/dist/simulation/index.js +1 -1
- package/dist/simulation/index.js.map +1 -1
- package/dist/two-d/render/Beam.d.ts +136 -0
- package/dist/two-d/render/Beam.d.ts.map +1 -0
- package/dist/two-d/render/Beam.js +203 -0
- package/dist/two-d/render/Beam.js.map +1 -0
- package/dist/two-d/render/Flights.d.ts +90 -0
- package/dist/two-d/render/Flights.d.ts.map +1 -0
- package/dist/two-d/render/Flights.js +135 -0
- package/dist/two-d/render/Flights.js.map +1 -0
- package/dist/two-d/render/Particles.d.ts +57 -0
- package/dist/two-d/render/Particles.d.ts.map +1 -1
- package/dist/two-d/render/Particles.js +68 -1
- package/dist/two-d/render/Particles.js.map +1 -1
- package/dist/two-d/render/index.d.ts +5 -1
- package/dist/two-d/render/index.d.ts.map +1 -1
- package/dist/two-d/render/index.js +2 -0
- package/dist/two-d/render/index.js.map +1 -1
- package/dist/two-d/ui/MessageLog.d.ts +28 -0
- package/dist/two-d/ui/MessageLog.d.ts.map +1 -1
- package/dist/two-d/ui/MessageLog.js +23 -6
- package/dist/two-d/ui/MessageLog.js.map +1 -1
- package/dist/two-d/ui/OnScreenKeyboard.d.ts +91 -0
- package/dist/two-d/ui/OnScreenKeyboard.d.ts.map +1 -0
- package/dist/two-d/ui/OnScreenKeyboard.js +109 -0
- package/dist/two-d/ui/OnScreenKeyboard.js.map +1 -0
- package/dist/two-d/ui/TextPrompt.d.ts +122 -0
- package/dist/two-d/ui/TextPrompt.d.ts.map +1 -0
- package/dist/two-d/ui/TextPrompt.js +236 -0
- package/dist/two-d/ui/TextPrompt.js.map +1 -0
- package/dist/two-d/ui/index.d.ts +6 -2
- package/dist/two-d/ui/index.d.ts.map +1 -1
- package/dist/two-d/ui/index.js +3 -1
- package/dist/two-d/ui/index.js.map +1 -1
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +1 -1
- package/sbom.cdx.json +6 -6
- package/tools/browser-driver.d.mts +30 -0
- package/tools/browser-driver.mjs +146 -3
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import { Generator } from '../core/Random.ts';
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import type { ReplayEvent } from '../core/Replay.ts';
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import type { NeuralModel, NeuralObservation } from '../ai/Neural.ts';
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import type { SimulationRule, SimulationStep } from './Scenario.ts';
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export interface TrainingRules<State, Command, Event> {
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@@ -140,4 +141,80 @@ export declare function runRolloutsAsync<Config, State, Command, Event>(factory:
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jobs?: number;
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timeout?: number;
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}): Promise<RolloutEpisode[]>;
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export interface ImitationSample {
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/** the observation the recorded action was taken against */
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observation: NeuralObservation;
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/** the recorded action's index in the caller's `actions` list */
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action: number;
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/** the frame the action was recorded on */
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frame: number;
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}
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export interface ImitationResult {
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samples: readonly ImitationSample[];
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/** env steps taken, one per recorded event reached */
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steps: number;
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terminated: boolean;
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truncated: boolean;
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}
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/**
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* Turns a persisted run into imitation targets: walks the recorded actions against the same
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* seeded environment they were played on, and hands back the (observation, action) pairs a
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* game's own trainer fits - the same shape the maze chase example fits, but sourced from how
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* the game's own players played rather than a generated expert.
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*
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* One recorded event is one environment step, so a turn-based game steps once per action
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* taken; a tick-based game whose rule needs an explicit idle records one, since a frame
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* without an event advances nothing here. The environment must expose exactly one agent
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* (the recorded player); anything else that moves is part of the rule, the way the maze
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* chase's ghosts are. A recorded action outside the list is a named error, not a skipped
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* event: every sample after a skipped one would be off-trajectory.
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*
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* @example
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* ```ts
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* import { TrainingEnvironment, imitationFromReplay } from '@datamoc/mw_games/simulation';
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* declare const env: TrainingEnvironment<{ x: number }, number, never>;
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* const result = imitationFromReplay(env, {
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* actions: ['left', 'right'],
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* events: [{ frame: 0, action: 'right' }],
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* seed: 7,
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* });
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* console.log(result.samples[0].action); // 1: 'right'
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* ```
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*/
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export declare function imitationFromReplay<State, Command, Event>(environment: TrainingEnvironment<State, Command, Event>, options: {
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actions: readonly string[];
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events: readonly ReplayEvent[];
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seed: number;
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}): ImitationResult;
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/** The record of one AI-played run from a seed, reproducible on demand. */
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export interface SeededRun {
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seed: number;
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steps: number;
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/** the chosen actions, one array per step, in the env's roster order */
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actions: readonly (readonly (number | null)[])[];
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/** cumulative reward per agent over the whole run */
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rewards: readonly number[];
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terminated: boolean;
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truncated: boolean;
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}
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/**
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* Plays one whole run with the AI choosing, from a named seed: the same seed and the same
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* `choose` make the same decisions, so a run is comparable between builds, policies and
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* machines. `choose` must be deterministic for that to hold - the deterministic argmax of a
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* `NeuralPolicy`, a heuristic's fixed candidate order - and receives the env's full roster,
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* returning one action per agent. Unlike `runRollouts`, the chooser is not a `NeuralModel`:
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* a heuristic policy, a trained model behind `NeuralPolicy.selectAction`, or any function a
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* benchmark can name works the same way. The env's own `maxSteps` is the truncation bound.
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*
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* @example
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* ```ts
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* import { TrainingEnvironment, runSeededEpisode } from '@datamoc/mw_games/simulation';
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* declare const env: TrainingEnvironment<{ x: number }, number, never>;
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* const run = runSeededEpisode(env, (observations) => [0], { seed: 7 });
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* console.log(run.steps, run.terminated);
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* ```
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*/
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export declare function runSeededEpisode<State, Command, Event>(environment: TrainingEnvironment<State, Command, Event>, choose: (observations: readonly NeuralObservation[]) => readonly (number | null)[], options: {
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seed: number;
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}): SeededRun;
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//# sourceMappingURL=Training.d.ts.map
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{"version":3,"file":"Training.d.ts","sourceRoot":"","sources":["../../src/simulation/Training.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAE9C,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAErD,OAAO,KAAK,EAAE,WAAW,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAEtE,OAAO,KAAK,EAAE,cAAc,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAEpE,MAAM,WAAW,aAAa,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK;IACnD,kBAAkB,EAAE,MAAM,CAAC;IAC3B,OAAO,CAAC,MAAM,EAAE,SAAS,GAAG,KAAK,CAAC;IAClC,wFAAwF;IACxF,IAAI,EAAE,cAAc,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IACvD,OAAO,CAAC,KAAK,EAAE,KAAK,GAAG,SAAS,iBAAiB,EAAE,CAAC;IACpD,OAAO,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,OAAO,CAAC;IACpE,sEAAsE;IACtE,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG,SAAS,MAAM,EAAE,CAAC;IACnG,uEAAuE;IACvE,QAAQ,CAAC,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC;CACjC;AAED,MAAM,WAAW,aAAa;IAC7B,YAAY,EAAE,SAAS,iBAAiB,EAAE,CAAC;IAC3C,OAAO,EAAE,SAAS,MAAM,EAAE,CAAC;IAC3B,UAAU,EAAE,OAAO,CAAC;IACpB,SAAS,EAAE,OAAO,CAAC;CACnB;AAED,MAAM,WAAW,gBAAgB,CAAC,KAAK;IACtC,OAAO,EAAE,CAAC,CAAC;IACX,kBAAkB,EAAE,MAAM,CAAC;IAC3B,KAAK,EAAE,KAAK,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;IACb,MAAM,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAClD,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE,MAAM,CAAC;IACjB,UAAU,EAAE,OAAO,CAAC;IACpB,SAAS,EAAE,OAAO,CAAC;CACnB;AAED,8FAA8F;AAC9F,MAAM,WAAW,kBAAkB,CAAC,KAAK,EAAE,YAAY;IACtD,OAAO,EAAE,CAAC,CAAC;IACX,KAAK,EAAE,WAAW,CAAC;IACnB,WAAW,EAAE,gBAAgB,CAAC,KAAK,CAAC,CAAC;IACrC,YAAY,EAAE,YAAY,CAAC;CAC3B;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,qBAAa,mBAAmB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK;IACrD,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,KAAK,CAAK;IAClB,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,UAAU,CAAK;IACvB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuC;IAC7D,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAmB;IAE1C,OAAO,KAAK,SAAS,GAEpB;IAED,YAAY,KAAK,EAAE,aAAa,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,OAAO,EAAE;QAAE,QAAQ,EAAE,MAAM,CAAA;KAAE,EAAE,MAAM,mBAAY,EAUzG;IAED,KAAK,CAAC,IAAI,EAAE,MAAM,GAAG,aAAa,CAWjC;IAED,IAAI,CAAC,OAAO,EAAE,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,aAAa,CA6BvD;IAED,QAAQ,IAAI,gBAAgB,CAAC,KAAK,CAAC,CAalC;IAED,OAAO,CAAC,QAAQ,EAAE,gBAAgB,CAAC,KAAK,CAAC,GAAG,aAAa,CAsCxD;IAED,OAAO,CAAC,YAAY;CAkBpB;AAED,MAAM,WAAW,cAAc;IAC9B,KAAK,EAAE,SAAS,MAAM,EAAE,CAAC;IACzB,wFAAwF;IACxF,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,8FAA8F;IAC9F,eAAe,CAAC,EAAE,MAAM,CAAC;IACzB,MAAM,CAAC,EAAE,WAAW,CAAC;CACrB;AAED,MAAM,WAAW,kBAAkB;IAClC,MAAM,EAAE,aAAa,CAAC;IACtB,OAAO,EAAE,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,CAAC;IACpC,KAAK,EAAE,aAAa,CAAC;CACrB;AAED,MAAM,WAAW,cAAc;IAC9B,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,EAAE,MAAM,CAAC;IACd,OAAO,EAAE,MAAM,EAAE,CAAC;IAClB,UAAU,EAAE,OAAO,CAAC;IACpB,SAAS,EAAE,OAAO,CAAC;IACnB,UAAU,EAAE,kBAAkB,EAAE,CAAC;CACjC;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAChD,WAAW,EAAE,mBAAmB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,EACvD,KAAK,EAAE,WAAW,EAClB,OAAO,EAAE,cAAc,GACrB,cAAc,EAAE,CAGlB;AAmDD,4GAA4G;AAC5G,MAAM,MAAM,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,IAAI,CAC5D,KAAK,EAAE;IAAE,mBAAmB,EAAE,OAAO,mBAAmB,CAAA;CAAE,EAC1D,MAAM,EAAE,MAAM,KACV,mBAAmB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAwBhD;;;;;;;;;;;;;;;GAeG;AACH,wBAAsB,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EACnE,OAAO,EAAE,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,EACvD,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,WAAW,EAClB,OAAO,EAAE,cAAc,GAAG;IAAE,IAAI,CAAC,EAAE,MAAM,CAAC;IAAC,OAAO,CAAC,EAAE,MAAM,CAAA;CAAE,GAC3D,OAAO,CAAC,cAAc,EAAE,CAAC,CAsC3B;AAED,MAAM,WAAW,eAAe;IAC/B,4DAA4D;IAC5D,WAAW,EAAE,iBAAiB,CAAC;IAC/B,iEAAiE;IACjE,MAAM,EAAE,MAAM,CAAC;IACf,2CAA2C;IAC3C,KAAK,EAAE,MAAM,CAAC;CACd;AAED,MAAM,WAAW,eAAe;IAC/B,OAAO,EAAE,SAAS,eAAe,EAAE,CAAC;IACpC,sDAAsD;IACtD,KAAK,EAAE,MAAM,CAAC;IACd,UAAU,EAAE,OAAO,CAAC;IACpB,SAAS,EAAE,OAAO,CAAC;CACnB;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EACxD,WAAW,EAAE,mBAAmB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,EACvD,OAAO,EAAE;IAAE,OAAO,EAAE,SAAS,MAAM,EAAE,CAAC;IAAC,MAAM,EAAE,SAAS,WAAW,EAAE,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAE,GACnF,eAAe,CAoBjB;AAED,2EAA2E;AAC3E,MAAM,WAAW,SAAS;IACzB,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,EAAE,MAAM,CAAC;IACd,wEAAwE;IACxE,OAAO,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC;IACjD,qDAAqD;IACrD,OAAO,EAAE,SAAS,MAAM,EAAE,CAAC;IAC3B,UAAU,EAAE,OAAO,CAAC;IACpB,SAAS,EAAE,OAAO,CAAC;CACnB;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EACrD,WAAW,EAAE,mBAAmB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,EACvD,MAAM,EAAE,CAAC,YAAY,EAAE,SAAS,iBAAiB,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,EAClF,OAAO,EAAE;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GACvB,SAAS,CAmBX"}
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import { Generator } from '../core/Random.js';
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import { parseReplayEvents } from '../core/Replay.js';
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import { createNeuralEvaluator } from '../ai/Neural.js';
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import { spawn } from '../threads/index.js';
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/**
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@@ -276,4 +277,90 @@ export async function runRolloutsAsync(factory, config, model, options) {
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options.signal?.removeEventListener('abort', cancel);
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}
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/**
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* Turns a persisted run into imitation targets: walks the recorded actions against the same
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* seeded environment they were played on, and hands back the (observation, action) pairs a
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* game's own trainer fits - the same shape the maze chase example fits, but sourced from how
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* the game's own players played rather than a generated expert.
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*
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* One recorded event is one environment step, so a turn-based game steps once per action
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* taken; a tick-based game whose rule needs an explicit idle records one, since a frame
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* without an event advances nothing here. The environment must expose exactly one agent
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* (the recorded player); anything else that moves is part of the rule, the way the maze
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* chase's ghosts are. A recorded action outside the list is a named error, not a skipped
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* event: every sample after a skipped one would be off-trajectory.
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*
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* @example
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* ```ts
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* import { TrainingEnvironment, imitationFromReplay } from '@datamoc/mw_games/simulation';
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* declare const env: TrainingEnvironment<{ x: number }, number, never>;
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* const result = imitationFromReplay(env, {
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* actions: ['left', 'right'],
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* events: [{ frame: 0, action: 'right' }],
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* seed: 7,
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* });
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* console.log(result.samples[0].action); // 1: 'right'
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* ```
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*/
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export function imitationFromReplay(environment, options) {
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+
const names = [...options.actions];
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if (!names.length || names.some((name) => typeof name !== 'string'))
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throw new TypeError('imitation needs the recorded action names in policy order');
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+
const events = parseReplayEvents(options.events);
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+
const frame = environment.reset(options.seed);
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if (frame.observations.length !== 1)
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throw new Error('imitation trains the recorded player alone: the environment must expose one agent');
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+
const samples = [];
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+
let current = frame;
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+
let steps = 0;
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316
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+
for (const event of events) {
|
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317
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+
if (current.terminated || current.truncated)
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+
break;
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+
const action = names.indexOf(event.action);
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+
if (action < 0)
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+
throw new Error(`a recorded action ${JSON.stringify(event.action)} is not in the action list`);
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+
samples.push({ observation: current.observations[0], action, frame: event.frame });
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+
current = environment.step([action]);
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+
steps++;
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+
}
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+
return { samples, steps, terminated: current.terminated, truncated: current.truncated };
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+
}
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+
/**
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329
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+
* Plays one whole run with the AI choosing, from a named seed: the same seed and the same
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330
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+
* `choose` make the same decisions, so a run is comparable between builds, policies and
|
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331
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+
* machines. `choose` must be deterministic for that to hold - the deterministic argmax of a
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332
|
+
* `NeuralPolicy`, a heuristic's fixed candidate order - and receives the env's full roster,
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333
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+
* returning one action per agent. Unlike `runRollouts`, the chooser is not a `NeuralModel`:
|
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|
+
* a heuristic policy, a trained model behind `NeuralPolicy.selectAction`, or any function a
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335
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+
* benchmark can name works the same way. The env's own `maxSteps` is the truncation bound.
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336
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+
*
|
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337
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+
* @example
|
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338
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+
* ```ts
|
|
339
|
+
* import { TrainingEnvironment, runSeededEpisode } from '@datamoc/mw_games/simulation';
|
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340
|
+
* declare const env: TrainingEnvironment<{ x: number }, number, never>;
|
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341
|
+
* const run = runSeededEpisode(env, (observations) => [0], { seed: 7 });
|
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342
|
+
* console.log(run.steps, run.terminated);
|
|
343
|
+
* ```
|
|
344
|
+
*/
|
|
345
|
+
export function runSeededEpisode(environment, choose, options) {
|
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346
|
+
let frame = environment.reset(options.seed);
|
|
347
|
+
const rewards = frame.rewards.map(() => 0);
|
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|
+
const actions = [];
|
|
349
|
+
let steps = 0;
|
|
350
|
+
while (!frame.terminated && !frame.truncated) {
|
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351
|
+
const chosen = choose(frame.observations);
|
|
352
|
+
if (!Array.isArray(chosen) || chosen.length !== frame.observations.length)
|
|
353
|
+
throw new RangeError('the seeded-run chooser must return one action per agent');
|
|
354
|
+
actions.push([...chosen]);
|
|
355
|
+
const next = environment.step(chosen);
|
|
356
|
+
for (let i = 0; i < rewards.length; i++) {
|
|
357
|
+
rewards[i] += next.rewards[i];
|
|
358
|
+
if (!Number.isFinite(rewards[i]))
|
|
359
|
+
throw new RangeError('seeded-run cumulative reward overflow');
|
|
360
|
+
}
|
|
361
|
+
frame = next;
|
|
362
|
+
steps++;
|
|
363
|
+
}
|
|
364
|
+
return { seed: options.seed, steps, actions, rewards, terminated: frame.terminated, truncated: frame.truncated };
|
|
365
|
+
}
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|
//# sourceMappingURL=Training.js.map
|
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@@ -1 +1 @@
|
|
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1
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-
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1
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|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
export { advanceToInput } from './Turns.ts';
|
|
2
|
-
export { TrainingEnvironment, runRollouts, runRolloutsAsync } from './Training.ts';
|
|
3
|
-
export type { TrainingRules, TrainingFrame, TrainingSnapshot, TrainingCheckpoint, TrainingTransition, TrainingFactory, RolloutOptions, RolloutEpisode, } from './Training.ts';
|
|
2
|
+
export { TrainingEnvironment, runRollouts, runRolloutsAsync, imitationFromReplay, runSeededEpisode, } from './Training.ts';
|
|
3
|
+
export type { TrainingRules, TrainingFrame, TrainingSnapshot, TrainingCheckpoint, TrainingTransition, TrainingFactory, RolloutOptions, RolloutEpisode, ImitationSample, ImitationResult, SeededRun, } from './Training.ts';
|
|
4
4
|
export type { ScheduledTurns, TurnRules, TurnResult } from './Turns.ts';
|
|
5
5
|
export { runScenario } from './Scenario.ts';
|
|
6
6
|
export type { SimulationStatus, SimulationStep, SimulationRule, Scenario, ScenarioResult } from './Scenario.ts';
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,OAAO,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,OAAO,EACN,mBAAmB,EACnB,WAAW,EACX,gBAAgB,EAChB,mBAAmB,EACnB,gBAAgB,GAChB,MAAM,eAAe,CAAC;AACvB,YAAY,EACX,aAAa,EACb,aAAa,EACb,gBAAgB,EAChB,kBAAkB,EAClB,kBAAkB,EAClB,eAAe,EACf,cAAc,EACd,cAAc,EACd,eAAe,EACf,eAAe,EACf,SAAS,GACT,MAAM,eAAe,CAAC;AACvB,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,YAAY,EAAE,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAChH,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,YAAY,EAAE,eAAe,EAAE,aAAa,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC3G,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AACnD,YAAY,EAAE,gBAAgB,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAC;AAC7E,OAAO,EAAE,iBAAiB,EAAE,wBAAwB,EAAE,MAAM,cAAc,CAAC;AAC3E,YAAY,EACX,iBAAiB,EACjB,iBAAiB,EACjB,wBAAwB,EACxB,sBAAsB,EACtB,+BAA+B,EAC/B,qBAAqB,EACrB,kBAAkB,GAClB,MAAM,cAAc,CAAC;AACtB,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAC3D,YAAY,EAAE,wBAAwB,EAAE,MAAM,wBAAwB,CAAC;AACvE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,YAAY,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAE9E;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACtD,YAAY,EAAE,KAAK,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC"}
|
package/dist/simulation/index.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
export { advanceToInput } from './Turns.js';
|
|
2
|
-
export { TrainingEnvironment, runRollouts, runRolloutsAsync } from './Training.js';
|
|
2
|
+
export { TrainingEnvironment, runRollouts, runRolloutsAsync, imitationFromReplay, runSeededEpisode, } from './Training.js';
|
|
3
3
|
export { runScenario } from './Scenario.js';
|
|
4
4
|
export { Campaign } from './Campaign.js';
|
|
5
5
|
export { runHeadlessScenario } from './Harness.js';
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,OAAO,
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,OAAO,EACN,mBAAmB,EACnB,WAAW,EACX,gBAAgB,EAChB,mBAAmB,EACnB,gBAAgB,GAChB,MAAM,eAAe,CAAC;AAevB,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AAEnD,OAAO,EAAE,iBAAiB,EAAE,wBAAwB,EAAE,MAAM,cAAc,CAAC;AAU3E,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAE3D,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC"}
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1
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import { Container } from 'pixi.js';
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2
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import type { Texture2D } from './Types2D.ts';
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export interface BeamPoint {
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x: number;
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y: number;
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}
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export interface BeamTextureOptions {
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/** the strip's texture */
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source: Texture2D;
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/**
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* Stretch the texture once along the whole span instead of tiling it - a ray
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* whose art IS the beam, `scale.x = length / texture.width` - for art that
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* repeats badly. Default false: the strip tiles, as the bare-texture form
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* always has.
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*/
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stretch?: boolean;
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/**
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* Where the strip sits across the beam's thickness: 0 keeps its top edge on
|
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* the line, 0.5 centres it (the default here), 1 hangs it below. The
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* bare-texture form keeps its own old top-edge placement.
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*/
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anchor?: number;
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}
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export interface BeamOptions {
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/** plain-line colour; ignored with `texture`. Default white */
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colour?: number;
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/**
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* Repeating strip drawn instead of a plain line. The object form adds
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* {@link BeamTextureOptions.stretch} and {@link BeamTextureOptions.anchor};
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* a bare texture tiles exactly as it always has.
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*/
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texture?: Texture2D | BeamTextureOptions;
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/** seconds till `done`; default 0.2 */
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duration?: number;
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+
/** line width, or strip height with a texture; default 2 */
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width?: number;
|
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/**
|
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* The beam narrows with its own remaining life - `thickness * (1 - progress)`
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* - the way its alpha fades, so it thins to nothing instead of keeping its
|
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* full width through the whole fade. Default false: only the alpha decays.
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+
*/
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+
thin?: boolean;
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43
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+
/** additive blend; default true, set false for a solid beam */
|
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+
additive?: boolean;
|
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+
}
|
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46
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+
/**
|
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47
|
+
* A one-shot beam between two screen points: a fading line by default, a fading
|
|
48
|
+
* texture strip with `texture` - tiled, or stretched once along the span in the
|
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49
|
+
* object form, with `thin` narrowing the body as it fades (see `BeamOptions`).
|
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50
|
+
* The sub-second ray flash - a zap, a laser, a life-link - where `LightningArc`
|
|
51
|
+
* is the persistent jittered geometry and `MultiTurnBeam` the multi-turn case.
|
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52
|
+
*
|
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53
|
+
* Fades from full to gone across `duration` and reports `done` exactly once, so a
|
|
54
|
+
* group can remove it without a second clock. `retarget` moves either endpoint for
|
|
55
|
+
* a beam tracking two moving points; z-order and parenting stay the caller's.
|
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56
|
+
*
|
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57
|
+
* @example
|
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58
|
+
* ```ts
|
|
59
|
+
* import { Beam } from '@datamoc/mw_games/two-d/render';
|
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60
|
+
* import type { Texture2D } from '@datamoc/mw_games/two-d/render';
|
|
61
|
+
*
|
|
62
|
+
* declare const rayTexture: Texture2D;
|
|
63
|
+
*
|
|
64
|
+
* const zap = new Beam({ x: 0, y: 0 }, { x: 100, y: 0 }, { colour: 0x88ccff, duration: 0.2, thin: true });
|
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65
|
+
* const ray = new Beam({ x: 0, y: 0 }, { x: 100, y: 0 }, {
|
|
66
|
+
* texture: { source: rayTexture, stretch: true },
|
|
67
|
+
* width: 8,
|
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68
|
+
* thin: true,
|
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69
|
+
* duration: 0.3,
|
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70
|
+
* });
|
|
71
|
+
* const expired = zap.update(0.25);
|
|
72
|
+
* console.log(expired); // true - the instant it outlives its duration
|
|
73
|
+
* zap.destroy();
|
|
74
|
+
* ray.destroy();
|
|
75
|
+
* ```
|
|
76
|
+
*/
|
|
77
|
+
export declare class Beam extends Container {
|
|
78
|
+
private from;
|
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79
|
+
private to;
|
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80
|
+
private readonly colour;
|
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81
|
+
private readonly texture?;
|
|
82
|
+
private readonly stretch;
|
|
83
|
+
private readonly textureAnchor;
|
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84
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+
private readonly thickness;
|
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85
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+
private readonly thin;
|
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86
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+
private readonly duration;
|
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87
|
+
private readonly body;
|
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88
|
+
private elapsed;
|
|
89
|
+
private expired;
|
|
90
|
+
/** 1 at launch, `1 - progress` once fading; the thickness multiplier `thin` applies */
|
|
91
|
+
private lifeFraction;
|
|
92
|
+
constructor(from: BeamPoint, to: BeamPoint, options?: BeamOptions);
|
|
93
|
+
/** 0 at launch, 1 at duration end */
|
|
94
|
+
get progress(): number;
|
|
95
|
+
get done(): boolean;
|
|
96
|
+
/** moves either endpoint, for a beam tracking two points that are themselves moving */
|
|
97
|
+
retarget(from?: BeamPoint, to?: BeamPoint): void;
|
|
98
|
+
/** @returns true the instant `duration` elapses, so a caller can remove the beam exactly once */
|
|
99
|
+
update(dt: number): boolean;
|
|
100
|
+
destroy(): void;
|
|
101
|
+
private redraw;
|
|
102
|
+
}
|
|
103
|
+
/**
|
|
104
|
+
* Owns the beams a game has flashing: one `add` per ray, one `update(dt)` fading
|
|
105
|
+
* them all and forgetting the finished ones, and no bookkeeping left to the caller.
|
|
106
|
+
* Beams are parented here and destroyed with their beam; z-order stays the caller's.
|
|
107
|
+
*
|
|
108
|
+
* @example
|
|
109
|
+
* ```ts
|
|
110
|
+
* import { Beams } from '@datamoc/mw_games/two-d/render';
|
|
111
|
+
* import type { Container2D } from '@datamoc/mw_games/two-d/render';
|
|
112
|
+
*
|
|
113
|
+
* declare const layer: Container2D;
|
|
114
|
+
*
|
|
115
|
+
* const beams = new Beams();
|
|
116
|
+
* layer.addChild(beams);
|
|
117
|
+
*
|
|
118
|
+
* beams.add({ x: 0, y: 0 }, { x: 100, y: 0 }, { colour: 0x88ccff });
|
|
119
|
+
* beams.update(1 / 60);
|
|
120
|
+
* console.log(beams.count); // 1 - still fading
|
|
121
|
+
* beams.clear();
|
|
122
|
+
* ```
|
|
123
|
+
*/
|
|
124
|
+
export declare class Beams extends Container {
|
|
125
|
+
private readonly live;
|
|
126
|
+
/** flashes a beam between two points; it fades on `update` and removes itself at duration end */
|
|
127
|
+
add(from: BeamPoint, to: BeamPoint, options?: BeamOptions): Beam;
|
|
128
|
+
/** fades every live beam, then forgets and destroys the finished ones */
|
|
129
|
+
update(dt: number): void;
|
|
130
|
+
/** how many beams are still fading */
|
|
131
|
+
get count(): number;
|
|
132
|
+
/** drops every live beam at once - a scene change, say */
|
|
133
|
+
clear(): void;
|
|
134
|
+
destroy(): void;
|
|
135
|
+
}
|
|
136
|
+
//# sourceMappingURL=Beam.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"Beam.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Beam.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAA2C,MAAM,SAAS,CAAC;AAE7E,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAE9C,MAAM,WAAW,SAAS;IACzB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;CACV;AAED,MAAM,WAAW,kBAAkB;IAClC,0BAA0B;IAC1B,MAAM,EAAE,SAAS,CAAC;IAClB;;;;;OAKG;IACH,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB;;;;OAIG;IACH,MAAM,CAAC,EAAE,MAAM,CAAC;CAChB;AAED,MAAM,WAAW,WAAW;IAC3B,+DAA+D;IAC/D,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB;;;;OAIG;IACH,OAAO,CAAC,EAAE,SAAS,GAAG,kBAAkB,CAAC;IACzC,uCAAuC;IACvC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,4DAA4D;IAC5D,KAAK,CAAC,EAAE,MAAM,CAAC;IACf;;;;OAIG;IACH,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,+DAA+D;IAC/D,QAAQ,CAAC,EAAE,OAAO,CAAC;CACnB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,qBAAa,IAAK,SAAQ,SAAS;IAClC,OAAO,CAAC,IAAI,CAAY;IACxB,OAAO,CAAC,EAAE,CAAY;IACtB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAY;IACrC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAU;IAClC,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAS;IACvC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAS;IACnC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAU;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAS;IAClC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAmC;IAExD,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,OAAO,CAAS;IAExB,uFAAuF;IACvF,OAAO,CAAC,YAAY,CAAK;IAEzB,YAAY,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,SAAS,EAAE,OAAO,GAAE,WAAgB,EAsCpE;IAED,qCAAqC;IACrC,IAAI,QAAQ,IAAI,MAAM,CAErB;IAED,IAAI,IAAI,IAAI,OAAO,CAElB;IAED,uFAAuF;IACvF,QAAQ,CAAC,IAAI,CAAC,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,SAAS,GAAG,IAAI,CAI/C;IAED,iGAAiG;IACjG,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAe1B;IAEQ,OAAO,IAAI,IAAI,CAIvB;IAED,OAAO,CAAC,MAAM;CAyBd;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,qBAAa,KAAM,SAAQ,SAAS;IACnC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAc;IAEnC,iGAAiG;IACjG,GAAG,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,SAAS,EAAE,OAAO,CAAC,EAAE,WAAW,GAAG,IAAI,CAK/D;IAED,yEAAyE;IACzE,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAQvB;IAED,sCAAsC;IACtC,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,0DAA0D;IAC1D,KAAK,IAAI,IAAI,CAKZ;IAEQ,OAAO,IAAI,IAAI,CAGvB;CACD"}
|
|
@@ -0,0 +1,203 @@
|
|
|
1
|
+
import { Container, Graphics, Sprite, TilingSprite, Texture } from 'pixi.js';
|
|
2
|
+
/**
|
|
3
|
+
* A one-shot beam between two screen points: a fading line by default, a fading
|
|
4
|
+
* texture strip with `texture` - tiled, or stretched once along the span in the
|
|
5
|
+
* object form, with `thin` narrowing the body as it fades (see `BeamOptions`).
|
|
6
|
+
* The sub-second ray flash - a zap, a laser, a life-link - where `LightningArc`
|
|
7
|
+
* is the persistent jittered geometry and `MultiTurnBeam` the multi-turn case.
|
|
8
|
+
*
|
|
9
|
+
* Fades from full to gone across `duration` and reports `done` exactly once, so a
|
|
10
|
+
* group can remove it without a second clock. `retarget` moves either endpoint for
|
|
11
|
+
* a beam tracking two moving points; z-order and parenting stay the caller's.
|
|
12
|
+
*
|
|
13
|
+
* @example
|
|
14
|
+
* ```ts
|
|
15
|
+
* import { Beam } from '@datamoc/mw_games/two-d/render';
|
|
16
|
+
* import type { Texture2D } from '@datamoc/mw_games/two-d/render';
|
|
17
|
+
*
|
|
18
|
+
* declare const rayTexture: Texture2D;
|
|
19
|
+
*
|
|
20
|
+
* const zap = new Beam({ x: 0, y: 0 }, { x: 100, y: 0 }, { colour: 0x88ccff, duration: 0.2, thin: true });
|
|
21
|
+
* const ray = new Beam({ x: 0, y: 0 }, { x: 100, y: 0 }, {
|
|
22
|
+
* texture: { source: rayTexture, stretch: true },
|
|
23
|
+
* width: 8,
|
|
24
|
+
* thin: true,
|
|
25
|
+
* duration: 0.3,
|
|
26
|
+
* });
|
|
27
|
+
* const expired = zap.update(0.25);
|
|
28
|
+
* console.log(expired); // true - the instant it outlives its duration
|
|
29
|
+
* zap.destroy();
|
|
30
|
+
* ray.destroy();
|
|
31
|
+
* ```
|
|
32
|
+
*/
|
|
33
|
+
export class Beam extends Container {
|
|
34
|
+
constructor(from, to, options = {}) {
|
|
35
|
+
super();
|
|
36
|
+
this.elapsed = 0;
|
|
37
|
+
this.expired = false;
|
|
38
|
+
/** 1 at launch, `1 - progress` once fading; the thickness multiplier `thin` applies */
|
|
39
|
+
this.lifeFraction = 1;
|
|
40
|
+
this.from = { ...from };
|
|
41
|
+
this.to = { ...to };
|
|
42
|
+
this.colour = options.colour ?? 0xffffff;
|
|
43
|
+
this.thin = options.thin ?? false;
|
|
44
|
+
const shape = options.texture;
|
|
45
|
+
if (shape === undefined) {
|
|
46
|
+
this.texture = undefined;
|
|
47
|
+
this.stretch = false;
|
|
48
|
+
this.textureAnchor = 0;
|
|
49
|
+
}
|
|
50
|
+
else if (shape instanceof Texture) {
|
|
51
|
+
this.texture = shape;
|
|
52
|
+
this.stretch = false;
|
|
53
|
+
this.textureAnchor = 0;
|
|
54
|
+
}
|
|
55
|
+
else {
|
|
56
|
+
this.texture = shape.source;
|
|
57
|
+
this.stretch = shape.stretch ?? false;
|
|
58
|
+
this.textureAnchor = shape.anchor ?? 0.5;
|
|
59
|
+
}
|
|
60
|
+
this.thickness = options.width ?? 2;
|
|
61
|
+
this.duration = Math.max(1e-6, options.duration ?? 0.2);
|
|
62
|
+
if (this.texture && this.stretch) {
|
|
63
|
+
this.body = new Sprite(this.texture);
|
|
64
|
+
this.body.anchor.set(0, this.textureAnchor);
|
|
65
|
+
}
|
|
66
|
+
else if (this.texture) {
|
|
67
|
+
const strip = new TilingSprite({ texture: this.texture, width: 1, height: this.thickness });
|
|
68
|
+
strip.anchor.set(0, this.textureAnchor);
|
|
69
|
+
this.body = strip;
|
|
70
|
+
}
|
|
71
|
+
else {
|
|
72
|
+
this.body = new Graphics();
|
|
73
|
+
}
|
|
74
|
+
if (options.additive ?? true)
|
|
75
|
+
this.body.blendMode = 'add';
|
|
76
|
+
this.addChild(this.body);
|
|
77
|
+
this.redraw();
|
|
78
|
+
}
|
|
79
|
+
/** 0 at launch, 1 at duration end */
|
|
80
|
+
get progress() {
|
|
81
|
+
return Math.min(1, this.elapsed / this.duration);
|
|
82
|
+
}
|
|
83
|
+
get done() {
|
|
84
|
+
return this.expired;
|
|
85
|
+
}
|
|
86
|
+
/** moves either endpoint, for a beam tracking two points that are themselves moving */
|
|
87
|
+
retarget(from, to) {
|
|
88
|
+
if (from)
|
|
89
|
+
this.from = { ...from };
|
|
90
|
+
if (to)
|
|
91
|
+
this.to = { ...to };
|
|
92
|
+
this.redraw();
|
|
93
|
+
}
|
|
94
|
+
/** @returns true the instant `duration` elapses, so a caller can remove the beam exactly once */
|
|
95
|
+
update(dt) {
|
|
96
|
+
if (this.expired)
|
|
97
|
+
return false;
|
|
98
|
+
this.elapsed += dt;
|
|
99
|
+
this.alpha = 1 - this.progress;
|
|
100
|
+
//thinning shares the fade's own clock: the beam narrows as it goes, which
|
|
101
|
+
//means re-deriving the body every update, the same repaint a hand-rolled
|
|
102
|
+
//fading line was paying anyway
|
|
103
|
+
this.lifeFraction = this.thin ? 1 - this.progress : 1;
|
|
104
|
+
if (this.thin)
|
|
105
|
+
this.redraw();
|
|
106
|
+
if (this.elapsed >= this.duration) {
|
|
107
|
+
this.expired = true;
|
|
108
|
+
return true;
|
|
109
|
+
}
|
|
110
|
+
return false;
|
|
111
|
+
}
|
|
112
|
+
destroy() {
|
|
113
|
+
this.removeChild(this.body);
|
|
114
|
+
this.body.destroy();
|
|
115
|
+
super.destroy();
|
|
116
|
+
}
|
|
117
|
+
redraw() {
|
|
118
|
+
const dx = this.to.x - this.from.x;
|
|
119
|
+
const dy = this.to.y - this.from.y;
|
|
120
|
+
const length = Math.hypot(dx, dy);
|
|
121
|
+
this.position.set(this.from.x, this.from.y);
|
|
122
|
+
this.rotation = length > 0 ? Math.atan2(dy, dx) : 0;
|
|
123
|
+
if (this.body instanceof TilingSprite) {
|
|
124
|
+
this.body.width = length;
|
|
125
|
+
this.body.height = this.thickness * this.lifeFraction;
|
|
126
|
+
}
|
|
127
|
+
else if (this.body instanceof Sprite) {
|
|
128
|
+
//stretched: the one art asset spans the whole beam, so its own pixel size
|
|
129
|
+
//is the scale to undo, and the anchor option is what keeps it centred
|
|
130
|
+
const texWidth = this.texture?.width || 1;
|
|
131
|
+
const texHeight = this.texture?.height || 1;
|
|
132
|
+
this.body.scale.x = length / texWidth;
|
|
133
|
+
this.body.scale.y = (this.thickness / texHeight) * this.lifeFraction;
|
|
134
|
+
}
|
|
135
|
+
else {
|
|
136
|
+
const line = this.body;
|
|
137
|
+
line.clear();
|
|
138
|
+
line.moveTo(0, 0);
|
|
139
|
+
line.lineTo(length, 0);
|
|
140
|
+
line.stroke({ width: this.thickness * this.lifeFraction, color: this.colour });
|
|
141
|
+
}
|
|
142
|
+
}
|
|
143
|
+
}
|
|
144
|
+
/**
|
|
145
|
+
* Owns the beams a game has flashing: one `add` per ray, one `update(dt)` fading
|
|
146
|
+
* them all and forgetting the finished ones, and no bookkeeping left to the caller.
|
|
147
|
+
* Beams are parented here and destroyed with their beam; z-order stays the caller's.
|
|
148
|
+
*
|
|
149
|
+
* @example
|
|
150
|
+
* ```ts
|
|
151
|
+
* import { Beams } from '@datamoc/mw_games/two-d/render';
|
|
152
|
+
* import type { Container2D } from '@datamoc/mw_games/two-d/render';
|
|
153
|
+
*
|
|
154
|
+
* declare const layer: Container2D;
|
|
155
|
+
*
|
|
156
|
+
* const beams = new Beams();
|
|
157
|
+
* layer.addChild(beams);
|
|
158
|
+
*
|
|
159
|
+
* beams.add({ x: 0, y: 0 }, { x: 100, y: 0 }, { colour: 0x88ccff });
|
|
160
|
+
* beams.update(1 / 60);
|
|
161
|
+
* console.log(beams.count); // 1 - still fading
|
|
162
|
+
* beams.clear();
|
|
163
|
+
* ```
|
|
164
|
+
*/
|
|
165
|
+
export class Beams extends Container {
|
|
166
|
+
constructor() {
|
|
167
|
+
super(...arguments);
|
|
168
|
+
this.live = [];
|
|
169
|
+
}
|
|
170
|
+
/** flashes a beam between two points; it fades on `update` and removes itself at duration end */
|
|
171
|
+
add(from, to, options) {
|
|
172
|
+
const beam = new Beam(from, to, options);
|
|
173
|
+
this.addChild(beam);
|
|
174
|
+
this.live.push(beam);
|
|
175
|
+
return beam;
|
|
176
|
+
}
|
|
177
|
+
/** fades every live beam, then forgets and destroys the finished ones */
|
|
178
|
+
update(dt) {
|
|
179
|
+
for (let i = this.live.length - 1; i >= 0; i--) {
|
|
180
|
+
if (this.live[i].update(dt)) {
|
|
181
|
+
const [beam] = this.live.splice(i, 1);
|
|
182
|
+
this.removeChild(beam);
|
|
183
|
+
beam.destroy();
|
|
184
|
+
}
|
|
185
|
+
}
|
|
186
|
+
}
|
|
187
|
+
/** how many beams are still fading */
|
|
188
|
+
get count() {
|
|
189
|
+
return this.live.length;
|
|
190
|
+
}
|
|
191
|
+
/** drops every live beam at once - a scene change, say */
|
|
192
|
+
clear() {
|
|
193
|
+
for (const beam of this.live.splice(0)) {
|
|
194
|
+
this.removeChild(beam);
|
|
195
|
+
beam.destroy();
|
|
196
|
+
}
|
|
197
|
+
}
|
|
198
|
+
destroy() {
|
|
199
|
+
this.clear();
|
|
200
|
+
super.destroy();
|
|
201
|
+
}
|
|
202
|
+
}
|
|
203
|
+
//# sourceMappingURL=Beam.js.map
|